Professional Documents
Culture Documents
Final Fantasy RPG
Final Fantasy RPG
Final Fantasy
Role Playing Game
Third Edition
FINAL FANTASY THE ROLEPLAYING GAME
FINAL FANTASY THE ROLEPLAYING GAME
Table of Contents
0. Introduction 1
1. Playguide 13
Dice 13
Statistics 13
Skills 14
Task Checks 14
Scenes 17
Classes and Jobs 1
Co!bat 1"
#. Character Creation #3
$d%ance!ent 33
&'(erienced Characters 3)
3. *aces 3"
+u!an 3"
,angaa 40
Cre!iere 41
D-ar. 4#
&l. 43
/alka 44
0ithra 41
0oogle 4)
2u 0ou 47
3u 4
*onso 4"
Tarutaru 10
4arg 11
4iera 1#
5eti 13
Di..erentiating *aces 11
4. Jobs 17
6arrior Jobs 17
&'(ert Jobs 74
0age Jobs "
$de(t Jobs 10)
1. Skills 1#4
&'(anded *ules 1#4
/rou(-ork 1#1
$rtistic Skills 1#7
/eneral Skills 1#7
Scholastic Skills 1#
Social Skills 130
Technical Skills 131
Thie%ery Skills 13#
6ea(on Skills 133
6ilderness Skills 134
). &7ui(!ent 137
&7ui(!ent ,asics 137
6ea(on Slot 141
Shield Slot 11
,ody Slot 11"
+ead Slot 1)#
+ands Slot 1)4
$ccessory Slot 1))
In%entory Slot 17#
0aterials 17
7. Co!bat 11
The ,asics o. Co!bat 11
The Initiati%e Phase 1
The $ction Phase 1
The Status Phase 1"3
The S(oils o. ,attle #01
S(ecial Circu!stances #01
. 0agic #01
S(ell Classi.ications #0)
,lack 0agic #07
6hite 0agic #10
Ti!e 0agic #14
*ed 0agic #1
,lue 0agic #1
S(ellblade 0agic ##4
Intuiti%e 0agic ##
". $d%enturing #30
*est and *eco%ery #30
To-ns #3#
8n The *oad #34
10. /a!e!astering #3
/0 ,asics #3
,uilding an $d%enture #43
,uilding a Ca!(aign #11
Creating 2e- *aces #)#
Creating &7ui(!ent #)3
$((endi' I. Skill Su((le!ent #7"
The ,asics o.
Technical Skills #7"
In%ent #0
/adgets #7
*e(air #7
Cra.ting 6ea(ons and
$r!or #
Practical Cra.ting #"0
Cooking #"#
&'(losi%es #"3
$lche!y #"4
0i' #")
$((endi' II. 0onster Creation
Syste! 30"
0onster Pro.ile 30"
$ttributes and Statistics 31#
$ttacks 311
$ction $bilities 3#1
S(ells 3#3
Job $bilities 3#3
0o%e!ent $bilities 3#4
Su((ort $bilities 3#4
*eaction $bilities 3#"
9ield &..ects 330
,oss $bilities 331
*e-ards 33#
Con%erting 0onsters 333
$((endi' III. Su!!oning 331
The ,asics o.
Su!!oning 331
:sing &%ocation 0agic 331
:sing Su!!on 0agic 33)
Su!!on Pro.iles 33
$((endi' I4. Storytelling 3"3
;ey Points 3"3
Traits 3"4
Planning 401
$((endi' 4. /a!e Sheets
/lossary
FINAL FANTASY THE ROLEPLAYING GAME
FINAL FANTASY THE ROLEPLAYING GAME
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INTRODUCTION
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$ny co!batant in%ol%ed in a Pincer $ttack !ust decide -hich
.acing > Ae.t or *ight > they ha%e. S-itching .acing .ro! Ae.t or
*ight > or %ice %ersa > is a Bero $ction< but !ust be declared at
the beginning o. a co!batant?s turn. Co!batants in the
encircled (arty !ay only attack o((onents -ho share their
.acing< -hile the encircling side can attack either .acing at -ill.
9urther!ore< -hene%er a co!batant in the encircling (arty
attacks an o((onent -ho does not share his .acing< that
o((onent is considered to be :na-are. To co!(ensate< the
o((onent !ay s-itch .acing as a *eaction i. they take da!age
.ro! a .oe they are :na-are to.
Pincer $ttacks last .or as long as the encircling side kee(s
co!batants on both the Ae.t and *ight 9aces. $s soon as this
sto(s being the case< the Pincer $ttack breaks u(@ co!bat
(roceeds as nor!al.
? Pincer Attac)s in Action
The Initiati%e Phase o. *ound 3 sees +aEe and 0int tra((ed by
ene!y rein.orce!ents. The t-o (re(are .or a bitter struggle.
*odger F/0HK 6ith si' /uards and Cust t-o o. you< youDre
co!(letely surrounded. /i%e !e .acings@ the si' /uards > $< ,<
C< D< & and 9 > are s(lit e%enly bet-een the t-o.
0 F+aEeHK IDll .ace le.t< 0int -ill .ace right. ThatDll at least gi%e
us e%en odds.
,lair F0intHK 9ine.
*odgerK $ll right. *oll .or Initiati%es.
0K FrollingH 4 (lus S(eed e7uals 1#.
,lairK FrollingH #. Y(lus S(eed e7uals 10.
*odger rolls Initiati%e .or the /uards in secret< co!ing u( -ith
Initiati%es o. 13< 7< )< 14< and ".
*odgerK $ll right. Initiati%e order is as .ollo-sK /uard D< /uard
$< +aEe< 0int< /uard 9< /uard &< /uard , and /uard C.
,lairK Yyeah< this is gonna hurt. $ lot.
*odgerK FrollingH $nd theyDre o..I /uard D?s %isor .lashes
bright as he slashes at +aEeDs back@ our .a%orite Dark ;nightDs
not .acing hi!< so heDs considered :na-are and takes double
da!age.
0K 6onder.ul. +o- bad is itG
*odgerK FrollingH +aEe takes " da!age< doubled to 1 .or
being :na-are > do you -ant to change .acingG
0K ID! staying the course here.
? Pincer Attac)s in Action (2)
*odgerK FrollingH /ood call > the -ounded /uard $ thro-s
hi!sel. at +aEe be.ore his co!rade has e%en begun to ste(
back. The i!(actDs as !uch kinetic energy as sur(rise< da!n
near knocking the air out o. your lungs. FrollingH 7 da!age<
but youDre sharing his .acing< so no !ods this ti!e. +aEe<
youDre u(.
,lairK 0ay as -ell .inish o.. /uard $ -hile -eD%e still got the
chance.
0K +ealing !ight be a better ideaY ID! getting beat u(
so!ething .ierce out here. ;u!ani and +iroDd better get a
!o%e on.
TIMED BATTLES
$dding a ti!e li!it to a battle is a great -ay to ratchet u( the
tension. 0ore i!(ortantly< reasons .or doing can %ary
dra!atically > the heroes !ay be trying to esca(e a colla(sing
(alace< engaged in a contest to subdue and de.eat as !any
8chus as they can in the s(ace o. 10 !inutes< or only ha%e a
scant hal.=hour be.ore the &!(ireDs Justice To-er takes out
rebel head7uarters.
6hen setting u( a ti!ed battle< the /0 begins by establishing
the ti!e li!it. This -ill usually be in !inutes< and ideally in
incre!ents o. 1. 2e't< that li!it is con%erted into ?ticks? by
!ulti(lying it by )0. 6hen a battle takes (lace< e%ery *ound that
ela(ses in co!bat reduces the total ti!er by a nu!ber o. ticks
e7ual to the *oundDs highest non=&'tre!e Initiati%e !inus the
lo-est Initiati%e .or that *ound. Inter%ening ti!e< including
tra%el and other acti%ities bet-een battles< reduce the ti!er at
the /0Ds discretion. Should the ti!er hit 0 be.ore the heroes
ha%e acco!(lished their obCecti%e< itDs ga!e o%er.
$nother -ay to run ti!ed battles is to gi%e the (arty a certain
a!ount o. ti!e during -hich they !ust hold out against attack.
9or instance< the (arty !ay be de.ending a critical location
against o((osing .orces< and !ust hold their ground .or at least
10 !inutes to gi%e rein.orce!ents ti!e to arri%e.
CH!PTER G#OSS!R$
The .ollo-ing list reca(s so!e o. the !ost i!(ortant conce(ts
introduced in this cha(ter .or 7uick re.erence.
$bility $ction. $ny $ction using Slo-< 9ast< or 0agic $bilities<
including S(ells.
$d%erse Terrain. Terrain that reduces !o%e!ent by 10Q.
$ttack $ction. $ttacking an o((onent -ith an e7ui((ed
6ea(on.
$uto!atic 0iss. $ ,otch in an $ttack $ction.
,ra-ling. $ttack $ctions -ithout a 6ea(on e7ui((ed.
Critical +it. $ Critical Success in an $ttack $ction.
Co!bat 0o%e!ent. 0o%e!ent undertaken as (art o. an
attack.
Di..icult Terrain. Terrain that reduces !o%e!ent by #1Q.
De.ense $ction. /i%ing u( all $ctions and bracing .or
da!age.
&sca(e $ction. $ction resulting .ro! a co!batantDs atte!(ts
to -ithdra- to a sa.er (osition.
FINAL FANTASY THE ROLEPLAYING GAME
224
&'tre!e Initiati%e. $n Initiati%e o. 31 or higher. &ntitles a
co!batant to additional $ctions.
9ull= 0o%e $ction. $n $ction s(ent entirely on !o%e!ent.
Ite! $ction. $ction in%ol%ing using ite!s or changing
e7ui(!ent in=battle.
Pincer $ttack. ,attle in -hich one side co!(lete encircles
the other.
Pree!(ti%e *ound. S(ecialiEed *ound resulting .ro!
a!bush.
Trigger $ction. $n $ction in%ol%ing a Task Check.
:nconscious. Condition in -hich a PC or 2PC has been
reduced to 0 or .e-er +P.
6ait. Delay acting .or a certain nu!ber o. ticks.
FINAL FANTASY THE ROLEPLAYING GAME
225
VIII
____________________
MAGIC
9F
"No2 for $y ne:t tri(%2 I i##
$a%e you a##... !isappear*"
Kef%a /a##a7o
FINAL FANTASY +I
0agic is a .unda!ental and natural (art o. the -orld< !ani.est
in all things ani!ate and inani!ate. The .lo- o. !agical energy<
or !ana< in the -orld as a -hole is essential to its -ell=being@
only so long as the (o-er o. the ele!ents is unchecked can the
-ind continue to blo-< the earth continue to be .ertile< the cycle
o. li.e and death go on. $ll o. the -orld?s inhabitants< -hether
conscious o. it or not< ha%e so!e s!all (art o. this .orce inside
the!@ -ith training< it can be turned into a -ea(on !ore
(o-er.ul than !ere blade or bra-n< !ore de%astating than all
but the .arthest=reaching technologies.
0ost -orlds contain at least so!e degree o. Nbackground
!agicD > enough !ana to sustain li.e on the -orld itsel.< but a
.ar cry .ro! the sheer a!ount o. .ree energy needed to .uel true
s(ellcasting. The e'istence o. 0ages de(ends hea%ily on the
(resence o. obCects that rein.orce and a!(li.y this -eak le%el o.
natural !agic to the (oint -here it can be acti%ely sha(ed.
MAGICITE
Certain kinds o. naturally=occurring crystals ha%e been .ound to
be curiously sy!(athetic to the .lo- o. !ana< able to .ocus<
store and e%en a!(li.y natural ele!ental .orces. Such crystals
are kno-n as !agicite< and can %ary -idely in both siEe and
(o-er. $t its s!allest< !agicite can be little !ore than a
!icrosco(ic (o-der tra((ed -ithin larger rock .or!ations<
creating unusual (heno!ena through (ent=u( !ana. $ stone
charged -ith a !odest a!ount o. 9ire energy< .or instance<
-ould .eel unusually -ar! to the touch< though its sorcerous
uses are ne't to nil. Con%ersely< genuinely titanic !agicite
.or!ations such as the legendary 9our Crystals are !agical
reser%oirs -ithout (eer< ca(able o. raising and destroying
nations -ith e7ual ease.
0agicite can be used .or any nu!ber o. (ur(oses< ranging
.ro! (o-ering !achinery to enriching soil. 0ost !agically=
e!(o-ered e7ui(!ent is constructed by binding the rush o.
energy .reed by the destruction o. !agicite .rag!ents into the
ite! during the creation (rocess@ !ore (o-er.ul ar!s and
ar!or !ay be !ade o. (ure !agicite crystals< and are ca(able
o. absorbing and channeling signi.icant a!ounts o. !agical
(o-er.
BATTLE ITEMS
$l!ost all creatures ha%e so!e a!ount o. !agicite in their
bodies< allo-ing the! to channel !ana .or their o-n uses. :(on
death< (art o. the !agical energy that has (assed through the
creature !ay linger in its !agicite@ (arts o. the creature that
ha%e (articularly high concentrations o. !agicite can e%en be
har%ested to !ake a ,attle Ite!. Such N.roEenD !agic is ty(ically
!ore co!!on in the re!ains o. creatures o. arcane origin< such
as ,o!bs@ %irtually any .rag!ent o. their bodies can be used to
unleash a s!all s(ark o. o..ensi%e s(ellcasting in the right
hands.
ECOLOGIES OF MAGIC
&%en as it sustains li.e< !agic in turn creates its o-n ecology<
ranging in scale .ro! ani!al=like nature s(irits to the (ri!iti%e
ele!entals< creatures ?birthed? by large !asses o. ele!ental
energy con%erging on a single location. $t the ti( o. the
(ro%erbial tote! (ole are the Su!!ons< kno-n by a !illion and
one na!es throughout the uni%erse@ such creatures ty(ically
d-ell on (lanes o. (ure (o-er connected to a -orld by only the
!ost tenuous o. links< dra-n into !aterial e'istence by the
(ersuasi%e talents o. Caller and Su!!oner alike.
The en%iron!ent< too< interacts -ith ra- .lo-s o. !agic<
resonating -here the ele!ents are !ost sy!(athetic. The heat
o. a %olcano< .or instance< can tie together !any strea!s o. 9ire
&le!ental energy< creating a reser%oir o. !ana .a%orable to
arcane creatures and s(ellcasters alike. Si!ilarly< a lightning
strike during a .erocious thunderstor! attracts Aightning
&le!ental energy@ a torrential rain.all leads to the accu!ulation
o. 6ater &le!ental (o-er. 9or those -ho rely on the !ight o.
the ele!ents< care.ul consideration o. oneDs surroundings is an
i!(ortant .actor in e..ecti%ely sha(ing these energies.
SPELLCASTERS
$cti%e -ielders o. !agical (o-er %ary -ildly in sha(e and sco(e.
6ith su..icient training and (hysical disci(line< -arriors can
channel ele!ental .lo-s into their techni7ues@ to the!< this
.orce is kno-n as chi and accounts .or !uch o. their (o-er in
battle. +o-e%er< such a((lications are rigid< de(ending as !uch
on the -arriorDs (hysical (ro-ess as on their a-areness o. the
!agical basis underlying the!. $ true 0age can acti%ely t-ist
and .ocus ra- .lo-s o. !agic into (hysical< %isible .or!s@ dark
!ists< .reeEing gales< ho-ling stor!s< and scorching -a%es o.
.ire.
The s(ellcasting (rocedure itsel. de(ends on the (o-er and
e'(erience o. the !age in 7uestion. ,eginners rely hea%ily on
sub=%ocaliEed incantations to .ocus the (o-er necessary to
unleash their S(ell o. choice@ !ore ad%anced (ractitioners can
in%oke !agic -ith nothing !ore than a si!(le hand=gesture.
8nce (re(ared< all S(ells can be acti%ated by a s(oken -ord >
usually the s(ell?s na!e < such as ?CuraI? > or a !ore grandiose
co!!and< such as UStar .ire< a-aken and deli%er your
FINAL FANTASY THE ROLEPLAYING GAME
226
Cudg!entI 9iragaIW +o-e%er< it should be noted that such
(ronounce!ents are usually deli%ered !ore .or inti!idation
%alue than actual (racticality@ in both cases< the results are the
sa!e.
Fao#os (heos !e van!a* =or!a ra$u!
feo#io... =o$a#2 )eeve of Ti$e2 by oath
unto you a$ I boun!. Ti$e#ess2 (ross you
no the vastness of Ti$e"s gu#f. Thro
i!e @er gates that e $ay pass*&
Loffrey -o!ring
FINAL FANTASY TA3TI3S
Casting !agic also has a %isual as(ect< as !ana dra-n by
casters .ro! the i!!ediate en%iron!ent solidi.ies into !otes o.
light Cust be.ore entering the caster?s body. +o- noticeable this
is de(ends on both the (o-er o. the caster and the a!ount o.
!ana re7uired by the S(ell@ (articularly ade(t !agicians can
disguise these ?!ana signatures? to !ake e%en high=intensity
s(ellcasting e..ecti%ely in%isible.
THE ELEMENTS OF MAGIC
The classi.ication o. !agic has occu(ied scholars .or centuries.
&%en to this day< the .iner details o. !agical ta'ono!y can be
.uel .or considerable debate. Certain as(ects< ho-e%er< are
considered to be uni%ersally agreed on. $!ong the! is the .act
that !ana is the basic building=block o. !agic@ though .urther
di%ersi.ied and re.ined< ra- !ana can be used to dri%e a -ide
%ariety o. hel(.ul and har!.ul e..ects. 9ro! here< all !agic can
be broadly broken u( into three !aCor grou(s o. .orces >
&le!ental< Cos!ic and Ai.e.
The &le!ental .orces are so!eti!es also called Nnatural
.orcesD< deri%ing that designation .ro! the .act that they are
ine'tricably tied to natural (heno!ena. The !ost co!!on o.
these in%ol%e the .our basic ele!ents > &arth< 9ire< 6ind and
6ater > -hich in turn co!bine to .or! the distincti%e N(ara=
ele!entsD o. Aightning and Ice. To these are added ,io< +oly
and Shado-. The inclusion o. the latter t-o is (roble!atic .or
those -ho see the! as su(ernatural rather than !undane
.orces. $s a result< in so!e 7uarters the latter three are not
considered ele!ents at all< and si!(ly e'cised .ro! the
reckoning. The collecti%e grou(ing o. these nine > &arth< 9ire<
$ir< 6ater< Aightning< Ice< ,io< +oly and Shado- > is re.erred to
as the Co!bat &le!ents@ s(ells .ocusing their (o-er are
intended .or har! and destruction !ore o.ten than not.
8utside the do!ain o. the ele!ents is the .orce o. Cos!os@ its
co!(onents are Ti!e and /ra%ity< the distortion o. -hich .or!s
the basis o. the Ti!e 0ageDs curious (o-ers. In !any cases<
the end result is a roundabout -ay o. acco!(lishing -hat
ele!ental !agic -ill easily do in skilled hands@ rather than
launch a .ireball< a Ti!e 0age -ill t-ist the .orces o. Ti!e and
(luck a co!et sho-er .ro! distant anti7uity Cust long enough to
bo!bard their o((onents into sub!ission.
The .inal co!(onent o. the !agical s(ectru! is another
o%erarching .orce< Ai.e< gi%en (o-er by the cycle o. birth and
death and the !igration o. souls. Though not inherently a
!agical thing< its interactions -ith ra- !agic ha%e allo-ed
6hite 0ages and other (ractitioners o. healing to use it in the
sa!e .ashion as its -ilder ele!ental counter(arts. $s a result<
its inclusion re!ains a (oint o. contention.
SPE## C#!SSIFIC!TIO"S
9or the sake o. clari.ying e..ects and o..ering an organiEational
thread to tie %arious S(ells together< each S(ell belongs to a
distincti%e category.
ELEMENTAL MAGIC
&le!ental 0agic is a ter! used to describe any S(ell that
deals da!age associated -ith one o. the nine Co!bat &le!ents.
ARCANE MAGIC
$ny S(ell that directly deals da!age to an o((onent but is not
a..iliated -ith a Co!bat &le!ents belongs to the category o.
$rcane 0agic. $rcane 0agic can deal either Physical or 0agical
da!age@ -hich o. the t-o is noted in the ?Ty(e? .ield.
RECOVERY MAGIC
*eco%ery 0agic describes any S(ell that reco%ers +P or 0P to
a target > usually the caster< or one o. the caster?s allies > or
re!o%es negati%e Status Conditions. *eco%ery 0agic can ha%e
une'(ected e..ects on :ndead !onsters > and co!batants
a..licted -ith the Status Condition Bo!bie.
STATUS MAGIC
$ny S(ell that in.licts one or !ore Status Conditions as a result
o. its casting< bene.icial or other-ise< is kno-n as Status
0agic. 9or the sake o. calculating I!!unities< these S(ells are
di%ided into se%en categories > 0ysti.y< To'in< Seal< Ti!e<
Trans.or!< 9atal< and 6eak > based on the Status Conditions
they in.lict. There are also t-o (ositi%e Status Categories<
,arrier and Strengthen.
SUPPORT MAGIC
Su((ort 0agic co%ers S(ells that do not ha%e a direct e..ect on
either the caster< the casterDs allies< or their o((onents. The
S(ell Sight< -hich allo-s a 6hite 0age to get an o%er%ie- o. an
area< is a (ri!e e'a!(le o. this kind o. !agic.
SPELLBLADE MAGIC
S(ellblade 0agic is the s(ecialiEed category o. !agic used by
0agic ;nights and their ilk. *ather than directly a..ecting
o((onents< such S(ells instead use the casterDs -ea(on as a
conduit.
FOR0!T
The S(ell listings o%er the re!ainder o. the Cha(ter are set out
as .ollo-sK
The .irst thing listed is the S(ell?s casting na!e. Due to
di..erences in translation bet-een 9inal 9antasy ga!es<
FINAL FANTASY THE ROLEPLAYING GAME
227
(layers !ay kno- so!e o. these by alternate na!es > ,liEEara<
.or instance< is occasionally called Ice #. To a%oid creating
con.usion< only one na!e is gi%en .or each S(ell.
The 0P Cost is gi%en to the right o. the s(ellDs na!e< and
lists the nu!ber o. 0agic Points re7uired to cast the S(ell.
Casting cost is subtracted .ro! the 0age?s current 0P -hen the
S(ell is cast.
Target sho-s -hich co!batants the S(ell a..ects.
Ty(e indicates -hich S(ell Category that (articular S(ell .alls
under< used .or the (ur(oses o. calculating I!!unities.
The * or 2* indicate -hether a S(ell is a..ected by the Status
Condition *e.lect F*H or not F2*H.
Prere7uisite lists -hich other S(ells the 0age !ust ha%e
learned in order to be able to obtain this (articular S(ell< -here
a((licable.
B#!C 0!GIC
,lack is the color o. destruction. Practitioners o. ,lack 0agic
ha%e !astered control o. the ele!ents< sha(ing these into any
nu!ber o. o..ensi%e de%ices.
#e6el &
(.35+ 5 MP
TargetK Single Ty(eK Status FSealH *
$ blinding cloud o. thick black .og surrounds the target< robbing
it o. all senses. ,lind has a CoS o. F0. $CC = 10H< 0. &%asion
o. in.licting the Status Condition ,lind on the target F)H.
(.3??AR+ ; MP
TargetK Single Ty(eK &le!ental FIceH *
$ .lurry o. high=s(eed ice (articles is launched at the target<
in.licting F4 ' 0$/H Z d< 0. $r!or Ice &le!ental da!age.
F3Re ; MP
TargetK Single Ty(eK &le!ental F9ireH *
$ burning s(here o. .ire rushes to-ards the target< e'(loding
on i!(act. 9ire in.licts F4 ' 0$/H Z d< 0. $r!or 9ire
&le!ental da!age.
P43"45 9 MP
TargetK Single Ty(eK &le!ental F,ioH *
Status FTo'inH
$ .rothing cloud o. sickly %iolet bubbles s-ar!s o%er the target
-ith su..ocating .orce. Poison in.licts F4 ' 0$/H Z d< 0.
$r!or ,io &le!ental da!age@ in addition< Poison has a CoS o.
F0. $CC = 10H< 0. &%asion o. in.licting the Status Condition
Poison F[H.
".!!P 5 MP
TargetK Single Ty(eK Status FSealH *
Clouds o. light !ist (lay around the target as the a((arition o. a
!oon a((ears o%erhead to sho-er so.t starlight u(on it. Slee(
has a CoS o. F0. $CC = 10H< 0. &%asion o. in.licting the Status
Condition Slee( F)H.
'H15+!R ; MP
TargetK Single Ty(eK &le!ental FAightningH *
$ brilliant bolt o. lightning tears do-n .ro! the sky< striking the
target -ith barely=contained energy. Thunder in.licts F4 ' 0$/H
Z d< 0. $r!or Aightning &le!ental da!age.
#e6el +
+ARk 18 MP
TargetK Single Ty(eK &le!ental FShado-H *
$ s(here o. utter blackness launches at the target< dissi(ating
into a dark !ist as it strikes. Dark in.licts F ' 0$/H Z #d< 0.
$r!or Shado- &le!ental da!age.
!.!M!5' "P3!" 10 MP
TargetK Single Ty(eK Status FStrengthenH *
The target is surrounded by a shi!!ering barrier o. ele!ental
energy ca(able o. solidi.ying into cruel s(ikes at the touch o. a
-ea(on. &le!ent S(ikes in.licts the Status Condition &le!ent
S(ikes F)H@ declare -hich ele!ent the S(ikes -ill be tied to >
9ire< Ice or Aightning > -hen casting this S(ell.
.4C 1: MP
TargetK Single Ty(eK Status F6eakH *
$t the caster?s co!!and< a set o. crosshairs begin to glo-
around the target?s body< illu!inating -eak (oints and tracking
!o%e!ents. Aock has a CoS o. F0. $CC = 10H< 0. &%asion o.
in.licting the Status Condition Aock on the target F)H.
RA"P 15 MP
TargetK Single Ty(eK $rcane F0agicalH *
Ine'orably dra-n by the lure o. !agical (o-er< translucent
s(heres o. %iolet energy s(iral in to-ards the target< sa((ing all
!ana out o. the surrounding area be.ore rushing a-ay. *as(
reduces the targetDs current 0P by F ' 0$/H Z #d< 0.
$r!or.
%A'!R 18 MP
TargetK Single Ty(eK &le!ental F6aterH *
6ater begins to .ilter out o. the air< .or!ing a solid ball around
the target that li.ts it o.. the ground be.ore bursting in a sho-er
o. li7uid. 6ater in.licts F ' 0$/H Z #d< 0. $r!or 6ater
&le!ental da!age.
#e6el ,
(.3??ARA 22 MP
TargetK SingleX/rou( Ty(eK &le!ental FIceH *
The air around the target condenses to .reeEing (oint in an
instant< encasing it in a to-ering s(ire o. ice. ,liEEara in.licts
F1# ' 0$/H Z 3d< 0. $r!or Ice &le!ental da!age.
Prere7uisiteK ,liEEard
FINAL FANTASY THE ROLEPLAYING GAME
228
F!AR 3: MP
TargetK Single Ty(eK Status F6eakH *
$ sinister< screa!ing %isage -a%ers into li.e abo%e the target<
letting loose a bone=chilling ho-l be.ore .ading a-ay. 9ear has a
CoS o. F0. $CC = 10H< 0. &%asion o. in.licting the Status
Condition Po-er Do-n F)H.
F3ra 22 MP
TargetK SingleX/rou( Ty(eK &le!ental F9ireH *
$ .urious e'(losion tears through the air as a colu!n o.
incandescent .ire eru(ts under the target. 9ira in.licts F1# '
0$/H Z 3d< 0. $r!or 9ire &le!ental da!age.
Prere7uisiteK 9ire
'H15+Ara 22 MP
TargetK SingleX/rou( Ty(eK &le!ental FAightningH *
&lectric=blue thunderbolts crash into the ground< creating a
deadly array o. ball lightning to encircle all targets. Thundara
in.licts F1# ' 0$/H Z 3d< 0. $r!or Aightning &le!ental
da!age.
Prere7uisiteK Thunder
?4M(3! 3: MP
TargetK Single Ty(eK Status FTrans.or!H
*
The target disa((ears< s-allo-ed by a -a%e o. !ias!ic green
s!oke seeking to steal a-ay its li.e .orce. Bo!bie has a CoS o.
F0. $CC = 10H< 0. &%asion o. in.licting the Status Condition
Bo!bie F)H.
#e6el -
(3o 44 MP
TargetK SingleX/rou( Ty(eK &le!ental F,ioH *
Status FTo'inH
4irulent green orbs begin to bubble out o. the ground< 7uickly
o%er-hel!ing the target -ith a deadly sho-er o. to'ins. ,io
in.licts F11 ' 0$/H Z 4d< 0. $r!or ,io &le!ental da!age@
in addition< ,io has a CoS o. F0. $CC = 10H< 0. &%asion o.
in.licting the Status Condition Poison F[H > roll se(arately .or
each eligible co!batant.
Prere7uisiteK Poison
+!(ARR3!R 3: MP
TargetK Single Ty(eK Su((ort 2*
$ bea! o. daEEling blue light strikes the target< blasting a-ay
all (rotecti%e !agics in the blink o. an eye. Debarrier has a CoS
o. F0. $CC = 10H< 0. &%asion o. canceling all ,arrier=ty(e
Status Conditions e'ce(t Shield currently acti%e on the target.
+!"PA3R 35 MP
TargetK Single Ty(eK Status F6eakH *
Colu!ns o. red and black s!oke dance around the target<
-ra((ing it in choking< .u!ing s(irals. Des(air has a CoS o. F0.
$CC = 10H< 0. &%asion o. in.licting the Status Conditions $r!or
Do-n F4H and 0ental Do-n F4H.
Prere7uisiteK 9ear
+RA35 34 MP
TargetK Single Ty(eK *eco%ery 2*
,lood=red orbs circle the target< gro-ing larger and !ore li%id
as they dra- out the %ery essence o. the target?s li.e@ once .ull<
the orbs return to the caster< releasing their (ayload o. stolen
%itality on contact. Drain in.licts F11 ' 0$/H Z 4d< 0. $r!or
0agical da!age@ the caster regains a nu!ber o. +it Points
e7ual to the a!ount lost by the target.
4"M4"! 1 MP
TargetK Single Ty(eK *eco%ery 2*
8rbs o. blinding (ink energy .or! around the target< gro-ing
larger and !ore lu!inous as they dra- !ana .ro! the target@
once .ull< the orbs return to the caster< trans.erring the stolen
energy u(on contact. The targetDs current 0P is reduced by
F11 ' 0$/H Z 4d< 0. $r!or 0P@ the caster regains a
nu!ber o. 0P e7ual to the a!ount lost by the target.
%A'!RA 38 MP
TargetK SingleX/rou( Ty(eK &le!ental F6aterH *
The ground buckles and cracks as a colu!n o. -ater eru(ts<
%iolently i!!ersing all targets be.ore dis(ersing again. 6atera
in.licts F11 ' 0$/H Z 4d< 0. $r!or 6ater &le!ental
da!age.
Prere7uisiteK 6ater
#e6el .
(.3??AGA 0: MP
TargetK SingleX/rou( Ty(eK &le!ental FIceH *
Particles o. .rost and sno- accelerate to-ards the target<
ra(idly sealing it in layer a.ter layer o. solid ice be.ore the entire
edi.ice shatters. ,liEEaga in.licts F1 ' 0$/H Z 1d< 0.
$r!or Ice &le!ental da!age.
Prere7uisiteK ,liEEara
C1R"! 55 MP
TargetK Single Ty(eK Status FSealH *
$ sinister black circle !aterialiEes under the target< strea!ing
!ulti=colored lights and gases be.ore -inking shut. Curse has a
CoS o. F0. $CC = 10H< 0. &%asion o. in.licting the Status
Condition Curse F4H.
Prere7uisiteK Des(air
FINAL FANTASY THE ROLEPLAYING GAME
221
F3RAGA 0: MP
TargetK SingleX/rou( Ty(eK &le!ental F9ireH *
$ colossal s(here o. -hite=hot .ire crashes onto the target<
s(arking a .urious e'(losion that engul.s it in a cloud o. ash and
cinders. 9iraga in.licts F1 ' 0$/H Z 1d< 0. $r!or 9ire
&le!ental da!age.
Prere7uisiteK 9ira
"C41RG! 05 MP
TargetK /rou( Ty(eK &le!ental FShado-H *
$ long shado- cree(s o%er the ground< darkening the area as
-icked s(ikes o. unholy energy burst through to ske-er all
targets. Scourge in.licts F1 ' 0$/H Z 1d< 0. $r!or
Shado- &le!ental da!age.
Prere7uisiteK Dark
"'45! 05 MP
TargetK Single Ty(eK Status FSealH *
9ingers o. stone burst .orth .ro! the ground< snatching shut
around the target in a sho-er o. .lying stones and dirt be.ore
shattering. Stone has a CoS o. F0. $CC = 10H< 0. &%asion o.
in.licting the Status Condition Stone F[H.
'H15+AGA 0: MP
TargetK SingleX/rou( Ty(eK &le!ental FAightningH *
$ dea.ening (eal o. thunder rolls across the battle.ield as
lightning bolt a.ter lightning bolt crashes to earth< tra((ing all
targets in a siEEling s(here o. electrical energy be.ore
dissi(ating again. Thundaga in.licts F1 ' 0$/H Z 1d< 0.
$r!or Aightning &le!ental da!age.
Prere7uisiteK Thundara
#e6el /
+!A'H 8: MP
TargetK Single Ty(eK Status F9atalH *
$ decaying< hooded .igure e!erges .ro! the ground in a cloud
o. dark s!oke< raising a !assi%e scythe to clea%e the targetDs
li.e .orce in t-ain be.ore .ading a-ay -ith a blood=curdling
laugh. Death has a CoS o. F0. $CC = 10H< 0. &%asion o.
reducing the target to 0 +P< regardless o. current +P< $*0 or
0. $*0 %alues< or the Da!age Ca(.
Prere7uisiteK Debarrier
F.AR! 80 MP
TargetK Single Ty(eK $rcane F0agicalH *
/lobes o. (ure !agical energy blast into the target in a
relentless strea!< setting o.. one chaotic e'(losion a.ter
another be.ore rushing out again. 9lare in.licts F#4 ' 0$/H Z
4d10< 0. $r!or 0agical da!age.
>1A! ;: MP
TargetK $ll Ty(eK &le!ental F&arthH 2*
$ %iolent tre!or tears through the length o. the battle.ield<
breaking u( the ground into shuddering< cru!bling .rag!ents
and ya-ning cre%asses. 3uake in.licts F#1 ' 0$/H Z 1d< 0.
$r!or &arth &le!ental da!age@ 9loating and 9lying targets are
i!!une to its e..ects.
")PH45 ;: MP
TargetK Single Ty(eK *eco%ery 2*
8rbs o. golden energy surround the target< gro-ing larger and
!ore brilliant as they sa( at its %ital and !agical .orces@ once
large enough< they return to the caster< dissol%ing in a sho-er
o. (ale light. The target su..ers F#1 ' 0$/H Z 1d< 0. $r!or
da!age< s(lit e%enly bet-een +P and 0P@ the caster regains an
a!ount o. +P and 0P e7ual to that lost by the target. I. the
target has no 0P< all da!age de.aults to the targetDs +P
instead.
%A'!RGA ;8 MP
TargetK /rou( Ty(eK &le!ental F6aterH *
6inding strea!s o. airborne -ater race to-ards all targets<
7uickly enclosing the! in an i!!ense li7uid do!e be.ore
dissol%ing into a .oa!ing tidal -a%e. 6aterga in.licts F#1 '
0$/H Z 1d< 0. $r!or 6ater &le!ental da!age.
Prere7uisiteK 6atera
#e6el )
FR!!?! 115 MP
TargetK Single Ty(eK &le!ental FIceH *
Status F9atalH
Chilly %a(ors .loat o%er the battle.ield as .rag!ents o. blue ice
cascade do-n on the target< i!(risoning it in a Cagged< glacial
(rison. 9reeEe in.licts F#7 ' 0$/H Z 4d1#< 0. $r!or Ice
&le!ental da!age@ in addition< it has a CoS o. F0. $CC = 10H<
0. &%asion o. in.licting the Status Condition 9roEen F#H.
Prere7uisiteK ,liEEaga
51! 115 MP
TargetK Single Ty(eK &le!ental F9ireH *
Status F9atalH
S(heres o. orange .la!e rush to-ards the target< engul.ing it in
an e%er=gro-ing e'(losion -ith the heat and .ury o. a ne-born
star. 2uke in.licts F#7 ' 0$/H Z 4d1#< 0. $r!or 9ire
&le!ental da!age@ in addition< it has a CoS o. F0. $CC = 10H<
0. &%asion o. in.licting the Status Condition +eat F#H.
Prere7uisiteK 9iraga
FINAL FANTASY THE ROLEPLAYING GAME
212
PA35 85 MP
TargetK Single Ty(eK Status FS(ecialH *
8ily clouds o. black and %iolet s!oke engul. the target<
obscuring it .ro! %ie- entirely. Pain has a CoS o. F0. $CC =
10H< 0. &%asion o. in.licting the Status Conditions ,lind F4H<
Poison FH< and Silence F4H@ roll se(arately .or each Status
Condition.
'4A+ ;5 MP
TargetK Single Ty(eK Status FTrans.or!H
*
9our colu!ns o. orange s!oke eru(t around the target<
s(e-ing .orth until the %icti! is nothing but an indistinct
shado- in the %a(ors. Toad has a CoS o. F0. $CC = 10H< 0.
&%asion o. in.licting the Status Condition Toad F4H. I. the target
is already under the e..ects o. Toad< a second casting o. Toad
cancels the Status Condition.
2!54M 1:: MP
TargetK /rou( Ty(eK &le!ental F,ioH *
Status FTo'inH
$ (ool o. %ile ooEe begins to .or!< stea!ing to'ic gases as
bubbles o. li7uid %eno! rise u( to sho-er all targets. 4eno!
in.licts F#4 ' 0$/H Z 4d10< 0. $r!or ,io &le!ental da!age.
In addition< it has a CoS o. F0. $CC = 10H< 0. &%asion o.
in.licting the Status Condition 4eno! F4H > roll se(arately .or
each eligible co!batant.
Prere7uisiteK ,io
#e6el (
(R!A 15: MP
TargetK Single Ty(eK &le!ental F&arthH *
Status FS(ecialH
The ground beneath the target e'(lodes in a seis!ic night!are
o. dust< soil and rocky s(ires. ,reak in.licts F30 ' 0$/H Z
4d1#< 0. $r!or &arth &le!ental da!age@ in addition< it has a
CoS o. F0. $CC = 10H< 0. &%asion o. in.licting the Status
Condition Stone F[H. I. success.ul< !ake an additional dQ roll@
there is a F0. $CC = 10H< 0. &%asion chance that the %iolent
shaking -ill ha%e shattered the (etri.ied co!batant< reducing
the target to 0 +P< regardless o. current +it Points< $*0 or 0.
$*0 %alues.
Prere7uisiteK 3uake< Stone
"#At/e 1;5 MP
TargetK $ll Ty(eK &le!ental FShado-H 2*
$ .iery agglo!eration o. rock .lashes into e'istence abo%e the
battle.ield< gathering .rag!ents o. ony' and dark energy to it
be.ore beginning its descent to earth< crackling -ith !ale%olent
energy as it crashes do-n. Scathe in.licts F3) ' 0$/H Z
1d1#< 0. $r!or Shado- &le!ental da!age.
Prere7uisiteK Scourge
+oomsda) 1;5 MP
TargetK /rou( Ty(eK Status F9atalH *
$ -all o. dark s!oke s-ee(s across the battle.ield< cloaked
shado-s and glo-ing eyes %isible through the oily tendrils
be.ore the dark scene .ades a-ay. Doo!sday has a CoS o. F0.
$CC = 10H< 0. &%asion o. reducing all a..ected targets to 0 +P<
regardless o. current +P< $*0 or 0. $*0 %alues. *oll se(arately
.or each eligible target.
Prere7uisiteK Death
M!.'+4%5 15: MP
TargetK Single Ty(eK $rcane F0agicalH 2*
Status F6eakH
$ high=s(eed strea! o. heat and energy assails the target<
i!!ersing it in .urious< bone=searing te!(eratures. 0eltdo-n
in.licts F33 ' 0$/H Z 1d10< 0. $r!or 0agical da!age@ in
addition< it has a CoS o. F0. $CC = 10H< 0. &%asion o. adding
the Status Condition 0eltdo-n F4H.
Prere7uisiteK 9lare
1.'3MA 25: MP
TargetK /rou( Ty(eK $rcane F0agicalH 2*
$n eerie cal! .alls o%er the battle.ield as the sky gro-s dark<
shading the co!batants in blue and black. 8nly one sound
breaks the silence@ a single note< gaining in (itch as a do!e o.
(urest blue energy .or!s underneath the targets< gro-ing
out-ards in an unsto((able< destructi%e rush that engul.s the
area -hole. $s the sound reaches ear=s(litting .re7uencies< the
do!e .lashes out o. e'istence< and all beco!es still once !ore.
:lti!a in.licts F4# ' 0$/H Z 1d1# 0agical da!age@ unlike
other ,lack S(ells< :lti!a is not a..ected by the Da!age Ca(
and !ay e'ceed """ da!age.
Prere7uisiteK 0eltdo-n
WHITE 0!GIC
The (o-er o. 6hite is that o. li.e itsel.. $s a .oil to the
destructi%e e'cesses o. ,lack 0agic< 6hite 0agic heals -here
,lack inCures< (rotects -here ,lack -eakens. 6hite 0ages are
restricted in ter!s o. direct o..ense< but their su((ort ability is
second to none.
#e6el &
A!R4 ; MP
TargetK Single Ty(eK &le!ental F6indH *
$ %icious gust o. -ind assails the target< tearing into it -ith
raEor=shar( debris. $ero in.licts F4 ' 0$/H Z d< 0. $r!or
6ind &le!ental da!age.
FINAL FANTASY THE ROLEPLAYING GAME
211
C1R! 5 MP
TargetK Single Ty(eK *eco%ery *
$n iridescent s(ark o. blue light s(irals around the target<
trailing glo-ing s(ecks in its -ake. Cure restores F4 ' 0$/H Z
d +P.
!.!M!5' G1AR+ 1: MP
TargetK Single Ty(eK Status FStrengthenH *
Strings o. lu!inous %iolet light encircle the target< trailing long
streaks o. !ystical energy as they orbit be.ore %anishing.
&le!ent /uard besto-s the status Condition &le!ent *esist
F)H@ the caster !ust s(eci.y -hich &le!ent is a..ected -hen
casting the S(ell. $dditional castings o. &le!ent /uard !ay add
additional &le!ents@ casting &le!ent /uard .or an &le!ent the
target already has a *esistance to-ards< ho-e%er< -ill not
(roduce any additional e..ect.
P43"45A 3 MP
TargetK Single Ty(eK *eco%ery *
$ slurry o. dull (ur(le s(heres -ashes o%er and through the
length o. the target< canceling all To'in=ty(e Status Conditions
currently a..licting it.
"CA5 3 MP
TargetK Single Ty(eK Su((ort *
/hostly crosshairs settle u(on the target< surrounding it in a
dance o. arcane letters and nu!bers s(elling out its e%ery
secret. Scan re%eals the target?s Ae%el< 0onster Ty(e Fi.
a((licableH current and !a'i!u! +P and 0P %alues<
$bsorbances< I!!unities< *esistances< 6eaknesses and Status
I!!unities. $t the /0Ds discretion< it !ay also gi%e additional
in.or!ation on the targetDs background< tactics< and beha%iors.
"3GH' 3 MP
TargetK Sel. Ty(eK Su((ort 2*
The casterDs surroundings see! to !elt a-ay< shrinking in a
rush o. !agical energy until the entire area is %isible at birdDs
eye %ie-. :(on casting Sight< the caster ?sees? e%ery detail o.
the landsca(e .or an area o. F1000 ' 0$/H s7uare !eters<
centered u(on the caster< as i. %ie-ing it .ro! the air. This
%ision o%errides the casterDs nor!al senses@ they -ill not be
able to see .ro! their No-nD eyes until they %oluntarily elect to
dis(el Sight.
#e6el +
(!R"!R 12 MP
TargetK Single Ty(eK Status F0ysti.yH *
6a%ering strea!s o. red energy assail the target< dri%ing its
(ri!al .ighting instincts to critical le%els. ,erserk has a CoS o.
F0. $CC = 10H< 0. &%asion o. in.licting the Status Condition
,erserk F)H.
(.35 1: MP
TargetK Single Ty(eK Status FStrengthenH *
9luorescent rays o. !agical energy t-ist in co!(licated s(irals
around the target< distorting %ision and light to besto- the
Status Condition ,link F)H.
FA+! 18 MP
Target K Single Ty(eK &le!ental F+olyH *
$ blaEing (illar o. light issues .orth .ro! the ground beneath
the target< gro-ing sky-ards until the %icti! is -holly consu!ed
by its sacred (o-er. 9ade in.licts F ' 0$/H Z #d< 0. $r!or
+oly &le!ental da!age.
FA3'H 15 MP
TargetK Single Ty(eK Status FStrengthenH *
$ translucent shield o. gold encloses the target< slo-ly rotating
as golden !otes dance around it in grace.ul circles to besto-
the Status Conditions $r!or :( F4H and 0ental :( F4H.
"'45A 1: MP
TargetK Single Ty(eK *eco%ery *
2eedles o. rainbo- light stab into the target< sho-ering dust as
stone cracks and s(linters under the onslaught. Stona cancels
the Status Conditions Stone and Petri.y.
#e6el ,
A!Ra 22 MP
TargetK SingleX/rou( Ty(eK &le!ental F$irH *
+o-ling green -inds encircle the target< dra-ing together in an
e%er=tightening .unnel o. air be.ore disa((earing. $era in.licts
F1# ' 0$/H Z 3d< 0. $r!or 6ind &le!ental da!age.
Prere7uisiteK $ero
C1Ra 2: MP
TargetK SingleX/rou( Ty(eK *eco%ery *
T-in s(ecks o. glo-ing green light t-ine around the target<
trailing a dusting o. soothing !agical energy to restore F1# '
0$/H Z 3d +it Points.
Prere7uisiteK Cure
(Ra2!R< 3: MP
TargetK Single Ty(eK Status FStrengthenH *
Shining globes o. golden=blue light streak to-ards the target<
creating a strengthening barrier that su..uses it -ith .ighting
s(irit< granting the Status Condition Po-er :( F4H.
Prere7uisiteK 9aith
FINAL FANTASY THE ROLEPLAYING GAME
212
51.. !.!M!5' 3: MP
TargetK Party Ty(eK Status FStrengthenH *
$ shi!!ering barrier o. !agical energy rises u( to co%er the
(arty< glo-ing in a %ariety o. hues as streaks o. ele!ental
energy run o%er its sur.ace. 2ull &le!ent besto-s the status
Condition &le!ent I!!une F)H@ the caster !ust s(eci.y -hich
&le!ent is a..ected -hen casting the S(ell. $dditional castings
o. 2ull &le!ent !ay add additional &le!ents@ casting 2ull
&le!ent .or an &le!ent the target already has an I!!unity
to-ards< ho-e%er< -ill not (roduce any additional e..ect.
Prere7uisiteK &le!ent /uard
PR4'!C' 2: MP
TargetK Single Ty(eK Status F,arrierH *
9our dull=blue crystalline sha(es -ink into e'istence around the
target in (er.ect sy!!etry< glo-ing as they radiate a barrier o.
!agical energy to besto- the Status Condition Protect F)H.
"3.!5C! 22 MP
TargetK Single Ty(eK Status FSealH *
$ shining sigil a((ears under the target a!idst a .lurry o. yello-
lights< .lashing -hite be.ore .ading a-ay again. Silence has a
CoS o. F0. $CC = 10H< 0. &%asion o. in.licting the Status
Condition Silence F)H.
#e6el -
(A"15A 30 MP
TargetK Single Ty(eK *eco%ery *
$ gentle !ist o. green and gold blo-s o%er the target< canceling
the Status Conditions ,erserk< ,lind< Poison< Slee(< and
Bo!bie.
C45F1"! 32 MP
TargetK Single Ty(eK Status F0ysti.yH *
Strea!s o. !ulticolored notes and -ild .lashes o. (ris!atic
energy assault the target< o%er-hel!ing all senses in a thrice.
Con.use has a CoS o. F0. $CC = 10H< 0. &%asion o. in.licting
the Status Condition Con.use F)H.
+3"P!. 43 MP
TargetK Single Ty(eK Su((ort 2*
$ shi!!ering blue !ist engul.s the target< its (o-er tearing
a-ay bene.icial enchant!ents in an instant. Dis(el has a CoS o.
F0. $CC = 10H< 0. &%asion o. canceling all Strengthen= and
,arrier=ty(e Status Conditions< sa%e Shield.
Raise 38 MP
TargetK Single Ty(eK *eco%ery 2*
S(irals o. t-inkling red light encircle the target< sho-ering it
-ith a gentle dri.t o. ghostly< radiant .eathers. *aise restores
any target -hose current +P is 0 or lo-er to 10Q o. their
!a'i!u! +P. :ndead !onsters targeted by *aise > as -ell as
co!batants a..ected by the Status Condition Bo!bie > -ill not
be re%i%ed@ i. their current +it Points are greater than 0< they
ha%e a CoS o. F0. $CC = 10H< 0. &%asion o. being instantly
reduced to 0 +P< regardless o. current +P< $*0 or 0. $*0
%alues< or the Da!age Ca(.
R1"! 35 MP
TargetK Single Ty(eK Status FStrengthenH *
$ si'=.aceted crystal o. (ure energy a((ears around the target<
shattering in a brilliant con.usion o. !irror i!ages to besto-
the Status Condition *use F)H.
Prere7uisiteK ,link
"H!.. 35 MP
TargetK Single Ty(eK Status F,arrierH *
T-el%e (earls o. so.tly=glo-ing light enclose the target in
t-inned he'agons< adding the Status Condition Shell F)H.
#e6el .
A!RaGA 0: MP
TargetK SingleX/rou( Ty(eK &le!ental F6indH *
Aashing tendrils o. -ind -ra( around the targets< .or!ing a
ho-ling %orte' that !ercilessly s(ins and tu!bles its ca(ti%es
about be.ore .inally relin7uishing its gras(. $eraga in.licts F1 '
0$/H Z 1d< 0. $r!or 6ind &le!ental da!age.
Prere7uisiteK $era
(a53"/ 05 MP
TargetK /rou( Ty(eK &le!ental F+olyH *
,ea!s o. blaEing -hite light saturate the area< touching o.. a
chain o. searing e'(losions -hich tears through all targets in
short succession. ,anish in.licts F1 ' 0$/H Z 1d< 0.
$r!or +oly &le!ental da!age.
Prere7uisiteK 9ade
PRote#t$a 5: MP
TargetK Party Ty(eK Status F,arrierH *
/ray=blue crystals o. !agical energy .or! around the (arty<
raising a (rotecti%e barrier to grant the! the Status Condition
Protect F)H.
Prere7uisiteK Protect
C1RAGA 5; MP
TargetK SingleX/rou( Ty(eK *eco%ery *
$ brilliant constellation o. blue and %iolet light encircles the
targetDs body< restoring F1 ' 0$/H Z 1d +P be.ore .ading
a-ay.
Prere7uisiteK Cura
FINAL FANTASY THE ROLEPLAYING GAME
213
M353 55 MP
TargetK Single Ty(eK Status FTrans.or!H
*
Circles o. -hite=blue energy !ushroo! out o. the ground<
7uickly saturating the area@ -hen they .inally !ake contact -ith
the target< a blinding .lash obscures the area< engul.ing the
target in the (rocess. 0ini has a CoS o. F0. $CC = 10H< 0.
&%asion o. in.licting the Status Condition 0ini F4H. I. the target
is already under the e..ects o. 0ini< a success.ul second casting
o. 0ini -ill cancel the Condition.
R!RA3"! 05 MP
TargetK Single Ty(eK Status FStrengthenH *
,orne by !iniature cherubs< a single s(ark o. golden light dri.ts
do-n to-ards the target< glo-ing so.tly as it settles on its
destination. In a radiant burst o. light< s(ark and cherubi! .ade
a-ay< granting the Status Condition *eraise F[H.
#e6el /
A("4R( 8: MP
TargetK Party Ty(eK Status FStrengthenH *
Thick< !uddy bubbles o. s(ell energy s(lash o%er the (arty<
glo-ing in rainbo- hues as they s-allo- a sudden in.lu' o.
ele!ental energy. $bsorb con.ers the Status Condition &le!ent
$bsorb F4H@ the caster !ust s(eci.y -hich &le!ent is a..ected
-hen casting the S(ell. $dditional castings o. $bsorb !ay add
additional &le!ents@ casting $bsorb .or an &le!ent the target
already has an $bsorbance to-ards< ho-e%er< -ill not (roduce
any additional e..ect.
Prere7uisiteK 2ull &le!ent
A1RA ;5 MP
TargetK Single Ty(eK Status FStrengthenH *
The target glo-s -ith a !agni.icent golden light as it is blessed
-ith the Status Condition $ura F4H.
Prere7uisiteK ,ra%ery
CHARM ;; MP
TargetK Single Ty(eK Status F0ysti.yH *
$ cluster o. shocking (ink hearts surrounds the target< circling
in a slo-< hy(notic orbit as an alluring !elody -a.ts through the
air. Char! has a CoS o. F0. $CC = 10H< 0. &%asion o. in.licting
the Status Condition Char! F4H.
Prere7uisiteK Con.use
!"15A 0; MP
TargetK Single Ty(eK *eco%ery *
,ea!s o. -ar! %iolet light e!erge .ro! the ground around the
target< cleansing a-ay all debilitating !agics and !alicious
enchant!ents. &suna cures any negati%e Status Conditions<
e'ce(t those e'(licitly stated to be i!!une to its e..ects.
"Hell$a 05 MP
TargetK Party Ty(eK Status F,arrierH *
$ chain o. ghostly (earls t-ines around the (arty@ a !o!ent
later< thin links o. !agical energy Coin the! together in a series
o. elaborate he'agons< granting the Status Condition Shell F)H.
Prere7uisiteK Shell
2A53"H ;; MP
TargetK Single Ty(eK Status FStrengthenH *
9our ghostly !irrors -ith sur.aces like !ercury .lash into
e'istence around the target< ra(idly s(inning until they > and
the target > disa((ear< granting the Status Condition 4anish
F4H.
Prere7uisiteK *use
#e6el )
AR3"! 1:: MP
TargetK Single Ty(eK *eco%ery 2*
/lo-ing (articles o. light sho-er do-n on the target< raising u(
a bea! o. golden=red li.e .orce to re%i%e it in a sho-er o.
.athers. $rise restores any target -hose current +P is 0 or
lo-er to 100Q o. their !a'i!u! +P. :ndead !onsters
targeted by $rise and co!batants a..ected by the Status
Condition Bo!bie -ill not be re%i%ed@ i. their current +it Points
are greater than 0< they ha%e a CoS o. F0. $CC = 10H< 0.
&%asion o. being instantly reduced to 0 +P< regardless o.
$r!or or 0. $r!or.
Prere7uisiteK *aise
R!F.!C' 85 MP
TargetK Single Ty(eK Status F,arrierH *
$ sho-er o. green light s(lashes o%er the target< solidi.ying into
layer a.ter layer o. shi!!ering !agical (rotection to grant the
Status Condition *e.lect F4H.
Prere7uisiteK Shellga
R!5!% 11: MP
TargetK Single Ty(eK *eco%ery *
,rilliant blue lights descend onto the target< releasing a burst o.
radiant golden energy u(on contact to restore the targetDs +P
to its !a'i!u! %alue. :ndead !onsters targeted by *ene- and
co!batants a..ected by the Status Condition Bo!bie -ill not
regain +P@ i. their current +it Points are greater than 0< they
ha%e a CoS o. F0. $CC = 10H< 0. &%asion o. being instantly
reduced to 0 +P< regardless o. current +P< $*0 or 0. $*0
%alues< or the Da!age Ca(.
Prere7uisiteK Curaga
R!"3"' 85 MP
TargetK Single Ty(eK Status FStrengthenH *
0ulti=colored bubbles o. !agical energy surround the target<
granting it the Status Condition *esist F#H.
FINAL FANTASY THE ROLEPLAYING GAME
214
%A.. 85 MP
TargetK Single Ty(eK Status F,arrierH *
Colu!ns o. radiant red light e!erge .ro! the ground around
the target< rotating slo-ly as they -ra( it in a shell o. (rotecti%e
!agic be.ore disa((earing< granting the Status Condition 6all
F4H.
Prere7uisiteK Protectga
%!A!5 12: MP
TargetK Single Ty(eK Status F6eakH *
$ -a%ering bea! o. color.ul ele!ental energy sla!s into the
target< broadening as !ore (o-er (ours into it until all
de.enses ha%e been o%er-hel!ed. 6eaken in.licts the Status
Condition &le!ent 6eak F4H@ the caster !ust s(eci.y -hich
&le!ent is a..ected -hen casting the S(ell. $dditional castings
o. 6eaken !ay add additional &le!ents@ casting 6eaken .or an
&le!ent the target already has a 6eakness to-ards< ho-e%er<
-ill not (roduce any additional e..ect.
Prere7uisiteK 2ull &le!ent
#e6el (
H4.< 15: MP
TargetK Single Ty(eK &le!ental F+olyH *
0otes o. brilliant blue light begin to circle the target< !o%ing in
a dece(ti%ely laEy .ashion as they gain in intensity@ as the light
reaches blinding le%els< bea!s o. holy energy eru(t .ro! the
ground< blasting the target in a series o. (o-er.ul e'(losions.
+oly in.licts F3) ' 0$/H Z 1d1#< 0. $r!or +oly &le!ental
da!age.
Prere7uisiteK ,anish
R!(3R'H 1;5 MP
TargetK /rou( Ty(eK *eco%ery 2*
$ golden< cloudy sunset ho%ers o%er the battle.ield as rays o.
light strike the dead and -ounded< gentle dri.ts o. .eathers
.alling in each bea!Ds -ake. *ebirth restores all eligible targets
-hose current +P is 0 or lo-er to 10Q o. their !a'i!u! +P.
:ndead !onsters targeted by *ebirth > as -ell as co!batants
a..ected by the Status Condition Bo!bie > -ill not be re%i%ed@ i.
their current +it Points are greater than 0< they ha%e a CoS o.
F0. $CC = 10H< 0. &%asion o. being instantly reduced to 0 +P<
regardless o. current +P< $*0 or 0. $*0 %alues< or the Da!age
Ca(.
Prere7uisiteK $rise
"H3!.+ 2:: MP
TargetK Single Ty(eK Status F,arrierH 2*
/lo-ing .rag!ents o. golden energy con%erge on the target<
.or!ing the outlines o. a shield o%er its body be.ore
disa((earing in a .lash o. light to grant it the Status Condition
Shield F#H.
Prere7uisiteK *e.lect< 6all
%H3R.%35+ 15: MP
TargetK $ll Ty(eK &le!ental F6indH 2*
$ distant ru!ble is heard as the sky darkens and .ierce -inds
begin to -hi( around the caster. $s the gale (icks u( strength<
a %iolent t-ister eru(ts .ro! the sky< tearing through the
i!!ediate area -ithout !ercy. 6hirl-ind in.licts F33 ' 0$/H Z
1d10< 0. $r!or 6ind &le!ental da!age on all eligible targets.
Prere7uisiteK $eraga
2ACC35! 115 MP
TargetK Party Ty(eK Status FStrengthenH *
$ %aricolored %eil o. !agical bubbles s-irls around the caster
and their allies< granting the Status Condition *esist F#H.
Prere7uisiteK *esist
TI0E 0!GIC
So!eti!es re.erred to as ?Cos!ic 0agic? or ?&..ect 0agic?< Ti!e
0agic deri%es its (o-er .ro! the !ani(ulation and distortion o.
both s(ace and ti!e.
#e6el &
(urn Ra) ; MP
TargetK Single Ty(eK $rcane F0agicalH *
The air around the target condenses< co!(ressing into a tight
ball until it e'(lodes. ,urn *ay in.licts F4 ' 0$/H Z d< 0.
$r!or 0agical da!age.
Hold ; MP
TargetK Single Ty(eK Status FTi!eH *
$t the casterDs co!!and< a globe o. dull gray energy encloses
the target< .reeEing it in ti!e .or a s(lit=second. +old has a F0.
$CC = 10H< 0. &%asion chance o. reducing the targetDs
Initiati%e by 10Q.
"print 5 MP
TargetK Single Ty(eK Status FStrengthenH 2*
$ series o. red rings !aterialiEe around the targetDs legs or
e7ui%alent anato!y< glo-ing -ith su..used (o-er be.ore .ading
a-ay again< besto-ing the Status Condition $ccelerate F)H.
!s#ape 8 MP
TargetK Sel. Ty(eK Su((ort 2*
The caster -inks out o. e'istence< re!aterialiEing a short
distance a-ay a s(lit=second later. &sca(e allo-s the caster to
i!!ediately !o%e F0$/ ' #H !eters in any direction o. their
choosing< (assing through any solid obCects > such as -alls >
-ithout ill e..ects. +o-e%er< the &sca(e -ill .ail i. the casterDs
destination is inside a solid structure or occu(ied by another
(erson or obCect@ in this case< 0P and ti!e are still s(ent as
nor!al. I. used in co!bat< a success.ul casting o. &sca(e has
e..ects e7ual to a success.ul &sca(e $ction.
FINAL FANTASY THE ROLEPLAYING GAME
215
'ra#tor 1: MP
TargetK Single Ty(eK Su((ort 2*
*uby rings o. gra%itational .orce sho-er do-n on the target<
dragging it back do-n to earth. Tractor cancels the Status
Conditions 9loat and 9light -here a((licable@ they also cancel
out natural 9loat and 9light .or a li!ited (eriod o. ti!e F)H.
<a*n 0 MP
TargetK Single Ty(eK Status F6eakH *
$ series o. gray circles s(iral around the targetDs legs or
e7ui%alent anato!y< brie.ly .laring u( be.ore disa((earing once
again. 5a-n has a CoS o. F0. $CC = 10H< 0. &%asion o.
in.licting the Status Condition $gility Do-n F)H.
#e6el +
F.4A' 15 MP
TargetK Party Ty(eK Status FStrengthenH *
Shining !otes s(arkle around the caster?s allies as they are
buoyed into the air on golden rings o. anti=gra%itational energy<
besto-ing the Status Condition 9loat F)H.
GRA23'< 25 MP
TargetK Single Ty(eK Status F9atalH 2*
The caster launches a dark bubble o. energy< -holly enclosing
the target be.ore subCecting it to a brie. burst o. crushing
gra%itational .orce. /ra%ity has a CoS o. F0. $CC = 10H< 0.
&%asion o. reducing the target to 71Q o. its current +P. This
da!age is not !odi.ied .or $*0 or 0. $*0< but is still subCect to
the Da!age Ca(.
M!'!4R3'! 18 MP
TargetK Single Ty(eK $rcane F0agicalH 2*
The caster tears a s!all !eteorite .ree .ro! the cos!os to
crash into the target. 0eteorite in.licts F ' 0$/H Z #d
0agical da!age.
".4* 12 MP
TargetK Single Ty(eK Status FTi!eH *
$ ghostly clock a((ears behind the target< hands counting ti!e
as nor!al be.ore suddenly slo-ing do-n. Slo- has a CoS o. F0.
$CC = 10H< 0. &%asion o. in.licting the Status Condition Slo-
F)H.
"P!!+ 13 MP
TargetK Single Ty(eK Status FStrengthenH *
&'(anding circles o. glo-ing red energy surround the target<
s(eeding reaction ti!e and i!(ulses to grant the Status
Condition $gility :( F)H.
#e6el ,
3MM4(3.3?! 2: MP
TargetK Single Ty(eK Status FTi!eH *
The target is encased in a bubble o. reddish=orange light<
.reeEing ti!e .or the targetDs legs or e7ui%alent anato!y.
I!!obiliEe has a CoS o. F0. $CC = 10H< 0. &%asion o. in.licting
the Status Condition I!!obiliEe F)H.
Ra) (4M( 22 MP
TargetK SingleX/rou( Ty(eK $rcane F0agicalH *
,rilliant s(heres o. energy a((ear be.ore the caster< Coining
together into a single searing burst o. destruction. *ay ,o!b
in.licts F1# ' 0$/H Z 3d< 0. $r!or 0agical da!age.
Prere7uisiteK ,urn *ay
R!G!5 25 MP
TargetK Single Ty(eK Status FStrengthenH *
/reen !otes sho-er do-n on the target< s(eeding u( its
natural healing (rocesses to grant the Status Condition *egen
F)H.
R!"!' 3: MP
TargetK Single Ty(eK Su((ort 2*
$ glittering globe o. barely=su((ressed te!(oral energy
a((ears o%er the target< ca(turing a .e- (recious seconds o.
ti!e ready to be released at the casterDs beckoning. :ntil the
end o. the battle< the targetDs (layer !ay re=roll any one die roll
once< kee(ing the !ore .a%orable result o. the t-o rolls. $.ter
this has been done< *esetDs e..ects e'(ire. The e..ects also
e'(ire i. no reroll is !ade be.ore the end o. co!bat< or i. the
co!batant is targeted by Dis(el or Te!(oral Shirt. I. cast on an
o((onent< the caster !ay choose -hich roll to NresetD. 0ulti(le
castings o. *eset do not increase the nu!ber o. rerolls
a%ailable@ the S(ell -ill only ha%e an e..ect i. the target is not
already eligible .or a reroll.
'eleport 1: MP
TargetK Party Ty(eK Su((ort 2*
The air ri((les< beginning to glo- as the (arty de!aterialiEes<
rea((earing a distance a-ay Cust seconds later. Targets a..ected
by Tele(ort i!!ediately !o%e F0$/ ' 1H !eters in a direction
o. the casterDs choosing< (assing through any solid obCects >
such as -alls > -ithout ill e..ects. +o-e%er< the Tele(ort -ill .ail
i. the casterDs destination is inside a solid structure or occu(ied
by another (erson or obCect@ in this case< 0P and ti!e are still
s(ent as nor!al. I. cast in a !ulti=le%el or =story structure<
Tele(ort -ill auto!atically !o%e the Party one le%el u( or do-n@
i. used in co!bat< a success.ul casting o. Tele(ort has e..ects
e7ual to a success.ul &sca(e $ction .or all Party !e!bers.
Prere7uisiteK &sca(e
FINAL FANTASY THE ROLEPLAYING GAME
216
#e6el -
C4M!' 44 MP
TargetK S(ecial Ty(eK $rcane F0agicalH *
The caster reaches to-ards the hea%ens< (ulling a co!et out o.
ti!e to crash do-n in a sho-er o. .ire and !olten rock. 6hen
casting Co!et< roll a dQ .or each o((onent on the battle.ield
t-ice@ the co!batants -ith the highest rolls in each instance -ill
be targeted by the S(ell. 0ake standard 0. $CC rolls against
both o((onentsD 0. &4$ scores to deter!ine -hether the S(ell
hits@ each success.ul strike in.licts F ' 0$/H Z #d 0agical
da!age. I. there is only one eligible target< it -ill be struck t-ice
.or the listed da!age.
Prere7uisiteK 0eteorite
+!M3 5: MP
TargetK Single Ty(eK Status F9atalH 2*
$n o(a7ue gray s(here encloses the target@ seconds later<
crushing gra%itational .orces co!(ress< releasing the target
only once the s(here has shrunk to a s(eck o. its .or!er sel..
De!i has a CoS o. F0. $CC = 10H< 0. &%asion o. reducing the
target to 10Q o. its current +P. This da!age is not !odi.ied
.or $*0 or 0. $*0< but is still subCect to the Da!age Ca(.
Prere7uisiteK /ra%ity
F.3GH' 4: MP
TargetK Single Ty(eK Status FStrengthenH 2*
$ sho-er o. a!ber lights s(arkles around the target< re%ealing
the .aint outline o. an angelic (air o. -ings be.ore disa((earing
again< besto-ing the Status Condition 9light F)H.
Prere7uisiteK 9loat
HA"'! 35 MP
TargetK Single Ty(eK Status FStrengthenH *
The ground beneath the target glo-s -ith brilliant light as the
outline o. a ghostly red clock !aterialiEes around the!< hands
accelerating be.ore the !agic .ades a-ay< besto-ing the Status
Condition +aste F4H.
Prere7uisiteK S(eed
".4%GA 5: MP
TargetK /rou( Ty(eK Status FTi!eH *
$ giant< haEy sil%er clock a((ears o%er the battle.ield< s(inning
laEily as it slo-s do-n by the second. Slo-ga has a CoS o. F0.
$CC = 10H< 0. &%asion o. a..licting all eligible targets -ith the
Status Condition Slo- F)H.
Prere7uisiteK Slo-
#e6el .
+3"A(.! 5: MP
TargetK Single Ty(eK Status FTi!eH *
The target is encased in a bubble o. tur7uoise light< .reeEing
ti!e .or the targetDs ar!s or e7ui%alent anato!y. Disable has a
CoS o. F0. $CC = 10H< 0. &%asion o. in.licting the Status
Condition Disable F)H.
!=3' 55 MP
TargetK Party Ty(eK Su((ort 2*
$ -a%e o. yello- light engul.s the (arty< de!aterialiEing the! to
rea((ear a distance a-ay Cust seconds later. Targets a..ected by
&'it i!!ediately !o%e F0$/ ' #0H !eters in a direction o. the
casterDs choosing< (assing through any solid obCects > such as
-alls > -ithout ill e..ects. +o-e%er< the &'it -ill .ail i. the
casterDs destination is inside a solid structure or occu(ied by
another (erson or obCect@ in this case< 0P and ti!e are still
s(ent as nor!al. I. cast in a dungeon or other large enclosed
structure< &'it -ill auto!atically !o%e the Party to its entrance@
i. used in co!bat< a success.ul casting o. &'it has e..ects e7ual
to a success.ul &sca(e $ction .or all Party !e!bers.
Prere7uisiteK Tele(ort
FlAre "tar 05 MP
TargetK /rou( Ty(eK $rcane F0agicalH *
Dra-ing on the .orces o. the cos!os< the caster bathes the
battle.ield in the light o. a dying star< searing all o((onents -ith
(ure stellar energy. 9lare Star in.licts F1 ' 0$/ Z 1dH< 0.
$r!or 0agical da!age on all targets.
Prere7uisiteK *ay ,o!b
R!M42! 5: MP
TargetK Single Ty(eK Status F9atalH 2*
The .abric o. reality ri((les and t-ists around the target< trying
to tear the! .ree o. ti!e and s(ace entirely. *e!o%e has a CoS
o. F0. $CC = 10H< 0. &%asion o. instantly &Cecting the target
.ro! the battle.
'3M! ".3P 45 MP
TargetK Single Ty(eK Status FTi!eH *
+aEy lights encircle the target as -a%ers and .ades< body
suddenly out o. synch -ith ti!e around it. Ti!e Sli( has a CoS
o. F0. $CC = 10H< 0. &%asion o. in.licting the Status Condition
Sa( F)H.
#e6el /
HA"'!GA 8: MP
TargetK Party Ty(eK Status FStrengthenH *
$ glo-ing red clock !aterialiEes belo- the casterDs allies< hands
s(inning at nor!al s(eed but increasing by the second be.ore it
.ades in a .lash< besto-ing the Status Condition +aste on all
targets F4H.
Prere7uisiteK +aste
FINAL FANTASY THE ROLEPLAYING GAME
217
>1AR'!R ;5 MP
TargetK /rou( Ty(eK Status F9atalH 2*
S(heres o. black and %iolet surge out to enclose all o((onents<
crackling -ith audible .orce as the gra%ity inside the bubbles
increases a hundred.old. 3uarter has a CoS o. F0. $CC = 10H<
0. &%asion o. reducing the target to #1Q o. its current +P.
This da!age is not !odi.ied .or $*0 or 0. $*0< but is still
subCect to the Da!age Ca(.
Prere7uisiteK De!i
>1A"AR 82 MP
TargetK /rou( Ty(eK $rcane F0agicalH 2*
The skies (art< dra-ing do-n a searing sho-er o. celestial
debris and radiation to bo!bard the battle.ield. 6hen casting
3uasar< roll a dQ .or each o((onent on the battle.ield .our
ti!es@ the co!batants -ith the highest rolls in each instance -ill
be targeted by the S(ell. 0ake standard 0. $CC rolls against all
a..ected o((onentsD 0. &4$ scores to deter!ine -hether the
S(ell hits@ each success.ul strike in.licts F ' 0$/H Z #d
0agical da!age. I. there is only one eligible target< it -ill be
struck .our ti!es .or the listed da!age.
Prere7uisiteK Co!et
"'4P 0; MP
TargetK Single Ty(eK Status FTi!eH *
$ ghostly !etallic clock shi!!ers into e'istence o%er the target<
en%elo(ing it in a dull (ink glo- as its hands slo-< then sto(
co!(letely< shattering the clock. Sto( has a CoS o. F0. $CC =
10H< 0. &%asion o. in.licting the Status Condition Sto( F4H.
Prere7uisiteK Slo-ga
'emporal "/ift ;5 MP
TargetK $ll Ty(eK Su((ort 2*
In an instant< the caster is surrounded by ring a.ter ring o.
translucent clocks< circling in a slo- (attern be.ore s(eeding u(
and shattering. The glittering debris ho%ers in !id=air .or a
!o!ent< dra-ing the lines o. an ethereal clock .ace be.ore
-inking out o. e'istence. Te!(oral Shi.t cancels all Ti!e=ty(e
Status Conditions currently acti%e on the battle.ield< negati%e or
other-ise.
#e6el )
%arP 1:: MP
TargetK Party Ty(eK Su((ort 2*
&nergy ri((les around the caster and their allies as they -ink
out o. e'istence< rea((earing an instant later !any !iles a-ay.
6ar( !ust be cast t-ice in order to be e..ecti%e@ the .irst ti!e it
is cast< an arcane circle o. energy .or!s around the caster<
!arking the i!!ediate area be.ore .ading a-ay > this is the
Ti!e 0ageDs +o!e Point< -hose location should be noted at
the ti!e the S(ell is cast. The second ti!e 6ar( is cast< the
caster > and all allies in the i!!ediate area > are tele(orted
back to the +o!e Point< regardless o. ho- !uch distance
se(arates their current location -ith the +o!e Point. I. this
e..ect is used in co!bat< it has e..ects e7ual to a success.ul
&sca(e $ction .or all Party !e!bers. 8nce the Party arri%es
back at the +o!e Point< the arcane circle -inks out o.
e'istence@ to set a ne- +o!e Point< 6ar( !ust be cast again.
Prere7uisiteK &'it
>13C!5 1:3 MP
TargetK Single Ty(eK Su((ort 2*
The target blurs as it slides side-ays in ti!e< seeing the
battle.ield .roEen in its tracks .or a brie. !o!ent. 3uickenDs
target !ay !ake an $ction as soon as the S(ell is cast< e%en i.
they ha%e already used their allot!ent o. $ctions .or the *ound
or are currently resol%ing an $ction -ith a Charge Ti!e. Taking
this $ction -ill not count to-ards their li!it o. $ctions .or the
*ound@ i. the chosen $ction has a Charge Ti!e< resol%e it
i!!ediately and subtract the Charge Ti!e .ro! the co!batantDs
current Initiati%e count.
R!'1R5 85 MP
TargetK Party Ty(eK Su((ort 2*
The battle.ield see!s to .old u( as ti!e is co!(ressed and
enclosed in a glo-ing globe that continually re(lays ca(tured
!o!ents on its ri((ling sur.ace. :ntil the end o. co!bat< the
caster and all allies on the battle.ield !ay each re=roll any one
die roll they !ake< kee(ing the !ore .a%orable o. the t-o@ a.ter
this has been done< *eturnDs e..ects e'(ire .or the!. The e..ects
also e'(ire i. no reroll is !ade be.ore end o. the battle< or i. a
co!batant under the e..ects o. *eturn is targeted by Te!(oral
Shi.t or Dis(el.
Prere7uisiteK *eset
"H4C%A2! P1."AR 1:: MP
TargetK /rou( Ty(eK 0agical *
/ra%ity suddenly ceases to .unction as a glo-ing s(here o.
stellar energy and gases !aterialiEes abo%e the battle.ield<
dra-ing the targets into its e!brace be.ore e'(loding in a
%iolent burst o. light and heat. Shock-a%e Pulsar in.licts F#7 '
0$/H Z 4d1#< 0. $r!or 0agical da!age on all targets.
Prere7uisiteK 9lare Star
=-?45! 125 MP
TargetK /rou( Ty(eK Status F9atalH 2*
The .abric o. reality s(lits o(en in a .lash o. -hite light<
re%ealing the alien stars beyond .or brie. instant. J=Bone has a
CoS o. F0. $CC = 10H< 0. &%asion o. &Cecting all eligible
targets into the Cle.t o. Di!ensions< a s(ace outside the real!
o. hu!an co!(rehension@ roll se(arately .or each target.
$nything targeted by the S(ell !ay %oluntarily choose to tra%el
to the Cle.t@ i. so< no roll is necessary.
Prere7uisiteK *e!o%e
FINAL FANTASY THE ROLEPLAYING GAME
218
#e6el (
(.AC H4.! 15: MP
TargetK Single Ty(eK Status F9atalH 2*
$ s(inning %orte' o. gra%itational energy .or!s abo%e the
battle.ield< crackling as it begins to direct crushing (ressure on
the target. ,lack +ole has a CoS o. F0. $CC = 10H< 0. &%asion
o. reducing the target to 10Q o. its current +P. This da!age is
not !odi.ied .or $*0 or 0. $*0< and !ay e'ceed the Da!age
Ca(.
Prere7uisiteK 3uarter
Ce.estial "'asis 125 MP
TargetK /rou( Ty(eK Status FTi!eH *
$ haEy clock .ace shi!!ers into e'istence across the battle.ield<
hands shuddering as they begin to slo-< e%entually sto((ing
dead. 9or a !o!ent< the second hand -a%ers< al!ost see!ing
to !o%e back-ards be.ore the clock e'(lodes in a sho-er o.
.rag!ents. Celestial Stasis has a CoS o. F0. $CC = 10H< 0.
&%asion o. in.licting the Status Condition Sto( u(on all targets
F4H.
Prere7uisiteK Sto(
M!'!4R 2:: MP
TargetK /rou( Ty(eK $rcane F0agicalH 2*
6ith a single !otion< the caster s(lits the skies abo%e the
battle.ield to re%eal the stars and (lanets beyond > and a single
.iery !eteor hurtling to-ards the battle.ield belo-< crashing
do-n in a sho-er o. rock and .la!e. 6hen casting 0eteor< roll a
dQ .or each o((onent on the battle.ield si' ti!es@ the
co!batants -ith the highest rolls in each instance -ill be
targeted by the S(ell. 0ake standard 0. $CC rolls against all
a..ected o((onentsD 0. &4$ scores to deter!ine -hether the
S(ell hits@ each success.ul strike in.licts F ' 0$/H Z #d
0agical da!age. I. there is only one eligible target< it -ill be
struck si' ti!es .or the listed da!age.
Prere7uisiteK 3uasar
4.+ 1:: MP
TargetK Single Ty(eK Status F6eakH *
$ current o. ti!e s-irls around the target< stirring u( dust and
decay as it (ushes the un.ortunate .or-ard into old age and
disability. 8ld has a CoS o. F0. $CC = 10H< 0. &%asion o.
in.licting the conditions $gility ,reak F4H< $r!or ,reak F4H<
0agic ,reak F4H< 0ental ,reak F4H< Po-er ,reak F4H and S(irit
,reak F4H.
Prere7uisiteK Ti!e Sli(
>13C 2:: MP
TargetK Sel. Ty(eK Su((ort 2*
$ translucent clock encases the caster< creating a (ocket o.
localiEed ti!e .or a .e- (recious seconds be.ore shattering.
3uick allo-s the caster to !ake t-o $ctions as soon as the S(ell
is cast@ i. the $ctions ha%e a Charge Ti!e< it is ignored. In
addition< casting 3uick a second ti!e -hile under the in.luence
o. 3uick brings the caster back into nor!al ti!e< canceling the
e..ects o. both S(ells. $.ter the second $ction has been taken<
the casterDs Initiati%e dro(s to 0< regardless o. -hether or not
the caster -ould nor!ally be eligible to !ake additional $ctions.
Prere7uisiteK +astega
RE7 0!GIC
$ utilitarian blending o. %arious schools o. !agic< *ed 0agic
(icks a -ide %ariety o. s(ells .ro! ,lack< 6hite< and Ti!e 0agic
.or un(aralleled .le'ability on the battle.ield.
Ta%le 5&1' Red (a.ic
R<" M/?,8 S><::0 @A L<.<:
L<.<: 3B #ero5 Blind5 Bli''ard5 Cure5 0ire5 Poison5
Poisona5 Scan5 Sleep5 )hunder
L<.<: 2B Berserk5 Blink5 Element Spikes5 0loat5 ock5
Rasp5 Slow5 Stona5 Water
L<.<: )B #era5 Bli''ara5 Cura5 0ira5 %mmo"ili'e5 Protect5
Regen5 Silence5 )hundara5 *om"ie
L<.<: (B Basuna5 Bio5 Confuse5 Dispel5 Drain5 Haste5
6smose5 Raise5 Ruse5 Shell5 Slowga5 Watera
L<.<: 4B #eraga5 Bli''aga5 Curaga5 Disa"le5 0iraga5 Mini5
Protectga5 Stone5 )hundaga5 )ime Slip
L<.<: #B Charm5 Esuna5 0lare5 Hastega5 7uake5 S$phon5
Shellga5 Stop5 Waterga5 &anish
L<.<: 6B #rise5 0ree'e5 ,uke5 Pain5 Reflect5 Renew5 )oad5
Wall5 &enom
L<.<: 1B Break5 Meltdown5 Meteor5 6ld5 Shield5 Whirlwind
2ote that the *ed 0agic %ersion o. 0eteor does not ha%e
3uasar as a (rere7uisite< as 3uasar is not on the *ed 0agic list.
$ll other s(ell (rere7uisites !ust be !et as nor!al -hen
(icking *ed 0agic s(ells.
B#UE 0!GIC
2ot all !agic in the -orld originates .ro! hu!an hands.
0onsters and other creatures o. !agical origin (ractice their
o-n uni7ue brand o. innate s(ellcra.t< unleashing de%astating
!agical energies al!ost as a re.le'.
G4(.35 P15CH 1 MP
TargetK Single Ty(eK $rcane FPhysicalH 2*
The caster launches the!sel%es at an o((onent -ith unusual
s(eed and suddenness< -ea(on at the ready. 0ake a standard
$ttack $ction -ith -hate%er 6ea(on the caster has e7ui((ed
-hen /oblin Punch is cast@ calculate da!age as nor!al unless
the caster and the target are o. e7ual Ae%el@ in this case< the
attack in.licts 400Q Physical da!age. &7ui(!ent $bilities are
not .actored into this attack. I. the caster has t-o 6ea(ons
e7ui((ed< choose -hich o. the t-o to attack -ith.
FINAL FANTASY THE ROLEPLAYING GAME
211
'RA5"F1"345 1 MP
TargetK Single Ty(eK *eco%ery *
The caster trans.ers their li.e .orce into the target in the .or! o.
a glorious golden bea!. Trans.usion restores a single target to
its !a'i!u! +P %alue@ a.ter the e..ects o. Trans.usion ha%e
been resol%ed< the caster is auto!atically reduced to 0 +P<
regardless o. their current +P score< $*0< or 0. $*0.
R!F.!#'-51.. 1 MP
TargetK Single Ty(eK Status FS(ecialH 2*
$n iridescent ball o. orange light s(eeds to-ards the target<
knocking do-n all barriers and (rotecti%e .ields as it ho!es in.
6hen used against a target -ith the *e.lect Status Condition<
*e.lect=2ull has a CoS o. F0. $CC = 10H< 0. &%asion o.
in.licting a rando! Status Condition on the target@ roll #d) and
consult the table belo- to deter!ine the nature o. the in.licted
ail!ent.
*oll Status Condition
# Petri.y F4H
3 I!!obiliEe F)H
4 Toad F)H
1 ,lind F)H
) Silence F)H
7 Poison F[H
8 Slee( F)H
" Slo- F)H
10 0ini F)H
11 Disable F)H
1# Sto( F)H
"!.F-+!"'R1C' 1 MP
TargetK Single Ty(eK $rcane FPhysicalH 2*
The caster instantly con%erts their li.e .orce into e'(losi%e
energy< creating a cataclys!ic blast that reduces the target?s
current +it Points by FCasterDs Current +it PointsH . Sel.=
Destruct cannot e'ceed """ da!age< regardless o. the casters
current +P. $.ter da!age has been resol%ed< the caster is
auto!atically reduced to 0 +P< regardless o. the caster?s
current +P< $*0 or 0. $*0 %alues< or the Da!age Ca(.
.A"!R !<!" 4 MP
TargetK Single Ty(eK $rcane F0agicalH *
,rilliant bea!s o. energy (ulse .ro! the caster?s eyes< slashing
into the target .or F3 ' 0$/H Z d< 0. $r!or 0agical
da!age.
CH4C4 (A.. 0 MP
TargetK Single Ty(eK $rcane F0agicalH *
$ crackling s(here o. yello- energy .or!s around the caster<
gro-ing in siEe until it is launched at the target< in.licting F4 '
0$/H Z d< 0. $r!or 0agical da!age. $erial=ty(e !onsters
take 110Q da!age .ro! Choco ,all.
Red Feast 0 MP
TargetK Single Ty(eK *eco%ery 2*
$ series o. blood=colored orbs shoot out .ro! the ti( o. the
casterDs -ea(on< latching onto the target to drain its %ital
essences. 0ake a standard $ttack $ction -ith -hate%er 6ea(on
the caster has e7ui((ed -hen *ed 9east is cast< calculating
da!age as nor!al but ignoring the 6ea(onDs &7ui(!ent
$bilities@ all da!age in.licted a.ter !odi.ying .or $r!or also
restores the casterDs +P< u( to its !a'i!u! %alue. $ny
additional +P reco%ered beyond that is lost. I. the caster has
t-o 6ea(ons e7ui((ed< choose -hich o. the t-o to attack -ith.
.!AP 8 MP
TargetK Single Ty(eK $rcane F0agicalH *
Status F6eakH
The caster !akes a (o-er.ul Cu!(< disa((earing into the clouds
be.ore screa!ing do-n-ards a s(lit=second later. The resulting
i!(act in.licts F4 ' 0$/H Z d< 0. $r!or 0agical da!age<
and has an additional F0. $CC = 10H< 0. &%asion CoS .or
in.licting the Status Condition $r!or Do-n F4H.
HA"'!(R!A 1: MP
TargetK Single Ty(eK Status FTi!eH *
$ -hite glo- surrounds the target< .laring u( -ith enough .orce
to ri( a hole into s(ace and ti!e .or one instant. +astebreak
has a CoS o. F0. $CC = 10H< 0. &%asion@ its actual e..ects
de(end on the status o. the target. I. it (ossesses the Status
Conditions +aste or $gility :(< they -ill be canceled by
+astebreak. I. it has the Status Condition Slo-< but not the
Status Conditions $gility Do-n or $gility ,reak< it -ill be a..licted
-ith $gility Do-n F4H. I. it has $gility Do-n or $gility ,reak it -ill
be a..licted -ith Slo- F4H@ the sa!e a((lies i. it does not
(ossess any Ti!e=ty(e Status Conditions< +aste or $gility :(.
53GH' 13 MP
TargetK $ll Ty(eK Status FSealH *
The caster su!!ons u( a tiny (atch o. night sky to ho%er abo%e
the area as soothing sounds lull the targets into a (eace.ul
slu!ber. 2ight has a CoS o. F0. $CC = 10H< 0. &%asion o.
in.licting the Status Condition Slee( F)H@ roll se(arately .or each
target a..ected.
F.AM! 'HR4%!R 15 MP
TargetK Single Ty(eK &le!ental F9ireH *
The caster releases a blistering strea! o. .ire .ro! their .ingers<
scorching their intended target .or F ' 0$/H Z #d< 0.
$r!or 9ire &le!ental da!age.
F.A"H 15 MP
TargetK /rou( Ty(eK $rcane F0agicalH 2*
Status FSealH
The caster directs a searing (ulse o. (hos(horescent light at
their o((onents< in.licting F4 ' 0$/H Z d< 0. $r!or 0agical
da!age. In addition< 9lash has a CoS o. F0. $CC = 10H< 0.
&%asion o. in.licting the Status Condition ,lind F4H@ roll
se(arately .or each target a..ected.
FINAL FANTASY THE ROLEPLAYING GAME
222
P43"45 GA" 10 MP
TargetK /rou( Ty(eK Status FTo'inH *
$ !orass o. !ulticolored to'ins e'(lodes .ro! the casterDs
body. Poison /as has a CoS o. F0. $CC = 10H< 0. &%asion o.
in.licting the Status Condition Poison F[H@ roll se(arately .or
each target a..ected.
(.As'!R 1; MP
TargetK /rou( Ty(eK $rcane F0agicalH 2*
Status FTi!eH
$ s(inning circle o. s!all %ortices surrounds the casterDs head<
turning into globes o. .orce as they accelerate< then release<
sla!!ing into all targets .or F4 ' 0$/H Z d< 0. $r!or
0agical Da!age. In addition< ,laster has a F0. $CC = 10H< 0.
&%asion CoS o. in.licting the Status Condition I!!obiliEe F4H@
roll se(arately .or each target a..ected.
1.'RA %A2!" 19 MP
TargetK /rou( Ty(eK $rcane F0agicalH 2*
Status F0ysti.yH
Pur(le -a%es o. ultrasonic energy ri((le .ro! the casterDs body<
in.licting F ' 0$/H Z #d< 0. $r!or 0agical da!age on all
targets. In addition< :ltra 6a%es has a CoS F0. $CC = 10H< 0.
&%asion o. in.licting the Status Condition ,erserk F)H@ roll
se(arately .or each target a..ected.
+!A'H F4RC! 2: MP
TargetK Single Ty(eK Status F,arrierH *
$ daEEling crystalline globe inscribed -ith the outlines o. a
screa!ing skull !aterialiEes around the target< besto-ing the
Status Condition Status I!!une F9atalH F)H.
+RAG45 F4RC! 2: MP
TargetK Single Ty(eK Status F,arrierH *
$ shi!!ering crystalline globe etched -ith intert-ining dragons
a((ears around the target< besto-ing the Status Conditions
&le!ent I!!une F9ireH F)H< &le!ent I!!une FIceH F)H and
&le!ent I!!une FAightningH F)H.
1::: 5!!+.!" 24 MP
TargetK Single Ty(eK $rcane FPhysicalH 2*
8ne thousand stinging cactus thorns are shot .ro! the casterDs
body at the target in ra(id succession. 1000 2eedles
auto!atically in.licts 100 Physical da!age on the target@ 0.
$*0 and $*0 ha%e no e..ect on this da!age.
MAG3C HAMM!R 25 MP
TargetK Single Ty(eK $rcane F0agicalH *
$ solid=looking iron !allet !aterialiEes into e'istence abo%e the
ene!y< dro((ing onto the selected targetDs head -ith a brain=
s(litting crack and re!o%ing FTargetDs Current 0P X 10H 0P
.ro! each in the (rogress. *egardless o. ho- !uch 0P the
target currently (ossesses< 0agic +a!!er -ill ne%er take a-ay
!ore than """. The caster regains a nu!ber o. 0agic Points
e7ual to the da!age in.licted by 0agic +a!!er a.ter !odi.ying
.or 0. $*0.
+R3.. "H4' 2; MP
TargetK Single Ty(eK $rcane FPhysicalH 2*
The caster Cabs at the target< creating a strea! o. !ulti=colored
s(heres that rush out to-ards it and e'(lode on i!(act. 0ake a
standard $ttack $ction -ith -hate%er 6ea(on the caster has
e7ui((ed -hen Drill Shot is cast< ignoring the 6ea(onDs
&7ui(!ent $bilities@ -hen calculating da!age< ignore the
targetDs $*0 and > -here a((licable > the Status Condition
Protect. I. the caster has t-o 6ea(ons e7ui((ed< choose -hich
o. the t-o to attack -ith.
F4RC! F3!.+ 2; MP
TargetK Party Ty(eK Status F,arrierH 2*
The caster is en%elo(ed by a (ris!atic glo-< creating a ra(idly=
e'(anding .ield -hich su!!ons a sudden .lash o. -hite light to
engul. the!< gradually s(reading out to co%er their allies be.ore
.ading. 9orce 9ield besto-s the Status Condition &le!ent
I!!une to all allies F)H@ i!!ediately roll a d and consult the
table belo- to .ind out -hich &le!ent is a..ected.
*oll I!!unity
1 &arth
# 9ire
3 6ater
4 6ind
1 Aightning
) Ice
7 +oly
Shado-
R!2!5G! (last 3: MP
TargetK Single Ty(eK $rcane F0agicalH 2*
$ -a%e o. in%isible .orce crashes into the target< in.licting
FCaster?s 0a'i!u! +P = Caster?s Current +PH 0agical
Da!age in the (rocess.
R41.!''! 3: MP
TargetK $ll Ty(eK Status F9atalH 2*
$ll natural light suddenly ceases as a single s(otlight begins to
s(in across the battle.ield< dra-ing in tighter and tighter circles
around the co!batants until it sto(s on a single target< killing it
stone dead. In order to deter!ine the ?lucky -inner? o. this
grisly .ate< all co!batants< acti%e or other-ise< should !ake an
i!!ediate Percentile *oll once *oulette is cast. The highest=
rolling co!batant is i!!ediately reduced to 0 +P< regardless o.
current +P< $*0 or 0. $*0 %alues< or the Da!age Ca(.
FINAL FANTASY THE ROLEPLAYING GAME
221
.3M3' Gl4(! 32 MP
TargetK Single Ty(eK $rcane FPhysicalH 2*
$ sinister globe o. !agical energy e!erges .ro! the casterDs
body< dri.ting to-ards the target at a leisurely (ace be.ore
disa((earing into its body -ith a !uted sucking sound. 0ake a
standard $ttack $ction -ith -hate%er 6ea(on the caster has
e7ui((ed -hen Ai!it /lobe is cast@ calculate da!age as nor!al
unless the caster is currently at #1Q or .e-er o. their !a'i!u!
+P@ in this case< the attack in.licts 400Q Physical da!age.
&7ui(!ent $bilities are not .actored into this attack. I. the
caster has t-o 6ea(ons e7ui((ed< choose -hich o. the t-o to
attack -ith.
H4M35G .A"!R 33 MP
TargetK Single Ty(eK $rcane F0agicalH 2*
$ sal%o o. searing laser bea!s arcs out o. the casterDs body and
blasts the target in a s(ectacular series o. e'(losions. +o!ing
Aaser has a CoS o. F0. $CC = 10H< 0. &%asion o. in.licting
FTarget?s Current +P X #H 0agical da!age@ regardless o. ho-
!uch +P the target currently (ossesses< +o!ing Aaser -ill
ne%er take a-ay !ore than """ +P.
"!!+ CA5545 34 MP
TargetK Single Ty(eK $rcane FPhysicalH 2*
The caster tenses u( be.ore .iring a hea%y seed (od< (u!!eling
the target. Seed Cannon in.licts F11 ' ST*H Z 4d< $r!or
Physical da!age.
C45+!M5!+ 35 MP
TargetK Single Ty(eK Status F9atalH *
$ cackling red skull a((ears o%er the target be.ore slo-ly .ading
a-ay. Conde!ned has a CoS o. F0. $CC = 10H< 0. &%asion o.
in.licting the Status Condition Conde!ned on the target F4H.
FR4"' 30 MP
TargetK Single Ty(eK Status F9atalH *
The caster ai!s a strea! o. cold air at the target< dro((ing the
te!(erature surrounding the target close to .reeEing (oint.
9rost has a CoS o. F0. $CC = 10H< 0. &%asion o. in.licting the
Status Condition 9roEen on the target F#H.
MA'RA MAG3C 30 MP
TargetK Single Ty(eK $rcane F0agicalH *
$ %olley o. tiny guided !issiles burst .ro! the casterDs body<
seeking out the ene!y be.ore consu!ing the! in a (o-er.ul
e'(losion. 0atra 0agic in.licts F11 ' 0$/H Z 4d< 0. $r!or
0agical da!age.
"'are 30 MP
TargetK /rou( Ty(eK $rcane F0agicalH 2*
Status F0ysti.yH
The casterDs eyes .lare red< -ea%ing hy(notic suggestions at all
unlucky enough to be caught u( in the gaEe. Stare in.licts F '
0$/H Z #d< 0. $r!or 0agical da!age@ in addition< it has a
CoS o. F0. $CC = 10H< 0. &%asion o. in.licting the Status
Condition Con.use F)H. *oll se(arately .or each target.
'HR1"' 3C 3; MP
TargetK Single Ty(eK $rcane FPhysicalH 2*
Status F9atalH
The caster launches into an athletic .lying kick< surrounded by a
.aint ni!bus o. energy as they sla! into their target -ith a
sound barrier=breaking crash. Thrust ;ick has a CoS o. F0. $CC
= 10H< 0. &%asion to instantly &Cect the target .ro! the
battle.ield@ should the target not be dis(laced< they are instead
struck by the .ull .orce o. the ,lue 0ageDs blo-< taking F1 '
0$/H Z 1d< $r!or Physical da!age in the (rocess.
AC3+ 38 MP
TargetK Single Ty(eK $rcane F0agicalH 2*
Status F6eakH
$ s(ray o. corrosi%e sli!e s(lashes o%er the target< eating a-ay
at its &%asions and in.licting F11 ' 0$/H Z 4d< 0. $r!or
0agical Da!age. In addition< $cid has a CoS o. F0. $CC = 10H<
0. &%asion o. in.licting the Status Condition 0eltdo-n F#H.
M1"'AR+ (4M( 39 MP
TargetK Single Ty(eK Status F9atalH 2*
The caster creates an e'(losi%e blast o. .ire and hot gases<
igniting the area around the target to in.ernal te!(eratures.
0ustard ,o!b has a CoS o. F0. $CC = 10H< 0. &%asion o.
in.licting the Status Condition +eat on the target F#H.
.3..3P1'3A5 .<R3C 4: MP
TargetK Single Ty(eK Status FS(ecialH *
The caster e!its a blast o. discordant notes< engul.ing their
intended %icti! in a (u.. o. s-eet=s!elling orange s!oke.
Ailli(utian Ayric has a CoS o. F0. $CC = 10H< 0. &%asion o.
a..licting the target -ith the Status Conditions 0ini F)H and
Slee( F)H@ !ake a se(arate Percentile *oll .or each Condition.
.!2!. 4 Hol) 41 MP
TargetK /rou( Ty(eK &le!ental F+olyH 2*
S(ectacular blasts o. -hite energy assault the targets<
encircling the! -ith (earl=like starbursts. Ae%el 4 +oly only
a..ects targets -hose Ae%el is a !ulti(le o. 4< and in.licts F#1 '
0$/H Z 1d< 0. $r!or +oly &le!ental da!age.
A>1A (R!A'H 42 MP
TargetK /rou( Ty(eK &le!ental F6aterH 2*
Torrential -inds assault the ene!y< bu..eting the! about as
e'(loding -ater bubbles sho-er the area< hitting all targets .or
F1 ' 0$/H Z 1d< 0. $r!or 6ater &le!ental Da!age.
!.!C'R4C1'! 42 MP
TargetK /rou( Ty(eK &le!ental FAightningH 2*
The caster ho%ers in !id=air< conducting s(arks o. energy as
green bolts o. electrical energy blast through the air at rando!
inter%als to de%astating e..ect. $ll targets caught in the blast are
struck .or F1 ' 0$/H Z 1d< 0. $r!or Aightning &le!ental
da!age.
FINAL FANTASY THE ROLEPLAYING GAME
222
F3R! (R!A'H 42 MP
TargetK /rou( Ty(eK &le!ental F9ireH 2*
The caster begins to glo- in a distressing shade o. orange as
they o(en their !outh to release a single solid ball o. .ire -hich
bursts into a s-irling cloud o. .la!es a!idst the targets<
burning the! .or F1 ' 0$/H Z 1d< 0. $r!or 9ire
&le!ental da!age.
.!2!. 3 Co5F1"! 43 MP
TargetK /rou( Ty(eK Status F0ysti.yH 2*
S!all !eteorites a((ear abo%e each targetDs head< dro((ing
do-n -ith a co!ical N(lunkD to release a riot o. colored stars.
Ae%el 3 Con.use only a..ects targets -hose Ae%el is a !ulti(le o.
3< and has a CoS o. F0. $CC = 10H< 0. &%asion o. adding the
Status Condition Con.use F)H. *oll se(arately .or each eligible
target.
%H3'! %35+ 45 MP
TargetK Party Ty(eK *eco%ery 2*
$ daEEling constellation o. (earls ho%ers around the caster<
radiating -a%es o. bright light to restore FCasterDs Current
+PH +P to all allies.
.!2!. 3 +!F-.ess 48 MP
TargetK /rou( Ty(eK Status F6eakH 2*
The caster sends out a s-ar! o. (ale (ink globes to-ards the
ene!y< brie.ly encasing the! in a .ield o. rosy energy. Ae%el 3
De.=Aess only a..ects targets -hose Ae%el is a !ulti(le o. 3< and
has a CoS o. F0. $CC = 10H< 0. &%asion o. adding the Status
Conditions $r!or ,reak F)H and 0ental ,reak F)H.
+3"CH4R+ 5: MP
TargetK Single Ty(eK Status F6eakH *
The target is surrounded by a coruscating aura o. rainbo-=
colored light< ri((ling along the length o. its body se%eral ti!es
be.ore .ading. Dischord has a CoS o. F0. $CC = 10H< 0.
&%asion o. se%erely -eakening the target< adding the Status
Conditions $gility Do-n F4H< $r!or Do-n F4H< 0agic Do-n F4H<
0ental Do-n F4H< Po-er Do-n F4H and S(irit Do-n F4H.
P45+'" CH4R1" 5: MP
TargetK Single Ty(eK Status FS(ecialH *
The caster e!its a blast o. discordant notes< obscuring the
target in sickly green %a(ors. Pond?s Chorus has a CoS o. F0.
$CC = 10H< 0. &%asion o. a..licting the target -ith the Status
Conditions Toad F4H and Slee( F)H@ !ake a se(arate Percentile
*oll .or each Condition.
.!2!. 4 F.AR! 5: MP
TargetK /rou( Ty(eK $rcane F0agicalH 2*
$ series o. %olatile (articles Eero in on the ene!y< acco!(anied
by a high=(itched -hine. Ae%el 4 9lare only a..ects targets
-hose Ae%el is a !ulti(le o. 4< and in.licts F#4 ' 0$/H Z
4d10< 0. $r!or 0agical da!age.
+!G!5!RA'4R 5; MP
TargetK Single Ty(eK Status F9atalH 2*
The caster e!its a single burst o. black energy that all but ri(s
the li.e energy o. out its target. Degenerator has a CoS o. F0.
$CC = 10H< 0. &%asion o. instantly reducing the target to 0
+P< regardless o. current +P< $*0 or 0. $*0 %alues< or the
Da!age Ca(.
!AR'H "HA! 59 MP
TargetK /rou( Ty(eK &le!ental F&arthH 2*
+ea%y tre!ors burst through the area< .lying rocks and hot
gases blasting the (aralyEed targets .or F#1 ' 0$/H Z 4d1#<
0. $r!or &arth &le!ental da!age. &arth Shake -ill not a..ect
9loating or 9lying co!batants.
A5G!.'" "5AC 0: MP
TargetK Party Ty(eK *eco%ery 2*
$ cascade o. s(arkling blue stars sho-ers do-n on the caster
and their allies< negating all !agic in the area. $ngelDs Snack
cancels out all Status Conditions > bene.icial or other-ise >
currently a..licting all a..ected targets.
'%3"'!R 02 MP
TargetK /rou( Ty(eK &le!ental F6indH 2*
The caster su!!ons a roaring tornado to s-ee( through the
area< taking e%erything in its (ath .or a s(in. $ll targets in the
a..ected area are hit .or F#1 ' 0$/H Z 1d< 0. $r!or 6ind
&le!ental da!age.
(A+ (R!A'H 03 MP
TargetK /rou( Ty(eK Status FS(ecialH 2*
The !age e'hales a strea! o. dark< billo-ing to'ic s!oke o%er
his ene!ies< .u!es 7uickly !o%ing out to engul. the entire area.
,ad ,reath has a CoS o. F0. $CC = 10H< 0. &%asion o.
in.licting !ulti(le Status Conditions on all acti%e co!batants in
the targeted /rou(. *oll once .or each eligible target to
deter!ine -hether Status Conditions are in.licted@ i. success.ul<
roll a d) and consult the table belo- to deter!ine -hich Status
Conditions are added to the target.
*oll Status &..ects
1 Curse F)H< I!!obiliEe F)H< Poison FH< Silence F)H
# ,lind F)H< Disable F)H< Poison FH< Slo- F)H
3 ,erserk F)H< Conde!ned F4H< 0ini F4H< Slee( F)H
4 Con.use F)H< Slo- F)H< Sa( F)H< Toad F4H
1 Con.use F)H< Petri.y F4H< Slo- F)H< 4eno! F4H
) ,erserk F)H< ,lind F)H< Poison FH< Bo!bie F)H
FINAL FANTASY THE ROLEPLAYING GAME
223
R3PP.!R 05 MP
TargetK Single Ty(eK Status FS(ecialH 2*
+aEy s(heres o. blue energy surround the caster and their
target< gently rotating as the ground bet-een the t-o begins to
take on the a((earance o. a !ercury lake. $t once the orbs
s-a(< in the (rocess e'changing all Status Conditions
(ossessed by the caster and target< bene.icial or other-ise. 9or
e'a!(le< a ,lind caster using *i((ler on a target -ith +aste and
Silence -ould end u( -ith Silence and +aste -hile the target
the!sel%es -ould be rendered ,lind. Status ti!ers -ill trans.er
along -ith their Status. 2ote that ?(er!anent? Statuses such as
those granted by the &7ui(!ent $bility $uto=LStatusM or Job
$bilities cannot be trans.erred in this .ashion.
CR< in t/e 53GH' 0; MP
TargetK Single Ty(eK $rcane F0agicalH 2*
Status FS(ecialH
$ dark shado- cree(s across the battle.ield< e!itting tendrils o.
glo-ing (ink energy that dri.t a!ong the co!batants. $ ball o.
blood red energy rises .ro! the !idst o. the targets< dra-ing in
the (ink tendrils and absorbing their energy. The ball gro-s .or
a .e- !o!ents< beco!ing surrounded by a haEe o. red energy<
and then e'(lodes. 6a%e a.ter -a%e o. e'(losi%e energy sla!
the targets .or F#1 ' 0$/H Z 1d< 0. $r!or 0agical
da!age. The e'(losion is acco!(anied by a strange ho-ling
noise< a chilling sound -ith a F0. $CC = 10H< 0. &%asion CoS
o. in.licting the Status Conditions Curse F)H and Silence F)H.
*oll se(arately .or each Condition.
GA'.35G G15 08 MP
TargetK Single Ty(eK $rcane FPhysicalH 2*
The caster sends a ra(id barrage o. e'(losi%e shells at one
target< (e((ering it re(eatedly .or grie%ous da!age. /atling
/un in.licts F#4 ' ST*H Z 4d10< $r!or Physical da!age.
%A.. CHA5G! ;5 MP
TargetK Single Ty(eK Status FS(ecialH 2*
$ shi!!ering globe o. energy encloses the target< cycling
through a series o. colors and hues be.ore %anishing. 6all
Change adds the Status Condition &le!ent *esist .or all
&le!ents sa%e one@ roll a d and consult the table belo- to
deter!ine -hich one. The co!batant -ill be a..licted -ith the
Status Condition &le!ent 6eak .or the rolled ele!ent@ roll again
during e%ery subse7uent Status Phase< rearranging the Status
Conditions accordingly F)H.
*oll &le!ent
1 &arth
# 9ire
3 6ater
4 6ind
1 Ice
) Aightning
7 +oly
Shado-
.!2!. 5 +44M 8: MP
TargetK /rou( Ty(eK Status F9atalH *
/hostly< .og=colored skulls !aterialiEe abo%e the ene!y< letting
out a haunting laugh be.ore .ading out. Ae%el 1 Doo! only
a..ects targets -hose Ae%el is a !ulti(le o. 1< and has a F0. $CC
= 10H< 0. &%asion CoS o. instantly reducing any eligible target
to 0 +P< regardless o. current +P< $*0 or 0. $*0 %alues< or the
Da!age Ca(.
.!2!. 2 4.+ 84 MP
TargetK /rou( Ty(eK Status F6eakH 2*
/rey clocks .ade into e'istence o%er the battle.ield< chi!ing
t-el%e ti!es be.ore disa((earing again. Ae%el # 8ld only a..ects
targets -hose Ae%el is a !ulti(le o. #< and has a F0. $CC =
10H< 0. &%asion CoS o. in.licting the Status Conditions $gility
,reak F4H< $r!or ,reak F4H< 0agic ,reak F4H< 0ental ,reak
F4H< Po-er ,reak F4H< and S(irit ,reak F4H. *oll se(arately .or
each target a..ected.
A5G!. %H3"P!R 9: MP
TargetK Single Ty(eK *eco%ery 2*
$ beauti.ul angelic s(irit descends .ro! the hea%ens< ho%ering
abo%e the target to sho-er it -ith glo-ing (articles o. !agical
energy be.ore .ading a-ay. $ngel 6his(er restores a single
target to its !a'i!u! +P %alue< as -ell as canceling all Status
Conditions > sa%e Bo!bie > currently a..ecting that target. I.
used against :ndead !onsters or co!batants a..licted -ith the
Status Condition Bo!bie< $ngel 6his(er has a F0. $CC = 10H<
0. &%asion CoS o. instantly reducing the target to 0 +P<
regardless o. current +it Points< $*0< 0. $*0 or the Da!age
Ca(.
MAG3C (R!A'H 9: MP
TargetK /rou( Ty(eK &le!ental FS(ecialH 2*
$ e'(anding cloud o. iridescent bubbles s-a!(s the area<
bursting into hissing s(heres o. .ire< ice and electricity as it
!akes contact -ith the ene!y. $ll a..ected targets are hit three
ti!es@ once .or F ' 0$/H Z #d 9ire &le!ental da!age< once
.or F ' 0$/H Z #d Ice &le!ental da!age< and once .or F '
0$/H Z #d Aightning &le!ental da!age.
.!2!. 4 "13C3+! 91 MP
TargetK /rou( Ty(eK Status FS(ecialH 2*
*ibbons o. red energy surround the targets< -ra((ing around
the! tightly be.ore .ading a-ay. Ae%el 4 Suicide only a..ects
targets -hose Ae%el is a !ulti(le o. 4. It has a F0. $CC = 10H<
0. &%asion CoS o. instantly reducing any eligible targetDs +P to
1< regardless o. current +P< $*0 or 0. $*0 %alues< or the
Da!age Ca(. In addition< Ae%el 4 Suicide also has a F0. $CC =
10H< 0. &%asion CoS o. adding the Status Condition 0ini F4H@
roll se(arately .or each a..ected target and e..ect.
FINAL FANTASY THE ROLEPLAYING GAME
224
/!A2!5'" CA'ARAC' 94 MP
TargetK /rou( Ty(eK $rcane F0agicalH 2*
Status F6eakH
$ -atery< translucent blue aura gathers around the caster<
ho%ering in (lace .or a !o!ent be.ore being thro-n into the
ene!y< ra(idly e'(anding as it a((roaches in an all=
enco!(assing -a%e o. dark s!oke. +ea%enDs Cataract in.licts
F#4 ' 0$/H Z 4d10< 0. $r!or 0agical da!age@ in addition<
it has a F0. $CC = 10H< 0. &%asion CoS o. in.licting the Status
Conditions $r!or ,reak F)H and 0ental ,reak F)H@ roll
se(arately .or each a..ected target.
"'45! (R!A'H 90 MP
TargetK /rou( Ty(eK Status FSealH 2*
The caster e'hales a cloud o. cree(ing gray %a(ors that slo-ly
dri.t to settle o%er the target. Stone ,reath has a F0. $CC =
10H< 0. &%asion CoS o. in.licting the Status Condition Stone
FH@ roll se(arately .or each target.
"HA+4% FlAR! 1:: MP
TargetK Single Ty(eK &le!ental FShado-H *
Pure -hite light .loods the area< turning all co!batants into
stark black shado-s@ a second later< a s-ar! o. dark (articles
ho!es in on the target< blasting it .or F#7 ' 0$/H Z 4d1#< 0.
$r!or Shado- &le!ental da!age.
M3GH'< G1AR+ 12: MP
TargetK Party Ty(eK Status F,arrierH 2*
,rilliant green globes o. energy .or! around the caster and
their allies< .ading into thin air a second later. 0ighty /uard
adds the Status Conditions +aste F4H< Protect F4H< and Shell
F4H to all allies.
A553H3.A'4R 125 MP
TargetK /rou( Ty(eK $rcane F0agicalH 2*
The caster raises their hand< building u( a globe o. dark energy
be.ore casually thro-ing it into the !idst o. the ene!y. The
globe ho%ers silently .or a brie. second be.ore e'(loding in a
cataclys! o. (ink energy< in.licting F30 ' 0$/H Z 4d1#
0agical da!age.
M4R'AR 125 MP
TargetK /rou( Ty(eK $rcane FPhysicalH 2*
*aising their ar!s to the sky< the caster launches a series o.
ruby=red (roCectiles at the ene!y< engul.ing the! in bursts o.
.la!e and s!oke. 0ortar in.licts F30 ' ST*H Z 4d1# Physical
da!age.
+!A'H C.A% 14: MP
TargetK Single Ty(eK Status F9atalH *
$ s(iral o. !alignant energy -inds around the target in e%er=
tightening circles< dra-ing into a constricting bind be.ore
disa((earing. Death Cla- has a CoS o. F0. $CC = 10H< 0.
&%asion o. instantly reducing the target to 1 +it Point<
regardless o. current +P< $*0 or 0. $*0 %alues< or the Da!age
Ca(.
GRA5+ 'RA35 1;5 MP
TargetK /rou( Ty(eK $rcane F0agicalH 2*
$ black -a%e o. celestial energy assaults the targets as the
battle.ield e'(lodes in rushing starbursts< in.licting F3) ' 0$/H
Z 1d1# 0agical da!age on all o((onents. /rand Train is not
subCect to the Da!age Ca(< and can in.lict da!age in e'cess o.
""".
"'4RM CA5545 2:: MP
TargetK /rou( Ty(eK $rcane F0agicalH 2*
The caster (oints sky-ards< .iring a blinding bea! into the
hea%ens. The sky shi!!ers .or a !o!ent be.ore -a%es o. -hite
light co!e crashing do-n u(on the targets< engul.ing the! in a
haEe o. thick -hite s!oke that in.licts F11 ' Caster?s Ae%elH
0agical da!age. Stor! Cannon is not subCect to the Da!age
Ca(< and can in.lict da!age in e'cess o. """.
SPE##B#!7E 0!GIC
S(ellblade 0agic is a close cousin to ,lack 0agic< storing
,lackDs destructi%e (o-ers in a -ea(on -ielded by the caster< to
be released u(on contact -ith an o((onent. 6hile the use o.
the -ea(on as a conduit allo-s such s(ells to be cast -ith
relati%e ease -hen co!(ared to their N(ureD counter(arts< a
considerable a!ount o. -ea(ons skill is re7uired to !a'i!iEe
this ad%antage.
Elemental Tier
The basic e..ects o. S(ellblade are also -idely seen as the !ost
%ersatile< channeling basic ele!ental attack s(ells into a -ea(on
to syste!atically e'(loit o((onentsD -eaknesses.
!5bli77ard 5 MP
TargetK Sel. $%ailableK Ae%el 1 2*
Cold air s-irls around the casterDs 6ea(on as it absorbs the
(o-er o. Ice. Select a 6ea(on e7ui((ed by the caster to be
a..ected by &nbliEEard< !aking a standard $ttack $ction -ith
that 6ea(on -hen &nbliEEard is cast. The 6ea(on is treated as
in.licting Ice &le!ental da!age .or that attack and that attack
alone.
!5F3R! 5 MP
TargetK Sel. $%ailableK Ae%el 1 2*
9la!es crackle along the edge o. the casterDs 6ea(on as it
absorbs the (o-er o. 9ire. Select a 6ea(on e7ui((ed by the
caster to be a..ected by &n.ire< !aking a standard $ttack $ction
-ith that 6ea(on -hen &n.ire is cast. The 6ea(on is treated as
in.licting 9ire &le!ental da!age .or that attack and that attack
alone.
FINAL FANTASY THE ROLEPLAYING GAME
225
!5H4.< 5 MP
TargetK Sel. $%ailableK Ae%el 1 2*
$ lu!inous glo- surrounds the casterDs 6ea(on as it absorbs
the (o-er o. +oly. Select a 6ea(on e7ui((ed by the caster to
be a..ected by &nholy< !aking a standard $ttack $ction -ith that
6ea(on -hen &nholy is cast. The 6ea(on is treated as in.licting
+oly &le!ental da!age .or that attack and that attack alone.
!5"'45! 5 MP
TargetK Sel. $%ailableK Ae%el 1 2*
The casterDs 6ea(on gains a dusty bro-nish hue as it absorbs
the (o-er o. &arth. Select a 6ea(on e7ui((ed by the caster to
be a..ected by &nstone< !aking a standard $ttack $ction -ith
that 6ea(on -hen &nstone is cast. The 6ea(on is treated as
in.licting &arth &le!ental da!age .or that attack and that
attack alone.
!5"HA+4% 5 MP
TargetK Sel. $%ailableK Ae%el 1 2*
$ dark haEe surrounds the casterDs 6ea(on as it absorbs the
(o-er o. Shado-. Select a 6ea(on e7ui((ed by the caster to be
a..ected by &nshado-< !aking a standard $ttack $ction -ith
that 6ea(on -hen &nshado- is cast. The 6ea(on is treated as
in.licting Shado- &le!ental da!age .or that attack and that
attack alone.
!5'H15+!R 5 MP
TargetK Sel. $%ailableK Ae%el 1 2*
&lectricity crackles through the casterDs 6ea(on as it absorbs
the (o-er o. Aightning. Select a 6ea(on e7ui((ed by the caster
to be a..ected by &nthunder< !aking a standard $ttack $ction
-ith that 6ea(on -hen &nthunder is cast. The 6ea(on is
treated as in.licting Aightning &le!ental da!age .or that attack
and that attack alone@ ignore all other &7ui(!ent $bilities.
!52!54M 5 MP
TargetK Sel. $%ailableK Ae%el 1 2*
$ no'ious green cloud condenses around the casterDs 6ea(on
as it absorbs the (o-er o. ,io. Select a 6ea(on e7ui((ed by
the caster to be a..ected by &n%eno!< !aking a standard $ttack
$ction -ith that 6ea(on -hen &n%eno! is cast. The 6ea(on is
treated as in.licting ,io &le!ental da!age .or that attack and
that attack alone.
!5%A'!R 5 MP
TargetK Sel. $%ailableK Ae%el 1 2*
The casterDs 6ea(on turns to .oa!ing li7uid as it absorbs the
(o-er o. 6ater. Select a 6ea(on e7ui((ed by the caster to be
a..ected by &n-ater< !aking a standard $ttack $ction -ith that
6ea(on -hen &n-ater is cast. The 6ea(on is treated as
in.licting 6ater &le!ental da!age .or that attack and that
attack alone.
!5%35+ 5 MP
TargetK Sel. $%ailableK Ae%el 1 2*
The casterDs -ea(on gains a gusty greenish hue. Select a
6ea(on e7ui((ed by the caster to be a..ected by &n-ind<
!aking a standard $ttack $ction -ith that 6ea(on -hen &n-ind
is cast. The 6ea(on is treated as in.licting 6ind &le!ental
da!age .or that attack and that attack alone.
Stat4s Tier
$nother sta(le o. the 0agic ;night?s re(ertoire< Status Strikes
add a chance to in.lict a Status Condition on an unlucky
o((onent. 9or co!bat situations -here a 7uick .inish isn?t
(ossible< a (ro(erly (laced Status Condition can turn the tide in
the 0agic ;night?s .a%or.
(.35+ "'R3! 1: MP
TargetK Sel. $%ailableK Ae%el 1 2*
Dark !ists s-irl around the casterDs 6ea(on. Select a 6ea(on
e7ui((ed by the caster to be a..ected by ,lind Strike< !aking a
standard $ttack $ction -ith that 6ea(on -hen ,lind Strike is
cast. The $ttack has a CoS o. )0Q o. in.licting the Status
Condition ,lind F)H.
P43"45 "'R3! 1: MP
TargetK Sel. $%ailableK Ae%el 1 2*
Pur(le %eno! bubbles around the casterDs 6ea(on. Select a
6ea(on e7ui((ed by the caster to be a..ected by Poison Strike<
!aking a standard $ttack $ction -ith that 6ea(on -hen Poison
Strike is cast. The $ttack has a CoS o. )0Q o. in.licting the
Status Condition Poison FH.
".!!P "'R3! 1: MP
TargetK Sel. $%ailableK Ae%el 1 2*
So.t golden !otes (lay o%er the casterDs 6ea(on. Select a
6ea(on e7ui((ed by the caster to be a..ected by Slee( Strike<
!aking a standard $ttack $ction -ith that 6ea(on -hen Slee(
Strike is cast. The $ttack has a CoS o. )0Q o. in.licting the
Status Condition Slee( F)H.
(!R"!R "'R3! 15 MP
TargetK Sel. $%ailableK Ae%el 2*
The casterDs -ea(on is charged -ith a cherry=red glo-. Select a
6ea(on e7ui((ed by the caster to be a..ected by ,erserk Strike<
!aking a standard $ttack $ction -ith that 6ea(on -hen
,erserk Strike is cast. The $ttack has a CoS o. )0Q o. in.licting
the Status Condition ,erserk F)H.
".4% "'R3! 15 MP
TargetK Sel. $%ailableK Ae%el 2*
The casterDs -ea(on gains a !uddy gray shine. Select a
6ea(on e7ui((ed by the caster to be a..ected by Slo- Strike<
!aking a standard $ttack $ction -ith that 6ea(on -hen Slo-
Strike is cast. The $ttack has a CoS o. )0Q o. in.licting the
Status Condition Slo- F)H.
FINAL FANTASY THE ROLEPLAYING GAME
226
"3.!5C! "'R3! 15 MP
TargetK Sel. $%ailableK Ae%el 2*
The casterDs -ea(on !akes no sound as it s-i(es at the target.
Select a 6ea(on e7ui((ed by the caster to be a..ected by
Silence Strike< !aking a standard $ttack $ction -ith that
6ea(on -hen Silence Strike is cast. The $ttack has a CoS o.
)0Q o. in.licting the Status Condition Silence F)H.
?4M(3! "'R3! 3: MP
TargetK Sel. $%ailableK Ae%el 11 2*
$ !ouldering green glo- surrounds the casterDs -ea(on. Select
a 6ea(on e7ui((ed by the caster to be a..ected by Bo!bie
Strike< !aking a standard $ttack $ction -ith that 6ea(on -hen
Bo!bie Strike is cast. The $ttack has a CoS o. )0Q o. in.licting
the Status Condition Bo!bie F)H.
C45F1"! "'R3! 3: MP
TargetK Sel. $%ailableK Ae%el 11 2*
$ riot o. colored stars eru(ts .ro! the casterDs -ea(on. Select a
6ea(on e7ui((ed by the caster to be a..ected by Con.use Strike<
!aking a standard $ttack $ction -ith that 6ea(on -hen
Con.use Strike is cast. The $ttack has a CoS o. )0Q o. in.licting
the Status Condition Con.use F)H.
C1R"! "'R3! 3: MP
TargetK Sel. $%ailableK Ae%el #" 2*
The casterDs -ea(on turns as black as the night. Select a
6ea(on e7ui((ed by the caster to be a..ected by Curse Strike<
!aking a standard $ttack $ction -ith that 6ea(on -hen Curse
Strike is cast. The $ttack has a CoS o. )0Q o. in.licting the
Status Condition Curse F)H.
M353 "'R3! 45 MP
TargetK Sel. $%ailableK Ae%el #" 2*
Strange orange s!oke begins to billo- .ro! the casterDs
-ea(on. Select a 6ea(on e7ui((ed by the caster to be a..ected
by 0ini Strike< !aking a standard $ttack $ction -ith that
6ea(on -hen 0ini Strike is cast. The $ttack has a CoS o. )0Q
o. in.licting the Status Condition 0ini F)H.
"'45! "'R3! 0: MP
TargetK Sel. $%ailableK Ae%el 43 2*
S!all .rag!ents o. rock cascade .ro! the casterDs -ea(on as it
takes on a bro-n glo-. Select a 6ea(on e7ui((ed by the caster
to be a..ected by Stone Strike< !aking a standard $ttack $ction
-ith that 6ea(on -hen Stone Strike is cast. The $ttack has a
CoS o. )0Q o. in.licting the Status Condition Stone FH.
"'4p "'R3! 5: MP
TargetK Sel. $%ailableK Ae%el 43 2*
The caster and their -ea(on a((ears to be .roEen in ti!e@ -hen
the strike .inally ha((ens< it is al!ost instantaneous. Select a
6ea(on e7ui((ed by the caster to be a..ected by Sto( Strike<
!aking a standard $ttack $ction -ith that 6ea(on -hen Sto(
Strike is cast. The $ttack has a CoS o. )0Q o. in.licting the
Status Condition Sto( F)H.
'4A+ "'R3! ;: MP
TargetK Sel. $%ailableK Ae%el 43 2*
$ no'ious green s!oke (lays o%er the casterDs -ea(on. Select a
6ea(on e7ui((ed by the caster to be a..ected by Toad Strike<
!aking a standard $ttack $ction -ith that 6ea(on -hen Toad
Strike is cast. The $ttack has a CoS o. )0Q o. in.licting the
Status Condition Toad F)H.
FR4?!5 "'R3! 8: MP
TargetK Sel. $%ailableK Ae%el 10 2*
Ice crystals begin to .or! on the casterDs -ea(on. Select a
6ea(on e7ui((ed by the caster to be a..ected by 9roEen Strike<
!aking a standard $ttack $ction -ith that 6ea(on -hen 9roEen
Strike is cast. The $ttack has a CoS o. )0Q o. in.licting the
Status Condition 9roEen F#H.
H!A' "'R3! 8: MP
TargetK Sel. $%ailableK Ae%el 10 2*
$ !uggy glo- surrounds the casterDs -ea(on< raising a!bient
air te!(eratures to an al!ost unbearable le%el. Select a 6ea(on
e7ui((ed by the caster to be a..ected by +eat Strike< !aking a
standard $ttack $ction -ith that 6ea(on -hen +eat Strike is
cast. The $ttack has a CoS o. )0Q o. in.licting the Status
Condition +eat F#H.
PAin "'R3! ;: MP
TargetK Sel. $%ailableK Ae%el 10 2*
Three strea!s o. !ulti=colored energy s-irl around the casterDs
-ea(on. Select a 6ea(on e7ui((ed by the caster to be a..ected
by Pain Strike< !aking a standard $ttack $ction -ith that
6ea(on -hen Pain Strike is cast. The $ttack has a CoS o. )0Q
o. in.licting the Status Conditions ,lind F)H< Silence F)H and
Poison FH.
2!nom "'R3! ;: MP
TargetK Sel. $%ailableK Ae%el 10 2*
*ed (oison bubbles around the casterDs -ea(on. Select a
6ea(on e7ui((ed by the caster to be a..ected by 4eno! Strike<
!aking a standard $ttack $ction -ith that 6ea(on -hen 4eno!
Strike is cast. The $ttack has a CoS o. )0Q o. in.licting the
Status Condition 4eno! F4H.
Effe2t Tier
$s the 0agic ;night hones his skills< he realiEes that so!e
situations cannot be handled -ith a basic &le!ental or Status
Strike. &..ect Strikes -ere de%elo(ed to .ill these strategic ga(s.
+RA35 "'R3! 1: MP
TargetK Sel. $%ailableK Ae%el ## 2*
$ trio o. blood=red s(heres begins to rotate around the casterDs
-ea(on. Select a 6ea(on e7ui((ed by the caster to be a..ected
by Drain Strike< !aking a standard $ttack $ction -ith that
6ea(on -hen Drain Strike is cast. The $ttack in.licts 100Q
da!age@ restore the casterDs +P by an e7ui%alent a!ount a.ter
!odi.ying .or $*0.
FINAL FANTASY THE ROLEPLAYING GAME
227
meltdo*n "'R3! 3: mp
TargetK Sel. $%ailableK Ae%el ## 2*
$n orange=red glo- en%elo(s the casterDs -ea(on. Select a
6ea(on e7ui((ed by the caster to be a..ected by 0eltdo-n
Strike< !aking a standard $ttack $ction -ith that 6ea(on -hen
0eltdo-n Strike is cast. The $ttack ignores the targetDs $*0
and the Protect Status< -here a((licable.
4"M4"! "'R3! 1 MP
TargetK Sel. $%ailableK Ae%el ## 2*
$ trio o. sky=blue s(heres begins to rotate around the casterDs
-ea(on. Select a 6ea(on e7ui((ed by the caster to be a..ected
by 8s!ose Strike< !aking a standard $ttack $ction -ith that
6ea(on -hen 8s!ose Strike is cast. The $ttack in.licts 10Q
da!age to the targetDs 0P a.ter adCusting .or $*0< but does not
reduce the targetDs +P@ restore the casterDs 0P by an e7ui%alent
a!ount.
+3"P!. "'R3! 4: MP
TargetK Sel. $%ailableK Ae%el #" 2*
The casterDs -ea(on glo-s cobalt=blue .or a s(lit second as
tendrils o. ethereal !ist curl around it. Select a 6ea(on
e7ui((ed by the caster to be a..ected by Dis(el Strike< !aking a
standard $ttack $ction -ith that 6ea(on -hen Dis(el Strike is
cast. The $ttack has a CoS o. )0Q o. canceling all Strengthen=
and ,arrier=ty(e Status Conditions sa%e Shield currently acti%e
on the target.
GRA23'< "'R3! 5: MP
TargetK Sel. $%ailableK Ae%el #" 2*
The casterDs -ea(on !o%es in an unusually sluggish .ashion< as
i. t-ice its nor!al -eight. Select a 6ea(on e7ui((ed by the
caster to be a..ected by /ra%ity Strike< !aking a standard $ttack
$ction -ith that 6ea(on .or 0Q da!age -hen /ra%ity Strike is
cast. The $ttack has a CoS o. )0Q o. reducing the targetDs +P
by 10Q o. its current %alue< regardless o. current +P< $*0 or
0. $*0 %alues< or the Da!age Ca(.
RA"P "'R3! 3: MP
TargetK Sel. $%ailableK Ae%el #" 2*
$ trio o. (ink s(heres begins to rotate around the casterDs
-ea(on. Select a 6ea(on e7ui((ed by the caster to be a..ected
by *as( Strike< !aking a standard $ttack $ction -ith that
6ea(on -hen *as( Strike is cast. The $ttack in.licts 100Q
da!age to the targetDs 0P< but does not reduce the targetDs
+P.
s)P/on "'R3! 55 mp
TargetK Sel. $%ailableK Ae%el 3) 2*
The casterDs -ea(on beco!es re.lecti%e< see!ing to dra- in
e%erything in its %icinity. Select a 6ea(on e7ui((ed by the
caster to be a..ected by Sy(hon Strike< !aking a standard
$ttack $ction -ith that 6ea(on -hen Sy(hon Strike is cast.
Calculate da!age as nor!al@ the $ttack -ill in.lict 10Q da!age
to the targetDs +P and 10Q da!age to the targetDs 0P a.ter
!odi.ying .or $*0. I. the target has no 0P< Sy(hon Strike -ill
instead in.lict 100Q da!age to the targetDs +P. *estore the
casterDs +P and 0P by an e7ui%alent a!ount.
s3$n!t ;5 MP
TargetK Sel. $%ailableK Ae%el 43 2*
$ nearly=translucent crest !aterialiEes around the casterDs
-ea(on be.ore disa((earing. Select a 6ea(on e7ui((ed by the
caster to be a..ected by Signet< !aking a standard $ttack $ction
-ith that 6ea(on -hen Signet is cast. Calculate da!age as
nor!al< ignoring all other &7ui(!ent $bilities (ossessed by the
6ea(on@ should this reduce the target to 0 or .e-er +P< the
target is turned into a crystal. *oll a d10 and consult the table
belo- to deter!ine the ty(e o. crystal created and its e..ects@
the crystal is treated as an ite! usable by either the caster or
their allies< but !ust be used i!!ediately a.ter the battle ends.
*oll Crystal Ty(e
1=3 *ed Crystal. The character regains a nu!ber o. +P e7ual
to 10Q o. their !a'i!u! %alue.
4=1 /old Crystal. The character?s +P and 0P are restored to
their !a'i!u! %alues.
)= /reen Crystal. The character regains a nu!ber o. 0P
e7ual to #1Q o. their !a'i!u! %alue.
"=10 ,lue Crystal. The nu!ber o. JP gained by the character
during the battle are increased by #1Q.
deat/ "'R3! 95 mp
TargetK Sel. $%ailableK Ae%el 10 2*
$ ghostly< al!ost translucent gray skull !aterialiEes around the
casterDs -ea(on. Select a 6ea(on e7ui((ed by the caster to be
a..ected by Death Strike< !aking a standard $ttack $ction -ith
that 6ea(on -hen Death Strike is cast. The 6ea(on is treated
as ha%ing the &7ui(!ent $bility Death Strike .or that attack and
that attack alone.
Ultimate Tier
$t the highest le%el o. (ro.iciency< 0agic ;nights can channel
the !ost destructi%e (o-ers o. ,lack 0agic into the con.ines o.
their -ea(ons. These ulti!ate enchant!ents .ocus on
unleashing such de%astating (o-er that none but the toughest
o((onents could stand against the!. 2ote that attacks !ade
-ith :lti!ate Tier cannot score Critical +its or ,otches.
FINAL FANTASY THE ROLEPLAYING GAME
228
@uake "'R3! ;5 MP
TargetK Sel. $%ailableK Ae%el 10 2*
Channeling &arth energy into their -ea(on< the caster strikes
the ground< sending a ri((ling -a%e o. rocks and soil surging in
all directions. Select a 6ea(on e7ui((ed by the caster to be
a..ected by 3uake Strike< !aking a standard $ttack $ction -ith
that 6ea(on -hen 3uake Strike is cast. The 6ea(on is treated
as ha%ing TargetK $ll and in.licting &arth ele!ental da!age .or
that attack and that attack alone. The $ttack -ill not a..ect
9loating or 9lying co!batants.
*/irl*ind "'R3! 85 MP
TargetK Sel. $%ailableK Ae%el 10 2*
Channeling 6ind energy into their -ea(on< the caster s-ings
around< -hi((ing u( a .urious gale that surges to-ards the
o((osition. Select a 6ea(on e7ui((ed by the caster to be
a..ected by 6hirl-ind Strike< !aking a standard $ttack $ction
-ith that 6ea(on -hen 6hirl-ind Strike is cast. The 6ea(on is
treated as being *anged and ha%ing TargetK /rou( as -ell as
in.licting 6ind ele!ental da!age .or that attack and that attack
alone.
bla#k /ole "'R3! 15: MP
TargetK Sel. $%ailableK Ae%el 17 2*
Channeling /ra%ity energy into their -ea(on< the caster clea%es
the air o(en< creating a ri((ling black hole. Select a 6ea(on
e7ui((ed by the caster to be a..ected by ,lack +ole Strike<
!aking a standard $ttack $ction -ith that 6ea(on .or 0Q
da!age -hen ,lack +ole Strike is cast. The 6ea(on is treated
as ha%ing the &7ui(!ent $bility Death Strike .or that attack and
that attack alone. Should Death Strike .ail to a..ect the target<
the ,lack +ole Strike has a CoS o. )0Q o. reducing the targetDs
+P to 1< regardless o. current +P< $*0< 0. $*0 or the Da!age
Ca(.
flare "'R3! 1:: MP
TargetK Sel. $%ailableK Ae%el 17 2*
Channeling orbs o. (ure !agical energy into their -ea(on< the
caster lunges at the target< creating a .erocious series o.
e'(losion as their -ea(on !akes contact. Select a 6ea(on
e7ui((ed by the caster to be a..ected by 9lare Strike< !aking a
standard $ttack $ction -ith that 6ea(on .or #00Q da!age
-hen 9lare Strike is cast. The $ttack is not subCect to the
Da!age Ca(.
ultima "'R3! 25: MP
TargetK Sel. $%ailableK Ae%el )4 2*
Channeling (ure !agical energy into their -ea(on< the caster
s-i(es at the air< sending out a -ay o. destructi%e .orce to
s-ee( into the ene!y. Select a 6ea(on e7ui((ed by the caster
to be a..ected by :lti!a Strike< !aking a standard $ttack $ction
-ith that 6ea(on .or #00Q da!age -hen :lti!a Strike is cast.
The 6ea(on is considered to ha%e TargetK /rou( .or that attack.
In addition< the $ttack is not subCect to the Da!age Ca( and
ignores as the targetDs $*0 and the Protect Status< -here
a((licable.
I"TUITI1E 0!GIC
In 9inal 9antasy< !ost !agic is hea%ily regi!ented< di%ided
into set grou(s o. S(ells -ith e'(licit e..ects that ne%er change.
This does not !ean that there is no roo! .or creati%ity< ho-e%er
> on the contrary< by dra-ing on their e'(erience< %eteran
casters can create all !anner o. cantri(s< illusions< and other
sorcerous !iscellanea. In the 99*P/< such !agic is kno-n as
Intuiti%e 0agic.
Basi2 R4les
Intuiti%e 0agic is subCect to se%eral i!(ortant restrictions.
These areK
2o Intuiti%e e..ect can directly in.lict or reco%er da!age
and Status Conditions< or !i!ic the !echanical e..ects o.
an e'isting S(ell. This does not !ean the e..ect?s ulti!ate
outco!e !ust al-ays be har!less@ using Intuiti%e !agic to
startle a soldier and send hi! .alling o%er a (ara(et -ill still
result in da!age< albeit indirectly.
$ s(ellcaster can only create Intuiti%e !agic in line -ith
the S(ells he or she -ould nor!ally be able to cast. $
,lack 0age< .or instance< -ould not be able to create a blast o.
air to knock a treasure chest .ro! a high (edestal< nor -ould a
6hite 0age be able to create a .iery e'(losion in !id=air. To
!ake this si!(ler .or both the (layers and the /0< all Jobs -ith
the ability to use Intuiti%e 0agic or co!(arati%e (o-ers ha%e a
list o. key-ords in Cha(ter 4. In order to be cast< the desired
e..ect !ust be in line -ith one or !ore o. these key-ords.
S(ells cast through Intuiti%e !agic are still S(ells. I. the
character is unable to cast S(ells as a result o. Status
Conditions or other e'traordinary circu!stances< Intuiti%e !agic
is si!ilarly o..=li!its.
Intuiti%e 0agic cannot be used !ore than once (er Scene.
Creating a ne- !agic e..ect is o.ten an in%ol%ed (rocess< and
re7uires a brie. ?cooldo-n? (eriod bet-een S(ells.
Creating an Int4iti6e Effe2t
,ecause Intuiti%e e..ects are o(en=ended in nature< the rules to
create the! are relati%ely si!(le > !ost o. the ?hea%y li.ting?
in%ol%ed in their creation relies on /0 and (layer Cudg!ent.
DESCRIBE THE EFFECT
6hene%er a (layer -ishes to create an Intuiti%e e..ect< they !ust
begin by e'(laining -hat e'actly they -ant to achie%e.
Aegiti!ate e'a!(les !ight include things like V*esha(e the
colu!ns into a stair-ay leading to the ne't le%el<W VCreate a
bridge .ro! the surrounding (lants and cree(ers that -ill carry
the (arty across the chas!<W VTrans.er enough !ana to the
Skystone to get the airshi( o.. the ground<W or VCreate a
s(ectacular bangIW ,e.ore a((ro%ing the e..ect< the /0 should
!ake sure that -hat the (layer is trying to achie%e can?t be
readily done -ith an e'isting S(ell and that the e..ect is in line
-ith the key-ords gi%en .or the (layer?s Job. &..ects that do not
.all into any (articular !agical do!ain > as -ith the last t-o
FINAL FANTASY THE ROLEPLAYING GAME
221
e'a!(les gi%en abo%e > do not ha%e to con.or! to a s(eci.ic
key-ord.
DETERMINE THE MP COST
The ne't ste( is to assign an 0P cost to the e..ect. This -ill be
deter!ined by ho- large an obCect or area it a..ects -hen cast >
the larger the scale< the higher the 0P cost. 6hile an e..ect?s
0P cost is entirely le.t to the /0?s discretion< the table belo-
gi%es a((ro(riate ball(ark .igures .or %arious siEe grades.
Ta%le 5&2' Sample *nt"iti,e (P Costs
SICE OF ITEM OR AREA AFFECTED MP COST
3ra|| roc| 2
Average-s|zed roc| 8
Cr||d, Voog|e, Tarularu 15
lurar 30
0gre, 0|gas 50
3ra|| rouse 80
Large rouse 100
3|yscraper 200
C|ly o|oc| 100
DETERMINE THE MODIFIER
8nce the e..ect?s cost has been established< the ne't thing on
the list is its di..iculty > or to be (recise< the Conditional 0odi.er
i!(osed on the (layer?s 0. $ccuracy -hen rolling to see
-hether the e..ect succeeds. This is deter!ined by its
co!(le'ity< or o%erall so(histication. The !ore elaborate the
intended e..ect< the lo-er the ulti!ate CoS -ill be. $gain< -hile
this is le.t to the /0?s discretion< a nu!ber o. sa!(le !odi.iers
ha%e been gi%en belo-.
Ta%le 5&0' Sample *nt"iti,e (odifiers
COMPLEXITY MODIFIER
Creal|rg a or|grl l|asr -20
Creal|rg a crude |||us|or -20
us|rg le|e||res|s lo rove ar oojecl -10
Creal|rg a rodesl |||us|or -0
-80
Creal|rg a sopr|sl|caled |||us|or -100
-120
-110
Resrap|rg lre |rred|ale erv|rorrerl -10
MAKING THE ROLL
To co!(lete the e..ect< the caster !ust !ake a Task Check
against their 0agic $ccuracy< subtracting the !odi.ier assigned
.or the e..ect?s co!(le'ity. De(ending on the circu!stances< the
/0 !ay also assign additional !odi.iers@ so!e e'a!(les are
gi%en belo-. I. the roll succeeds< the (layer achie%es the desired
e..ect@ i. the roll .ails< the 0agic Points ha%e been -asted.
C45+3'345A. M4+3F3!R"
&..ect?s scale larger than a hu!anK =#0
&..ect?s scale larger than s!all houseK =40
&laborate< hour=long rituals (er.or!ed be.orehandK Z#0
6orking against -eak enchant!entsK 0
6orking against co!(etent enchant!entsK =#0
6orking against elaborate enchant!entsK =40
6orking against !aster.ul enchant!entsK =0
CASTING CIRCLES
In !agic< as in all other things< t-o heads are o.ten better than
one. Intuiti%e 0agic can bene.it .ro! the /rou(-ork rules .ro!
Cha(ter 1< (ro%ided that all other (artici(ants ha%e the
a((ro(riate Intuiti%e 0agic ability.
Sam8le Int4iti6e Effe2ts
Medeo 15 mp
&..ectK $ classic e'a!(le o. stage !agic. 0edeo !i!ics the
e..ects o. the Ti!e S(ell 0eteor< su!!oning an asteroid
.rag!ent to crash into the target -ith a de%astating e'(losion.
:nlike its ?genuine? counter(art< 0edeo is all sound and .ury<
doing no da!age@ the (yrotechnics (roduced< ho-e%er< are
indistinguishable .ro! the real thing. 0edeo is cast at a CoS o.
F0. $CC = )0H.
CH!PTER G#OSS!R$
The .ollo-ing list reca(s so!e o. the !ost i!(ortant conce(ts
introduced in this cha(ter .or 7uick re.erence.
$rcane 0agic. $ny S(ell that deals da!age< but is not
directly associated -ith one o. the Co!bat &le!ents.
&le!ental 0agic. $ny S(ell that deals da!age associated
-ith one o. the Co!bat &le!ents.
Intuiti%e 0agic. ?0inor? S(ells created on the .ly by casters.
2*. Shorthand .or Nnot re.lectableD.
*. Shorthand .or Nre.lectableD.
*eco%ery 0agic. S(ells that restore +P or 0P< or re!o%e
har!.ul Status Conditions.
S(ellblade 0agic. S(ells that (ri!arily a..ect a 6ea(on
rather than a target.
Status 0agic. $ny S(ell -hich adds har!.ul or gain.ul Status
Conditions to one or !ore targets.
Su((ort 0agic. S(ells -hich do not directly a..ect
co!batants or their o((onents< or -hich by(ass !agical
&%asions by de.ault.
FINAL FANTASY THE ROLEPLAYING GAME
232
IX
______________
ADVENTURING
OPQ
No $atter ho !ar% the night2
$orning a#ays (o$es. An! our
8ourney begins ane.&
Lu#u
FINAL FANTASY X
2obody said -andering the -orld in search o. e%il -as going to
be easy. This cha(ter (resents so!e o. the challenges and
issues characters encounter in the .ield as they rise to
greatness.
REST !"7 RECO1ER$
&%en the !ost cautious heroes -ill take a .e- lu!(s on the road
to glory< and as the battles start co!ing in thick and .ast< the
inCury tally -ill rise in turn. This section looks at the a.ter!athK
healing< resting< recu(erating< and getting back to .ighting
.itness.
Resting
0agic and ite!s can (atch u( inCuries on the go< but can drain
the (arty?s resources i. there?s a lot o. hurt to go around. The
alternati%e is to let inCuries heal u( the natural -ay > -ith rest.
To rest< characters need Cust t-o thingsK ti!e and s(ace.
Ti!e is sel.=e'(lanatory > the longer the (arty has to kick back
and rela'< the !ore bene.icial the rest -ill be. In order to
bene.it .ro! a rest (eriod< a character cannot undertake any
co!(le' or (hysically e'erting acti%ities during that ti!e (eriod
unless they are directly related to the reco%ery (rocess. In other
-ords< taking the ti!e to !ake s(lints and se-ing -ounds is
.ine@ .orging a s-ord or clearing boulders is not.
S(ace is a little trickier. The de.ault s(ace re7uire!ent .or
rest is an area -here the (arty can stretch out -ithout .ear o.
being attacked by !arauding !onsters and the like. In (ractical
ter!s< this !eans that long stretches o. rest are i!(ossible in
the !iddle o. a dungeon thick -ith ene!ies unless the (arty
can .ind so!e -ay to kee( itsel. (rotected during that ti!e.
+igher grades o. rest de!and additional a!enities on to( o.
this s(ace< na!ely shelter< .ood< and bedding. These
?re7uire!ents? are listed -ith the res(ecti%e rest grades.
INTENSIVE REST
$ .ull day s(ent doing nothing but reco%ering .ro! inCuries
7uali.ies as Intensi%e *est. $t the end o. the rest (eriod< all
characters > including :nconscious ones > -ill be restored to
!a'i!u! +P and 0P. In addition< Intensi%e *est cancels all
Status Conditions currently a..ecting the Party. :nless there is
a signi.icant reason not to< characters auto!atically undergo
Intensi%e *est bet-een ad%entures.
Ti!e TakenK 1 .ull day
*e7uire!entsK Cabin or $%erage 7uality roo!
FULL REST
$n uninterru(ted nightDs slee( in co!.ortable surroundings
allo-s characters to reco%er all +P and 0P and cancels all
Status Conditions a..licting the (arty e'ce(t Bo!bie and Stone.
:nconscious characters -ill re%i%e at the end o. the rest (eriod
-ith their +P and 0P restored to 10Q o. their !a'i!u! %alues.
9ull *est in a Au'urious roo! gi%es the sa!e bene.its as
Intensi%e *est.
Ti!e TakenK 7 to hours
*e7uire!entsK Cabin or $%erage 7uality roo!
TRAVEL REST
Tra%el *est is ty(ical o. the kind o. night?s slee( a (arty -ill get
on the road. $ssu!ing the (arty can rest .or a .ull night -ithout
interru(tions< they reco%er 71Q o. their !a'i!u! +P and 0P.
$ll Status Conditions a..licting the (arty are canceled during this
ti!e< -ith the e'ce(tions o. :nconscious< Bo!bie< and Stone.
Ti!e TakenK 7 to hours
*e7uire!entsK Tent or Poor 7uality roo!
FITFUL REST
9it.ul *est can be de.ined as either slee(ing .e-er than the
usual se%en or eight hours or being interru(ted in the night by
a !onster attack. $t the end o. a 9it.ul *est (eriod< all (arty
!e!bers regain 10Q o. their !a'i!u! +P and 0P %alues. $ll
Status Conditions a..licting the (arty are also canceled at the
end o. this ti!e (eriod< -ith the e'ce(tions o. :nconscious<
Bo!bie< and Stone.
Ti!e TakenK 3 to 4 hours
*e7uire!entsK Slee(ing ,ag or S7ualid 7uality roo!
BREAK
Taking a ,reak !eans taking an hour o.. to eat< na(< e'a!ine
inCuries< shar(en -ea(ons< and generally i!(ro%e the (artyDs
-ell=being. $t the end o. the ,reak< characters reco%er 10Q o.
their !a'i!u! +P and 0P< -hile Status Condition ti!ers are
reduced by ).
Ti!e TakenK 1 hour
*e7uire!entsK 2one
FINAL FANTASY THE ROLEPLAYING GAME
231
BREATHER
&%en taking the ti!e to catch oneDs breath can !ake all the
di..erence in a long and brutal dungeon. $ ,reather is de.ined
as the ti!e taken by the (arty to bandage -ounds and -i(e
s-ords > enough ti!e< in short< to reco%er a little bit o. lost li.e
and re(lenish !agical resources. Characters reco%er 1Q o.
their !a'i!u! +P and 0P at the end o. a ,reather< -hile
Status Condition ti!ers are reduced by #.
Ti!e TakenK 10 to 11 !inutes
*e7uire!entsK 2one
The Healing S9ill
Characters -ith the +ealing Skill can use their talents to assist
the natural healing (rocess< increasing reco%ery gains in both
the short and long ter!. During rest (eriods< characters !ay
!ake a Task Check against their +ealing to s(eed u( the
healing (rocess. I. the Task Check is success.ul< the (arty?s
reco%ery gains at the end o. the rest (eriod -ill be e7ual to the
ne't=highest grade o. rest > i. the characters took a ,reak<
they?ll get the bene.its o. 9it.ul *est< i. they took Tra%el *est<
they?ll get the bene.its o. 9ull *est< and so .orth. The only thing
that changes in this case is the actual reco%ery bene.it@ no
additional ti!e or resources are consu!ed.
9ailure has no conse7uences< but a ,otch !eans the
characterDs !inistrations actually ha%e the o((osite e..ect<
bu!(ing the e..ects o. resting do-n to the ne't=lo-est grade.
This !eans that ,reathers actually ha%e no i!(act on the (arty
i. a +ealing roll is ,otched.
Conditional 0odi.iers de(end on ho- !uch ti!e the character
!aking the roll has to -ork -ith > the !ore drastic the
i!(ro%e!ent< the harder it -ill be to s7ueeEe into the resting
ti!e.ra!e.
C45+3'345A. M4+3F3!R"
9ull *est to Intensi%e *estK Z40
,reather to ,reakK Z#0
9it.ul *est to Tra%el *estK 0
Tra%el *est to 9ull *estK =#0
,reak to 9it.ul *estK =40
Healing Fi@t4res
Players !ay also be able to sal%e their inCuries through healing
.i'tures< things in the en%iron!ent that (ro%ide ?.ree healing? to
characters -ho use the!.
RECOVERY SPRINGS
*eco%ery s(rings are (ools o. -ater su..used -ith 7uantities o.
Ai.e !agic large enough to restore anybody -ho drinks .ro!
the!. *eco%ery s(rings can ha%e one o. se%eral e..ectsK
Cure Status Conditions. $ s(ring that cures Status
Conditions -ill re!o%e all non=,arrier and &nhance=ty(e Status
Conditions .ro! a character (artaking o. its (o-er. :nconscious
characters cannot bene.it .ro! this kind o. s(ring.
*estore +P and 0P. $ s(ring that restores +P and 0P -ill
restore the! to their !a'i!u! %alues. :nconscious characters
cannot bene.it .ro! this kind o. s(ring.
*e%i%i.y. $ s(ring that re%i%i.ies characters -ill restore an
:nconscious character to !a'i!u! +P and 0P. 8ther
characters gain no bene.its .ro! drinking .ro! it.
9ull *eco%ery. So!e rare s(rings co!bine all three o. the
abo%e e..ects.
It should be noted that reco%ery s(rings are only e..ecti%e
because o. the Ai.e !agic concentrated in the surrounding area.
,ottling a s(ring?s -aters .or .uture use -ill !erely lea%e a
character -ith a bottle o. cris(< re.reshing< but other-ise utterly
ordinary s(ring -ater.
SAVE CRYSTALS
Sa%e crystals are large< .ree=standing crystals that collect and
.ocus surrounding !agic. 0erely touching a sa%e crystal is
enough to restore +it Points and 0agic Points to .ull and cancel
all non=,arrier and &nhance Status Conditions. :nconscious
characters -ill also be re%i%ed -ith !a'i!u! +P and 0P.
OTHER FIXTURES
De(ending on the nature o. the setting< characters !ay also
encounter other .i'tures -ith si!ilar (o-ers o%er the course o.
their tra%els. Practical e'a!(les include auto!ated healing
stations< !agical s(heres< and enchanted gates.
Conse2rated !reas
8rdinarily< resting in the !iddle o. a dangerous dungeon is out
o. the 7uestion. ,ut in so!e cases< the PCs !ay disco%er s!all
(atches o. consecrated ground in other-ise dangerous
territory< usually !arked by unusual .eatures or si!(ly a
noticeable aura o. !agic energy. Such areas naturally re(el
!onsters and other e%il creatures< !aking it (ossible to rest
there .or at least short (eriods o. ti!e.
Re2o6ering Stat4s Conditions
&%en i. characters aren?t taking the ti!e to rest< any Status
Conditions still in e..ect a.ter a battle or Scene ends -ill
naturally tick do-n bet-een Scenes< e%entually e'(iring i. their
ti!er isn?t unli!ited. 8ut o. co!bat< a Status Condition?s ti!er
-ill generally decrease by 1 e%ery ten !inutes until the
Condition e'(ires< although the /0 !ay be !ore generous -ith
,arrier and &nhance=ty(e Conditions. I. the Condition is still
acti%e -hen the character enters co!bat< reduce the ti!er by 1
at the start o. the battle. I. that does not cancel the Status
outright< it -ill tick do-n at the nor!al rate o. 1 (er *ound.
Criti2al In=4ries
$ll characters su..er a .e- scratches and scra(es during the
course o. their career< but so!e inCuries canDt Cust be shrugged
o.. -ith a Potion and a good nightDs slee(. Things like broken
FINAL FANTASY THE ROLEPLAYING GAME
232
ar!s< trau!a< and se%ered %ocal cords are all e'a!(les o. these
kinds o. Critical InCuries.
In ga!e ter!s< characters su..ering .ro! a Critical InCury
te!(orarily or (er!anently ac7uire Disad%antages to re(resent
the!K So.t Target .or broken ribs or %irulent sickness< Aa!ed .or
da!age to the legs< and so .orth. $ssu!ing the inCuries can be
cured< characters -ho intend to reco%er .ro! such setbacks
!ust .irst be diagnosed and treated -ith a +ealing roll. Sa!(le
Conditional 0odi.iers .or doing so are gi%en in Cha(ter 1@
others can be set by e%aluating the di..iculty o. the task based
on the nature and e'tent o. the characterDs inCuries. I.
success.ul< the character -ill reco%er .ro! the inCury in about
one to si' -eeks o. ga!e ti!e< de(ending on ho- long the /0
.eels like !ilking the (layer?s (light.
InCuries that cannot be cured beco!e (er!anent
Disad%antages instead. Changing a character in this -ay does
not yield (oints to s(end on $d%antages< and !ust be
discussed bet-een /0 and (layer be.ore being (ut into e..ect. I.
using the Traits and ;ey Points o(tions (resented in $((endi'
I4< Disad%antages ac7uired in this .ashion earn the character a
nu!ber o. ;P e7ual to the Disad%antageDs nor!al (oint cost.
TOW"S
To-ns are an i!(ortant .eature o. the ad%enturing li.e > here<
ad%enturers rest< gather in.or!ation .ro! locals< ac7uire
e7ui(!ent< and restock su((lies. Though the ter! ?to-n? is
used as a blanket ter! .or any large settle!ent in the ga!e
-orld< there are (lenty o. other (ossibilities > (assing cara%ans<
roadside inns< sales ter!inals< and -andering !erchants can all
(otentially .ul.ill the sa!e basic range o. .unctions.
E@8loration
9inal 9antasy ga!es encourage the (layers to chat u( rando!
strangers< saunter into buildings< and (oke their noses into
%ases< -ood(iles< and anything else that !ight hide %aluables. I.
characters ha%e nothing else to do -ith their ti!e< they can
si!(ly e'(lore the area .or a .e- hours to see -hat they can
turn u(.
SEARCHING FOR INFORMATION
I. the (arty is in search o. a (iece o. in.or!ation or a s(eci.ic
(erson or location< they !ay send !e!bers out to co!b the
to-n .or clues. Doing so re7uires ti!e > a cou(le o. !inutes to
a cou(le o. hours< de(ending on the a!ount o. ground that
needs to be co%ered > and a success.ul Skill Test against
In7uiry or Street-ise .ro! the ?search (arty.? De(ending on the
area and the %alue o. the in.or!ation sought< characters !ay
ha%e to loosen their (ursestrings to get the in.or!ation they
need.
Sho88ing
Sho((ing is an essential (art o. the ad%enturing li.estyle<
regardless o. -hether it?s si!(ly to to( u( the (arty?s Potion
reser%es or a .ull=.ledged u(grade o. -ea(ons and ar!or.
Players begin their sho((ing e'cursions by telling the /0 -hat
kind o. store they are looking .or< lea%ing the /0 to decide
-hether such a store e'ists and ho- long it -ill take to track it
do-n > a (rocess that can take any-here .ro! a .e- !inutes to
se%eral hours< de(ending on the siEe o. the to-n and the
nu!ber o. a%ailable sho(s. I. the layout o. the to-n is
(articularly con.using< a Trade or In7uiry roll !ay also be
re7uired.
STORE TYPES
To-ns o..er a diEEying array o. (laces -here ad%enturers can
s(end their hard=earned !oney. Store ty(es characters !ay
run into o%er the course o. their ad%entures includeK
%eapon "tores
6ea(on Stores stock -ea(ons o. all ty(es. $ good (ortion o.
these stores !anu.acture their in%entory in=house<
incor(orating se(arate .orges and -orksho(s beneath the
(re!ises.
Armor "tores
$r!or Stores co%er $r!or o. e%ery ty(e< .ro! 0ail to $r!-ear.
$s -ith 6ea(on Stores< it is not unco!!on to .ind skilled
!etal-orkers attached to the store?s (re!ises< (roducing
goods .or sale.
Arsenals
$rsenals are large< -ell=stocked e!(oriu!s ty(ically .ound in
!aCor cities< selling 6ea(ons as -ell as $r!or. $side .ro!
stocking locally !anu.actured -ea(ons< these stores also carry
i!(orted ite!s and other e'otic e7ui(!ent.
General "tores
/eneral Stores ser%ice the (o(ulation at large< selling *eco%ery<
Su((ort< and ,attle Ite!s as -ell as !iscellaneous e7ui(!ent.
$ /eneral Store !ay also stock a li!ited selection o. basic
6ea(ons and $r!or i. no other stores in the area sell the!.
Reli# "tores
*elic Stores tend to be rarer .i'tures in settle!ents< as !ost o.
their stock co!es .ro! ite!s reco%ered by ad%enturers and
e'(lorers. $s the na!e i!(lies< they deal in curios and unusual
ite!s< including $ccessories o. all sha(es and siEes.
Poa#/er's +ens
Poachers? Dens s(ecialise in the (rocessing o. !onster re!ains
into usable ite!s< a gri! and onerous trade ri.e -ith skinning<
tanning hides and boiling %eno!s and acids. 2onetheless<
stores o. this kind do a steady business< and -ill be the .irst
(ort o. call .or any serious !onster hunter. $side .ro! taking in
!onster re!ains< they !ay also sell the *eco%ery< Su((ort and
,attle Ite!s (rocessed .ro! the!.
FINAL FANTASY THE ROLEPLAYING GAME
233
Au#tion Houses
The (re.erred haunts o. the noble and -ell=to=do< auction
houses allo- selected !e!bers o. the (ublic to bid on a %ariety
o. rarities and anti7uities. /enerally s(eaking< ordinary
e7ui(!ent and ite!s are unlikely to end u( on the auction
block > -hat?s u( .or grabs tends to run the ga!ut .ro!
useless bric=a=brac like !odel airshi(s and collectible (orcelain
to dungeon keys and arti.acts o. !ystic signi.icance.
$uction houses are rarely .ound outside o. !aCor cities. &%en
then< access isn?t a gi%en > so!e houses !ay only cater to the
u((er classes< !aking it di..icult .or rough=and=tu!ble
ad%enturers to get in -ithout the right connections.
(a7aars
,aEaars are stores -ith a t-ist > you ne%er kno- 7uite -hat
you?re going to get. /enerally only .ound in larger cities<
baEaars o..er a -ide range o. strange and unusual goods<
ranging .ro! genuine rarities and (o-er.ul arti.acts to the
bu..ed=u( Cunk sold by unscru(ulous con !en looking to !ake a
7uick /il. $s -ith all sho((ing< .inding a baEaar takes ti!e<
though they usually tend to be easier to locate than indi%idual
stores.
:nlike nor!al sho(s< (layers don?t co!e to a baEaar -ith a
sho((ing list > rather< they -ill get a nu!ber o. (urchase
o(tions< each gi%en a descri(tion rather than a .ir! na!e. $
0arduk ,o- .ound in a to-n baEaar !ight be described as ?a
-ell=(olished ancient crossbo- engra%ed -ith a stor! god?s
i!age<? -hile a 8ak Sta.. !ay be called ?an iron=shod sta.. !ade
o. durable -ood.? There are only t-o -ays to (ositi%ely identi.y
a goodK buy it< or !ake a success.ul Trade roll -ith the
a((ro(riate !odi.iers.
So -hy bother -ith baEaarsG In (laces -here the store
selection is li!ited< baEaars can (ro%ide access to higher le%els
o. e7ui(!ent. $lternati%ely< baEaar goods can sa%e (layers
so!e coin< assu!ing they?re care.ul enough to a%oid the sca!s
> that ?bag o. ten dusty bottles -ith illegible labels? retailing .or
1000 / could be a budget=(riced (ack o. ten +i=Potions... or
si!(le colored -ater.
OTHER PURCHASES
9or (urchases beyond the sco(e o. Cha(ter )< the /0 can rule
.or cost and $%ailability *ating on the s(ot< de(ending on the
%alue and rarity o. the (urchase. To !ake co!(arati%e (ricing a
little easier< a scale o. se%eral sa!(le goods and ser%ices and
their relati%e (rice is gi%en belo-.
Ta%le 6&1' (iscellaneo"s Costs
DESCRIPTION COST
Vea|, creap 10
3a|||rg sr|p passage, srorl d|slarce 30
Vap, We||-exp|ored |ocal|or 30
Vap, Wor|d 50
Vea|, spec|a|ly Z0
l|gr-poWered oallery, e|eclr|ca| 100
Ye||oW crocooo, rerla|, da||y 125
8|ac| crocooo, rerla|, da||y 200
A|rsr|p passage, srorl d|slarce 200
A|rsr|p passage, red|ur d|slarce 100
Vap, ooscure or dargerous |ocal|or 500
Car, rerla|, da||y 500
3ra|| pac|age, |org-d|slarce v|a a|rra|| 500
A|rsr|p passage, |org d|slarce 800
Vap, oll-||r|ls or r|gr|y dargerous |ocal|or 1,500
ver|c|e lue|, ore Wee|'s supp|y 3,000
Cas|ro, day pass 3,000
Crocooo per, rerla| 10,000
Cas|ro, ||lel|re pass 30,000
3eas|de v|||a, purcrase 300,000
2ote that these %alues are only intended as a starting (oint<
rather than as absolute gos(el. $ny nu!ber o. .actors can
a..ect the .inal asking (rice< u( to and including si!(le narrati%e
con%enience. I. needed< an $%ailability *ating i. needed can be
generated %ia the .ollo-ing tableK
Ta%le 6&2' A,aila%ilitF Ran.es
GOOD OR SERVICE RARITY AVAILABILITY
Corror|y ard oper|y ava||ao|e 99 - 85
Re|al|ve|y corror 81 - Z0
3oreWral urcorror 9 - 50
urcorror or d|ll|cu|l lo source 19 - 30
Rare or exol|c 29 - 20
very rare 19 - 10
Exlrere|y rare 9 - 0
P4bs and Cafes
Pubs > or ca.es< .or the teetotaling ad%enturers out there >
gi%e the (arty access to the local ru!or !ill. In !ost situations<
an hourDs ti!e and a Task Check against In7uiry at Z#0 -ill
turn u( hal. a doEen ru!ors< stories< or current e%ents o.
%arying degrees o. accuracy. So!e o. these !ay Cust be things
the (layers already kno- FVThey say the &!(ireDs ne- Doo!
S(here is close to co!(letion.WH -hile others o..er (otential
Cu!(ing (oints .or side=7uests FVID%e heard thereDs a ghost u(
at the clockto-er that a((ears on nights -hen the !oon is
hidden by the clouds.WH and ne- ad%entures. ,artenders > -ho
listen into e%ery con%ersation day=in< day=out > also tend to be
.onts o. in.or!ation< and can o..er the (arty odd Cobs and leads
a.ter a .e- drinks.
FINAL FANTASY THE ROLEPLAYING GAME
234
NOTICE BOARDS
So!e (ubs ha%e notice boards .or Cob o..ers and -anted
(osters. I. the (arty is looking .or a .e- s(are /il< a .ast=(aced
chase a.ter a .ugiti%e cri!inal or a hunting e'(edition seeking a
(articularly in.a!ous local !onster !ay be Cust the ticket.
Crafting
Characters -ith s(are !aterials and ti!e on their hands !ay
-ant to take ad%antage o. local -orksho(s to cra.t ite!s and
e7ui(!ent. 9ull rules .or this are .ound in $((endi' I.
Inns and Hotels
$.ter a long dayDs sho((ing< (layers are likely to -ant to bed
do-n at an inn or hotel. +o- rest.ul the resulting nightDs slee(
is de(ends on the 7uality o. the lodgings. $ll inn roo!s .all into
one o. .ollo-ing .our 7uality ratingsK
S7ualid roo!s are the (its > noisy< dirty< %er!in=ridden and
(rone to belongings disa((earing in the night.
Poor roo!s are a ste( u( .ro! s7ualid. Though unlikely to
-in any !aCor a-ards .or a!enities< they are clean enough to
assure !ostly uninterru(ted slee(ing.
$%erage roo!s re(resent the baseline .or !ost inns the
(arty -ill encounter > -ell=!aintained and co!.ortable< i. not
s(ectacular.
Au'urious roo!s are truly a .i%e=star a..air< and ha%e a
nu!ber o. other (erks included in the (rice > .or e'a!(le< en
suite ser%ice and a !ini=bar.
The 7uality o. a roo! a..ects t-o thingsK the kind o. rest the
(arty -ill get there< and the (rice o. the roo! itsel.. The table
belo- gi%es suggested (rices (er head .or roo! 7uality< though
like all other (rices< these can be adCusted as the /0 sees .it.
Ta%le 6&0' Accommodation Costs
ROOM QUALITY PRICE PER NIGHT REST TYPE
3qua||d 10 F|llu|
Poor 25 Trave|
Average 100 Fu||
Luxur|ous 500 lrlers|ve
6hile the (artyDs a%ailable .unds and condition can a..ect -hat
kind o. lodgings they ulti!ately stu!( .or< location also (lays a
role. Aarger cities o.ten s(ort a nu!ber o. inns and hotels o.
%arying 7uality -hereas s!aller %illages ha%e a take=it=or=lea%e=
it a((roach to acco!!odations.
$lternately< the (arty !ay -ind u( recei%ing roo! and board
.ro! allies< s(onsors< or a PC -ith a house in the area. I. so< the
costs are -ai%ed. In the interests o. kee(ing things si!(le< daily
e'(enses > !edical cost< .ood and drink< other sundries > are
si!(ly .actored into the (rice o. the nightDs acco!!odation.
O" THE RO!7
8nce the (arty clears out o. to-n< they ha%e the great outdoors
to contend -ith. This section co%ers so!e o. the challenges and
acti%ities to be .ound on the road.
"a6igation
I. the (arty shelled out .or a !a( be.ore setting out< they -ill
.ind that .inding their -ay beco!es that !uch easier. $ssu!ing
the !a( is reliable and o. e'cellent 7uality< characters -ith the
2a%igation Skill !ake Task Checks -ith a Conditional 0odi.ier o.
Z0. 9or !a(s o. !erely good 7uality< the 0odi.ier dro(s to
Z40@ reasonable !a(s -ith so!e degree o. accuracy reduce
this to Z#0. Poor or inaccurate !a(s are o. no hel(
-hatsoe%er.
Players -ith the 2a%igation Skill can also declare that they are
kee(ing their o-n !a(s as they tra%el through a gi%en area.
These start o.. as (oor< but -ill auto!atically i!(ro%e in 7uality
as the (arty s(ends !ore and !ore hours in a gi%en location.
De(ending on the siEe o. an area< a reasonable !a( alone can
take bet-een # and #0 hours@ truly e'cellent !a(s o. an area
re7uire signi.icantly !ore ti!e in%est!ent.
S2a6enging
Players can use the Sca%enge Skill to obtain !aterials .ro!
!onster carcasses< e'(osed ore< crystal< and the like. 6hile
these !aterials %ary -ildly in use.ulness and are not as
acce(ted as ite!s or e7ui(!ent in sho(s< they are still use.ul in
cra.ting and !anu.acturing. These things begin -ith a certain
nu!ber o. Cra.t Points? -orth o. !aterial > nor!ally ranging
.ro! 0 to 10 CP > that can be e'tracted in s!aller batches -ith
success.ul Sca%enge rolls. To begin< the (layer !ust declare an
intent to use Sca%enge be.ore ite! dro(s are rolledK any
!aterials gained .ro! Sca%enge -ill re(lace any ite!s that
!ight ha%e dro((ed .ro! the ene!y. The (layers !ust then
decide ho- !any CP they are atte!(ting to sca%enge< .ro! 1 to
10@ this nu!ber is i!!ediately subtracted .ro! the ite!?s total
CP. The (layer !ust then !ake a Task Check -ith Conditional
0odi.iers a((lied de(ending on the Tier o. the !aterial. The
(layer?s character should also ha%e the tools to e'tract the
desired !aterial< though in a (inch< they can al-ays use their
6ea(on. 8n a%erage< the Tier o. CP har%ested in this .ashion -ill
be e7ual to FParties $%erage Ae%el X 7H< though the /0 !ay
raise or lo-er this as they see .it.
Conditional M4+3F3!R"
Sca%enging Tier 1 !aterialK Z40
Sca%enging Tier # !aterialK Z30
Sca%enging Tier 3 !aterialK Z#0
Sca%enging Tier 4 !aterialK Z10
Sca%enging Tier 1 !aterialK 0
Sca%enging Tier ) !aterialK =10
Sca%enging Tier 7 !aterialK =#0
Sca%enging Tier !aterialK =30
FINAL FANTASY THE ROLEPLAYING GAME
235
$ success !eans that the declared nu!ber o. CP are
i!!ediately added to the character?s In%entory. $ .ailure !eans
that so!e o. the !aterial -as da!aged during the sca%enging
(rocess > 10Q o. the declared nu!ber o. CP are added to the
character?s In%entory. $ ,otch !eans that the character gains
no CP at all< -hile a Critical Success adds Z#1Q o. the
declared nu!ber o. CP to the character?s In%entory.
The a!ount o. ti!e needed to sca%enge !aterial can %ary
.ro! .i.teen !inutes to se%eral hours< de(ending on ho-
di..icult it is to reach and e'tract the essentials. $s al-ays< /0
discretion a((lies.
? Sca,en.in. in Action
+a%ing .inally esca(ed .ro! Deathsight?s (rison shi( a.ter a
s(ectacular battle< the (arty .inds itsel. -andering through the
desert. &n route to ci%ilisation< they disco%er the sun=bleached
skeleton o. a ,ehe!oth.
*ob F+iroHK 6e should try sca%enging so!e o. those bones.
There?s bound to be so!e good !aterial in there. *odger< I?!
going to go ahead and atte!(t to sca%enge 10 CP.
*odger F/0HK /etting a good=siEed chunk broken o.. the
skeleton -ill take a bit o. elbo- grease > about thirty !inutes
or so.
*obK 6e can s(are an hour or t-o< rightG I?! good.
*odgerK Then go ahead and roll.
*odger< has already decided that the skeleton has 40 CP o.
Tier 7 !aterial< and subtracts 10 .or *ob?s atte!(t. *ob?s
Sca%enge *ating is 40< but due to the !aterial?s toughness<
he -ill be !aking his Task Check at =#0. +is .inal CoS is #0.
*obK FrollingH 1I
*odgerK That?s a success. 5ou gain 10 CP o. Tier 7 bone.
*obK 6oot. I?! .eeling lucky > I?ll go in .or another 10.
*odger subtracts another 10< lea%ing the skeleton -ith #0 CP.
*obK FrollingH 10. 2o good.
*odgerK $.ter a bit o. struggling< you le%erage .ree 1 CP.
*obK 0ight as -ell kee( going. $nother 10.
*odger subtracts another 10< lea%ing the skeleton -ith 10 CP.
*obK FrollingH $h< da!n. ,otch. I?ll try one last ti!e. 10 again.
*odger subtracts another 10. The skeleton has no CP le.t
no-.
*obK FrollingH 10I
*odgerK 5ou har%est another 1# CP o. bone .ro! the
skeleton. That see!s to be the last o. the use.ul !aterial here.
,lair F0intHK 0int hu..s. VCo!e onI 6e?re going to !iss
teati!e i. you kee( !ucking around -ith those dirty bonesIW
Weather
9ro! ho-ling sno- to blistering heat< the cli!ates ad%enturers
are likely to .ind the!sel%es battling are literally endless. ,ut
.ighting in less=than=(er.ect -eather !eans !ore than Cust
running the risk o. de%elo(ing a case o. heatstroke or the
sni..les. Strong -eather conditions -ar( and accu!ulate large
concentrations o. &le!ental energy around the!< reducing the
e..ecti%eness o. a..iliated &le!ental attacks. $nd e%en that !ay
not be the end o. the (arty?s (roble!s< as these surges in !ana
can attract and birth .earso!e &le!entals.
In addition to altering the (o-er o. certain &le!ental attacks<
so!e -eather conditions !ay ha%e additional e..ects. These are
described belo-@ the &le!ental e..ects are listed in Table "=4
at the end o. this section.
Gale
&..ectK Strong -inds s-ee( the area. 9lying and 9loating
characters and creatures !o%e at 10Q nor!al s(eed > in
e..ect< as i. they -ere !o%ing through $d%erse Terrain. *anged
$ttacks !ade -ith Thro-ing 6ea(ons and 6ea(ons such as
,o-s< ,oo!erangs< and *i.les su..er a =40 Conditional
0odi.ier.
Heat*a,e
&..ectK *ising te!(eratures lea%e a shi!!ering haEe o. heat
dra(ed o%er the area. Characters !ay e'haust 7uicker and .ind
actions !ore strenuous than nor!al< i!(osing a =#0
Conditional 0odi.ier on all (hysical acti%ities.
Hea,) Rain
&..ectK $ cloudburst sho-ers the battle.ield. +ea%y rain i!(oses
a =40 Conditional 0odi.ier to %isibility as -ell as *anged attacks.
"andstorm
&..ectK In desert areas< strong -inds can -hi( u( %iolent
sandstor!s< cloaking an entire battle.ield in grit and dust.
Po-er.ul sandstor!s can reduce %isibility close to Eero<
i!(osing a =)0 Conditional 0odi.ier to %isibility and *anged
attacks.
Hea,) "no*
&..ectK Torrential sno-.all. Drastically a..ects %isibility<
i!(osing a =)0 Conditional 0odi.ier to %isibility and *anged
attacks !ade at !ediu! range or greater. Characters -ho are
not (ro(erly insulated against the ele!ents also risk su..ering
.ro! hy(other!ia< .rostbite< or -orse > e'tended e'(osure
o%er a (eriod o. se%eral hours !ay in.lict the Status Condition
9roEen.
'/understorm
&..ectK 6here skies gro- o%ercast< rando! lightning can !ake
tra%el a risky (ro(osition. The /0 should roll a dQ e%ery .i.teen
to thirty !inutes the (arty s(ends in a thunderstor!. 8n a roll
o. 11 or lo-er< a lightning bolt strikes@ i. the (arty is not near or
under shelter< lightning -ill strike a rando! (arty !e!ber $t
the beginning o. each *ound .ought in a stor!< roll a dQ@ on a
roll o. 11 or lo-er< a rando! target has been struck by a
lightning bolt. The e..ects o. this de(end on the siEe o. the
thunderstor!@ assign a Scale o. 1 through 30 as you -ould
-ith an &n%iron!ental 9eature< then use the a((ro(riate S(ell
to calculate da!age.
FINAL FANTASY THE ROLEPLAYING GAME
236
Ta%le 6&1' Aeater Effects
=EATHER CONDITION FIRE =ATER =IND EARTH ICE LIGHTNING BIO HOLY SHADO=
Fog --- 10 --- --- --- --- --- --- ---
0a|e --- --- 25 -25 --- --- --- --- ---
lealWave 25 --- --- --- -25 --- --- --- ---
leavy Fog --- 10 -10 --- --- --- --- --- ---
leavy Ra|r -25 25 --- --- --- --- --- --- ---
0vercasl --- --- --- --- --- --- --- --- ---
Ra|ry --- 10 --- -10 --- --- --- --- ---
Ra|ry ard w|rdy -10 10 10 -10 --- --- --- --- ---
3ardslorr --- -25 --- 25 --- --- --- --- ---
3roW --- -25 --- --- 25 --- --- --- ---
leavy 3roW -10 -25 10 --- 25 --- --- --- ---
3urry --- --- --- --- --- --- --- --- ---
Trurderslorr --- --- --- -25 --- 25 --- --- ---
En6ironmental Feat4res
$n ?en%iron!ental .eature? is a cons(icuous (iece o. scenery
that a..ects the (arty?s (rogress. &'a!(les o. en%iron!ental
.eatures !ight include a .allen colu!n barring a (assage< a set
o. locked double doors< an unstable bridge< or a !ysterious
!achine connected to an ancient ele%ator. I. necessary<
characters can attack en%iron!ental .eatures both in and out o.
co!bat@ they do not generate Initiati%e< their &4$ and 0. &4$
-ill al-ays be 0< and .or ob%ious reasons< they are i!!une to
all Status Conditions.
&n%iron!ental 9eatures are !easured by t-o Co!bat
Statistics > Durability and Scale. Durability is an abbre%iated
co!bination o. +it Points and $r!or< and si!(ly !easures ho-
!any hits it takes to destroy the 9eature. :sually< this has a
%alue ranging .ro! 1 F.li!sy -oodH to 10 Fsteel=rein.orced
concreteH.
Scale !easures the o%erall siEe and da!age (otential o. the
&n%iron!ent 9eature .or situations -here it in.licts da!age on
others. This is a %alue ranging .ro! 1 Ftrashcans< cratesH to 30
Flarge buildingsH< and is treated as an $ttribute. In situations
-hich call .or the 9eature to do da!age< (ick an a((ro(riate
S(ell .ro! the lists in Cha(ter and insert the 9eatureDs Scale
into into the Da!age Code. 9or instance< attacking a .uel tank
-ould e%entually !ake it e'(lode< creating a s(ectacular .ireball
that burns e%erything in the i!!ediate %icinity. $ssu!ing a
!ediu!=siEed .uel tank< the /0 assigns it a Scale o. 10< and
uses the Da!age Code .or 9ira to .igure out ho- !uch 9ire
&le!ental da!age is dealt to e%erything around it.
MANIPULATING THE ENVIRONMENT
$side .ro! attacking and destroying en%iron!ental .eatures<
characters !ay also use the (o-er o. the ele!ents to
!ani(ulate the!. Possible e..ects includeK
&arth. &arth attacks ty(ically cause tre!ors that can 7uickly
da!age and destroy s!aller en%iron!ental .eatures< o(ening
u( (re%iously inaccessible sections.
9ire. Setting things on .ire -ith a -ell=ai!ed 9ira is the
easiest -ay to !ake a battle a little !ore interesting. Structures
and %egetation burn u( slo-ly enough that theyDll !ost
(robably be ablaEe .or the rest o. the battle@ co!batants<
ho-e%er< are .ar less durable. $nyone caught in the !iddle o. a
.ire -ill su..er 9ire &le!ental da!age e7ual to 10Q o. their
!a'i!u! +it Points .or each *ound s(ent in the .ire@ calculate
this da!age during the Status Phase. &n%iron!ental .eatures
set on .ire and then rigged to .all on o((onents do 9ire
&le!ental rather than Physical da!age. 9inally< a large enough
blaEe > or co!bination o. s!aller blaEes > -ill !ake the
i!!ediate area subCect to +eat-a%e conditions until
e'tinguished.
Ice. Ice &le!ental attacks ha%e the ability to .reeEe bodies o.
-ater or ice o%er soggy ground< turning (re%iously tra%ersable
areas into $d%erse Terrain. Should the (layers tire o. their giant
skating rink< a -ell=(laced 9ire &le!ental $ttack is ca(able o.
!elting through !ost ice .or!ations.
Aightning. $ttacks that cause Aightning &le!ental da!age
are ca(able o. (o-ering > or o%erloading > hea%y !achinery
and electronic de%ices. The e'act results o. such actions
de(end on the de%ice in 7uestion< but could easily range .ro!
destroying a shield generator (rotecting a !aCor %illain to
acti%ating an ele%ator to high ground.
6ater. 6ater can s-ee( s!aller en%iron!ental .eatures out
o. the -ay and soak into solid ground< turning it into !uddy
and Di..icult Terrain.
6ind. 6ind can knock things o%er or blo- s!aller obCects
a-ay > a good -ay .or retrie%ing things that -ould nor!ally be
beyond the (arty?s reach. It !ay also dis(erse .og.
Shelter
6hen (layers -ant to rest in a to-n< they seek out the nearest
inn or hotel roo!. 8n the road< characters carry their o-n
acco!!odations in the .or! o. one=shot ?shelter? ite!s stored
in the In%entory Slot and consu!ed -hen the (arty rests .or the
day. There are three o. these in totalK
Slee(ing ,ags re(resent the basic co!.orts .or the
ad%enturer on the !o%e< o..ering a -elco!e layer o. (adding
bet-een -eary bones and hard ground .or one (erson.
FINAL FANTASY THE ROLEPLAYING GAME
237
$ (ro(er Tent (rotects its occu(ants .ro! -ind and -eather<
!aking .or considerably !ore rest.ul nights in less=.riendly
en%irons .or a grou( o. ad%enturers.
Aarger and sturdier than Tents< Cabins are rein.orced to
-ithstand al!ost anything short o. a hurricane. The increased
s(ace translates to an increase in creature co!.orts .or the
(arty< including a (ro(er cooker .or (re(aring !eals.
Des(ite the na!e< these ite!s si!(ly re(resent things like .ood<
bedding< and su((lies > a Tent isn?t literally a tent< but Cust the
!aterial needed to s(end a co!.ortable night in a tent. :nlike
other e7ui(!ent (urchases< these NIte!sD -ill al-ays be
a%ailable. Players should note ho- !uch o. each they are
buying > 3 Slee(ing ,ags< # Tents< 1 Cabins > -hen
(urchasing su((lies.
Ta%le 6&2' Selter Costs
SHELTER TYPE COST REST TYPE
3|eep|rg 8ag 10 F|llu|
Terl 25 Trave|
Cao|r 100 Fu||
CH!PTER G#OSS!R$
The .ollo-ing list reca(s so!e o. the !ost i!(ortant conce(ts
introduced in this cha(ter .or 7uick re.erence.
Critical InCuries. InCuries se%ere enough to gi%e characters
te!(orary or (er!anent Status Conditions.
Durability. $ !easure o. ho- !any hits it takes to destroy an
en%iron!ental .eature.
Scale. $ !easure o. large an en%iron!ental .eature. This
%alue is used to calculate da!age in.licted by the .eature.
FINAL FANTASY THE ROLEPLAYING GAME
238
X
____________
GAMEMASTERING
$_khdz=m#
ALea!er; I never as%e! to be the
#ea!er.B
SCua## Leonhart
FINAL FANTASY +III
Storyteller< re.eree< organiEer > a good /0 is all three< and
!ore besides. It goes -ithout saying that the /a!e!aster?s
role is the !ost challenging and re-arding one in the entire
99*P/. 6here (layers take on the role o. a single heroic
character and e'(lore that character in de(th< the /0 is
res(onsible .or literally e%erything else > allies< %illains<
su((orting cast< !onsters< and -orld design. This cha(ter
co%ers the ga!e as seen .ro! the other side o. the table< .ro!
the .irst ad%enture to the .inal battle. 8..ered along the -ay are
ti(s< tools< rules< and ad%ice > in short< so!ething .or e%ery
/a!e!aster< regardless o. e'(erience.
8. course< this section is not !eant to be the al(ha and
o!ega o. ga!e!astering ad%ice. Aiterally hundreds o. guides
ha%e been -ritten on the subCect o%er the years< and !any
!ore are likely to .ollo- in the years to co!e. 0ore i!(ortantly<
there is no such thing as a .ail=sa.e guide. &ach /0 and e%ery
grou( ha%e their o-n indi%idual needs@ ine%itably< so!e are
going to sli( through the cracks. 0any o. the suggestions and
ideas in this cha(ter are thus !ore ad%ice than gos(el > in the
end< your o-n e'(eriences -ill be -hat guides in you in running
the ga!e.
G0 B!SICS
6hile the %arious as(ects o. running a ga!e see! ob%ious to
%eterans< itDs a di..erent !atter .or ne-co!ers. ,eing a /0 is a
daunting task< and the (it.alls on the road to a good ga!e or
session are !any. 9or this reason< the .ollo-ing section co%ers
res(onsibilities< habits< and considerations ne- /0s can bene.it
.ro! kno-ing.
The GamemasterAs Role
The /0?s res(onsibilities can be broken do-n as .ollo-sK
Present the -orld to the (layers. The /0 tells > or sho- >
the PCs -hat their characters e'(erience and see in the -orld
around the!. In an e=ga!e< this is handled by so(histicated
%ideo (rocessors and soundtracks@ the /0?s challenge is to
achie%e the sa!e e..ect -ith %oice and (ro(s alone. 8n the
other hand< the /0 isn?t li!ited to a !ere t-enty tracks o.
!usic or a single T4 screen< and can (aint rather !ore
e'(ansi%e %istas as a result.
Deter!ine the .easibility o. actions. :sing co!!on sense
as -ell as the rules in this book< the /0 decides -hat the
heroes can and can?t do > and i. they can< ho- easy or
challenging those actions are. $ hu!an in .ull ar!or can?t Cu!(
a .orty=!eter=-ide ra%ine in a single lea(@ a .our=!eter Cu!(
!ight be (ossible under the circu!stances< but re7uires the /0
to decide Cust ho- di..icult the resulting roll -ill be.
Ine%itably< there -ill be situations -here the -ritten rules
don?t clearly e'(lain -hat to do< or -hen a PC decides to try
so!ething not co%ered in the rules. In this case< it is le.t to the
/0 to decide -hat ha((ens< and -hether a (ro(osed action is
(ossible at all.
Create and role(lay non= (layer characters. The /0
role(lays the %illains o((osing the PCs< the sidekicks and allies
assisting the heroes? e..orts< their ri%als and co!ic relie.< and
the ?bit (art? characters > sho(kee(ers< bartenders< .ar!ers<
.isher!en< guards< and e%erything in bet-een. This can be both
easy and di..icult@ -hile !any o. the !inor 2PCs need only a
bare !ini!u! o. descri(tion< Cuggling a large nu!ber o.
characters > let alone !aking the! !e!orable > re7uires a .air
a!ount o. e..ort.
Design encounters and ad%entures. The /0 deter!ines
-hat challenges the PCs .ace during each session< and creates
a narrati%e to string these challenges together into an
ad%enture. 6hile it is (ossible to de%elo( encounters and e%ents
on the .ly< !ost /0s (lan the! be.orehand< !aking notes as to
ho- !onsters and 2PCs are likely to act and thinking o. -ays
the PCs can o%erco!e the obstacles in their (ath. Pitching the
di..iculty at Cust the right le%el is an i!(ortant (art o. this@ a
good ad%enture -ill be challenging enough to !ake the PCs
-ork to sur%i%e< but not so dangerous that they?ll be .layed
-ithin an inch o. their li%es t-o ste(s in.
Create and (lay !onsters. $rguably the !ost
straight.or-ard o. all /0 tasks. Co!ing u( -ith .oes .or the
grou( is as si!(le as (icking one o. the sa!(le !onsters in
$((endi' II or creating a ne- one using the guidelines in that
sa!e $((endi'. *unning the! is essentially no di..erent than
(laying an 2PC< and is ulti!ately a !atter o. using the
o((onent?s intelligence and background as a yardstick .or their
actions. /0s should also be .a!iliar -ith a !onster?s strength
and abilities< and kno- ho- they -ill a..ect the (arty be.ore
thro-ing the! into battle.
*e-ard the grou(. 0uch o. ad%enturing is about the
re-ards the (layers recei%e along the -ay > !oney< e7ui(!ent<
e'(erience< and intangibles. +o- !uch the characters recei%e
.or their trouble is u( to the /0. The i!(ortant trick here is to
strike a balance bet-een o%er=co!(ensating and short=
changing the (layers@ guidelines .or handling re-ards are
(resented later in this cha(ter.
FINAL FANTASY THE ROLEPLAYING GAME
231
Tell a story. The (layers are heroes o. their o-n story< but
its ebb and .lo- is the (ro%ince o. the /0. De%elo(ing a
coherent narrati%e -ith enough t-ists to kee( the (layers
interested is key to a success.ul long=ter! ga!e.
0ost o. these res(onsibilities -ill be looked at in greater
detail as this cha(ter goes on.
The Se6en Habits
&%ery grou( has its o-n -ay o. doing things< but there are a
.e- -ays to !ake a session better regardless o. -ho?s (laying
or running. The se%en !ost (ro!inent o. these are gi%en belo-.
KNOW THE RULES
,e.ore you begin a ga!e< ensure youD%e got at least a .ir!
gras( on the ruleset. $s /0< your res(onsibilities -ill not only
include adCudicating the rules< but also e'(laining the! to your
(layers. The better you kno- the ra- !aterial youDre -orking
-ith< the !ore s!oothly the ga!e -ill run -hen itDs .inally ti!e
to (ut it into action.
KNOW YOUR PLAYERS
,eing able to run a re-arding and interesting role(laying ga!e
is contingent on kno-ing -hat your (layers consider
?re-arding? and ?interesting.? &ach (layer has his or her o-n
!oti%ators< and role(lays .or di..erent reasons@ to create a
satis.ying e'(erience< it is essential to .ind out -hat they are
and (lan your ga!es accordingly.
So!e (layers !ay -ant a straight.or-ard hack=and=slash
ga!e@ others like to .le' their dra!a !uscles and are dra-n to
dee(< co!(le' (lots. In general< your grou(s -ill ha%e
re(resentati%es o. one or !ore o. these se%en (layer ty(esK
/a!ists are at the table to N(lay the ga!e.D They are rarely
concerned about .actors like character de%elo(!ent< and tend
to care !ore about being able to s(end ti!e -ith other (eo(le
at the table. This lack o. engage!ent can be .rustrating i. you
are trying to build a narrati%e< but /a!ists are easier to kee(
(leased. /i%e their characters enough Ncool stu..D to do and
ensure the ga!e !o%es at a .air cli(< and youDre unlikely to
ha%e too !any (roble!s -ith the!.
$chie%ers (lay ga!es to ad%ance their characters< ac7uire
!ore (o-er.ul ite!s< and see their alter egos gro- in (o-er
and reno-n. The easiest -ay to !oti%ate an $chie%er is to kee(
JP and treasure .lo-ing at a steady rate< though itDs i!(ortant
to be care.ul -hen rationing out re-ards@ too !uch generosity
can destroy ca!(aign balance and ad%ersely a..ect the rest o.
the (arty. $ good substitute is gi%ing the character a little bit o.
.a!e > or in.a!y > in the ga!e -orld@ so!eti!es< these
intangible re-ards carry !ore -eight than yet another s-ord or
high=(o-ered ite!.
;illers take their satis.action .ro! de.eating (o-er.ul .oes
and the %isceral thrills o. co!bat. Aike $chie%ers< ;illers are
relati%ely easy to !oti%ate > ha%e enough challenging
o((onents on ta( to ensure they ha%e to use their .ull range o.
$bilities and !ake battles a regular .i'ture in your sessions.
*egular< ho-e%er< shouldnDt translate to NunrelentingD unless
the rest o. your grou( enCoys co!bat as -ell. Storytellers in
(articular !ay resent ha%ing to reach .or a s-ord e%ery other
hour o. (lay.
&'(lorers -ant to see the -orld< e'(lore (laces and !eet
(eo(le. I. you are running -ith an established setting< (layers
o. this ty(e are likely to deri%e (articular enCoy!ent .ro! seeing
.a!iliar .aces@ strategic encounters -ith !aCor and !inor e=
ga!e characters or good use o. 9inal 9antasy tro(es like
airshi(s and Chocobos. The secret lies in s(acing out these
ele!ents so that they donDt co!e across as o%er=used. 8nce
you?%e run into Cloud Stri.e in a bar .or the .ourteenth ti!e< it
Cust sto(s being s(ecial.
Storytellers are in it .or the role(lay as(ects. They gain the
!ost satis.action .ro! being able to (lay their charactersD
7uirks and .oibles and interact -ith others< and -ill 7uiE your
2PCs at greater de(th and length than the a%erage (layer. This
!eans ha%ing at least a stock background .or all notable
characters and the ability to i!(ro%ise i. the (layers go o..
scri(t. $t the sa!e ti!e< be on the lookout .or Nscene diggersD >
Storytellers -ho insist on acting out e%ery little 2PC
con%ersation and encounter in .ull< dra-n=out detail. Cut o..
grandstanding like this at the roots > buying a s-ord shouldn?t
in%ol%e a .i%e=!inute con%ersation about the current -eather
and ho- the sho(kee(er?s grand!other is doing< es(ecially i.
the rest o. the (arty is !ore interested in action than acting.
Party $ni!als get !ost o. their kicks out o. the grou(
dyna!ic< and enCoy (lanning and strategiEing -ith others to
reach a co!!on goal. 6hen (roble!s loo!< the Party $ni!al is
ine%itably the .irst to act< assu!ing control o. the situation and
!arshaling the rest o. the grou( into de%elo(ing an elaborate
!aster (lan Thro- in a -hole=tea! acti%ity e%ery no- and then
or encourage situations -here strategiEing has a notable
i!(act< but kee( an eye on Cust ho- (lay ti!e these grand
sche!es eat u(. $s !uch .un as (lanning is< ulti!ately the
sho- !ust go on.
$rchety(es enCoy (laying one (articular character ty(e >
young children< Paladins< 0ithra > and (lay it to the hilt< e%en in
situations -here that character -ould nor!ally take a back seat.
6ith $rchety(es -hose s(ecialiEed skills see little use in Nregular
(layD > Thie%es designed .or breaking and entering< 0ediators
geared to-ard in.or!ation=gathering and (ersuasion > you can
engineer situations -here the character can take center stage
-ithout a..ecting the rest o. the grou(. This !ay in%ol%e
s(litting the! o.. and sending the! on a solo e'cursion >
e..ecti%e in !oderation< but best not done too o.ten unless you
enCoy being accused o. .a%oritis!.
8. course< not e%erybody .alls into a single neat category.
0ost (layers lean to-ards t-o or !ore archety(es< gi%ing you
co!binations like /a!ist=$chie%ers< $chie%er=;illers<
Storyteller=Party $ni!als< or &'(lorer=/a!ists. ;ee( running
notes on your (layers and -hat or doesnDt ca(ture their
attention o%er the course o. a session > youDll e%entually be in a
better (osition to Cudge their tastes and (re.erences and adCust
your o-n ad%entures accordingly.
FINAL FANTASY THE ROLEPLAYING GAME
242
WATCH THE CLOCK
In !ost cases< you?ll only ha%e a li!ited a!ount o. ti!e in -hich
to run your session< so it?s i!(ortant to !a'i!iEe -hat ti!e
you ha%e. 9actors to bear in !ind includeK
8..=To(ic Chatter. *ole(laying is about socialiEing !ore
than anything. $s a result< you ha%e to be (re(ared .or a certain
le%el o. chit=chat during the course o. a session as (layers catch
u( -ith each other on last -eekDs T4< the latest do-nloads< and
current e%ents in general. 6hile it !ay be te!(ting to ride
roughshod o%er the chatter< letting the (layers get it out o.
their syste! be.ore the session starts !eans theyDre !ore
.ocused on the ga!e itsel. once things kick o...
5ou can take ad%antage o. this by budgeting a little Nsocial
ti!eD at the beginning and then setting a cut=o.. (oint.
De(ending on the circu!stances< you !ay also -ant to allot a
little (eriod .or cooling do-n at the end o. the session and a
break near the !iddle. 8. course< ha%ing that kind o.
co!(ro!ise on the table !eans the (layers !ust res(ect it<
too. I. t-o o. your grou( !e!bers suddenly start going o.. on a
tangent about last nightDs A$2 (arty in the !iddle o. a !aCor
.ight< (olitely butt in -ith a VCould you guys -ait until the
breakGW
Dead $ir. 8. course< ensuring the (layers donDt get
sidetracked !eans ensuring that thereDs no reason .or their
attention to start -andering. In tableto( grou(s< the !ain cause
o. this is Ndead air<D a stretch o. ti!e in -hich the (layer or
grou( has nothing to do. Dead air arises .or a nu!ber o.
reasons< but lack o. (re(aration is usually a !aCor contributor@
the one thing guaranteed to kill !o!entu! is the /0 .li((ing
(ages in search o. an obscure table or struggling to think u( a
2PC res(onse -hile the (layers sit around ta((ing their (encils.
In an ideal situation< the truly crucial in.or!ation needed to
run the ga!e -ill be at your .ingerti(s at any gi%en ti!e. The
ti!e it takes to (rint out cheat sheets o. %ital .or!ulas or record
your !onster stats on note cards be.orehand -ill (ay o.. ten.old
once youDre actually sitting at the table. ,y the sa!e token<
encourage your (layers to kee( all rele%ant in.or!ation
(ertaining to their characters > e7ui(!ent< $bilities< S(ells<
stats< and (ersonal details > close to hand .or easy re.erence
.or -hen they need to start looking things u(. 0ake co(ies o.
your charactersD sheets i. you get the chance@ in !any
situations< ha%ing the in.or!ation to hand yoursel. can be
7uicker than asking a (layer to relay it.
Selecti%e &diting. ;ee(ing a ga!e .lo-ing also !eans
ste((ing in -hen the (ace starts .lagging and getting things
!o%ing. DonDt -aste too !uch ti!e on scenes that donDt
ad%ance the (lot > role(laying an In7uiry check that takes a
character all o%er to-n in search o. an 2PC !ay yield so!e
interesting !o!ents< but can easily eat u( an hour o. (lay -ith
no real gain.
NSelecti%e editingD !eans deciding -hat and -hat not to sho-@
!undane acti%ities like sho((ing can easily be resol%ed in the
s(ace o. a .e- die rolls< -hile con%ersations -ith i!(ortant
2PCs are best restricted to the in.or!ation that directly a..ect
the (layersD choices. 8n the other hand< i. the PCs ha((en to
get in%ol%ed in a .unny or striking con%ersation< let it (lay out@
as long as the (layers are ha%ing .un and stay in%ested in
action< thereDs no real rush.
Player Dithering. 6hile dead air tends to be the /0?s .ault<
the (layers the!sel%es can bring the action to a screeching halt
Cust as easily -hen theyDre debating their ne't course o. action.
6hile you do -ant the (arty to strategiEe< an hour=long
argu!ent on e7ui(!ent (urchases or allocation o. healing
ite!s doesn?t !ake .or a better session. Put a little ti!e li!it on
(layer discussion and be ready to N.orce their handD i. they
dither .or too long@ .orty=.i%e !inutes o. arguing -hat to do
about that 3uada% scout the (artyDs $rcher s(otted o%er the
ne't ridge can be easily > i. !essily > resol%ed by ha%ing a .ull
attack .orce charge the laggards.
*ule Debates. 2othing brings sessions to a screeching halt
.aster than those dreaded !o!ents -hen one o. your (layers
looks u( and says VI donDt think thatDs ho- that rule -orks.W I.
youD%e taken the ti!e to get to gri(s -ith the contents o. the
Core *ulebook< youD%e already got a leg u( in this regard@ .ind
the rele%ant section< re=read the dis(uted rule< and !ake a
Cudg!ent. I. itDs not i!!ediately clear ho- the rule in 7uestion
should be inter(reted< suggest a co!(ro!ise that tries to
acco!!odate both sides. I. thereDs a genuine deadlock< o..er to
settle the !atter by ha%ing both sides roll a dice or .li((ing a
coin. The ulti!ate goal o. any rules=related debate is to get it
resol%ed and the ga!e going as 7uickly as (ossible@ i. the
discussion drags on (ast the .i%e=!inute !ark< youDre already in
danger o. co!(ro!ising the rest o. the session.
:n.ortunately< you !ay .ind that so!e (layers -ill go out o.
their -ay to kee( a debate going< es(ecially -hen a certain
inter(retation o. the rules -orks hea%ily in their .a%or. Pro%ided
the issue isnDt too critical< o..er to continue the discussion in
one o. your scheduled breaks or a.ter the ga!e< then
retroacti%ely a((ly -hate%er consensus you establish to the
ga!e once (lay resu!es.
&nding -ith a ,ang. It?s al-ays s!arter to end your
sessions on a high note than let the action (eter out > it kee(s
(layers interested< and lea%es e%erybody itching .or the ne't
install!ent. The easiest -ay to do this is to ca( the (roceedings
-ith a high=energy .ight or a co!(elling cli..hanger< then end
the session -hile the (layers are still enthusiastic. The !ain
(roble! in (ulling this o.. lies in ti!ing. Due to the co!(le'ity
o. the 99*P/ co!bat< itDs all too easy .or e%ents to turn against
you< trans.or!ing -hat -as su((osed to be a 7uick 30=!inute
skir!ish into a #=hour behe!oth that lea%es e%erybody drained
by the end.
Cli..hangers are .ar easier to de(loy< since al!ost any !o!ent
o. (lay can turn dra!atic -ith %ery little e..ort. Players e'(loring
the I!(erial PalaceG Aet the! barge into the &!(erorDs throne
roo! to .ind his cooling body on the throne. Party .lying to a
!eeting -ith resistance leaders to trade a %ital arti.actG
6arshi(s suddenly a((ear on the horiEon< intent on blo-ing
the! out o. the skies. /rou( doing a !eet=and=greet -ith a
local contactG +a%e a .lunky co!e rushing in< crying that
soldiers are on the -ay and ar!ed to the teeth. 6hile it?s best
to ha%e an ending -orked in ad%ance< you can Cust kee( an eye
on ho- the ga!e is running and calculate the !ost dra!atic
(ossible -ay to ca( o.. -hiche%er Scene ha((ens to be in
(rogress at the ti!e once the energy starts sagging. In a -orst=
FINAL FANTASY THE ROLEPLAYING GAME
241
case scenario< -ait until the ga!eDs narrati%e .lo- o..ers a
con%enient sto((ing=(lace. ItDs o.ten better to end a little early
than a little late.
BE FIRM* BUT FAIR
$s /0< you inter(ret the rules to ser%e the needs o. your ga!e
and ensure the ga!e runs under a consistent .ra!e-ork. 9ro!
character creation to task resolution< your decisions and
o(inions gi%e you a signi.icant degree o. authority at the
ga!ing table. +o- !uch authority< thoughG ,e too lenient< and
(layers end u( -alking all o%er your care.ully=(re(ared
ad%entures< batting through (o-er.ul !onsters -ith barely a
shrug. Indulge in your .antasies o. godhood and !ake (layers?
li%es !iserable< and you could .ind yoursel. -ith an e!(ty table
ne't -eek.
,eing an e..ecti%e /0 !eans balancing the t-o e'tre!es< and
kee(ing an o(en !ind -hile doing it. 6hile your decision is
al-ays .inal<you can still !ake a bad call or !isread a rule on
occasion. Don?t be a.raid to o-n u( to to your !istakes< and do
try to co!(ensate (layers i. theyDre seriously a..ected by the!.
$t the sa!e ti!e< be ready to (ut your .oot do-n i. your (layers
edge your ca!(aign o.. the rails. I. the ho!ebre- Job you
a((ro%ed at the outset is turning into an unending night!are<
take ste(s to tone it do-n. I. one (layerDs N-ackyD antics are
thro-ing a disru(ting (lay< !ake your disa((ro%al kno-n. 6hen
it co!es to running the ga!e< a little sternness can go a
sur(risingly long -ay to-ard !aking a better e'(erience .or all
in%ol%ed.
BE DESCRIPTIVE
$ /0 is a storyteller .irst and .ore!ost. &%en i. your grou(
treats your (lots as a dis(osable e'cuse to slaughter as !any
!onsters as (ossible< your descri(tions should be detailed
enough that your (layers arenDt .orced to ask basic 7uestions
like V+o- large is the roo!GW or V6hat does he look likeGW
Co!bat in (articular is one area -here de(loying descri(ti%e
detail can !ake all the di..erence@ e%en -ith the !ost
enthusiastic grou( o. (layers< se%en or eight *oundsD -orth o.
V5ou hit hi! -ith your s-ord. +e takes da!age. +e hits you
back. 5ou take # da!ageW can really be a drain on the tableDs
energy le%el. Take the ti!e to e!bellish s(ecial attacks< critical
hits< s(ells and the like@ describe the !onsters staggering<
roaring< bleeding< and shouting curses like their li%es de(end
on it.
The (layers< too< should be encouraged to get creati%e -ith
their actions and (lay o.. each other. V0int attacksIW is short
and to the (oint< but so!eti!es itDs !ore .un to see actions
likeV0int t-ines the -hi( around the Soldier< sending hi!
s(inning like a to( be.ore deli%ering a shar( sna( as a .ollo-=u(
blo-.W ,y setting a (ositi%e e'a!(le< the /0 can greatly
increase the a!ount o. creati%e in%est!ent and descri(tion the
(layers are -illing to (ut .orth.
BE MEMORABLE
9inal 9antasy is a ga!e o. grand %istas and intriguing
characters< -orld=threatening (lots and larger=than=li.e %illains.
;ee( a steady su((ly o. interesting geogra(hical .eatures<
e'otic !onsters and recogniEable characters on hand and
design your ad%entures to sho-case the! to !a'i!u! e..ect.
0ost i!(ortantly< al-ays kee( an eye on -hat youDre doing and
get into the habit o. asking yoursel.< V+o- could I !ake this
!ore interestingGW Staging a (rison break a.ter one o. your
(layers has been kidna((ed by the &!(ireG 0ake the (rison a
crystalline to-er or (lace it on gigantic tank treads ca(able o.
crushing the heroes under.oot. PCs .acing an I!(erial general
in said (rison breakG Sur(rise the! -ith a disgraced noble!an
-hose right ar! has been re(laced by a s-ord< or a burly
albino -ith a (enchant .or chainguns. Aet your creati%ity shine<
and donDt be a.raid to sur(rise (layers once in a -hile. $t the
end o. the day< those e..orts are -hat -ill kee( the grou(
buEEing about your sessions !onths a.ter the .act.
HAVE FUN+
This is< -hen all is said and done< the !ost i!(ortant thing a
/0 can do. *ole(laying is a hobby< not a Cob or co!(etiti%e
s(ort@ the ai! o. each session is .or all (artici(ants to ha%e as
!uch .un as (ossible. ;ee( an eye on the energy le%el at the
table and donDt be a.raid to solicit .eedback .ro! (layers a.ter a
session -ra(s u(@ the things they tell you -ill ulti!ately hel(
you build a better ga!e. $nd i. certain rules bother you or are
(ro%ing to be a drag in actual (lay< change the!. $nything
(resented in this book can be !odi.ied or ignored as necessary<
including this cha(ter. $t the end o. the day< itDs i!(ortant that
you deri%e as !uch enCoy!ent .ro! running your ga!es as
your (layers deri%e .ro! (laying the!.
Ho4se R4les
+ouse rules are t-eaks and changes !ade to the basic 99*P/
ruleset .or ad%entures and ca!(aigns. 2ot e%ery /0 uses
house rules< but there are ti!es -hen you?ll -ant to !ake
adCust!ents or additions to suit your o-n needs. In !ost cases<
these -ill (robably be dictated by the needs o. your setting. I.
you?re creating a uni7ue ca!(aign -orld< the races gi%en in the
Core *ulebook (robably -on?t co%er all o. your needs< or you
!ay -ant to aug!ent the e7ui(!ent tables. I. you -ant to
increase (layer sur%i%ability< you !ay rule that instead o. rolling
.or +P< characters auto!atically get the highest (ossible
nu!ber o. +it Points .or their Job. I. you -ant to increase the
di..iculty o. co!bat< characters can be a..licted -ith %arious
6eaken=ty(e Status Conditions u(on being reduced to 10Q o.
their !a'i!u! +P. The (ossibilities are endless.
Players !ay also to co!e to you -ith ho!ebre- !aterial to
a((ro%e< or ideas .or Jobs and races they -ant to (lay. The
latter are easiest to deal -ith > included in this cha(ter are a
nu!ber o. rules and syste!s to hel( you get started on
e'(anding the core !aterial. 9or anything beyond the sco(e o.
this book< it hel(s to kee( t-o 7uestions in !indK
Is it already co%ered in the rulesG In !any cases< it !ay
be easier to ada(t or adCust so!ething thatDs already in (lace
than -riting so!ething ne-. 9or instance< an I!(ersonation
Skill !ight see! like a good idea at .irst< but -ith a bit o.
t-eaking< the sa!e ground could easily be co%ered by $cting or
Disguise. Si!ilarly< that $ssassin Job one o. your (layers is
FINAL FANTASY THE ROLEPLAYING GAME
242
cla!oring .or !ight be Cust as -ell doable by thro-ing together
e'isting $bilities .ro! the Sneak and 2inCutsu sets.
Is it balancedG :nless e%erything else is being boosted u(
to !atch< any ne- addition should be on (ar -ith the S(ells<
$bilities< $d%antages and Jobs in this rulebook. they (ro%ide a
use.ul yardstick .or -hat is and isnDt NbalancedD. 6hen co!(ared
to other 6arrior Jobs< .or instance< an $bility that deli%ers F1# '
SPDH Z 11d1# da!age to a single target .or no Initiati%e
Penalty is clearly o%er(o-ered< e%en at Ae%el )4.
8ther additions !ay be harder to !ake a sna( Cudg!ent on.
5ou !ay .ind yoursel. a((ro%ing so!ething that only re%eals
the true e'tent o. its (o-er a.ter !any -eeks o. (lay. I. there is
no -ay to co!(ensate .or this by nor!al !eans > tougher
!onsters< hea%ier (enalties< out=o.=character restrictions on
usage > the best -ay to resol%e it is to si!(ly sit do-n and
ha%e a talk -ith the (layer about adCusting it retroacti%ely.
Gaming 6sB 0etagaming
Players al-ays kno- !ore than their characters should<
es(ecially -hen you are running in a setting the (layers are
already .a!iliar -ith. So!ebody -ho has beaten 9inal 9antasy
4II .our ti!es kno-s all the ins and outs o. the setting<
including background< characters< history< (olitics< and secrets
> .ine and -ell until you start a 9inal 9antasy 4II ca!(aign
and they declare that the (arty is chartering an airshi( to the
island -here the legendary ;nights o. the *ound !ateria is
stashed.
$s te!(ted as the (layers !ay be to e'(loit outside
kno-ledge to hel( their characters< it is essential to kee( a tight
leash on N!etaga!ing.? :nless the character actually has an
e'cuse .or kno-ing a (articular (iece o. in.or!ation > Traits<
Aores< background > the res(onse to e'a!(les like the abo%e
should al-ays be< V5our character has no -ay o. kno-ing that.
Sorry.W
Gaming S488lies
/0s also ha%e to shoulder the burden o. (ro%iding the
!aterials needed to run a session > the bare essentials are at
least one co(y o. the Core *ulebook< enough dice .or all
(layers< (encils and erasers< and character sheets. 6hile !any
(layers bring their o-n su((lies< it is con%enient to ha%e s(ares
along in case so!ebody ha((ens to .orget so!ething. 8ther
things -orth ha%ing at the ga!ing table !ight includeK
/0 aids. 9or those -ith (rinter ink to s(are< the 99*P/ has
a nu!ber o. 7uick re.erence sheets and tables that condense
the !ost %ital in.or!ation in the rulebook. De(ending on the
circu!stances< you !ay also -ant to su((le!ent these -ith
notes o. your o-n.
$ binder. ,inders can be con%enient .or organiEing loose
lea. (a(ers in an orderly .ashion< and are an e'cellent -ay to
store (rintouts< sheets< and ca!(aign notes.
Scra( (a(er. /et in the habit o. ha%ing at least one or t-o
sheets o. (a(er .or e%ery (erson (resent. 9or (layers< it allo-s
the! to !ake notes about +P loss and gain< Status Conditions
and the like -ithout ha%ing to constantly erase and re=-rite
their character sheets. 9or a /0< itDs a good -ay to kee( track
o. the doEens o. s!all details needed to run the ga!e. In
battles in (articular< -riting out Co!bat Statistics be.orehand
!eans less ti!e s(ent sorting through sheets and !ore ti!e
.ocused on the action.
*e.resh!ents. $s a ga!ing session can run .or se%eral
hours< the /0 > or -hoe%er else ha((ens to be hosting > !ay
-ant to (ro%ide drinks and .inger .ood .or the (artici(ants.
Chi(s< (retEels and anything else easily (oured into a
con%enient bo-l in the !iddle o. the ga!ing table is ideal .or
this (ur(ose.
0usic. 0usic is one o. those like=it=or=lea%e=it as(ects o.
role(laying@ so!e /0s s-ear by it< others .ind it too !uch o. a
hassle to deal -ith. Picking the right soundtrack (resents
so!ething o. a challenge@ ideally< you?ll -ant !usic thatDs
unobtrusi%e enough .or (layers to talk o%er it< but at!os(heric
enough to add so!ething to (lay.
*a- !aterial .or a soundtrack can co!e .ro! a .e- (laces.
The !ost ob%ious is to go straight to the source. 9inal 9antasy
soundtracks are routinely released on CD in Ja(an@ de(ending
on its (o(ularity< a ga!e !ay also s(a-n orchestral or re!i'
albu!s< gi%ing the original !usic a signi.icantly !ore la%ish
treat!ent. Se%eral o. the !ore (ro!inent 8STs ha%e seen
li!ited release in the :nited States@ a greater selection is
a%ailable through i!(ort channels< though i!(orting Ja(anese
CDs can o.ten be an e'(ensi%e (ro(osition .or the casual
ga!er.
9or the !ost cost=conscious /0< !o%ie soundtracks are .ar
easier to obtain< though it is i!(ortant not to (ick anything too
recogniEable to your (layers > a blast o. Indiana Jones or Star
6ars is !ore likely to ins(ire chea( Cokes than i!(ro%e
i!!ersion at the table.
9inally< e%er since 9inal 9antasy 4III ro(ed in chanteuse 9aye
6ong to (er.or! N&yes on 0eD< itDs also beco!e .ashionable .or
Ja(anese *P/s to include at least one saccharine< cloudbusting
orchestral ballad. I. your tastes in !usic ha((en to run into J=
(o( or soundtrack=.riendly .e!ale artists< you !ay -ant to
round o.. your ca!(aign soundtrack by selecting one or t-o
%ocal tracks to act as your No..icial the!e songD.
8nce youD%e settled on a .inal track selection and sorted the!
into a((ro(riate categories > battle tracks< sus(ense !usic<
to-n the!es > the ne't thing to consider is ho- to bring the!
to your (layers. De(ending on your a%ailable resources< you
ha%e three o(tionsK take CDs and s-itch !anually bet-een the!
as needed< set the! u( in a CD changer< or si!(ly burn your
o-n CD=*80s -ith a tracklist you can run !ore or less
continuously as the ga!e goes on. 8. course< CDs arenDt the
only %iable !ediu! > con%erting the !usic to 0P3 .or!at
increases the ease -ith -hich you can access your soundtrack<
but usually re7uires you to bring additional e7ui(!ent to the
ga!ing table.
Portable Sound 9or!at FPS9H and Sound Processing
Chi( FSPCH .iles o..er another interesting alternati%e .or
increasing your sessionsD !ulti!edia 7uotient. In essence< they
use the ra- instru!ental data used by ga!ing consoles > in
this case< the Playstation and the Su(er 2intendo< res(ecti%ely
> to re(licate in=ga!e !usic. :nlike 0P3s and CDs< these -ill
only run through (rogra!s ca(able o. e!ulating the sound
FINAL FANTASY THE ROLEPLAYING GAME
243
core o. the console in 7uestion@ to co!(ensate< they o..er three
key ad%antages o%er !ore traditional !usic !edia.
9irstly< the length o. a .ile can be set by the user< allo-ing you
to loo( a (iece o. !usic .or ten or .i.teen !inutes. This is both
!ore con%enient and i!!ersi%e than constantly ski((ing .ro!
track to track. Secondly< PS9 and SPCs are s!all in siEe< and
can be .ound .or a -ide %ariety o. ga!es@ thanks to a %ibrant
ri((ing scene< it is no- (ossible to obtain soundtracks .or titles
that ne%er s(a-ned an 8ST albu!. Thirdly< !any PS9 and SPC
co!(ilations also include a!bient sounds > cricket noises< the
gushing o. a -ater.all< or the sound o. a cro-d can (ro%ide a
sur(risingly e..ecti%e backdro( .or charactersD con%ersations in=
ga!e. Ainks to !aCor PS9 and SPC archi%es can be .ound on the
*/i -ebsite.
IllustrationsK $s the old cliche goes< a (icture can be -orth a
thousand -ords. &=ga!e %eterans !ay be inti!ately .a!iliar
-ith the en%iron!ents< creatures< and characters o. a gi%en
setting< but .or a ne-co!er< ha%ing a little %isual re.erence
!aterial at hand ne%er hurts. 6hile a nu!ber o. 9inal 9antasy
artbooks ha%e seen release in Ja(an< 6estern ga!ers -ill ha%e
better luck turning to the Internet .or their needs.
Pro(sK 9or those -ho like to add a !ore hands=on ele!ent to
their ga!es< there are (lenty o. (ossibilities. Those -ith dee(
(ockets and good connections in the Aand o. the *ising Sun
can .ind Cust about anything< .ro! Ce-elry and re(lica -ea(ons
to the o..icial /albadia ,ears Cersey. The !ost use.ul (lay aids
are (robably the %arious 9inal 9antasy .igures and .igurines
released o%er the years< though there is a signi.icant di..erence
in scale bet-een the %arious ranges. 6hen cou(led -ith the
di..iculty and e'(ense in%ol%ed in getting hold o. !erchandise
.or older ga!es< this rather li!its their use.ulness.
BUI#7I"G !" !71E"TURE
The ad%enture is the basic building block o. the 99*P/ > a
starting (oint .or /0s and (layers in getting to gri(s -ith the
syste!< and a gate-ay to running a success.ul long=ter!
ca!(aign. 9or this reason< kno-ing ho- to structure
ad%entures is an essential skill .or any /0. The .ollo-ing section
co%ers ho- best to tackle ad%enture design and de%elo( the
challenges the (layers .ace during the course o. their 7uests.
The Ob=e2ti6e
$ll ad%entures ha%e one or !ore obCecti%es .or the (arty to
.ul.ill< though these !ay not be kno-n at the outset. The .irst
ste( in ad%enture design is deciding -hat these obCecti%es are
and ho- the (arty can .ul.ill the!< considerations that -ill
sha(e ho- the rest o. the ad%enture (lays out. The !ost
co!!on ty(es areK
9etch 3uest. 8%erco!e the obstacles to .ind a s(eci.ic
ite! or (iece o. in.or!ation and bring it back .or a re-ard. The
9etch 3uest is the !ost co!!only=encountered ad%enture in
9inal 9antasy ga!es< and generally is used to NgateD (rogress
> ite!s or re-ards gained in one ad%enture are re7uired to get
to the ne't< !eaning the story -ill not (rogress until the 7uest
has been co!(leted.
0ark +unt. 9ind and de.eat a !onster or o((onent in battle
to clai! a re-ard. 0issions like these tend to -ork best as
N.illerD bet-een !ore in%ol%ed sessions.
Sabotage. Put so!ething out o. co!!ission > a -ea(on< a
building< an arti.act< a %ehicle< a (lan. 0issions o. this ty(e
usually in%ol%e a signi.icant a!ount o. subter.uge and stealth >
as good a ti!e as any to break out those Disguise rolls and
!ake sure your (layers (ut a .e- (oints into De!olitions.
If there,s a !oor2 e go in. If
there,s anything e (an brea%2
e brea% it* An! in the en!2 e
b#o this p#a(e to s$ithereens*&
Se#phie Ti#$itt
FINAL FANTASY +III
&scort. /et so!ebody .ro! Point $ to Point , in one (iece<
.ending o.. -ould=be assassins or kidna((ers along the -ay.
Danger can co!e .ro! !any angles during !issions like these
> the (layers -ill ha%e to think on their .eet and learn to trust
no=one.
*escue. So!ebody i!(ortant to the (arty has been
ca(tured< and no- itDs ti!e to bust the! out. Aike sabotage
atte!(ts< rescue bids ine%itably in%ol%e bo!bs or disguises<
so!eti!es e%en at the e'act sa!e ti!e.
;idna((ing. The e'act re%erse o. the rescue !ission sees
the (arty tasked -ith abducting so!eone< a%oiding any and all
security along the -ay.
&sca(e. ,reak through ene!y lines< .ind a -ay out o. a
!onster=in.ested .orest< or chart a route back to the land o. the
li%ing > esca(es !ay sound si!(le on (a(er< but tend to be
anything but in (ractice.
,reaking and &ntering. The re%erse o. the esca(e !ission
re7uires the (arty to .ind a -ay into an other-ise i!(regnable
location. This .re7uently -ill be co!bined -ith another
obCecti%e.
The Com8li2ations
8nce the obCecti%e has been set< the ne't thing to think about is
-hat the (layers ha%e to do to acco!(lish it. 8bstacles can take
the .or! o. co!bat< (hysical challenges< interactions -ith 2PCs<
tra(s< haEards< and (uEEles< each o. -hich is discussed in !ore
detail in the .ollo-ing sections.
Treat e%ery !aCor co!(lication (laced in the (artyDs (ath as
its o-n Scene< regardless o. ty(e > the easiest -ay to (o(ulate
an ad%enture is to de%elo( se%eral o. these Scenes< then string
the! together to .or! a narrati%e. 8n a%erage< the cru' o. a
good ad%enture -ill re%ol%e around three !e!orable set=
(ieces< but due to the un(redictable nature o. tableto( (lay<
(layers !ay by(ass e%ents you originally intended to (a%e the
-ay to the obCecti%e. 9or this reason< it tends to be better to
!a( out your Scenes as a loose -eb rather than a linear (ath.
FINAL FANTASY THE ROLEPLAYING GAME
244
That -ay< i. the (layers !iss one connection< you can !o%e
the! to the ne't logical e%ent instead.
In the e'a!(les gi%en o%er the course o. the rulebook<
*odger led the (arty through a nu!ber o. Scenes designed to
test their skills > a colla(sing ca%e< a (rison break< and a high=
stakes air battle. +o-e%er< these -ere only a .e- o. the
(otential turns the ad%enture could ha%e taken. *odger had
also sketched out a raid on the resistance?s head7uarters< an
ea%esdro((ing atte!(t on co%ert !eeting bet-een the Dark
Aord?s agents< and a chase scene in%ol%ing stolen Chocobos
racing through the streets o. a !aCor !etro(olis.
The ad%antage o. de%elo(ing co!(lications in chunks is that
anything your (layers donDt get to can be 7uietly shu..led into
the ne't ad%enture. Don?t be a.raid o. recycling unused content
> i. the idea -as -orth using once< it?s de.initely -orth using
again.
Battles
$s (re%alent as co!bat is in the 9inal 9antasy series< it?s a
seriously ti!e=consu!ing (ro(osition on the tableto(. *unning
battles -ith the sa!e .re7uency (layers o. the e=ga!es are
used to lea%es roo! .or little else< !eaning you?ll ine%itably
ha%e to choose 7uality o%er 7uantity -hen (lanning your
encounters.
+o- !any battles should your ad%enture ha%eG The
deter!ining .actor is ho- your grou( .eels about gi%ing their
s-ord=ar!s a -orkout > so!e relish the challenges and .eel
ha((ier sticking a s-ord in a !onster than engaging in long=
-inded con%ersations< -hilst others (re.er to lea%e their s-ords
sheathed and talk things out. Co!bat=hea%y ga!es can get
a-ay -ith about t-o encounters (er session< -hile !ore sedate
ad%entures -ith one encounter e%ery other session.
BUILDING INTEREST
&%en then< you ha%e to (lan to sustain your (layers? interest.
The .irst .actor in this is duration > the longer co!bat drags on<
the higher the risk that (eo(le -ill start getting bored -ith the
(roceedings. This is doubly true in situations -here the heroes
are reduced to si!(ly trotting out the sa!e $ttacks and $bilities
*ound a.ter *ound. 6ith this in !ind< the ?a%erage? battle
should last bet-een three and .our *ounds< a nu!ber you can
en.orce by kee(ing an eye on ho- !uch da!age the heroes are
ca(able o. in.licting and tailoring !onster strength and
co!(osition to .it. Too< not e%ery o((onent .ights to the death.
I. the odds are against the! and the battle drags on< the
!onsters could Cust as easily atte!(t to .lee as carry on.
The second .actor is tactics. $%oid staging all=out slug.ests >
(layers should be .orced to think be.ore they act< rather than
Cust blindly slashing a-ay -ith their !ost (o-er.ul attacks
*ound a.ter *ound. $ .e- -ays to shake things u( includeK
0i' and 0atch. /rou(ing together !onsters -ith drastically
di..erent attack .or!s< -eaknesses< and strategies is an easy
-ay to kee( the (arty on its toes > cou(le (hysically (o-er.ul
!onsters -ith s(ellcasting ones< direct da!age dealers -ith
Status=causers< Ice 6or!s -ith 9ire 9lans.
6hat?s 0y 6eaknessG Intelligent use o. &le!ental
6eaknesses and I!!unities can turn other-ise straight.or-ard
co!bat into a (otentially dangerous guessing ga!e .or the
(arty > es(ecially i. the (arty relies on &le!ental attacks .or
!ost o. its da!age out(ut. $%oid !aking a !onsterDs &le!ental
(ro(erties too ob%ious< ho-e%er > 6ater /iants< 9ire AiEards<
and other creatures !ay ha%e their counter(arts in the ga!es<
but donDt re7uire a lot o. gray !atter to %an7uish. ;ee( your
(layers guessing and teach the! the i!(ortance o. Scan and
Sensor in the (rocess.
Counter Tactics. *eactions are a (o-er.ul tool .or /0s<
es(ecially -hen triggered by a (artyDs !ore co!!on attacks.
S!art use o. *eactions not only (unishes (layers -ho take the
ob%ious a((roach< but .orces the (arty to .igure out -hat
triggers a counterattack > and -hat they can use to a%oid or
circu!%ent it.
The /uardians. The (layers arenDt the only ones ca(able o.
(rotecting -eaker allies. 6hen battling a !i'ture o. !onsters >
or a ,oss !onster -ith Sla%e Parts > !ake your (layers cut
through a nu!ber o. N(rotectorsD to get to the o((onents they
-ant to target.
The *ight Tools .or the *ight Job. $s the ga!e
(rogresses< your (layers -ill a!ass a signi.icant nu!ber o.
-ays to hurt s(eci.ic o((onents. &%ery once in a -hile< (lan an
encounter that -ill let the! do e'actly that > a .e- Bo!bies to
shar(en those :ndead ;iller 6ea(ons on< or an Ice Dragon .or
that ne- 9iraga. /i%ing (layers the chance to !ake e..ecti%e use
o. s(ecialiEed e7ui(!ent can hel( -all(a(er o%er less ins(ired
battles.
,u.. %s. Debu... :sed at the right !o!ent< ,arrier and
&nhance=ty(e Status Conditions can ha%e a signi.icant i!(act
on the .lo- o. battle. 9or this reason< their !anage!ent can
!ake .or a .e- interesting situations in co!bat. ,eginning a
.ight by ha%ing the o((onent cast (ositi%e Status Conditions
.orces the (arty to s(end $ctions and resources to counter
their e..ects@ con%ersely< a situation -here the (artyDs Protects<
+astes< and *egens are constantly being nulli.ied by !onster
inter%ention encourages strategic thinking rather than blind
reliance.
:nusual Situations. In Cha(ter 7< you?ll .ind a nu!ber o.
-ays to s(ice u( any encounters< including terrain e..ects<
-eather conditions< and ti!ed battles. DonDt be a.raid to dro( a
.e- o. these additional co!(lications into your co!bats e%ery
no- and then< es(ecially i. there is nothing else distincti%e
about the!.
WORKSHEETS
&%en the best=(lanned battles can .all do-n in actual (lay<
ho-e%er. Co!bat !ay be the !ost straight.or-ard task a-aiting
a /0< but that does not !ake it si!(le by a long shot. *unning
a battle !eans !aking !any decisions< and kee(ing track o. a
signi.icant a!ount o. in.or!ation on both sides o. the table. 9or
this reason< $((endi' 4 has se%eral -orksheets designed to
!ake the co!bat (rocess run that !uch !ore s!oothly. The
!ost notableK
FINAL FANTASY THE ROLEPLAYING GAME
245
4itals Sheet. This -orksheet collects the !ost i!(ortant
in.or!ation needed during co!bat in one (lace. $CC< 0. $CC<
&4$< and 0. &4$ can be 7uickly re.erenced to deter!ine the
success and .ailure o. s(eci.ic attacks< -hile ha%ing +P< 0P<
$*0< and 0. $*0 at the ready allo-s .or .aster da!age
calculations. ,y the sa!e token< the s(aces gi%en .or recording
SPD decrease the a!ount o. ti!e taken to resol%e Initiati%e and
Initiati%e con.licts. 9inally< s(ace is (ro%ided .or listing character
$bilities as -ell as e..ects (ro%ided by Su((ort $bilities or
e7ui(!ent.
+o- this sheet is used is a !anner o. (ersonal (re.erence.
8ne /0 !ight decide to list $bility na!es and costs only< letting
the (layers tell hi! -hat e..ects the $bilities ha%e. $nother /0
!ight choose to -rite do-n all o. the salient details. $ third
/0< !ean-hile< !ight Cust use the $bilities s(ace to list Su((ort
$bilities that -ould a..ect !onsters? attacks< and rely entirely on
the (layers to re(ort the costs o. their actions.
*ound Tracker. This -orksheet allo-s the /0 to kee( track
o. Initiati%e order in the *ound< as -ell as any Statuses in.licted
u(on characters and !onsters< Ite! use and other use.ul
details. Changes in Initiati%e as a result o. CT and other .actors
can also be noted on this sheet.
These t-o sheets can be su((le!ented or re(laced by
(ersonal notes as needed. $s .ar as co!bat is concerned< the
!ore in.or!ation a /0 has at their .ingerti(s< the better.
Physi2al Challenges
$nything that re7uires the (layers to use Skills and $ttributes
through Task Checks against inani!ate obCects can be de.ined
as a N(hysical challenge.D &'a!(les include success.ully scaling
a .ortress -all< running across a cru!bling bridge be.ore it
colla(ses< or holding onto :lti!a 6ea(on .or dear li.e as it roars
through the skies.
$s Task Checks are relati%ely .ast and easy to resol%e< (hysical
challenges can be introduced -ithout too !any (roble!s > a
descri(tion and a Conditional 0odi.ier< and things are good to
go. ,ecause o. this< !oderation is i!(ortant > too !any rolls
.or too !any tri%ial tasks< and the (layers -ill start .eeling (ut
u(on. Consolidate Task Checks -here (ossible< and sa%e the
rolls .or -hen the results are dra!atically interesting or
i!(ortant. It is also essential to !ake challenges a((ro(riate to
the (artyDs co!(osition and strengths. It should be ob%ious
.ro! the get=go that challenging an all=0age grou( to clear a
landslide o. ada!antiu! ore by hand is only going to result in
!iserable .ailure.
Due to the s(eed -ith -hich they are resol%ed and the large
nu!ber o. (otential Nsa.ety netsD (layers ha%e at their dis(osal
in the e%ent o. .ailure< (hysical challenges should not yield JP
or /il. *ather< they are best treated as obstacles to be
o%erco!e on the -ay to a greater re-ard.
So2ial Challenges
$ s!art grou( o. ad%enturers doesn?t get in a .ight -ith e%ery
li%ing thing they !eet. :n.ortunately< there are ti!es -hen
others block the -ay .or-ard > uncoo(erati%e guards<
recalcitrant in.or!ants< ene!y s(ies< and (ro-ling !onsters -ill
test the charactersD bartering< sneaking< and role(laying skills
to the li!it. :nlike (hysical challenges< social challenges should
hinge on -hat a character says as !uch as lo- they can roll. I.
a PC atte!(ts to use a (ersuasi%e Skill like Seduction or
2egotiation< !ake the (layer act out the atte!(t rather than
si!(ly ha%e the! roll .or it > the end results are .ar !ore
dra!atically interesting< and .orce the (layer to think about
their characterDs a((roach. /ood (er.or!ances should net the
(layer a bonus or -ai%e the roll entirely< assu!ing this is in
character@ no a!ount o. s!ooth talking on the (layer?s (art can
co!(ensate .or a #0 in 2egotiation.
,ecause !any social challenges take the .or! o. 8((osed
Task Checks< the PCs? o((onents !ust ha%e Skill *atings o.
their o-n. I. there is no ti!e to dra- u( detailed *atings< decide
ho- (ro.icient the o((onent is in the Skill being rolled .or< then
use the table belo- to deter!ine -hat Skill *ating they -ill be
rolling at.
Pro.iciency Ae%el Skill *ating
:ntrained 10
2o%ice #0
Inter!ediate 40
$d%anced )0
&'(ert 0
0aster 100
$gainst !onsters< the !onsterDs Intelligence is the !ost
i!(ortant .actor. Creatures -ith an Intelligence rating o. N2oneD
cannot be bargained or argued -ith unless the (arty ha((ens
to be dealing -ith the creatureDs controller. 8ther-ise< any rolls
.or 2egotiation< &ti7uette< Seduction< or the like -ill .ail
auto!atically. Creatures o. $ni!al Intelligence cannot be
bargained -ith through nor!al Skills< but can be !ani(ulated
-ith $ni!al Training. In this case< the o((osing Skill *ating is
e7ual to the !onsterDs Ae%el. 9or all other Intelligence grades<
use the table belo- to .ind the !ost a((ro(riate Skill *ating.
Pro.iciency Ae%el Skill *ating
2one nXa
$ni!al 0onsterDs Ae%el
Pri!iti%e = $s $ni!al
Pri!iti%e #0
Pri!iti%e Z 30
$%erage = 40
$%erage 10
$%erage Z )0
+igh = 70
+igh 0
+igh Z "0
&lder 100
$s -ith (hysical challenges< o%erco!ing a social challenge
rarely yields /il or JP. The re-ards .or success here tend to be
!ore intangible< usually taking the .or! o. in.or!ation or
assistance .ro! 2PCs. The e..ects o. .ailure de(end on the
stakes@ atte!(ting > and .ailing > to inti!idate a (o-er.ul
(olitical .igure< .or instance< could -ell land the entire (arty in
Cail inde.initely.
FINAL FANTASY THE ROLEPLAYING GAME
246
BRIBERY
In so!e cases< characters !ay decide to (art -ith a .e- /il or
an ite! to s-ay an 2PCDs o(inion in their .a%or. I. so< !ake a
Cudg!ent as to -hether the bribe is ade7uate< generous< or
insulting. $n ade7uate bribe o..ers a Z10 bonus to the ne't
rele%ant Skill roll !ade against its target@ a generous one a
Z#0 bonus. Insulting bribes i!(ose a =10 (enalty on to( o.
any Conditional 0odi.iers already in (lace. Particularly !oral or
u(standing characters -ill be o..ended at the %ery idea o.
bribery< regardless o. the a!ount o..ered.
PLAYING NPCS
I. you are e'(ecting your (layers to act out their bargaining<
7uestioning< and threatening< you -ill naturally be e'(ected to
(ro%ide res(onses in kind. The !ain obCecti%e in doing so is to
coa' better (er.or!ances out o. the (layers > this !eans
creating characters both interesting and !e!orable .or the
(arty to interact -ith.
,ut ho- do you !ake an 2PC !e!orableG :nless youDre
shooting .or a character you kno- -ill be a((earing on a
regular basis< donDt try .or subtlety@ the !ost success.ul
a((roach is to go o%er the to( and (lay the character as
broadly as (ossible. 9ocus on a .e- !e!orable %ocal tics and
s(eaking habits > one character !ight ha%e a tendency to clear
her throat at dra!atically i!(ortant !o!ents< another the
un.ortunate habit o. .orgetting the to(ic o. con%ersation a.ter
about three sentences. 8utrageous laughter > (articularly -hen
using outlandish syllables like Vkyu kyu kyuW and V!u !u !uW >
is another use.ul shorthand .or identi.ying characters< es(ecially
e%il ones. ,y assigning e%ery !aCor %illain a distincti%e Nsinister
laughD< you can !ake antagonists al!ost instantly recogniEable
The sa!e (rinci(le a((lies -hen gi%ing descri(tions o. 2PCs.
*ather than try and shoot .or a lot o. detail your (layers -onDt
re!e!ber an hour later< boil the 2PCDs Ni!ageD do-n to a .e-
key attributes > a strange hair color< a certain dress sense< a
(ro!inent (iece o. Ce-elry or tattoo< scars< or (hysical
de.or!ities. $s -ith %ocal !anneris!s< going a little o%er the
to( is al!ost reco!!ended< i. not essential. The !ore
outrageous the characterDs a((earance< the !ore likely it is that
he or she -ill stick in the (layersD !inds.
Tra8s and Ha>ards
Tra(s< terrain haEards< and other dangers o. the -ilderness can
gi%e a (arty (lenty o. headaches -ithout e%er straining their
s-ord ar!s. 9or this reason< the ne't .e- (ages are de%oted to
a si!(le but .le'ible Nconstruction syste!D ca(able o.
generating all three -ith a !ini!u! o. .uss. I. o%erco!e< tra(s
and haEards re-ard the (arty -ith &'(erience Points@ .or this
reason it is essential to kee( track o. the JP !odi.iers gi%en .or
%arious o(tions during the creation (rocess.
There are a .e- things to kee( in !ind -hen adding tra(s and
haEards to an ad%enture. 9irst o..< challenges like these should
be used s(aringly during the course o. an ad%enture. 6ith !ost
o. a JobDs $bility Set geared to-ards co!bat< .a%oring tra(s
o%er co!bat encounters re!o%es !ost o. the o((ortunity to
use !any Job=de.ining .eatures. Tra(s should also be balanced
as care.ully as any other encounter in ter!s o. da!age out(ut
> -hile the (arty should su..er i. they .ail to deal -ith a tra(< the
entire grou( shouldn?t die .ro! one .lubbed dQ roll. 9inally<
characters should generally ha%e so!e chance to react to or
deal -ith a tra( be.ore its e..ects take (lace > ha%ing .iery death
rain on the (arty .ro! out o. no-here isnDt challenging< Cust
outright sadistic.
TRAP CONCEPT AND LEVEL
6hile !onsters roa! .reely< tra(s are restricted to a s(eci.ic
location. 9or this reason< conce(t is (articularly i!(ortant in
the creation (rocess. ,egin by considering the ty(e and
location o. tra( > is it a lock designed to shoot (oisoned dartsG
$ s(iked roller that s-ee(s along a narro- corridor to crush
e%erything in its (athG $ hidden s(out in a rock .ace ca(able o.
s(e-ing deadly .ireG Deter!ining the o%erall siEe and general
danger le%el not only hel(s narro- do-n -here the tra( can be
(laced< but also (ro%ides a use.ul .ra!e-ork .or its in=ga!e
ca(abilities.
2e't< decide on a the tra(Ds Ae%el. $s -ith PCs and !onsters<
Ae%el is an o%erall !easure o. (o-er and lethality ranging .ro!
1 to ""@ the higher the Ae%el< the !ost o. a challenge the tra(
-ill be to o%erco!e. Ideally< the tra(Ds Ae%el should be
reasonably close to the (artyDs a%erage< though higher= and
lo-er=Ae%el tra(s can be used as serious challenges and !inor
nuisances.
EFFECT
$ll tra(s ha%e one thing in co!!on > they are designed to
har! or incon%enience those -ho trigger it. 8nce conce(t and
Ae%el ha%e been settled< the ne't ste( is to deter!ine -hat the
tra( actually does. &%ery tra( !ust ha%e at least one o. the
e..ects listed belo-@ so!e ty(es !ay co!bine !ulti(le e..ects<
though these are rarer.
Alarm
&..ectK $ tra( o. this ty(e sounds an alar! that alerts ene!ies
or releases creatures .or the PCs to .ight< essentially resulting in
an encounter -hich the PCs !ight ha%e rather a%oided.
So!eti!es the PCs -ill be able to hear the alar! the!sel%es<
realiEe -hat they?%e done< and ha%e ti!e to (re(are .or the
ine%itable. In other situations< the PCs re!ain una-are until
they?re a!bushed > so!eti!es< o. course< the .ight -ill start
i!!ediately a.ter the tra( is s(rung< rendering the issue !oot.
2ote that an $lar! e..ect is not the sa!e thing as a tra(
guarded by !onsters. I. disar!ing the tra( be.ore it is triggered
a%oids a .ight< the tra( has an $lar! e..ect. 8ther-ise< the
situation is treated as t-o se(arate threats rolled u( into a
single encounter.
FINAL FANTASY THE ROLEPLAYING GAME
247
EFFECT XP MODIFIER
3|rg|e rorsler surrored Z
TWo rorslers surrored 9
ller re|al|ve|y rare or exol|c -20
Vorsler ruroers equa| parly's 12
Vorsler ruroers lW|ce parly's 1
Vorsler Leve| |oWer lrar lrap 10
Vorsler Leve| equa| lo lrap's 18
Vorsler Leve| r|grer lrar lrap 2Z
Vorslers arr|ve |rred|ale|y 10
Vorslers arr|ve |r 1 Rourd Z
Vorslers arr|ve |r 2 - 1 Rourds 3
Vorslers arr|ve |r 5 Rourds 0
3||erl A|arr
+ama$e
&..ectK The tra( deals Physical< 0agical< or &le!ental da!age
to the (arty -hen triggered. $s tra(s lack ST* or 0$/ scores<
da!age done in this .ashion is deter!ined entirely by the tra(Ds
Ae%el.
DAMAGE XP MODIFIER
(Trap Leve| x 1) [x|d 15
(Trap Leve| x 5) [x|d 18
(Trap Leve| x ) [x|d8 21
(Trap Leve| x 8) [x|d8 28
(Trap Leve| x 9) [x|d10 35
(Trap Leve| x 10) [x|d10 39
(Trap Leve| x 11) [x|d10 15
(Trap Leve| x 12) [x|d12 50
(Trap Leve| x 15) [x|d12 0
The nu!ber o. da!age dice rolled .or a tra( e..ect is
deter!ined by the base da!age in.licted by the tra( .
BASE DAMAGE DICE ROLLED
1 - 10 1
11 - 90 2
91 - 180 3
181 - 320 1
321 5
8. course< da!age=dealing attacks do not al-ays land
auto!atically. Auck and re.le'es can still sa%e characters .ro!
har! e%en i. the tra( is triggered. Select a CoS .ro! the o(tions
belo- and note do-n the rele%ant JP !odi.ier be.ore
(roceeding.
DAMAGE XP MODIFIER
(30 Trap Leve| x 2), EvA -10
(50 Trap Leve| x 2), EvA 0
(Z0 Trap Leve| x 2), EvA 12
(90 Trap Leve| x 2), EvA 20
F|al 30 -5
F|al 0 15
Auloral|c l|l 28
,y de.ault< Tra( da!age is Physical< and !odi.ied by $r!or. $
tra( -hose da!age ignores $r!or should co!bine a da!age
e..ect -ith a 0eltdo-n status e..ect. Tra(s can also do 0agical
da!age at no additional JP cost@ the only change is that the
resulting da!age -ill be reduced by 0. $*0 and !odi.ied by 0.
&4$. &le!ental da!age can also be added at no additional cost.
"tatus
&..ectK The tra( in.licts a Status Condition i. triggered. 9or
(ur(oses o. calculating JP !odi.iers< Status Conditions are
organiEed into one o. .i%e NclassesDK
Class IK ,lind F4H< I!!obiliEe F4H< Silence F4H< Slee( F4H< Slo-
F4H
Class IIK ,erserk F4H< Con.use F4H< Curse F4H< Disable F4H< L'M
Do-n F)H
Class IIIK 0ini F4H< Poison FH< Toad F4H< L'M ,reak F)H<
Bo!bie FH
Class I4K Conde!ned F4H< 9roEen F4H< +eat F4H< 0eltdo-n
F#H< Petri.y F4H< Sto( F4H
Class 4K &Cect< Death< Stone FH
0ore (o-er.ul Status Conditions !ay only be (laced on higher=
Ae%el tra(s@ the !ini!u! tra( Ae%el needed to su((ort a gi%en
class o. Status Condition is sho-n belo-.
STATUS TYPE MINIMUM LEVEL XP MODIFIER
C|ass l 1 5
C|ass ll 10 8
C|ass lll 25 11
C|ass lv 15 18
C|ass v 50 35
! ;eattraps
$ tra( that in.licts Conde!ned or Petri.y -ill kill or Stone the
a..ected characters -ithin the listed nu!ber o. *ounds unless
the PCs can either esca(e the tra(?s area o. e..ect or .ind a -ay
to counteract it > a great -ay to si!ulate those crushing stone
-alls< .looding cha!bers< and other nasty dungeon deathtra(s.
$s -ith da!age=dealing tra(s< Status=causing tra(s !ay be
a%oided e%en i. triggered. Select a CoS .ro! the o(tions belo-
and note do-n the rele%ant JP !odi.ier be.ore (roceeding.
FINAL FANTASY THE ROLEPLAYING GAME
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C'S XP MODIFIER
(30 Trap Leve| x 2), EvA 0
(50 Trap Leve| x 2), EvA Z
(Z0 Trap Leve| x 2), EvA 18
(90 Trap Leve| x 2), EvA 25
F|al 30 3
F|al 0 21
Auloral|c l|l 3
DURATION
Duration deter!ines ho- long a tra(Ds e..ects last. The si!(lest
tra(s .ire a single shot< and then are har!less until rear!ed or
reset. 0ore co!(le' ones act !ulti(le ti!es< or e%en
continuously until the PCs are out o. reach.
"in$le "/ot
&..ectK The tra(Ds e..ect only triggers once > a.ter this< the tra(
is har!less. The JP %alue o. the resulting e..ect de(ends on
ho- !any targets are a..ected by it.
TARGETS AFFECTED XP MODIFIER
1 0
2 10
3 20
Erl|re Parly 32
Multiple "/ot
&..ectK 8nce triggered< the tra(Ds e..ects are a((lied once (er
*ound > or roughly once e%ery 30 seconds > until it e'(ires.
The JP %alue o. this de(ends on both the nu!ber o. targets
a..ected and the nu!ber o. NshotsD the tra( can unleash be.ore
e'(iring.
TARGETS AFFECTED XP MODIFIER
1 5 per 'srol'
2 9 per 'srol'
3 1Z per 'srol'
Parly 2Z per 'srol'
Continuous Fire
&..ectK 8nce triggered< the tra(Ds e..ects are a((lied once (er
*ound > or once e%ery 30 seconds > until the (layers lea%e the
tra(Ds area o. e..ect. Short o. deacti%ating the tra(< this is the
only -ay to sto( it .ro! -orking.
TARGETS AFFECTED XP MODIFIER
1 1
2 25
3 19
Parly Z5
"lo* A#tin$
&..ectK So!e tra(s don?t take e..ect until the PCs s(end a
(rolonged length o. ti!e in the area. This can so!eti!es be
used .or elaborate deathtra(s FU0y laser -ill ;IAA you in
(recisely one hour unless you esca(e your bondsIWH but is !ore
at ho!e -ith en%iron!ental haEards that a..ect the PCs a.ter a
long (eriod o. tra%el. I. co!bined -ith 0ulti(le Shots or
Continuous 9ire< the ti!e it nor!ally takes .or the tra(Ds e..ects
to take hold beco!es the delay bet-een shots.
EFFECTS TAKE HOLD IN XP MODIFIER
10 r|rules -15
1 rour -25
3 rours -10
12 rours -0
DETECTION
2e't< deter!ine ho- easy it is .or PCs to detect the tra(. So!e
tra(s are ob%ious< others take a bit !ore e..ort< and a rare .e-
can?t be seen at all. Select an o(tion .ro! the .ollo-ing list and
note do-n the rele%ant JP !odi.iers be.ore !o%ing on to the
ne't ste(.
Automati#
&..ectK The tra( is clearly %isible< and cannot be !issed.
TYPE XP MODIFIER
Auloral|c -12
Cursor)
&..ectK So!e atte!(ts ha%e been !ade to conceal the tra(<
though a su..iciently obser%ant (erson -ill notice it i. they scan
the area. 0ake a Task Check using $-areness -hen the PCs
enter the %icinity o. the tra( to see i. they notice it. The
Conditional 0odi.ier .or this Task Check -ill be deter!ined by
ho- -ell the tra( has been concealed.
CONDITIONAL MODIFIER XP MODIFIER
80 -1
0 -12
10 -8
20 -1
0 0
-20 1
-10 8
-0 12
-80 1
+edi#ated
&..ectK The tra( is -ell=hidden enough to be all but in%isible
unless acti%ely searched .or. In order to .ind the tra(< PCs !ust
declare they are searching .or tra(s and !ake a success.ul Task
Check using $-areness > as abo%e< the Conditional 0odi.ier -ill
be deter!ined by ho- -ell the tra( has been concealed.
FINAL FANTASY THE ROLEPLAYING GAME
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CONDITIONAL MODIFIER XP MODIFIER
80 -38
0 -2
10 -1
20 -8
0 0
-20
-10 12
-0 20
-80 30
1ndete#table
&..ectK The tra( cannot be detected by nor!al !eans. The only
-ay the PCs -ill kno- about the tra( is through !agic< (rior
kno-ledge< or triggering it.
TYPE XP MODIFIER
urdeleclao|e 35
AVOIDANCE
8nce the PCs kno- a tra( is in (lace< they !ay ha%e a chance to
a%oid it or disar! it. &'actly ho- di..icult this is to acco!(lish is
deter!ined in this ste(. Select one o. the o(tions belo- and
note do-n the rele%ant JP !odi.iers gi%en .or that o(tion
be.ore (roceeding to the ne't ste(.
Automati#
&..ectK I. the (arty detects the tra(< it can easily be
sideste((ed< re7uiring no additional e..ort to disar!.
TYPE XP MODIFIER
Auloral|c 0
+estru#tible
&..ectK The tra( can be destroyed i. the PCs do a certain
a!ount o. da!age to it based on the tra(Ds Ae%el. 2ote that
de(ending on the nature o. the tra( and its triggers< attacking it
!ay be enough to set it o.. i. the PCs donDt do enough da!age
to destroy it in one blo-.
DAMAGE NEEDED TO DESTROY XP MODIFIER
Trap Leve| x 20 0
Trap Leve| x 30 3
Trap Leve| x 50 Z
Trap Leve| x Z5 10
Trap Leve| x 100 11
Trap Leve| x 150 20
Trap Leve| x 250 32
Trap or|y daraged oy Ranged allac|s 8
+isarmable
&..ectK The tra( can be disar!ed -ith a success.ul roll against
the Tra(s Skill or an e7ui%alent substitute. $s stated in the
SkillDs descri(tion< a ,otch on the Task Check -ill al-ays cause
the tra( to trigger.
CONDITIONAL MODIFIER XP MODIFIER
80 -12
0 -8
10 -1
20 0
0 1
-20 8
-10 12
-0 1
-80 20
Fa||ed Tas| Crec| lr|ggers lrap 11
6ob Abilit)
&..ectK $ s(eci.ic Job $bility or set o. $bilities can deacti%ate or
by(ass the tra(. Decide -hich $bilities a((ly -hen (icking this
o(tion.
TYPE XP MODIFIER
Joo Ao|||ly 15
"tatus
&..ectK $ s(eci.ic Status Condition or set o. Status Conditions
can deacti%ate or by(ass the tra(. Decide -hich Conditions
a((ly -hen (icking this o(tion.
TYPE XP MODIFIER
3lalus 12
Multiple Met/ods
&..ectK The tra( can be disar!ed by se%eral di..erent !eans.
Select t-o or three o(tions .ro! the .ollo-ing list >
Destructible< Disar!able< Job $bility > and a%erage their JP
!odi.iers< then note the result do-n and (roceed to the ne't
ste(.
TYPE XP MODIFIER
Vu|l|p|e As per opl|or
1na,oidable
&..ectK The tra( cannot be disar!ed. The only -ay to a%oid its
e..ects is not to trigger it.
TYPE XP MODIFIER
uravo|dao|e 11
COMPLETING THE TRAP
$ll that re!ains no- is to calculate the .inal JP %alue o. the
tra(. $dd together all JP !odi.iers accu!ulated through the
%arious o(tions selected o%er the course o. creation< then
!ulti(ly the resulting nu!ber by the tra(Ds Ae%el. The resulting
nu!ber is the nu!ber o. JP a-arded .or o%erco!ing the tra(<
and is di%ided e%enly a!ong all (arty !e!bers. :nlike
!onsters< tra(s do not a-ard treasure -hen destroyed or
circu!%ented< though they !ay be guarding it. I. this is the
case< the /il %alue o. -hate%er treasure is beyond the tra(
should be no higher than #1Q o. the tra(Ds JP %alue.
FINAL FANTASY THE ROLEPLAYING GAME
252
CREATING HAZARDS
The syste! used to construct tra(s can also be used to create
natural haEards > sandstor!s< rockslides< .looding > .or the
(layers to tackle. Though the conce(ts in%ol%ed !ay restrict
use o. certain o(tions< the (rocess is identical< JP costs
included. 2ote that detecting and disar!ing a tra( usually
in%ol%es the $-areness and Tra(s\ Skills< but natural haEards
!ay in%ol%e Skills like Sur%i%al< Cli!b< and S-i! in their (lace.
SAMPLE TRAPS AND HAZARDS
To better illustrate ho- tra( creation -orks< a nu!ber o.
sa!(le tra(s and haEards are gi%en belo-.
Pit 'rap le,el 2
$ thin layer o. .alse .loor o%er a relati%ely stee( .our=!eter dro(.
Ste((ing on the .loor causes it to colla(se< sending anyone and
=thing standing on it tu!bling do-n the hole. The (it is large
enough to catch u( to t-o characters.
&..ectsK 1) Z d< $*0 Physical Da!age X CoS 14< &4$
DurationK Single Shot F# targetsH
DetectionK Cursory F=10H
$%oidanceK $uto!atic
&'(erience 4alueK 10# JP
Fire %all le,el 1:
$ solid barrier o. unending .la!e s(e-ed .ro! a !agical
!echanis! buried dee( in a rock .ace. The heat is intense
enough to cause serious da!age to anything atte!(ting to
(ass the barrier< though only one (erson can atte!(t to (ass at
any one ti!e. 6ater and Ice &le!ental S(ells and e..ects can be
used to te!(orarily ste! the .lo- o. .ire.
&..ectsK )0 Z #d< 0. $*0 9ire &le!ental Da!age X $uto!atic
DurationK Continuous F1 targetH
DetectionK $uto!atic
$%oidanceK Job $bility F6ater< Ice &le!entalH
&'(erience 4alueK 30 JP
"ten 5eedle le,el 15
$ -ickedly shar( !an=siEed s(ike hidden in the ground. $
!agical -ard directly abo%e the s(ot -here the sten needle is
buried is res(onsible .or triggering it< sending the needle
shooting out to brutally i!(ale -hoe%er ste(s on the -ard.
&..ectsK 131 Z 3d10< $*0 Physical Da!age X $uto!atic
DurationK Single Shot F1 targetH
DetectionK :ndetectable
$%oidanceK Status F9loat< 9lightH< Job $bility FAight Ste(H
&'(erience 4alueK 1)10 JP
Poison "*amp le,el 25
This diseased< brackish !ire lea%es those -ho %enture into its
!urky -aters in danger o. being subCected to deadly (oison.
&..ectsK Poison F[H X CoS 1#0< &4$
DurationK Continuous FPartyH
DetectionK $uto!atic
$%oidanceK Status F9loat< 9lightH< Job $bility FAight Ste(H
&'(erience 4alueK #""0 JP
.a,a Floor le,el 4:
$n area o. hot !olten la%a ca(able o. scorching anything that
sets .oot on it.
&..ectsK #00 Z 4d)< 0. $*0 9ire &le!ental Da!age X
$uto!atic
DurationK Continuous FPartyH
DetectionK $uto!atic
$%oidanceK Status F9loat< 9lightH < Job $bility FAight Ste(H
&'(erience 4alueK 14)0 JP
Riddles and P4>>les
6hether it?s an unsol%ed enig!a .ro! the da-n o. ti!e or a
ga!e o. -its do-n at the local (ub< riddles and (uEEles can
o..er a -elco!e change .ro! brutal !elee -ith !onsters or
hair=raising deathtra(s. These challenges can take !any .or!sK
trick 7uestions< nu!erical (uEEles< anagra!s or cy(hers< or
obCect=based conundru!s. Just as di%erse are the (ossible
(ayo..s .or a success.ul solution > treasure< in.or!ation< access
to hidden locations< and &'(erience Points are all %iable
re-ards .or 7uick=-itted (layers.
PUZZLE DESIGN
There are !any (ossible -ays to test your charactersD
intelligence< but the !ediu! you use to run your ga!es -ill
i!(ose hard li!its on -hat you can and can?t thro- out.
2u!erical codes< cy(hers< or anagra!s can be .un and
i!!ersi%e -hen (layers are clustered around a tableto(
e'changing notes< but .all .lat in online chat@ %isual (uEEles
-ork better -hen you?re looking at a screen than -hen you?%e
got (a(ers< books< dice< and other (layers co!(eting .or your
attention. Then there are the (layers the!sel%es to consider.
2ot e%erybody has the skill or (atience .or (uEEles (urely built
on guess-ork and reasoning > e%en a -ell=designed brain
teaser can create a situation -here a .e- !e!bers o. the grou(
thro- the!sel%es into the (roble! and the rest t-iddle their
thu!bs on the sidelines.
The easiest > and !ost series=a((ro(riate > co!(ro!ise is
the N(ass-ord (uEEle.D +ere< the (layers ha%e to (iece together
a code or (ass-ord to gain access to an area .ro! clues
scattered around the en%iron!ent. +o-e%er< not e%ery clue
they .ind relates to the .inal (ass-ord@ by using trial and error<
eli!ination< and a bit o. old=.ashioned logic< they !ust -eed out
the bogus leads to sol%e the (uEEle in earnest. $n e'tre!e
e'a!(le o. this kind o. challenge -as seen in 9inal 9antasy 4I <
-here the (layer atte!(ted to gain access to a clock to-er in
the to-n o. BoEo by setting the to-erDs clock .ace to the correct
ti!e. Interrogating the to-ns(eo(le yielded doEens o. ans-ers
as to -hat the e'act ti!e actually -as > until it beca!e
a((arent that e%eryone in the to-n -as lying< cutting do-n the
nu!ber o. o(tions by a substantial a!ount.
The ad%antage o. the (ass-ord (uEEle is that it kee(s the
characters acti%e tra%eling .ro! (lace to (lace in search o. hints
and .rag!ents. $s the (layers (rogress and gather !ore
in.or!ation< other challenges and (roble!s can be dro((ed
FINAL FANTASY THE ROLEPLAYING GAME
251
into the (roceedings to s(ice things u( > a good o((ortunity
.or the (layers to .le' !uscle and gray !atter at once.
$nother (ossible o(tion is the Ns-itch (uEEle<D used to
signi.icant e..ect in se%eral e=ga!es. Pressure=sensiti%e
s-itches are dotted around a dungeon< each ca(able o.
o(ening a door or disar!ing a tra( > but need to ha%e -eight
e7ui%alent to a (ersonDs on the! in order to be o(erated. $s a
result< the (arty is .orced to s(lit u(< kee(ing one (erson
behind to trigger the s-itch -hile the rest o. the (arty heads
.or-ard< looking .or another -ay .or their co!rade to get in. $s
-ith the (ass-ord (uEEle< the s-itch (uEEle kee(s the (arty
acti%e< and allo-s .or so!e hairy situations i. a lone (arty
!e!ber ends u( stranded in a dangerous (lace -hile the rest
o. the grou( hunt around .or the ne't s-itch.
$ third o(tion is to lea%e (layers -ith a locked door or barred
(assage and a roo!.ul o. obCects. 8ne or !ore o. the obCects
-ill unlock the (assage< but the (layers !ust .irst e'(eri!ent
-ith the roo!?s contents to .ind the -ay out. 6hile this lea%es
the door o(en .or !ore creati%e a((roaches< it is i!(ortant not
to !ake the solution too obtuse< or re7uire the (layers to (rod
e%ery inch o. the roo! in search o. the one true ans-er. Job
$bilities and other e..ects !ay also be used in this (rocess > .or
instance< casting Ice !agic on a discarded key can create
so!ething ca(able o. unlocking that .rost=bound door to the
north.
I. you?re .ortunate enough to ha%e a grou( that collecti%ely
enCoys sol%ing (uEEles< your choices are so!e-hat broader.
Take the ti!e to .igure out -here your (layers? indi%idual
strengths lie > nu!bercrunching< -ord(lay< si!(le logic > and
create the (uEEles to allo- e%erybody a chance to contribute.
THINGS TO REMEMBER
There are .our i!(ortant things to re!e!ber -hen (utting
together a (uEEle. The .irst is that it should be sol%able by the
(layers< not ans-ered by a /0=run ally or oracle. In order .or
this to ha((en< e%ery (iece o. kno-ledge needed .or a solution
should be at their .ingerti(s > i. they ha((ened to !iss a %ital
clue earlier< .igure out a -ay to get that in.or!ation to the!
another -ay. In the sa!e %ein< a /0 should be (re(ared to
o..er !ore clues i. the (arty a((ears to be genuinely struggling.
The second is that e%ery (uEEle should ha%e a clear (enalty
.or .ailure< e%en i. you belie%e that the (arty can sol%e it. ,y
-orking -ith a (enalty in !ind< you -ill be less likely to create a
(uEEle that can derail the ad%enture i. the (arty ha((ens to be
stu!(ed. ?$cce(table? (enalties can range .ro! si!(ly !issing
out on a (iece o. treasure to acti%ely being (laced in the (ath o.
danger or triggering an encounter > !ore dangerous outco!es
should be on (ar -ith all other haEards< tra(s< and !onsters in
the ad%enture.
The third is that you should consider the a!ount o. ti!e it
takes to sol%e a (uEEle< es(ecially in the conte't o. a session as
a -hole. :nless you are genuinely stalling .or ti!e because you
are running under(re(ared< you (robably don?t -ant to ha%e
the grou( s(ending t-o hours analyEing nu!bers and thro-ing
theories around the table. 9i.teen !inutes to hal. an hour is
generally the !a'i!u! (layti!e a brain teaser should consu!e
unless the (arty has to acti%ely engage in other acti%ities >
e'(loring an area< collecting ite!s .or a key > to sol%e it.
9inally< re!e!ber to be .le'ible and acce(t creati%e solutions<
e%en i. they aren?t e'actly -hat you had in !ind. The (ur(ose o.
a (uEEle is to encourage your (layers to think > i. they co!e u(
-ith an ans-er that?s as good or better than the ?right? solution
you ca!e u( -ith be.ore the session kicked o..< let the! get
a-ay -ith it.
Tra6el
0any ad%entures re7uire at least so!e degree o. tra%el< -hile
ca!(aigns !ake it al!ost a necessity. $t the sa!e ti!e<
sessions can only run .or so long and an entire day s(ent
trudging u( a dirt road isn?t going to !ake .or co!(elling (lay
unless your (arty are really< really into PC=to=PC con%ersations.
+o- !uch do you sho-< thenG
$ si!(le rule o. thu!bK I. the !ost challenging dile!!a you
can o..er your (layers en route is the 7uestion o. -hether to go
le.t or right at that .ork in the road< kee( the entire Courney ?o..
ca!era? and start your ne't Scene -ith the heroes arri%ing at
their destination a.ter a Vlong and tiring tri(.W I. there are
genuine challenges to be o%erco!e > colla(sed bridges< s!all
.ar!s in dire need o. heroic assistance< !ysterious cairns and
ca%erns begging .or .urther e'(loration > start a Scene -ith
your heroes encountering the situation in 7uestion and kee( on
rolling until e%erything has been resol%ed< then .ollo- u( -ith a
ne- Scene at the ne't (oint o. interest or > i. e%erything
note-orthy about the Courney has already been e'hausted >
the end o. the road.
+o- long it takes to get to a destination should not be a
(ri!ary concern@ in general< ti!e re%ol%es around the heroes<
not %ice %ersa. Should you need to esti!ate tra%el ti!e< the
table belo- gi%es an idea o. ho- !any kilo!eters a (arty can
co%er in a day %ia a gi%en !eans o. tra%el. 2ote that these are
only rough esti!ates< and can %ary de(ending on a nu!ber o.
.actors > reliability o. trans(ortation< (roble!s encountered on
the road< -eather< terrain. 9or instance< (ouring rain could
easily hal%e the a!ount o. ground the (arty nor!ally co%ers in
a day?s ti!e.
FINAL FANTASY THE ROLEPLAYING GAME
252
Ta%le 1#&1' Tra,el Time
TRAVELLING BY KILOMETERS PER DAY
wa|||rg - Norra| 25
wa|||rg - lard Varcr 10
Vourl - Norra| 280
Vourl - Rac|rg or war 320
wree|ed ver|c|e - Pr|r|l|ve 300
wree|ed ver|c|e - Voderr 800
3r|p - 3a|| 1Z0
3r|p - 3lear 90
A|rsr|p - Pr|r|l|ve 1200
A|rsr|p - Voderr 9000
To<ns
,ecause to-ns enco!(ass such a broad range o. (ossible
acti%ities< a .e- bear e'(loring in !ore detail.
! Soppin. in All te Aron. Places
Players are e'(ected to buy ne- e7ui(!ent and ite!s on a
.airly .re7uent basis > o.ten enough to !ake it essential that
they ha%e access to a to-n at least once (er ad%enture. I.
there is no reasonable -ay .or the! to reach a to-n during
the course o. an ad%enture< consider bringing in a tra%elling
!erchant. In 9inal 9antasy ga!es< unscru(ulous traders
could be .ound any-here .ro! baking deserts to !onster=
in.ested dungeons > as odd as it !ay sound< ha%ing a
!erchant (o( u( Cust be.ore the (arty kicks do-n the doors
to the boss?s lair is (er.ectly in kee(ing -ith the genre.
WANDERING TOWN
I. a (layer chooses to e'ercise this o(tion< gi%e the! a rundo-n
o. the ru!ors< stories< and other-ise inconse7uential
in.or!ation FV$urora Castle has !any guardsIWH they?%e (icked
u( along the -ay. $t your discretion< you can also ha%e
-andering (layers roll against their $-areness -ith an
a((ro(riate Conditional 0odi.ier > i. success.ul< the (layer?s
character has .ound a .e- /il or a *eco%ery Ite! hidden
so!e-here in the to-n. $(art .ro! being genre=a((ro(riate<
this also allo-s /0s to boost (layers? stocks i. the ad%enture
ahead is (articularly tough or de!anding.
SHOPPING
I. (layers -ant to sho( .or e7ui(!ent at a to-n or !erchant?s<
the /0 !ust deter!ine e'actly -hat the (layer can buy there.
The easiest -ay o. handling this is to !ake use o. the
$%ailability *atings gi%en in Cha(ter ) by assigning the store a
3uality *ating ranging .ro! 100 to #0. This 3uality *ating is
e7ual to the $%ailability *ating o. the rarest ite! sold by the
store. $ store -ith a 3uality *ating o. 40 -ould there.ore o..er
e%ery (iece o. e7ui(!ent -ith an $%ailability *ating bet-een
100 and 40< assu!ing the e7ui(!ent .its into the store?s range
o. o..ering > 6ea(on Stores generally don?t carry +i=Potions.
3uality *atings range .ro! to-n to to-n > your a%erage
%illage or lonely roadside sou%enir stand -ill ha%e a !uch lo-er
3uality *ating than a !aCor !etro(olis. Si!ilarly< a location?s
3uality *ating can change o%er ti!e as su((ly shi.ts and ne-
ite!s beco!e a%ailable. +o-e%er< a store?s 3uality *ating
should be no lo-er than "# = FParty?s $%erage Ae%el '
1.#1H. This ensures e7ui(!ent (urchases stay in line -ith the
intended rate o. (rogression .or (layers.
2ote also that the (rices gi%en in Cha(ter ) are only
?reco!!ended? %alues. Aess scru(ulous !erchants !ay
increase the (rice o. an ite! to u( to double its %alue<
de(ending on rarity< de!and or old=.ashioned greed.
BAZAARS
,aEaars are a good (lace .or characters -ith high Trade ratings
to get so!e use out o. their Skills< and !ay !ake .or so!e
(otentially a!using encounters > Cust don?t !ake the !istake
o. s(ending an hour -alking the (arty through e%ery last ite!
on o..er. $ baEaar can also be used to !ake s(eci.ic (ieces o.
e7ui(!ent a%ailable to the (layers -ithout ?unlocking? a -hole
Tier or $%ailability *ating?s -orth o. e7ui(!ent to (urchase.
To kee( (layers on their toes< a baEaar?s stock should be a
!i'ture o. !oney=-asting red herrings and genuinely good
buys > in general< legiti!ate ite!s sold at a baEaar are 10Q to
#1Q chea(er than their list (rice in Cha(ter ).
AUCTION HOUSES
$n ite! bought .ro! an auction house can easily be the start o.
a great ad%enture or change the course o. the current one >
Cust !ake sure the (layers aren?t tossing /il a.ter stu.. that
doesn?t bene.it the! in the long run. I. they?re on the %erge o.
burning #1<000 /il on a !aster=cra.ted dollhouse< ha%e other
bidders s-oo( in and (ush the (rice u( to le%els they si!(ly
can?t a..ord.
INNS
Aike stores< inns take ti!e to locate< though (layers should
al-ays ha%e access to the!. &%en tiny %illages -ill ha%e
so!e-here the (layers can take a load o.. at the end o. the day
and regain those lost +P. I. the (layers are going o.. on
indi%idual Caunts around to-n< inns are an e'cellent (lace to
recon%ene the (arty a.ter e%erybody has had their .ill. They also
o..er a nice %enue .or (layer interaction i. the ad%enture could
use a little !ore character de%elo(!ent< so don?t hesitate to
gi%e the grou( so!e roo! to chat and strategiEe in their
roo!s.
SEARCHING FOR INFORMATION
+a%ing the (arty search .or in.or!ation has t-o !aCor uses.
9irstly< it?s a -ay to gently nudge (layers back on track i.
they?%e lost sight o. the !ain storyline or started dri.ting o..=
track o%er the course o. their current 7uest. I. your (arty has
been racking u( !ore /il than you?d originally intended< ha%ing
(layers (ay .or in.or!ation is also a good and subtle -ay to
reduce their bankroll.
PUBS AND CAFES
$s an alternati%e to ai!less -andering< (layers can head .or the
local (ub or ca.e to soak u( stories and gossi(. 6hile they -on?t
FINAL FANTASY THE ROLEPLAYING GAME
253
stu!ble across any Potions< they can .ind barkee(ers and
notice boards -ith Cobs and side 7uests that -ill earn the! a
.e- /il on the side.
Re<ards
*e-ards are arguably the !ost essential (art o. the
ad%enturing e'(erience > -ithout the!< (arties ha%e no chance
o. ad%ancing< let alone .acing do-n the .earso!e o((onents
a-aiting the! at the higher Ae%els. +o-e%er< .iguring out ho-
to co!(ensate the PCs .or their troubles can be a tricky< i. not
outright counterintuiti%e. 9or this reason< the .ollo-ing section
co%ers the !any .or!s o. (layer re-ard and ho- to best
!anage the!.
EXPERIENCE REWARDS
&'(erience Points are the !ost co!!on re-ard characters -ill
recei%e. 2early e%ery encounter and ad%enture -ill net the
heroes at least so!e JP< ad%ancing the! in le%els and granting
the! increased (o-er and ne- abilities. $ ty(ical 99*P/
ad%enture -ill (ro%ide each (artici(ant -ith enough e'(erience
to gain at least one le%el > a bit less i. things go (oorly< and
slightly !ore i. (lay goes -ell.
In battles< the nu!ber o. JP a-arded is deter!ined by the
strength o. the !onsters the PCs .ace. $dd u( the JP %alues o.
all !onsters de.eated at the end o. co!bat< di%ide this total by
the nu!ber o. PCs acti%e in the co!bat > e'cluding anybody
-ho .inished the battle -ith :nconscious or Stone or -as
&Cected be.ore the .ight -ra((ed u( > and a-ard the heroes
that a!ount. 9or e'a!(le< i. a (arty o. .our characters de.eats
three Aea. ,unnies -orth "0 JP a(iece and t-o 6ol%es -orth
330 JP a(iece< the total (arty JP a-ard -ould be "30 JP< and
each character -ould earn #3# JP. $s -ith all other
calculations in the syste!< JP re-ards are al-ays rounded
do-n.
&'(erience Points can also be used to Cudge -hat constitutes
a N.air .ightD .or the (arty. /enerally< a single co!bat encounter
should grant each PC 100 to 1#1 JP (er character Ae%el. I. .our
Ae%el 1 PCs .ace o.. against a grou( o. Aea. ,unnies -orth "0
JP a(iece< .or instance< a grou( o. .i%e Aea. ,unnies -ould
!ake .or a .air .ight. Since the .i%e Aea. ,unnies together are
-orth 410 JP< each o. the PCs -ould earn 11# JP in the e%ent
o. a %ictory. $ battle against .our Aea. ,unnies -ould only grant
"0 JP > a bit lo- > -hile si' Aea. ,unnies -ould net the PCs
131 JP each< -hich is a bit !uch and indicates an encounter
that?s (ossibly too challenging. I. the PCs ad%ance to Ae%el 3
and are attacked by 6ol%es each -orth 330 JP< .our 6ol%es
-ould be a .air .ight. Since the PCs are Ae%el 3< an encounter
should net each character bet-een 300 and 371 JP.
+aEards< tra(s< nonco!bat encounters< and (uEEles can also
o..er JP re-ards. 9or haEards and tra(s< the JP %alue -ill be
dra-n u( during the creation (rocess< and is di%ided by the
nu!ber o. PCs in the sa!e !anner as JP gained .ro!
!onsters. 9or nonco!bat encounters and (uEEles< an
e'(erience a-ard !ay not be a((ro(riate > only a-ard JP i. the
characters? actions kee( the! out o. danger. &ncounters -here
the PCs success.ul e%ade a .ight -ith a !onster through stealth
should net the! an JP re-ard e7ual to 10Q o. -hat they
-ould ha%e earned through co!bat< though this shouldnDt
e'ceed 100 JP (er character Ae%el. This !eans that a grou( o.
Ae%el 10 PCs -ho success.ully sneak (ast a (ack o. ,ehe!oths
shouldn?t recei%e an JP a-ard based on the ,ehe!oths?
co!bat JP total > 1000 JP a(iece is !ore than enough. In
cases -here the PCs are dealing -ith an ally or (uEEle< a .lat JP
a-ard o. 10 to 100 JP (er character Ae%el is a good guideline.
GIL REWARDS
/il is used to buy Ite!s< 6ea(ons< $r!or< and e'(endables< and
(ay .or other e'(enses encountered along the -ay > bribes<
.ines< ticket costs< .ees. &'cluding e7ui(!ent sales< a (artyDs
!ain source o. /il is .ro! one o. three sourcesK !oney earned
as a result o. success.ully de.eating !onsters< treasure
obtained during the course o. an ad%enture< and !oney gi%en
to the (arty by 2PCs and other allies in e'change .or ser%ices
and other tasks. The inco!e .ro! these three co!bined should
ha%e the characters !aking around FCurrent Ae%el ' 110H /
a(iece (er ad%enture< e'cluding any additional inco!e .ro!
sources like the /illionaire $d%antage.
/enerally< a ty(ical co!bat encounter -ill a-ard about one=
third as !any /il as JP. The 0CS -as designed -ith this le%el o.
re-ard in !ind. 2onco!bat encounters should a-ard /il at the
sa!e o%erall rate as co!bat encounters. I. !ore /il are !ade
a%ailable< bear in !ind that this !eans that characters -ill ha%e
access to better e7ui(!ent and !ore healing< decreasing the
challenge le%el o. .uture encounters. In ga!es -here /il is
scarcer< on the other hand< the dearth o. !oney !eans the
(arty -ill be less (re(ared to .ace battles. $s a result< the
di..iculty le%el o. the ga!e rises accordingly.
ALTERNATING ADVANCEMENT
The suggested JP and /il a-ards gi%en in this book are
designed so that each character gains a Ae%el a.ter .our or .i%e
encounters< or about one Ae%el (er session. This is a good rate
o. gro-th .or a ty(ical ca!(aign > assu!ing one ga!e session
a -eek< the characters -ill go .ro! Ae%el 1 no%ices to Ae%el
)1Z cha!(ions in a little !ore than one year.
De(ending on ga!e setu( and (acing< though< /0s !ay -ant
character ad%ance!ent to !o%e .aster or slo-er. The easiest
-ay to do this is to %ary the JP a-ards .or encounters. $ .ast=
(aced ga!e !ay a-ard 110Q to #00Q o. nor!al JP< -hile a
!ore dra-n=out ca!(aign !ay hand out only 71Q to 10Q o.
the usual a-ards. Slo-ing the rate o. ad%ance!ent is also
use.ul .or ga!es starting at higher Ae%els< (re%enting the
(layers .ro! getting too (o-er.ul too soon.
The one thing to note -hen adCusting a-ards is that /il
a-ards can?t be changed by the sa!e ratio as JP. 99*P/
(rices are designed around the assu!(tion that characters -ill
s(end bet-een one=third to one=.ourth o. their /il on Ite!s<
$!!unition< and other Ne'(endables.? Double JP and /il
a-ards< and suddenly PCs ha%e t-ice as !uch !oney at their
dis(osal -hile .acing the sa!e nu!ber o. encounters. To !ake
sure /il and JP are in relati%e sync< use the table belo- to
balance the t-o.
FINAL FANTASY THE ROLEPLAYING GAME
254
Ta%le 1#&2' Gil and 7P Ad:"stments
XP RE=ARD GIL RE=ARD BATTLES PER LEVEL
250 210 1 - 2
200 1Z5 2 - 3
150 135 3 - 1
100 100 1 - 5
Z5 80 5 - Z
50 5 - 9
EQUIPMENT REWARDS
Ite!s and &7ui(!ent can be a-arded to PCs in addition to or
instead o. /il. This is a good o(tion .or (resenting hel( .ro!
sy!(athetic 2PCs or (lacing treasure chests in a dungeon >
recei%ing a ne- *une ,lade or .inding a set o. Potions is .ar
!ore !e!orable than ending u( -ith a (lain lu!( o. cash.
S(eci.ic ite!s such as 6ea(ons and $ccessories !ay also be
obtained as a result o. slaying tough o((onents and ,oss
!onsters.
! Teft and Re@ards
So!e $d%antages and $bilities< !ost notably the Thie.Ds Steal<
allo- characters to gain Ite!s and /il beyond those nor!ally
a-arded to the (arty. This is co!(ensated .or by reducing the
JobDs co!bat (otential< or > in the case o. $d%antages like
/illionaire > e7ui%alent Disad%antages. I. you .eel these e'tra
sources o. inco!e are in danger o. unbalancing the ga!e<
ho-e%er< you can adCust !onsters? treasure tables to contain
.e-er %aluable ite!s.
$ny ite!s or e7ui(!ent gi%en out during the course o. an
ad%enture should reduce its /il a-ard accordingly > 71Q o.
the (rice gi%en .or the ite! in 7uestion in Cha(ter ) is usually a
good .igure. 9or e'a!(le< a ty(ical ad%enture .or a Ae%el 3
grou( -ith .our !e!bers -ould nor!ally (ay out 100 /< or
410 / a(iece. I. the ad%enture also a-ards si' Potions<
ho-e%er< the total (ayout decreases by ##1 / > 71Q o. the
%alue o. those si' Potions.
8ne note on (lacing ite!s and e7ui(!entK due to the .act
that a characterDs e7ui(!ent is a signi.icant .actor in their
o%erall (o-er< it is essential not to gi%e the (arty too !uch too
soon. The .ollo-ing table sho-s -hen ne- e7ui(!ent should
generally beco!e a%ailableK
Ta%le 1#&0' E8"ipment A,aila%ilitF
EQUIPMENT TIER AVAILABLE AT
T|er 1 Leve| 1
T|er 2 Leve| 1 -
T|er 3 Leve| 12 - 15
T|er 1 Leve| 18 - 20
T|er 5 Leve| 25 - 2Z
T|er Leve| 33 - 3
T|er Z Leve| 12 - 11
T|er 8 Leve| 50
T|er 9 1 al Leve| 18 - 50
1 every 5 Leve|s allerWards
T|er 10 1 al Leve| 0
1 every 5 - 10 Leve|s allerWards
! Artifact *tems
The e7ui(!ent a%ailability suggested in the table abo%e are
best used .or 6ea(ons< $r!or< and the like. 6hen a-arding
Varti.act ite!sW > one=shot Tier " and 10 ite!s > /0s can use
one o. t-o !ethods. The .irst is to a-ard one (iece o.
e7ui(!ent and 4 or 1 arti.act ite!s e%ery ti!e a character is
eligible to recei%e ne- Tier " or 10 e7ui(!ent. The other is to
a-ard an arti.act ite! as nor!al -hen the character is eligible
to recei%e Tier " or 10 e7ui(!ent< but a-ard another ite! i.
the original ite! is used u( during the course o. a session. This
continues until the character beco!es eligible .or ne-
e7ui(!ent or .our or .i%e arti.act ite!s ha%e been used u(.
MAGIC REWARDS
:nlike other 0age (ro.essions< ,lue 0ages< Callers< and
Su!!oners earn their !agic by 7uesting< !aking ,lue S(ells
and Su!!ons a re-ard in their o-n right. ,lue 0ages gain
their S(ells .ro! !onsters< !eaning the introduction o. ne-
,lue S(ells is entirely le.t to the /0?s discretion. 9or best
results< ,lue 0ages should ha%e the o((ortunity to learn one
ne- ,lue S(ell e%ery t-o Ae%els. $ suggested S(ell (rogression
has been laid out belo-.
Ta%le 1#&1' /l"e (a.ic A,aila%ilitF
SPELL GAINED AT LEVELS MAXIMUM MP COST
3, 5, Z 10
9, 11, 13, 15 18
1Z, 19, 21, 23 2Z
25, 2Z, 29, 31 10
33, 35, 3Z, 39 50
11, 13, 15, 1Z 119
19, 51, 53, 55 139
5Z, 59, 1, 3 No L|r|l
Su!!oners and Callers e'(and their (o-ers by earning the
trust o. Su!!ons< either by (er.or!ing tasks .or the! or
de.eating the! in co!bat. Su!!oners are e'(ected to
e%entually ac7uire an ?arsenal? o. ) Su!!ons< though -hich
Su!!ons they gain and -hen they get the! is u( to the /0. $
FINAL FANTASY THE ROLEPLAYING GAME
255
(otential (rogression > -ith a choice o. Su!!on .or each ?slot?
> is sho-n in the table belo-.
Ta%le 1#&2' S"mmon A,aila%ilitF
SUMMON GAINED
AT LEVEL
SUMMON
CHOICES
10 va|elor, La|srr|, Rerora, llr|l,
3r|va, Rarur, 3y|pr, 3|rer, T|lar,
K|r|r
22 Ca|l 3|lr, Fa|ry, Aloros, Ferr|r,
0|aoo|os, 8|srarc|, Parderor|ur,
3y|dra
3 Asura, V|sl 0ragor, 0uelza|coal|,
3a|ararder, Caloo|epas,
Jorrurgard, Tr|locr, Prarlor,
ur|corr, Carourc|e, 0o|er
50 3erapr|r, Ar|, 0oorlra|r, lades,
Kjala, A|exarder, Ar|ra, Ceroerus,
Proer|x, Typror, Lev|alrar, L|cr,
Vadeer, 0d|r
5 8ararul, Crusader, Vagus 3|slers,
Yoj|roo
$longside their 6hite and ,lack S(ells< Callers are e'(ected to
ac7uire Calls o%er the course o. their ad%enturing careers. $s
-ith Su!!ons< the e'act Calls gained and the Ae%el at -hich
they are ac7uired are le.t u( to the /0 to decide. $ suggested
Call (rogression has been laid out belo-.
Ta%le 1#&3' Call A,aila%ilitF
CALL GAINED AT LEVEL MAXIMUM MP COST
Z 21
13 52
21 ZZ
29 90
35 125
15 139
53 1Z
5Z No L|r|l
! 9earnin. Alternati,es
,ecause ,lue 0agic< Calls< and Su!!ons are so!e-hat
a-k-ard to ac7uire< /0s !ay -ish to look into other -ays .or
PCs to learn the!. The easiest -ay to do so is to re(lace the
traditional learning !ethods -ith one=shot ite!s a-arded as
treasure or dro(s .ro! !onsters. I. used< these ite!s
auto!atically teach a character a single ,lue S(ell< Su!!on< or
Call be.ore cru!bling to dust. $n $7ua!arine< .or instance<
could be used to learn the Ae%iathan Call@ a ,o!b Shell the ,lue
S(ell Sel. Destruct.
KEY ITEMS
8ccasionally< characters run across ite!s that turn out to be o.
(i%otal i!(ortance in the ad%enture ahead > treasures the (arty
-as sent to retrie%e and return< -ays to unlock barred (assages
or doors< keys to acti%ating ancient !achinery or !echanical
de%ices. In 9inal 9antasy< ite!s like these are called ;ey
Ite!s< and are ke(t se(arate .ro! the day=to=day consu!ables.
:ntil they are used< they re!ain in the (artyDs In%entory< and
cannot be dro((ed or destroyed.
I. the (arty e%er co!es across a ;ey Ite! o%er the course o.
(lay< designate it as such. This ensures the grou( kno-s it -ill
be used .urther do-n the line and donDt accidentally end u(
thro-ing it out.
INTANGIBLES
The re-ards a (arty gets .or co!(leting a 7uest or ad%enture
!ay not al-ays ha%e a !aterial %alue. In so!e cases< their
re-ards could include in.or!ation< assistance< (restige< or
leads to other 7uests and (lot threads. The %alue o. these tends
to be !ore di..icult to assess than -ith other re-ards as they
are usually a -ay to !o%e the ca!(aign along< rather than
outright increase the PCsD (o-er le%el.
BUI#7I"G ! C!0P!IG"
9or a /0< a ca!(aign is the ne't big ste( .or-ard once they
ha%e a .e- success.ul ad%entures under their belt< a chance to
stretch the skills and e'(erience (icked u( .ro! running 7uests
and gi%e their (layers a stab at so!ething greater than Cust the
dungeon o. the -eek. So!e ca!(aigns e%ol%e naturally out o.
long=running ga!es > one ad%enture beco!es se%eral< and
be.ore long a (lot has .or!ed bet-een the!< turning a one=o..
into a long=running chronicle. In other cases< the grou( decides
ahead o. ti!e that theyDre co!!itting to a ca!(aign .or the
long run< !aking their (lans accordingly.
,ut as the stakes and challenges rise< the a!ount o. (lanning
and .oresight needed increases in turn. This section atte!(ts to
take so!e o. the sting out o. that (rocess by o..ering concrete
ad%ice on structure and (roble!=sol%ing during ca!(aign (lay.
FINAL FANTASY THE ROLEPLAYING GAME
256
Getting Started
The le%el o. (lanning re7uired !ay see! daunting at .irst< but
can be broken do-n to .i%e si!(le N6DsK -ho< -hat< -here<
-hen< and -hy.
WHO) THE PLAYERS
6ho are the heroesG The beginning stages o. the ca!(aign -ill
in%ol%e 7uiEEing (layers as to -hat characters theyDd like to
bring to the table< then using this in.or!ation to gauge ho-
your grou( -ill -ork as a unit and ad%ise (layers on Job
selection. The ulti!ate goal in doing so is to kee( the .inal
(arty?s co!(osition balanced. 6hile the 99*P/ su((orts a -ide
%ariety o. (ro.essions< there are certain co!binations that Cust
don?t -ork together > three /a!blers and a /eo!ancer< or a
grou( co!(osed entirely o. 0i!ics are al!ost guaranteed to
cause headaches. 9or best results< an 99*P/ (arty should ha%e
characters -ho can .ill o..ensi%e< de.ensi%e< and su((ort roles.
6ho .ills -hich slot should be le.t .or the (layers to decide.
The character conce(ts the!sel%es also need to be care.ully
looked at be.ore they can be a((ro%ed. In (articular< the /0
should ask these 7uestions o. any and all characters sub!itted
to the ca!(aignK
Is the character a((ro(riate to the setting and
ca!(aignG Probably the .irst thing you -ant to check -hen
re%ie-ing background. 6hile originality is all nice and -ell< a
character should .it into the ca!(aign -orld< not be at odds
-ith it. This includes the -orld?s background as -ell as its .eel >
i. you are clea%ing to-ards the P/=13 s(irit o. the original
ga!es< the last thing the (arty needs is a .oul=!outhed sadist
-ith a (enchant .or torturing and killing anybody -ho looks at
hi! the -rong -ay.
Does the character bring so!ething .resh to the castG $
grou( should also try to achie%e a good !i' o. (ersonality and
character ty(es< -ith each !e!ber bringing so!ething
distincti%e to the ense!ble. *unning a session starring si'
brooding antiheroes -ith a grudge against the -orld at large
!ight score (oints .or no%elty< but doesn?t o..er !uch
o((ortunity .or con.lict< character de%elo(!ent< or (lain old=
.ashioned .un. ,y ensuring that PCs aren?t straight=u( clones o.
one another< you o(en the door to !ore interesting
interactions bet-een the!.
Can the character -ork -ith the rest o. the grou(G
,ecause the grou( is e'(ected to -ork together as a tea!< it is
i!(ortant that the characters > and (layers > get along. That
!eans no characters -hose backgrounds utterly clash -ith the
rest o. the grou( > (lacing a straight=edged la- en.orcer in the
!iddle o. a gang o. gentle!an thie%es is Cust asking .or trouble.
This also rules out characters -ho are so antagonistic that they
-ill s(end !ore ti!e .ighting their co!rades than hel(ing the!.
WHAT) THE HOOK
6hat is the (arty .ighting .orG In the 9inal 9antasy uni%erse< an
ad%enturing (arty tends to be an alliance o. con%enience
bet-een -ildly di%erse characters< brought together by accident
and united by a co!!on goal. De.ining that goal early on hel(s
sha(e -here the ca!(aign goes and -hat kind o. ad%entures
the (layers can look .or-ard to. $re they %aliant eco=-arriors
battling a (olluting !ega=cor(orationG 4aliant thie%es striking a
blo- .or Custice against an e%il e!(ireG $ secret rebel
organiEation .ighting to restore libertyG 5oung !ilitary cadets
e!broiled in a brutal con.lictG $ s!all band o. -arriors on a
religious (ilgri!ageG
9ro! a /0 (ers(ecti%e< this ?hook? can de%elo( in a nu!ber
o. -ays. So!eti!es< it arises naturally out o. the !i' o. Jobs
and characters (layers bring to the table. In !ost cases<
ho-e%er< the /0 decides ahead o. ti!e -hat kind o. ga!e she
is interested in running and (asses that in.or!ation on to the
(layers< both as a N(re%ie-D to -het their a((etites and as a
guide to ensure the characters they create -ill .it into the
o%erall conce(t.
WHERE) THE PLACE
6here do the ad%entures take (laceG The o%erall setting .or a
ca!(aign is kno-n as a Nca!(aign -orld<D and in.luences !any
things > the charactersD backgrounds< races< and (ro.essions<
the (lots in%ol%ed< the (olitical and social bonds< the kinds o.
technology (layers are likely to ha%e access toY I. the
ca!(aign -orld is based on an e'isting 9inal 9antasy or other
ga!e< the /0 !erely has to !ake sure that e%erybody in the
grou( has (layed the ga!e in 7uestion. I. the -orld is original<
on the other hand< the /0 has to decide ho- to .a!iliariEe the
(layers -ith it.
De%elo(ing the history< culture< society< religion< and con.licts
o. an entirely .ictitious -orld can be an o%er-hel!ing task< but
e..ecti%ely relaying that in.or!ation can be t-ice as hard. The
(layers in (articular need to be eased in gradually rather than
bludgeoned -ith detail > restrict setting in.or!ation to a short
(aragra(h or t-o at the outset< gi%ing Cust enough !aterial to
attract the (layers? attention. The ga!e su!!aries gi%en in the
Introduction o..er se%eral good !odels .or ho- to a((roach
this< -ea%ing the NhookD in -ith i!(ortant details regarding the
ga!eDs setting and at!os(here.
8nce the (layers ha%e digested this in.or!ation< the ne't ste(
is to (re(are a !ore detailed su!!ary > a NgaEetteerD > gi%ing
a short su!!ary o. the -orldDs history and a rundo-n o. !aCor
nations and (o-ers. $ gaEetteer should run bet-een one and
.our (ages< lea%ing enough s(ace .or details to be de.ined as
the ga!e (rogresses. The !ore N-iggle roo!D the /0 lea%es .or
.uture e'(ansion< the less likely it is that the setting -ill ha%e to
be re-orked as a result o. e%ents in the ca!(aign.
Players can use the gaEetteer to de%elo( their characters< but
!ay need additional hel( during the (rocess. The /0 should
al-ays be at hand to ans-er background 7uestions< e%en i. they
!ay see! tri%ial > V6hat kind o. Cobs -ould a ,lack 0age be
able to ha%eGW V$re Paladins associated -ith any (articular
religionGW V6hich city has the biggest cri!inal undergroundGW
This e'tends to (layers -ho -ish to adCust the N.la%orD o.
s(eci.ic Jobs or *aces to better suit their character conce(ts >
any such changes should be closely !onitored to ensure that
they stay consistent -ith the setting.
FINAL FANTASY THE ROLEPLAYING GAME
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WHEN) THE TIME
6hen do the ad%entures take (laceG 8nce you?%e created a
rough history .or the ca!(aign -orld< itDs ti!e to .igure out
-here the (layers are in relation to it. $re they co!ing out o. a
(eriod o. stri.e and instability and into a tenuous (eace that
could be shattered at any !o!entG Is the -orld in the throes o.
a grand era o. e'(loration and ad%enture -here undisco%ered
continents beckonG +as a !agical catastro(he recently -i(ed
out ci%iliEation< lea%ing the (layers as hard=bitten sur%i%ors in a
ruined -astelandG Settling on a ti!e.ra!e -ill hel( de%elo(
(otential (lots< as -ell as deter!ine issues like technological
a%ailability.
WHY) THE COMMON BONDS
6hy are the characters togetherG In a one=o.. ad%enture< things
like background and relationshi(s are an o(tional e'tra. In a
ca!(aign< they?re a near necessity. /i%en the %ast dis(arity in
!oti%ations characters can bring to the table< it is i!(ortant
that each (layer be able to co!e u( .or a reason as to -hy their
PC bothers to stick -ith the (arty once theyD%e Coined u(.
Though not e%eryone is e7ually in%ested in the (arty?s goals<
the heroes should -ork together .or logical reasons< not (lot
contri%ance.
0oreo%er< e%en i. the (arty .ights .or a co!!on cause< their
reasons .or buying into it can di..er -ildly< and !ay lead to
con.lict. +o- does the young noble!an -hose .a!ily -as killed
by the &!(ire .eel about Coining .orces -ith a !ercenary
(re%iously in I!(erial (ayG 8ne PC !ay ha%e kno-n or -orked
-ith another years (rior< others !ay be in lo%e -ith or bear a
grudge against one o. their co!rades > let the (layers thro-
out their o-n ideas and suggestions and run -ith -hat -orks.
$s -ith all things< !oderation is the key here. 2ot e%ery PC
needs to be connected to another (layerDs character< though a
good degree o. interconnection lea%es the door o(en .or !any
di..erent kinds o. role(laying.
$t this (oint< (layers can also discuss using the Traits listed
in $((endi' I4. In *odger?s grou(< 0intDs (layer !ay ha%e
decided that the chir(y Dancer is in .act a dedicated > i.
thoroughly inco!(etent > I!(erial s(y tasked -ith kee(ing tabs
on her co!(anionsD acti%ities@ i. so< *odger can use this
(articular tidbit o. background to -ea%e at least one ad%enture<
i. not an entire sub=(lot.
OTHER CONSIDERATIONS
During the character creation (rocess< so!e (layers !ay ha%e
s(ecial re7uire!ents or re7uests > you !ay .ind yoursel.
dealing -ith PCs built using o(tional rules< s(ecialiEed in
uno..icial Jobs< or e7ui((ed -ith Skills o. the (layer?s o-n
de%ising. $s a /0< it is i!(ortant to resist the te!(tation to
gloss o%er these issues. Double=checking !aterial like this .or
balance ahead o. ti!e > and being able to say NnoD to anything
grossly unbalanced > can sa%e a great deal o. trouble .urther
do-n the line.
Telling the Story
6ith the basics in (lace< the ne't ste( is to look at the story the
ca!(aign tells. Aike all narrati%es< the success o. a ca!(aign on
a storytelling le%el de(ends on (lanning< structure< .oresight<
and kno-ing -hat to do -ith the (artici(ants. In so!e res(ects<
de%elo(ing a ca!(aign is no di..erent than -riting a no%el@ in
others< itDs a i!(ro%isational .ree=.or=all being tugged in hal. a
doEen directions at once. ;no-ing -hich techni7ues to a((ly to
each situation can -ell !ake the di..erence bet-een success
and .ailure.
PLOT AND METAPLOT
0ost ad%entures ha%e their o-n (lot and .ollo- a rough
narrati%e arc .ro! the ti!e the (layers are gi%en their obCecti%e
to the .inal battle or challenge se(arating the! .ro! success.
6hat !akes a ca!(aign di..erent .ro! a disconnected series o.
ad%entures is the .act that another< larger (lot can be laid on
to( o. these indi%idual ?stories? to create a !uch grander
e'(erience. This second (lot is best described a !eta(lot > a
story !ore s-ee(ing than the su! o. its (arts. The ty(ical 9inal
9antasy ga!e is a (er.ect e'a!(le o. this< .illed -ith side
7uests< di%ersions< and indi%idual (lot threads that achie%e
coherence through the ?big? storyline that o%ershado-s and
dri%es the (layer?s actions.
Creating a !eta(lot in a tableto( setting re7uires the /0 to
create an ulti!ate outco!e to the PCsD ad%entures and then
decide ho- the (layers -ill get there. The de.eat o. an e%il
e!(ire !ight be achie%ed by leading the (arty along the (ath to
destroy the e!(ireDs (o-er base one city at a ti!e@ the
re%ealing o. an e'tra=di!ensional !enace su!!oned by a
craEed Sage by getting the (layers in%ol%ed in the SageDs
search .or an ancient gri!oire@ the disco%ery o. a re%olutionary
ancient energy source ca(able o. dri%ing the -orld into the ne't
stage o. technological de%elo(!ent by ha%ing the grou( battle
ri%al .orces .or control o. a thousand=year=old city at the edge
o. the -orld.
The e%ents that -ill e%entually result in the cli!a' are then
s(aced out o%er the course o. the ca!(aign< allo-ing .or a
satis.ying conclusion -hile gi%ing the /0 an o((ortunity to
e'(and on the s!aller details > ho- did the e!(ire !anage to
con7uer the -orldG 6ho is the Sage< and -hat dro%e hi! !adG
6here are the ruins located< and -hat is needed to .ind the
locationG
The i!(ortant thing to re!e!ber is to a%oid hitting the
(layers -ith too !uch too soon. 0eta(lots are de%elo(ed o%er
ti!e< and !ay not enter (lay until relati%ely late in the ga!e<
allo-ing the le%el o. !enace to scale -ith the (layers. $t Ae%el
1< they -ill be .ighting on a local le%el< (rotecting s!all %illages
.ro! e%il .orces and battling against rank=and=.ile soldiers and
-eak !onsters@ at Ae%el )1< they deter!ine the .ate o. entire
nations< i. not the -orld itsel..
$lso< -hile the !eta=(lot deter!ines the ga!eDs ending and
key sections o. the narrati%e< it doesnDt ha%e to a..ect e%ery
as(ect o. the ga!e. I. the (artyDs ulti!ate destiny is to battle
Dark Aord and his !inion< the Shado- ;night< there -ill still be
ti!es during the ca!(aign -hen the (layers dabble in s!all=
FINAL FANTASY THE ROLEPLAYING GAME
258
to-n (olitics< rescue a sickly grand!otherDs cat .ro! Death
Ca%e< shore u( a .lagging !erchant co!(any< or beco!e
in%ol%ed in an underground Chocobo racing syndicate. I.
anything< this %ariety is key to !aking the !eta=(lot -ork@
other-ise< ha%ing to deal -ith the Dark Aord and his hench!an
in to-n a.ter to-n 7uickly gets tireso!e.
$d%entures can also be interconnected -ithout being related
to the !eta(lot. The s!aller (lot NthreadsD created by
interlinked ad%entures can be re.erred to as arc (lots. 9or
instance< the cat rescue !ay cli!a' in the re%elation that
/rannyDs little kitty is actually a .erocious .eline de!on
su!!oned by a !ysterious sorcerer@ the Chocobo racing
syndicate could be run by a larger cri!inal organiEation that
the (layers e%entually !ust e'(ose and bring crashing do-n. In
both cases< the ?conclusion? lea%es (lenty o. roo! .or .urther
e'(loration and action. I. necessary< you can e%en use the end
o. the arc (lot to (ush (layers back into the !ain !eta(lot > in
the abo%e e'a!(le< the cat de!on?s !aster could easily turn
out to be a sorcerer in the Dark Aord?s e!(loy.
STOCK PLOTS
Console *P/s > and 9inal 9antasy ga!es in (articular > tend
to stick to a .e- tried=and=true (lots in their narrati%es< !i'ing
and !atching ele!ents as needed. /0s can bene.it .ro! this by
using the genre?s cliches and con%entions as a starting (oint
.or their o-n stories. ,elo- are a nu!ber o. ?stock (lots? used
by 9inal 9antasy titles in the (ast > use the ones that strike
your .ancy< and your !eta(lot is one ste( closer to being done.
The 0egalo!aniac. $ll things told< the -orld -as doing -ell
until no- > things -ere stable< relations bet-een (o-ers -ere
cordial. Then a ne- .igure rose to (ro!inence< bringing along
!inions< resources< and a desire to to((le the status 7uo.
Perha(s they ha%e their o-n agenda@ (erha(s they are nothing
!ore than (a-ns in so!ebody elseDs (lan.
The 0ystery. Strange things are ha((ening. 2atural order
see!s out o. balance. So!ething > or so!eone > is seeking to
change the -orld< and it !ay not be .or the better. :nless the
-arnings are heeded and the !ystery is unra%eled in ti!e< the
conse7uences could be dire indeed.
The *esistance. &%il has already -on< and holds the -orld in
its s-ay. 0ost ha%e already acce(ted subCugation< sa%e .or the
.e- and (roud -ho re.use to buckle under and -ill .ight to end
the tyranny at any (rice. Can Custice (re%ail -hen e%ery odd
.a%ors the ene!yG
The 6ar Story. Con.licts bet-een nations !ake .or strange
bed.ello-s > and des(eration .or dalliances -ith (o-ers and
-ea(ons best not tri.led -ith. +o- .ar -ill a leader go to -in a
-arG +o- !uch are they -illing to sacri.ice to get their -ayG
$nd on -hat side -ill the (layers stand on -hen the .irst shots
are .iredG
The $ncient &%il. In a distant land< so!ething ancient
slu!bers. I. a-akened< it could %ery -ell tear the -orld a(art >
and no- there are .orces seeking its re%i%al at any cost. Can
they be sto((ed be.ore disaster strikesG
The Cons(iracy. +o- do you .ight an ene!y you ne%er seeG In
a -orld in tur!oil< deceit lurks around e%ery corner and .e-
things are as they see!. $t the center o. it all lies a cons(iracy
o. incredible siEe< controlling the ebb and .lo- o. e%ents and
trying its best to !ake sure nobody e%er (uts together enough
(ieces to learn the truth > -hate%er it !ay be.
The Perils o. Science. The !arch o. scienti.ic (rogress has
brought !any -onder.ul things to the -orld< but there?s a dark
side as -ellK deadly -ea(ons< strange e'(eri!ents< (er%ersions
o. li.e and nature itsel.. 6hen bad science gets out o. the lab<
-ho -ill ha%e the strength to (ut a sto( to itG
IN MEDIA RES
2o- -e are ready to look at the ?o(ening scene? > that .irst
session -here your (layers enter the -orld and begin their
ad%enture. &%er since 9inal 9antasy II o(ened -ith a
des(erate battle< !ost 9inal 9antasy ga!es ha%e started in the
thick o. the action > good e'a!(les o. this include the raid on
0ysidia in 9inal 9antasy I4< $4$A$2C+&?s atte!(t to sabotage
the Sector 1 *eactor in 9inal 9antasy 4II < the kidna((ing
(lanning session in 9inal 9antasy IJ < SinDs attack on
Banarkand in 9inal 9antasy J< and the in.iltration o. 2albina
9ortress in 9inal 9antasy JII . In storytelling ter!s< this
narrati%e de%ice is called in !edia res > ?into the !iddle o.
things.?
,eginning the ca!(aign on a dra!atic< s(lashy note like this
is a good -ay to get the (layersD attention > and al!ost
instantly cuts through the tedious se7uence o. Vso you all !eet
in a barYW=style introductions usually needed to get
characters u( to s(eed -ith each other. The big ad%antage o.
setting u( character relationshi(s and co!!on causes during
the ca!(aign creation (hase is that there is no need to s(end
ti!e e'(laining these -hen the ga!e kicks o.. in (ro(er > the
characters already kno- -here they stand in relation to each
other and -hy they .ight together. 6ith this burden re!o%ed< all
thatDs le.t .or the /0 to do is co!e u( -ith a big< s(ectacular
action scene or battle to kick things o... I. the (layers -ant to
s(end ti!e getting to kno- each other< they can do it a.ter the
rubble has settled.
BRINGING THE PLAYERS TOGETHER
8nly under the rarest o. circu!stances does a 9inal 9antasy
ga!e begin -ith e%ery character already in the (arty. In !ost
cases< the (arty is asse!bled gradually o%er the course o. !any
hours and e%ents as the (rotagonists slo-ly dri.t together
through a co!bination o. .ate and (ur(ose. This de%ice gi%es
/0s a .air bit o. lee-ay in enlarging the (arty as needed<
allo-ing the! to start -ith as .e- as one or t-o (layers and
gradually building u( to a .ull grou( o. si' or eight. The
challenge lies in !aking sure that ne- additions are ke(t u( to
s(eed on ca!(aign e%ents (rior to entering the ga!e and that
their entrances are handled -ith a !odicu! o. grace.
Ideally< ne- arri%als should be (lanned .or at least one
session in ad%ance. This allo-s the session (rior to ne-
character?s debut to acco!!odate an ending that sets u( the
characterDs arri%al. In the ne't session< the (layer then o..icially
Coins the grou(< and the ad%enture !o%es on -ithout a break
in the action.
FINAL FANTASY THE ROLEPLAYING GAME
251
THE CATALYST
6ith your ca!(aign (lot established and the (arty asse!bled
and in the ga!e< so!ething > an e%ent< an ite!< a character >
!ust dra- your (layers into that !eta(lot. This so!ething is
the catalyst. $s long as it is strong enough to hook the (layers<
it isn?t necessary .or the catalyst to be directly related to the
!eta(lot@ the ga!es the!sel%es ha%e taken both routes o%er
the years< to %arying e..ect. So!e e'a!(les o. catalysts -ith a
direct bearing on the (lot include the !eteorite strikes in 9inal
9antasy 4< Sin?s attack in 9inal 9antasy J< or the kidna((ing
in 9inal 9antasy IJ > each o. these introduces characters and
e%ents that re!ain rele%ant later in the ga!e. ,y contrast< the
catalyst o. the original 9inal 9antasy > the kidna((ing o.
Princess Sara > is !erely an e'cuse to bring the (layers into
contact -ith the .allen knight /arland. 8nce the (layers ha%e
con.ronted /arland and .ree the (rincess< she disa((ears .ro!
the story. In narrati%e ter!s< her kidna((ing is -hat the great
director $l.red +itchcock called a ?0ac/u..in? > the actual e%ent
is irrele%ant to the (lot< as its !ain i!(ortance lies in
introducing the (layer to the ga!e?s antagonist and
o%erarching threat to the -orld.
6hen (lanning a ca!(aign< the catalyst should be an integral
(art o. the (rocess. $sk yoursel.K 6hat .or! -ill the catalyst
takeG $t -hat (oint do you introduce itG +o- -ill the (layers be
e'(osed to itG Is it strong enough .or the (layers res(ond to itG
It?s the last (oint that?s the arguably the !ost i!(ortant > the
last thing you -ant is your grou( -altEing (ast the catalyst and
ignoring the (lot you?%e s(ent -eeks de%elo(ing.
The best -ay to !ake the catalyst -ork is to entice the
(layers -ith so!ething that -ill directly interest or bene.it the!.
Tangible re-ards are the easiest -ay to get attention > the
classic e'a!(le in .antasy role=(laying ga!es is the bartender
-ho accosts the (arty< telling the! that he kno-s o. a (lace
-here hidden treasure can be .ound. The second=easiest is the
?background hook<? -here the catalyst is based directly on a
character?s background > say< a .a!ily !e!ber begging .or
hel( or an old ne!esis eager to e%en the score. In this case< the
(arty > or (layer > .ollo-s because they ha%e a chance to take
center stage in the e%ents that .ollo-. 8. course< there are other
(ossibilities< and kno-ing -hat !oti%ates your (layers -ill take
a lot o. the guess-ork out o. this ste(.
SKINNING AN ONION
$n i!(ortant (art o. !aking a !eta(lot -ork is .iguring out ho-
e'actly to deli%er it to the (layers. +o- !uch should they kno-
about the o%erarching (lot .ro! the outsetG +o- !uch -ill they
stu!ble u(on as ti!e (assesG 0any 9inal 9antasy ga!es
de%ote their (lots to the gradual unra%eling o. !ysteries as the
characters .ind out ho- the -orld really -orks > and -ho (ulls
the strings. 9or this reason< a lot o. -eight hinges on that initial
Nre%ealD -hen the characters realiEe theyDre (art o. so!ething
bigger than they e%er could ha%e drea!ed o.. $s characters
(rogress .ro! Ae%el to Ae%el< their kno-ledge and
understanding increases@ they beco!e (ri%y to dark (lots and
hidden secrets< and !ay .ind things they once held true are .ar
.ro! it.
9or the sake o. con%enience< itDs easiest to en%ision the
%arious Nre%ealsD as (eeling back the layers o. the onion until
you reach the center > at this (oint< the PCs kno- the -hole
truth and are ready to act on it. 5ou can use this analogy to
de%elo( your re%eals by assigning one !aCor re%elation to each
layer o. NskinD@ once one layer is re!o%ed< the ne't co!es to
light.
In the (lay e'a!(les gi%en throughout the book< *odgerDs
grou( is .ighting to accu!ulate the !aterials to re(air the
airshi( &'celsior to allo- it to be used against the %ile
Deathsight. $t this (oint< they ha%e already been del%ing into
the !eta(lot .or so!e ti!e< and ha%e (eeled back se%eral layers
in the (rocess. The .irst ?layer? o. the !eta(lot sees the (layers
reaching the 6ind ;ingdo! o. Cassia< only to disco%er that
there are double agents sche!ing to under!ine the !onarchy.
The second ?layer? occurs once the (layers .ind that the ;ing?s
senior!ost Dragoon< assigned to assist the (layers -ith their
in%estigation< is actually the (lot?s ringleader.
The third layer re%eals that he hi!sel. is taking his orders
.ro! another > a shado-y .igure see!ingly bent on sub%erting
the -orld?s nations by re(lacing their nobility -ith (u((ets
under his control. The .ourth layer re%eals the !aster!ind?s
identity as Deathsight< and lays out his (lan to the (layers >
using relics di%ided bet-een the !e!bers o. the -orld?s noble
.a!ilies< he intends to re%i%e the 8!ega Series< t-el%e (o-er.ul
ancient !echanoids. In ti!e< the grou( -ill reach the ?core<?
disco%ering Deathsight?s ulti!ate intentions .or the 8!ega
Series. :ntil then< ho-e%er< !any !ore ad%entures re!ain...
CONTINUITY
Continuity > the idea that changes in one session carry o%er
into the ne't< a..ecting e%erything else do-n the line > is crucial
in di..erentiating a ca!(aign .ro! a si!(le series o. one=o..
ad%entures. ,ut continuity !eans !ore than Cust !aking sure
the *ed ;ee( stays destroyed a.ter the (arty nearly !et their
deaths shutting do-n that +ell.ire *eactor. It also !eans
re%isiting characters< locations< and (lot threads on a
consistent basis< es(ecially i. they are i!(ortant to the (arty.
6hile !ost ca!(aigns go through a steady su((ly o. one=o..
2PCs< key allies and ene!ies shouldnDt Cust (o( u( .or one
session and then disa((ear inde.initely. Si!ilarly< any i!(ortant
(lot issues raised in one session should continue to be
de%elo(ed and addressed until they are resol%ed.
*unning a (lot=intensi%e ca!(aign also !eans kee(ing your
.acts straight. The best -ay to do this is to get into the habit o.
kee(ing a running track o. location and character na!es< o.
e%ents and key setting details. &'(ecting your (layers to take
the story and -orld seriously !eans (utting the sa!e e..ort into
it that you -ould e'(ect .ro! the rest o. the grou(.
CHARACTER MOMENTS
0ost tableto( role(laying ga!es treat the grou( as a single
entity. 9inal 9antasy ga!es< ho-e%er< .re7uently (ull the .ocus
onto a single character .or (ortions o. the narrati%e< shi.ting the
s(otlight .ro! the grou( to the indi%idual. These Ncharacter
!o!entsD are an integral (art o. the 9inal 9antasy e'(erience<
FINAL FANTASY THE ROLEPLAYING GAME
262
and o..er /0s a -ay o. bringing characters and story closer
together -ithout shutting any one (layer out.
$ character !o!ent is essentially a re%ol%ing li!elight that
!o%es .ro! character to character o%er the course o. se%eral
sessions. Character !o!ents -ill tend to take u( (art o. or the
bulk o. a session< and take the .or! o. e%ents< (lot t-ists< and
side=7uests directly in%ol%ing one or t-o related characters.
8((onents< locations< and co!(lications .or these should be
dra-n directly .ro! the characterDs background or Traits< and
o..er their (layer a chance to .le' their role(laying !uscle and
.urther de.ine -ho they are (laying.
The !ain trick to (ulling this o.. is to restrict character
!o!ents to a single session at !ost be.ore !o%ing on to the
ne't (erson< ensuring e%ery character has his or her o-n day in
the sun. 9ocus too !uch on a single (layer?s e'(loits and you
alienate the rest o. the grou(< no !atter ho- .ascinating their
character?s backstory !ay be. 8n the other hand< ha%ing the
s(otlight rotate on a regular basis can create (ositi%e
antici(ation as (layers kno- that it?s only a !atter o. ti!e
be.ore they get a chance to ste( in that li!elight again.
GOOD ROLEPLAYING
$n entertaining and re-arding ca!(aign re7uires good
(er.or!ances .ro! the (layers to -ork. This !ay be easier i.
the /0 takes an acti%e interest in re-arding good role(laying in
the grou(. 6hile each /0 -ill ha%e their o-n ideas o. -hat
!akes a (er.or!ance NgoodD enough to !erit a re-ard< it is
(ossible to establish so!e basic criteria by -hich to Cudge your
(layersD (er.or!ances. 9actors to consider includeK
CharacteriEation CharacteriEation begins -ith establishing
an actual characterK a thought=out backstory and rounded
(ersonality< su((orted by an a((ro(riate choice o. $d%antages<
Disad%antages< Skills< and Traits. It should be noted that a
character doesn?t necessarily ha%e to be dee(ly .la-ed or
riddled -ith (sychological trau!a to be interesting. &%en stock
characters can be distinguished by s!all< subtle 7uirks > an
irrational .ear o. insects< a collection o. old -ar inCuries< or an
encyclo(edic kno-ledge o. ancient languages.
The true challenge lies in bringing these ideas to li.e in a
con%incing !anner. In !any -ays< 7uality role(laying is nothing
so !uch as the (rocess o. turning that conce(t .ro! NtellingD
into Nsho-ing.? The easiest -ay to assess a (layerDs
(er.or!ance is to co!(are -hatDs on the character sheet to
ho- that character acts during the course o. each session. $
sel.=described gallant knight in ar!or -hose only de%otion is to
the code o. chi%alry shouldnDt be indulging in (etty the.t or
bullying bla!eless (easants into surrendering in.or!ation.
-hile educated scholars -ith a Aanguage\ rating in the high
"0s -ould be e'(ected to talk > and act > the (art.
$ /0 should also be !ind.ul o. e'cessi%e !etaga!ing.
N,reaking characterD is not Cust li!ited to (ersonality and
background< but also a((lies to using out=o.=ga!e kno-ledge
and re(eated %iolations o. the .ourth -all.
Character de%elo(!ent. $t the sa!e ti!e< no character
should re!ain co!(letely static. $ttitudes and (ersonalities that
change con%incingly o%er ti!e are as !uch (art o. the
role(laying e'(erience as establishing the! in the .irst (lace. $
Thie. -ho robbed rich and (oor -ithout 7ual!s !ay realiEe
thereDs !ore to li.e than Cust lining your o-n (ockets. $ once=
(roud Paladin !ay .ind his de%otion -a%ering< gradually
beco!ing consu!ed by sel.=doubt. The taciturn 9ighter -hose
heart closed o.. the day his lo%er died !ay yet let do-n his
barriers again. The (ossibilities are nigh=on endless.
Interaction -ith other characters. 2o grou( e'ists in a
%acuu!@ (art o. the role(laying e'(erience !eans characters
interacting -ith one another< building u( strong relationshi(s
-ith both PCs and 2PCs > ro!ances< .riendshi(s< .euds< and
e%erything in bet-een. Take note o. -here (layers -ork acti%ely
to create che!istry bet-een characters@ this goes doubly .or
ro!antic relationshi(s< -hich re7uire a great deal o. courage
and co!!it!ent .ro! all (arties in%ol%ed. Players -illing to take
the (lunge and act these out in=ga!e should de.initely be
eligible .or /0 recognition.
0e!orable lines. 6here -ould the 9inal 9antasy ga!es be
-ithout their dialogueG Se%eral o. the seriesD !ore !e!orable
bon !ots are s(rinkled throughout this rulebook< but there are
!any others< ranging .ro! the outright banal to the strangely
(ro.ound. 6ith this in !ind< re-ard those (layers -hose
characters can crack ins(ired one=liners or deli%er !e!orable
s(eeches o.. the cu.. to encourage others to do the sa!e.
7eath and Sa2rifi2e
$s a narrati%e ele!ent< death can be great > a.ter all< nothing
underlines the threat a %illain (oses 7uite like an entire %illage
-i(ed o.. the !a( in a single !agical cataclys!. ,ut -hen
death strikes the (arty< the .un 7uickly e%a(orates.
In 9inal 9antasy ga!es< (rotagonists tend to be al!ost
in%incible< underlined by the .act that only t-o !ain characters
ha%e died o%er the course o. the .irst t-el%e ga!es. 9ro! a
storytelling (ers(ecti%e< this !akes good sense > a.ter all< itDs
hard to kee( a coherent narrati%e going i. your heroes die an
hour into the (lot. ,ut /0s cannot control e%erything their
(layers do< and -hen the rolls go bad or your 9ighter suddenly
gets it into his head to charge the I!(erial $r!y single=
handedly< you !ay .ind yoursel. -ith a casualty on your hands.
9ortunately< there are se%eral -ays .or you to -ork -ith this.
FUDGE THE DEATH
$s /0< you ha%e the (o-er to (re%ent any death that !ight
disru(t your stories > other-ise !urderous rolls can be
ignored< bad Cudg!ent countered< certain=death e'(eriences
can beco!e near=.atal ones instead. In ga!ing ter!s< this is
kno-n as .udging. 9udging can be a good -ay to (re%ent
?chea(? deaths< but carries its o-n risks@ use it too o.ten< and
you end u( taking the sting out o. dangerous situations<
es(ecially i. (layers beco!e a-are that you?re going out o. your
-ay to (re%ent .atalities. 8nce they realiEe that they?re -orking
-ith a /0=i!(osed ?sa.ety net<? they !ay take your challenges
less seriously > or deliberately take ludicrous risks to see ho-
.ar you?ll go to sa%e their hides.
FINAL FANTASY THE ROLEPLAYING GAME
261
REPLACING CHARACTERS
,ecause there are e'tensi%e rules .or generating e'(erienced
PCs in Cha(ter #< co!ing u( -ith an e7ui%alently (o-er.ul
re(lace!ent .or a .allen hero isnDt i!(ossible< though it !ay be
necessary to t-eak /il< $rti.acts< and Aegendary e7ui(!ent to
bring hi! or her u( to an e7ual .ooting -ith the rest o. the
(arty.
The bigger (roble! is -hat to do the -eb o. relationshi(s and
contacts the characterDs (redecessor brought to the table<
es(ecially i. they -ere hea%ily in%ol%ed -ith the !eta(lot. The
chea( and easy -ay out is to connect the characterDs
re(lace!ent to the original PC in so!e -ay. Perha(s sheDs a
.a!ily !e!ber out to a%enge the death o. her sibling or .ather@
(erha(s sheDs a .or!er arch=ne!esis -ho .eels robbed by the
.act that she -asnDt the one to kill hi!< and has decided to Coin
the PCs to !ake his killer (ay .or that slight. &ither -ay< this
leads to a situation -here !any o. the (lot threads and
contacts can be (icked u( -ith only !ini!al adCust!ent.
The alternati%e is to si!(ly ride -ith it and let those
relationshi(s be se%ered. ,eyond lending the ca!(aign a bit o.
dra!atic (unch< a death in the (arty also o(ens the door .or
e'tensi%e character de%elo(!ent as the sur%i%ors co(e and
!o%e on. 0oreo%er< death doesn?t need to be the end .or a
character > in a 9inal 9antasy ga!e< it?s not unheard o. .or the
s(irit o. a .allen hero to (o( u( at (i%otal !o!ents to
encourage .or!er co!rades or o..er -ords o. -isdo!.
SACRIFICE
6hile !ost PC deaths are un(lanned< (layers !ay occasionally
-ant to sacri.ice their characters .or the good o. the (arty. This
sort o. dra!atic herois! is in the best traditions o. 9inal
9antasy herois!< and should be re-arded in kind. 9or the
duration o. their .inal Scene or battle< ?sacri.ices? enCoy in.inite
+it and 0agic Points< and ignore any detri!ental Status
Conditions that -ould nor!ally a..ect the!. 8nce that ti!e
(eriod is o%er< ho-e%er< they are dead. This death is .inal< and
!ay not be re%ersed through the use o. S(ells< Ite!s or ;ey
Points.
In rarer cases< characters !ay also sacri.ice their li%es in an
atte!(t to return another character to li.e. It should be noted
that Nacting as a substituteD has a signi.icant ground in
Ja(anese .olklore< but rarely has any success in 9inal 9antasy
ga!es. 6hether such atte!(ts succeed or not is ulti!ately u(
to the /0.
Cam8aigning Pitfalls
&%ery /0 can !ake !istakes< but so!e can easily kill a
ca!(aign o.. in a !atter o. sessions i. not re!edied. This
section e'a!ines so!e o. the !ost co!!on (roble!s and
errors associated -ith ca!(aign (lay< and ho- to circu!%ent
the!.
PET CHARACTERS
TheyDre stylish. TheyDre skilled. TheyDre charis!atic. They lea%e
ene!ies broken at their .eet and ad!irers standing in line
e%ery-here they go. TheyDre the toast o. royalty and the
scourge o. e%il. $nd theyDre not the (layers.
$ N(et characterD can be de.ined as any ally that steals the
s(otlight .ro! the (arty< taking center stage in role(laying<
co!bat< or storyline. Ae.t unchecked< they turn the (layers into
glori.ied cats(a-s< good only .or holding the (etDs coat .or hi!
-hile he goes bare=knuckle bo'ing -ith Dark Aord or laughing
obligingly at his -itty hu!or. This is outright (oison to a
ca!(aign< and -ill turn your grou( against you in record ti!e.
This doesn?t !ean that the (layers can?t ha%e (o-er.ul allies
> indeed< the narrati%e !ay de!and it in (laces > but they
should be there to su((ort the (arty< not %ice %ersa. $%oid
!aking the! a crucial (art o. the (lot and li!it their
a((earances@ i. the (layers need the aid o. an all=(o-er.ul 2PC
to o%erco!e the !onsters and challenges thro-n at the! on a
regular basis< you !ay need to rethink your challenge le%el< not
ste( u( the le%el o. su((ort you gi%e the!.
RAILROADING
N*ailroadingD occurs -hen the (arty?s o(tions are deliberately
restricted by the /0< usually to ensure that the (lot (roceeds
as the /0 has (lanned it. +o- this is -orks %aries .ro! one
ga!e to another< but it ulti!ately boils do-n to the /0 striking
do-n alternate (aths -ith an elaborate %ariation o. V5ou canDt
do that.W The second the (lot de!ands that the (arty e'(lore
the nearby ca%e< the !ain bridge out o. to-n suddenly
colla(ses< the road-ays are (o(ulated by high=Ae%el 2otorious
0onsters< and the to-ns.olk canDt sto( talking about the 0$*S+
C$4& to the 28*T+. The result is a ga!e on rails > all the
(layers can do .ollo- the (ath the /0 has set out .or the!.
This is .ine in !oderation > a.ter all< 9inal 9antasy ga!es
are (icturebook e'a!(les o. railroading > but can .rustrate
(layers i. it beco!es too .re7uent or ob%ious. 9or this reason< it
is i!(ortant to kee( your o(tions o(en@ instead o. de%elo(ing
rigid story structure< use the N-eb o. e%entsD !odel set out
earlier in the cha(ter to lay out (otential ca!(aign (aths and
be (re(ared to i!(ro%ise i. needed.
CHALLENGE FACTOR
ThereDs a .ine line bet-een kee(ing the (layers on their toes
and destroying the (arty so co!(rehensi%ely that their toes are
about all thatDs le.t a.ter the dust settles. ;ee( current co(ies o.
your (layersD character sheets -hen designing encounters so
you ha%e a reasonable idea o. -hat challenges are suitable .or
their o%erall ability le%el< and (ay attention ho- the grou( deals
-ith the obstacles you (ut in their -ay. I. you notice that they
are ha%ing !ore (roble!s than e'(ected on a regular basis<
donDt dis!iss it as bad (laying and (lo- .or-ard > adCust the
di..iculty do-n to co!(ensate and gi%e the! a chance to get
their bearings. $nd i. the -orst should co!e to (ass and the
entire (arty is -i(ed out as a result o. a badly=designed
encounter< a(ologiEe and re-rite the .ight so the (layers ha%e a
.air shake > other-ise< you !ay be looking .or a ne- grou( the
-eek a.ter.
$t the sa!e ti!e< it?s (er.ectly (ossible to be too generous
-ith the di..iculty le%el< sho-ering the (arty -ith high=le%el
e7ui(!ent .or de.eating crea!(u.. !onsters that cru!(le a.ter
FINAL FANTASY THE ROLEPLAYING GAME
262
Cust t-o hits. Though so!e !ay enCoy this kind o. ca!(aign< in
general it?s !ore satis.ying .or all in%ol%ed i. they ha%e to s-eat
a little to gain so!ething in=ga!e. *e!e!berK di..iculty
adCust!ents go both -ays. There?s no sha!e in 7uietly raising
a !onster?s +P i. it?s dying .aster than e'(ected< or adding ne-
challenges i. e'isting ones don?t see! to be ta'ing your grou(.
MARGINALISING PLAYERS
Players select $bilities< Skills< Traits< and s(ecial e7ui(!ent
because they belie%e they -ill get a chance to use the!. $s a
result< the easiest -ay to .rustrate your (layers is to either
ignore their characters? ca(abilities or shut the! do-n entirely.
I. the (arty has in%ested hea%ily in Social Skills< the last thing
you -ant to do is kee( the! on the road or cra-ling through
!onster=in.ested dungeons .or the bulk o. the ca!(aign. I. your
(arty?s resident ,lack 0age signed on -ith the e'(ectation o.
thro-ing so!e lightning bolts around< don?t ha%e !onsters sla(
Silence on hi! at the start o. e%ery battle. I. the grou( is
ca(able o. using a lot o. Status Conditions< try to a%oid gi%ing
their o((onent blanket i!!unity to e%erything the grou( can
thro- at the!. 5our (layers -ant to use their toys > let the!. I.
things get too out o. hand< there are still (lenty o. -ays you can
cut the! do-n to siEe.
LOSING PLAYERS
&%en the best=run ca!(aigns su..er .ro! attrition. Scheduling
con.licts< loss o. interest< (ersonal (roble!s< or !o%es can all
-hittle do-n your (layer nu!bers. 8%erlooking the need to .ind
re(lace!ents< the de(arture o. any (layer lea%es you -ith a
hole in your cast< story=-ise > and three -ays to deal -ith it.
I. the (layer !ay co!e back at a later date< contri%e a reason
.or the (layerDs character to te!(orarily lea%e the (arty.
Perha(s their kingdo! is in trouble< or theyD%e been called back
by their old gang .or one last heist > -hate%er the situation !ay
be< this a((roach lea%es the door o(en .or an e%entual
co!eback. I. the (layer decides to return to the grou(< you can
arrange .or a sur(rise rea((earance during the ne't session@ i.
not< the character has already been relegated to the
background< !aking their (er!anent de(arture less Carring.
I. the (layer is gone .or good< one o(tion is to bring in
so!eone else to take o%er the character< or turn said character
into an 2PC. This kind o. ?recasting? should only be done -ith
the original (layerDs consent< and !ay yield !i'ed results > .or
better or -orse< characters are al!ost inse(arable .ro! the
(erson (laying hi! or her.
I. the (layer is gone and ha%ing the character continue under
so!ebody else?s direction isn?t .easible< the .inal o(tion is to
si!(ly kill the! o.. in a s(ectacular .ashion. This can o..er you
so!e nice dra!atic (ossibilities< but should be reser%ed .or
(layers -ho de.initely arenDt returning > the last thing the
grou( needs is .or said (layer to sho- u( out o. the blue a .e-
-eeks do-n the line< de!anding to kno- -hat ha((ened to his
PC.
CRE!TI"G "EW R!CES
6hile Cha(ter 3 tries to o..er a di%erse selection o. races .or
(layers to choose .ro!< /0s !ay .ind the!sel%es in a (osition
-here the NstockD races donDt !eet their ca!(aign?s needs<
es(ecially i. the ca!(aign -orld s(orts an unusual setting or
background.
In situations like these< there are t-o (ossible o(tions. The
.irst is to Nre.la%orD an e'isting race by changing the na!e and
(articulars but retaining the *acial 0a'i!u!s. $s the 99*P/
races are intended to co%er a broad range o. strength< s(eed<
durability< and !agical a(titude< chances are one o. the! -ill .it
your needs.
The second< but !ore in%ol%ed< alternati%e is to create a ne-
race .ro! scratch using the e'isting lineu( as a !odel .or your
o-n ideas and conce(ts. ,e.ore beginning the (rocess<
ho-e%er< consider the .ollo-ing 7uestionsK
Does the race .ill a nicheG &%ery race should ha%e a (lace
in the ca!(aignDs uni%erse as -ell as a clearly=de.ined role
-ithin the syste!. +u!ans are great e%ery!en< /alka !ake
su(erb -arriors but !ediocre !ages< and Tarutaru are
!agically un(aralleled but (hysically hel(less. Think about
-here your race it .its into this s(ectru! > is it strong and .ast<
but (hysically .ragileG Does it co!bine durability and !agical
(o-er at the e'(ense o. (hysical da!ageG
Is the niche not .illed by an e'isting raceG 8nce you?%e
.igured out the race?s niche< see -here it stands in relation to
the e'isting races. I. that niche o%erla(s -ith one or !ore o. the
races described in Cha(ter 3< it !ay be easier and !ore
sensible to si!(ly re.la%or the races in 7uestion.
Is the conce(t distincti%e enough to -arrant a race o.
its o-nG Sub=races are a co!!on (heno!enon in classic
.antasy< and e%en seen in later 9inal 9antasy ga!es. The
re(tilian ,angaa -ith their .our sub=grou(s are an e'cellent
e'a!(le o. this (heno!enon. ,ut is it -orth dra.ting se(arate
0a'i!u!s and backgrounds .or all .our -hen one -riteu( -ill
doG Is a uni7ue $ncient race needed -hen the sa!e could end
result be acco!(lished by !aking a +u!an character -ith
s(eci.ic TraitsG I. the ne- race is nothing !ore than a !inor
%ariation on an e'isting race< you should consider using this
NbaseD race instead.
6ill anyone be -illing to use or talk to the race you
!akeG 6hile an ani!ated stu..ed ani!al !ight be interesting
as a conce(t< your (layers !ay balk at bringing that conce(t to
the character stage. Think about the (layer a((eal .irst and
.ore!ost -hen de%elo(ing the race > nothing is -orse than
-asting e..ort on so!ething nobody -ants.
I. the ans-ers to those .our 7uestions are Nyes<D itDs ti!e to
begin racial creation in earnest.
RACIAL MAXIMUMS
9ro! a !echanical stand(oint< creating a ne- race is relati%ely
easy > the only thing needed a *acial 0a'i!u! .or each o. the
si' $ttributes. 10 is the Na%erageD %alue .or each $ttribute< and
is e7ui%alent to the ca(abilities o. a healthy adult +u!an. :sing
this as a baseline< you can .igure out -hich %alue is a((ro(riate
FINAL FANTASY THE ROLEPLAYING GAME
263
.or the ne- race in 7uestion. 9or instance< i. a race is slightly
stronger than +u!ans< their *acial 0a'i!u! .or ST* should be
11 or 1#@ i. they are signi.icantly -eaker< ) or 7 -ould be !ore
suitable.
,ear in !ind that the co!bined *acial 0a'i!u!s .or all
$ttributes !ust e7ual )0< -ith no 0a'i!u! higher than 11 or
lo-er than 1.
APPEARANCE
8nce the ra- nu!bers are .inaliEed< itDs ti!e to consider -hat
the race looks like. $ little i!agination goes a long -ay here >
a.ter all< the races o. 9inal 9antasy run the ga!ut .ro! the
al!ost=hu!an Aunarians to the brutish< (iglike See7 and 8rcs.
It?s best to stick -ith a generally hu!anoid sha(e< ho-e%er< as
hu!anoids can use all o. the e7ui(!ent< Skills< and $bilities
gi%en in this book -ith no di..iculties or signi.icant lea(s o.
logic. Introducing a race -ith a !ore unusual con.iguration
!eans a nu!ber o. (otential headaches > ho- -ill they hold a
s-ord or (ick a lock i. they -alk on all .oursG I. they ha%e .our
ar!s< ho- do you Custi.y the character only being able to -ield
t-o s-ords at any one ti!eG
HEIGHT AND WEIGHT
$ race?s a%erage height and -eight can say a .air bit about their
(hysiology at a glance. 6hile height can be easy to calculate<
ho-e%er< -eight is so!e-hat trickier. To get a ?realistic?
a%erage -eight .or a hu!anoid race o. !ediu! built< use the
.ollo-ing .or!ulaK
6eight Fin kgH ` ##.1 ' +eight F!etersH ' +eight
F!etersH
The results o. this .or!ula !ay need to be adCusted de(ending
on your conce(t@ a stockier race -ould ha%e notably higher
-eight -here a sli!!er race -ould be lighter.
SOCIETY
Society looks at a raceDs ci%iliEation< .ro! social organiEation
and .a!ilial structures to !ilitary and religion. +o- a race
structures itsel. re.lects on its (ersonality< and %ice %ersa@ rigid<
highly organiEed races are likely to be sober and serious -hen
co!(ared to ones -ith laid=back and loose=knit societies.
The best (lace to get ideas .or a racial culture is our o-n
-orld. 0any o. the societies e'(lored in Cha(ter 3 are based
on real=-orld cultures< and ser%e as a good e'a!(le o. -hat
you can do -ith this kind o. a((roach. 8. course< not e%ery race
has to be a sla%ish co(y o. a hu!an counter(art > !i' and
!atch custo!s< belie.s< structures< and ideas as needed to
create so!ething ne- and uni7ue. The i!(ortant thing to -atch
out .or is that the .inal co!bination o. traits still !akes sense >
don?t create a technologically ad%anced society o. scientists and
thinkers< then -rite that their culture is re(ressi%ely
conser%ati%e and o((osed to any and all change.
ROLEPLAYING
The ?*ole(laying? section o. a racial -riteu( looks at as(ects
and 7uirks that are likely to ha%e an i!(act on ho- an
ad%enturing character o. that race gets along -ith .ello- (arty
!e!bers and e'istence in general. Personality traits tend to
e!erge naturally .ro! a race?s social structure > !e!bers o.
isolated societies -ill be either highly sus(icious or dee(ly
enthralled by the outside -orld< -hereas -anderers and
no!ads are !ore at ho!e -ith the sights and e'(eriences o.
the 7uesting li.estyle.
$d%enturing characters in (articular !ay deser%e s(ecial
!ention. Those -ho are -illing to lea%e behind the co!.orts o.
ho!e and .a!ily .or the uncertainties o. li.e on the road can do
so either because o. or in s(ite o. their social backgrounds@ i.
anything< re(ressi%e< conser%ati%e societies are Cust as likely to
s(a-n rebels and -anderers as (er!issi%e< o(en=!inded ones.
I. the kind o. characters that -ould nor!ally be .ound in an
99*P/ (arty .ly in the .ace o. social nor!s .or their res(ecti%e
races< e'(lain -hy< and ho- their (ersonalities di..er as a
conse7uence.
CRE!TI"G E3UIP0E"T
Though the lists gi%en in Cha(ter ) are !eant to be
co!(rehensi%e< /0s !ay .ind the!sel%es needing hard
nu!bers .or e7ui(!ent ty(es and o(tions that Cust arenDt
co%ered in this book. $s -ith races< the easiest -ay to do this is
to use the nearest co!(arable (iece o. ?o..icial? e7ui(!ent as a
starting (oint and run -ith the nu!bers. $ 3u ,attle 9ork can
treated as roughly e7ui%alent to a Polear!@ a 6ar 9an to a 2inCa
;ni.e. 6ith $r!or< only the na!es change@ -ith 6ea(ons< you
Cust need to adCust the 6ea(on ty(e< the indi%idual na!es< and
the Skill needed to -ield it.
9or /0s interested in creating co!(letely ne- e7ui(!ent<
this section contain the rules needed to -hi( u( an original list
or aug!ent an e'isting one. 2ote that the syste! (resented
here is not the sa!e as the one described in $((endi' I >
these ste(s here are !eant e'clusi%ely .or Nbehind the scenesD
-ork< and (roduce slightly di..erent nu!bers than (layer=
cra.ted ite!s.
Creating Wea8ons
To create a 6ea(on< you !ust decide .our thingsK the 6ea(on?s
da!age die< the $ttribute used in the 6ea(on?s da!age code<
the Skill used to -ield it< and -hether or not the 6ea(on takes
u( the Shield Slot. In general< d1# 6ea(ons take u( both Slots
.or balance reasons > it is better to carry this rule o. thu!b
o%er to any Nho!e!adeD 6ea(ons created -ith this syste!.
DAMAGE DIE
The 6ea(onDs da!age die > d)< d< d10< d1# > deter!ines
ho- !uch da!age the -ea(on -ill do as -ell as ho- !uch it
costs. The siEe o. the 6ea(on tends to be re.lected in the
choice o. da!age die > s!aller 6ea(ons like ;ni%es use d)s<
-hile larger -ea(ons like Polear!s use d1#s.
ATTRIBUTE
The $ttribute used in da!age calculations are also de.ined by
the 6ea(onDs ty(e. ST* is used .or cutting or slashing 6ea(ons<
FINAL FANTASY THE ROLEPLAYING GAME
264
as -ell as !issile 6ea(ons that de(end on !uscle (o-er to do
da!age< like ,o-s. $/I is used .or (iercing 6ea(ons -here
de'terity has !ore e..ect than brute .orce< as -ell as ballistic
6ea(ons that do not de(end on strength< like *i.les and
Crossbo-s. 9inally< 0$/ is used .or 6ea(ons that .ocus the
-ielderDs o-n !agical (o-er to do da!age. Choosing an
$ttribute other than ST* -ill reduce the 6ea(on?s $%ailability by
1 and increase its base cost by ' 1.1 on to( o. any other (rice
!odi.iers the 6ea(on is subCect to. *egardless o. -hich
$ttribute is chosen< the 6ea(on continues to deal Physical
da!age unless it is gi%en the 0agical $ttack (ro(erty.
EQUIPMENT TIER
8nce the basic details o. the 6ea(on ha%e been settled on< the
ne't thing to .igure out is -hat Tier the 6ea(on is. 9or co!(lete
e7ui(!ent tables< you -ill -ant to create t-o 6ea(ons .or each
Tier .ro! 1 through 10 > one -ith &7ui(!ent $bilities< one
-ithout. It is also (ossible to create indi%idual 6ea(ons -ithin
those Tiers.
SLOTS
In order to deter!ine the cost o. &7ui(!ent $bilities as -ell as
!ake sure that a 6ea(on?s $bilities re!ain a((ro(riate to its
Tier< adding s(ecial (ro(erties to a 6ea(on is handled -ith a
si!(le syste! based on Slots. &%ery &7ui(!ent $bility takes u(
a certain nu!ber o. Slots on a 6ea(on< and each Tier only has
roo! .or a certain nu!ber o. Slots. I. an &7ui(!ent $bility takes
u( !ore Slots than a 6ea(on o. that Tier can su((ort< it cannot
be added. The e'act breakdo-n o. Slots (er Tier can be seen
belo-.
Ta%le 1#&4' E8"ipment Slots per Tier
EQUIPMENT TIER NUMBER OF SLOTS AVAILABLE
1 2
2 2
3 3
1 3
5 1
1
Z 5
8 10
To .ind out a ne- 6ea(on?s cost and $%ailability< deter!ine ho-
!any Slots its $bility occu(ies > checking en route -hether the
$bility can actually be su((orted by a 6ea(on o. that Tier > and
check the result against Tables 10= to 10=11.
2ote that the tables belo- only go u( to Tier > as $rti.act
and Aegendary 6ea(ons ha%e no (rice attached to the!<
creating 6ea(ons like these is Cust a !atter o. assigning
a((ro(riate &7ui(!ent $bilities and tracking do-n the
corres(onding da!age code on the tables.
Z' L$ttributeMK Z' Slots
Z10 $CCK Z1 Slot
Z10 D&JK Z# Slots
Z10 &4$K Z1 Slot
Z10 &JPK Z1 Slot
Z10 0. $CCK Z1 Slot
Z10 0. &4$K Z1 Slot
Z10 02DK Z# Slots
Z#0 $CCK Z# Slots
Z#0 D&JK Z3 Slots
Z#0 &4$K Z# Slots
Z#0 &JPK Z# Slots
Z#0 0. $CCK Z# Slots
Z#0 0. &4$K Z# Slots
Z#0 02DK Z3 Slots
Z30 $CCK Z3 Slots
Z30 0.$CCK Z3 Slots
Z30 &JPK Z3 Slots
Z10Q +PK Z1 Slot
Z10Q 0PK Z# Slots
$uto= $gility :(K Z3 Slots
$uto= 9loatK Z1 Slot
$uto= 0agic :(K Z) Slots
$uto= Po-er :(K Z) Slots
$uto= *eraiseK Z1 Slots
$uto= *egenK Z4 Slots
$uto= +asteK Z) Slots
$uto= ProtectK Z3 Slots
$uto= ShellK Z3 Slots
$uto= S(irit :(K Z3 Slots
$uto= *e.lectK Z# Slots
,erserk Proo.K Z# Slots
,erserk StrikeK Z3 Slots
,erserk TouchK Z# Slots
,lind Proo.K Z1 Slot
,lind StrikeK Z# Slots
,lind TouchK Z1 Slots
Char! Proo.K Z4 Slots
Conde!ned Proo.K Z# Slots
Conde!ned StrikeK Z4 Slots
Conde!ned TouchK Z# Slots
Con.usion Proo.K Z3 Slots
Con.usion StrikeK Z3 Slots
Con.usion TouchK Z# Slots
CriticalZK Z# Slots
CriticalZZK Z4 Slots
Curse Proo.K Z3 Slots
Curse StrikeK Z# Slots
Curse TouchK Z1 Slots
Death Proo.K Z4 Slots
Death StrikeK Z) Slots
Death TouchK Z4 Slots
Disable Proo.K Z# Slots
Disable StrikeK Z3 Slots
Disable TouchK Z# Slots
L&le!entM 6ardK Z1 Slot
L&le!entM Proo.K Z# Slots
L&le!entM &aterK Z4 Slots
L&le!entM StrikeK Z1 Slot
L&ne!y Ty(eM ;illerK Z# Slots
L&le!entM &nhancerK Z3 Slots
+eadhunterK Z# Slots
+P DrainK Z3 Slots
FINAL FANTASY THE ROLEPLAYING GAME
265
I!!obiliEe Proo.K Z1 Slot
I!!obiliEe StrikeK Z# Slot
I!!obiliEe TouchK Z1 Slot
0ini Proo.K Z# Slots
0ini StrikeK Z3 Slots
0ini TouchK Z# Slots
0P Da!ageK Z1 Slot
0P DrainK Z# Slots
Petri.y Proo.K Z# Slots
Petri.y StrikeK Z4 Slots
Petri.y TouchK Z# Slots
PiercingK Z# Slots
Poison Proo.K Z1 Slot
Poison StrikeK Z# Slot
Poison TouchK Z1 Slot
SensorK Z1 Slot
Silence Proo.K Z# Slots
Silence StrikeK Z# Slot
Silence TouchK Z1 Slot
Slee( Proo.K Z1 Slot
Slee( StrikeK Z# Slot
Slee( TouchK Z1 Slot
Slo- Proo.K Z# Slots
Slo- StrikeK Z# Slots
Slo- TouchK Z1 Slot
S8S=$gility :(K Z1 Slot
S8S=$uraK Z3 Slots
S8S=,erserkK Z1 Slots
S8S=&sunaK Z3 Slots
S8S=9loatK Z# Slots
S8S=+asteK Z3 Slots
S8S=0agic :(K Z3 Slots
S8S=Po-er :(K Z3 Slots
S8S=ProtectK Z# Slots
S8S=*e.lectK Z1 Slots
S8S=*egenK Z# Slots
S8S=*eraiseK Z4 Slots
S8S=ShellK Z# Slots
S8S=S(irit :(K Z1 Slot
S8S=4anishK Z3 Slots
Stone Proo.K Z4 Slots
Stone StrikeK Z) Slots
Stone TouchK Z4 Slots
Toad Proo.K Z# Slots
Toad StrikeK Z3 Slots
Toad TouchK Z# Slots
Tri(le CriticalK Z3 Slots
L'M ,reak Proo.K Z# Slots
4eno! Proo.K Z# Slots
4eno! StrikeK Z3 Slots
4eno! TouchK Z# Slots
Bo!bie Proo.K Z# Slots
Bo!bie StrikeK Z3 Slots
Bo!bie TouchK Z# Slots
These o(tions and Slot costs are also used in creating $r!or<
though not e%ery o(tion -ill a((ly in that case.
PRICING SPECIAL WEAPON PROPERTIES
So!e 6ea(ons ha%e innate (ro(erties that a((ly to all 6ea(ons
o. a gi%en class. These (ro(erties !ay also be gi%en to other
6ea(ons< though this -ill usually change the (rice listed in
Tables 10= to 10=11 by a certain a!ount. $ 6ea(on?s
(ro(erties !ay ne%er reduce its $%ailability by !ore than 3.
Ammunition
&..ectK Characters e7ui((ed -ith this 6ea(on !ay elect to use
s(ecialiEed a!!unition instead o. the basic a!!unition used
by de.ault. $!!unition !ust be (urchased be.orehand< and can
be used to add additional &7ui(!ent $bilities to the 6ea(on
being used to !ake the $ttack@ the 6ea(on itsel. -ill ha%e no
&7ui(!ent $bilities. $!!unition can only be used -ith *anged
6ea(ons. This innate (ro(erty is .ound on ,o-s< Crossbo-s<
and *i.les.
Cost 0odi.ierK ' 1.0 $%ailability 0odi.ierK 0
+ouble Cut
&..ectK 6hen e7ui((ed -ith this 6ea(on< the character !ay use
the T-o 6ea(ons Skill to !ake t-o $ttack $ctions as i. he had
e7ui((ed t-o se(arate 6ea(ons. This innate (ro(erty is .ound
on /lo%es and Cla-s< and !ust be co!bined -ith the T-o=
+anded (ro(erty.
Cost 0odi.ierK ' 1.1 $%ailability 0odi.ierK =1
+ouble "trike
&..ectK $ny $ttack $ction !ade -ith this 6ea(on !ay roll to hit
t-ice< a((lying the better result o. the t-o. This innate (ro(erty
is .ound on S-allo-s
Cost 0odi.ierK ' 1.# $%ailability 0odi.ierK =#
!ntan$le
&..ectK $ny $ttack $ction !ade -ith this 6ea(on -ill in.lict the
Status Condition I!!obiliEe F#H on a success.ul Critical +it.
This innate (ro(erty is .ound on 9lails.
Cost 0odi.ierK ' 1.# $%ailability 0odi.ierK =#
.oopin$ "trike
&..ectK $ny $ttack $ction !ade -ith this 6ea(on !ay roll to hit
a second ti!e i. the .irst attack !isses. This innate (ro(erty is
.ound on ,oo!erangs
Cost 0odi.ierK ' 1.1 $%ailability 0odi.ierK =1
Ma$i#al Atta#k
&..ectK Da!age in.licted by this 6ea(onDs attacks is treated as
0agical rather than Physical< and -ill be reduced by 0. $*0
rather than $*0.
Cost 0odi.ierK ' 1.0 $%ailability 0odi.ierK 0
Mana C/annel
&..ectK 6hen calculating da!age in.licted by this 6ea(on< the
-ielder?s ST* or 0$/ score can be used to deter!ine the .inal
da!age. This innate (ro(erty is .ound on Sta%es.
Cost 0odi.ierK ' 1.# $%ailability 0odi.ierK =#
FINAL FANTASY THE ROLEPLAYING GAME
266
>ui#ksil,er
&..ectK 6hen calculating da!age in.licted by this 6ea(on< the
-ielder?s ST* or $/I score can be used to deter!ine the .inal
da!age. This innate (ro(erty is .ound on ;ni%es.
Cost 0odi.ierK ' 1.# $%ailability 0odi.ierK =#
Ran$ed
&..ectK The 6ea(onDs attacks are treated as being *anged. This
innate (ro(erty is .ound on ,oo!erangs< ,o-s< Crossbo-s<
Instru!ents< and *i.les.
Cost 0odi.ierK ' 1.1 $%ailability 0odi.ierK =1
'*o-Handed
&..ectK The 6ea(on takes u( both Shield and 6ea(on Slots.
0ust be taken by all d1# 6ea(ons. This innate (ro(erty is
.ound on $'es< Cla-s< /lo%es< Polear!s< /reats-ords< and
*i.les.
Cost 0odi.ierK ' 1.0 $%ailability 0odi.ierK 0
Ta%le 1#&5' d3 Aeapons
TIER SLOTS FILLED BASE COST BASE AVAILABILITY DAMAGE
1 0 Z5 9 2 x Allr|oule d
1 1 180 91 2 x Allr|oule d
1 2 300 92 2 x Allr|oule d
2 0 150 90 3 x Allr|oule d
2 1 30 88 3 x Allr|oule d
2 2 810 8 3 x Allr|oule d
3 0 1000 81 5 x Allr|oule 2d
3 1 1250 82 5 x Allr|oule 2d
3 2 1500 80 5 x Allr|oule 2d
3 3 1Z50 Z8 5 x Allr|oule 2d
1 0 2000 Z5 x Allr|oule 2d
1 1 2300 Z3 x Allr|oule 2d
1 2 2500 Z1 x Allr|oule 2d
1 3 2800 9 x Allr|oule 2d
5 0 3100 Z x Allr|oule 3d
5 1 3100 1 Z x Allr|oule 3d
5 2 3800 2 Z x Allr|oule 3d
5 3 1100 0 Z x Allr|oule 3d
5 1 1100 58 Z x Allr|oule 3d
0 1Z00 5 9 x Allr|oule 3d
1 5100 55 9 x Allr|oule 3d
2 5100 51 9 x Allr|oule 3d
3 5800 52 9 x Allr|oule 3d
1 100 50 9 x Allr|oule 3d
Z 0 100 18 10 x Allr|oule 1d
Z 1 800 1Z 10 x Allr|oule 1d
Z 2 Z100 1 10 x Allr|oule 1d
Z 3 Z100 11 10 x Allr|oule 1d
Z 1 Z800 12 10 x Allr|oule 1d
Z 5 8100 10 10 x Allr|oule 1d
8 0 8100 3Z 11 x Allr|oule 1d
8 1 8800 3 11 x Allr|oule 1d
8 2 9100 35 11 x Allr|oule 1d
8 3 9100 31 11 x Allr|oule 1d
8 1 9Z00 33 11 x Allr|oule 1d
8 5 10000 32 11 x Allr|oule 1d
8 10200 31 11 x Allr|oule 1d
8 Z 10500 30 11 x Allr|oule 1d
8 8 10800 28 11 x Allr|oule 1d
8 9 11000 2 11 x Allr|oule 1d
8 10 11300 21 11 x Allr|oule 1d
FINAL FANTASY THE ROLEPLAYING GAME
267
Ta%le 1#&6' d5 Aeapons
TIER SLOTS FILLED BASE COST BASE AVAILABILITY DAMAGE
1 0 100 95 2 x Allr|oule d8
1 1 210 93 2 x Allr|oule d8
1 2 100 91 2 x Allr|oule d8
2 0 00 89 3 x Allr|oule d8
2 1 810 8Z 3 x Allr|oule d8
2 2 1080 85 3 x Allr|oule d8
3 0 1350 83 5 x Allr|oule 2d8
3 1 150 81 5 x Allr|oule 2d8
3 2 1950 Z9 5 x Allr|oule 2d8
3 3 2300 ZZ 5 x Allr|oule 2d8
1 0 2Z00 Z1 x Allr|oule 2d8
1 1 3000 Z2 x Allr|oule 2d8
1 2 3100 Z0 x Allr|oule 2d8
1 3 3800 8 x Allr|oule 2d8
5 0 1200 5 8 x Allr|oule 3d8
5 1 100 3 8 x Allr|oule 3d8
5 2 5000 1 8 x Allr|oule 3d8
5 3 5100 59 8 x Allr|oule 3d8
5 1 5900 5Z 8 x Allr|oule 3d8
0 300 55 10 x Allr|oule 3d8
1 800 51 10 x Allr|oule 3d8
2 Z200 53 10 x Allr|oule 3d8
3 ZZ00 51 10 x Allr|oule 3d8
1 8100 19 10 x Allr|oule 3d8
Z 0 800 1Z 11 x Allr|oule 1d8
Z 1 9000 1 11 x Allr|oule 1d8
Z 2 9500 15 11 x Allr|oule 1d8
Z 3 9900 13 11 x Allr|oule 1d8
Z 1 10100 11 11 x Allr|oule 1d8
Z 5 10800 39 11 x Allr|oule 1d8
8 0 11200 3 13 x Allr|oule 1d8
8 1 11Z00 35 13 x Allr|oule 1d8
8 2 12100 31 13 x Allr|oule 1d8
8 3 12500 33 13 x Allr|oule 1d8
8 1 12900 32 13 x Allr|oule 1d8
8 5 13300 31 13 x Allr|oule 1d8
8 1300 30 13 x Allr|oule 1d8
8 Z 11000 29 13 x Allr|oule 1d8
8 8 11300 2Z 13 x Allr|oule 1d8
8 9 1100 25 13 x Allr|oule 1d8
8 10 11900 23 13 x Allr|oule 1d8
FINAL FANTASY THE ROLEPLAYING GAME
268
Ta%le 1#&1#' d1# Aeapons
TIER SLOTS FILLED BASE COST BASE AVAILABILITY DAMAGE
1 0 120 91 2 x Allr|oule d10
1 1 290 92 2 x Allr|oule d10
1 2 500 90 2 x Allr|oule d10
2 0 Z50 88 1 x Allr|oule d10
2 1 1050 8 1 x Allr|oule d10
2 2 1350 81 1 x Allr|oule d10
3 0 1Z00 82 x Allr|oule 2d10
3 1 2050 80 x Allr|oule 2d10
3 2 2150 Z8 x Allr|oule 2d10
3 3 2900 Z x Allr|oule 2d10
1 0 3300 Z3 8 x Allr|oule 2d10
1 1 3800 Z1 8 x Allr|oule 2d10
1 2 1200 9 8 x Allr|oule 2d10
1 3 1Z00 Z 8 x Allr|oule 2d10
5 0 5200 1 10 x Allr|oule 3d10
5 1 5Z00 2 10 x Allr|oule 3d10
5 2 300 0 10 x Allr|oule 3d10
5 3 800 58 10 x Allr|oule 3d10
5 1 Z100 5 10 x Allr|oule 3d10
0 Z900 51 11 x Allr|oule 3d10
1 8500 53 11 x Allr|oule 3d10
2 9000 52 11 x Allr|oule 3d10
3 900 50 11 x Allr|oule 3d10
1 10200 18 11 x Allr|oule 3d10
Z 0 10Z00 1 13 x Allr|oule 1d10
Z 1 11300 15 13 x Allr|oule 1d10
Z 2 11900 11 13 x Allr|oule 1d10
Z 3 12100 12 13 x Allr|oule 1d10
Z 1 13000 10 13 x Allr|oule 1d10
Z 5 13500 38 13 x Allr|oule 1d10
8 0 11000 35 15 x Allr|oule 1d10
8 1 1100 31 15 x Allr|oule 1d10
8 2 15100 33 15 x Allr|oule 1d10
8 3 1500 32 15 x Allr|oule 1d10
8 1 1100 31 15 x Allr|oule 1d10
8 5 100 30 15 x Allr|oule 1d10
8 1Z000 29 15 x Allr|oule 1d10
8 Z 1Z500 28 15 x Allr|oule 1d10
8 8 1Z900 2 15 x Allr|oule 1d10
8 9 18300 21 15 x Allr|oule 1d10
8 10 18Z00 22 15 x Allr|oule 1d10
FINAL FANTASY THE ROLEPLAYING GAME
261
Ta%le 1#&11' d12 Aeapons
TIER SLOTS FILLED BASE COST BASE AVAILABILITY DAMAGE
1 0 110 93 2 x Allr|oule d12
1 1 350 91 2 x Allr|oule d12
1 2 00 89 2 x Allr|oule d12
2 0 900 8Z 1 x Allr|oule d12
2 1 120 85 1 x Allr|oule d12
2 2 120 83 1 x Allr|oule d12
3 0 2050 81 x Allr|oule 2d12
3 1 2150 Z9 x Allr|oule 2d12
3 2 2950 ZZ x Allr|oule 2d12
3 3 3500 Z5 x Allr|oule 2d12
1 0 1000 Z2 9 x Allr|oule 2d12
1 1 100 Z0 9 x Allr|oule 2d12
1 2 5000 8 9 x Allr|oule 2d12
1 3 500 9 x Allr|oule 2d12
5 0 200 3 11 x Allr|oule 3d12
5 1 800 1 11 x Allr|oule 3d12
5 2 Z00 59 11 x Allr|oule 3d12
5 3 8200 5Z 11 x Allr|oule 3d12
5 1 8800 55 11 x Allr|oule 3d12
0 9500 53 13 x Allr|oule 3d12
1 10100 52 13 x Allr|oule 3d12
2 10800 51 13 x Allr|oule 3d12
3 11500 19 13 x Allr|oule 3d12
1 12200 1Z 13 x Allr|oule 3d12
Z 0 12800 15 15 x Allr|oule 1d12
Z 1 1300 11 15 x Allr|oule 1d12
Z 2 11200 13 15 x Allr|oule 1d12
Z 3 11900 11 15 x Allr|oule 1d12
Z 1 1500 39 15 x Allr|oule 1d12
Z 5 1200 3Z 15 x Allr|oule 1d12
8 0 1800 31 1Z x Allr|oule 1d12
8 1 1Z500 33 1Z x Allr|oule 1d12
8 2 18100 32 1Z x Allr|oule 1d12
8 3 18Z00 31 1Z x Allr|oule 1d12
8 1 19300 30 1Z x Allr|oule 1d12
8 5 19900 29 1Z x Allr|oule 1d12
8 20100 28 1Z x Allr|oule 1d12
8 Z 21000 2Z 1Z x Allr|oule 1d12
8 8 21500 25 1Z x Allr|oule 1d12
8 9 22000 23 1Z x Allr|oule 1d12
8 10 22500 21 1Z x Allr|oule 1d12
FINAL FANTASY THE ROLEPLAYING GAME
272
Creating !rmor
Creating a (iece o. $r!or .ollo-s the sa!e ste(s as creating 6ea(ons< using the Slots syste! to deter!ine the (rice and $%ailability *ating
o. the .inal ite!. The nu!ber o. Slots consu!ed by &7ui(!ent $bilities re!ain the sa!e as those gi%en .or 6ea(ons earlier. The one key
di..erence is the breakdo-n in categories > rather than deter!ine (ricing and $%ailability by the da!age die< the actual ty(e o. $r!or is
used. This so!e-hat li!its the syste!Ds ability to create entirely ne- kinds o. $r!or< though the e'isting categories are %ague enough to
allo- !ost (ossibilities.
Ta%le 1#&12' Arm@ear
TIER SLOTS FILLED BASE COST BASE AVAILABILITY ARM M. ARM EVA M. EVA
1 0 0 95 1 2 0 0
1 1 115 93 1 2 0 0
1 2 250 91 1 2 0 0
2 0 3Z0 89 3 1 0 0
2 1 520 8Z 3 1 0 0
2 2 Z0 85 3 1 0 0
3 0 850 83 5 0 0
3 1 1050 81 5 0 0
3 2 1250 Z9 5 0 0
3 3 1150 ZZ 5 0 0
1 0 1Z00 Z1 8 8 0 5
1 1 1900 Z2 8 8 0 5
1 2 2100 Z0 8 8 0 5
1 3 2100 8 8 8 0 5
5 0 200 5 11 10 0 5
5 1 2900 3 11 10 0 5
5 2 3200 1 11 10 0 5
5 3 3100 59 11 10 0 5
5 1 3Z00 5Z 11 10 0 5
0 1000 55 13 13 0 5
1 1300 51 13 13 0 5
2 1500 53 13 13 0 5
3 1800 51 13 13 0 5
1 5100 19 13 13 0 5
Z 0 5100 1Z 1 1 5 5
Z 1 5Z00 1 1 1 5 5
Z 2 000 15 1 1 5 5
Z 3 200 13 1 1 5 5
Z 1 500 11 1 1 5 5
Z 5 800 39 1 1 5 5
8 0 Z000 3 19 19 5 10
8 1 Z300 35 19 19 5 10
8 2 Z00 31 19 19 5 10
8 3 Z800 33 19 19 5 10
8 1 8100 32 19 19 5 10
8 5 8300 31 19 19 5 10
8 8500 30 19 19 5 10
8 Z 8800 29 19 19 5 10
8 8 9000 2Z 19 19 5 10
8 9 9200 25 19 19 5 10
8 10 9100 23 19 19 5 10
FINAL FANTASY THE ROLEPLAYING GAME
271
Ta%le 1#&10' Ga"ntlets
TIER SLOTS FILLED BASE COST BASE AVAILABILITY ARM M. ARM EVA M. EVA
1 0 5 9 2 1 0 0
1 1 10 91 2 1 0 0
1 2 2Z5 92 2 1 0 0
2 0 120 90 5 2 0 0
2 1 580 88 5 2 0 0
2 2 Z50 8 5 2 0 0
3 0 950 81 8 1 0 0
3 1 1150 82 8 1 0 0
3 2 1300 80 8 1 0 0
3 3 100 Z8 8 1 0 0
1 0 1800 Z5 11 5 0
1 1 2100 Z3 11 5 0
1 2 2300 Z1 11 5 0
1 3 200 9 11 5 0
5 0 2900 11 8 5 0
5 1 3200 1 11 8 5 0
5 2 3500 2 11 8 5 0
5 3 3800 0 11 8 5 0
5 1 1100 58 11 8 5 0
0 1300 5 1Z 10 5 0
1 1Z00 55 1Z 10 5 0
2 5000 51 1Z 10 5 0
3 5300 52 1Z 10 5 0
1 500 50 1Z 10 5 0
Z 0 5900 18 20 12 5 5
Z 1 200 1Z 20 12 5 5
Z 2 00 1 20 12 5 5
Z 3 900 11 20 12 5 5
Z 1 Z200 12 20 12 5 5
Z 5 Z500 10 20 12 5 5
8 0 Z800 3Z 23 15 10 5
8 1 8100 3 23 15 10 5
8 2 8100 35 23 15 10 5
8 3 800 31 23 15 10 5
8 1 8900 33 23 15 10 5
8 5 9200 32 23 15 10 5
8 9100 31 23 15 10 5
8 Z 9Z00 30 23 15 10 5
8 8 9900 28 23 15 10 5
8 9 10100 2 23 15 10 5
8 10 10300 21 23 15 10 5
FINAL FANTASY THE ROLEPLAYING GAME
272
Ta%le 1#&11' ?ats
TIER SLOTS FILLED BASE COST BASE AVAILABILITY ARM M. ARM EVA M. EVA
1 0 80 9 1 3 0 0
1 1 200 91 1 3 0 0
1 2 350 92 1 3 0 0
2 0 530 90 1 0 0
2 1 Z10 88 1 0 0
2 2 950 8 1 0 0
3 0 1200 81 Z 9 0 0
3 1 1100 82 Z 9 0 0
3 2 1Z00 80 Z 9 0 0
3 3 2000 Z8 Z 9 0 0
1 0 2300 Z5 10 13 0 0
1 1 2Z00 Z3 10 13 0 0
1 2 2900 Z1 10 13 0 0
1 3 3300 9 10 13 0 0
5 0 300 13 1Z 0 0
5 1 1000 1 13 1Z 0 0
5 2 1100 2 13 1Z 0 0
5 3 1800 0 13 1Z 0 0
5 1 5100 58 13 1Z 0 0
0 5500 5 1 21 0 0
1 5900 55 1 21 0 0
2 300 51 1 21 0 0
3 Z00 52 1 21 0 0
1 Z100 50 1 21 0 0
Z 0 Z500 18 19 25 0 5
Z 1 Z900 1Z 19 25 0 5
Z 2 8300 1 19 25 0 5
Z 3 8Z00 11 19 25 0 5
Z 1 9100 12 19 25 0 5
Z 5 9500 10 19 25 0 5
8 0 9800 3Z 22 29 0 5
8 1 10200 3 22 29 0 5
8 2 1000 35 22 29 0 5
8 3 10900 31 22 29 0 5
8 1 11300 33 22 29 0 5
8 5 1100 32 22 29 0 5
8 11900 31 23 15 10 5
8 Z 12300 30 23 15 10 5
8 8 12500 28 23 15 10 5
8 9 12800 2 23 15 10 5
8 10 13100 21 23 15 10 5
FINAL FANTASY THE ROLEPLAYING GAME
273
Ta%le 1#&12' ?elmets
TIER SLOTS FILLED BASE COST BASE AVAILABILITY ARM M. ARM EVA M. EVA
1 0 Z0 95 3 1 0 0
1 1 1Z0 93 3 1 0 0
1 2 300 91 3 1 0 0
2 0 150 89 5 1 0 0
2 1 30 8Z 5 1 0 0
2 2 810 85 5 1 0 0
3 0 1000 83 9 Z 0 0
3 1 1250 81 9 Z 0 0
3 2 1500 Z9 9 Z 0 0
3 3 1Z50 ZZ 9 Z 0 0
1 0 2000 Z1 13 10 0 0
1 1 2300 Z2 13 10 0 0
1 2 2500 Z0 13 10 0 0
1 3 2800 8 13 10 0 0
5 0 3100 5 1Z 13 0 0
5 1 3100 3 1Z 13 0 0
5 2 3800 1 1Z 13 0 0
5 3 1100 59 1Z 13 0 0
5 1 1500 5Z 1Z 13 0 0
0 1800 55 21 1 0 0
1 5100 51 21 1 0 0
2 5100 53 21 1 0 0
3 5800 51 21 1 0 0
1 100 19 21 1 0 0
Z 0 500 1Z 25 19 5 0
Z 1 800 1 25 19 5 0
Z 2 Z200 15 25 19 5 0
Z 3 Z500 13 25 19 5 0
Z 1 Z800 11 25 19 5 0
Z 5 8100 39 25 19 5 0
8 0 8100 3 29 22 5 0
8 1 8800 35 29 22 5 0
8 2 9100 31 29 22 5 0
8 3 9100 33 29 22 5 0
8 1 9Z00 32 29 22 5 0
8 5 10000 31 29 22 5 0
8 10200 30 29 22 5 0
8 Z 10500 29 29 22 5 0
8 8 10Z00 2Z 29 22 5 0
8 9 11000 25 29 22 5 0
8 10 11300 23 29 22 5 0
FINAL FANTASY THE ROLEPLAYING GAME
274
Ta%le 1#&13' (ail
TIER SLOTS FILLED BASE COST BASE AVAILABILITY ARM M. ARM EVA M. EVA
1 0 110 93 5 3 0 0
1 1 20 91 5 3 0 0
1 2 150 89 5 3 0 0
2 0 80 8Z 11 Z 0 0
2 1 950 85 11 Z 0 0
2 2 1220 83 11 Z 0 0
3 0 1500 81 1 11 0 0
3 1 1800 Z9 1 11 0 0
3 2 2200 ZZ 1 11 0 0
3 3 200 Z5 1 11 0 0
1 0 3000 Z2 21 15 0 0
1 1 3500 Z0 21 15 0 0
1 2 3800 8 21 15 0 0
1 3 1300 21 15 0 0
5 0 1Z00 3 2 19 0 0
5 1 5200 1 2 19 0 0
5 2 5Z00 59 2 19 0 0
5 3 200 5Z 2 19 0 0
5 1 00 55 2 19 0 0
0 Z100 53 32 23 5 0
1 Z00 52 32 23 5 0
2 8100 51 32 23 5 0
3 800 19 32 23 5 0
1 9200 1Z 32 23 5 0
Z 0 900 15 38 2Z 5 0
Z 1 10200 11 38 2Z 5 0
Z 2 10Z00 13 38 2Z 5 0
Z 3 11200 11 38 2Z 5 0
Z 1 11Z00 39 38 2Z 5 0
Z 5 12200 3Z 38 2Z 5 0
8 0 1200 31 11 31 5 5
8 1 13200 33 11 31 5 5
8 2 1300 32 11 31 5 5
8 3 11100 31 11 31 5 5
8 1 11500 30 11 31 5 5
8 5 15000 29 11 31 5 5
8 15300 28 11 31 5 5
8 Z 15800 2Z 11 31 5 5
8 8 1100 25 11 31 5 5
8 9 1500 23 11 31 5 5
8 10 1900 21 11 31 5 5
FINAL FANTASY THE ROLEPLAYING GAME
275
Ta%le 1#&14' Ro%es
TIER SLOTS FILLED BASE COST BASE AVAILABILITY ARM M. ARM EVA M. EVA
1 0 95 93 3 5 0 0
1 1 230 91 3 5 0 0
1 2 100 89 3 5 0 0
2 0 00 8Z Z 11 0 0
2 1 810 85 Z 11 0 0
2 2 1080 83 Z 11 0 0
3 0 1100 81 11 1 0 0
3 1 150 Z9 11 1 0 0
3 2 1950 ZZ 11 1 0 0
3 3 2300 Z5 11 1 0 0
1 0 200 Z2 15 21 0 0
1 1 3000 Z0 15 21 0 0
1 2 3100 8 15 21 0 0
1 3 3800 15 21 0 0
5 0 1200 3 19 2 0 0
5 1 100 1 19 2 0 0
5 2 5000 59 19 2 0 0
5 3 5100 5Z 19 2 0 0
5 1 5900 55 19 2 0 0
0 300 53 23 32 0 5
1 800 52 23 32 0 5
2 Z200 51 23 32 0 5
3 ZZ00 19 23 32 0 5
1 8100 1Z 23 32 0 5
Z 0 800 15 2Z 38 0 5
Z 1 9000 11 2Z 38 0 5
Z 2 9500 13 2Z 38 0 5
Z 3 9900 11 2Z 38 0 5
Z 1 10100 39 2Z 38 0 5
Z 5 10800 3Z 2Z 38 0 5
8 0 11200 31 31 38 0 5
8 1 11Z00 33 31 11 5 5
8 2 12100 32 31 11 5 5
8 3 12500 31 31 11 5 5
8 1 12900 30 31 11 5 5
8 5 13300 29 31 11 5 5
8 1300 28 31 11 5 5
8 Z 11000 2Z 31 11 5 5
8 8 11300 25 31 11 5 5
8 9 11Z00 23 31 11 5 5
8 10 15100 21 31 11 5 5
FINAL FANTASY THE ROLEPLAYING GAME
276
Ta%le 1#&15' Sields
TIER SLOTS FILLED BASE COST BASE AVAILABILITY EVA M. EVA
1 0 80 91 1 1
1 1 195 92 1 1
1 2 330 90 1 1
2 0 500 88 9 3
2 1 Z00 8 9 3
2 2 900 81 9 3
3 0 1150 82 11 5
3 1 1100 80 11 5
3 2 150 Z8 11 5
3 3 2000 Z 11 5
1 0 2200 Z3 19 Z
1 1 2500 Z1 19 Z
1 2 2800 9 19 Z
1 3 3100 Z 19 Z
5 0 3500 1 21 9
5 1 3800 2 21 9
5 2 1200 0 21 9
5 3 1500 58 21 9
5 1 1900 5 21 9
0 5300 51 29 11
1 500 53 29 11
2 000 52 29 11
3 100 50 29 11
1 Z00 18 29 11
Z 0 Z100 1 31 11
Z 1 Z500 15 31 11
Z 2 Z900 11 31 11
Z 3 8200 12 31 11
Z 1 800 10 31 11
Z 5 8900 38 31 11
8 0 9300 35 39 1
8 1 9Z00 31 39 1
8 2 10000 33 39 1
8 3 10300 32 39 1
8 1 10Z00 31 39 1
8 5 11000 30 39 1
8 11200 29 39 1
8 Z 1100 28 39 1
8 8 11900 2 39 1
8 9 12100 21 39 1
8 10 12300 22 39 1
FINAL FANTASY THE ROLEPLAYING GAME
277
Ta%le 1#&16' S"its
TIER SLOTS FILLED BASE COST BASE AVAILABILITY ARM M. ARM EVA M. EVA
1 0 100 91 1 1 0 0
1 1 210 92 1 1 0 0
1 2 125 90 1 1 0 0
2 0 10 88 8 8 0 0
2 1 900 8 8 8 0 0
2 2 1150 81 8 8 0 0
3 0 1150 82 13 13 0 0
3 1 1Z50 80 13 13 0 0
3 2 2100 Z8 13 13 0 0
3 3 2150 Z 13 13 0 0
1 0 2800 Z3 18 18 0 0
1 1 3300 Z1 18 18 0 0
1 2 300 9 18 18 0 0
1 3 1000 Z 18 18 0 0
5 0 1500 1 23 23 0 0
5 1 1900 2 23 23 0 0
5 2 5100 0 23 23 0 0
5 3 5800 58 23 23 0 0
5 1 300 5 23 23 0 0
0 Z00 51 28 28 0 0
1 Z200 53 28 28 0 0
2 ZZ00 52 28 28 0 0
3 8200 50 28 28 0 0
1 8Z00 18 28 28 0 0
Z 0 9000 1 33 33 3 3
Z 1 900 15 33 33 3 3
Z 2 10100 11 33 33 3 3
Z 3 1000 12 33 33 3 3
Z 1 11000 10 33 33 3 3
Z 5 11500 38 33 33 3 3
8 0 11900 35 38 38 5 5
8 1 12100 31 38 38 5 5
8 2 12900 33 38 38 5 5
8 3 13300 32 38 38 5 5
8 1 13Z00 31 38 38 5 5
8 5 11100 30 38 38 5 5
8 11500 29 38 38 5 5
8 Z 11900 28 38 38 5 5
8 8 15300 2 38 38 5 5
8 9 1500 21 38 38 5 5
8 10 15900 22 38 38 5 5
FINAL FANTASY THE ROLEPLAYING GAME
278
CH!PTER G#OSS!R$
Pre%ious cha(ter glossaries reca((ed the !ost i!(ortant
conce(ts introduced in that cha(ter .or 7uick re.erence. $s a
change o. (ace< this glossary also includes a nu!ber o.
co!!on ga!ing ter!s that you !ay encounter in your
sessions. So!e o. these ter!s originated -ith (en=and=(a(er
role(layers< -hile others are a (roduct o. online ga!ing culture
and ha%e .iltered back into the role(layer %ocabulary o%er ti!e.
,u... $ny e..ect that i!(ro%es a characterDs abilities or (o-er<
as -ith Status Conditions like Po-er :(.
,uild. $ (re!editated design or te!(late .or a character<
usually de%elo(ed around a s(eci.ic set o. $d%antages<
$ttributes< and 6ea(on.
Debu... $ny e..ect that reduces a characterDs abilities or
(o-er. The 6eaken Status Conditions are one e'a!(le o. this.
Dot. Deri%ed .ro! the acrony! D8T > NDa!age 8%er Ti!eD.
&..ects such as Poison and Sa( .all into this category.
9udging. Ignoring the result o. a roll and deciding -hat the
outco!e should be< e%en i. it is di..erent .ro! -hat the roll
-ould ha%e nor!ally (roduced. /enerally done by the /0 i. the
roll -ould cause serious (roble!s .or the ga!e at hand< though
so!e -ill use it to ?cheat? the (layers.
/rognard. 2ickna!e .or older< !ore conser%ati%e ga!ers
-ho tend to be dee(ly in%ol%ed in their hobby.
+ouse *ules. T-eaks and changes !ade to a basic *P/
ruleset.
;ey Ite!. Ite! signi.icant to the (lot or ad%enture.
0in=0a'ing. The (ractice o. Cuggling character $ttributes<
Skills and e7ui(!ent .or !a'i!u! e..ecti%eness in co!bat.
0onty +aul. Derisi%e nickna!e .or ad%entures that e'ist
allo- characters to ac7uire increasingly ludicrous le%els o.
!oney and o%er(o-ered e7ui(!ent .or relati%ely little e..ort.
0unchkin. 2ickna!e .or (layers (reoccu(ied -ith .inding
e%er !ore elaborate !eans o. boosting their charactersD (o-er
to obscene le%els. 0unchkins !ay o.ten take ad%antage o.
loo(holes in the rules to do this@ .or this reason< the !ost
e..ecti%e !unchkins -ill also be relentless *ules Aa-yers.
2uke. To deal a large a!ount o. da!age in a single attack.
?2ukers? usually tend to be 0age Jobs.
*ules Aa-yer. 2ickna!e .or (layers -ith an encyclo(edic
kno-ledge o. the rules and habit o. arguing their !inutiae at
e%ery (ossible turn.
S(a!. *e(etiti%e use o. a single attack o%er and o%er.
Tank. Job or character -hose (ri!ary role in a battle is to
.ight on the .rontline and absorb the bulk o. the da!age dealt.
This role is usually .illed by 6arrior Jobs.
TP;. $crony! .or NTotal Party ;illD > a disastrous e%ent in
-hich e%ery PC dies.
6ainscotting. 8%er=describing tri%ial en%iron!ental details
like -all(a(er.
FINAL FANTASY THE ROLEPLAYING GAME
271
AI
_________
SKILL SUPPLEMENT
K\X4eb !2B
I !on"t give a rat"s ass hether it"s
s(ien(e or $agi(a# poer. No2 I
guess if I ha! to (hoose2 I"! rather
put $y $oney on the poer of
s(ien(e.&
3i! @ighin!
FINAL FANTASY +II
This $((endi' acts as an e'tension to Cha(ter 1< e'(laining
the uses and utilities o. %arious Technical Skills. +o-e%er< the
bulk o. the !aterial (resented here discusses ho- characters
can !ake thingsK de%ices< -ea(ons< (otions< .urniture< clothing<
and e%erything in bet-een.
THE B!SICS OF TECH"IC!#SI##S
Though each kind o. cra.ting has its o-n (eculiarities< all
cra.ted ite!s .ollo- the sa!e .unda!ental set o. rules. These
rules areK
Time
0any kinds o. cra.ting re7uire a certain ti!e in%est!ent >
characters aren?t going to be .orging s-ords and ar!or in a
.i.teen=!inute break. To re.lect this< !aCor (roCects re7uire
(layers to s(end a certain nu!ber o. 6orksho( +ours into
co!(leting the!. $ 6orksho( +our re(resents one hour o.
uninterru(ted -ork in a s(ace that has all the !aterials and
e7ui(!ent needed .or the cra.ter to do his -ork. 9or an artist<
this -ould be an atelier< -hile an alche!ist -ould need a
cauldron and associated glass-ares and !etal-orkers a .orge
or .ully=e7ui((ed s!ithy.
$ -hole day de%oted to nothing but cra.ting -ill net a
character bet-een to 10 6orksho( +ours< de(ending on ho-
long the s(ace takes to set u( and clean u( be.ore and a.ter
-ork. I. the character cannot get access to the s(ace and
e7ui(!ent they need< they -ill recei%e no 6orksho( +ours<
e%en i. they ha%e the .ree ti!e to cra.t. In general< this !eans
that characters can only cra.t in %illages or to-ns< though they
!ay encounter abandoned -orksho(s on their tra%els that can
be con%erted to .it their needs.
6orksho( +ours in a s(ace can be di%ided bet-een se%eral
(roCects i. the (layer chooses. $ !etal-orker !ay< .or instance<
(ut 1 o. the 7 6orksho( +ours they ha%e in a gi%en day to-ards
.orging a S-ord and the re!aining # into !aking a +el!et.
+o-e%er< this is only (ossible i. all (roCects .all under the sa!e
Skill S(ecialiEation > other-ise< the a%ailable 6+s are reduced
according to the a!ount o. ti!e it takes to clean u( one s(ace
and !o%e on to the ne't. De(ending on the circu!stances< a
character -ho -anted to (ut so!e o. his ti!e into !aking a
*obe or +at in addition to the S-ord !ight see the nu!ber o.
a%ailable 6+s !ight dro( .ro! 7 to 1< -ith # 6+s lost to
cleanu(< (re(aration< and transit ti!e.
2ote that characters are not re7uired to (ut in all o. the
6orksho( +ours re7uired to .inish a (roCect in Cust one sitting. It
is (er.ectly .easible to s(lit those +ours o%er ho-e%er !any
sessions the character needs to -ra( u( their -ork. +o-e%er<
each ti!e they begin a ne- session< they !ust (re(are the
s(ace ane-< eating into their a%ailable +ours accordingly.
GROUPWORK AND TECHNICAL SKILLS
Players can also reduce the a!ount o. ti!e needed to .inish a
(roCect by gi%ing so!e o. the -ork to a((rentices or
assistants. I. they ha%e the rele%ant Cra.ting\ Skill< assistants
can contribute 6orksho( +ours to-ards the (roCect?s
re7uire!ents as nor!al. +o-e%er< doing so re7uires the! to
!ake a success.ul Task Check be.orehand. In this case< the
Conditional 0odi.ier de(ends on ho- !uch o. the actual
-orkload the assistants are shoulderingK
Conditional M4+3F3!R"
$ssistants contributing less than 10Q o. total 6+K Z)0
$ssistants contributing u( to #1Q o. total 6+K Z40
$ssistants contributing u( to 10Q o. total 6+K 0
$ssistants contributing u( to 71Q o. total 6+K =40
I. the Task Check succeeds< all o. the assistants? 6orksho(
+ours count to-ard the (roCect?s total re7uire!ent. I. the Check
.ails< only 10Q o. those 6orksho( +ours count to-ards the
total. $ ,otch !eans that none o. the assistants? 6orksho(
+ours count to-ards the total. Critical Successes ha%e no
additional e..ect. 2ote that regardless o. the outco!e<
assistants cannot contribute !ore than 71Q o. the total
6orksho( +ours needed to co!(lete a (roCect.
0aterials
The !aCority o. cra.ting (roCects also re7uire ra- !aterials to
carry out. Cra.t Points track ho- !any resources the (roCect
consu!es > the larger the nu!ber< the !ore resource=intensi%e
the (roCect. I. characters do not ha%e enough ,asic< S(ecial< or
$lche!ical 0aterials in their In%entories to co%er the (roCect?s
needs< they need to obtain the! be.ore they can start -orking.
These ra- !aterials< called VCra.t PointsW< are described in
Cha(ter ).
FINAL FANTASY THE ROLEPLAYING GAME
282
DISSOLVING MATERIALS
$n alternati%e to buying< 7uesting< or sca%enging !aterials is to
obtain the! .ro! breaking do-n e'isting ite!s. Dissol%ing
allo-s a character to reduce 6ea(ons and $r!or in their
In%entory to their co!(onents< !aking it (ossible to create
another (iece o. e7ui(!ent -ith the ra- !aterials reclai!ed.
+o-e%er< this can only be atte!(ted once > once the (layer has
o(ted to Dissol%e a (iece o. e7ui(!ent< it -ill auto!atically be
re!o%ed .ro! his or her In%entory.
Dissol%ing re7uires a nu!ber o. 6orksho( +ours e7ual to
10Q o. the total Cra.t Points in the (iece< as -ell as a
success.ul Task Check against the rele%ant Cra.ting\ Skill -ith
the !odi.ier gi%en belo-.
Conditional M4+3F3!R"
Dissol%ing Tier 1 ite!K Z40
Dissol%ing Tier # ite!K Z30
Dissol%ing Tier 3 ite!K Z#0
Dissol%ing Tier 4 ite!K Z10
Dissol%ing Tier 1 ite!K 0
Dissol%ing Tier ) ite!K =10
Dissol%ing Tier 7 ite!K =#0
Dissol%ing Tier ite!K =30
,y de.ault< success.ully dissol%ing a (iece o. e7ui(!ent allo-s
the (layer to add 71Q o. the Cra.t Points s(ent on the basic
(iece o. e7ui(!ent and 10Q o. the Cra.t Points s(ent on its
$bilities to his In%entory. I. the Task Check .ails< only #1Q o.
the Cra.t Points s(ent on the basic (iece o. e7ui(!ent are
reco%ered@ any Cra.t Points used to add $bilities are lost. $
,otch destroys all Cra.t Points contained in the ite!. Critical
Successes ha%e no additional e..ect.
S9ill Test
$l!ost e%ery !aCor .or! o. cra.ting re7uires a success.ul Task
Check to co!(lete. 6hile certain ty(es o. cra.ting bring their
o-n Conditional 0odi.iers to the table< there are certain
conditions -hich -ill a..ect all cra.ting atte!(ts e7ually.
Suggested !odi.iers .or these areK
C45+3'345A. M4+3F3!R"
Inade7uate toolsK =#0
Inade7uate -orks(aceK =10
$tte!(ting to .inish in #1Q o. gi%en ti!eK =)0
$tte!(ting to .inish in 10Q o. re7uired ti!eK =40
$tte!(ting to .inish in 110Q o. gi%en ti!eK Z10
$tte!(ting to .inish in #00Q o. gi%en ti!eK Z#0
I. the Task Check is (assed< the ite! is cra.ted -ithout a
(roble!. I. it .ails< so!ething has gone -rong. $t this stage< the
(layer !ust decide -hether to abandon the (roCect or atte!(t
to sal%age it.
Sal%aging a (roCect is treated as a cra.ting (roCect in its o-n
right< -ith the sa!e !odi.iers and ti!e re7uire!ents as the
.ailed (roCect but only 10Q o. the Cra.t Points originally
re7uired. The character !ay continue retrying i. the second
atte!(t .ails< but !ust e'(end ti!e and !aterials .or each
subse7uent atte!(t. $ ,otch destroys the (roCect co!(letely@ i.
the character -ishes to try again< they -ill ha%e to start .ro!
the beginning.
I"1E"T
In%entions are 7uirky de%ices custo!=built to .ul.ill a %ery
(articular .unction. &%en i. t-o &ngineers create In%entions .or
the %ery sa!e (ur(ose< chances are that the resulting de%ices
are radically di..erent in .or! and e'ecution. In the 99*P/<
In%entions are e..ecti%ely an $bility Set that &ngineers can
design on the .ly< creating ne- (o-ers as situations de!and.
,ecause In%entions are uni7uely attuned to their creators<
they !ay only be used by the &ngineer -ho originally created
the!. +o-e%er< an &ngineer does ha%e the o(tion o. breaking
do-n another &ngineerDs In%ention into its co!(onent Parts
and reusing these in an In%ention o. his o-n de%ising.
Time
Though e'(erienced &ngineers usually !aintain a -orksho(<
!any In%entions are built and re.ined on the .ly. $s long as an
&ngineer has access to his tools and !aterials relati%ely
uninterru(ted< he can create In%entions -ithout the need to
in%est 6orksho( +ours@ instead< the ne- In%ention -ill be ready
.or use at the beginning o. the .ollo-ing Scene.
0aterials
Instead o. using ,asic and S(ecial 0aterials< In%entions are
created by (utting together a series o. Parts< each -ith its o-n
distincti%e e..ect. $ basic In%ention has a set o. &..ect Parts >
di%ided into Da!age Parts and Status Parts< de(ending on
-hat the In%ention does > a Targeting Part that deter!ines
-hat the In%ention a..ects< and a Trigger Part that deter!ines
the e..ectDs chance o. success. 0ore co!(le' In%entions !ay
also add S(ecial Parts that adCust or enhance the basic e..ects
o. an In%ention in a signi.icant !anner.
The Parts gi%en in this $((endi' are le.t %ague in ter!s o.
.or!< but ha%e clearly=de.ined .unctions. This is intentional< and
allo-s (layers and /0s a .ree hand in deciding Cust -hat Parts
and In%entions look like in their ga!es. The con%entional %ie-
o. Parts as gears and !echanical bits asse!bled by a scienti.ic
genius -orks 7uite -ell< but an oddball ?&ngineer? character
!ight use a so!e-hat !ore unusual ty(e o. Part< such as s!all
bioengineered li.e.or!s.
FINAL FANTASY THE ROLEPLAYING GAME
281
+o-e%er< !ost In%entions can only !ount a li!ited nu!ber o.
Parts< based on the o%erall so(histication o. the de%ice. In
99*P/ ter!s< this is e'(ressed by letting the &ngineerDs (layer
(ick an In%ention Ae%el .or the de%ice at the ti!e o. creation<
ranging .ro! 1 to 10. $n In%ention acco!!odates 10 Z F1 '
In%ention Ae%elH ?slots? -orth o. Parts@ ho- !any slots a Part
takes u( de(ends on its o%erall (o-er and so(histication. &%ery
In%ention !ust ha%e one Targeting and Trigger Part@ any Slots
le.t o%er a.ter these t-o ha%e been installed can be used on
other Parts o. the &ngineerDs choosing.
$l!ost all Parts listed belo- ha%e a (rice and $%ailability
*ating< and !ust be bought or ac7uired through ad%enturing
be.ore they can be incor(orated into an In%ention.
Targeting Parts
&%ery In%ention has one Targeting Part > no !ore< no less.
TYPE TIER SLOTS COST AVAILABILITY EFFECT
3e|l 1 0 --- 100 lrverl|or oecores Targel: 3e|l
3|rg|e 1 1 10 95 lrverl|or oecores Targel: 3|rg|e
Rardor 1 1 10 95 lrverl|or largels rardor opporerl;
rardor a||y lor Pos|l|ve 3lalus ellecls
0roup 1 100 95 lrverl|or oecores Targel: 0roup
urlocused 3 1 200 80 lrverl|or oecores Targel: A||
Trigger Parts
Aike Target Parts< each In%ention only e%er !ounts a single Trigger Part.
TYPE TIER SLOTS COST AVAILABILITY EFFECT
Too| ACC 1 3 50 95 lrverl|or Co3 |s E><%;,0<$ E./0,'-
Car or|y oe used W|lr Negal|ve 3lalus Parls
ACC 1 1 100 95 lrverl|or Co3 |s A88D%/8A$ E./0,'-
Car or|y oe used W|lr 0arage Parls
Toucr 1 1 25 95 lrverl|or Co3 |s l|al )*+
Car or|y oe used W|lr Negal|ve 3lalus Parls
3lr||e Z 1250 50 lrverl|or Co3 |s l|al #*+
Car or|y oe used W|lr Negal|ve 3lalus Parls
3|ar 9 13 --- Arl|lacl lrverl|or Co3 |s l|al 5*+
Car or|y oe used W|lr Negal|ve 3lalus Parls
Aulo-l|l 1 1 50 95 w||| a|Ways succeed
Car or|y oe used W|lr Pos|l|ve 3lalus Parls
7amage Parts
9or In%entions ca(able o. dealing da!age< Da!age Parts deter!ine ho- both -hat kind o. da!age they in.lict< and ho- !uch o. it. $
Da!age e..ect is created by co!bining one or !ore Da!age Scale Parts together -ith an $ttribute ,ase Part and< i. desired< $dded &..ect
Parts. The resulting In%ention deals da!age like an attack< but cannot land Critical +its unless s(eci.ically enabled to do so by the
&ngineer.
DAMAGE SCALE PARTS
Da!age Scale Parts deter!ine an In%entionDs Da!age Scale. Da!age Scale (arts !ay be taken !ulti(le ti!es to enhance an In%ention?s
o%erall e..ecti%eness.
TYPE TIER SLOTS COST AVAILABILITY EFFECT
0arage 1 3 100 95 1 03
0arage 2 1 300 85 2 03
0arage 5 5 Z50 0 3 03
Vax 0arage 9 --- Arl|lacl 5 03
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ATTRIBUTE BASE PART
$ttribute ,ase Parts deter!ine -hat $ttribute is used to do da!age< and in turn hel( deter!ine the actual .or! o. the In%ention.
TYPE TIER SLOTS COST AVAILABILITY EFFECT
8ase: A0l 1 1 50 95 lrverl|or darage |s (DS AGI) ard res|sled oy ARM
8ase: VA0 1 1 100 95 lrverl|or darage |s (DS MAG) ard res|sled oy MARM
8ase: 3TR 1 0 10 95 lrverl|or darage |s (DS STR) ard res|sled oy ARM
ADDED EFFECT PARTS
$dded &..ect Parts are e..ecti%ely &7ui(!ent $bilities .or In%entions< gi%ing the! additional ca(abilities.
TYPE TIER SLOTS COST AVAILABILITY EFFECT
Rarged 1 1 50 95 lrverl|or's allac| |s Rarged
Cr|l|ca| 3lr||e 5 1 1000 5 lrverl|or car |ard Cr|l|ca| l|ls
Cr|l|ca| Z 2 3000 10 As per Equ|prerl Ao|||ly ol lre sare rare
Cr|l|ca| 9 3 --- Arl|lacl As per Equ|prerl Ao|||ly ol lre sare rare
E|ererla| All|r|ly 1 1 50 95 lrverl|or dea|s E|ererla| darage
Vusl oe coro|red W|lr E|ererl Parl
lP 0ra|r Z 13 3000 15 As per Equ|prerl Ao|||ly ol lre sare rare
lP 3|pror 3 5 1000 80 Allac|s reslore l|l Po|rls oy 24+ ol darage dea|l
VP 0arage 2 5 500 85 As per Equ|prerl Ao|||ly ol lre sare rare
P|erc|rg 5 3 2000 0 As per Equ|prerl Ao|||ly ol lre sare rare
Ve|l|rg 9 5 --- Arl|lacl Allac|s W|lr lrverl|or |grore a|| ARV or V. ARV
PoWer 3lr||e 10 10 --- ur|que 0arage |rcreased oy !4*+.
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Stat4s Parts
Status Parts add both (ositi%e and negati%e Status Conditions to targets. $l!ost all Status Parts !ust be co!bined -ith Duration Parts to
.unction< though so!e Conditions ha%e .i'ed durations@ i. so< this -ill be noted in the PartDs descri(tion. $ll Status Parts CoS is deter!ined
by the Trigger Part they are attached to.
POSITIVE STATUS PARTS
Positi%e Status Parts besto- %arious bene.icial Status Conditions< and !ust be (aired -ith an $uto=+it Trigger Part to .unction.
TYPE TIER SLOTS COST AVAILABILITY NOTES
Aura 9 20 --- Arl|lacl Vusl oe coro|red W|lr 0ural|or Parl
F|oal 1 50 95 Vusl oe coro|red W|lr 0ural|or Parl
lasle 10 30 --- ur|que Vusl oe coro|red W|lr 0ural|or Parl
Prolecl 3 13 1000 80 Vusl oe coro|red W|lr 0ural|or Parl
Rel|ecl 8 19 5000 35 Vusl oe coro|red W|lr 0ural|or Parl
3re|| 3 13 1000 80 Vusl oe coro|red W|lr 0ural|or Parl
var|sr 9 25 --- Arl|lacl Vusl oe coro|red W|lr 0ural|or Parl
wa|| 10 29 --- ur|que Vusl oe coro|red W|lr 0ural|or Parl
E|ererl Res|sl 2 11 500 90 Vusl oe coro|red W|lr 0ural|or Parl
Vusl oe coro|red W|lr E|ererl Parl
E|ererl lrrure 5 21 2000 0 Vusl oe coro|red W|lr 0ural|or Parl
Vusl oe coro|red W|lr E|ererl Parl
E|ererl Aosoro 9 31 --- Arl|lacl Vusl oe coro|red W|lr 0ural|or Parl
Vusl oe coro|red W|lr E|ererl Parl
E|ererl Errarcer Z 19 3000 15 Vusl oe coro|red W|lr 0ural|or Parl
Vusl oe coro|red W|lr E|ererl Parl
3lalus lrrure: Fala| 9 2 --- Arl|lacl Vusl oe coro|red W|lr 0ural|or Parl
3lalus lrrure: Vysl|ly 9 22 --- Arl|lacl Vusl oe coro|red W|lr 0ural|or Parl
3lalus lrrure: 3ea| 9 21 --- Arl|lacl Vusl oe coro|red W|lr 0ural|or Parl
3lalus lrrure: T|re 9 21 --- Arl|lacl Vusl oe coro|red W|lr 0ural|or Parl
3lalus lrrure: Tox|r 9 21 --- Arl|lacl Vusl oe coro|red W|lr 0ural|or Parl
3lalus lrrure: Trarslorr 9 23 --- Arl|lacl Vusl oe coro|red W|lr 0ural|or Parl
3lalus lrrure: wea| 9 25 --- Arl|lacl Vusl oe coro|red W|lr 0ural|or Parl
Ag|||ly up 1 50 95 Vusl oe coro|red W|lr 0ural|or Parl
Arror up 2 13 Z50 85 Vusl oe coro|red W|lr 0ural|or Parl
Vag|c up 5 19 3000 0 Vusl oe coro|red W|lr 0ural|or Parl
Verla| up 2 13 Z50 85 Vusl oe coro|red W|lr 0ural|or Parl
PoWer up 5 19 3000 0 Vusl oe coro|red W|lr 0ural|or Parl
3p|r|l up 1 50 95 Vusl oe coro|red W|lr 0ural|or Parl
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284
NEGATIVE STATUS PARTS
2egati%e Status Parts in.lict negati%e Status Conditions on a target< and !ust be (aired -ith a Touch< Strike< ;nock< or Tool $CC Trigger
Part to .unction.
TYPE TIER SLOTS COST AVAILABILITY NOTES
Zoro|e 5 21 1250 0 0ural|or (2)
Corderred Z 23 3000 15 0ural|or (()
0ealr 10 3 --- ur|que ----
Ejecl 20 1Z50 50 ----
Frozer 9 2Z --- Arl|lacl Vusl oe coro|red W|lr 0ural|or Parl
leal 9 2Z --- Arl|lacl Vusl oe coro|red W|lr 0ural|or Parl
8erser| 2 13 1000 85 Vusl oe coro|red W|lr 0ural|or Parl
Crarr 9 25 --- Arl|lacl Vusl oe coro|red W|lr 0ural|or Parl
Corluse 1 13 1000 Z5 Vusl oe coro|red W|lr 0ural|or Parl
Po|sor 5 9 100 0 0ural|or (2)
veror Z 21 1000 10 Vusl oe coro|red W|lr 0ural|or Parl
8||rd 1 50 95 Vusl oe coro|red W|lr 0ural|or Parl
Curse 3 13 1000 80 Vusl oe coro|red W|lr 0ural|or Parl
Pelr|ly 21 3000 50 0ural|or (()
3||erce 2 13 1000 85 Vusl oe coro|red W|lr 0ural|or Parl
3|eep 1 200 95 Vusl oe coro|red W|lr 0ural|or Parl
3lore 5 33 2000 0 0ural|or (2)
0|sao|e 2 13 1000 85 Vusl oe coro|red W|lr 0ural|or Parl
lrroo|||ze 2 200 90 Vusl oe coro|red W|lr 0ural|or Parl
3|oW 2 50 90 Vusl oe coro|red W|lr 0ural|or Parl
3lop 8 19 5000 30 Vusl oe coro|red W|lr 0ural|or Parl
3ap 21 3000 50 Vusl oe coro|red W|lr 0ural|or Parl
V|r| 8 19 5000 30 Vusl oe coro|red W|lr 0ural|or Parl
Toad 8 19 5000 30 Vusl oe coro|red W|lr 0ural|or Parl
Ag|||ly 0oWr 1 50 95 Vusl oe coro|red W|lr 0ural|or Parl
Ag|||ly 8rea| 5 13 2000 0 Vusl oe coro|red W|lr 0ural|or Parl
Arror 0oWr 3 13 1000 80 Vusl oe coro|red W|lr 0ural|or Parl
Arror 8rea| Z 19 2500 15 Vusl oe coro|red W|lr 0ural|or Parl
E|ererl wea|ress 15 1500 50 Vusl oe coro|red W|lr 0ural|or Parl
Vusl oe coro|red W|lr E|ererl Parl
Vag|c 0oWr 1 13 1000 Z5 Vusl oe coro|red W|lr 0ural|or Parl
Vag|c 8rea| Z 19 5000 10 Vusl oe coro|red W|lr 0ural|or Parl
Ve|ldoWr 9 25 --- Arl|lacl Vusl oe coro|red W|lr 0ural|or Parl
Verla| 0oWr 3 13 1000 80 Vusl oe coro|red W|lr 0ural|or Parl
Verla| 8rea| Z 19 2500 15 Vusl oe coro|red W|lr 0ural|or Parl
PoWer 0oWr 1 13 1000 Z5 Vusl oe coro|red W|lr 0ural|or Parl
PoWer 8rea| Z 19 5000 10 Vusl oe coro|red W|lr 0ural|or Parl
3p|r|l 0oWr 1 50 95 Vusl oe coro|red W|lr 0ural|or Parl
3p|r|l 8rea| 5 13 2000 0 Vusl oe coro|red W|lr 0ural|or Parl
DURATION PARTS
Duration Parts !ust be taken in conCunction -ith a Positi%e or 2egati%e Status Part< and deter!ine ho- long Status Conditions added by
the In%ention last.
TYPE TIER SLOTS COST AVAILABILITY EFFECT
0ural|or (2) 1 0 10 95 ---
0ural|or (() 2 3 100 85 ---
0ural|or (#) 5 Z 1000 0 ---
0ural|or (2) 9 12 --- Arl|lacl ---
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285
S8e2ial Parts
S(ecial Parts are ?-ild cards? that increase the .le'ibility and utility o. In%entions. These are ty(ically rare< and generally only a%ailable to
higher=le%el &ngineers. So!e S(ecial (arts allo- .or additional &..ect Parts to be added to an In%ention@ any Parts added in this !anner
are subCect to the nor!al Slot restrictions.
TYPE TIER SLOTS COST AVAILABILITY EFFECT
Vysl|ca| 3 0 50 80 Rep|ace EvA W|lr V. EvA |r ore Tr|gger Parl
0ua| Ellecl 2 0 250 85 See notes "elow
Tr|p|e Ellecl Z 0 1500 10 See notes "elow
TW|r Ellecl 1 0 1000 Z5 See notes "elow
Tr|ure Ellecl 9 0 --- Arl|lacl See notes "elow
0ua| 0elecl 1 1 250 Z0 See notes "elow
Tr|p|e 0elecl 8 2 Z50 30 See notes "elow
"pe#ia. Rul!"
Dual &..ectK The In%ention can !ount u( to t-o ty(es o. &..ect Part< or t-o se(arate Da!age or Status e..ects. The &ngineer !ust choose
-hich o. the t-o e..ects he uses e%ery ti!e the In%ention is used during the course o. (lay.
Tri(le &..ectK The In%ention can !ount u( to three ty(es o. &..ect Part< or three se(arate Da!age or Status e..ects. The &ngineer !ust
choose -hich o. the three e..ects he uses e%ery ti!e the In%ention is used during the course o. (lay.
T-in &..ectK The In%ention can !ount t-o se(arate Status or Da!age e..ects. ,oth e..ects are a((lied e%ery ti!e the In%ention is used.
+o-e%er< each e..ect re7uires its o-n Triggering Part to .unction.
Triune &..ectK The In%ention can !ount three se(arate Status or Da!age e..ects. $ll e..ects are a((lied e%ery ti!e the In%ention is used.
+o-e%er< each e..ect re7uires its o-n Triggering Part to .unction.
Dual De.ectK The In%ention can ha%e u( to t-o De.ects. The &ngineer !ust choose -hich o. the De.ects a((lies e%ery ti!e the In%ention
is used during the course o. (lay.
Tri(le De.ectK The In%ention can ha%e u( to three De.ects. The &ngineer !ust choose -hich o. the De.ects a((lies e%ery ti!e the
In%ention is used during the course o. (lay.
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286
Element Parts
&le!ent Parts are (aired -ith Parts -hose e..ects are s(eci.ic to one or !ore &le!ents. $n In%ention e..ect !ay only e%er ha%e one
&le!ent Part assigned to it.
TYPE TIER SLOTS COST AVAILABILITY EFFECT
Ary E|ererl 9 10 --- Arl|lacl See notes "elow3
8|o 1 1 10 95 Ellecl |s 8|o E|ererla|
Earlr 1 1 10 95 Ellecl |s Earlr E|ererla|
F|re 1 1 10 95 Ellecl |s F|re E|ererla|
lo|y 1 1 10 95 Ellecl |s lo|y E|ererla|
lce 1 1 10 95 Ellecl |s lce E|ererla|
L|grlr|rg 1 1 10 95 Ellecl |s L|grlr|rg E|ererla|
Rardor E|ererl 2 1 50 80 See notes "elow
3radoW 1 1 10 95 Ellecl |s 3radoW E|ererla|
Tr|p|e E|ererl 5 1 150 0 See notes "elow
waler 1 1 10 95 Ellecl |s waler E|ererla|
w|rd 1 1 10 95 Ellecl |s w|rd E|ererla|
"pe#ia. Rul!"
$ny &le!entK The &ngineer decides -hich &le!ent to a((ly to the In%entionDs e..ects e%ery ti!e the In%ention is used.
Tri(le &le!entK This Part allo-s the &ngineer to add three se(arate &le!ents to an In%ention. Decide -hat three &le!ents the Tri(le
&le!ent Part NcontainsD -hen .irst installing it in the In%ention. The &ngineer then decides -hich o. the three &le!ents to a((ly to the
In%entionDs e..ects e%ery ti!e the In%ention is used.
*ando! &le!entK The In%entionDs e..ects a((ly to a rando! &le!ent e%ery ti!e it is used. *oll a d10 and consult the table belo- to .ind
out -hat &le!ent is in e..ect .or this (articular useK
*oll &le!ent
1 +oly
# Aightning
3 &arth
4 9ire
1 Ice
) 6ind
7 6ater
Shado-
" ,io
10 *e=roll
7efe2ts
In%entions are ty(ically one=o.=a=kind e'a!(les o. bleeding=
edge science< and are ne%er entirely .ree o. (roble!s. To
co!(lete the In%ention< choose one De.ect .ro! the .ollo-ing
listK
(a#kfire
&..ectK *oll a dQ e%ery ti!e the In%ention is used. 8n a roll o.
10 or lo-er< the In%ention has back.ired. Da!age and 2egati%e
Status Parts target the &ngineer > in the case o. a TargetK
Single e..ect > or the Party i. the e..ect is TargetK /rou(. 9or
Positi%e Status &..ects< the re%erse a((lies@ TargetK Sel. -ill
si!(ly a((ly the In%entionDs e..ects to one rando! o((onent.
Cannot be taken in conCunction -ith an :n.ocused Part.
+ela)
&..ectK The syste! is sluggish< and takes a bit o. ti!e to -ar!
u( -hen used. The In%ention gains a CT o. # (er In%ention
Ae%el@ a Ae%el 1 In%ention -ith this De.ect -ould ha%e CT o. 10.
"ur$e
&..ectK The syste! is (rone to o%erloading in co!bat<
da!aging other de%ices on the &ngineerDs (erson. &%ery ti!e
the In%ention is used< roll a dQ and consult the table belo-. I.
the roll is less than or e7ual to the CoS gi%en .or the In%entionDs
Ae%el< the In%ention has surged< in.licting Curse F4H on the
&ngineer@ resol%e the e..ects o. the In%ention be.ore a((lying
Curse. This Status cannot be blocked by e..ects that -ould
nor!ally (ro%ide I!!unity to Seal=ty(e Status Conditions or
Curse< but can be cured in the usual .ashion.
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287
In%ention Ae%el Chance o. Surge
1 = # #0Q
3 = 4 #1Q
1 = ) 30Q
7 = 31Q
" = 10 40Q
'emperamental
&..ectK The In%ention re7uires a delicate hand to o(erate< and
has a tendency to !al.unction or .ail at ino((ortune !o!ents.
&%ery ti!e the In%ention is used< roll a dQ and consult the table
belo-. I. the roll is less than or e7ual to the CoS gi%en .or the
In%entionDs Ae%el< the In%ention has !al.unctioned< and the
$ction is -asted.
In%ention Ae%el Chance o. 9ailure
1 = # 30Q
3 = 4 31Q
1 = ) 40Q
7 = 41Q
" = 10 10Q
1pkeep
&..ectK The In%ention needs a regular su((ly o. a!!unition or
re(lace!ent (arts in order to re!ain usable. In ga!e ter!s< the
&ngineer !ust s(end a certain a!ount o. /il .or each use o. the
In%ention< de(ending on its Ae%el.
In%ention Ae%el :(kee( Cost
1 1 /
# #0 /
3 40 /
4 71 /
1 110 /
) #10 /
7 400 /
)00 /
" 00 /
10 1000 /
G!7GETS
Characters -ho ha%e !astered the art o. in%ention don?t -aste
their ti!e ac7uiring other skills > they si!(ly build de%ices to
do the tasks they can?t. In the 99*P/< such de%ices are kno-n
as /adgets< and act as ?skills in a can? > in other -ords< they
gi%e their creators a Skill *ating in a Skill they -ould not
nor!ally ha%e< including 6ea(on Skills. This arti.icial Skill *ating
is used in Task Checks in the sa!e !anner as a nor!al Skill
-ould be. In the e%ent that the character (ossesses both the
Skill and a /adget .or said skill< they -ill use -hiche%er rating is
higher.
$ /adget can be used by any (layer< no !atter -ho originally
created it. I!(ro(er use o. a /adget can also be dangerousK a
,otch -ill lea%e a /adget Da!aged< and only -orking at FSkill
*atingX#H . $ second ,otch -ill lea%e a /adget ,roken and
unusable until .i'ed -ith the *e(air Skill.
To create a /adget< the (layer !ust decide -hich Skill the
/adget si!ulates< and at -hat le%el. /adgets can con.er Skill
*atings o. #0< 40< )0< and 0< -ith each subse7uent increase
in Skill *ating beco!ing !ore e'(ensi%e and di..icult to build.
8nce this has been decided< the /adget is asse!bled as a
standard cra.ting (roCect using ,asic 0aterials.
Ta%le A*&1' Gad.ets
RATING TIER POINTS HOURS MODIFIER
20 2 12 -10
10 1 28 12 -20
0 5 10 18 -30
80 Z 22 28 -10
SAMPLE GADGETS
The .ollo-ing are e'a!(les o. /adgets characters !ight create
-ith the In%ent Skill.
Automap
$n electronic !a( ca(able o. being continuously u(dated -ith
ne- geogra(hical in.or!ation as its bearer !o%es around the
i!!ediate area. The $uto!a( gi%es the &ngineer 2a%igation at
a *ating o. 40.
Grapple Gun
$ (istol=style de%ice containing an ar!or=(iercing (roCectile
attached to high=tension steel cable and a (o-er.ul -inch. The
user si!(ly .ires the gun at a .lat sur.ace to anchor the cable<
then engages the -inch to ascend. This e..ecti%ely gi%es the
&ngineer Cli!bing at a *ating o. )0.
2oi#ebox
This so(histicated electronic recording de%ice ca(tures a
subCect?s %oice< then stores it .or .uture re.erence. 6hen
another (erson uses the %oicebo'< they can recall the stored
in.or!ation< allo-ing the de%ice to to change their %oice into an
e'act re(lica o. the recorded (erson?s. The 4oicebo' gi%es the
&ngineer $cting at a *ating o. 0.
REP!IR
&7ui(!ent can su..er a great deal o. -ear and tear during the
course o. an ad%enture. 9or this reason< characters -ith the
*e(air Skill !ay need use their talents to .i' ite!s -hich ha%e
been da!aged or broken in the line o. duty.
To (ro(erly re(air an ite!< a character !ust de%ote both
!oney and 6orksho( +ours to it. The !oney (ays .or the
!aterials and tools needed to do the Cob< and %aries de(ending
on both the se%erity o. the da!age and the so(histication o.
the ite! under consideration. $.ter the !oney has been (aid<
the character !akes a Task Check against their *e(air Skill -ith
a((ro(riate !odi.iers to see i. the ite! is sal%aged.
De(ending on ho- bad the da!age is< success and .ailure
can ha%e di..erent conse7uences. $ssu!ing the ite! isn?t
utterly destroyed< the character can try again as !any ti!es as
they?d like< though each subse7uent re(air atte!(t re7uires a
FINAL FANTASY THE ROLEPLAYING GAME
288
.resh in%est!ent o. ti!e and !oney. 2ote that characters -ith
an a((ro(riate Cra.ting\ Skill can substitute it .or *e(air -hen
!aking Task Checks.
7amaged Items
&7ui(!ent that is subCected to great stress in or out o. co!bat
!ay beco!e Da!aged. :ntil it is re(aired< Da!aged e7ui(!ent
loses any &7ui(!ent $bilities it -ould other-ise con.er. &ach
atte!(t to re(air Da!aged e7ui(!ent has a /il cost e7ual to
10Q o. the original cost o. the (iece being re(aired. $ success
or Critical Success !eans the ite! has been re(aired< canceling
out Da!aged. $ .ailure !eans the ite! re!ains Da!aged< -hile
a ,otch !eans that the ite! has been ,roken during the re(air
atte!(t.
Ta%le A*&2' ;ama.ed *tems
ITEM TIER CONDITIONAL MODIFIER HOURS
1 80 1
2 0 2
3 10 1
1 20 1
5 0
-20
Z -10 8
8 -0 8
Bro9en Items
In so!e cases< e7ui(!ent !ay be broken in the line o. duty.
,roken ite!s are e..ecti%ely useless< and cannot be e7ui((ed
until they ha%e been re(aired. &ach atte!(t to re(air ,roken
e7ui(!ent has a /il cost e7ual to #1Q o. the original cost o.
the (iece being re(aired. $ success or Critical Success !eans
the ite! has been re(aired< canceling out ,roken. $ .ailure
!eans the ite! re!ains ,roken< -hile a ,otch !eans that the
ne't re(air atte!(t -ill cost 10Q rather than #1Q o. the
ite!?s original cost.
Ta%le A*&0' /ro)en *tems
ITEM TIER CONDITIONAL MODIFIER HOURS
1 0 2
2 10 1
3 20
1 0
5 -20 8
-10 8
Z -0 12
8 -80 11
E6eryday Re8airs
*e(airing things other than e7ui(!ent nor!ally does not
re7uire a /il in%est!ent< but does take ti!e and a success.ul
Task Check -ith a((ro(riate Conditional 0odi.iers. So!e
suggested !odi.iers ha%e been gi%en belo-.
C45+3'345A. M4+3F3!R"
*e(airing !inor da!age to si!(le obCectK Z0
*e(airing a%erage da!age to si!(le obCectK Z40
*e(airing !inor da!age to co!(le' obCectK Z#0
*e(airing serious da!age to si!(le obCectK 0
*e(airing a%erage da!age to co!(le' obCectK 0
*e(airing catastro(hic da!age to si!(le obCectK =#0
*e(airing serious da!age to co!(le' obCectK =#0
*e(airing catastro(hic da!age to co!(le' obCectK =40
CR!FTI"G WE!PO"S !"7 !R0OR
Characters -ith the Cra.ting\ Skill ha%e the ability to .ashion
battle=ready 6ea(ons and $r!or .ro! a -ide %ariety o. ra-
!aterials.
Pro=e2t Basi2s
The .irst ste( in cra.ting a 6ea(on or (iece o. $r!or is to
decide -hat is being cra.ted > in other -ords< the 6ea(on or
$r!or ty(e and Tier. Characters can cra.t e7ui(!ent o. u( to
Tier @ Tier " and 10 are reser%ed .or treasures encountered
during the course o. (lay< re(resenting a le%el o. cra.ts!anshi(
ordinary characters cannot !atch. $s ty(e and Tier a..ect both
the (rice and the co!(le'ity o. the (roCect< higher=Tier
e7ui(!ent is best tackled by !ore e'(erienced characters.
Cost and 0aterials
The ne't ste( is to deter!ine ho- !uch it costs and ho- rare
the !aterials in%ol%ed -ill be. Prices and $%ailability .or Cra.t
Points can be .ound in Cha(ter ). The nu!ber o. Cra.t Points
re7uired -ill be deter!ined by the e'act nature o. the ite!<
-hile the Tier o. the !aterial re7uired is e7ual to the Tier o. the
.inal 6ea(on or $r!or.
FINAL FANTASY THE ROLEPLAYING GAME
281
Ta%le A*&1' *tem S)ills and Craft Points
ITEM SKILL USED CRAFT POINTS
ArrWear )inkering 9
Axe Weaponsmithing 21
8oorerarg Carpentr$ 11
8oW Carpentr$ 19
C|aWs )inkering 1
CrossooW )inkering 1
F|a|| )inkering 18
0aurl|els #rmorsmithing 9
0erer|c d weapor Weaponsmithing 11
0erer|c d8 weapor Weaponsmithing 15
0erer|c d10 weapor Weaponsmithing 18
0erer|c d12 weapor Weaponsmithing 21
0|oves )ailoring 11
0realsWord Weaponsmithing 21
lal )ailoring 12
le|rel #rmorsmithing 11
lrslrurerl var|es 1
Kalara Weaponsmithing 18
Kr|le Weaponsmithing 11
L|grl 3Word Weaponsmithing 1
Va|| #rmorsmithing 1Z
N|rja 8|ade Weaponsmithing 15
Po|earr Weaponsmithing 21
R|l|e )inkering 23
Rooe )ailoring 15
Rod Carpentr$ 11
3r|e|d #rmorsmithing 12
3lall Carpentr$ 15
3u|l )ailoring 15
3Wa||oW Weaponsmithing 18
Time
Cra.ting an ite! takes 6orksho( +ours o. (lanning and
(re(aration (lus F0.#1 ' TierH 6orksho( +ours .or each Cra.t
Point o. 0aterial in%ol%ed in the (roCect. $ Tier 1 Shield< .or
e'a!(le< -ould take F0.#1 ' 1 ' 1#H Z < or #3 6orksho(
+ours to .ully co!(lete.
!dding E;4i8ment !bilities
$dding &7ui(!ent $bilities to a (iece o. e7ui(!ent re7uires a
certain Tier o. S(ecial 0aterials< as -ell as # 6orksho( +ours o.
(re(aration ti!e< (lus F0.10 ' TierH 6orksho( +ours .or each
Cra.t Point o. 0aterial in%ol%ed in the (roCect. The (re(aration
re7uire!ent can be -ai%ed i. the character has already !ade
(re(arations .or a 6ea(ons!ithing or $r!ors!ithing (roCect.
So!e &7ui(!ent $bilities !ay only be added to 6ea(ons or
$r!or@ so!e !ay be added to both. The .inal colu!n in the
table sho-s -hich $bilities can be added to -hich e7ui(!ent.
2o (iece o. e7ui(!ent !ay ha%e !ore than one ability.
Ta%le A*&2' E8"ipment A%ilities
ABILITY TIER CRAFT POINTS ADD TO
[E|ererl| Ealer 8 10 Arror
[E|ererl| Errarcer 1 30 E|lrer
[E|ererl| Prool 5 20 Arror
[E|ererl| 3lr||e 1 10 weapor
[E|ererl| ward 1 10 Arror
[Erery Type| K|||er 1 20 weapor
10 lP 5 10 Arror
10 VP 20 Arror
1 [Allr|oule| 1 10 E|lrer
2 [Allr|oule| 20 E|lrer
5 Evade 1 10 E|lrer
5 V. Evade 1 10 E|lrer
10 Accuracy 1 10 E|lrer
10 0exler|ly 2 20 E|lrer
10 Evade 1 10 E|lrer
10 Experl|se 1 10 E|lrer
10 V. Accuracy 1 10 E|lrer
10 V. Evade 1 10 E|lrer
10 V|rd 2 20 E|lrer
15 Evade Z 20 E|lrer
15 V. Evade Z 20 E|lrer
20 Accuracy 5 10 E|lrer
20 0exler|ly 30 E|lrer
20 Experl|se 5 10 E|lrer
20 V. Accuracy 5 10 E|lrer
20 V|rd 30 E|lrer
30 Accuracy Z 20 E|lrer
30 Experl|se Z 20 E|lrer
30 V. Accuracy 20 E|lrer
Aulo-F|oal 1 20 Arror
Aulo-Rel|ecl 5 20 E|lrer
Aulo-Reger 8 10 Arror
8erser| Prool 2 20 Arror
8erser| 3lr||e 30 weapor
8erser| Toucr 3 20 weapor
8||rd Prool 1 10 Arror
8||rd 3lr||e 20 weapor
8||rd Toucr 1 10 weapor
Crarr Prool 8 10 Arror
Corlus|or Prool 30 Arror
Corlus|or Toucr 5 20 weapor
Cr|l|ca| Z 20 weapor
Curse Prool 5 30 Arror
0ealr Toucr Z 10 weapor
0|sao|e Prool 3 20 Arror
0|sao|e 3lr||e 8 30 weapor
0|sao|e Toucr 20 weapor
leadrurler 1 20 E|lrer
lP 0ra|r 1 30 weapor
lrroo|||ze Prool 1 10 Arror
lrroo|||ze 3lr||e 20 weapor
lrroo|||ze Toucr 3 10 weapor
V|r| Prool Z 20 Arror
VP 0arage 3 10 weapor
FINAL FANTASY THE ROLEPLAYING GAME
212
Ta%le A*&2' E8"ipment A%ilities
ABILITY TIER CRAFT POINTS ADD TO
VP 0ra|r 20 weapor
P|erc|rg 5 20 weapor
Po|sor Prool 1 10 Arror
Po|sor 3lr||e 20 weapor
Po|sor Toucr 1 10 weapor
3ersor 1 10 weapor
3||erce Prool 1 20 Arror
3||erce 3lr||e 20 weapor
3||erce Toucr 1 10 weapor
3|eep Prool 2 10 Arror
3|eep 3lr||e 20 weapor
3|eep Toucr 1 10 weapor
3|oW Prool 1 20 Arror
3|oW 3lr||e 8 20 weapor
3|oW Toucr 2 10 weapor
303-Ag|||ly up 3 20 Arror
303-Arror up 5 20 Arror
303-8erser| 3 10 Arror
303-lasle 30 Arror
303-Vag|c up Z 20 Arror
303-Verla| up 5 20 Arror
303-PoWer up Z 20 Arror
303-Prolecl 5 20 Arror
303-Rel|ecl 2 10 Arror
303-Rera|se 5 10 Arror
303-3re|| 5 20 Arror
303-3p|r|l up 3 20 Arror
3lore Toucr 5 10 weapor
3lop Prool 8 30 Arror
Toad Prool Z 20 Arror
Zoro|e Prool 1 20 Arror
Zoro|e Toucr 1 20 weapor
S9ill Test
To co!(lete the cra.ting (rocess< the character !ust !ake a
success.ul Task Check against their rele%ant Skill< gi%en in Table
$I=1 abo%e. The basic !odi.iers .or this roll are deter!ined by
the (roCect?s Tier< though the /0 !ay add .urther !odi.iers
.ro! the list (resented at the beginning o. this $((endi' i. the
situation -arrants it.
Conditional M4+3F3!R"
Cra.ting Tier 1 ite!K Z40
Cra.ting Tier # ite!K Z30
Cra.ting Tier 3 ite!K Z#0
Cra.ting Tier 4 ite!K Z10
Cra.ting Tier 1 ite!K 0
Cra.ting Tier ) ite!K =10
Cra.ting Tier 7 ite!K =#0
Cra.ting Tier ite!K =30
Should the cra.ter (ass the Task Check< the ite! has been
cra.ted -ithout a (roble!. I. they .ail< ho-e%er< so!ething has
gone -rong< re7uiring the! to in%est !ore ti!e and e..ort into
the cra.ting (rocess. i. they -ant to Nsal%ageD the (roCect< they
!ust (ass another Task Check -ith the sa!e !odi.iers. Doing
so re7uires additional ti!e and e'(ense > 10Q o. the total
cost and ti!e initially e'(ended on the (roCect. The character
!ay continue retrying i. the second atte!(t .ails< but !ust
e'(end the sa!e a!ount o. ti!e and !oney .or each
subse7uent atte!(t. $ ,otch destroys the (roCect co!(letely@ i.
the character -ishes to try again< they -ill ha%e to start .ro!
the beginning.
S8litting E;4i8ment !bilities
&7ui(!ent $bilities can also be re!o%ed .ro! an ite!< allo-ing
(layers to trans.er the! to other e7ui(!ent or re(lace the!
-ith ne- &7ui(!ent $bilities. +o-e%er< this can only be
atte!(ted once > once the (layer has o(ted to S(lit an
&7ui(!ent $bility< it -ill be (er!anently re!o%ed .ro! the ite!
in 7uestion.
S(litting re7uires # 6orksho( +ours o. (re(aration ti!e< (lus
F0.10 ' TierH 6orksho( +ours .or each Cra.t Point o. 0aterial
in%ol%ed in the (roCect. The (re(aration re7uire!ent can be
-ai%ed i. the character has already !ade (re(arations .or a
6ea(ons!ithing or $r!ors!ithing (roCect.
It also re7uires a success.ul Task Check against the rele%ant
Cra.ting\ Skill -ith the !odi.ier gi%en belo-.
Conditional M4+3F3!R"
S(litting Tier 1 $bilityK Z40
S(litting Tier # $bilityK Z30
S(litting Tier 3 $bilityK Z#0
S(litting Tier 4 $bilityK Z10
S(litting Tier 1 $bilityK 0
S(litting Tier ) $bilityK =10
S(litting Tier 7 $bilityK =#0
S(litting Tier $bilityK =30
,y de.ault< success.ully s(litting an &7ui(!ent $bility allo-s the
(layer to add 71Q o. the Cra.t Points s(ent on the $bility in
7uestion to his In%entory. I. the Task Check .ails< only #1Q o.
the Cra.t Points s(ent on the $bility are reco%ered. $ ,otch
si!(ly destroys the $bility > no Cra.t Points are reco%ered.
Critical Successes ha%e no additional e..ect.
PR!CTIC!# CR!FTI"G
Cra.ting is not necessarily restricted to grinding out -ea(ons
and ar!or. I. they -ish< characters -ith a Cra.t Skill can also use
their talents to !ake a range o. s!aller< !ore !undane ite!s@
these cannot ha%e co!bat a((lications< but can be used .or any
nu!ber o. other (ur(oses. *egardless o. the Cra.ting
s(ecialiEation being used< the (rocess al-ays .ollo-s these
sa!e three ste(sK
FINAL FANTASY THE ROLEPLAYING GAME
211
0aterials
To deter!ine the (roCect?s basic cost< the (layer and /0 begin
by choosing the Tier that best re.lects the !aterial the bulk o.
the (roCect -ill be !ade o.. $ brass (ot or a .rying (an o. iron<
.or instance< -ill be !ade al!ost entirely o. Tier 1 !aterial<
-hile a gold (endant inlaid -ith (recious Ce-els is co!(osed o.
!aterials a%eraging Tier ). 9or (ur(oses o. calculating costs< all
(ractical cra.ting is assu!ed to use only ,asic 0aterials.
Si>e
2e't< the /0 assigns a SiEe /rade o. 1 to 10 to the (roCect.
This is an abstract nu!ber designed to !easure its rough
(hysical scale< and deter!ines the nu!ber o. Cra.t Points and
6orksho( +ours -ill be re7uired to .inish it. :se the table belo-
to .ind the !ost a((ro(riate SiEe /rade.
Ta%le A*&3' Pro:ect SiKe
SICE GRADE CRAFT POINTS =ORKSHOP HOURS
3 7 1 lo 5cr 1 3
2 7 10 lo 20cr 2
) 7 25 lo 10cr 5 10
( 7 50 lo Z0cr 10 20
4 7 80cr lo 1r 20 10
# 7 1.2 lo 2r 10 80
6 7 2.5 lo 1r 80 130
1 7 lo 8r 10 210
5 7 10 lo 12r 300 180
3* 7 up lo 15r 50 1000
ProCects o. a SiEe /rade larger than 10 are beyond the abilities
o. a single artisan. In the unlikely e%ent that (layers -ill -ant to
tackle -ork on this scale< they -ill be o%erseeing a larger
construction tea! that -ill take care o. the actual handi-ork.
Com8le@ity
9inally< the /0 assigns a Co!(le'ity /rade .ro! 1 to 10. This
abstract nu!ber !easures the intricacy o. the (roCect< and
deter!ines ho- !uch additional ti!e and skill is re7uired to
.inish the (roCect. This is (articularly i!(ortant .or !ore
co!(le' undertakingsK a crude -ooden container and a !usic
bo'< des(ite being on the sa!e scale and re7uiring nearly the
sa!e 7uantities o. -ood< are nonetheless -orlds a(art in ter!s
o. the cra.ts!anshi( in%ol%ed.
:se the table belo- to deter!ine the !ost a((ro(riate
Co!(le'ity /rade .or the (roCectK
Ta%le A*&4' Pro:ect ComplexitF
COMPLEXITY TIME MODIFIER C'S
3 7 Fealure|ess 0.25 0
2 7 Crude 0ecoral|ors 0.5 10
) 7 8as|c Vov|rg Parls 1 30
( 7 Vodesl 0ecoral|ors 1.25 20
4 7 Vodesl Vecrar|sr 1.50 10
# 7 lrlr|cale 0ecoral|ors 2 0
6 7 lrlr|cale Vecrar|sr 2.50 -10
1 7 Vaslerlu| 0ecoral|ors 3 -20
5 7 Vaslerlu| Vecrar|sr 1 -30
3* 7 urpara||e|ed 5 -10
Time
8nce SiEe and Co!(le'ity are set< .ind the (roCect?s total ti!e
re7uire!ent in 6orksho( +ours by !ulti(lying the 6orksho(
+ours gi%en .or the (roCect?s SiEe /rade by the ti!e !odi.ier .or
its Co!(le'ity /rade. 9or instance< a SiEe 1< Co!(le'ity 4
(roCect -ould re7uire F40 ' 1. #1H< or 10 6orksho( +ours.
S9ill Test
$s al-ays< the .inal ste( is to !ake the Task Check .or the
cra.ting (rocess. The basic Conditional 0odi.ier .or this roll is
based on the (roCect?s Co!(le'ity< but additional !odi.iers can
be le%ied i. the /0 .eels it necessary. The conse7uences .or
.ailing and ,otching the Cra.ting\ roll are as standard.
Selling Crafted Items
,ecause it has no direct !echanical bene.its< characters are
!ost likely to engage in (ractical cra.ting in order to create
sellable ite!s. ,y de.ault< ite!s sell .or 1#0Q o. the /il
originally s(ent cra.ting the!. $dditional /il sunk into the
(roCect as a result o. .ailed Cra.ting\ rolls does not increase an
ite!?s %alue.
MASTERPIECES
During (ractical cra.ting< a Critical Success on a Cra.ting\ roll
creates an ite! o. unusual !erit< called a N!aster(ieceD .or
short. ,y de.ault< !aster(ieces sell .or 110Q o. an ite!Ds
original %alue.
ARTISTIC MERIT
Characters -ith the $rt Skill can increase the sellable %alue o. an
obCect by gi%ing it artistic !erit. Doing so re7uires the character
to (ass a Task Check -ith a Conditional 0odi.ier deter!ined by
ho- !uch the character -ants to increase the %alue o. the
obCect byK
4alue Increase Conditional 0odi.ier
Z10Q Z#0
Z#1Q 0
Z10Q =#0
FINAL FANTASY THE ROLEPLAYING GAME
212
In the e%ent o. a .ailure< the ite!Ds %alue is decreased rather
than increased by the gi%en (ercentage. $ ,otch destroys the
obCect as usual. 4alue !odi.iers .or artistic !erit stack -ith the
%alue increase .or !aster(ieces< .or better or .or -orse.
Tools
Characters -ith a Cra.ting\ Skill can also use those talents to
create i!(le!ents .or certain Skills< such as cli!bing hooks<
skinning kni%es< !attocks< lock(icks< cooking (ots< or s(lints.
Such ite!s are collecti%ely kno-n as Tools< and co!e in t-o
%arietiesK
Standard Tools are si!(ly basic tools o. the trade > enough
to get the Cob done< but nothing s(ectacular. +a%ing Standard
Tools .or a Skill negates any (enalties that a character !ight
.ace .or lacking (ro(er e7ui(!ent.
&'ce(tional Tools are o. a high enough 7uality that they
actually increase the user?s (ro.iciency. 6hen using &'ce(tional
Tools< a character gains a Z10 &nhance!ent ,onus to
-hate%er Skill those Tools a((ly to.
In either case< a ,otch -ill destroy a Tool.
6hen a character -ants to create Tools< the (layer !ust .irst
decide -hether they are cra.ting Standard or &'ce(tional Tools<
then declare -hat kind o. Tool they are creating and -hich Skill
these Tools are intended to aid. 2ot e%ery Skill lends itsel. to a
Tool > talents like $cting and Street-ise< .or instance< run o..
natural charis!a< not i!(le!ents. +o-e%er< i. the (layer can
Custi.y their rationale in a con%incing !anner< the /0 should
a((ro%e the Tool.
2e't< the /0 chooses -hich Cra.ting\ Skill is !ost
a((ro(riate to the tool?s nature. 0ost tools are created using
the Cra.ting FTinkeringH Skill< though there are e'ce(tions.
$ssu!ing that the (layer?s character has the re7uired Skill< the
standard cra.ting rules a((ly@ Tier< Cra.t Points< 6orksho(
+ours< and Conditional 0odi.iers .or the Cra.ting\ Skill are
.ound in the table belo-.
Ta%le A*&5' Tools
TYPE TIER POINTS HOURS MODIFIER
3lardard 1 30 0
Excepl|ora| 2 20 1 -20
COOI"G
8rdinary .ood ite!s are !undane stu..< good .or .illing e!(ty
sto!achs< but not !uch !ore. ,ut truly skilled che.s can (ut a
little so!ething e'tra into their creations< turning ordinary
dishes into a re(ast ca(able o. s(urring their co!rades on to
e%er greater achie%e!ents.
Pro=e2t Basi2s
Cooking can be used to (re(are .ood ite!s that besto-
bene.icial Status Conditions. ,egin by selecting -hich one o.
the .ollo-ing si' Status Conditions the .ood besto-sK $gility :(<
$r!or :(< 0agic :(< 0ental :(< Po-er :( or S(irit :(. 8nce
this is done< the ne't ste( is to choose the .ood?s category.
There are se%eral di..erent categories o. .oodstu..s< each -ith
their o-n duration and area o. a((lication. These areK
Drinks can be consu!ed at any ti!e< and besto- a (ositi%e
Status Condition F#H.
*ations can only be consu!ed outside o. battle< and besto- a
(ositi%e Status Condition F4H.
Aibations can only be consu!ed during battle< and besto- a
(ositi%e Status Condition F4H.
Snacks can consu!ed at any ti!e< and besto- a (ositi%e
Status Condition F4H.
0eals can only be consu!ed outside o. battle< and besto- a
(ositi%e Status Condition F)H.
,an7uets are 0eals that can .eed an entire Party. 8ther than
this< their e..ects are the sa!e.
9ood ty(e deter!ines ho- di..icult the .ood -ill be to (re(are<
as -ell as the !aterial cost.
0aterials
Cooking (roCects use S(ecial 0aterials. The Tier and 7uantity o.
0aterial used de(ends on the kind o. re(ast being (re(ared >
see belo- .or !ore details.
Ta%le A*&6' Special (aterial Costs
TYPE TIER CRAFT POINTS HOURS
0r|r| 1 0 0.5
Ral|or 3 15 1
L|oal|or 1 15 1
3rac| 5 18 1
Vea| 1 2
8arquel Z 50 1
Cost is .urther !odi.ied by the choice o. Status Condition< as
sho-n belo-.
Time
$s sho-n abo%e< the base nu!ber o. 6orksho( +ours re7uired
to cook a (articular .ood de(ends on the .ood?s ty(e. In
addition< the Status Condition the cook -ishes to instill in the
.ood !ay also ha%e a .urther e..ectK
Ta%le A*&1#' Stat"s Condition (odifers
STATUS COST HOURS C'S MODIFIER
Ag|||ly up --- --- 0
Arror up 25 --- -10
Vag|c up 50 25 -10
Verla| up 25 --- -10
PoWer up 50 25 -10
3p|r|l up --- --- 0
6hile (re(aring a !eal re7uires .e-er .acilities than .orging a
s-ord< the cook !ust still ha%e the !eans to -hi( u( their
creations be.ore they can 7uali.y .or 6orksho( +ours. In !ost
FINAL FANTASY THE ROLEPLAYING GAME
213
cases< this !eans heat< utensils< and a sanitary area .or
cho((ing and other (re(aration.
S9ill Test
9inally< the cook !akes a Task Check against his Cooking Skill<
adding any !odi.iers le%ied .or his choice o. Status Condition.
9urther !odi.iers are a((lied de(ending on the ty(e o. .ood
being (re(aredK
Conditional M4+3F3!R"
Pre(aring DrinkK 0
Pre(aring *ationK =10
Pre(aring AibationK =11
Pre(aring SnackK =#0
Pre(aring 0ealK =30
Pre(aring ,an7uetK =40
The /0 !ay also add .urther !odi.iers .ro! the list (resented
at the beginning o. this $((endi' i. the situation -arrants it.
The conse7uences .or success and .ailure are the sa!e as -ith
all standard cra.ting (roCects.
Sam8le Foodst4ffs
The .ollo-ing are e'a!(les o. so!e .oods that !ight be created
using the Cooking SkillK
(ubble C/o#olate
This Snack consists o. air (ockets encased in a thin shell o.
chocolate. I. (re(ared correctly< bubble chocolate -ill actually
be lighter than air@ a careless eater !ay .ind their chocolate
esca(ing .ro! the! i. they donDt (ay close enough attention.
,esto-s the Status Condition 0agic :( F4H.
Couerl "autee
+oney=basted couerl!eat Aibation sautPed in a !i'ture o.
(e((er and oli%e oil. ,esto-s the Status Condition Po-er :(
F4H.
Mit/kabob
/eneric na!e .or the roasted (oultry and .ish!eat kabob
*ations enCoyed by the 0ithra race. ,esto-s the Status
Condition Po-er :( F4H.
'/undermelon
This round< yello- .ruit is (rotected by a tough rind< and soaks
u( residual electric energy like a s(onge. $s a result< eating
thunder!elon *ations can be a !outh=nu!bing > i. s-eet >
e'(erience. ,esto-s the Status Condition $gility :( F4H.
2ampire 6ui#e
This bracing red Drink is !ade .ro! a blend o. a((le< to!ato<
and berry Cuices .la%ored -ith ani!al blood. ,esto-s the Status
Condition $r!or :( F#H.
%it#/ "te*
$ 0eal o. thick< (e((ery ste- .la%ored -ith ty(ically (oisonous
!ushroo!s. The re!o%al o. said (oisons alone re7uires
considerable skill on the che.Ds (art. ,esto-s the Status
Condition 0agic :( F)H.
E5P#OSI1ES
Characters -ith the &'(losi%es Skill ha%e the ability to de!olish
obstacles and structures using e'(losi%e de%ices. Ty(ically< this
-ill in%ol%e Ndaisy=chainingD s!aller bo!bs to destroy key
(oints< causing a controlled colla(se. 0ore e'(erienced
bo!bers can use sha(ed charges and strategic (ositioning to
achie%e si!ilar e..ects -ith larger< !ore (o-er.ul e'(losi%es.
T-o things are re7uired to success.ully destroy an
en%iron!ental .eature or obstruction. The .irst is a su..icient
7uantity o. e'(losi%es to do the Cob > these !ust be bought
be.orehand< and are stored in the characterDs In%entory as
nor!al ite!s. Due to the di..erences in technology .ro! -orld
to -orld< e'(losi%e na!es -ill not be constant. 9or this reason<
e'(losi%es are si!(ly rated by their e'(losi%e (o-er< gi%en in
ter!s o. a Ae%el .ro! 1 to 10 > the higher the Ae%el< the !ore
(o-er.ul the e'(losi%es -ill be. The table belo- sho-s the costs
and $%ailability *atings o. each ty(e o. e'(losi%e. In a (inch< the
,attle Ite!s ,o!b 9rag!ent< ,o!b Core< 9ire /e!< and
Shining /e! can be used as Ae%el 1< 3< 7< and " e'(losi%es<
res(ecti%ely.
Ta%le A*&11' Explosi,es
P'E<% COST AVAILABILITY
0rade 1 100 95
0rade 2 200 90
0rade 3 300 85
0rade 1 100 80
0rade 5 500 Z5
0rade 50 Z0
0rade Z 850 5
0rade 8 1100 0
0rade 9 1300 50
0rade 10 1500 10
$ success.ul Task Check against the characterDs &'(losi%es Skill
is re7uired to set u( the e'(losi%es@ in this case< the Conditional
0odi.ier -ill be deter!ined by ho- di..icult it is to achie%e the
kind o. detonation the character is a.ter. ,lo-ing a hole in a
solid obstruction generally has a Z10 !odi.ier@ engineering the
clean colla(se o. a rein.orced !ulti=story structure a =10. I. the
roll is success.ul< each e'(losi%e destroys a nu!ber o. (oints o.
Durability e7ual to its Ae%el -hen detonated by the character. I.
!ulti(le e'(losi%es are detonated at the sa!e ti!e< Durability
da!age is e7ual to that o. the su! o. all e'(losi%es. $ .ailed roll
-ill reduce the a!ount o. Durability destroyed by 10Q@ a ,otch
-ill detonate the e'(losi%es (re!aturely< causing unchecked
destruction and da!age to e%erything in the area.
FINAL FANTASY THE ROLEPLAYING GAME
214
!#CHE0$
Characters -ith the $lche!y Skill ha%e the ability to bre- a -ide
%ariety o. co!(ounds< (otions< and curati%es .ro! ingredients
ac7uired o%er the course o. their tra%els.
Pro=e2t Basi2s
*egardless o. -hether they?re cooked u( in a .actory %at or a
!eager cast=iron cauldron that doubles as a ste- (ot during
the -eek< all alche!ical co!(ounds begin li.e as a !urky bre-
o. herbs and other ra- !aterials. To create ite!s< characters
-ith the $lche!y Skill !ust .irst create a !i'ture .ro! -hich to
re.ine the!< then decide ho- they -ish to use this !i'ture.
Cost and 0aterials
To begin the bre-ing (rocess< the (layer decides the Tier o. the
!i'ture and ho- !any Cra.t Points? -orth o. $lche!ical
0aterials they are sinking into it. There is no li!it to the nu!ber
o. Cra.t Points that can be s(ent in this !anner< though only
ten ite!s can be re.ined .ro! a !i'ture at any one ti!e. The
Tier -ill be deter!ined both by -hat the (layer -ishes to re.ine
as -ell as the kinds o. $lche!ical 0aterials a%ailable to the
(arty.
Ta%le A*&12' Reco,erF *tem Craftin.
RECOVERY ITEM TIER CRAFT POINTS
Tor|c 1 3
Pol|or 1 Z
l|-Pol|or 2 Z
lyper Pol|or 3 Z
Vega Pol|or 5 3
X-Pol|or 5 1
u|lra Pol|or Z 1
T|rclure 1 11
Elrer 3 3
l|-Elrer 1 3
lyper Elrer 3
X-Elrer Z Z
E||x|r 8 12
Proer|x 0oWr 2 25
Proer|x P|r|or Z 11
Vega Proer|x 8 8
Arl|dole 1 Z
Eye 0rops 1 Z
Ecro 3creer 2 3
Trarqu|||zer 3 3
8ardage 1 2
A|arr C|oc| 1 2
Corrucop|a 1 2
Va|der's K|ss 1 5
3oll 1 1
lo|y waler 1 2
Crroros Tear 1 2
Reredy 5 11
S9ill Test
8nce the (layer has gathered the necessary !aterials needed
.or bre-ing to begin< they !ust then !ake one Task Check
against their $lche!y to see i. they are success.ul in creating a
!i'ture that ite!s can be re.ined .ro!. The Conditional
0odi.iers .or this roll are based on the Tier o. the bre- being
(re(ared.
C45+3'345A. M4+3F3!R"
,re-ing Tier 1 !i'tureK Z40
,re-ing Tier # !i'tureK Z30
,re-ing Tier 3 !i'tureK Z#0
,re-ing Tier 4 !i'tureK Z10
,re-ing Tier 1 !i'tureK 0
,re-ing Tier ) !i'tureK =10
,re-ing Tier 7 !i'tureK =#0
,re-ing Tier !i'tureK =30
I. the Check is success.ul< the !i' is good to go@ the character
can no- s(end the a%ailable Cra.t Points to re.ine her desired
ite!s< adding the! to her in%entory. I. the success is a .ailure<
10Q o. the Cra.t Points in the !i'ture ha%e been lost< but the
re!ainder can be used to create ite!s as nor!al. $ ,otch -ill
destroy the entirety o. the !i'< .orcing the character to start
.ro! the to(. $ Critical Success increases the a%ailable Cra.t
Points by #1Q@ ite!s created using these additional Points do
not count to-ards the ten=ite! li!it< nor do they re7uire
additional 6orksho( +ours to !ake. ,ecause o. the short=li%ed
nature o. alche!ical bre-s< any Cra.t Points not s(ent by the
end o. the bre-ing session are lost.
Time
In order to bre- any alche!ical ite!< the (layer !ust .irst
s(end # 6orksho( +ours to (re(are the actual !i'ture .or
re.ine!ent< (lus an additional Tier ' FCra.t Points X 10H
6orksho( +ours .or each ite! bre-ed once the basic !i'ture
has been success.ully created.
7ra4ghts
8nce (re(ared< !i'tures can also be used to re.ine ite!s that
besto- &nhance!ent ,onuses to Skill and $ttribute *atings< as
-ell as (ractical ?e%eryday? ite!s that ha%e no direct !echanical
bene.its but can nonetheless a..ect the course o. an ad%enture.
Collecti%ely< these ite!s are kno-n as Draughts. The ti!e
re7uire!ents .or Draughts are the sa!e as those gi%en .or
nor!al *eco%ery Ite! abo%e< -hile the Tier and Cra.t Points
re7uired de(end on -hether the Draught has a !echanical
e..ect or not< and i. so< ho- !uch o. an e..ect.
FINAL FANTASY THE ROLEPLAYING GAME
215
Ta%le A*&10' Practical Alcemist Costs
EFFECT TIER CRAFT POINTS
10 lo ore 3|||| Ral|rg (() 1 1
10 lo ore Allr|oule Ral|rg (() 2 3
20 lo ore 3|||| Ral|rg (() 2 1
10 lo ore 3|||| Ral|rg (#) 3 3
20 lo ore Allr|oule Ral|rg (() 3 3
10 lo ore Allr|oule Ral|rg (#) 3 1
V|ror rarral|ve ellecl 3 5
20 lo ore 3|||| Ral|rg (#) 1 2
20 lo ore Allr|oule Ral|rg (#) 5 2
Vodesl rarral|ve ellecl 5
Vajor rarral|ve ellecl Z 10
I. the Draught a..ects a Skill or $ttribute *ating< the (layer !ust
decide -hich one and -hy the Draught -ould ha%e the desired
e..ect. I. the Draught?s e..ect is narrati%e< the (layer !ust
describe the desired e..ect. The /0 -ill then deter!ine -hether
it 7uali.ies as a !inor< !odest< or !aCor narrati%e e..ect .or
(ricing (ur(oses. $s a rough guidelineK Draughts -ith !inor
narrati%e e..ects tend to ha%e a barely a((reciable i!(act on
the current story< -hile Draughts -ith !aCor narrati%e e..ects
can change the entire course o. the (lot i. used at the right
ti!e. The e'a!(les belo- gi%e a better idea o. ho- this breaks
do-n in (ractice.
SAMPLE DRAUGHTS
The .ollo-ing are e'a!(les o. the kinds o. ite!s characters can
create -ith ?(ractical? $lche!y.
C/arisma Potion
&..ectK This herbal distillation !akes its drinker !ore rela'ed
and con.ident< enhancing their natural charis!a. $ Charis!a
Potion grants a Z10 &nhance!ent ,onus to Task Checks
de.aulting to the SP* $ttribute F)H.
+eat/ Potion
&..ectK This oily< e%il=looking substance su((resses chi
e!anations< brie.ly di!!ing li.e .orce. $ Death Potion grants a
Z#0 &nhance!ent ,onus to Stealth Checks !ade against
anything or >oneDs li.e sense F4H.
+eodori7er
&..ectK DeodoriEers are (o-er.ul oils -ith the ability to
neutraliEe s!ells. $ DeodoriEer grants a Z#0 &nhance!ent
,onus to Stealth Checks !ade against anything or >oneDs
sense o. s!ell F4H.
+exterit) Potion
&..ectK This herbal distillation i!(ro%es its drinkerDs hand=eye
coordination and steadiness. $ De'terity Potion grants a Z10
&nhance!ent ,onus to Task Checks de.aulting to the $/I
$ttribute F)H.
+i$esti,e
&..ectK This concoction is intended to cure sto!ach u(sets<
cra!(s< and bo-el (roble!s. Digesti%e is considered to ha%e a
!inor narrati%e e..ect.
Hermes >uen#/er
&..ectK $ color.ul< energy=rich drink designed to assist running
and ra(id !o%e!ent. $ +er!es 3uencher grants a Z10
&nhance!ent ,onus to Task Checks de.aulting to the SPD
$ttribute F4H.
3ntelli$en#e Potion
&..ectK This herbal distillation i!(ro%es a drinkerDs recall and
!ental clarity. $n Intelligence Potion grants a Z10
&nhance!ent ,onus to Task Checks de.aulting to the 0$/
$ttribute F4H.
Mutin$ Potion
&..ectK This dull green (otion creates a !agic=da!(ening .ield
on anything it co!es into contact -ith. $ 0uting Potion grants
a Z#0 &nhance!ent ,onus to Stealth Checks !ade against
anything or >oneDs !agic senses F4H.
Perfume
&..ectK $ sensual .ragrance designed to increase its -earer?s
allure. $ Per.u!e grants a Z10 &nhance!ent ,onus to S!ooth
Talk Checks F4H.
Prism Po*der
&..ectK This s(arkling (o-der re.racts lights< rendering obCects
dusted -ith it se!i=translucent. $ Pris! Po-der grants a Z#0
&nhance!ent ,onus to Stealth Checks !ade against anything
or >oneDs sense o. sight F4H.
"ilent 4il
&..ectK Dark and dece(ti%ely %iscous .or its relati%ely thin
a((earance. $((lying Silent 8il on the soles o. your .eet or
shoes silences your .ootste(s< granting the user a Z#0
&nhance!ent ,onus to Stealth rolls !ade against anything or >
oneDs sense o. hearing F4H.
"tren$t/ Potion
&..ectK This herbal distillation increases endurance and
i!(ro%es the drinkerDs control o%er their o-n !uscles. $
Strength Potion grants a Z10 &nhance!ent ,onus to Task
Checks de.aulting to the ST* $ttribute F)H.
"upersli#k
&..ectK The ?uni%ersal lubricant? can reduce .riction bet-een
obCects to Eero. Su(erslick is considered to ha%e a !odest
narrati%e e..ect.
"upersoft
&..ectK $ high=(o-ered re!edy .or (etri.ication< designed to
cure stoning induced by (o-er.ul curses or e'ce(tionally
!ale%olent !agic. Su(erso.t is considered to ha%e a !aCor
narrati%e e..ect.
FINAL FANTASY THE ROLEPLAYING GAME
216
2italit) Potion
&..ectK This herbal distillation i!(ro%es its drinkerDs sta!ina
and general constitution. $ 4itality Potion grants a Z10
&nhance!ent ,onus to Task Checks de.aulting to the 4IT
$ttribute F)H.
2itRiol
&..ectK 9or as long as !ankind has created tools< they ha%e
occasionally .ound need .or -ays in -hich to 7uickly and utterly
destroy the!. 4itriol is the Nuni%ersal sol%entD > a .ast and
e..icient -ay to !elt o.. locks< eat through chains and generally
!ake a !ess o. sturdy ite!s that other (eo(le -ould (re.er you
lea%e alone. 4itriol is considered to ha%e a !aCor narrati%e
e..ect.
0I5
0i' gi%es an e'(erienced Che!ist the o((ortunity to co!bine
,attle Ite!s to create a !ore (o-er.ul o..ensi%e e..ect. 6hen
the Che!ist elects to 0i'< she selects t-o ,attle Ite!s .ro! her
In%entory and co!bines the!< consu!ing both ite!s. To see
-hat the resulting !i'ture brings< the Che!istDs (layer > or the
/0 > then consults the tables belo-. &ach (ossible NingredientD
is listed in the tables %ia a t-o=letter code > the ,attle Ite!
Deadly 6aste< .or instance< is abbre%iated as ND6D. 9inding the
resulting (roduct is then Cust a !atter o. tracking do-n the .irst
ingredientDs colu!n on the table and then seeing -here it
intersects -ith the ro- .or the second ingredient. The nu!ber
gi%en at the intersection is the 0i'ture 2u!ber< and can be
cross=re.erenced -ith the &..ects table to deter!ine the e'act
e..ects o. the 0i'. 8nce a !i'ture has been created< its e..ects
!ust be a((lied i!!ediately or discarded@ the !i'ture is too
short=li%ed to be stored as an Ite!.
FINAL FANTASY THE ROLEPLAYING GAME
217
'able e)
$baddon Stone ` $S $ntarctic 6ind ` $t $rctic 6ind ` $6 ,asilisk Cla- ` ,a ,lack Stone ` ,S ,lessed /e! ` ,/ ,o!b Core ` ,C
,o!b 9rag!ent ` ,9 ,ird 9eather ` ,i Candle o. Ai.e ` CA Cauldron ` Ca Dark 0atter ` D0 Deadly 6aste ` D6 Drea! Po-der ` DP
&arth Dru! ` &a &arth +a!!er ` &+ &lectro 0arble ` &0 9ish 9in ` 99 9ish Scale ` 9S 9ire /e! ` 9/ /olden +ourglass ` /+
/ra%iball ` /r Ice /e! ` I/ I!(aler ` I! Ink ` In Aightning /e! ` A/ Aightning 0arble ` A0 Aoco 6eed ` A6 0alboro Tentacles `
0T 0eteor Stone ` 0S 0ute 0ask ` 00 Shado- /e! ` Sh Shear 9eather ` S9 Shining /e! ` S/ Shri%el ` S% Sil%er +ourglass ` S+
Stardust ` St Su(re!e /e! ` Su TXS ,o!b ` TS 6ar /ong ` 6r 6ater /e! ` 6/ 6ind!ill ` 60 Bo!bie Po-der ` BP
Ta%le A*&11' /attle (ix Res"lts L1M
AS A; A= B/ BS BG BC BF B, CL C/ DM D= DP E/ EH EM FF FS FG GH G%
AS 301 20Z 20Z 28Z 289 20Z 050 050 050 019 301 20Z 1ZZ 213 050 20Z 050 20Z 20Z 050 2Z8 193
A; 20Z 002 001 023 025 180 1Z9 1Z9 001 021 301 180 1Z9 00 1Z9 123 001 1Z9 001 180 019 002
A= 20Z 001 001 023 025 180 1Z9 1Z9 1Z9 021 301 180 13 00 123 123 1Z9 099 1Z9 180 019 001
B/ 28Z 023 023 300 288 11 018 018 09Z 303 301 118 1Z5 212 135 135 0Z3 121 121 018 2ZZ 191
BS 289 025 025 288 302 208 208 208 025 021 301 208 1Z8 211 025 208 025 025 025 208 2Z9 191
BG 20Z 180 180 11 208 150 180 180 180 12 301 180 180 153 180 150 180 180 180 150 15Z 150
BC 050 1Z9 1Z9 018 208 180 02Z 02 02 019 301 180 1Z9 031 1Z9 123 02 1Z9 02 02Z 011 02Z
BF 050 1Z9 1Z9 018 208 180 02 02 1Z9 019 301 180 13 031 123 123 1Z9 099 1Z9 02Z 011 02
B, 050 001 1Z9 09Z 025 180 02 1Z9 0Z5 098 301 180 13 080 1Z9 180 1Z9 099 1Z9 02Z 093 0Z5
CL 019 021 021 303 021 12 019 019 098 303 303 119 1Z 303 13 13 0Z1 122 122 019 303 192
C/ 301 301 301 301 301 301 301 301 301 303 209 301 301 301 301 301 301 301 301 301 301 301
DM 20Z 180 180 118 208 180 180 180 180 119 301 13Z 180 110 180 13Z 180 180 180 13Z 111 13Z
D= 1ZZ 1Z9 13 1Z5 1Z8 180 1Z9 13 13 1Z 301 180 13 1Z 1Z9 123 13 1Z9 13 02Z 1Z1 13
DP 213 00 00 212 211 153 031 031 080 303 301 110 1Z 292 12Z 12Z 05 101 101 010 238 183
E/ 050 1Z9 123 135 025 180 1Z9 123 1Z9 13 301 180 1Z9 12Z 123 123 123 1Z9 123 02Z 131 123
EH 20Z 123 123 135 208 150 123 123 180 13 301 13Z 123 12Z 123 121 123 123 123 180 131 123
EM 050 001 1Z9 0Z3 025 180 02 1Z9 1Z9 0Z1 301 180 13 05 123 123 051 1Z9 1Z9 02Z 09 051
FF 20Z 1Z9 099 121 025 180 1Z9 099 099 122 301 180 1Z9 101 1Z9 123 1Z9 100 099 02 11Z 100
FS 20Z 001 1Z9 121 025 180 02 1Z9 1Z9 122 301 180 13 101 123 123 1Z9 099 099 02Z 11Z 099
FG 050 180 180 018 208 150 02Z 02Z 02Z 019 301 13Z 02Z 010 02Z 180 02Z 02 02Z 028 011 02Z
GH 2Z8 019 019 2ZZ 2Z9 15Z 011 011 093 303 301 111 1Z1 238 131 131 09 11Z 11Z 011 29 18Z
G% 193 002 001 191 191 150 02Z 02 0Z5 192 301 13Z 13 183 123 123 051 100 099 02Z 18Z 210
IG 20Z 002 002 023 025 150 180 180 002 021 301 13Z 002 015 002 180 002 001 002 180 019 002
I& 282 011 011 281 283 159 03 03 085 303 301 11 1Z3 210 133 133 01 109 109 01 2Z5 189
I- 233 005 005 232 231 152 030 030 0Z9 303 301 139 1 221 12 12 055 103 103 039 228 182
LG 050 051 051 0Z3 025 150 051 051 052 0Z1 301 13Z 052 05 052 180 052 1Z9 1Z9 180 09 052
LM 050 1Z9 051 0Z3 025 180 1Z9 001 051 0Z1 301 180 1Z9 05 1Z9 123 051 1Z9 1Z9 02 09 052
L= 20 008 008 259 21 155 033 033 082 303 301 112 19 23 129 129 058 10 10 012 255 185
MT 1ZZ 13 13 1Z5 1Z8 150 13 13 13 98 301 13Z 13 1Z 13 180 13 13 13 180 1Z1 13
MS 050 003 002 205 302 150 028 02Z 0Z 303 209 13Z 11 19Z 121 121 052 101 100 028 201 210
MM 222 001 001 221 221 151 029 029 0Z8 303 301 138 13 213 125 125 051 102 102 038 21Z 181
S9 002 002 002 205 208 150 1Z9 02Z 0Z 303 303 13Z 11 210 123 121 052 100 100 028 201 210
SF 050 1Z9 0Z5 09Z 025 180 1Z9 0Z5 0Z5 098 301 180 1Z9 080 1Z9 180 0Z5 1Z9 0Z5 02 093 0Z
SG 193 002 001 191 191 150 02Z 02 0Z5 192 301 13Z 13 183 123 123 051 100 099 02Z 18Z 210
S. 2Z2 010 010 2Z1 2Z3 158 035 035 081 303 301 115 1Z2 239 132 132 00 108 108 015 2Z1 188
SH 2Z 009 009 2 28 15 031 031 083 303 301 113 1Z0 23Z 130 130 059 10Z 10Z 013 22 18
S; 193 002 001 191 191 150 02Z 02 0Z5 192 301 13Z 13 183 123 123 051 100 099 02Z 18Z 210
SD 301 003 002 205 302 150 028 02Z 0Z 303 209 13Z 11 19Z 121 121 052 101 100 028 201 210
TS 20Z 002 001 205 208 150 02Z 02 0Z5 303 301 13Z 13 183 123 123 051 100 099 02Z 201 210
=% 252 00Z 00Z 251 253 151 032 032 081 303 301 111 18 235 128 128 05Z 105 105 011 21Z 181
=G 20Z 099 099 121 025 150 099 099 099 122 301 13Z 100 113 100 180 180 100 100 180 11Z 100
=M 050 0Z5 0Z5 09Z 025 150 0Z5 0Z5 0Z 098 301 13Z 0Z 089 180 180 0Z5 0Z5 0Z 180 093 0Z
CP 285 012 012 281 28 10 03Z 03Z 08 303 301 11Z 1Z1 211 131 131 02 110 110 01Z 2Z 190
AS A; A= B/ BS BG BC BF B, CL C/ DM D= DP E/ EH EM FF FS FG GH G%
FINAL FANTASY THE ROLEPLAYING GAME
218
'able e)
$baddon Stone ` $S $ntarctic 6ind ` $t $rctic 6ind ` $6 ,asilisk Cla- ` ,a ,lack Stone ` ,S ,lessed /e! ` ,/ ,o!b Core ` ,C
,o!b 9rag!ent ` ,9 ,ird 9eather ` ,i Candle o. Ai.e ` CA Cauldron ` Ca Dark 0atter ` D0 Deadly 6aste ` D6 Drea! Po-der ` DP
&arth Dru! ` &a &arth +a!!er ` &+ &lectro 0arble ` &0 9ish 9in ` 99 9ish Scale ` 9S 9ire /e! ` 9/ /olden +ourglass ` /+
/ra%iball ` /r Ice /e! ` I/ I!(aler ` I! Ink ` In Aightning /e! ` A/ Aightning 0arble ` A0 Aoco 6eed ` A6 0alboro Tentacles `
0T 0eteor Stone ` 0S 0ute 0ask ` 00 Shado- /e! ` Sh Shear 9eather ` S9 Shining /e! ` S/ Shri%el ` S% Sil%er +ourglass ` S+
Stardust ` St Su(re!e /e! ` Su TXS ,o!b ` TS 6ar /ong ` 6r 6ater /e! ` 6/ 6ind!ill ` 60 Bo!bie Po-der ` BP
Ta%le A*&11' /attle (ix Res"lts (2M
IG I& I- LG LM L= MT MS MM S9 SF SG S. SH S; SD TS =% =G =M CP
AS 20Z 282 233 050 050 20 1ZZ 050 222 002 050 193 2Z2 2Z 193 301 20Z 252 20Z 050 285
A; 002 011 005 051 1Z9 008 13 003 001 002 1Z9 002 010 009 002 003 002 00Z 099 0Z5 012
A= 002 011 005 051 051 008 13 002 001 002 0Z5 001 010 009 001 002 001 00Z 099 0Z5 012
B/ 023 281 232 0Z3 0Z3 259 1Z5 205 221 205 09Z 191 2Z1 2 191 205 205 251 121 09Z 281
BS 025 283 231 025 025 21 1Z8 302 221 208 025 191 2Z3 28 191 302 208 253 025 025 28
BG 150 159 152 150 180 155 150 150 151 150 180 150 158 15 150 150 150 151 150 150 10
BC 180 03 030 051 1Z9 033 13 028 029 02Z 1Z9 02Z 035 013 02Z 028 02Z 032 099 0Z5 03Z
BF 180 03 030 051 001 033 13 02Z 029 02Z 0Z5 02 035 031 02 02Z 02 032 099 0Z5 03Z
B, 002 085 0Z9 052 051 082 13 0Z 0Z8 0Z 0Z5 0Z5 081 083 0Z5 0Z 0Z5 081 099 0Z 08
CL 021 303 303 0Z1 0Z1 303 098 303 303 303 098 192 303 303 192 303 303 303 122 098 303
C/ 301 301 301 301 301 301 301 209 301 303 301 301 301 301 301 209 301 301 301 301 301
DM 13Z 11 139 13Z 180 112 13Z 13Z 138 13Z 180 13Z 115 113 13Z 13Z 13Z 111 13Z 13Z 11Z
D= 002 1Z3 1 052 1Z9 19 13 11 13 11 1Z9 13 1Z2 1Z0 13 11 13 18 100 0Z 1Z1
DP 015 210 221 05 05 23 1Z 19Z 213 210 080 183 239 23Z 183 19Z 183 235 113 089 211
E/ 002 133 12 052 1Z9 129 13 121 125 123 1Z9 123 132 130 123 121 123 128 100 180 131
EH 180 133 12 180 123 129 180 121 125 121 180 123 132 130 123 121 123 128 180 180 131
EM 002 01 055 052 051 058 13 052 051 052 0Z5 051 00 059 051 052 051 05Z 180 0Z5 02
FF 001 109 103 1Z9 1Z9 10 13 101 102 100 1Z9 100 108 10Z 100 101 100 105 100 0Z5 110
FS 002 109 103 1Z9 1Z9 10 13 100 102 100 0Z5 099 108 10Z 099 100 099 10 100 0Z 110
FG 180 01 039 180 02 012 180 028 038 028 02 02Z 015 013 02Z 028 02Z 011 180 180 01Z
GH 019 2Z5 228 09 09 255 1Z1 201 21Z 201 093 18Z 2Z1 22 18Z 201 201 21Z 11Z 093 2Z
G% 002 189 182 052 052 185 13 210 181 210 0Z 210 188 18 210 210 210 181 100 0Z 190
IG 003 021 011 180 001 01Z 180 003 013 003 001 002 020 018 002 003 002 01 180 180 022
I& 021 298 230 0Z1 01 25Z 1Z3 203 219 210 085 189 29 21 189 203 189 219 119 095 280
I- 011 230 291 01 055 22 1 19 212 210 0Z9 182 229 22Z 182 19 182 225 112 088 231
LG 180 0Z1 01 053 0Z 0Z 180 053 03 053 051 053 0Z0 08 052 053 052 0 180 180 0Z2
LM 001 01 055 053 052 058 13 053 051 052 1Z9 053 00 059 052 053 052 05Z 180 0Z5 02
L= 01Z 25Z 22 0Z 058 291 19 199 215 210 082 185 25 251 185 199 185 215 115 091 258
MT 180 1Z3 1 180 13 19 11 11 15 1Z0 13 11 1Z2 1Z0 13 11 13 18 180 180 1Z1
MS 003 203 19 053 053 199 11 209 195 211 0ZZ 180 202 200 180 209 210 198 101 0ZZ 201
MM 013 219 212 03 051 215 15 195 290 210 0Z8 181 218 21 188 195 181 211 111 08Z 220
S9 003 210 210 053 052 210 1Z0 211 210 211 0Z 210 210 210 210 303 210 210 101 0ZZ 210
SF 001 085 0Z9 051 1Z9 082 13 0ZZ 0Z8 0Z 0Z 0Z 081 083 0Z 0ZZ 0Z 081 099 0Z 08
SG 002 189 182 053 053 185 11 180 181 210 0Z 180 188 18 180 180 210 181 100 0Z 190
S. 020 29 229 0Z0 00 25 1Z2 202 218 210 081 188 29Z 23 188 202 188 218 118 091 2Z0
SH 018 21 22Z 08 059 251 1Z0 200 21 210 083 18 23 295 18 200 18 21 11 092 25
S; 002 189 182 052 052 185 13 180 188 210 0Z 180 188 18 180 180 210 181 100 0Z 190
SD 003 203 19 053 053 199 11 209 195 303 0ZZ 180 202 200 180 209 210 198 101 0ZZ 201
TS 002 189 182 052 052 185 13 210 181 210 0Z 210 188 18 210 210 210 181 100 0Z 190
=% 01 219 225 0 05Z 215 18 198 211 210 081 181 218 21 181 198 181 293 111 090 250
=G 180 119 112 180 180 115 180 101 111 101 099 100 118 11 100 101 100 111 101 180 120
=M 180 095 088 180 0Z5 091 180 0ZZ 08Z 0ZZ 0Z 0Z 091 092 0Z 0ZZ 0Z 090 180 0ZZ 09
CP 022 280 231 0Z2 02 258 1Z1 201 220 210 08 190 2Z0 25 190 201 190 250 120 09 299
IG I& I- LG LM L= MT MS MM S9 SF SG S. SH S; SD TS =% =G =M CP
FINAL FANTASY THE ROLEPLAYING GAME
211
Ta%le A*&12' /attle (ix Effects
NUMBER MIXTURE NAME TARGET EFFECT
001 3roW F|urry 0roup l|ls rardor coroalarls lor (( MAG) ! "1 lce E|ererla| darage.
002 lcela|| 0roup l|ls rardor coroalarls lor (4 MAG) ! "1 lce E|ererla| darage.
003 w|rler 3lorr 0roup l|ls rardor coroalarls lor (# MAG) ! 2"1 lce E|ererla| darage.
001 8|ac| lce (A) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 lce E|ererla| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg Silence (#).
005 8|ac| lce (8) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 lce E|ererla| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg Blind (#).
00 8|ac| lce (C) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 lce E|ererla| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg Sleep (#).
00Z 8|ac| lce (0) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 lce E|ererla| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg Berserk (#).
008 8|ac| lce (E) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 lce E|ererla| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg Confuse (#).
009 8|ac| lce (F) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 lce E|ererla| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg Slow (#).
010 8|ac| lce (0) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 lce E|ererla| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg Mini (#).
011 8|ac| lce (l) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 lce E|ererla| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg )oad (#).
012 8|ac| lce (l) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 lce E|ererla| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg *om"ie (#).
013 Krysla (A) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 lce E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Silence (().
011 Krysla (8) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 lce E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Blind (().
015 Krysla (C) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 lce E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Sleep (().
01 Krysla (0) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 lce E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Berserk (().
01Z Krysla (E) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 lce E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Confuse (().
018 Krysla (F) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 lce E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Slow (().
019 Krysla (0) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 lce E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Stop (().
020 Krysla (l) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 lce E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Mini (().
021 Krysla (l) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 lce E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg )oad (().
022 Krysla (J) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 lce E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg *om"ie (().
023 Krysla (K) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 lce E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Stone (2).
021 Krysla (L) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 lce E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol reduc|rg coroalarl lo 0 lP (0ealr-lype ellecl).
025 Krysla (V) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 lce E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg 0ro'en (2).
02 leal 8|asler 0roup l|ls rardor coroalarls lor (( MAG) ! "1 F|re E|ererla| darage.
02Z F|re 3lorr 0roup l|ls rardor coroalarls lor (4 MAG) ! "1 F|re E|ererla| darage.
028 8urr|rg 3ou| 0roup l|ls rardor coroalarls lor (# MAG) ! 2"1 F|re E|ererla| darage.
FINAL FANTASY THE ROLEPLAYING GAME
322
NUMBER MIXTURE NAME TARGET EFFECT
029 8r|rslore (A) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 F|re E|ererla| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg Silence (#).
030 8r|rslore (8) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 F|re E|ererla| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg Blind (#).
031 8r|rslore (C) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 F|re E|ererla| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg Sleep (#).
032 8r|rslore (0) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 F|re E|ererla| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg Berserk (#).
033 8r|rslore (E) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 F|re E|ererla| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg Confuse (#).
031 8r|rslore (F) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 F|re E|ererla| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg Slow (#).
035 8r|rslore (0) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 F|re E|ererla| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg Mini (#).
03 8r|rslore (l) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 F|re E|ererla| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg )oad (#).
03Z 8r|rslore (l) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 F|re E|ererla| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg *om"ie (#).
038 Aoaddor F|are (A) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 F|re E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Silence (().
039 Aoaddor F|are (8) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 F|re E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Blind (().
010 Aoaddor F|are (C) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 F|re E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Sleep (().
011 Aoaddor F|are (0) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 F|re E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Berserk (().
012 Aoaddor F|are (E) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 F|re E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Confuse (().
013 Aoaddor F|are (F) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 F|re E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Slow (().
011 Aoaddor F|are (0) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 F|re E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Stop (().
015 Aoaddor F|are (l) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 F|re E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Mini (().
01 Aoaddor F|are (l) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 F|re E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg )oad (().
01Z Aoaddor F|are (J) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 F|re E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg *om"ie (().
018 Aoaddor F|are (K) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 F|re E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Stone (2).
019 Aoaddor F|are (L) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 F|re E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol reduc|rg coroalarl lo 0 lP (0ealr-lype ellecl).
050 Aoaddor F|are (V) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 F|re E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Heat (2).
051 Trurderoo|l 0roup l|ls rardor coroalarls lor (( MAG) ! "1 L|grlr|rg E|ererla| darage.
052 Ro|||rg Trurder 0roup l|ls rardor coroalarls lor (4 MAG) ! "1 L|grlr|rg E|ererla| darage.
053 L|grlr|rg 8o|l 0roup l|ls rardor coroalarls lor (# MAG) ! 2"1 L|grlr|rg E|ererla| darage.
051 E|eclrosroc| (A) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 L|grlr|rg E|ererla| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg Silence (#).
055 E|eclrosroc| (8) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 L|grlr|rg E|ererla| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg Blind (#).
FINAL FANTASY THE ROLEPLAYING GAME
321
NUMBER MIXTURE NAME TARGET EFFECT
05 E|eclrosroc| (C) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 L|grlr|rg E|ererla| darage.
Eacr r|l a|so ras a 30 Co3 ol |rl||cl|rg Sleep (#).
05Z E|eclrosroc| (0) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 L|grlr|rg E|ererla| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg Berserk (#).
058 E|eclrosroc| (E) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 L|grlr|rg E|ererla| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg Confuse (#).
059 E|eclrosroc| (F) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 L|grlr|rg E|ererla| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg Slow (#).
00 E|eclrosroc| (0) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 L|grlr|rg E|ererla| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg Mini (#).
01 E|eclrosroc| (l) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 L|grlr|rg E|ererla| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg )oad (#).
02 E|eclrosroc| (l) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 L|grlr|rg E|ererla| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg *om"ie (#).
03 Trurdero|asl (A) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 L|grlr|rg E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Silence (().
01 Trurdero|asl (8) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 L|grlr|rg E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Blind (().
05 Trurdero|asl (C) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 L|grlr|rg E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Sleep (().
0 Trurdero|asl (0) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 L|grlr|rg E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Berserk (().
0Z Trurdero|asl (E) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 L|grlr|rg E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Confuse (().
08 Trurdero|asl (F) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 L|grlr|rg E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Slow (().
09 Trurdero|asl (0) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 L|grlr|rg E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Stop (().
0Z0 Trurdero|asl (l) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 L|grlr|rg E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Mini (().
0Z1 Trurdero|asl (l) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 L|grlr|rg E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg )oad (().
0Z2 Trurdero|asl (J) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 L|grlr|rg E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg *om"ie (().
0Z3 Trurdero|asl (K) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 L|grlr|rg E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Stone (2).
0Z1 Trurdero|asl (L) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 L|grlr|rg E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol reduc|rg coroalarl lo 0 lP (0ealr-lype ellecl).
0Z5 0a|e Cul 0roup l|ls rardor coroalarls lor (( MAG) ! "1 w|rd E|ererla| darage.
0Z 0ar| Torrado 0roup l|ls rardor coroalarls lor (4 MAG) ! "1 w|rd E|ererla| darage.
0ZZ w||d Torrado 0roup l|ls rardor coroalarls lor (# MAG) ! 2"1 w|rd E|ererla| darage.
0Z8 0|oor 3|gr (A) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 w|rd E|ererla| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg Silence (#).
0Z9 0|oor 3|gr (8) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 w|rd E|ererla| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg Blind (#).
080 0|oor 3|gr (C) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 w|rd E|ererla| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg Sleep (#).
081 0|oor 3|gr (0) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 w|rd E|ererla| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg Berserk (#).
082 0|oor 3|gr (E) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 w|rd E|ererla| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg Confuse (#).
FINAL FANTASY THE ROLEPLAYING GAME
322
NUMBER MIXTURE NAME TARGET EFFECT
083 0|oor 3|gr (F) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 w|rd E|ererla| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg Slow (#).
081 0|oor 3|gr (0) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 w|rd E|ererla| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg Mini (#).
085 0|oor 3|gr (l) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 w|rd E|ererla| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg )oad (#).
08 0|oor 3|gr (l) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 w|rd E|ererla| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg *om"ie (#).
08Z 0|oor 0as (A) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 w|rd E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Silence (().
088 0|oor 0as (8) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 w|rd E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Blind (().
089 0|oor 0as (C) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 w|rd E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Sleep (().
090 0|oor 0as (0) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 w|rd E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Berserk (().
091 0|oor 0as (E) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 w|rd E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Confuse (().
092 0|oor 0as (F) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 w|rd E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Slow (().
093 0|oor 0as (0) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 w|rd E|ererla| darage.
Eacr r|l a|so ras a 0 Co3 ol |rl||cl|rg Stop (().
091 0|oor 0as (l) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 w|rd E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Mini (().
095 0|oor 0as (l) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 w|rd E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg )oad (().
09 0|oor 0as (J) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 w|rd E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg *om"ie (().
09Z 0|oor 0as (K) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 w|rd E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Stone (2).
098 0|oor 0as (L) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 w|rd E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol reduc|rg coroalarl lo 0 lP (0ealr-lype ellecl).
099 0oWrpour 0roup l|ls rardor coroalarls lor (( MAG) ! "1 waler E|ererla| darage.
100 F|asr F|ood 0roup l|ls rardor coroalarls lor (4 MAG) ! "1 waler E|ererla| darage.
101 0e|uge 0roup l|ls rardor coroalarls lor (# MAG) ! 2"1 waler E|ererla| darage.
102 Aqua Tox|r (A) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 waler E|ererla| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg Silence (#).
103 Aqua Tox|r (8) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 waler E|ererla| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg Blind (#).
101 Aqua Tox|r (C) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 waler E|ererla| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg Sleep (#).
105 Aqua Tox|r (0) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 waler E|ererla| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg Berserk (#).
10 Aqua Tox|r (E) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 waler E|ererla| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg Confuse (#).
10Z Aqua Tox|r (F) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 waler E|ererla| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg Slow (#).
108 Aqua Tox|r (0) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 waler E|ererla| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg Mini (#).
109 Aqua Tox|r (l) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 waler E|ererla| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg )oad (#).
FINAL FANTASY THE ROLEPLAYING GAME
323
NUMBER MIXTURE NAME TARGET EFFECT
110 Aqua Tox|r (l) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 waler E|ererla| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg *om"ie (#).
111 0ar| Ra|r (A) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 waler E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Silence (().
112 0ar| Ra|r (8) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 waler E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Blind (().
113 0ar| Ra|r (C) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 waler E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Sleep (().
111 0ar| Ra|r (0) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 waler E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Berserk (().
115 0ar| Ra|r (E) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 waler E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Confuse (().
11 0ar| Ra|r (F) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 waler E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Slow (().
11Z 0ar| Ra|r (0) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 waler E|ererla| darage.
Eacr r|l a|so ras a 0 Co3 ol |rl||cl|rg Stop (().
118 0ar| Ra|r (l) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 waler E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Mini (().
119 0ar| Ra|r (l) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 waler E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg )oad (().
120 0ar| Ra|r (J) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 waler E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg *om"ie (().
121 0ar| Ra|r (K) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 waler E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Stone (2).
122 0ar| Ra|r (L) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 waler E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol reduc|rg coroalarl lo 0 lP (0ealr-lype ellecl).
123 3o|| Ev|derce 0roup l|ls rardor coroalarls lor (4 MAG) ! "1 Earlr E|ererla| darage.
121 Lardscraper 0roup l|ls rardor coroalarls lor (# MAG) ! 2"1 Earlr E|ererla| darage.
125 leavy 0usl (A) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 Earlr E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Silence (().
12 leavy 0usl (8) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 Earlr E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Blind (().
12Z leavy 0usl (C) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 Earlr E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Sleep (().
128 leavy 0usl (0) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 Earlr E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Berserk (().
129 leavy 0usl (E) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 Earlr E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Confuse (().
130 leavy 0usl (F) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 Earlr E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Slow (().
131 leavy 0usl (0) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 Earlr E|ererla| darage.
Eacr r|l a|so ras a 0 Co3 ol |rl||cl|rg Stop (().
132 leavy 0usl (l) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 Earlr E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Mini (().
133 leavy 0usl (l) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 Earlr E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg )oad (().
131 leavy 0usl (J) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 Earlr E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg *om"ie (().
135 leavy 0usl (K) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 Earlr E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Stone (2).
13 leavy 0usl (L) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 Earlr E|ererla| darage.
Eacr r|l a|so ras a 0 Co3 ol reduc|rg coroalarl lo 0 lP (0ealr-lype ellecl).
FINAL FANTASY THE ROLEPLAYING GAME
324
NUMBER MIXTURE NAME TARGET EFFECT
13Z 0ar| 8realr 0roup l|ls Z rardor coroalarls lor (# MAG) ! 2"1 3radoW E|ererla| darage.
138 0ar| 3|gr (A) 0roup l|ls 1 rardor coroalarls lor (# MAG) ! 2"1 3radoW E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Silence (().
139 0ar| 3|gr (8) 0roup l|ls 1 rardor coroalarls lor (# MAG) ! 2"1 3radoW E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Blind (().
110 0ar| 3|gr (C) 0roup l|ls 1 rardor coroalarls lor (# MAG) ! 2"1 3radoW E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Sleep (().
111 0ar| 3|gr (0) 0roup l|ls 1 rardor coroalarls lor (# MAG) ! 2"1 3radoW E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Berserk (().
112 0ar| 3|gr (E) 0roup l|ls 1 rardor coroalarls lor (# MAG) ! 2"1 3radoW E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Confuse (().
113 0ar| 3|gr (F) 0roup l|ls 1 rardor coroalarls lor (# MAG) ! 2"1 3radoW E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Slow (().
111 0ar| 3|gr (0) 0roup l|ls 1 rardor coroalarls lor (# MAG) ! 2"1 waler E|ererla| darage.
Eacr r|l a|so ras a 0 Co3 ol |rl||cl|rg Stop (().
115 0ar| 3|gr (l) 0roup l|ls 1 rardor coroalarls lor (# MAG) ! 2"1 3radoW E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Mini (().
11 0ar| 3|gr (l) 0roup l|ls 1 rardor coroalarls lor (# MAG) ! 2"1 3radoW E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg )oad (().
11Z 0ar| 3|gr (J) 0roup l|ls 1 rardor coroalarls lor (# MAG) ! 2"1 3radoW E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg *om"ie (().
118 0ar| 3|gr (K) 0roup l|ls 1 rardor coroalarls lor (# MAG) ! 2"1 3radoW E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Stone (2).
119 0ar| 3|gr (L) 0roup l|ls 1 rardor coroalarls lor (# MAG) ! 2"1 waler E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol reduc|rg coroalarl lo 0 lP (0ealr-lype ellecl).
150 lo|y 8realr 0roup l|ls Z rardor coroalarls lor (# MAG) ! 2"1 lo|y E|ererla| darage.
151 3lar Cross (A) 0roup l|ls 1 rardor coroalarls lor (# MAG) ! 2"1 lo|y E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Silence (().
152 3lar Cross (8) 0roup l|ls 1 rardor coroalarls lor (# MAG) ! 2"1 lo|y E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Blind (().
153 3lar Cross (C) 0roup l|ls 1 rardor coroalarls lor (# MAG) ! 2"1 lo|y E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Sleep (().
151 3lar Cross (0) 0roup l|ls 1 rardor coroalarls lor (# MAG) ! 2"1 lo|y E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Berserk (().
155 3lar Cross (E) 0roup l|ls 1 rardor coroalarls lor (# MAG) ! 2"1 lo|y E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Confuse (().
15 3lar Cross (F) 0roup l|ls 1 rardor coroalarls lor (# MAG) ! 2"1 lo|y E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Slow (().
15Z 3lar Cross (0) 0roup l|ls 1 rardor coroalarls lor (# MAG) ! 2"1 lo|y E|ererla| darage.
Eacr r|l a|so ras a 0 Co3 ol |rl||cl|rg Stop (().
158 3lar Cross (l) 0roup l|ls 1 rardor coroalarls lor (# MAG) ! 2"1 lo|y E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Mini (().
159 3lar Cross (l) 0roup l|ls 1 rardor coroalarls lor (# MAG) ! 2"1 lo|y E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg )oad (().
10 3lar Cross (J) 0roup l|ls 1 rardor coroalarls lor (# MAG) ! 2"1 lo|y E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg *om"ie (().
11 3lar Cross (K) 0roup l|ls 1 rardor coroalarls lor (# MAG) ! 2"1 lo|y E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Stone (2).
12 3lar Cross (L) 0roup l|ls 1 rardor coroalarls lor (# MAG) ! 2"1 lo|y E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol reduc|rg coroalarl lo 0 lP (0ealr-lype ellecl).
13 Po|sor 3|gr 0roup l|ls rardor coroalarls lor (4 MAG) ! 2"1 8|o E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Poison (2).
FINAL FANTASY THE ROLEPLAYING GAME
325
NUMBER MIXTURE NAME TARGET EFFECT
11 Po|sor 8realr 0roup l|ls rardor coroalarls lor (# MAG) ! 2"1 8|o E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Poison (2).
15 Po|sor 0as (A) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 8|o E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Silence (() ard Poison (2)3
1 Po|sor 0as (8) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 8|o E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Blind (() ard Poison (2)3
1Z Po|sor 0as (C) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 8|o E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Sleep (() ard Poison (2)3
18 Po|sor 0as (0) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 8|o E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Berserk (() ard Poison (2)3
19 Po|sor 0as (E) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 8|o E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Confuse (() ard Poison (2)3
1Z0 Po|sor 0as (F) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 8|o E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Slow (() ard Poison (2)3
1Z1 Po|sor 0as (0) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 8|o E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Stop (() ard Poison (2)3
1Z2 Po|sor 0as (l) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 8|o E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Mini (() ard Poison (2)3
1Z3 Po|sor 0as (l) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 8|o E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg )oad (() ard Poison (2)3
1Z1 Po|sor 0as (J) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 8|o E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg *om"ie (() ard Poison (2)3
1Z5 Po|sor 0as (K) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 8|o E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Stone (2) ard Poison (2)3
1Z Po|sor 0as (L) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 8|o E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol reduc|rg coroalarl lo 0 lP (0ealr-lype ellecl) ard
|rl||cl|rg Poison (2)3
1ZZ Po|sor 0as (V) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 8|o E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Heat (2) ard Poison (2)3
1Z8 Po|sor 0as (N) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 8|o E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg 0ro'en (2) ard Poison (2)3
1Z9 8|asler V|re 0roup l|ls rardor coroalarls lor (( MAG) ! "# Prys|ca| darage.
180 lazardous 3re|| 0roup l|ls rardor coroalarls lor (4 MAG) ! "# Prys|ca| darage.
181 Ca|ar|ly 8oro (A) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 Prys|ca| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg Silence (#).
182 Ca|ar|ly 8oro (8) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 Prys|ca| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg Blind (#).
183 Ca|ar|ly 8oro (C) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 Prys|ca| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg Sleep (#).
181 Ca|ar|ly 8oro (0) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 Prys|ca| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg Berserk (#).
185 Ca|ar|ly 8oro (E) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 Prys|ca| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg Confuse (#).
18 Ca|ar|ly 8oro (F) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 Prys|ca| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg Slow (#).
18Z Ca|ar|ly 8oro (0) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 Prys|ca| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg Stop (#).
188 Ca|ar|ly 8oro (l) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 Prys|ca| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg Mini (#).
189 Ca|ar|ly 8oro (l) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 Prys|ca| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg )oad (#).
190 Ca|ar|ly 8oro (J) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 Prys|ca| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg *om"ie (#).
FINAL FANTASY THE ROLEPLAYING GAME
326
NUMBER MIXTURE NAME TARGET EFFECT
191 Ca|ar|ly 8oro (K) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 Prys|ca| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg Stone (2).
192 Ca|ar|ly 8oro (L) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 Prys|ca| darage.
Eacr r|l a|so ras a )*+ Co3 ol reduc|rg coroalarl lo 0 lP (0ealr-lype ellecl)
193 Ca|ar|ly 8oro (V) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 Prys|ca| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg Heat (2).
191 Ca|ar|ly 8oro (N) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 Prys|ca| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg 0ro'en (2).
195 Craos 0rerade (A) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 Prys|ca| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Silence (().
19 Craos 0rerade (8) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 Prys|ca| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Blind (().
19Z Craos 0rerade (C) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 Prys|ca| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Sleep (().
198 Craos 0rerade (0) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 Prys|ca| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Berserk (().
199 Craos 0rerade (E) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 Prys|ca| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Confuse (().
200 Craos 0rerade (F) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 Prys|ca| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Slow (().
201 Craos 0rerade (0) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 Prys|ca| darage.
Eacr r|l a|so ras a 0 Co3 ol |rl||cl|rg Stop (().
202 Craos 0rerade (l) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 Prys|ca| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Mini (().
203 Craos 0rerade (l) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 Prys|ca| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg )oad (().
201 Craos 0rerade (J) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 Prys|ca| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg *om"ie (().
205 Craos 0rerade (K) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 Prys|ca| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Stone (2).
20 Craos 0rerade (L) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 waler E|ererla| darage.
Eacr r|l a|so ras a #*+ Co3 ol reduc|rg coroalarl lo 0 lP (0ealr-lype ellecl).
20Z Craos 0rerade (V) 0roup l|ls 3 rardor coroalarls lor (# MAG) ! 2"1 Prys|ca| darage.
Eacr r|l a|so ras a #*+ Co3 ol |rl||cl|rg Heat (2).
208 Craos 0rerade (N) 0roup l|ls 3 rardor coroalarls lor (( MAG) ! "1 Prys|ca| darage.
Eacr r|l a|so ras a )*+ Co3 ol |rl||cl|rg 0ro'en (2).
209 3uperrova 0roup lrl||cls 3551 Vag|ca| darage or a|| coroalarls |r largeled 0roup.
210 Nega 8ursl 0roup E><%;,0<$ M. EVA Co3 ol reduc|rg acl|ve coroalarl's currerl lP oy 4*+.
211 E||x|r ol 0ar|ress 3|rg|e E><%;,0<$ M. EVA Co3 ol reduc|rg largel lo 1 lP ard 0 VP.
212 0ar| Tor|c (A) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Silence (#), Blind (#) or eacr coroalarl.
213 0ar| Tor|c (8) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Silence (#), Sleep (#) or eacr coroalarl.
211 0ar| Tor|c (C) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Silence (#), Berserk (#) or eacr coroalarl.
215 0ar| Tor|c (0) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Silence (#), Confuse (#) or eacr coroalarl.
21 0ar| Tor|c (E) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Silence (#), Slow (#) or coroalarl.
21Z 0ar| Tor|c (F) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Silence (#), Stop (#) or coroalarl.
218 0ar| Tor|c (0) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Silence (#), Mini (#) or coroalarl.
219 0ar| Tor|c (l) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Silence (#), )oad (#) or coroalarl.
220 0ar| Tor|c (l) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Silence (#), *om"ie (#) or coroalarl.
221 0ar| Tor|c (J) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Silence (#), Stone (2) or coroalarl.
222 0ar| Tor|c (K) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Silence (#), Heat (2) or coroalarl.
223 0ar| Tor|c (L) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Silence (#), 0ro'en (2) or eacr coroalarl.
FINAL FANTASY THE ROLEPLAYING GAME
327
NUMBER MIXTURE NAME TARGET EFFECT
221 0ar| Tor|c (V) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Blind (#), Sleep (#) or eacr coroalarl.
22 0ar| Tor|c (0) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Blind (#), Confuse (#) or eacr coroalarl.
22Z 0ar| Tor|c (P) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Blind (#), Slow (#) or eacr coroalarl.
228 0ar| Tor|c (0) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Blind (#), Stop (#) or eacr coroalarl.
229 0ar| Tor|c (R) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Blind (#), Mini (#) or eacr coroalarl.
230 0ar| Tor|c (3) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Blind (#), )oad (#) or eacr coroalarl.
231 0ar| Tor|c (T) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Blind (#), *om"ie (#) or eacr coroalarl.
232 0ar| Tor|c (u) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Blind (#), Stone (2) or eacr coroalarl.
233 0ar| Tor|c (v) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Blind (#), Heat (2) or eacr coroalarl.
231 0ar| Tor|c (w) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Blind (#), 0ro'en (2) or eacr coroalarl.
235 0ar| Tor|c (X) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Sleep (#), Berserk (#) or eacr coroalarl.
23 0ar| Tor|c (Y) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Sleep (#), Confuse (#) or eacr coroalarl.
23Z 0ar| Tor|c (Z) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Sleep (#), Slow (#) or eacr coroalarl.
238 0ar| Tor|c (A2) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Sleep (#), Stop (#) or eacr coroalarl.
239 0ar| Tor|c (82) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Sleep (#), Mini (#) or eacr coroalarl.
210 0ar| Tor|c (C2) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Sleep (#), )oad (#) or eacr coroalarl.
211 0ar| Tor|c (02) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Sleep (#), *om"ie (#) or eacr coroalarl.
212 0ar| Tor|c (E2) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Sleep (#), Stone (2) or eacr coroalarl.
213 0ar| Tor|c (F2) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Sleep (#), Heat (2) or eacr coroalarl.
211 0ar| Tor|c (02) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Sleep (#), 0ro'en (2) or eacr coroalarl.
215 0ar| Tor|c (l2) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Berserk (#), Confuse (#) or eacr coroalarl.
21 0ar| Tor|c (l2) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Berserk (#), Slow (#) or eacr coroalarl.
21Z 0ar| Tor|c (J2) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Berserk (#), Stop (#) or eacr coroalarl.
218 0ar| Tor|c (K2) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Berserk (#), Mini (#) or eacr coroalarl.
219 0ar| Tor|c (L2) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Berserk (#), )oad (#) or eacr coroalarl.
250 0ar| Tor|c (V2) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Berserk (#), *om"ie (#) or eacr coroalarl.
252 0ar| Tor|c (02) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Berserk (#), Heat (2) or eacr coroalarl.
253 0ar| Tor|c (P2) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Berserk (#), 0ro'en (2) or eacr coroalarl.
251 0ar| Tor|c (02) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Confuse (#), Slow (#) or eacr coroalarl.
255 0ar| Tor|c (R2) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Confuse (#), Stop (#) or eacr coroalarl.
25 0ar| Tor|c (32) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Confuse (#), Mini (#) or eacr coroalarl.
25Z 0ar| Tor|c (T2) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Confuse (#), )oad (#) or eacr coroalarl.
258 0ar| Tor|c (u2) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Confuse (#), *om"ie (#) or eacr coroalarl.
259 0ar| Tor|c (v2) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Confuse (#), Stone (2) or eacr coroalarl.
20 0ar| Tor|c (w2) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Confuse (#), Heat (2) or eacr coroalarl.
21 0ar| Tor|c (X2) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Confuse (#), 0ro'en (2) or eacr coroalarl.
22 0ar| Tor|c (Y2) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Slow (#), Stop (#) or eacr coroalarl.
23 0ar| Tor|c (Z2) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Slow (#), Mini (#) or eacr coroalarl.
21 0ar| Tor|c (A3) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Slow (#), )oad (#) or eacr coroalarl.
25 0ar| Tor|c (83) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Slow (#), *om"ie (#) or eacr coroalarl.
2 0ar| Tor|c (C3) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Slow (#), Stone (2) or eacr coroalarl.
2Z 0ar| Tor|c (03) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Slow (#), Heat (2) or eacr coroalarl.
28 0ar| Tor|c (E3) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Slow (#), 0ro'en (2) or eacr coroalarl.
29 0ar| Tor|c (F3) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Mini (#), )oad (#) or eacr coroalarl.
2Z0 0ar| Tor|c (03) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Mini (#), *om"ie (#) or eacr coroalarl.
2Z1 0ar| Tor|c (l3) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Mini (#), Stone (2) or eacr coroalarl.
2Z2 0ar| Tor|c (l3) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Mini (#), Heat (2) or eacr coroalarl.
2Z3 0ar| Tor|c (J3) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Mini (#), 0ro'en (2) or eacr coroalarl.
2Z1 0ar| Tor|c (K3) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Stop (#), Mini (#) or eacr coroalarl.
2Z5 0ar| Tor|c (L3) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Stop (#), )oad (#) or eacr coroalarl.
2Z 0ar| Tor|c (V3) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Stop (#), *om"ie (#) or eacr coroalarl.
FINAL FANTASY THE ROLEPLAYING GAME
328
NUMBER MIXTURE NAME TARGET EFFECT
2ZZ 0ar| Tor|c (N3) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Stop (#), Stone (2) or eacr coroalarl.
2Z8 0ar| Tor|c (03) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Stop (#), Heat (2) or eacr coroalarl.
2Z9 0ar| Tor|c (P3) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Stop (#), 0ro'en (2) or eacr coroalarl.
280 0ar| Tor|c (03) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg )oad (#), *om"ie (#) or eacr coroalarl.
281 0ar| Tor|c (R3) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg )oad (#), Stone (2) or eacr coroalarl.
282 0ar| Tor|c (33) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg )oad (#), Heat (2) or eacr coroalarl.
283 0ar| Tor|c (T3) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg )oad (#), 0ro'en (2) or eacr coroalarl.
281 0ar| Tor|c (u3) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg *om"ie (#), Stone (2) or eacr coroalarl.
285 0ar| Tor|c (v3) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg *om"ie (#), Heat (2) or eacr coroalarl.
28 0ar| Tor|c (w3) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg *om"ie (#), 0ro'en (2) or eacr coroalarl.
28Z 0ar| Tor|c (X3) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Stone (2), Heat (2) or eacr coroalarl.
288 0ar| Tor|c (Y3) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Stone (2), 0ro'en (2) or eacr coroalarl.
289 0ar| Tor|c (Z3) 0roup E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Heat (2), 0ro'en (2) or eacr coroalarl.
290 0ar| Pol|or (A) 3|rg|e 5*+ l|al Co3 ol |rl||cl|rg Silence (2)
291 0ar| Pol|or (8) 3|rg|e 5*+ l|al Co3 ol |rl||cl|rg Blind (2)
292 0ar| Pol|or (C) 3|rg|e 5*+ l|al Co3 ol |rl||cl|rg Sleep (2)
293 0ar| Pol|or (0) 3|rg|e 5*+ l|al Co3 ol |rl||cl|rg Berserk (2)
291 0ar| Pol|or (E) 3|rg|e 5*+ l|al Co3 ol |rl||cl|rg Confuse (2)
295 0ar| Pol|or (F) 3|rg|e 5*+ l|al Co3 ol |rl||cl|rg Slow (2)
29 0ar| Pol|or (0) 3|rg|e 5*+ l|al Co3 ol |rl||cl|rg Stop (2)
29Z 0ar| Pol|or (l) 3|rg|e 5*+ l|al Co3 ol |rl||cl|rg Mini (2)
298 0ar| Pol|or (l) 3|rg|e 5*+ l|al Co3 ol |rl||cl|rg )oad (2)
299 0ar| Pol|or (J) 3|rg|e 5*+ l|al Co3 ol |rl||cl|rg *om"ie (2)
300 0ar| Pol|or (K) 3|rg|e 5*+ l|al Co3 ol |rl||cl|rg Stone (2)
301 0ar| Pol|or (L) 3|rg|e 5*+ l|al Co3 ol |rl||cl|rg Heat (2)
302 0ar| Pol|or (V) 3|rg|e 5*+ l|al Co3 ol |rl||cl|rg Frozer (2)
303 E||x|r ol 0ealr 0roup E><%;,0<$ M. EVA Co3 ol reduc|rg eacr coroalarl's lP lo 0 (0ealr-lype ellecl).
301 Ev|| 0aze 3|rg|e E><%;,0<$ M. EVA Co3 ol |rl||cl|rg Blind (#), Condemned ((), Confuse (#),
Disa"le (#), %mmo"ili'e (#), Meltdown ((), Silence (#), Sleep (#), &enom ((),
*om"ie (#) or largel.
CH!PTER G#OSS!R$
The .ollo-ing list reca(s so!e o. the !ost i!(ortant conce(ts
introduced in this cha(ter .or 7uick re.erence.
Co!(le'ity /rade. 0easure o. a cra.ting (roCectDs
co!(le'ity.
In%ention Ae%el. 0easure o. an In%entionDs o%erall (o-er.
SiEe /rade. 0easure o. a cra.ting (roCectDs siEe.
6orksho( +our. 8ne hour o. uninterru(ted -ork in a s(ace
that has all the !aterials and e7ui(!ent needed .or the cra.ter
to do his -ork.
FINAL FANTASY THE ROLEPLAYING GAME
321
AII
3 MONSTER CREATION SYSTEM
9R
@$ph. I"ve fought orse*&
9i#ga$esh
FINAL FANTASY XII
The old adage !aintains that good cannot e'ist -ithout e%il.
2o-here is this !ore true than in the -orlds o. 9inal 9antasy<
-here the road to oneDs destiny is (a%ed -ith the bones o. e%il<
ra%ening< and outright biEarre .oes.
$((endi' II is ho!e to the 0onster Creation Syste! F0CSH<
an in=de(th toolkit .or asse!bling !onsters o. all stri(es.
6hether great< s!all< annoying< or outright -orld=threatening<
the guides in this $((endi' allo- you to create all o. the! -ith
ease. Designing a !onster is not signi.icantly di..erent .ro!
designing a character@ both use a syste!atic ste(=by=ste(
(rocess -hich !ay see! o%er-hel!ing at .irst< but -ill beco!e
increasingly .a!iliar o%er ti!e. $s -ith character creation< it
!ay take a .e- atte!(ts be.ore the (rocess Nclicks.? ,ecause o.
this< you should take the ti!e to thro- together a .e- (ractice
!onsters be.ore creating o((onents .or your (layers in
earnest.
0O"STER PROFI#E
0onster designs begin -ith a basic outline o. the creature<
called its N(ro.ile.? Aike a characterDs background< the (ro.ile
hel(s to establish the !onsterDs N(ersonalityD and basic
characteristics through ten se(arate headingsK Category<
0onster 9a!ily< Aocation< $((earance< SiEe< Intelligence<
,eha%ior< 9re7uency< &ncounter SiEe< *eaction< and Senses.
&ach o. these ten -ill be e'(lained in detail o%er the ne't .e-
(ages.
CATEGORY
,egin by selecting one or !ore o. the .ourteen 0onster
Categories belo-. $side .ro! establishing -hat L&ne!y Ty(eM
;iller 6ea(ons and $d%antages har! your creature< the
Category also o..ers a broad te!(late .ro! -hich the .iner
details o. the !onster can be -orked out. Categories are not
!utually e'clusi%e@ dual=category !onsters such as
De!onX,east< 0achinaX$erial and DragonX:ndead are all
(er.ectly (lausible. I. the Category is not i!!ediately ob%ious<
ski( this ste( and co!e back once the !onsterDs other
characteristics ha%e been deter!ined.
Abnormal
N/enericD !onsters that .it in no other category< including
uni7ue or one=o.=a=kind creatures.
&'a!(lesK Chi!era< Presenter< Turta(od
*eco!!ended $bilitiesK $ny
Aerial
0onsters -ith the (o-er to de.y gra%ity< usually through -ings<
but occasionally through !ore e'otic !eans< such as in.lated
bladders< gas sacs< or !agic.
&'a!(lesK ,ats< +ell Di%ers< Buus
*eco!!ended $bilitiesK &le!ental 6eakness F6indH< 0o%e=
9light
Amorp/
Sha(eless !onsters -ith no discernible anato!y that are all
but i!(er%ious against con%entional -ea(ons. So!e $!or(hs
!ay be ca(able o. shi.ting .ro! one .or! to another.
&'a!(lesK ,lobras< 9lans
*eco!!ended $bilitiesK +ea%y $r!or
A@uan
6ater=d-elling !onsters. Though usually only encountered in
their nati%e ele!ent< they !ay occasionally %enture onto dry
land to terroriEe its deniEens.
&'a!(lesK Caribes< Sahagins< Sharks
*eco!!ended $bilitiesK &le!ental 6eakness FAightningH<
&le!ental *esistance F6aterH< 0o%e=6ater
Ar#ana
0onsters created o. ra- !agic< ty(ically as a result o. a S(ell.
&'a!(lesK ,o!bs< &le!entals< Su!!ons
*eco!!ended $bilitiesK $ny
(east
The NnaturalD inhabitants o. the -orld. Includes !onstrous
ani!als and other .auna t-isted by !agic.
&'a!(lesK 9angs< 0u< Sno- Aions
*eco!!ended $bilitiesK $ny
Constru#ts
Ai.eless constructs o. stone< -ood< or other !aterial< ani!ated
by !agic or technology.
&'a!(lesK /ole!s< Sol Cannons< 6ar!echs
*eco!!ended $bilitiesK &le!ental I!!unity F,ioH< Drain
Proo.< Status I!!unity F0ysti.yH< Status I!!unity FTo'inH<
Status I!!unity FTrans.or!H.
+ra$on
0onstrous re(tiles -ith a ser(entine bent. Co%ers the classic
-inged dragons as -ell as their groundbound relati%es.
&'a!(lesK Dragons< +ydras< 6y%erns
*eco!!ended $bilitiesK $ny
FINAL FANTASY THE ROLEPLAYING GAME
312
Fiend
Su(ernatural o((onents ser%ing the cause o. e%il. 9iends are
generally highly ade(t -ith the use o. !agic.
&'a!(lesK $hri!ans< ,uers< I!(s
*eco!!ended $bilitiesK &le!ental 6eakness F+olyH<
&le!ental *esistance FShado-H
Humanoid
Creatures o. hu!anoid (ro(ortions and !odest intelligence.
&'a!(lesK +u!ans< &l%es< /igases< /nolls< /oblins< 8rcs<
5agudo
*eco!!ended $bilitiesK &le!ental 6eakness F,ioH
3nse#t
Insects co!e in countless sha(es and siEes< and are ty(ically
(rotected by tough< chitinous shells.
&'a!(lesK $ntlions< /rand 0antises< Sand Scor(ions
*eco!!ended $bilitiesK &le!ental 6eakness FIceH
.i7ard
*e(tiles -ho donDt readily .all into the NDragonD category. They
ty(ically rely !ore on natural !eans o. o..ense than !agical
ones.
&'a!(lesK $nacondaurs< ,asilisks
*eco!!ended $bilitiesK &le!ental 6eakness FIceH
Plant
$ni!ated and !utated (lant !atter as -ell as natural haEards
such as carni%orous (lants.
&'a!(lesK Cactuars< 0alboros< 8chu
*eco!!ended $bilitiesK &le!ental 6eakness F9ireH
1ndead
The li%ing dead are creatures reani!ated by .oul sorcery or
su(ernatural circu!stance.
&'a!(lesK /hosts< Skeletons< Bo!bies
*eco!!ended $bilitiesK $uto=Bo!bie< &le!ental 6eakness
F9ireH< &le!ental 6eakness F+olyH
! AF Recommended?
$nybody -hoDs had so!e .a!iliarity -ith the 9inal 9antasy
ga!es !ay -onder -hy Categories donDt ha%e .ir!ly de.ined
$bilities attached to the!. In !any o. the e=ga!es< certain
!onster categories do ha%e standardiEed -eaknesses and
(ro(erties< but these are not consistent throughout the series.
9inal 9antasy J< .or instance< introduced :ndead o((onents
resistant to 9ire< in stark contrast to (re%ious ga!es. 9or this
reason< idiosyncrasies ty(ically .ound in gi%en 0onster
Categories are reco!!ended rather than re7uired.
MONSTER FAMILY
$ creatureDs 0onster 9a!ily acts as sub=category .or the
0onster Category< and ser%es as a con%enient -ay to grou(
together !onsters -ith si!ilar characteristics. I. your !onster
is an entirely ne- creation< the 0onster 9a!ily -ill usually be
na!ed a.ter it@ i. you are Cust adding a !onster to an e'isting
0onster 9a!ily< use the na!e already in (lace.
LOCATION
6here the !onster is !ost likely to be encountered@ usually its
(re.erred habitat< or range o. habitats. ,asic conce(t and
Category -ill take !ost o. the guess-ork out o. this > $7uan
!onsters -ill be .ound in *i%ers< Aakes< and 8ceans< -hile
Plants are !ore at ho!e in (laces like Jungles and 9orests.
The en%iron!ent a !onster li%es in also (ro%ides a starting
(oint .or assigning things like &le!ental *esistances and
I!!unities later on > ob%iously< a glacier=d-elling !onster is
!ore likely to be able to bra%e ,liEEard S(ells than one
inhabiting a %olcano. The thirteen ty(es o. Aocation areK
Desert. +ot< arid< sandy regions.
Dungeons. $ catchall ter! .or the to-ers and .ortresses
inhabited by e%il !aster!inds. :nlike ruins< dungeons are still
in acti%e use< and are signi.icantly nastier as a result.
9orests. Dense te!(erate .orests and -oodlands !ade u(
o. ti!ber trees. 2ot to be con.used -ith Cungles.
+ills. /rassy or -ooded highlands.
Jungles. +ot and hu!id areas o. tro(ical rain.orest< -ith
hea%y rain.all and e%en hea%ier %egetation.
0arshes. $lternately kno-n as s-a!(s. 9etid -etlands
notorious .or their !uddy< unstable ground.
0ountains. *ocky highlands characteriEed by s(arser<
tougher %egetation and colder te!(eratures.
Plains. $lso called ste((e or %eldt. Ty(ically large< unbroken
stretches o. rolling grassland.
8ceans. The o(en sea.
*i%ersXAakes. Aarge< natural bodies o. .lo-ing or standing
.resh-ater located inland.
*uins. Disused and abandoned buildings or areas o.
habitation. :nlike dungeons< ruins are clai!ed by nobody< and
ha%e .allen into an ad%anced state o. disre(air as a result.
To-ns. $reas o. ci%iliEation Though the ter! Nto-nD is used<
this category a((lies to settle!ents o. any siEe< .ro! tiny
ha!lets to large cities.
Tundra. NCold deserts? !arked by s(arse %egetation<
(eriodic sno-.all and e'tre!e te!(eratures.
:nderground. Ca%es< ca%erns< tunnels< !ines< and any
other areas characteriEed by (ersistent lack o. sunlight and
cool< da!( en%irons.
Aike Categories< Aocations are not !utually e'clusi%e > a
!onster can be .ound in t-o or !ore Aocations i. their
(hysiology su((orts it. I. you are creating a !onster .or a
ca!(aign -orld< generic Aocation ty(es can be re(laced -ith
s(eci.ic locations in that -orld.
APPEARANCE
In short< -hat the !onster looks like. $gain< the Category -ill
take !ost o. the guess-ork out o. this > Dragons -ill be
%aguely re(tilian in a((earance< $!or(hs blobs and ooEes<
0achina tough and co!(osed o. inorganic !aterials. &%en
-ithin a ty(e< ho-e%er< thereDs tre!endous (otential .or
di%ersity. $ dragon can Cust as easily be a nine=headed
!onstrosity co%ered -ith golden scales or a (olychro!atic
ser(ent< ha%e si' -ings< chitinous ar!or< or shining .eathers.
DonDt be a.raid to take a .e- risks and !i' things u(@ !any o.
FINAL FANTASY THE ROLEPLAYING GAME
311
the !ost !e!orable creatures inhabiting the 9inal 9antasy
uni%erse are ones that stray !ore than Cust a little .ro! the
nor!.
+abitat< too< (lays a role in sha(ing a((earance. Creatures
li%ing in e'tre!e heat or cold -ill ty(ically ha%e bodies ada(ted
to these conditions > shaggy .ur and other natural insulation
in the case o. cold=d-ellers< heat=resistant and -ater=retaining
.eatures .or those !aking their ho!es in deserts. *e!e!ber
that a((earance is (ri!arily a %isual calling card. $ short< %i%id
set o. details that stick in your (layersD !inds long a.ter the
encounter ulti!ately -ill (ay greater di%idends than a long=
-inded descri(tion cataloging the siEe o. e%ery cla- and talon.
SIZE
The !onsterDs o%erall siEe !easured in !eters. 0ore o. a
cos!etic consideration than a (ractical one@ -hilst siEe does
gi%e so!e indication as to the !onsterDs o%erall resilience and
(o-er< s!all !onsters are Cust as ca(able o. dealing out
grie%ous da!age as large ones< i. not !oreso.
INTELLIGENCE
In the 99*P/< a character?s intelligence is !easured by their
0$/ $ttribute as -ell as their Aore\ and Aanguage\ Skills.
,ecause !onsters do not ha%e Skills to .all back on< a
!onster?s intellect is instead su!!ed u( by an Intelligence
rating. Pick one o. the si' ratings belo-K
2one si!(ly !eans the !onster is not ca(able o.
inde(endent action or thought@ !onsters o. this ty(e rely
entirely on another !onster or 2PC .or guidance. This kind o.
intelligence tends to be characteristic o. !ore (ri!iti%e
0achina and so!e ty(es o. :ndead.
$ni!al intelligence indicates a creature dri%en al!ost
e'clusi%ely by its instincts@ their actions and aggressions are
!oti%ated !ore by -here their ne't !eal is co!ing .ro! than
any kind o. higher (ur(ose.
Pri!iti%e creatures dis(lay a s(ark o. sentience< and !ay
e%en be ca(able o. s(eaking an actual language< albeit
reluctantly > a club is al-ays .ar !ore e..icient at getting the
!essage across.
$%erage intelligence (uts a !onster at roughly hu!an le%el
in ter!s o. reasoning ca(acity. De!i=hu!an races such as
/oblins and 8rcs .all under this category.
+igh intelligence usually designates !ages and other
scholars o. a (articular s(ecies. They can !atch -its -ith
al!ost any !e!ber o. the (arty< and ha%e a !ore=than=.air
chance o. -inning the resulting battle o. !inds.
0onsters -ith &lder intelligence are rare indeed< dis(laying
the kind o. .ierce intellect nor!ally reser%ed .or the -isest o.
Sages. Such creatures usually ha%e the bene.it o. centuries o.
learning behind the!< and !ay e%en be i!!ortal.
I. it necessary to re.lect !onsters -ho are slightly abo%e or
belo- a%erage .or their Intelligence rating > say< the di..erence
bet-een a /oblin 0ugger and a /oblin 0age > add a (lus FZH
or !inus F=H a.ter the Intelligence rating. 8b%iously< a
!onsterDs Intelligence -ill also ha%e a bearing on its strategy
as -ell as its interactions -ith the Party > see *eaction and
,eha%ior belo-.
REACTION
The !onsterDs *eaction gauges ho- the !onster -ill react to
the (layers -hen the ine%itable encounter takes (lace< and
o..ers a use.ul yardstick .or ho- the encounter de%elo(s .ro!
there.
4a$ne! i$be(i#es. -hy !o you
ish to fight;&
'aha$ut
FINAL FANTASY +III
9or 99*P/ (ur(oses< *eactions are broken u( into categories.
Pick one o. the .our categories belo-K
9riendly !onsters o..er ad%ice< directions< ite!s< or healing<
de(ending on the circu!stances. So!e !ay e'(ect
co!(ensation .or their troubles< -hile others hel( the (arty .or
.ree.
2eutral !onsters are (assi%e< and -ill retaliate only i.
threatened the!sel%es. 6hile they -onDt go out o. their -ay to
hel( the (layers< they -onDt atte!(t to hinder the! either. I.
not attacked or other-ise inti!idated and intelligent enough<
they !ay be -illing to barter or o..er their assistance in
e'change .or (ay!ent or so!e other s!all .a%or.
6ary !onsters -onDt (ounce on the (layers outright< but it
-onDt take !uch to (ro%oke their ill=-ill. I. they .eel threatened
by the Party< they -ill al!ost certainly be the .irst to attack.
+ostile !onsters -ill attack PCs on sight< regardless o. the
circu!stances and odds. This !ay be .or a -ide %ariety o.
reasons< ranging .ro! territorial considerations to si!(le
hunger.
BEHAVIOUR
2o- -e add a touch o. color. $ !onsterDs beha%ior can
(otentially enco!(ass e%erything .ro! .eeding and !ating
habits to social !ores > +o- do they react to (otential
threatsG 6hat do they .eed onG Do they tra%el in (acks or
aloneG Do they attack .erociously or strategically< letting the
battle co!e to the!G
This section should also co%er the !onsterDs strategies in
co!bat< i. any. 0agic=using !onsters !ay (re.er to cast
debilitating S(ells like Poison or Slee(< or syste!atically target
.ront=line -arriors -ith o..ensi%e !agics< -hile their (hysical
counter(arts !ight be !ore interested in going a.ter that
un(rotected 0age or bulking u( their de.enses %ia 0ighty
/uard. 8thers< such as the Cactuar< !ay be in%eterate co-ards
-ho run a-ay at the .irst sign o. trouble > usually a.ter !aking
sure any (ossible (ursuers are thoroughly inca(acitated.
FREQUENCY
9or the (ur(ose o. arranging rando! encounters and
encounter tables< the !onster should be gi%en a 9re7uency
rating. This rating si!(ly deter!ines ho- co!!on the !onster
is in its nati%e habitat. There are .i%e (ossible 9re7uency
FINAL FANTASY THE ROLEPLAYING GAME
312
ratingsK Co!!on< :nco!!on< *are< 4ery *are and :ni7ue.
This last grade is usually reser%ed .or ,oss !onsters and their
ilk< and !eans the !onster -ill ne%er be encountered unless
the encounter is (re!editated by the /0.
ENCOUNTER SIZE
In order to !ake it easier .or /0s to (lan encounters< !onster
entries should ha%e a reco!!ended &ncounter SiEe to sho-
ho- !any !onsters are needed to (ro%ide a reasonably
challenging encounter .or a (arty o. e7ui%alent Ae%el.
&ncounter SiEe is e'(ressed in ter!s o. %alues like N1X1D > the
.irst nu!ber is the reco!!ended nu!ber o. !onsters and the
second the nu!ber o. PCs needed to .ight it. 1X)< .or instance<
!eans None !onster (er si' characters i. o. e7ui%alent Ae%el.D
#X1< on the other hand< reads Nt-o !onsters .or e%ery one
character.? 8n a%erage< a (arty -ill go through .our
encounters be.ore gaining a le%el< so encounter siEe should be
adCusted -ith that in !ind.
2ote that these nu!bers are likely to be rough at best@ e%en
-ith trial and error< the /0Ds !ileage !ay %ary. 9or (arties -ith
e'cessi%ely (o-er.ul e7ui(!ent and a healthy stock o. reco%ery
ite!s< e%en higher=le%el !onsters -onDt be as !uch o. a
challenge as they should be< -hile cash=stra((ed grou(s -ill
.ind the in%erse to be true. Job choice also a..ects encounter
e..ecti%eness. I. a !onster is (ri!ary -eak against (hysical
attacks and the (arty co!(osed (ri!arily o. 0ages< the
resulting challenge -ill increase e'(onentially. $i! .or the
!iddle ground and assu!e a !i'ed (arty o. (hysical and
!agical attackers@ this gi%es a better !argin o. error than
ske-ing the nu!bers to-ards either e'tre!e.
! (ixin. and (atcin.
&ncounter SiEe can be used to (ut together !i'ed encounters
co!(osed o. se%eral di..erent !onster ty(es. $ssu!e that a
/0 is setting u( a battle .or their .our=strong (arty. The .irst
!onster they (ick< the *ock +ound< has an &ncounter SiEe
rating o. #X1< !eaning that the NbalancedD /rou( -ould
co!(rise eight *ock +ounds. +o-e%er< .or %arietyDs sake< the
/0 also -ants to include at least one additional !onster ty(e.
Aooking through their notes< they .ind another #X1 !onster<
the ,lade /uard. They could no- o(t to use any !i' o. *ock
+ounds and ,lade /uards< u( to a total o. eight > .our
+ounds and .our /uards< si' /uards and t-o +ounds< one
/uard and se%en +oundsY
,ut the /0 also has a 1X# !onster< the Bo!bie ,asilisk. I.
they -anted to add a third !onster to the !i'< they could
build a /rou( out o. one Bo!bie ,asilisk< t-o *ock +ounds
and t-o ,lade /uards. $lternati%ely< they could substitute
another 1X# !onster in > the (ossibilities are literally endless.
SENSES
,ecause 99*P/ !onsters ha%e no Skills< they cannot use
$-areness to s(ot or track a (arty. Instead< they use Senses as
a substitute. 0onsters ha%e si' total Senses at their dis(osalK
Day 4ision is the de.ault Sense .or !ost !onsters. I. it is
their (ri!ary !eans o. locating an o((onent< they !ay ha%e
unusually keen eyesight and the ca(acity to s(ot targets o%er
long distances.
2ight 4ision allo-s !onsters to see o((onents in dark or
di! lighting conditions -ith increased clarity.
0onsters that detect based on Sound can either hear
nor!al sounds or > in the case o. burro-ing !onsters >
detect %ibrations created by !o%e!ent.
S!ell is generally used by ,easts to track their (rey.
,ecause scents le.t by a target usually last longer than other
sensory cues< !onsters that rely hea%ily on this sense can be
highly (ersistent o((onents.
:ndead !onsters and so!e ty(es o. 9iend and Construct
use a Ai.e Sense to Ns!ellD out li%ing creatures. ,ecause o.
this< they usually ha%e trouble locating arti.icial constructs.
0agic sense is co!!on a!ongst $rcana. In this case< the
!onster can NseeD the aura gi%en o.. by natural !agic=users >
readK all Jobs -ith an 0P die > as -ell as ite!s i!bued -ith
!agic< including $ccessories< 6ea(ons and $r!or -ith
&7ui(!ent $bilities< ,attle Ite!s< and Su((ort Ite!s.
6hen creating the !onster< gi%e each o. these Senses a
*ating .ro! 0 to 100. I. a situation arises -here one or !ore
(arty !e!bers are using Stealth to sneak by the !onster< use
the highest=rated Sense in (lace o. an $-areness *ating .or
the 8((osed Skill Test to see -hether the !onster notices.
Conditional 0odi.iers i!(osed on the characters sneaking by
should be a((ro(riate to the !onster?s (ri!ary sense. 6earing
ca!ou.lage -ill do nothing to .ool a creature using Ai.e sense<
.or instance > the only -ay to co!(letely disguise yoursel. is
to cast Bo!bie.
!TTRIBUTES !"7 ST!TISTICS
2o- that the background !aterial is co!(lete< the nu!ber=
crunching begins in earnest. &%ery o(tion gi%en o%er the ne't
.e- (ages has s(eci.ic /il and JP %alues attached to it. $s you
create your !onster< kee( track o. the !odi.iers listed .or
e%ery choice you !ake > these -ill be (articularly i!(ortant at
the end o. the design (rocess.
! ("ltiple Forms (1)
0onsters -ith !ulti(le incarnations are a ti!e=honored 9inal
9antasy traditions< (articularly .or .inal battles@ de.eat one
.or!< and your o((onent (ro!(tly shi.ts to another< e%en
!ore (o-er.ul one. There are t-o -ays o. re(resenting this in
the 99P*/K
I. a !onster can change .or!s at -ill< assu!e that doing so
re7uires a standard $bility $ction to carry out. Create each
NalternateD .or! as a se(arate !onster< but do not generate
+it Points and 0agic Points .or the alternate .or!s@ they -ill
use the current and !a'i!u! +P and 0P %alues o. the NbaseD
.or! e%en a.ter they change o%er.
Calculate the /il and JP %alues .or the NbaseD .or!< then add
the /il and JP %alues .or e%ery $bility and $ttack used by an
alternate .or! but not (resent on the NbaseD .or!. 8nce this
has been calculated< !ulti(ly both by 1.1@ this is the .inal /il
and JP %alue o. the !onster.
FINAL FANTASY THE ROLEPLAYING GAME
313
! ("ltiple Forms (2)
9or !onsters that shi.t .or!s only a.ter the (re%ious .or!
has been de.eated in co!bat< treat each .or! as a co!(letely
inde(endent !onster. The total /il and JP %alue .or the
!onster -ill be e7ual to the su! o. all o. its incarnationsD
%alues.
TYPE
,egin by selecting a Ty(e .or the !onster .ro! the list belo-.
This -ill deter!ine its o%erall (o-er le%el as -ell as its .ull
ca(abilities.
*egular !onsters are cannon .odder< and should !ake u(
around 71Q o. the o((onents the Party runs into during the
course o. their ad%entures. +o-e%er< this does necessarily not
!ean that the (layers -ill ha%e an easy ti!e -ith the!.
2otorious !onsters are a ste( u(< re(resenting griEEled
%eterans< .a%ored !inions< and one=o.=a=kind creatures.
2otorious !onsters are usually encountered at the end o.
e%ery other session@ the a%erage ad%enture -ill usually ha%e
se%eral o. these to gi%e the (layers grie.. :nlike nor!al
!onsters< 2otorious !onsters and their su(eriors can ha%e
7uite de%elo(ed (ersonalities< and should !ake .or a
!e!orable encounter i. handled correctly.
,osses usually a((ear during an ad%enture?s cli!a'< and
should be constructed as a ty(ically e(ic sho-do-n re7uiring a
good deal o. the PartyDs resources and -it to o%erco!e.
&nd ,osses are the (layersD !ost (o-er.ul archene!ies.
These are ty(ically only encountered a.ter a series o.
ad%entures< i. not the end o. a .ull=.ledged ca!(aign< and tend
to be an integral (art o. the ga!eDs ongoing storyline.
In ga!e ter!s< 2otorious< ,oss< and &nd ,oss !onsters -ill
ha%e signi.icantly higher +it Points and (ossess certain
$bilities at no additional cost. Se%eral restrictions on attacks
and attack !odi.iers are also -ai%ed .or !onsters o. this kind<
allo-ing the! to deal signi.icantly !ore da!age to o((onents.
These are discussed in !ore detail in the rele%ant sections
.urther along. 8nce you ha%e chosen a Ty(e< note do-n the
,ase JP and /il 4alue gi%en .or it belo- and continue.
TYPE BASE XP VALUE BASE GIL VALUE
Regu|ar 10 15
Nolor|ous 100 25
8oss 225 55
Erd 8oss 350 90
LEVEL
8nce a Ty(e has been chosen< the ne't consideration is the
!onsterDs Ae%el. $s -ith PCs< !onsters ha%e a Ae%el .ro! 1 to
""< re.lecting their o%erall e'(erience and toughness. $ higher
Ae%el a..ects all o. the !onsterDs abilities > it increases the
nu!ber o. $ttribute Points a%ailable to it< increases its Co!bat
Statistics< and i!(ro%es the da!age it can cause -ith each
attack. It also increases the nu!ber o. &'(erience Points and
/il the !onster is -orth i. de.eated in battle. $s a rough rule o.
thu!b< the higher the Ae%el< the harder > and !ore re-arding
> the !onster -ill be to de.eat.
:nder !ost circu!stances< the !onsterDs Ae%el -ill be e7ual
to the a%erage Ae%el o. the Party it is intended .or@ a Ae%el #
Party< .or instance< -ill generally be best o.. .acing !onsters
ranging .ro! Ae%el #) to Ae%el 30. 9or an additional challenge<
set the !onsterDs Ae%el 1 to 10 Ae%els abo%e the PartyDs
a%erage.
ATTRIBUTES
Aike characters< !onsters ha%e a total o. si' $ttributesK
Strength< 4itality< S(eed< $gility< 0agic< and S(irit. &%ery
!onster has a total o. F31 Z Ae%elH $ttribute Points to s(lit
bet-een these si'< raising $ttribute ratings at a rate o. 1 Point
(er 1 (oint in the rele%ant $ttribute. The !onsterDs basic
conce(t -ill ha%e so!e bearing on ho- these are allocated >
s!all< .ast !onsters -ill ha%e high SPD and $/I< but lo- 4IT
and ST*< -hile large< lu!bering ones -ill be Cust the o((osite.
$ll $ttributes !ust ha%e a !ini!u! %alue o. 1@ other than that<
there are no restrictions on allocation.
COMBAT STATISTICS
,arring one e'ce(tion< !onsters ha%e the e'act sa!e Co!bat
Statistics PCs do. 6here they di..er is in the .ashion in -hich
they are generated.
Hit Points
$ !onsterDs +it Points deter!ine ho- !uch da!age it can
soak u( be.ore being de.eated. $s a general rule o. thu!b< the
larger and tougher a !onster is< the !ore +P it -ill ha%e at its
dis(osal. :nlike Jobs< !onsters ha%e no +it Die< but a .i'ed
%alue called a +it ,ase@ the higher the +it ,ase< the higher the
!onsterDs .inal +P %alue. Select a +it ,ase .ro! the table
belo- and note do-n the rele%ant !odi.iers.
BASE EXAMPLE XP MODIFIER GIL MODIFIER
1 Leal 8urry -1 -
1.5 0oo||r -8 -3
2 3ergearl 0 0
1 0cru 18 8
8ererolr 10 19
8 Toroerry 0 30
8nce the !onsterDs +it ,ase has been decided on< use the
a((ro(riate .or!ula .ro! the .ollo-ing list to calculate the
!onsterDs total +PK
Ty(e +P 9or!ula
*egular F+it ,ase ' 4IT ' Ae%elH
2otorious F+it ,ase ' 4IT ' Ae%elH ' #
,oss F+it ,ase ' 4IT ' Ae%elH ' 4
&nd ,oss F+it ,ase ' 4IT ' Ae%elH ' )
Ma$i# Points
S(ellcasting 0onsters -ill need at least so!e a!ount o. 0P to
(o-er their !agic@ the !ore 0P they ha%e at their dis(osal<
the greater the (o-er and e'tent o. their s(ellcasting ability.
FINAL FANTASY THE ROLEPLAYING GAME
314
:nlike the +it ,ase< a 0agic ,ase is (urely o(tional@ i. the
!onster has no S(ells to s(eak o.< this ste( !ay be ski((ed
entirely. 8ther-ise< select a 0agic ,ase .ro! the table belo-
and note do-n the rele%ant !odi.iers.
BASE EXAMPLE XP MODIFIER GIL MODIFIER
--- Leal 8urry 0 0
0.5 0oo||r 8 3
1 8|ac| Vage 15 Z
1.5 0ar| Force 22 10
2 8|ac| wa|lz 35 1
1 Vag|c Vasler 50 28
Pro%ided the !onster has been gi%en a 0agic ,ase< use the
a((ro(riate .or!ula .ro! the .ollo-ing list to calculate the
!onsterDs total 0PK
Ty(e +P 9or!ula
*egular F0agic ,ase ' SP* ' Ae%elH
2otorious F0agic ,ase ' SP* ' Ae%elH ' 1.1
,oss F0agic ,ase ' SP* ' Ae%elH ' #
&nd ,oss F0agic ,ase ' SP* ' Ae%elH ' 3
A##ura#)
$ccuracy ser%es the sa!e (ur(ose in !onsters as it does in a
(layer character< deter!ining ho- accurate the !onster?s
$ttacks are. +o-e%er< as the !onster does not ha%e a 6ea(on
Skill< $CC is the sole deciding .actor in -hether or not its
attacks hit. :se the .ollo-ing .or!ula to calculate the
!onsterDs $CCK
F0 Z Ae%el Z F$/I ' #HH
Ma$i# A##ura#)
The 0agic $ccuracy Co!bat Statistic -orks .or !onsters as it
does .or (layers< deter!ining the likelihood o. the !onsterDs
S(ells a..ecting their intended target. :se the .ollo-ing .or!ula
to calculate the !onsterDs 0. $CCK
F100 Z Ae%el Z F0$/ ' #HH
+exterit)
De'terity is used to deter!ine the accuracy o. certain attacks<
ty(ically used in cases -here the !onster is in.licting a
negati%e status. :se the .ollo-ing .or!ula to calculate the
!onster?s D&JK
F10 Z Ae%el Z F$/I ' #HH
Mind
0ind is used to deter!ine the accuracy o. certain attacks<
ty(ically used in cases -here the !onster is in.licting a
negati%e status. :se the .ollo-ing .or!ula to calculate the
!onster?s 02DK
F10 Z Ae%el Z F0$/ ' #HH
Armor
:nlike the (layers< !onsters donDt -ear indi%idual (ieces o.
(rotecti%e gear. 9or this reason< their $r!or rating is
!easured by a single o%erall %alue called the $r!or ,ase.
0onsters -ith a high $r!or ,ase are ty(ically (rotected by
shells< thickened hides or outright sheets o. !etal< but !ay
also s(ort a larger $r!or ,ase si!(ly because they are di..icult
to da!age -ith con%entional attacks > $!or(hs are one
e'a!(le o. this. Select an $*0 ,ase .ro! the table belo- and
note do-n the !odi.iers.
BASE EXAMPLE XP MODIFIER GIL MODIFIER
0.5 Lealer -5 -2
1 0oo||r 0 0
2 0ar| Kr|grl 10 5
1 0o|er 19 9
lror 0|arl 2 18
8nce the !onsterDs $r!or ,ase has been decided on< use
the .ollo-ing .or!ula to calculate the !onsterDs $*0K
F$r!or ,ase ' Ae%el Z F4IT X #HH
/enerally s(eaking< !onsters -ith a high $*0 %alue -ill ha%e
a co!(arati%ely lo- 0. $*0< and %ice %ersa.
Ma$i# Armor
$s -ith $r!or< 0agic $r!or in !onsters is based on a single
%alue > the !onsterDs 0agic $r!or ,ase > rather than !any
se(arate (ieces o. ar!or. Select an 0agic $r!or ,ase .ro! the
table belo- and note do-n the !odi.iers.
BASE EXAMPLE XP MODIFIER GIL MODIFIER
0.5 0oo||r -5 -2
1 0rosl 0 0
2 8|ac| Vage 10 5
1 0ar| Force 19 9
Vag|c Vasler 2 18
8nce the !onsterDs 0agic $r!or ,ase has been decided on<
use the .ollo-ing .or!ula to calculate the !onsterDs 0. $*0K
F0agic $r!or ,ase ' Ae%el Z FSP*X#HH
/enerally s(eaking< !onsters -ith a high 0. $*0 %alue -ill
ha%e a co!(arati%ely lo- $*0< and %ice %ersa. S(ellcasting
!onsters -ill ty(ically ha%e a higher 0agic $r!or ,ase than
those -ho rely (ri!arily on (hysical attacks.
!,asion
$s -ith PCs< a !onsterDs &%asion %alue re(resents its ability to
dodge or interce(t (hysical attacks. :se the .ollo-ing .or!ula
to calculate the !onsterDs &4$K
FAe%el Z SPD Z $/IH
Ma$i# !,asion
0agic &%asion re(resents the !onsterDs resistance to the
(layersD S(ells and Status Conditions. :se the .ollo-ing
.or!ula to calculate 0. &4$K
FAe%el Z 0$/ Z SP*H
FINAL FANTASY THE ROLEPLAYING GAME
315
!TT!CS
6ith the basic (ro(erties o. the !onster settled< itDs ti!e to
!o%e onto its o..ensi%e ca(abilities. $ttacks are the .irst and
si!(lest o. these@ o..ensi%e< da!age=dealing !aneu%ers
carried out as $ttack $ctions in co!bat< and are sealed by the
Status Condition Disable. *egardless o. its range o. abilities<
e%ery !onster -ill ha%e at least one or t-o ?natural? !elee
attacks to .all back on< ty(ically in the .or! o. a bite< (unch<
cla- or horn. The e'act .or! o. the attack is largely de(endent
on the !onsterDs ty(e. $ +u!an=ty(e !onster< .or instance<
!ight ha%e a s-ord or s(ear< -hilst a Plant=ty(e !onster
-ould attack -ith thorns or %ines.
NAME THE ATTACK
&ach attack has its o-n na!e .or (ur(oses o. identi.ication<
usually de(ending on -hat the !onster does. $ si!(le (hysical
attack could be called S-i(e or ,eak< .or instance< -hile a
!ore elaborate one !ight ha%e a na!e like Paean o. the
+ea%ens or 0egiddo?s 9la!e. To hel( .urther establish a
!onster?s (ersonality< the attackDs entry can include a short
descri(tion o. its %isual e..ects< such as Nthe !onster lunges at
the target< raking it -ith its talons.?
DETERMINE ACTION TYPE
2o- decide -hat kind o. $ction the attack isK $ttack< $bility < or
0agic. This -ill deter!ine -hich Status Condition seals the
attack > Disable -ill seal an $ttack $ction< Curse an $bility
$ction< and Silence a 0agic $ction. In addition< only $ttack
$ctions can score Critical +its< though this re7uires the
!onster to ha%e the Critical $ttack Su((ort $bility.
DETERMINE ATTACK TYPE
8nce the attack has been na!ed and described< you !ust
decide -hat kind o. attack it is. Select one o. the o(tions belo-
and !ake a note o. the JP and /il !odi.iers .or your choice
be.ore (roceeding< kee(ing the! se(arate .ro! any other
!odi.iers you ha%e been kee(ing track o..
"tandard Atta#k
&..ectK Standard attacks do da!age and re7uire you to select
a Da!age Die > d)< d< d10 or d1#. The higher the Da!age
Die< the !ore (o-er.ul the !onsterDs attack -ill be. 6hen
choosing -hich Die to use< it !ay hel( to consider the siEe and
(ur(ose o. the !onster. $ large< (hysically oriented !onster
like an Iron /iant is !ore likely to be a d10 or d1# than a 9lan
that only attacks -ith its tendrils -hen its s(ellcasting abilities
aren?t doing the trick.
DAMAGE DIE XP MODIFIER GIL MODIFIER
d 8 3
d8 20 8
d10 30 10
d12 0 20
5o +ama$e
&..ectK $ttacks that deal no da!age are usually used .or
Charge ,reakers< Dis(el $ttacks< 2ear=9atal $ttacks< or Status
$ttacks > see belo- .or !ore details.
XP MODIFIER GIL MODIFIER
--- ---
DETERMINE TARGET
2o- deter!ine the attack?s target by selecting the a((ro(riate
o(tions .ro! the list belo-. 2ote do-n the rele%ant !odi.iers
-ith the attack?s basic JP and /il costs.
"in$le
&..ectK The attack can only target a single co!batant.
XP MODIFIER GIL MODIFIER
--- ---
Group
&..ectK The attack can target a /rou( o. co!batants.
XP MODIFIER GIL MODIFIER
x 2 x 2
Random 'ar$et
&..ectK *ando! Target is not a standalone choice< but !ust be
co!bined -ith one o. the other o(tions listed here. I. used in
conCunction -ith Single< the attack targets a rando! o((onent
by de.ault. I. used in conCunction -ith /rou(< the attack strikes
the targeted /rou( a nu!ber o. ti!es e7ual to the nu!ber o.
acti%e co!batants in that /rou(< targeting a rando! !e!ber
e%ery ti!e. I. co!bined -ith :n.ocused< an attack -ith
*ando! Target hits one rando!ly=deter!ined co!batant on
the battle.ield.
XP MODIFIER GIL MODIFIER
x 0.Z5 x 0.Z5
1nfo#used
&..ectK The !onsterDs $ttack da!ages e%erything on the
battle.ield< changing its Target .ro! Single to $ll. Pricing .or an
:n.ocused $ttack de(ends on -hether or not a !onster is
i!!une to its e..ects. 9or instance< an :n.ocused attack
in.licting Slee( -ould incur the ' #X' # !odi.ier i. the !onster
had Status I!!unity FSealH or Status I!!unity FSlee(H.
TYPE XP MODIFIER GIL MODIFIER
vu|rerao|e lo allac| x1 x1
lrrure lo allac| x2 x2
FINAL FANTASY THE ROLEPLAYING GAME
316
ADD MODIFIERS
$ 0odi.ier is a s(ecial (ro(erty attached to a basic attack to
enhance its e..ects. $ny nu!ber o. 0odi.iers can be added to
an attack@ a hand.ul ha%e been gi%en belo-< though the /0 is
at liberty to add and (rice their o-n i. needed. 2ot e%ery
0odi.ier -ill a((ly to e%ery attack ty(e > attacks that do no
da!age cannot bene.it .ro! 0odi.iers that in%ol%e da!age in
their e..ects. ,e sure and note do-n the JP and /il !odi.iers
o. any (ro(erties added to the $ttack be.ore (roceeding to the
ne't ste(.
Auto-Hit
&..ectK The attack is (recise enough that no $CC or 0. $CC roll
is needed to see i. it hits< though it !ay still be a..ected by
*eaction $bilities such as &%ade O Counter. $ny 0odi.iers
attached to the attack !ust still be rolled .or as nor!al.
XP MODIFIER GIL MODIFIER
x 2 x 2
C/ar$e (reaker
&..ectK The !onster has the ability to interru(t its o((onentsD
attacks -ith its o-n. I. used against an o((onent in the
(rocess o. e'ecuting a Slo- $ction > or any other $ction -ith a
Charge Ti!e > an attack -ith the Charge ,reaker 0odi.ier
auto!atically cancels the $ction@ the target is instead
considered to be in a De.ense $ction once the attackDs e..ects
ha%e been resol%ed< and -ill re!ain in a De.ense $ction until it
can choose its ne't $ction.
XP MODIFIER GIL MODIFIER
18 10
Countdo*n
&..ectK The !onsterDs attack takes a nu!ber o. *ounds > 1 to
) > to e'ecute< usually as a result o. re7uiring a signi.icant
a!ount o. (o-er to be built u( and released. 9or all intents
and (ur(oses< treat this as a s(ecialiEed Charge Ti!e > the
sa!e considerations gi%en to interru(ting Slo- $ctions in
Cha(ter 7 also a((ly here. $n $ttack -ith Countdo-n usually
gi%es its %icti!s so!e kind o. %isual signi.ier at the start o.
each *ound to let the! kno- -here the countdo-n is currently
at. JP and /il %alues are static regardless o. ho- long the
Countdo-n takes< though e%ery *ound s(ent charging the
attack increases its .inal da!age by #1Q.
XP MODIFIER GIL MODIFIER
x 0.8 x 0.8
+elta Atta#k
&..ectK The attack re7uires se%eral sources o. (o-er to
e'ecute. Designate Sla%e Parts or any nu!ber o. other
!onsters -hen selecting this 0odi.ier > all o. these !ust be
acti%e co!batants on the battle.ield in order .or the Delta
$ttack to be used. 8nly the !onster initiating the Delta $ttack
needs to ha%e the attack and 0odi.ier< and re7uires Cust one
$ction to carry it out@ anybody else (artici(ating in it is Cust
(ouring additional energy into it< and does not ha%e to s(end
any $ctions to do so. Delta $ttack?s JP and /il !odi.iers
de(end on -hether one or se%eral additional co!batants
needed to e'ecute the $ttack.
REQUIRED XP MODIFIER GIL MODIFIER
0re Parl/Vorsler x 0.Z5 x 0.Z5
Vu|l|p|e Parls/Vorslers x 0.5 x 0.5
+ela) Atta#k
&..ectK The attack has a li!ited CoS o. reducing the target?s
Initiati%e by a certain a!ount. This CoS -ill be deter!ined later
in the attack?s creation (rocess. JP and /il %alues are
deter!ined by ho- !uch the target?s Initiati%e is reduced by i.
Delay $ttack is success.ul.
INITIATIVE LOST XP MODIFIER GIL MODIFIER
25 5 2
50 10 3
Z5 20
+ela) "trike
&..ectK The attack has a CoS o. )0Q o. reducing the target?s
Initiati%e by a certain a!ount. JP and /il %alues are deter!ined
by ho- !uch the target?s Initiati%e is reduced by i. Delay Strike
is success.ul.
INITIATIVE LOST XP MODIFIER GIL MODIFIER
25 2
50 11 3
Z5 21
+ela) 'ou#/
&..ectK The attack has a CoS o. 30Q o. reducing the target?s
Initiati%e by a certain a!ount. JP and /il %alues are deter!ined
by ho- !uch the target?s Initiati%e is reduced by i. Delay
Touch is success.ul.
INITIATIVE LOST XP MODIFIER GIL MODIFIER
25 3 2
50 8 2
Z5 1 5
+ispel Atta#k
&..ectK The attack has a li!ited CoS o. re!o%ing all &nhance
and ,arrier=ty(e Status Conditions sa%e Shield .ro! the target.
This CoS -ill be deter!ined later in the attack?s creation
(rocess.
XP MODIFIER GIL MODIFIER
18 1
FINAL FANTASY THE ROLEPLAYING GAME
317
+ispel "trike
&..ectK The attack has a )0Q CoS o. re!o%ing all &nhance
and ,arrier=ty(e Status Conditions sa%e Shield .ro! the target.
XP MODIFIER GIL MODIFIER
51 18
+ispel 'ou#/
&..ectK The attack has a 30Q CoS o. re!o%ing all &nhance
and ,arrier=ty(e Status Conditions sa%e Shield .ro! the target.
XP MODIFIER GIL MODIFIER
25 8
!lemental Affinit)
&..ectK The attack has an a..inity to-ards one o. the nine
Co!bat &le!ents< and counts as in.licting da!age o. that
&le!ent .or (ur(oses o. 6eaknesses< *esistances< I!!unities<
$bsorbances< and any other situation -here the $ttackDs
&le!ent -ould ha%e an i!(act.
XP MODIFIER GIL MODIFIER
x 1 x 1
Ground (ased
&..ectK The $ttack tra%els along > or through > the ground<
li!iting its e..ecti%eness against .lying o((onents. $s a result<
co!batants under the e..ects o. the Status Conditions 9loat
and 9light are i!!une to its e..ects.
XP MODIFIER GIL MODIFIER
x 0.8 x 0.8
HP +rain
&..ectK In addition to in.licting da!age< the !onsterDs attack
restores the !onsterDs +it Points by an a!ount e7ual to 10Q
o. the da!age done a.ter !odi.ying .or $*0 or 0. $*0. Thus<
an +P Drain attack that in.licts 110 da!age -ill restore 71 +P
to the !onster. +P Drain cannot be co!bined -ith +P Si(hon.
XP MODIFIER GIL MODIFIER
x 1.25 x 1.25
HP "ip/on
&..ectK In addition to in.licting da!age< the !onsterDs attack
restores the !onsterDs +it Points by an a!ount e7ual to the
da!age done a.ter !odi.ying .or $*0 or 0. $*0. Thus< an +P
Si(hon attack that in.licts 110 da!age -ill restore 110 +P to
the !onster. +P Si(hon cannot be co!bined -ith +P Drain<
and should not be co!bined -ith Po-er Strike unless the
!onster is o. ,oss le%el or higher.
XP MODIFIER GIL MODIFIER
x 1.5 x 1.5
Meltin$
&..ectK The !onsterDs attack ignores e%en the toughest ar!or.
2either $*0 nor 0. $*0 are a((lied -hen calculating da!age
.or a 0elting attack.
XP MODIFIER GIL MODIFIER
x 1.Z5 x 1.Z5
MP Cost
&..ectK The !onster !ust s(end 0agic Points to use this
attack. The attack?s 0P cost is e7ual toK
F$ttack?s JP 4alue be.ore 0P Cost X #H Z 0onster Ae%el
XP MODIFIER GIL MODIFIER
x 0.Z5 x 0.Z5
MP +ama$e
&..ectK *ather than in.lict (hysical da!age< the attack a..ects
its targetDs !ana reser%es instead. :(on a success.ul strike<
the target loses a nu!ber o. 0agic Points e7ual to the da!age
in.licted by the attack@ no other da!age is done.
XP MODIFIER GIL MODIFIER
x 1.25 x 1.25
MP +rain
&..ectK The !onsterDs attack da!ages the targetDs !ana. $ll
da!age dealt by an 0P Drain attack > a.ter !odi.ying .or $*0
or 0. $*0 as nor!al > is subtracted .ro! the targetDs 0agic
Points rather than +it Points< restoring 10Q o. that 0P to the
!onster. Thus< an 0P Drain attack that in.licts 110 da!age to
the target?s 0P -ould restore the !onster?s 0P by 71 (oints.
This 0odi.ier cannot be co!bined -ith the 0P Si(hon.
XP MODIFIER GIL MODIFIER
x 1.5 x 1.1
MP "ip/on
&..ectK The !onsterDs attack da!ages the targetDs !ana. $ll
da!age dealt by an 0P Si(hon attack > a.ter !odi.ying .or
$*0 or 0. $*0 as nor!al > is subtracted .ro! the targetDs
0agic Points rather than +it Points< restoring an e7ual
7uantity o. 0P to the !onster. Thus< an 0P Si(hon attack that
in.licts 110 da!age to the target?s 0P -ould restore the
!onster?s 0P by 110 (oints. This 0odi.ier cannot be
co!bined -ith 0P Drain< and should not be used in
conCunction -ith the Po-er Strike or /rou( 0odi.iers unless
the !onster is a ,oss or &nd ,oss.
XP MODIFIER GIL MODIFIER
x 1.Z5 x 1.
5ear-Fatal Atta#k
&..ectK 2ear=9atal $ttack has a li!ited CoS o. reducing a target
to 1 +P regardless o. its current +P< $*0 or 0. $*0 %alues< or
the Da!age Ca(. This CoS -ill be deter!ined later in the
attack?s creation (rocess. It is generally reco!!ended that
FINAL FANTASY THE ROLEPLAYING GAME
318
2ear=9atal 0odi.iers be reser%ed .or ,oss !onsters and abo%e<
and co!bined -ith as .e- other 0odi.iers as (ossible.
XP MODIFIER GIL MODIFIER
1 22
5ear-Fatal "trike
&..ectK 2ear=9atal Touch has a CoS o. )0Q o. reducing a
target to 1 +P regardless o. its current +P< $*0 or 0. $*0
%alues< or the Da!age Ca(. It is generally reco!!ended that
2ear=9atal 0odi.iers be reser%ed .or ,oss !onsters and abo%e<
and co!bined -ith as .e- other 0odi.iers as (ossible.
XP MODIFIER GIL MODIFIER
19 25
5ear-Fatal 'ou#/
&..ectK 2ear=9atal Touch has a CoS o. 30Q o. reducing a
target to 1 +P regardless o. its current +P< $*0 or 0. $*0
%alues< or the Da!age Ca(. It is generally reco!!ended that
2ear=9atal 0odi.iers be reser%ed .or ,oss !onsters and abo%e<
and co!bined -ith as .e- other 0odi.iers as (ossible.
XP MODIFIER GIL MODIFIER
21 11
Pier#in$
&..ectK The !onsterDs attack is ca(able o. (iercing rein.orced
ar!or. 8nly 10Q o. the targetDs $*0 and 0. $*0 is a((lied
-hen calculating da!age .or a Piercing attack.
XP MODIFIER GIL MODIFIER
x 1.25 x 1.25
Po*er "trike
&..ectK The !onsterDs attack strikes -ith unusual (o-er. 6hen
calculating the da!age in.licted by a Po-er Strike attack<
increase the Da!age Scale by F# Z F0onsterDs Ae%el X 10HH.
9or balance reasons< Po-er Strike should not be co!bined
-ith /rou( or :n.ocused unless the !onster is o. ,oss le%el or
higher.
XP MODIFIER GIL MODIFIER
x 2 x 2
Ran$ed
&..ectK 2ot all !onsters con.ine the!sel%es to !elee. 6ith
(roCectiles like rocks< arro-s< energy balls or e%en sali%a< a
!onster -ith a *anged attack can hit o((onents e%en at a
distance.
XP MODIFIER GIL MODIFIER
x 1.1 x 1.1
"lo*
&..ectK The attack re7uires additional ti!e to (re(are<
resulting in a Charge Ti!e. Charge Ti!e is e7ual to
F0onsterDs Ae%el X 4H@ a Ae%el 40 !onster -ith a Slo- attack
-ould thus ha%e a CT o. 10. The lo-est CT a Slo- attack can
ha%e is #@ round u( to co!(ensate i. necessary.
XP MODIFIER GIL MODIFIER
x 0.Z5 x 0.Z5
"4"-Gain
&..ectK The attack this 0odi.ier is tied to cannot be used until
the !onster reaches #1Q or .e-er o. its !a'i!u! +it Points.
Cannot be used in conCunction -ith S8S=Aose.
XP MODIFIER GIL MODIFIER
x 0.Z5 x 0.Z5
"4"-.ose
&..ectK The attack this 0odi.ier is tied to is no longer usable
-hen the !onster reaches #1Q or .e-er o. its !a'i!u! +it
Points. Cannot be used in conCunction -ith S8S=/ain.
XP MODIFIER GIL MODIFIER
x 0.Z5 x 0.Z5
"plit +ama$e
&..ectK The !onsterDs attack s(lits da!age e%enly bet-een
(hysical and !agical. 10Q o. the da!age in.licted by a
success.ul $ttack > a.ter !odi.ying .or $*0 > is subtracted
.ro! the targetDs +P@ the re!aining 10Q is subtracted .ro! its
0P.
XP MODIFIER GIL MODIFIER
x 1.25 x 1.25
"tatus Atta#k
&..ectK The !onsterDs attack has a li!ited CoS o. in.licting a
har!.ul Status Condition on the target. This CoS -ill be
deter!ined later in the attack?s creation (rocess. JP and /il
!odi.iers de(end on the actual Condition in.licted@ .or
(ur(oses o. calculating these %alues< Status Conditions are
organiEed into one o. .our Nclasses.?
Class IK ,erserk F4H< ,lind F4H< Curse F4H< Disable F4H<
I!!obiliEe F4H< Poison FH< Silence F4H< Slee( F4H< Slo- F4H
Class IIK Conde!ned F4H< Con.use F4H< Petri.y F4H< L'M Do-n
F)H< Sa( F4H< :na-are F1H
Class IIIK &Cect< 0ini F4H< Toad F4H< L'M ,reak F)H< Sto( F4H<
4eno! F4H< Bo!bie FH
Class I4K Char! F4H< Death< 9roEen F#H< +eat F#H< 0eltdo-n
F#H< Stone FH
STATUS XP MODIFIER GIL MODIFIER
C|ass l 18
C|ass ll 33 11
C|ass lll 18 1
C|ass lv 1 21
FINAL FANTASY THE ROLEPLAYING GAME
311
"tatus "trike
&..ectK The !onsterDs attack has a CoS o. )0Q o. in.licting a
har!.ul Status Condition on the target. JP and /il !odi.iers
de(end on the actual Condition in.licted@ .or (ur(oses o.
calculating JP and /il %alues< Status Conditions are organiEed
into one o. .our Nclasses.? /enerally best used on !onsters o.
Ae%el 30 and u(.
Class IK ,erserk F4H< ,lind F4H< Curse F4H< Disable F4H<
I!!obiliEe F4H< Poison FH< Silence F4H< Slee( F4H< Slo- F4H
Class IIK Conde!ned F4H< Con.use F4H< Petri.y F4H< L'M Do-n
F)H< Sa( F4H< :na-are F1H
Class IIIK &Cect< 0ini F4H< Toad F4H< L'M ,reak F)H< Sto( F4H<
4eno! F4H< Bo!bie FH
Class I4K Char! F4H< Death< 9roEen F#H< +eat F#H< 0eltdo-n
F#H< Stone FH
STATUS XP MODIFIER GIL MODIFIER
C|ass l 21 Z
C|ass ll 35 13
C|ass lll 51 18
C|ass lv Z 22
"tatus 'ou#/
&..ectK The !onsterDs attack has a CoS o. 30Q o. in.licting a
har!.ul Status Condition on the target. JP and /il !odi.iers
de(end on the actual Condition in.licted@ .or (ur(oses o.
calculating JP and /il %alues< Status Conditions are organiEed
into one o. .our Nclasses.?
Class IK ,erserk F4H< ,lind F4H< Curse F4H< Disable F4H<
I!!obiliEe F4H< Poison FH< Silence F4H< Slee( F4H< Slo- F4H
Class IIK Conde!ned F4H< Con.use F4H< Petri.y F4H< L'M Do-n
F)H< Sa( F4H< :na-are F1H
Class IIIK &Cect< 0ini F4H< Toad F4H< L'M ,reak F)H< Sto( F4H<
4eno! F4H< Bo!bie FH
Class I4K Char! F4H< Death< 9roEen F#H< +eat F#H< 0eltdo-n
F#H< Stone FH
STATUS XP MODIFIER GIL MODIFIER
C|ass l 10 3
C|ass ll 1Z
C|ass lll 25 8
C|ass lv 31 12
1nsealable
&..ectK The attack cannot be sealed by Curse< Disable<
I!!obiliEe< or Silence. 9or balance reasons< it is reco!!ended
this 0odi.ier be used relati%ely rarely.
XP MODIFIER GIL MODIFIER
x 3 x 3
DETERMINE ATTRIBUTE
8nce all 0odi.iers ha%e been added< decide -hich $ttribute the
attack uses .or da!age codes > ST*< $/I < or 0$/. ST* is
ty(ically used by Physical !elee attacks< $/I by Physical
ranged attacks< and 0$/ .or 0agical ones. $ttacks that deal no
da!age can ski( this ste(.
SELECT DAMAGE TYPE
Decide -hether the attack deals Physical or 0agical da!age.
This deter!ines -hether the attack is reduced by $*0 or 0.
$*0. $ttacks that deal no da!age can ski( this ste(.
CALCULATE DAMAGE
The ne't ste( is to start (inning do-n the hard nu!bers. I. the
attack deals da!age< consult Table $II= 1 and note do-n the
a((ro(riate Da!age Code .or the !onster?s Ae%el and Da!age
Die. 8nce this is done< (recalculate the da!age by .actoring in
the $ttribute you chose .or the attack at the beginning o. the
design (rocess. $ssu!ing the attack doesn?t ha%e the 0elting
0odi.ier< .inish your calculations by -riting out the .ull Da!age
Code< noting -hether the attack is !odi.ied by $*0 or 0. $*0.
$ Ae%el 1# !onster?s 0$/=based d attack -ould thus has a
.inal Da!age Code o. F3 ' 0$/H Z d< 0. $r!or.
FINAL FANTASY THE ROLEPLAYING GAME
322
Ta%le A**&1' Attac) ;ama.e
MONSTER'S LEVEL "# DAMAGE DIE "1 DAMAGE DIE "3* DAMAGE DIE "32 DAMAGE DIE
1 - 1 2 x [Allr|oule| d 2 x [Allr|oule| d8 2 x [Allr|oule| d10 2 x [Allr|oule| d12
5 - 9 2 x [Allr|oule| d 3 x [Allr|oule| d8 3 x [Allr|oule| d10 3 x [Allr|oule| d12
10 - 11 3 x [Allr|oule| d 3 x [Allr|oule| d8 1 x [Allr|oule| d10 1 x [Allr|oule| d12
15 - 19 1 x [Allr|oule| 2d 1 x [Allr|oule| 2d8 5 x [Allr|oule| d10 x [Allr|oule| d12
20 - 21 5 x [Allr|oule| 3d 5 x [Allr|oule| 2d8 x [Allr|oule| d10 Z x [Allr|oule| d12
25 - 29 5 x [Allr|oule| 3d x [Allr|oule| 2d8 Z x [Allr|oule| 2d10 8 x [Allr|oule| d12
30 - 31 x [Allr|oule| 3d Z x [Allr|oule| 2d8 8 x [Allr|oule| 2d10 9 x [Allr|oule| d12
35 - 39 Z x [Allr|oule| 3d 8 x [Allr|oule| 3d8 9 x [Allr|oule| 2d10 10 x [Allr|oule| 2d12
10 - 11 8 x [Allr|oule| 3d 9 x [Allr|oule| 3d8 10 x [Allr|oule| 2d10 11 x [Allr|oule| 2d12
15 - 19 9 x [Allr|oule| 1d 10 x [Allr|oule| 3d8 11 x [Allr|oule| 3d10 12 x [Allr|oule| 2d12
50 - 51 10 x [Allr|oule| 1d 11 x [Allr|oule| 1d8 13 x [Allr|oule| 3d10 15 x [Allr|oule| 3d12
55 - 59 11 x [Allr|oule| 1d 12 x [Allr|oule| 1d8 15 x [Allr|oule| 3d10 1Z x [Allr|oule| 3d12
0 - 1 12 x [Allr|oule| 5d 13 x [Allr|oule| 1d8 1 x [Allr|oule| 1d10 18 x [Allr|oule| 3d12
5 - 9 13 x [Allr|oule| 5d 11 x [Allr|oule| 5d8 1Z x [Allr|oule| 1d10 19 x [Allr|oule| 1d12
Z0 - Z1 11 x [Allr|oule| 5d 15 x [Allr|oule| 5d8 20 x [Allr|oule| 1d10 21 x [Allr|oule| 1d12
Z5 - Z9 15 x [Allr|oule| 5d 1 x [Allr|oule| 5d8 21 x [Allr|oule| 5d10 23 x [Allr|oule| 1d12
80 - 81 1 x [Allr|oule| 5d 18 x [Allr|oule| 5d8 22 x [Allr|oule| 5d10 21 x [Allr|oule| 5d12
85 - 89 1Z x [Allr|oule| 5d 19 x [Allr|oule| 5d8 23 x [Allr|oule| 5d10 25 x [Allr|oule| 5d12
90 - 91 18 x [Allr|oule| 5d 21 x [Allr|oule| 5d8 21 x [Allr|oule| 5d10 2 x [Allr|oule| 5d12
95 - 98 19 x [Allr|oule| 5d 22 x [Allr|oule| 5d8 25 x [Allr|oule| 5d10 2Z x [Allr|oule| 5d12
99 20 x [Allr|oule| 5d 23 x [Allr|oule| 5d8 2 x [Allr|oule| 5d10 29 x [Allr|oule| 5d12
DETERMINE CHANCE OF SUCCESS
6ith da!age settled< the last bit o. nu!bercrunching in%ol%es
creating the attack?s Chance o. Success. Start by choosing
-hich Co!bat Statistic deter!ines the basic CoSK $ccuracy< 0.
$ccuracy< 0ind< or De'terity. Then decide -hat !odi.ies the
CoSK &%asion or 0. &%asion. In general< $ccuracy and
De'terity are !odi.ied by &%asion and 0. $ccuracy and 0ind by
0. &%asion< though there are e'ce(tions.
2ear=9atal $ttacks< Dis(el $ttacks< and Status $ttacks also
re7uire you to create a Chance o. Success .or!ula. In this
case< the basic CoS -ill be either F0. $CC = 10H< 0ind< or
De'terity< and can be !odi.ied by &%asion or 0. &%asion.
8nce you ha%e chosen the a((ro(riate Co!bat Statistics< -rite
out the Chance o. Success .or!ula in the attack?s descri(tion.
FINAL TOUCHES
I. the attack is 0agical< you should also deter!ine -hether it is
a..ected by *e.lect or the $bility *unic. $n attack -ill only be
%ulnerable to *unic i. it has an 0P Cost@ the sa!e criterion is
reco!!ended .or deciding -hether or not *e.lect -orks on the
attack.
CALCULATE TOTAL PRICE
8nce the $ttack has been .inished< you !ust .igure out ho-
!uch it -ill adCust the !onster?s .inal /il and JP %alues by.
Check the JP !odi.iers you -rote do-n< then add all nu!bers
that aren?t (re.aced by an ?'? together. Then !ulti(ly this total
by e%ery !odi.ier (re.aced by an ?'<? one at a ti!e. 9or
e'a!(le< i. a /oblin has a /round=,ased d) attack -ith /rou(
and Status Touch F,lindH< the attack?s JP !odi.ier is F Z
10H ' # ' 0.< or #. *e(eat this (rocess .or the /il
!odi.iers< and you -ill ha%e the .inal /il and JP !odi.iers .or
the attack.
SAMPLE ATTACKS
+ere are a .e- sa!(le attacks (ut together -ith this syste!.
The !onster?s Ae%el is gi%en to the right o. the attack na!e.
Ma$nitude 8 le,el 35
TargetK /rou( Ty(eK 0agic $ction F"1 0PH
The ground begins to shudder as a %iolent 7uake tears
through the i!!ediate area< sho-ering the battle.ield -ith
.rag!ents o. rock and earth. 0agnitude has a CoS o. 0.
$ccuracy< 0. &%asion o. in.licting F10 ' 0$/H Z d1#< 0.
$*0 &arth &le!ental da!age.
JP 0odi.ierK "0 /il 0odi.ierK 30
0odi.iersK &le!ental $..inity< /rou(< 0P Cost
FINAL FANTASY THE ROLEPLAYING GAME
321
"ali,a le,el 4:
TargetK Single Ty(eK 9ast $bility
The !onster s(its a -ad o. !agically charged sali%a at an
o((onent< !iring the! in gunk. Sali%a in.licts F ' 0$/H Z
3d)< 0. $*0 0agical da!age< striking auto!atically. In
addition< Sali%a has a CoS o. )0Q o. in.licting the Status
Condition Curse F4H. This attack is only gained once the
!onster is reduced to #1Q o. its !a'i!u! +it Points.
JP 0odi.ierK 1"4 /il 0odi.ierK )4
0odi.iersK S8S=/ain< Status Strike FClass IH< $uto=+it
"oni# Fan$s le,el 2:
TargetK Single Ty(eK $ttack $ction
The !onster deli%ers a high=s(eed bite attack< re(eatedly
gnashing at the target .or !assi%e da!age. Sonic 9angs has a
CoS o. $ccuracy< &%asion o. in.licting F11 ' ST*H Z d10<
F$*0 X #H Physical da!age.
JP 0odi.ierK "7 /il 0odi.ierK 3#
0odi.iersK Piercing< Po-er Strike
!CTIO" !BI#ITIES
$ction $bilities .ill in the cracks bet-een attacks< S(ells< and
Job $bilities< co%ering s(ecial techni7ues and ca(abilities that
don?t ha%e counter(arts any-here else. :nless other-ise
s(eci.ied< all $bilities are Single target< re7uire an $bility $ction
to use< and are sealed by the Status Condition Curse.
NAME THE ABILITY
Aike $ttacks< $bilities are gi%en descri(ti%e na!es .or
identi.ication (ur(oses. :nlike $ttacks< ho-e%er< !any o. the
$ction $bility e..ects gi%en here > such as Clone< $lar!< and
*estore > are Nco!(lete (ackages? rather than indi%idual
co!(onents. 9or this reason< it !ay be easier to Cust kee( the
de.ault na!e.
SELECT EFFECTS
Aisted belo- are a nu!ber o. basic te!(lates .or $ction
$bilities. Select one to set the $bilityDs !echanical e..ects.
Add "tatus
&..ectK The !onster can use an $bility $ction to auto!atically
add a (ositi%e Status Condition F4H to a Single target. JP and
/il %alues are gi%en (er Status added< and de(end on the e'act
Status takenK
Class IK 9loat< $gility :(< S(irit :(< L&le!entM S(ikes
Class IIK Protect< Shell< $r!or :(< 0ental :(
Class IIIK +aste< *e.lect< Po-er :(< 0agic :(
Class I4K *egen< $ura< 4anish
$dd Status can be used to add !ore than one Status
Condition at a ti!e< though it is reco!!ended that this o(tion
be reser%ed .or ,oss !onsters and creatures o. Ae%el 30 or
abo%e.
TYPE XP MODIFIER GIL MODIFIER
C|ass l 11 1
C|ass ll 18
C|ass lll 2 9
C|ass lv 38 12
Alarm
&..ectK The !onster can use an $bility $ction to su!!on an
additional !onster into battle. The ne- !onster arri%es on the
battle.ield at the beginning o. the .ollo-ing *ound< .or!ing a
/rou( -ith the original !onster< and generates Initiati%e as
nor!al. 8nce used< $lar! cannot be used again until the
su!!oned !onster has been de.eated or inca(acitated.
The ty(e o. !onster su!!oned by $lar! should be noted in
the $bilityDs descri(tion. 0ulti(le !onsters can be su!!oned
through a single $lar!@ in this case< !ulti(ly the JP and /il
0odi.iers gi%en belo- by the nu!ber o. !onsters su!!oned.
It is generally reco!!ended that any !onsters su!!oned
through $lar! be o. e7ual or lo-er Ae%el to the !onster doing
the su!!oning.
XP MODIFIER GIL MODIFIER
32 18
Cannibali7e
&..ectK The !onster can consu!e other !onsters to increase
its o-n strength. $ !onster can CannibaliEe a Single ally o. a
Ae%el no higher than F0onster?s Ae%el X #H at the cost o. one
$bility $ction. This auto!atically reduces the target?s +P to 0 >
treat this as an &Cect=ty(e e..ect.
JP and /il %alues .or CannibaliEe de(end on -hat e..ects it
has. ,y de.ault< the !onster regains FTarget?s Current +PH
+it Points< but CannibaliEe can instead besto- one (ositi%e
Status Condition F4H on the !onster. JP and /il %alues are
gi%en (er Status added< and de(end on the e'act Status takenK
Class IK 9loat< $gility :(< S(irit :(< L&le!entM S(ikes
Class IIK Protect< Shell< $r!or :(< 0ental :(
Class IIIK +aste< *e.lect< Po-er :(< 0agic :(
Class I4K *egen< $ura< 4anish
0onsters destroyed by CannibaliEe re-ard JP and /il as i.
they had targeted by an &Cect e..ect< though they only -ill do
so once the !onster that CannibaliEed the! is de.eated.
EFFECT XP MODIFIER GIL MODIFIER
Rega|r lP 3 12
Add C|ass l 3lalus 10 3
Add C|ass ll 3lalus 15 5
Add C|ass lll 3lalus 22 8
Add C|ass lv 3lalus 32 11
Clone
&..ectK The !onster can use an $bility $ction to create a co(y
o. one o. its o((onents to act as an acti%e co!batant in the
current battle. The clone has all the $ttributes< Co!bat
FINAL FANTASY THE ROLEPLAYING GAME
322
Statistics< &7ui(!ent< and $bilities o. the original character<
and generates Initiati%e as nor!al< .ighting on the !onsterDs
behal. until killed or inca(acitated. 2o JP or /il is a-arded .or
de.eating o((onents created by Clone.
XP MODIFIER GIL MODIFIER
1 32
!s#ape
&..ectK The !onster has the ability to !ake &sca(e $ctions<
allo-ing it to .lee .ro! battle. 0onsters that success.ully
esca(e are not counted as de.eated< and a-ard no JP< /il< or
Ite!s to the (layers. &sca(e is sealed by the Status Condition
I!!obiliEe.
XP MODIFIER GIL MODIFIER
5 2
3mprison
&..ectK The !onster is ca(able o. seiEing and i!(risoning
o((onents in battle. Doing so re7uires the !onster to use an
$bility $ction. 6hilst i!(risoned< the (risoner is a..licted -ith
the Status Condition I!!obiliEe > e%en i. he -ould nor!ally be
I!!une to it > and su..ers 10Q o. any da!age done to the
!onster a.ter it has been !odi.ied .or $*0 or 0. $*0. The
(risoner?s $*0 and 0. $*0 can be used to .urther reduce this
da!age.
,y de.ault< the (risoner is only released i. the !onster
decides to let hi! go > this is done during the Status Phase<
and costs no $ctions to do > or i. the !onster is inca(acitated.
+o-e%er< I!(rison has a nu!ber o. s(ecial 0odi.iers that can
be added to gi%e it !ore strategic de(th.
$ ,inding Prison (re%ents the ca(tured target .ro! !aking
$ctions or generating Initiati%e .or as long as he re!ains in the
!onsterDs clutches.
$n Insecure Prison gi%es the target the o((ortunity to
!ake an &sca(e $ction. The o((osed roll .or the &sca(e $ction
uses F0onster?s $/I Z 0onster?s Ae%elH instead o. the
!onster?s SPD *ating.
$ Sheltered Prison (re%ents the ca(tured target .ro!
taking da!age -hen the !onster is da!aged in battle.
$ target in a Da!aging Prison loses 10Q o. his !a'i!u!
+it Points at the end o. e%ery Status Phase he still re!ains
i!(risoned .or.
$ 4ulnerable Prison releases the target released .ro! the
!onsterDs clutches once the !onster su..ers da!age e7ual to
10Q o. the !onsterDs !a'i!u! +it Points. This da!age is
cu!ulati%e< and does not ha%e to be done in one attack.
These 0odi.iers !ay be co!bined as the /0 chooses. The
JP and /il !odi.iers gi%en .or each o(tion co!e on to( o. the
basic cost .or I!(rison.
TYPE XP MODIFIER GIL MODIFIER
lrpr|sor 3 12
8|rd|rg Pr|sor 12 1
lrsecure Pr|sor -9 -3
3re|lered Pr|sor -9 -3
0arag|rg Pr|sor 9 3
vu|rerao|e Pr|sor -12 -1
3tem 1se
&..ectK The !onster can !ake Ite! $ctions< and has an
In%entory o. its o-n. Ite!s !ade a%ailable to a !onster %ia its
In%entory are se(arate .ro! the !onsterDs Treasure Tables@
anything still le.t in the !onsterDs In%entory -hen it is de.eated
is a-arded to the (layers alongside the usual treasure.
Success.ul use o. Steal liberates a rando! ite! .ro! the
!onsterDs In%entory until there is nothing le.t to steal@ at this
(oint< subse7uent uses o. Steal take ite!s .ro! the Treasure
Table as nor!al. Ite! :se is sealed by the Status Condition
Disable.
XP MODIFIER GIL MODIFIER
15 0
Restore
&..ectK The !onster has the ability to regenerate e%en
grie%ous da!age. Through the use o. an $bility $ction< a
!onster -ith *estore can regenerate #1Q< 10Q< or 71Q o.
its !a'i!u! +it Points. Creatures under the Status Condition
Bo!bie su..er the a((ro(riate a!ount o. da!age instead.
HP RESTORED XP MODIFIER GIL MODIFIER
25 20 13
50 0 10
Z5 100 Z5
"teal "tatus
&..ectK The !onster is ca(able o. stealing Status Conditions
.ro! another co!batant. Steal Status re7uires an $bility $ction
to carry out< and trans.ers the ne-est Status Condition added
to the target to the !onster< duration included< canceling it on
the target in the (rocess. JP and /il %alues de(end on -hether
the !onster -ill steal any Status Condition< or only the ne-est
(ositi%e Status Condition added to the target. Steal Status !ay
take !ulti(le Status Conditions -ith Cust one $ction@ in this
case< !ulti(ly the %alues gi%en belo- by the !a'i!u! nu!ber
o. Status Conditions Steal Status can take.
6hen dealing -ith $uto= or S8S= Status Conditions< Steal
Status -ill add the Status Condition in 7uestion to the !onster
-ithout canceling the original@ Status Conditions stolen in this
!anner auto!atically ha%e a Ti!er o. F4H.
STATUS TAKEN XP MODIFIER GIL MODIFIER
Pos|l|ve 0r|y 12 1
Pos|l|ve or Negal|ve 9 3
FINAL FANTASY THE ROLEPLAYING GAME
323
SELECT MODIFIERS
Se%eral o. the $ction $bilities abo%e can be co!bined in -ith
the 0odi.iers gi%en earlier on. These areK Delta $ttack<
Countdo-n< 0P Cost< Slo-< S8S=/ain< S8S=Aose< and
:nsealable. I. you add a 0odi.ier< !ake a note o. the JP and /il
!odi.iers listed.
CALCULATE TOTAL PRICE
8nce any and all 0odi.iers ha%e been assigned< total u( all o.
the /il and JP !odi.iers incurred during the (rocess o.
asse!bling the $bility< then a((ly the! to the $bilityDs basic JP
and /il costs. $l-ays add all the %alues be.ore !ulti(lying the
re!ainder. 9or e'a!(le< i. a Controller has a Clone $bility -ith
the Countdo-n and 0P Cost !odi.iers< its JP %alue is F)4 '
0.71H ' 0.71< or 3). 8nce this is done< note do-n the .inal
%alue o. the $bility.
! >e@ A%ilities
6hile the 0CS ai!s to be co!(rehensi%e< there is still (lenty o.
roo! to add !ore o(tions. I. you -ant to create a ne- $bility<
look at the cost o. co!(arable e..ects to de%elo( a rough
baseline .or (ricing it@ i. it is !ore (o-er.ul than one $bility but
less (o-er.ul than another< the best (lace to (itch the (rice is
so!e-here in bet-een the t-o NyardsticksD.
SPE##S
The PCs arenDt the only ones ca(able o. -ielding !agic.
Indeed< s(ellcasting !onsters are co!!on(lace in !any
-orlds< though attack !agic a!ong !onsters is !ore akin to
an unconscious re.le' than studied !agery.
In the 99*P/< a !onster -ith !agical ca(abilities can cast
S(ells .ro! the ,lack< ,lue< *ed< Ti!e< 6hite< and Call lists. $
!onsterDs s(ellcasting ability is considered a 0agic $bility< and
can be sealed through use o. the Status Condition Silence as
nor!al. &ach S(ell has its o-n JP and /il !odi.iers based on
S(ell Ae%el or 0P cost@ the !odi.iers .or a !onster?s
s(ellcasting ability are e7ual to the su! o. all S(ells it can cast.
SPELL XP MODIFIER GIL MODIFIER
Leve| 1 8 5
Leve| 2 15 9
Leve| 3 25 11
Leve| 1 33 21
Leve| 5 15 30
Leve| 55 3Z
Leve| Z 1 11
Leve| 8 80 55
8|ue (1 - 9 VP) 8 5
8|ue (10 - 18 VP) 15 9
8|ue (19 - 2Z VP) 25 11
8|ue (28 - 10 VP) 33 21
8|ue (11 - 51 VP) 15 30
8|ue (55 - Z VP) 55 3Z
8|ue (8 - 81 VP) 1 11
8|ue (85 VP) 80 55
Ca|| (1 - 25 VP) 2Z 11
Ca|| (2 - 0 VP) 12 29
Ca|| (1 - 100 VP) 1 11
Ca|| (101 VP) 88 59
/i%ing a !onster the ability to cast +oly< 9lare and 0eteor >
three Ae%el S(ells > -ould thus incur JP and /il !odi.iers
Z#40 and Z1)1 res(ecti%ely. 2ote that unlike 0ages<
!onsters are not re7uired to (urchase a S(ellDs (rere7uisites
in order to obtain the S(ell itsel.< nor are they bound by any
other restrictions@ ,lack< 6hite and Ti!e S(ells !ay be .reely
!i'ed -ith one another. S(ells< ho-e%er< are bought as=is< and
cannot be co!bined -ith 0odi.iers.
8ne thing to kee( in !ind -hen (urchasing !agic is the .act
that !onsters ha%e signi.icantly higher +it Point %alues than a
co!(arati%e PC. ,ecause o. this< a S(ell that causes a
res(ectable a!ount o. da!age against a !onster -ill usually
annihilate a PC in one shot. 8ne -ay to regulate this is to slo-
!onstersD S(ell (rogression< gi%ing the! higher=le%el !agic
like ,liEEaga 7 to 10 Ae%els a.ter the PCs ha%e obtained it@ the
other is to kee( !onstersD 0$/ scores lo-.
:OB !BI#ITIES
0onsters can also be gi%en Job $bilities .ro! the $bility Sets in
Cha(ter 4< though such additions need to be care.ully
-eighed > da!age=dealing $bilities in (articular can deci!ate
a Party i. carelessly chosen. To kee( these (roble!s in
bounds< !onsters should obtain $bilities 10 to #0 Ae%els a.ter
the PCs -ould nor!ally ha%e access to the!. In addition< it
!ay hel( to kee( !onsters? da!age=deter!ining $ttributes
relati%ely lo-.
Job $bilities are bought Nas=is<? and cannot be co!bined -ith
0odi.iers. $ny $bility based on an $ttack $ction uses the
!onsterDs -eakest $ttack $ction as a basis .or da!age@ .or
$bilities that use &'(ertise< use the !onster?s 0. $CC = 10
instead.
FINAL FANTASY THE ROLEPLAYING GAME
324
&ach $bility added has its o-n JP and /il !odi.iers based on
the Ae%el at -hich the $bility -ould nor!ally be ac7uired by a
PC. $bilities !ay be .reely !i'ed and !atched .ro! se%eral
$bility Sets< though this !ay result in co!binations !any ti!es
!ore (o-er.ul than their basic Ae%el -ould indicated. Pricing in
this case can be adCusted as needed< as Ae%el alone is not
al-ays a reliable indicator o. o%erall (o-er.
ABILITY AT LEVEL XP MODIFIER GIL MODIFIER
Leve| 1 - 5 10 3
Leve| - 12 18 Z
Leve| 13 - 19 2 9
Leve| 20 - 2 32 12
Leve| 2Z - 33 11 1
Leve| 31 - 10 53 19
Leve| 11 - 1Z 1 22
Leve| 18 - 51 Z0 25
Leve| 55 - 1 Z8 28
Leve| 2 8 31
0O1E0E"T !BI#ITIES
0o%e!ent $bilities go%ern ho- a !onster !o%es in co!bat.
0ost !onsters -ill only ha%e one 0o%e!ent $bility< usually
0o%e=/round@ so!e !ay co!bine !ulti(le .or!s o. !o%e!ent<
gi%ing the! greater %ersatility > and nuisance %alue.
0onsters -ith !ulti(le !o%e!ent ty(es can s-itch bet-een
the! at the cost o. an $ction in co!bat< a .act that !eans they
can be co!bined -ith the S8S=Aose< S8S=/ain< and 0P Cost
0odi.iers (resented earlier. I. 0odi.iers are a((lied< change the
0o%e!ent $bility?s JP and /il !odi.iers accordingly.
Mo,e-(urro*
&..ectK The !onster tunnels through the earth< although it
!ay not be ca(able o. attacking until it sur.aces. ,urro-ing
!onsters ignore all terrain !odi.iers unless atte!(ting to
tunnel through -ater@ in this case< nor!al !odi.iers are
a((lied. 6hile burro-ing< a !onsterDs &4$< $*0< and 0. $*0
%alues are at Z100Q.
XP MODIFIER GIL MODIFIER
0 20
Mo,e-Fli$/t
The !onster is ca(able o. .lying< and is treated as i. a..licted
-ith a (er!anent 9light e..ect. :nlike the Status Condition o.
the sa!e na!e< this 9light !ay not be dis(elled or other-ise
re!o%ed during the course o. the battle< e'ce(t through the
use o. e..ects like the Ti!e 0agic S(ell Drag.
XP MODIFIER GIL MODIFIER
20
9
Mo,e-Float
&..ectK The !onster le%itates< ho%ering u( to one !eter o.. the
ground as i. a..licted -ith a (er!anent 9loat e..ect. :nlike the
Status Condition o. the sa!e na!e< this 9loat !ay not be
dis(elled or other-ise re!o%ed during the course o. the battle<
e'ce(t through the use o. e..ects like the Ti!e 0agic S(ell
Drag.
XP MODIFIER GIL MODIFIER
19
Mo,e-Ground
&..ectK The !onster has the ability to !o%e on land. Standard
0o%e!ent $bility .or !ost !onsters.
XP MODIFIER GIL MODIFIER
--- ---
Mo,e-'eleport
&..ectK The !onster is ca(able o. dis(lacing itsel. through
s(ace< !o%ing .ro! one location to the ne't in the blink o. an
eye. 6hile this has no e..ect on a !onster?s !o%e!ent range< it
does con.er t-o i!(ortant ad%antages. 9irstly< i. the !onster is
targeted by a Single=target Slo- $ction and tele(orts be.ore it
goes o..< the $ction has no e..ect > the !onster is assu!ed to
ha%e relocated .ar enough a-ay to a%oid any ill e..ects.
Secondly< the !onster?s SPD *ating is doubled -hen the
(layers roll to &sca(e< !aking it signi.icantly harder to run
.ro!. $s it is a natural ability rather than a S(ell< 0o%e=
Tele(ort cannot be sealed through the use o. Status
Conditions.
XP MODIFIER GIL MODIFIER
0 10
Mo,e-%ater
&..ectK $ !onster -ith 0o%e=6ater is be able to e..ecti%ely
dri.t< .loat< and s-i! in a sub!arine en%iron!ent< ignoring all
(enalties .or !o%ing through Shallo- and Dee( 6ater as -ell
as being able to act :nder-ater -ithout (enalties. +o-e%er<
-ithout the 0o%e=/round 0o%e!ent $bility< they cannot
%enture onto dry land.
XP MODIFIER GIL MODIFIER
--- ---
SUPPORT !BI#ITIES
$ !onsterDs Su((ort $bilities con.er s(eci.ic bene.its and
(ro(erties -ithout the need to s(end an $ction to acti%ate
the!. 2otorious !onsters gain the Su((ort $bilities Status
I!!unity FDeathH and Status I!!unity FConde!nH at no
additional JP or /il cost@ ,oss and &nd ,oss !onsters the
Su((ort $bility Status I!!unity F9atalH. Su((ort $bilities
cannot be sealed and can only be co!bined -ith the S8S=/ain
and S8S=Aose 0odi.iers.
FINAL FANTASY THE ROLEPLAYING GAME
325
Auto-"tatus
&..ectK The !onster is (er!anently under the e..ects o. a
certain Status Condition< and begins the battle -ith that
Condition acti%e. This Condition can be re!o%ed through the
use o. S(ells or $bilities such as Dis(el@ but -ill be re=added
during the ne't Status Phase and only .ully cancelled once the
!onster is de.eated. $uto=Status can be taken in conCunction
-ith both (ositi%e and negati%e Status Conditions. JP and /il
%alues de(end on the e'act Status being takenK
Class I Positi%eK 9loat< $gility :(< S(irit :(< L&le!entM
S(ikes
Class II Positi%eK Protect< Shell< $r!or :(< 0ental :(
Class III Positi%eK +aste< *e.lect< Po-er :(< 0agic :(
Class I4 Positi%eK *egen< $ura< 4anish
Class I 2egati%eK ,erserk< ,lind< Poison< Slee(< Slo-<
Bo!bie
Class II 2egati%eK Con.use< Sa(< :na-are
Class III 2egati%eK 0ini< Toad< 4eno!
Class I4 2egati%eK Conde!n< Petri.y
TYPE XP MODIFIER GIL MODIFIER
C|ass l Pos|l|ve 19
C|ass ll Pos|l|ve 30 10
C|ass lll Pos|l|ve 11 15
C|ass lv Pos|l|ve 1 21
C|ass l Negal|ve -19 -
C|ass ll Negal|ve -30 -10
C|ass lll Negal|ve -11 -15
C|ass lv Negal|ve -1 -21
(ad "#an
&..ectK I. analyEed %ia the Scan S(ell< the &7ui(!ent $bility
Sensor< or any si!ilar e..ect< the !onster -ill return incorrect
in.or!ation intended to !islead the Party. +o- the Scan is
Nta!(eredD -ith is le.t to the designer to decide< but should be
noted in the !onsterDs -riteu( > one o. the !ore ob%ious uses
-ould ha%e the !onster register as ha%ing a 6eakness to an
&le!ent they in .act $bsorb< or %ice %ersa< though there are
other (ossibilities. :seless or not< scanning the !onster still
costs 0P or $ctions as usual.
XP MODIFIER GIL MODIFIER
11 Z
Can't "#an
&..ectK The !onster cannot be analyEed by !eans o. the Scan
S(ell< the &7ui(!ent $bility Sensor< or any si!ilar e..ect. $ny
atte!(ts to do so cost $ctions and 0P as usual< but return no
use.ul in.or!ation.
XP MODIFIER GIL MODIFIER
10 1
Comeba#k
&..ectK The !onster cannot be killed by nor!al !eans. $ttacks
can da!age and e%en inca(acitate it< but it is only a !atter o.
ti!e be.ore the .ell beast is back on its .eet and ready .or !ore
action. I. reduced to 0 or .e-er +P in battle< a !onster -ith
Co!eback is inca(acitated as nor!al< but begins regenerating
da!age i!!ediately. $.ter a certain nu!ber o. *ounds<
regeneration is co!(lete< and the !onster co!es back into the
battle -ith 100Q o. its +it Points and 0agic Points restored.
Co!ebackDs JP and /il %alues de(end on the nu!ber o.
*ounds the !onster needs to regenerate.
COMEBACK DELAY XP MODIFIER GIL MODIFIER
2 Rourds 50 18
1 Rourds 3Z 11
Rourds 25 9
Criti#al Atta#k
&..ectK ,y de.ault< !onsters? $ttack $ctions cannot land
Critical +its in co!bat. $ !onster -ith Critical $ttack< ho-e%er<
is no longer subCect to his restriction. Critical $ttackDs JP and
/il %alues de(end on the likelihood o. a Critical +it being
landed.
CRITICAL RANGE XP MODIFIER GIL MODIFIER
3lardard (1 - 10) 8 3
Cr|l|ca| (1 - 20) 13 5
Cr|l|ca| (1 - 30) 18 Z
!lemental Absorban#e
&..ectK The !onster has an e'tre!ely strong a..inity to-ards
one or !ore o. the nine Co!bat &le!ents< and is considered to
ha%e an $bsorbance to it. Select -hich &le!ent &le!ental
$bsorbance a((lies to -hen taking this $bility. &le!ental
$bsorbance cannot be taken in conCunction -ith a 6eakness<
*esistance< or I!!unity .or the sa!e &le!ent. JP and /il
!odi.iers are gi%en (er &le!ent > ha%ing $bsorbance to-ards
6ind and &arth -ould carry a co!bined !odi.ier o. Z))XZ30.
XP MODIFIER GIL MODIFIER
33 15
!lemental 3mmunit)
&..ectK The !onster has a strong a..inity to-ards one or !ore
o. the nine Co!bat &le!ents< and is considered to ha%e an
I!!unity to it. Select -hich &le!ent &le!ental I!!unity
a((lies to -hen taking this $bility. &le!ental I!!unity cannot
be taken in conCunction -ith a 6eakness< *esistance< or
$bsorbance .or the sa!e &le!ent. JP and /il !odi.iers are
gi%en (er &le!ent > ha%ing I!!unity to-ards 6ind and &arth
-ould carry a co!bined !odi.ier o. Z30XZ14.
XP MODIFIER GIL MODIFIER
15 Z
!lemental Poten#)
&..ectK The !onster?s ele!ental attacks are !ore (otent than
usual< circu!%enting natural and !agical de.enses -ith ease.
Select an &le!ent -hen taking this $bility@ any ti!e the
FINAL FANTASY THE ROLEPLAYING GAME
326
!onster deals da!age associated -ith that &le!ent< it -ill deal
1#1Q da!age unless the target has a 6eakness to it< -here it
deals 110Q as nor!al. Co!batants -ith a *esistance to the
&le!ent in 7uestion take 100Q da!age@ a I!!unity reduces
da!age to 10Q< -hile $bsorbance reduces it to 0. JP and /il
!odi.iers are gi%en (er &le!ent > ha%ing Potency to-ards
6ind and &arth -ould carry a co!bined !odi.ier o.
Z1#0XZ#.
XP MODIFIER GIL MODIFIER
0 11
!lemental Resistan#e
&..ectK The !onster has an a..inity to-ards one or !ore o. the
nine Co!bat &le!ents< and is considered to ha%e a *esistance
to it. Select -hich &le!ent &le!ental *esistance a((lies to
-hen taking this $bility. &le!ental *esistance cannot be taken
in conCunction -ith a 6eakness< *esistance< or $bsorbance .or
the sa!e &le!ent. JP and /il !odi.iers are gi%en (er &le!ent
> ha%ing *esistance to-ards 6ind and &arth -ould carry a
co!bined !odi.ier o. Z14XZ).
XP MODIFIER GIL MODIFIER
Z 3
!lemental %eakness
&..ectK The !onster is %ulnerable to-ards one or !ore o. the
nine Co!bat &le!ents< and is considered to ha%e a 6eakness
to it. Select -hich &le!ent &le!ental 6eakness a((lies to -hen
taking this $bility. &le!ental 6eakness cannot be taken in
conCunction -ith a *esistance< I!!unity< or $bsorbance .or the
sa!e &le!ent. JP and /il !odi.iers are gi%en (er &le!ent >
ha%ing 6eaknesses to-ards 6ind and &arth -ould carry a
co!bined !odi.ier o. =1X=.
XP MODIFIER GIL MODIFIER
-9 -1
!,ader
&..ectK $ !onster -ith this ability is e'tre!ely ade(t at e%ading
har!. $ttacks and $bilities that target the !onster ha%e their
CoS hal%ed< although Critical +its !ay still be scored. $bilities
that hit a target auto!atically only ha%e a CoS o. $ccuracy<
&%asion o. a..ecting a !onster -ith &%ader. 6ith 0agic
$bilities< this CoS is 0. $ccuracy< 0. &%asion. Ite! accuracy
re!ains una..ected.
XP MODIFIER GIL MODIFIER
35 25
!,asionH
&..ectK I!(ro%es the !onsterDs ability to dodge (hysical
attacks by increasing its base &%asion rating. The a!ount by
-hich the !onsterDs &4$ increases deter!ines the JP and /il
!odi.iers.
TYPE XP MODIFIER GIL MODIFIER
Evas|or 10 10 3
Evas|or 25 19
Evas|or 50 35 25
Evas|or Z5 0 25
Hea,) Armor
&..ectK The !onster s(orts ar!or hea%ier than the nor!<
gi%ing it better resistance against ar!or=(iercing attacks. 6hen
a !onster -ith +ea%y $r!or is struck by any attack or $bility
-hich -ould nor!ally ignore or reduce $*0< $*0 is .actored
into the attack as nor!al. 2ote that this does not a..ect Status
Conditions such as $r!or ,reak and 0eltdo-n< -hich continue
to -ork as nor!al.
XP MODIFIER GIL MODIFIER
10 3
.o* !,asion
&..ectK The !onster is es(ecially sluggish -hen it co!es to
dodging. $s a result< the .ollo-ing .or!ula is used to calculate
the !onsterDs &%asionK
FLAe%el X #M Z SPD Z $/IH
,ecause o. the strong i!(act this can ha%e on a !onster?s /il
and JP %alues< this o(tion should not be used on lo-=Ae%el
!onsters.
XP MODIFIER GIL MODIFIER
-33 -11
.o* Ma$i# !,asion
&..ectK The !onster is highly %ulnerable to the e..ects o.
s(ellcasting. $s a result< the .ollo-ing .or!ula is used to
calculate the !onsterDs 0. &%asionK
FLAe%el X #M Z 0$/ Z SP*H
,ecause o. the strong i!(act this can ha%e on a !onster?s /il
and JP %alues< this o(tion should not be used on lo-=Ae%el
!onsters.
XP MODIFIER GIL MODIFIER
-33 -11
Ma$i# !,asionH
&..ectK The !onster is !ore ade(t than usual at resisting
inco!ing !agical attacks< increasing its base 0. &4$ rating.
The a!ount by -hich the !onsterDs 0. &4$ increases
deter!ines ho- !uch the !onsterDs %alue is increased by.
TYPE XP MODIFIER GIL MODIFIER
V. Evas|or 10 10 3
V. Evas|or 25 19
V. Evas|or 50 35 25
V. Evas|or Z5 0 25
FINAL FANTASY THE ROLEPLAYING GAME
327
Manabound
&..ectK $s a creature o. (ure !agic< the !onster?s !ana is its
li.eblood. $ 0anabound !onster -hose 0agic Points reach 0 is
treated as i. its +it Points had been reduced to 0.
XP MODIFIER GIL MODIFIER
-30 -10
Minion
&..ectK The !onsterDs e'istence is tied to another !onsterDs<
usually a controlling or su!!oning in.luence. Select a s(eci.ic
!onster as the designated N!asterD -hen taking 0inion@ i. that
!onster is reduced to 0 or .e-er +P during the course o.
battle< all 0inions attached to it are i!!ediately reduced to 0
+P as -ell.
XP MODIFIER GIL MODIFIER
-20 -Z
M)sti# Resistan#e
&..ectK The !onster is ca(able o. -eathering signi.icantly !ore
!agical da!age than the nor!< allo-ing it to resist e%en
ar!or=(iercing s(ells. 6hen a !onster -ith 0ystic *esistance
is struck by any attack or $bility -hich -ould nor!ally ignore
or reduce 0. $*0< 0. $*0 is .actored into the attack as
nor!al. 2ote that this does not a..ect Status Conditions such
as S(irit ,reak< -hich continue to -ork as nor!al.
XP MODIFIER GIL MODIFIER
10 3
5ull +rain
&..ectK The !onster is i!!une to attacks -hich dra- on its
%ital or !agical essences. $ttacks or $bilities that drain +P or
0P .ro! a !onster -ith 2ull Drain do da!age as nor!al< but
do not restore the attackerDs +it Points or 0agic Points.
XP MODIFIER GIL MODIFIER
15 Z
Resist +rain
&..ectK The !onster has i!(ro%ed resistance against attacks
-hich dra- on its %ital or !agical essences. $ttacks or $bilities
that drain +P or 0P .ro! a !onster -ith *esist Drain do
da!age as nor!al< but only restore 10Q o. the +it Points or
0agic Points the attacker -ould nor!ally regain .ro! such an
$ction.
XP MODIFIER GIL MODIFIER
Z 3
"4"-"tatus
&..ectK The !onster is subCect to a certain Status Condition<
acti%ated -hen its current +it Points reach #1Q o. their
!a'i!u! %alue. $s -ith $uto=Status< a Status Condition
in.licted by S8S=Status can be re!o%ed through the use o.
S(ells or $bilities such as Dis(el@ but -ill be re=added during
the ne't Status Phase and only .ully cancelled once the
!onster is de.eated. Should the !onster be healed to abo%e
#1Q o. its !a'i!u! +it Points< the Condition -ill cancel
auto!atically. S8S=Status can be taken in conCunction -ith
both (ositi%e and negati%e Status Conditions. JP and /il %alues
de(end on the e'act Status being takenK
Class I Positi%eK 9loat< $gility :(< S(irit :(< L&le!entM S(ikes
Class II Positi%eK Protect< Shell< $r!or :(< 0ental :(
Class III Positi%eK +aste< *e.lect< Po-er :(< 0agic :(
Class I4 Positi%eK *egen< $ura< 4anish
Class I 2egati%eK ,erserk< ,lind< Poison< Slee(< Slo-< Bo!bie
Class II 2egati%eK Con.use< Sa(< :na-are
Class III 2egati%eK 0ini< Toad< 4eno!
Class I4 2egati%eK Conde!n< Petri.y
TYPE XP MODIFIER GIL MODIFIER
C|ass l Pos|l|ve Z 2
C|ass ll Pos|l|ve 12 1
C|ass lll Pos|l|ve 20 8
C|ass lv Pos|l|ve 3 12
C|ass l Negal|ve -Z -2
C|ass ll Negal|ve -12 -1
C|ass lll Negal|ve -20 -8
C|ass lv Negal|ve -3 -12
"tatus Resistan#e FCate$or)G
&..ectK The !onster is (artially i!!une to the e..ects o. one o.
the Status Condition categories outlined in Cha(ter 7. $ny
rolls to in.lict a Status Condition belonging to this category
ha%e their CoS hal%ed. /il and JP !odi.iers de(end on the
e'act category the !onster resists.
TYPE XP MODIFIER GIL MODIFIER
lrrur|ly: Fala| 13 5
lrrur|ly: Vysl|ly 9 1
lrrur|ly: 3ea| 11 1
lrrur|ly: T|re 2
lrrur|ly: Tox|r 2
lrrur|ly: Trarslorr 9 3
lrrur|ly: wea|er 9 1
"tatus Resistan#e Fsin$leG
&..ectK The !onster is (artially i!!une to the e..ects o. a
(articular Status Condition. $ny rolls to in.lict this Status
Condition ha%e their CoS reduced by =10Q. /il and JP
!odi.iers de(end on the Class o. Status Condition the !onster
is I!!une toK
Class IK ,erserk< ,lind< I!!obiliEe< Poison< Slee(< Slo-<
Bo!bie< Aock
Class IIK Conde!n< Con.use< Curse< Disable< Petri.y< Silence<
Sa(< :na-are
Class IIIK &Cect< 0ini< L$ttributeM Do-n< L$ttributeM ,reak<
Sto(< Toad< 4eno!< &le!ent 6eak
Class I4K Char!< Death< 9roEen< /ra%ity< +eat< 0eltdo-n<
Stone
FINAL FANTASY THE ROLEPLAYING GAME
328
TYPE XP MODIFIER GIL MODIFIER
C|ass l 2 1
C|ass ll 1 1
C|ass lll 2
C|ass lv 8 3
"tatus 3mmunit) FCate$or)G
&..ectK The !onster is -holly i!!une to the e..ects o. one o.
the Status Condition categories outlined in Cha(ter 7. $ny
rolls to in.lict a Status Condition belonging to this category
ha%e a CoS o. 0. /il and JP !odi.iers de(end on the e'act
category the !onster is I!!une to.
TYPE XP MODIFIER GIL MODIFIER
lrrur|ly: Fala| 25 10
lrrur|ly: Vysl|ly 18 8
lrrur|ly: 3ea| 22 9
lrrur|ly: T|re 12 5
lrrur|ly: Tox|r 13 5
lrrur|ly: Trarslorr 18 Z
lrrur|ly: wea|er 19 8
"tatus 3mmunit) Fsin$leG
&..ectK The !onster is -holly i!!une to the e..ects o. a
(articular Status Condition. $ny rolls to in.lict this Status
Condition ha%e a CoS o. 0. /il and JP !odi.iers de(end on the
Class o. Status Condition the !onster is I!!une toK
Class IK ,erserk< ,lind< I!!obiliEe< Poison< Slee(< Slo-<
Bo!bie< Aock
Class IIK Conde!n< Con.use< Curse< Disable< Petri.y< Silence<
Sa(< :na-are
Class IIIK &Cect< 0ini< L$ttributeM Do-n< L$ttributeM ,reak<
Sto(< Toad< 4eno!< &le!ent 6eak
Class I4K Char!< Death< 9roEen< /ra%ity< +eat< 0eltdo-n<
Stone
TYPE XP MODIFIER GIL MODIFIER
C|ass l 5 2
C|ass ll 9 3
C|ass lll 12 5
C|ass lv 1
%eak "pot
&..ectK The !onster is %ulnerable to a certain kind o. attack or
e..ect. Select a single $bility< Ite!< or da!age ty(e as a
%ulnerability -hen adding 6eak S(ot to a !onster< as -ell as
one or !ore negati%e Status Conditions. I. an attack or e..ect
the !onster is %ulnerable to is used on it< the selected Status
Condition > or Conditions > -ill auto!atically be added to the
!onster. JP and /il !odi.iers .or 6eak S(ot de(end on the
actual Condition in.licted< and are gi%en (er Status > to ha%e a
!onster su..er .ro! Con.use and Slo- i. struck by Aightning
&le!ental da!age< .or instance< incurs a !odi.ier o. =#"X".
Class IK ,erserk F4H< ,lind F4H< Curse F4H< Disable F4H<
I!!obiliEe F4H< Poison FH< Silence F4H< Slee( F4H< Slo- F4H
Class IIK Conde!ned F4H< Con.use F4H< Petri.y F4H< L'M Do-n
F)H< Sa( F4H< :na-are F1H
Class IIIK &Cect< 0ini F4H< Toad F4H< L'M ,reak F)H< Sto( F4H<
4eno! F4H< Bo!bie FH
Class I4K Char! F4H< Death< 9roEen F4H< +eat F4H< 0eltdo-n
F#H< Stone FH
TYPE XP MODIFIER GIL MODIFIER
C|ass l -10 -3
C|ass ll -19 -
C|ass lll -30 -10
C|ass lv -11 -15
=-Fi$/t
&..ectK The !onster can take t-o $ttack $ctions at the cost o.
Cust one $ction in battle. Targets !ust be declared se(arately
.or each attack< though both !ay target the sa!e co!batant.
XP MODIFIER GIL MODIFIER
50 18
FINAL FANTASY THE ROLEPLAYING GAME
321
RE!CTIO" !BI#ITIES
0onster *eaction $bilities -ork like those used by the PCs< and
are triggered by s(eci.ic circu!stances in co!bat. They are
sealed by the Status Condition I!!obiliEe< and !ay be
co!bined -ith the S8S=/ain< S8S=Aose< and :nsealable
0odi.iers.
Counter Atta#k
&..ectK The !onster is ca(able o. res(onding to ene!y attacks
-ith a (otent counter=assault. Counter $ttack triggers -hen
the !onster takes Physical da!age .ro! an ene!y $ction< and
allo-s the !onster to i!!ediately use a s(eci.ic $ttack< S(ell<
or $ction $bility against that o((onent at no $ction cost. Select
one $ttack< S(ell< or $ction $bility to use in conCunction -ith
Counter $ttack -hen taking this *eaction $bility< or create a
ne- one@ the JP and /il costs .or Counter $ttack de(end on its
CoS< and are added to the attackDs .inal %alue.
COUNTER C'S XP MODIFIER GIL MODIFIER
50 11 Z
Z5 22 11
Auloral|c 11 22
Counter Ma$i#
&..ectK The !onster is ca(able o. res(onding to ene!y !agic
-ith a (otent counter=assault. Counter 0agic has a CoS o.
either 30Q or )0Q o. triggering -hen the !onster takes
0agical da!age .ro! an ene!y $ction< allo-ing the !onster to
i!!ediately use a s(eci.ic $ttack< S(ell< or $ction $bility
against that o((onent at no $ction cost. Select one $ttack<
S(ell< or $ction $bility to use in conCunction -ith Counter 0agic
-hen taking this *eaction $bility< or create a ne- one@ the JP
and /il costs .or Counter 0agic are added to the attackDs .inal
%alue.
COUNTER C'S XP MODIFIER GIL MODIFIER
30 15 Z
0 21 12
Auloral|c 18 21
Counter "tan#e
&..ectK ,y entering into a s(ecial de.ensi%e (osture at the cost
o. an $ction< the !onster can interce(t o((onentsD attacks.
Select an $ttack< $ction $bility< or S(ell .or Counter Stance to
be attached to< as -ell as a da!age ty(e > Physical or 0agical
> to res(ond to. 9or as long as the Counter Stance re!ains in
e..ect< the !onster -ill counter -ith the chosen attack -hen it
takes da!age o. the selected ty(e .ro! an o((onentDs $ction.
The !onster cannot !ake any other $ctions -hile in a Counter
Stance< but can co!e out o. it at the cost o. another $bility
$ction.
TYPE XP MODIFIER GIL MODIFIER
Prys|ca| 15 Z
Vag|ca| 15 Z
Counter status
&..ectK The !onsterDs (o-er increases in res(onse to the
attacks o. its o((onents. Po-er :( auto!atically adds a
(ositi%e Status Condition F4H to the !onster -hen it takes a
s(eci.ic kind o. da!age > Physical< 0agical< or one o. the nine
kinds o. &le!ental > .ro! an ene!y $ction. S(eci.y -hich o.
the three triggers Counter Status< and select a corres(onding
Status Condition@ JP and /il %alues are gi%en (er Status added<
and de(end on the e'act Status takenK
Class IK 9loat< $gility :(< S(irit :(< L&le!entM S(ikes
Class IIK Protect< Shell< $r!or :(< 0ental :(
Class IIIK +aste< *e.lect< Po-er :(< 0agic :(
Class I4K *egen< $ura< 4anish
Though Counter Status can add !ulti(le Status Conditions<
adding this .eature to a !onster belo- ,oss le%el is not
reco!!ended.
TYPE XP MODIFIER GIL MODIFIER
C|ass l 30 11
C|ass ll 35 1
C|ass lll 13 20
C|ass lv 59 21
Final Atta#k
&..ectK ,e.ore dying< the !onster can unleash one last attack
on its o((onents. Select an $ttack< $ction $bility< or S(ell .or
9inal $ttack to be attached to@ the !onster -ill auto!atically
use it u(on being reduced to 0 or .e-er +P< selecting targets
as nor!al.
XP MODIFIER GIL MODIFIER
20 10
Fission
&..ectK The !onster is ca(able o. s(litting into identical co(ies
o. itsel.. Select a da!age ty(e > Physical< one o. the nine kinds
o. &le!ental< or 0agical > -hen adding 9ission to a !onster. I.
reduced to 0 or .e-er +P by the selected da!age ty(e during
the course o. a *ound< the !onster -ill s(lit into t-o co(ies
during the Status Phase. &ach co(y is treated as i. it -ere the
!onster re%i%ed -ith .ull +P and 0P< and generates Initiati%e
as nor!al. I. de.eated< the co(ies a-ard JP and /il e7ual to
that o. the original !onster.
XP MODIFIER GIL MODIFIER
10 3
FINAL FANTASY THE ROLEPLAYING GAME
332
Return +ama$e
&..ectK $ certain (ercentage o. all da!age in.licted on the
!onster a.ter !odi.ying .or $*0 and 0. $*0 is auto!atically
returned to the co!batant that originally dealt it. The
co!batant?s $*0 and 0. $*0 can be used to .urther reduce
this da!age. JP and /il !odi.iers de(end on the e'act
(ercentage o. da!age returned.
RETURNED XP MODIFIER GIL MODIFIER
5 25 Z
10 30 10
25 50 1Z
Rotatin$ %eakness
&..ectK The !onsterDs %ulnerabilities are al-ays in .lu'. In
order to take *otating 6eakness< the !onster !ust ha%e at
least one &le!ental 6eakness already in (lace. I. the !onster
takes da!age .ro! an &le!ent it currently has a 6eakness
against during the course o. a *ound< the 6eakness
i!!ediately changes@ roll a d and consult the table belo- to
deter!ine -hich &le!ent the !onster no- has a 6eakness
to-ards. I. the &le!ent rolled is the sa!e as the one the
!onster currently has a 6eakness to-ards< the !onster?s ne-
6eakness -ill be ,io.
*oll 6eakness
1 &arth
# 9ire
3 6ater
4 6ind
1 Ice
) Aightning
7 +oly
Shado-
$ 6eakness in.licted by *otating 6eakness takes (recedence
o%er &le!ental *esistance< &le!ental I!!unity< and &le!ental
$bsorbance< though Status Conditions still o%erride it as
nor!al.
XP MODIFIER GIL MODIFIER
21 Z
SAMPLE REACTIONS
+ere are a .e- sa!(le *eactions (ut together -ith this syste!.
The !onster?s Ae%el is gi%en to the right o. the attack na!e.
C/ar$e 1p .e,el 3:
TargetK Sel. Ty(eK *eaction
The !onster thri%es on electrical energy< and is in%igorated by
surges o. electricity. 6hen triggered< Charge :( besto-s the
Status Conditions Po-er :( F4H and 0agic :( F4H.
TriggerK Aightning &le!ental da!age success.ully targeting
the !onster
$ttached $ttackK ==
JP 0odi.ierK ) /il 0odi.ierK 40
Counter .aser !)e .e,el 8
TargetK Single Ty(eK *eaction
6hen triggered< Counter Aaser &ye allo-s the !onster to
i!!ediately cast the ,lue 0agic S(ell Aaser &ye on the
co!batant that targeted the !onster. I. the !onster is
Silenced or does not ha%e enough 0P .or the S(ell< nothing
ha((ens.
TriggerK 0agical da!age success.ully targeting the !onster
$ttached $ttackK ,lue 0agic F1 = " 0PH
JP 0odi.ierK 1) /il 0odi.ierK #"
FIE#7 EFFECTS
9ield &..ects are s(ecial $bilities that allo- a !onster to change
the nature o. the i!!ediate battle.ield to seal a (arty?s (o-ers
or other-ise incon%enience the!. $ 9ield &..ect takes a single
$ction to de(loy. Its e..ects only har! the PCs and their allies@
the only -ay to sto( an &..ect is by de.eating the !onster that
de(loyed it. ,ecause 9ield &..ects can ha%e a drastic i!(act on
co!bat di..iculty< it is reco!!ended that they be restricted to
,oss !onsters and creatures su!!oned through $lar! or
Sla%e Parts.
8nly one 9ield &..ect !ay be acti%e at any one ti!e e%en i.
!ulti(le !onsters can use the!< though the current 9ield
&..ect can be changed by e'(ending an $ction to de(loy a ne-
&..ect.
Atta#k .o#k
&..ectK ,asic attacks are locked do-n. 2o $ttack $ctions !ay
be used .or as long as $ttack Aock re!ains acti%e< though
$bilities that take an $ttack $ction as a basis re!ain
una..ected.
XP MODIFIER GIL MODIFIER
22 Z
HP "ap
&..ectK The surrounding area continuously drains the (arty?s
health< reducing their +P by 1Q o. its !a'i!u! %alue at the
end o. e%ery *ound. This &..ect is cu!ulati%e -ith anything
else that deals da!age o%er ti!e< such as the Status Condition
Poison< and re!ains in e..ect as long as +P Sa( is acti%e.
XP MODIFIER GIL MODIFIER
18 1
3tem .o#k
&..ectK Ite! use is locked do-n. 2o Ite! $ctions !ay be taken
.or as long as Ite! Aock re!ains acti%e. This includes $bilities
that use an Ite! $ction as their basis< such as $uto=Potion.
XP MODIFIER GIL MODIFIER
33 11
FINAL FANTASY THE ROLEPLAYING GAME
331
Ma$i# .o#k
&..ectK $ll !agical energy on the battle.ield is sealed. 2o 0agic
$bilities !ay be used .or as long as 0agic Aock re!ains acti%e.
XP MODIFIER GIL MODIFIER
18 1
Ma$neti# Field
&..ectK $ (o-er.ul !agnetic .ield do!inates the area< -eighing
do-n any co!batant -ith !etallic e7ui(!ent. Characters
-earing 0ail< +el!ets< Shields< or /auntlets are a..licted -ith
the Status Condition Slo-< e%en i. they -ould nor!ally be
i!!une to it@ the sa!e a((lies to characters -ielding any
6ea(on other than ,oo!erangs< ,o-s< 9lails< /lo%es< *ods or
Sta%es. Slo- cannot be canceled .or as long as 0agnetic 9ield
re!ains acti%e.
XP MODIFIER GIL MODIFIER
18 1
MP "ap
&..ectK The surrounding area continuously drains the (arty?s
!ana< reducing their 0P by 1Q o. its !a'i!u! %alue at the
end o. e%ery *ound. This &..ect is cu!ulati%e -ith anything
else that deals da!age o%er ti!e< such as the Status Condition
4eno!< and re!ains in e..ect as long as 0P Sa( is acti%e.
XP MODIFIER GIL MODIFIER
18 1
"pell .o#k
&..ectK $ (o-er.ul anti=!agic .ield disru(ts all s(ellcasting in
the area. 2o S(ells !ay be used .or as long as S(ell Aock
re!ains acti%e.
XP MODIFIER GIL MODIFIER
33 11
'e#/ni@ue .o#k
&..ectK 2on=!agical techni7ues are locked do-n. 2o Slo- or
9ast $bilities !ay be used .or as long as Techni7ue Aock
re!ains acti%e< though 0agic $bilities continue to .unction as
nor!al.
XP MODIFIER GIL MODIFIER
18 1
BOSS !BI#ITIES
The .ollo-ing Su((ort $bilities are (o-ers only a%ailable to
,oss and &nd ,oss !onsters.
+e#o)
&..ectK 9or (rotectionDs sake< the !onster surrounds itsel. -ith
do((elgangers< taking sa.ety in nu!bers. $ Decoy is entirely
identical in a((earance to the !onster it re(licates@ not e%en a
Scan S(ell -ould be able to .ind a di..erence bet-een the t-o.
9or this reason< Decoys are treated as a se(arate targets in
co!bat< though they ha%e no +P o. their o-n and !ay !ake
no $ctions@ the only -ay to destroy the! is to eli!inate their
?(arent.?
The Decoy?s e..ects de(end on ho- the Party direct its
attacks. I. the original !onster is hit< it -ill take da!age as
nor!al< but striking a Decoy -ill result in an i!!ediate
counterattack@ the !onster itsel. su..ers no ill e..ects. This
attack takes the .or! o. a *eaction $bility that !ust be
asse!bled and (aid .or se(arately .ro! the Decoy. JP and /il
%alues are gi%en (er Decoy assigned@ a !onster -ith three
Decoys -ould incur JP and /il !odi.iers o. Z)0 and Z71
res(ecti%ely.
XP MODIFIER GIL MODIFIER
20 25
3mmunit)-All
&..ectK The !onster has I!!unity to all negati%e Status
Conditions > 9atal=ty(e< 0ysti.y=ty(e< Seal=ty(e< Ti!e=ty(e<
To'in=ty(e< Trans.or!=ty(e< and 6eaken=ty(e. $ny rolls to
in.lict a Status Condition ha%e a CoS o. 0.
XP MODIFIER GIL MODIFIER
80 30
"la,e Part
&..ectK So!e bosses in the 9inal 9antasy ga!es are so large
that they are actually co!(osed o. !ulti(le (arts. In the
99*P/< this is si!ulated by gi%ing a ,oss Sla%e Parts. $ Sla%e
Part is created as i. it -ere an indi%idual !onster -ith the
Sla%e Part $bility< and is treated as an indi%idual co!batant
-ith its o-n Initiati%e in co!bat. +o-e%er< it cannot !o%e
under its o-n (o-er > it !o%es -here the ,oss !o%es.
Sla%e Parts are inca(acitated as nor!al -hen they are
reduced to 0 +P< though they a-ard no /il or &'(erience -hen
de.eated@ instead< the JP and /il %alues o. a ,oss?s Sla%e Parts
are added to the ,oss?s o-n. 6hen the ,oss is reduced to 0
+P< all o. its Sla%e Parts are also reduced to 0 +it Points<
regardless o. current +P< $*0< or 0. $*0. Sla%e Parts co!e in
three ty(esK
2or!al Parts begin the battle -ith the ,oss< and are
(er!anently inca(acitated -hen reduced to 0 +P in co!bat.
Su!!oned Parts !ust be brought into battle by the ,oss
at the cost o. an $bility $ction. I. reduced to 0 or .e-er +it
Points in co!bat< the controlling !onster !ay re%i%e the! -ith
.ull +P and 0P at the cost o. a second $ction.
$uto= *e%i%ing Parts re%i%e -ith .ull +it Points and 0agic
Points t-o *ounds a.ter being inca(acitated.
5ou can !i' and !atch ty(es as needed > a ,oss could
easily be co!(osed o. t-o 2or!al Parts and a Su!!oned
Part.
TYPE XP MODIFIER GIL MODIFIER
Norra| -30 -10
FINAL FANTASY THE ROLEPLAYING GAME
332
3urrored -10 -5
Aulo-Rev|v|rg 0 0
=-A#tion
&..ectK The !onster can take t-o $ctions .or the cost o. Cust
one< (ro%ided neither o. the t-o is Slo- or on a Countdo-n.
The $ctions take e..ect one a.ter the other@ a.ter the resolution
o. the second< the !onsterDs turn ends. In the interests o.
.airness< it is not reco!!ended that J=$ction be used .or t-o
consecuti%e $ctions -ith TargetK /rou( or t-o $ctions
targeting the sa!e co!batant.
XP MODIFIER GIL MODIFIER
80 30
REW!R7S
8nce a !onsterDs details< $ttributes< Co!bat Statistics< and
$bilities ha%e been de.ined< the creation (rocess is essentially
co!(lete. $ll thatDs le.t to do is to .igure out ho- !uch the
resulting beast is -orth.
EXPERIENCE VALUE
$dd u( all the JP 0odi.ier %alues tallied u( during the creation
(rocess< then !ulti(ly the total by the !onster?s Ae%el. The
end result is the !onster?s JP 4alue. $s should be a((arent
at this (oint< the JP %alue o. a !onster is directly de(endent
on ho- !uch o. a challenge it (oses to your (layers.
GIL VALUE
$side .ro! the &'(erience Points it grants u(on being
de.eated< e%ery !onster has also a /il 4alue. This is
calculated by adding together all o. the /il 0odi.iers tallied
during the creation (rocess and !ulti(lying the total by the
!onsterDs Ae%el. 6hat this re(resents is u( to the /0@ !ost e=
ga!es ha%e !onsters Cust dro( /il -hen they are de.eated<
regardless o. .easibility.
In a !ore ?realistic? ga!e< the !onsterDs /il 4alue re(resents
the !onetary -orth o. co!(onents and !aterials e'tracted %ia
a success.ul Sca%enging Skill Test. This Aoot is carried in the
(arty?s In%entory< and can then be sold in the ne't to-n .or a
nu!ber o. /il e7ual to the !onster?s /il %alue. Aoot can be
.airly di%erse< as al!ost any (art o. a !onster has so!e use >
leather< .ur< oils< (er.u!es< !eat< i%ory< or si!(le tro(hies are
all acce(table Aoot ite!s.
I. the (arty needs !oney !ore than e'(erience< /0s should
.eel at liberty to s-a( a !onster?s JP and /il %alues.
ITEMS
In addition to the !ore ob%ious /il and JP a-ards< !onsters
!ay dro( ite!s and other (ieces o. e7ui(!ent on occasion.
These can also be stolen by Thie%es by !eans o. the Steal and
0ug $bilities. To track these< .ill out a Treasure Table .or the
!onster. $ Treasure Table has .our entries< and is set out as
.ollo-sK
*oll Ite!
11=100 Co!!on Ite!
#1=10 :nco!!on Ite!
0=#4 *are Ite!
01=07 4ery *are Ite!
The classi.ications used here are relati%ely sel.=e'(lanatory.
Co!!on ite!s -ill be those !ost .re7uently dro((ed by the
!onster< -ith each subse7uent slot re(resenting ite!s o.
increasing rarity and %alue. $ .illed=out table thus !ight look
so!ething like thisK
*oll Ite!
11=100 Potion
#1=10 +i=Potion
0=#4 +i=&ther
01=07 Phoeni' Do-n
To deter!ine -hich ite!s and e7ui(!ent a !onster
relin7uishes< the /0 rolls a dQ a.ter the battle is o%er and
si!(ly checks the Table .or the corres(onding entry. 2ote that
not e%ery creature !ust ha%e all .our slots .illed< nor does each
slot ha%e to be uni7ue. So!e !onsters !ay only dro( a single
kind o. ite!< and in.re7uently at that.
*eco%ery Ite!s< ,attle Ite!s< and 8ne=Shot Ite!s -ill !ake
u( the %ast !aCority o. !onster dro(s@ in !ost cases< these
should be tailored to coincide -ith the !onsterDs origins<
(ro(erties and attacks. Creatures that use Poison and 4eno!
should dro( the occasional $ntidote as a !atter o. co!!on
courtesy@ aerial creatures like the Thrustae%is< on the other
hand< -ould be good candidates .or ite!s like Shear 9eathers
and 6ind!ills. $ Treasure Table can also contain 6ea(ons<
$r!or< $ccessories< and ;ey Ite!s. /uidelines .or a-arding all
o. these can be .ound in Cha(ter ".
@o $any stea%s !o you thin%
e (an get out of these;&
-a%%a
FINAL FANTASY X
9or /0s -ondering ho- to reconcile ite! dro(s -ith
creatures -ho -ould ha%e no reason to carry ite!s in the .irst
(lace< ite! re-ards can be synthesiEed .ro! Aoot once the
(layers sell it.
FINAL FANTASY THE ROLEPLAYING GAME
333
? Treas"re Ta%les in Action
+a%ing dis(atched the last o. Deathsight?s .orces< the (layers
no- take a !inute to catch their breath and count the s(oils.
*odger F/0HK ThatDs the end o. the soldiers. Searching the
bodies< you .indY
Checking his notes< *odger .inds the SoldiersD ite! table to be
set out as .ollo-sK
*oll Ite!
11=100 Potion
#1=10 &cho Screen
0=#4 &cho Screen
01=07 Phoeni' Do-n
+e rolls a dQ three ti!es< once .or each de.eated !onster<
co!ing u( -ith a 7"< a 31 and a 4 > a Potion< an &cho
Screen and another Potion.
*odgerK T-o Potions and an &cho Screen.
*ob F+iroHK I?! taking the Potions< then. $nybody -ant the
&cho ScreenG
,lair F0intHK IDll take it. ID%e been doing a lot o. Ite!=slinging
o. late.
*obK Sure.
*odgerK $s you (re(are to ste( o%er the (rone bodies< a dee(
ru!ble shakes the length o. the airshi(. 9ro! abo%e< you can
hear (anicked shouting.
0 F+aEeHK VThis doesn?t bode -ell<W +aEe re!arks< (ushing
the door o(en. VAet?s hurry u( and .ind a -ay to get o.. this
thing.W
CO"1ERTI"G 0O"STERS
6ith hundreds o. .ierce and .earso!e o((onents on o..er<
!any /0s -ill -ant to turn to the 9inal 9antasy ga!es .or
creatures to thro- at their (layers. Con%erting an e=ga!e
!onster to the 99*P/ ruleset re7uires so!e care.ul decision=
!aking< but beco!es a relati%ely straight.or-ard (rocess -ith
(ractice.
The .irst thing to do is .ill out the !onsterDs (ro.ile. Ty(e<
SiEe< Intelligence< *eaction and +abitat -ill be either based
directly on the in.or!ation gi%en in the ga!e< or on a .e-
educated guesses .ro! the a%ailable data. +ere< real=li.e
sources !ay hel( to .lesh out details glossed o%er by the ga!e
itsel.< (articularly -hen dealing -ith !onsters based on actual
.lora or .auna.
6hile it?s easy to disco%er a !onster?s Ae%el in a gi%en ga!e<
bear in !ind that each ga!e has its o-n de.inition o. Nhigh=
end.? In the 99*P/< PCs (eak at or around Ae%el )1< -hereas
the e=ga!es !ay see characters tackling their .inal challenges
at any-here bet-een Ae%el 10 and 0. 0ake an a((ro'i!ation
by considering ho- .ar into the e=ga!e a !onster is
encountered< and ho- di..icult the encounter -as .or the (arty
at the ti!e. 0onsters encountered near the beginning o. the
ga!e generally translate to Ae%els 1 through 10 in the 99*P/
syste!< -hilst those near the end=ga!e -ill be at Ae%els 70
and abo%e. The Ae%els "0 to 100 should be reser%ed solely .or
end=o.=ga!e o((onents and high=(o-ered Nchallenge bossesD
such as Shinryuu< *uby 6ea(on< 8!ega 6ea(on< and 5iaE!at.
Due to the di..erences in $ttributes .ro! ga!e to ga!e< any
nu!bers a%ailable should be used as a rough guideline rather
than as gos(el. Instead< obser%e ho- the creature (er.or!s in
battle and note do-n the !onsterDs do!inant characteristics
as they beco!e a((arent. $ttribute Points can then be
assigned according to your obser%ationsK Ntough and strong<D
.or instance< !eans (u!(ing u( 4IT and ST*@ N.ast< (o-er.ul
!agic<? on the other hand< -ould indicate that !ost o. the
!onsterDs $ttribute Points go to SPD and 0$/. The sa!e
reasoning e'tends to the !onsterDs Co!bat Statistics.
$ttacks are< again< a !atter o. obser%ing and !aking a
Cudg!ent call based on the result. $s a rule o. thu!b< an
e%enly=!atched !onster should take o.. roughly 10Q o. a
characterDs !a'i!u! +P -ith a nor!al attack@ adCust ST*
accordingly< adding Status Conditions< s(ecial (ro(erties and
&le!ental a..inities as needed.
I. a !onsters a((ears in se%eral e=ga!es< things beco!e
either si!(ler or !ore co!(le'< de(ending on ho- .leshed=out
each e'tant %ersion is. The .irst rule o. thu!b is to al-ays
res(ect uni7ueness@ i. a gi%en !onster is a (alette=s-a((ed
%ariation on another creature in one ga!e and a distincti%ely
indi%idual creation in another< al-ays go .or the latter. ,ecause
the 99*P/ is a ?!iddle ground? bet-een se%eral di..erent e=
ga!es< it is (er.ectly acce(table to (ick and !i' abilities and
(ro(erties .ro! se%eral di..erent ga!es rather than atte!(ting
to use Cust one (articular %ersion as a bench!ark.
&le!ental *esistances< I!!unities< $bsorbances and
6eaknesses can be (orted o%er directly@ the sa!e goes .or
I!!unities in regard to Status Conditions. So!e allo-ances
-ill ine%itably ha%e to be !ade .or Status Conditions and
&le!ents -hich do not a((ear in the 99*P/ or in the e=ga!e
in 7uestion. 9or instance< the ele!ents 6ater and Shado- are
not strongly de.ined until later in the series< and a distinct
Shado-=ty(e S(ell did not a((ear until 9inal 9antasy IJ. In
cases such as this< you !ay need to go back and retroacti%ely
assign &le!ent I!!unities and 6eaknesses as a((ro(riate<
e%en i. the original creature did not ha%e the!.
8ther Status Conditions Cust don?t ha%e an e7ui%alent in the
99*P/. &'a!(les o. this include 9inal 9antasy TacticsD
Chicken and 8il and 9inal 9antasy IJDs Trouble and 4irus.
6hile it !ay be te!(ting to include rules .or such Statuses on
grounds o. co!(leteness< it should be (ointed out that !any
o. these -ere deliberately e'cluded .ro! the 99*P/ core rules
due to balance and (layability concerns. The best e'a!(les o.
this are the %arious Trans.or!=ty(e Status Conditions .loating
around the series. 6hile !ost ga!es > and by e'tension< the
99*P/ > use Toad< 9inal 9antasy I4 and 4I re(laced it -ith
Pig and I!(< res(ecti%ely. 6hile the three are di..erent .ro! a
cos!etic stand(oint< there is no !echanical di..erence
bet-een turning a character into a toad and turning the! into
a (ig. 9or this reason< the 99*P/ only uses Toad > there is no
need .or three se(arate Status Conditions -hen Cust one -ill
do.
FINAL FANTASY THE ROLEPLAYING GAME
334
CH!PTER G#OSS!R$
The .ollo-ing list reca(s so!e o. the !ost i!(ortant conce(ts
introduced in this cha(ter .or 7uick re.erence.
$r!or ,ase. ,ase %alue deter!ining a !onsterDs o%erall
$*0.
+it ,ase. ,ase %alue deter!ining a !onsterDs o%erall +P.
0agic ,ase. ,ase %alue deter!ining the !onsterDs o%erall
0P.
0agic $r!or ,ase. ,ase %alue deter!ining a !onsterDs 0.
$*0.
0odi.ier. $ny additional (ro(erty attached to a basic $ttack
to enhance its e..ects. Can also be used in conCunction -ith
$bilities in so!e cases.
0onster 9a!ily. $ grou(ing o. !onsters -ho share si!ilar
characteristics.
FINAL FANTASY THE ROLEPLAYING GAME
335
AIII
_______________
SUMMONING
9R
Are you our ene$y;&
That is up to you...&
=i!ane Triba# an! )a$uh
FINAL FANTASY IX
This $((endi' introduces the -orld o. Su!!on 0agic< one o.
the !ost (o-er.ul and challenging schools o. !agic in the
9inal 9antasy uni%erse.
THE B!SICS OF SU00O"I"G
9unda!entally s(eaking< Su!!on 0agic is the ability to
co!!and a host o. (o-er.ul arcane beings collecti%ely kno-n
as the Su!!ons. 6hat its (ractitioners bring into the (hysical
-orld is not the Su!!on itsel.< but an a%atar< an e'tension or
?echo? o. a !ore (o-er.ul !agical entity kno-n as the Pri!e
Su!!on. The Pri!e Su!!on d-ells on a (lane o. e'istence
se(arate .ro! the (hysical real! at large< interacting -ith
!aterial beings by (roCecting i!ages o. itsel. across the ga(.
,ecause o. the enor!ous 7uantities o. !agical energy
re7uired to sustain these i!ages< an a%atar can only e'ist in
the (hysical real! .or a li!ited ti!e be.ore disa((earing once
again. Ty(ically< this energy is su((lied by the su!!oner< and
is dra-n .ro! the su!!oner?s o-n !ana reser%es. $s a result<
the a%atar?s ?li.es(an? hinges hea%ily on the su!!oner?s
training and natural (o-er. Callers< -ho learn su!!oning
alongside other schools o. !agic< cannot kee( a%atars
?grounded? .or !ore than a hand.ul o. seconds@ .ull=.ledged
Su!!oners can dra- this out as long as .i.teen or t-enty
!inutes< albeit only a.ter !any years o. training.
$n alternati%e is to bind the a%atar to a locus in the (hysical
-orld. /enerally< this is a (articular location -here the le%els o.
a!bient !agic are high enough to .eed the a%atar?s needs< or
a !agically charged arti.act such as a crystal in -hich the
a%atar can hibernate. In e'tre!e cases< the a%atar can e%en
take residence in the body or !ind o. a li%ing creature< though
such a .usion has serious conse7uences .or the ?host.?
$%atars can %ary greatly in a((earance and (o-er<
de(ending on their (ro'i!ity to the Pri!e Su!!on they are
deri%ed .ro!. So!e basic .eatures are uni%ersal@ the .ire
Su!!on I.rit has %aried .ro! green=skinned giant to .urred
beast=!an< but each incarnation retains the sa!e (air o. great
horns that ha%e beco!e his trade!ark. +is icy counter(art<
Shi%a< ty(ically a((ears as a (ale=skinned -o!an< though her
.or! %eers bet-een recogniEably hu!an and distinctly alien.
8thers are !ore (redictableK ,aha!ut al-ays a((ears as a
great dragon< -hile Ae%iathan takes the .or! o. a !ighty sea
ser(ent.
6hile a Su!!on?s (hysical a((earance can be sha(ed
radically by belie.s and i!agination< !ost su!!oners ha%e a
(articular i!age o. each Su!!on drilled into the! o%er the
course o. their training. This leads to a certain ho!ogeneity
a!ong a%atars in a gi%en -orld.
Restri2tions
,ecause Su!!on 0agic is not like other kinds o. !agic< there
are t-o i!(ortant restrictions on ho- it can be used in the
99*P/. These areK
$ Su!!oner !ay only ha%e one acti%e Su!!on at any
one ti!e. In order to change Su!!ons< the acti%e Su!!on
!ust be dis!issed and a ne- Su!!on brought into battle.
$ Su!!on cannot be Su!!oned or Called by anybody
else as long as it re!ains an acti%e co!batant. In
essence< this !eans that i. I.rit is Su!!oned< nobody else !ay
Su!!on or Call I.rit until he is dis!issed. Calls ha%e no such
li!it because they do not ?anchor? a Su!!on< but !erely bring
it into the battle .or a .e- seconds.
USI"G E1OC!TIO" 0!GIC
$lso kno-n as Calling< &%ocation 0agic is the si!(lest .or! o.
Su!!oning kno-n to s(ellcasters. ,y sacri.icing duration .or
ease o. conCuration< &%ocation allo-s e%en !ages -ho do not
s(ecialiEe in Su!!on 0agic to access the (o-er o. a Su!!on
in co!bat.
&%ocation 0agic -orks like any other S(ell in the 99*P/K a
target is selected< the a((ro(riate nu!ber o. 0agic Points are
subtracted .ro! the caster?s total< and the e..ects are a((lied.
The e'act e..ects o. Calling a Su!!on are listed at the end o.
its (ro.ile.
,ecause o. its .ire=and=.orget nature< &%ocation 0agic
cannot be used to !ake a Su!!on carry out co!(le' tasks<
though the o..ensi%e and curati%e e..ects o. a Call can be used
both in and out o. co!bat in the sa!e !anner as any other
S(ell.
FINAL FANTASY THE ROLEPLAYING GAME
336
USI"G SU00O" 0!GIC
,ecause it !akes an acti%e co!batant out o. the Su!!ons it
calls on< true Su!!on 0agic is rather !ore co!(licated than
its little brother< but enCoys signi.icantly greater .le'ibility and
(o-er in e'change.
Targeting
$ Su!!on acts as an inde(endent co!batant on the
battle.ield< and !ay be targeted accordingly. $s long as the
Su!!on is acti%e< ho-e%er< its Su!!oner cannot be targeted
either directly or indirectly. During this ti!e (eriod< any
da!age that the Su!!oner -ould nor!ally su..er is taken by
the Su!!on instead. The only e'ce(tion to this is da!age
in.licted by Death< 2ear=9atal< and /ra%ity=ty(e e..ects > see
the section on Status Conditions belo- .or !ore details.
!ttrib4tes
$ Su!!on?s $ttributes are e7ual to those o. its Su!!oner<
including any bonuses .ro! &7ui(!ent $bilities. In (ractice<
this !eans that the Su!!oner?s $ttributes are used in all
da!age calculations. I. a Su!!on is called u( to (er.or! a
s(eci.ic task that -ould nor!ally re7uire a Task Check against
an $ttribute > say< Su!!oning Titan to su((ort a colla(sing
house > the /0 !ay -ai%e the Task Check i. the Su!!on?s
(hysi7ue or sha(e see!s (articularly suited to the task.
Combat Statisti2s
+it PointsK $ Su!!on?s !a'i!u! +it Points are e7ual to its
Su!!oner?s !a'i!u! +it Points > &7ui(!ent $bility bonuses
included > !ulti(lied by the Su!!on?s +it Point !odi.ier. 9or
instance< a Su!!oner -ith 300 +it Points su!!oning Aaksh!i
F' 1.1H -ould result in a Aaksh!i -ith a !a'i!u! +P %alue o.
410 +P.
$ Su!!on -ho has 1 or !ore +P re!aining is a %alid target
.or *eco%ery Ite!s and e..ects< and !ay use the! to regain +it
Points. 8ut o. battle< Su!!ons also restore +it Points i. the
Su!!oner rests or uses a healing .i'ture. In this case< the
Su!!on regains +it Points at the sa!e rate as the Su!!oner
-ould > 100Q .or 9ull or Intensi%e *est< 71Q .or Tra%el *est<
10Q .or 9it.ul *est< and so .orth.
,ecause o. this< a Su!!on?s current +P %alue carries o%er
bet-een su!!onings< !aking it (ossible .or a Su!!on to
enter battle -ith .e-er than its !a'i!u! +it Points. 9or
instance< i. Aaksh!i had su..ered #00 +P -orth o. da!age
be.ore being dis!issed and had not been healed bet-een
su!!onings< she -ould be su!!oned the second ti!e -ith
Cust #10 out o. 410 +it Points re!aining.
Su!!ons -hose current +it Points are 0 cannot be
su!!oned again until they ha%e been restored by rest< as
e'(lained belo-.
! 9a)smi AN (eet 9a)smi /
6hile a Su!!on cannot be brought into battle as an acti%e
co!batant by t-o di..erent (arties at once< it is (ossible .or
!ulti(le co!batants to dra- on the sa!e Su!!on o%er the
course o. a battle. ,ecause each Su!!oner calls u( his or
her o-n ?%ersion? o. a Su!!on< da!age does not carry o%er
.ro! Su!!oner to Su!!oner< but only a..ects the
Su!!oner?s o-n ?%ersion.? I. one Su!!oner calls u( I.rit
and dis!isses hi! -ith #00 +it Points re!aining and a
second Su!!oner calls I.rit u( later in the sa!e battle< the
second Su!!oner?s %ersion o. I.rit -ill not be a..ected by the
.irst %ersion?s +it Point loss. Si!ilarly< i. the .irst Su!!oner?s
I.rit is reduced to 0< this -ill not (re%ent the second
Su!!oner .ro! calling u(on his ser%ices.
0agic PointsK Su!!ons ha%e no 0agic Points o. their o-n.
$ny $ction that has an 0P cost associated -ith it instead dra-s
these 0P .ro! the Su!!oner?s o-n reser%es.
0. $CC< D&J< and 02D are all e7ual to the Su!!oner?s
o-n< &7ui(!ent $bility !odi.iers included.
$CC is e7ual to the Su!!oner?s o-n< using the Su!!oner?s
highest a%ailable 6ea(on Skill.
$*0 and 0. $*0 are both 0.
S488ort and E;4i8ment !bilities
$ll Su!!ons co!e -ith their o-n distincti%e Su((ort $bilities.
These $bilities a((ly to the Su!!on and the Su!!on alone@
the Su!!oner gains no bene.it .ro! the! Cust as the Su!!on
gains no bene.it .ro! the Su!!oner?s Su((ort $bilities.
Si!ilarly< the Su!!on does not directly bene.it .ro! the
Su!!oner?s &7ui(!ent $bilities< though there are .our
&7ui(!ent $bilities that can indirectly a..ect the Su!!on?s
actionsK +eadhunter< Sensor< $uto=0P 3uarter< and $uto=0P
+al..
!2tions
$ Su!!on !ay act i!!ediately u(on being Su!!oned< and
-ill generate Initiati%e as nor!al in subse7uent *ounds. The
.ollo-ing $ctions are a%ailable to Su!!onsK
$ttack. $ Su!!on can !ake $ttack $ctions in the sa!e
!anner as a PC. The Da!age Code .or the $ttack can be .ound
in the Su!!on?s (ro.ile.
De.end. The Su!!on can !ake De.ense $ctions as nor!al.
6ait. The Su!!on can !ake 6ait $ctions as nor!al.
$bility. The Su!!on can use an $bility $ction to use its
Su!!on $bility or cast a S(ell .ro! the list gi%en in the
Su!!on?s (ro.ile. De(ending on the circu!stances< they !ay
also be able to use a /rand Su!!on $bility. /rand Su!!on
$bilities are designated -ith an asterisk F\H in the Su!!on?s
(ro.ile.
$ny $bility that costs 0P -ill dra- that 0P .ro! the
Su!!oner?s (ool. I. the Su!!oner does not ha%e enough
0agic Points le.t .or the $bility< it !ay not be used.
FINAL FANTASY THE ROLEPLAYING GAME
337
Stat4s Conditions
,arrier and &nhance=ty(e Status Conditions are the only ones
ca(able o. a..ecting a Su!!on. $ll others > including Death<
2ear=9atal< and /ra%ity=ty(e e..ects > -ill a..ect its Su!!oner<
though the Su!!on?s Co!bat Statistics are used to resist
such attacks -here a((ro(riate. I. the Su!!on is struck by an
attack that in.licts da!age as -ell as a Status Condition< the
Su!!on su..ers da!age as nor!al< trans.erring only the
Status Condition to its Su!!oner.
$s long as the Su!!on re!ains in co!bat< the e..ects o. all
Status Conditions acti%e on its Su!!oner< (ositi%e or
other-ise< are sus(ended. +o-e%er< certain Status Conditions
!ay result in a Su!!on?s instant dis!issal > see the section
on Dis!issal belo- .or !ore details.
7ismissal
8nce called u(< a Su!!on can stay on the battle.ield .or u( to
si' F)H rounds be.ore auto!atically being dis!issed. $
Su!!on -ill be dis!issed sooner than this i.K
The battle ends. $n acti%e Su!!on is auto!atically
dis!issed once the last o((onent on the battle.ield is
inca(acitated.
The Su!!on loses all +it Points. $n acti%e Su!!on is
auto!atically dis!issed i. its current +it Points are reduced to
0 or .e-er.
The Su!!oner is unable to direct the Su!!on?s
actions. This occurs -hen the Su!!oner .alls :nconscious or
is a..licted -ith the Status Conditions Stone< Sto(< or Toad.
$ /rand Su!!on $bility is used. I. a /rand Su!!on
$bility is used< the Su!!on is auto!atically dis!issed a.ter the
$bility?s e..ects ha%e been resol%ed. This does not include
S(ells that are only a%ailable i. the Su!!on is brought into
battle -ith /rand Su!!on > these can be cast -ithout (enalty.
8nce the Su!!on is dis!issed< the Su!!oner beco!es an
acti%e target once again and is subCect to the e..ects o. any
re!aining acti%e Status Conditions.
Healing S4mmons
8nce su!!oned< a Su!!on?s +it Points can be restored by
reco%ery e..ects and ite!s in the sa!e !anner as any other
(arty !e!ber?s. They also bene.it .ro! the e..ects o. resting as
described in Cha(ter "< and regain +it Points at the
a((ro(riate rate. +o-e%er< Su!!ons reduced to 0 or .e-er +it
Points cannot be re%i%ed by nor!al !eans > the only -ay to
bring the! back to .ighting .itness is through 9ull or Intensi%e
*est.
!d6an2ement
Su!!ons gro- in (o-er -ith the Su!!oner< gaining ne- and
stronger (o-ers as the Su!!oner ad%ances in Ae%els. To
re.lect this< e%ery Su!!on has an ad%ance!ent chart included
in its (ro.ile< listing the attacks and S(ells it gains as the
Su!!oner ad%ances< as -ell as the da!age done by its
$bilities at its current Ae%el. These %alues are absolute > a
Su!!oner cannot choose to ?roll back? these ad%ance!ents
and do less da!age in e'change .or a lo-er 0P cost.
FINAL FANTASY THE ROLEPLAYING GAME
338
SU00O" PROFI#ES
The (ro.iles that !ake u( the rest o. this $((endi' contain all in.or!ation needed .or Callers and Su!!oners to -ork their cra.t. &ach
Su!!on is introduced -ith a ?su!!on ani!ation<? .ollo-ed by its a%ailable $bilities< S(ells< and Call e..ect. $ny $bility !arked -ith an
asterisk F\H cannot be used unless the Su!!oned ,east -as brought into battle by /rand Su!!on. $ll da!age=dealing e..ects are
!odi.ied .or the targets? $*0 Fi. ST* or $/I basedH or 0. $*0 Fi. 0$/ basedH unless other-ise noted.
Ta%le A***&1' (aster S"mmon 9ist
SUMMON PO=ERS SUMMON PO=ERS SUMMON PO=ERS
A:</-"<% E|ererla| (lo|y) G':<& 3upporl
3lalus (8arr|er)
QD<;F/:8'/;: E|ererla| (L|grlr|rg)
A-,&/ E|ererla| (3radoW)
3lalus (Fala|)
H/"<0 E|ererla| (8|o)
3lalus (3pec|a|)
R/&D9 E|ererla| (L|grlr|rg)
A%G Vu|l|p|e IH%,; E|ererla| (F|re) R<&'%/ Arcare (Prys|ca|)
3lalus (T|re)
A0D%/ Recovery
3lalus (8arr|er)
K,%,- Recovery
3lalus (3lrerglrer)
S/:/&/-"<% E|ererla| (F|re)
A;'&'0 3lalus (Fala|) KDI/;/ E|ererla| (3pec|a|) S<%/>9,& Recovery
B/9/&D; Arcare (Vag|ca|) L/G09&, Recovery S9,./ E|ererla| (lce)
B,0&/%8G E|ererla| (waler) L<.,/;9/- E|ererla| (waler) S,%<- 3lalus (Vysl|ly)
Arcare (Vag|ca|)
C/,; S,;9 Arcare (Vag|ca|)
3lalus (T|re)
L,89 E|ererla| (3radoW)
3lalus (var|ous)
SA:"%/ E|ererla| (3pec|a|)
C/%@D-8:< 3lalus (8arr|er)
3lalus (3lrerglrer)
J'%&D-?/-" E|ererla| (Earlr) SA:>9 Recovery
C/;'@:<>/0 Arcare (Vag|ca|)
3lalus (3ea|)
M/"<<- E|ererla| (lo|y) T,;/- E|ererla| (Earlr)
C<%@<%D0 Arcare (Vag|ca|)
3lalus (T|re)
3lalus (3lrerglrer)
M/?D0 S,0;<%0 Arcare (Vag|ca|) TA>9'- E|ererla| (w|rd)
3lalus (Fala|)
C%D0/"<% Arcare (Prys|ca|) M,0; D%/?'- E|ererla| (lce) U-,8'%- Recovery
D,/@':'0 3lalus (Fala|) O",- Arcare (Prys|ca|)
3lalus (0ealr)
V/:<H'% Arcare (Vag|ca|)
3lalus (T|re)
D''&;%/,- E|ererla| (8|o)
3lalus (3pec|a|)
P/-"<&'-,D& E|ererla| (w|rd) V/:,?/%&/-"/ E|ererla| (3pec|a|)
F/,%A Recovery P9/-;'& Arcare (Vag|ca|)
3lalus (3pec|a|)
Y'I,&@' Arcare (Prys|ca|)
3lalus (0ealr)
F<-%,% Arcare (Vag|ca|)
3lalus (3pec|a|)
P9'<-, E|ererla| (F|re)
Recovery
FINAL FANTASY THE ROLEPLAYING GAME
331
#a9shmi
$ sha.t o. so.t light shines do-n .ro! abo%e< gradually solidi.ying into the sha(e o. a beauti.ul dark=skinned young -o!an. Dra(ed -ith a
loose=.itting blue robe and cro-ned -ith a sunburst o. (urest gold< she takes her (lace on the battle.ield -ith all the grace and dignity o.
a 7ueen.
+it Point 0odi.ierK ' 1.1 Su((ort $bilitiesK S8S=*egen
%ARM !M(RAC! 2AR3A(.! C4"'
TargetK Single Ty(eK *eco%ery
Aaksh!i .loats behind the target and encircles it -ithin her ar!s< creating a burst o. a!ber energy that re.reshes the target to the core.
6ar! &!brace restores a certain nu!ber o. +it Points to the target > see the $d%ance!ent table .or !ore details.
.4235G !M(RAC!H 2AR3A(.! C4"'
TargetK Party Ty(eK *eco%ery
Aaksh!i dri.ts to the center o. the battle.ield< tantaliEingly raising her hands abo%e her head. 8n cue< her cro-n begins to glo-< .or!ing
a ball o. light that radiates out o%er the Su!!oner?s allies to restore and re%italiEe all. Ao%ing &!brace restores a certain nu!ber o. +it
Points to all eligible co!batants > see the $d%ance!ent table .or !ore details.
Ta%le A***&2' 9a)smiEs Ad,ancement
LEVEL ATTACK =ARM EMBRACE LOVING EMBRACEJ SPELLS
1 - 8 (2 x 3TR) d8 (1 x VA0) d10 (5 VP) --- Poisona
9 - 1 (3 x 3TR) d8 ( x VA0) 2d10 (10 VP) --- Stona
1Z - 21 (5 x 3TR) 2d8 (8 x VA0) 2d10 (13 VP) --- Regen
25 - 32 ( x 3TR) 2d8 (10 x VA0) 3d10 (1Z VP) --- Basuna
33 - 10 (8 x 3TR) 1d8 (11 x VA0) 3d10 (21 VP) (15 x VA0) 1d10 (12 VP) ---
11 - 18 (10 x 3TR) 3d8 (13 x VA0) 1d10 (29 VP) (1Z x VA0) 1d10 (51 VP) Esuna+
19 - 5 (11 x 3TR) 1d8 (15 x VA0) 1d10 (3Z VP) (18 x VA0) 1d12 (0 VP) ---
5Z - 1 (13 x 3TR) 1d8 (1Z x VA0) 1d10 (19 VP) (20 x VA0) 1d12 (9 VP) ---
5 (11 x 3TR) 5d8 (18 x VA0) 1d12 (55 VP) (22 x VA0) 1d12 (Z8 VP) ---
CALL
A..1R35G !M(RAC! 14 MP
TargetK Party Ty(eK *eco%ery
Aaksh!i s(reads her ar!s< creating a daEEling dis(lay o. golden light to re%italiEe the (arty. $lluring &!brace restores F3 ' 0$/H Z
d10 +P to all eligible co!batants.
FINAL FANTASY THE ROLEPLAYING GAME
342
1alefor
The clouds (art as 4ale.or s-oo(s do-n .ro! the hea%ens< great leathery -ings cracking like distant thunder. Aike !any o. her ilk<
4ale.or de.ies easy descri(tionK her tail< hind legs< and -ings are o. a dee( (ur(le hue< rese!bling those o. a drake or great dragon@ her
u((er body al!ost hu!anoid in s(ite o. the rust=red .eathers and a beaked head -hite as bone. /reat curled cla-s s(ring .ro! her
shoulders< their a-k-ard look and (lace!ent re!iniscent o. a second (air o. -ings@ a golden chain hangs .ro! one< s-inging e%er so
slo-ly as 4ale.or !o%es in to land be.ore the Su!!oner and a-aits her .irst co!!and.
+it Point 0odi.ierK ' 1.1 Su((ort $bilitiesK $uto=9loat
"453C %35G" 2AR3A(.! C4"'
TargetK Single Ty(eK $rcane F0agicalH
Status FTi!eH
4ale.or takes to the air< -ings beating slo-er and slo-er until ti!e itsel. see!s to lag behind the Su!!on@ at this (oint< a .inal sna( o.
the -ings sends a destructi%e gust o. air soaring to-ards the target< all but bo-ling it o%er. Sonic 6ings in.licts a certain a!ount o.
0agical da!age to the target< striking auto!atically > see the $d%ance!ent table .or !ore details. This da!age is reduced by 0. $*0 as
nor!al. Sonic 6ings also has a CoS o. F0. $CC = 10H< 0. &%asion o. reducing the target?s current Initiati%e by #1Q. This has no e..ect
i. the target has no .urther $ctions in the current *ound.
!5!RG< (.A"'H 2AR3A(.! C4"'
TargetK /rou( Ty(eK $rcane F0agicalH
In one acrobatic s-oo(< 4ale.or ascends to ho%er high abo%e the battle.ield< beak glo-ing golden as !agical energy begins to (our into
her body. $s the accu!ulated energy reaches its a(e'< an arcane array shi!!ers to li.e in the air in .ront o. the Su!!on@ in an instant<
(o-er (ours into the array< sending -ild blasts o. !agic roaring into ene!y lines. &nergy ,last in.licts a certain a!ount o. 0agical
da!age to all eligible co!batants in the targeted /rou(< striking auto!atically > see the $d%ance!ent table .or !ore details. This
da!age is reduced by 0. $*0 as nor!al.
Ta%le A***&0' =aleforEs Ad,ancement
LEVEL ATTACK SONIC =INGS ENERGY BLASTJ SPELLS
1 - 8 (2 x 3TR) d8 (1 x VA0) d10 (10 VP) --- Bli''ard5 0ire5 )hunder
9 - 1 (3 x 3TR) d8 ( x VA0) 2d10 (15 VP) --- Water
1Z - 21 (5 x 3TR) 2d8 (8 x VA0) 2d10 (18 VP) --- Bli''ara5 0ira5 )hundara
25 - 32 ( x 3TR) 2d8 (10 x VA0) 3d10 (22 VP) --- Watera
33 - 10 (8 x 3TR) 1d8 (11 x VA0) 3d10 (29 VP) (15 x VA0) 1d10 (1Z VP) ---
11 - 18 (10 x 3TR) 3d8 (13 x VA0) 1d10 (31 VP) (1Z x VA0) 1d10 (59 VP) 888
19 - 5 (11 x 3TR) 1d8 (15 x VA0) 1d10 (12 VP) (18 x VA0) 1d12 (5 VP) ---
5Z - 1 (13 x 3TR) 1d8 (1Z x VA0) 1d10 (51 VP) (20 x VA0) 1d12 (Z1 VP) ---
5 (11 x 3TR) 5d8 (18 x VA0) 1d12 (0 VP) (22 x VA0) 1d12 (83 VP) ---
CALL
!5!RG< RA< 15 MP
TargetK /rou( Ty(eK $rcane F0agicalH
6ith a (iercing cry< 4ale.or .lies u(< blue=-hite (o-er gathering in her o(en !outh@ u(on reaching an ideal altitude< she sends a ray o.
intense energy directly into the ene!y grou(< clea%ing the %ery ground itsel. in t-o. &nergy *ay in.licts F3 ' 0$/H Z d10< 0. $*0
0agical da!age to all eligible co!batants< striking auto!atically.
FINAL FANTASY THE ROLEPLAYING GAME
341
Remora
The air o. battle see!s to thicken< beco!ing %iscous< al!ost li7uid. $s other co!batants struggle to regain their bearings< a s-ar! o.
s!all< golden=scaled .ish circle u( around the Su!!oner< baring a .earso!e array o. raEor=shar( teeth as they (re(are to !o%e in .or
the kill...
+it Point 0odi.ierK ' 1.1 Su((ort $bilitiesK S8S=$gility :(
C45"'R3C' 18 MP
TargetK Single Ty(eK Status FS(ecialH
6ithout -arning< a (ortion o. the *e!ora s-ar! surges .orth. In a !atter o. seconds< a doEen Ca-s ha%e grabbed hold o. the target< all
but s!othering it in a blanket o. thrashing< biting .ish. Constrict has a CoS o. F0. $CC = 10H< 0. &%asion o. in.licting the Status
Conditions $gility Do-n F)H and Slo- F)H. *oll se(arately .or each status condition.
F.<35G P3RA5HAH 2AR3A(.! C4"'
TargetK Single Ty(eK $rcane FPhysicalH
Status FTi!eH
$ large grou( o. *e!oras detach .ro! the s-ar!< gnashing at the target in a .renEy o. %icious acti%ity until blood and ichor .lo- .reely.
9lying Piranha in.licts a certain a!ount o. Physical da!age to the target< striking auto!atically > see the $d%ance!ent table .or !ore
details. This da!age is reduced by $*0 as nor!al. 9lying Piranha also has a CoS o. F0. $CC = 10H< 0. &%asion o. in.licting the Status
Condition Sa( F)H.
Ta%le A***&1' RemoraEs Ad,ancement
LEVEL ATTACK CONSTRICT FLYING PIRANHAJ SPELLS
1 - 8 (2 x A0l) d8 --- --- Burn Ra$5 9awn
9 - 1 (3 x A0l) d8 --- --- Speed
1Z - 21 (5 x A0l) 2d8 --- --- Slow5 Ra$ Bom"
25 - 32 ( x A0l) 2d8 --- --- %mmo"ili'e
33 - 10 (8 x A0l) 1d8 --- (15 x A0l) 1d10 (52 VP) Slowga
11 - 18 (10 x A0l) 3d8 --- (1Z x A0l) 1d10 (1 VP) Disa"le+
19 - 5 (11 x A0l) 1d8 --- (18 x A0l) 1d12 (Z0 VP) ---
5Z - 1 (13 x A0l) 1d8 --- (20 x A0l) 1d12 (Z9 VP) ---
5 (11 x A0l) 5d8 --- (22 x A0l) 1d12 (88 VP) ---
CALL
.A'C/-4n 10 MP
TargetK Single Ty(eK Status FTi!eH
The su!!oned *e!oras strike as one< o%er-hel!ing the target in short order by sheer -eight o. nu!bers. Aatch=8n has a CoS o. F0.
$CC = 10H< 0. &%asion o. in.licting the Status Conditions I!!obiliEe F)H and Slo- F)H. *oll se(arately .or each status condition.
FINAL FANTASY THE ROLEPLAYING GAME
342
Ifrit
The ground ru!bles and shakes as a .ountain o. !ag!a eru(ts .ro! the earth< carrying a great and .iendish .igure -ith it. *e.lected
.la!e glints .ro! its !assi%e horns< highlighting sine-ed< ruddy skin and ri((ling !uscles@ the .igure o. a god in a body hal. !an< hal.
beast. 6ith a thud< I.rit lands s7uarely on the cooling la%a< hell.ire eru(ting .ro! his canine !a- as he thro-s back his head and bello-s
his de.iance to the skies.
+it Point 0odi.ierK ' # Su((ort $bilitiesK 9ire &nhancer< &le!ental $bsorbanceK 9ire< &le!ental 6eaknessK 6aterXIce
(uR535G "'R3! 2AR3A(.! C4"'
TargetK Single Ty(eK &le!ental F9ireH
I.rit lets out a chilling roar as .la!es begin to dance across his cla-s. Aunging .or-ard< he s!ashes his .ist into the ground@ belo- the
target< the earth cracks and breaks o(en< releasing gouts o. .la!e and .ountains o. la%a. ,urning Strike in.licts a certain a!ount o. 9ire
&le!ental da!age to the target< striking auto!atically > see the $d%ance!ent table .or !ore details. This da!age is reduced by 0. $*0
as nor!al.
H!..F3R!H 2AR3A(.! C4"'
TargetK /rou( Ty(eK &le!ental F9ireH
Aea(ing into the air< I.rit creates t-o s(heres o. .ire in his hands< -aiting Cust a s(lit=second be.ore hurling the! to-ards the ene!y.
&%en as .la!es engul. e%erything in sight< I.rit s(its another roaring blast o. .la!e@ the resulting e'(losion creates a coruscating s(here
o. .ire !agic that en%elo(s the ene!y< lea%ing the! sus(ended in !id=air. 9oes no- i!!obiliEed< I.rit deli%ers the cou( de graceK tearing
u( a great .rag!ent o. earth to hurl at the ho%ering con.lagration< shattering the s(ell and sending e%erything (lu!!eting back do-n to
earth. +ell.ire in.licts a certain a!ount o. 9ire &le!ental da!age to all eligible co!batants in the targeted /rou(< striking auto!atically >
see the $d%ance!ent table .or !ore details. This da!age is reduced by 0. $*0 as nor!al.
Ta%le A***&2' *fritEs Ad,ancement
LEVEL ATTACK BURNING STRIKE HELLFIRE SPELLS
1 - 8 (2 x 3TR) d8 (1 x VA0) d10 (Z VP) --- 0ire
9 - 1 (3 x 3TR) d8 ( x VA0) 2d10 (12 VP) --- Element Spikes (0ire!
1Z - 21 (5 x 3TR) 2d8 (8 x VA0) 2d10 (15 VP) --- 0ira
25 - 32 ( x 3TR) 2d8 (10 x VA0) 3d10 (19 VP) --- Drain
33 - 10 (8 x 3TR) 1d8 (11 x VA0) 3d10 (2 VP) (1Z x VA0) 1d10 (59 VP) 0iraga, ,ull Element (%ce!+
11 - 18 (10 x 3TR) 3d8 (13 x VA0) 1d10 (31 VP) (18 x VA0) 1d10 (5 VP) ,ull Element (Water!+
19 - 5 (11 x 3TR) 1d8 (15 x VA0) 1d10 (39 VP) (20 x VA0) 1d12 (Z1 VP) ---
5Z - 1 (13 x 3TR) 1d8 (1Z x VA0) 1d10 (51 VP) (22 x VA0) 1d12 (83 VP) ---
5 (11 x 3TR) 5d8 (18 x VA0) 1d12 (5Z VP) (21 x VA0) 1d12 (91 VP) ---
CALL
35F!R5al (la7e 21 MP
TargetK /rou( Ty(eK &le!ental F9ireH
The ground shudders as a s(here o. !olten rock and .ire bursts .orth beneath I.rit?s .eet< carrying I.rit !any .eet into the air. $s the ball
co!es into (osition abo%e the (arty< the Su!!on lea(s .ro! it< bringing both .ists do-n hard on the rock. The .orce o. the blo- sends
the .iery !ass hurtling to-ards the ene!y until it lands< obliterating all in a !ass o. .la!es and su(erheated rock. In.ernal ,laEe in.licts
F) ' 0$/H Z #d10< 0. $*0 9ire &le!ental da!age to all eligible co!batants< striking auto!atically.
FINAL FANTASY THE ROLEPLAYING GAME
343
Ram4h
Thunder ru!bles in the distance as dark< .oreboding clouds gather o%er the battle.ield< casting the (roceedings in an eerie hal.=light.
6ithout -arning< bolts o. lightning burst .orth .ro! the clouds and strike the ground in .ront o. the Su!!oner< obscuring e%erything in a
single blinding .lash. 6hen the glare has .aded and the last (eal o. thunder rung out< the Su!!oner has been Coined by a -iEened !an
-ith a long grey beard< dressed in loose gray robes and carrying a gnarled sta... Des(ite his age< not a .licker o. -eakness or in.ir!ity
(asses o%er *a!uh?s .ace@ his e'(ression is hard< eyes shining -ith a terrible !aCesty.
+it Point 0odi.ierK ' # Su((ort $bilitiesK Aightning &nhancer< &le!ental $bsorbanceK Aightning< &le!ental 6eaknessK
&arthX6ater
"H4C "'R3! 2AR3A(.! C4"'
TargetK Single Ty(eK &le!ental FAightningH
Su((ort
*a!uh li.ts his sta.. high< allo-ing it to be struck by an errant bolt o. lightning .ro! the clouds. 6hirling his sta.. once o%er his head< he
(oints it at the target and the accu!ulated electrical charge lea(s out< sending countless thousand %olts into the target?s body. Shock
Strike in.licts a certain a!ount o. Aightning &le!ental da!age to the target< striking auto!atically > see the $d%ance!ent table .or !ore
details. This da!age is reduced by 0. $*0 as nor!al. Shock Strike also has a CoS o. F0. $CC = 10H< 0. &%asion to cancel all &nhance=
and ,arrier=ty(e Status Conditions on the target< sa%e Shield.
61+G!M!5' (4.'H 2AR3A(.! C4"'
TargetK /rou( Ty(eK &le!ental FAightningH
The -ind begins to ho-l as *a!uh chants in an arcane language< dra-ing a s-irling< t-isting !ass o. stor!clouds to hi!. +e stands
un.linching as lightning begins to .lash and crackle< letting the bolts strike hi! again and again until his sta.. siEEles -ith barely
contained (o-er be.ore hoisting it alo.t. In an instant< electricity s(rings .orth in all directions< a rolling -heel o. !illion=%olt de%astation
that s(ins and scorches -ith erratic but deadly .orce. Judg!ent ,olt in.licts a certain a!ount o. Aightning &le!ental da!age to all
eligible co!batants in the /rou(< striking auto!atically > see the $d%ance!ent table .or !ore details. This da!age is reduced by 0. $*0
as nor!al.
Ta%le A***&3' Ram"Es Ad,ancement
LEVEL ATTACK SHOCK STRIKE JUDGEMENT BOLTJ SPELLS
1 - 8 (2 x 3TR) d8 (1 x VA0) d10 (10 VP) --- Poison5 )hunder
9 - 1 (3 x 3TR) d8 ( x VA0) 2d10 (15 VP) --- Element Spikes (ightning!
1Z - 21 (5 x 3TR) 2d8 (8 x VA0) 2d10 (18 VP) --- )hundara
25 - 32 ( x 3TR) 2d8 (10 x VA0) 3d10 (22 VP) --- Bio
33 - 10 (8 x 3TR) 1d8 (11 x VA0) 3d10 (29 VP) (1Z x VA0) 1d10 (59 VP) ,ull Element (Earth!+5
)hundaga+
11 - 18 (10 x 3TR) 3d8 (13 x VA0) 1d10 (31 VP) (18 x VA0) 1d10 (5 VP) ,ull Element (Water!+
19 - 5 (11 x 3TR) 1d8 (15 x VA0) 1d10 (12 VP) (20 x VA0) 1d12 (Z1 VP) ---
5Z - 1 (13 x 3TR) 1d8 (1Z x VA0) 1d10 (51 VP) (22 x VA0) 1d12 (83 VP) ---
5 (11 x 3TR) 5d8 (18 x VA0) 1d12 (0 VP) (21 x VA0) 1d12 (91 VP) ---
CALL
6ud$ment "taff 21 Mp
TargetK /rou( Ty(eK &le!ental FAightningH
Tiny arcs o. blue=-hite electricity surge o%er *a!uh?s body as he charges his sta.. -ith the -rath o. the hea%ens the!sel%es< -aiting
until the %ery ti( o. it glo-s golden be.ore hurling it into the !idst o. the ene!y -ith une'(ected .orce. The gathered (o-er bursts .orth
on i!(act< creating an e%er=e'(anding circle o. (ure lightning that shocks e%erything in its %icinity -ith a !erciless barrage o. bolts.
Judg!ent Sta.. in.licts F) ' 0$/H Z #d10< 0. $*0 Aightning &le!ental da!age to all eligible co!batants< striking auto!atically.
FINAL FANTASY THE ROLEPLAYING GAME
344
Shi6a
$s the Su!!oner co!(letes the .inal !otions o. the su!!oning ritual< !an=siEed .rag!ents o. ice co!e crashing do-n on the
battle.ield< creating a Cagged to-er o. (olished< glistening cold. 5et this s(ectacular structure is only the beginning@ instantly< a so.t sha.t
o. light .alls do-n u(on it< illu!inating the gentle .all o. sno-.lakes as a lithe .e!ale .igure descends .ro! abo%e< landing in the !idst o.
the ice. 9or a !o!ent< only her re.lection is %isibleK the delicate blue skin co%ered in strange< inhu!an !arkings< the scant scra(s o.
clothing (rotecting only her !odesty .ro! the ele!ents< !ulti(lied into in.inity by countless .acets o. ice. Then her eyes sna( o(en<
shattering the .roEen cara(ace. Shi%a< 7ueen o. ice< stands ready .or battle.
+it Point 0odi.ierK ' # Su((ort $bilitiesK Ice &nhancer< &le!ental $bsorbanceK Ice< &le!ental 6eaknessK 9ireXAightning
H!A2!5.< "'R3! 2AR3A(.! C4"'
TargetK Single Ty(eK &le!ental FIceH
Status FTi!eH
Shi%a regards her target -ith a cool< disdain.ul gaEe. Judging the .oe un-orthy o. e..ort< she -a%es her hand and .reeEes the air abo%e
the target into an enor!ous block o. ice that i!!ediately dro(s do-n< deli%ering a crushing blo-. +ea%enly Strike in.licts a certain
a!ount o. Ice &le!ental da!age to the target< striking auto!atically > see the $d%ance!ent table .or !ore details. This da!age is
reduced by 0. $*0 as nor!al. +ea%enly Strike also has a CoS o. F0. $CC = 10H< 0. &%asion o. reducing the target?s current Initiati%e by
#1Q. This has no e..ect i. the target has no .urther $ctions in the current *ound.
+3AM45+ +1"'H 2AR3A(.! C4"'
TargetK /rou( Ty(eK &le!ental FIceH
Shi.ting her stance .or stability< Shi%a gathers a charge o. !agic in her hands< barely (ausing be.ore unleashing a blast o. (ure .rigid
!ight against the Su!!oner?s ene!ies. &%en the !ightiest .oe is 7uickly ento!bed as relentless strea!s o. su(ercool air build layer
a.ter layer o. shar(< glea!ing ice< tra((ing e%erything in range beneath a .roEen -all. $ sna( o. Shi%a?s .ingers (ro!(tly shatters the ice
(rison< sho-ering its %icti!s -ith a cascade o. tiny .rag!ents > a biting assault to balance the sudden shock as te!(eratures abru(tly
return to nor!al. Dia!ond Dust in.licts a certain a!ount o. Ice &le!ental da!age to all eligible co!batants in the targeted /rou(<
striking auto!atically > see the $d%ance!ent table .or !ore details. This da!age is reduced by 0. $*0 as nor!al.
Ta%le A***&4' Si,aEs Ad,ancement
LEVEL ATTACK HEAVENLY STRIKE DIAMOND DUSTJ SPELLS
1 - 8 (2 x 3TR) d8 (1 x VA0) d10 (10 VP) --- Bli''ard
9 - 1 (3 x 3TR) d8 ( x VA0) 2d10 (15 VP) --- Element Spikes (%ce!5 Rasp
1Z - 21 (5 x 3TR) 2d8 (8 x VA0) 2d10 (18 VP) --- Bli''ara
25 - 32 ( x 3TR) 2d8 (10 x VA0) 3d10 (22 VP) --- 6smose
33 - 10 (8 x 3TR) 1d8 (11 x VA0) 3d10 (29 VP) (1Z x VA0) 1d10 (59 VP) ,ull Element (0ire!+5
Bli''aga+
11 - 18 (10 x 3TR) 3d8 (13 x VA0) 1d10 (31 VP) (18 x VA0) 1d12 (5 VP) ,ull Element (ightning!+
19 - 5 (11 x 3TR) 1d8 (15 x VA0) 1d10 (12 VP) (20 x VA0) 1d12 (Z1 VP) ---
5Z - 1 (13 x 3TR) 1d8 (1Z x VA0) 1d10 (51 VP) (22 x VA0) 1d12 (83 VP) ---
5 (11 x 3TR) 5d8 (18 x VA0) 1d12 (0 VP) (21 x VA0) 1d12 (91 VP) ---
CALL
"54%"'4RM 21 MP
TargetK /rou( Ty(eK &le!ental FIceH
Shi%a -hirls on the s(ot< sending !otes o. blue sno- scattering across the battle.ield. 6here they land< the sno-.lakes instantly gro- a
hundred.old< hardening into cruel s(ikes o. ice that .reeEe and (ierce -ith i!(unity. Sno-stor! in.licts F) ' 0$/H Z #d10< 0. $*0 Ice
&le!ental da!age to all eligible co!batants in the targeted /rou(< striking auto!atically.
FINAL FANTASY THE ROLEPLAYING GAME
345
Syl8h
The instant the Su!!oner begins the su!!oning ritual< a light breeEe gusts through the battle.ield< carrying -ith it the sound o. girlish
giggles. 6hile the ritual continues< s(arkling (ink energy roa!s across the Su!!oner?s body< -hirling about in loose s(irals that
beco!e .ull=.ledged orbits as each s(arkle gro-s into a .ist=siEed globule o. !agic. 6ith a series o. so.t (o(s< the globules ?hatch<?
resol%ing into slender .e!ale .igures Cust large enough to .it in the (al! o. a hu!an hand. Dressed in scant tunics -hose dark< natural
colors o..er a shar( contrast to their (orcelain skin< the Syl(hs are as alluring as they are !ischie%ous< darting to and .ro in a s-ar!
-hose true nu!bers de.y the casual obser%er.
+it Point 0odi.ierK ' 1.1 Su((ort $bilitiesK $uto=9loat
"<.2A5 '41CH 2AR3A(.! C4"'
TargetK Single Ty(eK *eco%ery
$ single Syl(h se(arates .ro! the grou(< trailing rose=hued (i'ie dust as it .lits to-ard the target. 6ith a !ischie%ous giggle< she ta(s it<
a .eather=light touch that coa'es chi and !ana .ro! the target?s body and trans.ers it to the Syl(h?s o-n. Thus loaded do-n -ith stolen
li.e .orce< the Syl(h .lies back to the (arty and s-oo(s around the!< distributing its (lunder in a sho-er o. s(arkling !otes. Syl%an
Touch in.licts a certain a!ount o. 0agical da!age to the target< striking auto!atically > see the $d%ance!ent table .or !ore details.
This da!age is reduced by 0. $*0 as nor!al< and 10Q o. this da!age is subtracted .ro! the target?s +it Points and 0agic Points<
res(ecti%ely. $ll acti%e Party !e!bers then regain a nu!ber o. +it and 0agic Points e7ual to F+it Points Aost by Target X 2u!ber o.
Party 0e!bersH and F0agic Points Aost by Target X 2u!ber o. Party 0e!bersH < res(ecti%ely. I. the attack in.licts 100 da!age< .or
instance< the target -ould lose 10 +it and 0agic Points< -hich -ould then be e%enly di%ided bet-een the co!batants in the Party.
"<.2A5 +A5C!H 2AR3A(.! C4"'
TargetK /rou( Ty(eK *eco%ery
$ cloud o. Syl(hs s-ar!s the battle.ield< -hirling through ene!y lines in a -ild dance that snatches chi and !ana a-ay .ro! the
Su!!oner?s .oes. $.ter co!(leting their t-irl -ith the targets< the Syl(hs s-oo( back to the (arty to dis(erse their ill=gotten gains in a
series o. .luttering (irouettes. Syl%an Dance in.licts a certain a!ount o. 0agical da!age to the targets< striking auto!atically > see the
$d%ance!ent table .or !ore details. This da!age is reduced by 0. $*0 as nor!al< and 10Q o. this da!age is subtracted .ro! the
target?s +it Points and 0agic Points< res(ecti%ely. $ll acti%e Party !e!bers then regain a nu!ber o. +it and 0agic Points e7ual to F+it
Points Aost by Target X 2u!ber o. Party 0e!bersH and F0agic Points Aost by Target X 2u!ber o. Party 0e!bersH <
res(ecti%ely. I. the attack in.licts 100 da!age< .or instance< the target -ould lose 10 +it and 0agic Points< -hich -ould then be e%enly
di%ided bet-een the co!batants in the Party.
Ta%le A***&5' SFlpEs Ad,ancement
LEVEL ATTACK SYLVAN TOUCH SYLVAN DANCEJ SPELLS
1 - 8 (2 x A0l) d8 ( x VA0) 2d10 (18 VP) --- Burn Ra$
9 - 1 (3 x A0l) d8 (8 x VA0) 2d10 (21 VP) --- 0loat
1Z - 21 (5 x A0l) 2d8 (10 x VA0) 3d10 (25 VP) --- Ra$ Bom"
25 - 32 ( x A0l) 2d8 (11 x VA0) 3d10 (32 VP) --- Drain5 6smose
33 - 10 (8 x A0l) 1d8 (13 x VA0) 3d10 (3Z VP) (1Z x VA0) 1d10 (2 VP) 0lare Star+
11 - 18 (10 x A0l) 3d8 (15 x VA0) 1d10 (15 VP) (18 x VA0) 1d12 (8 VP) ---
19 - 5 (11 x A0l) 1d8 (1Z x VA0) 1d10 (5Z VP) (20 x VA0) 1d12 (ZZ VP) S$phon+
5Z - 1 (13 x A0l) 1d8 (18 x VA0) 1d12 (3 VP) (22 x VA0) 1d12 (8 VP) ---
5 (11 x A0l) 5d8 (20 x VA0) 1d12 (Z2 VP) (21 x VA0) 1d12 (91 VP) ---
CALL
%/isperin$ %35+ 20 MP
TargetK Single Ty(eK *eco%ery
$ so.t breeEe can be .elt as t-o Syl(hs .lutter to-ards the target and begin circling it in tight< coordinated s(irals< coa'ing .orth its chi.
The target is en%elo(ed in a so.t blue glo- as its li.e .orce is drained a-ay< a glo- that 7uickly blosso!s into an intense s(here o. energy
as the Syl(hs co!(lete their .light and (itch the stolen %itality back to the Su!!oner?s allies. 6his(ering 6ind in.licts F10 ' 0$/H Z
3d10< 0. $*0 0agical da!age to the target< striking auto!atically. $ll acti%e Party !e!bers then regain a nu!ber o. +it Points e7ual
to F+it Points Aost by Target X 2u!ber o. Party 0e!bersH.
FINAL FANTASY THE ROLEPLAYING GAME
346
Siren
So.t har( !usic resounds in the air as a -a%e o. .oa!ing sur. -ashes across the battle.ield< trans.or!ing it into a hallucinatory ocean
landsca(e illu!inated by golden light. $s the -ater s(lashes and la(s around the co!batants< a -o!an o. uni!aginable beauty e!erges
.ro! the ocean de(ths< (each=skinned body barely concealed by .eathers o. scarlet and a!ber. +er blonde hair .lo-s .reely< -a.ting in
e%en the slightest breeEe@ the .ace it .ra!es a %ision o. .eral beauty. $n ornate har( is slung under one ar!< re%ealed only as Siren takes
her (lace be.ore the Su!!oner< -ings un.urled@ her long< cruel nails (ick the strings -ith inhu!an de'terity< coa'ing sounds to be-itch
and addle her ene!ies.
+it Point 0odi.ierK ' 1.1 Su((ort $bilitiesK S8S=S(irit :(
.15A'3C 243C! 2AR3A(.! C4"'
TargetK Single Ty(eK $rcane F0agicalH
Status F0ysti.yH
Siren locks her eyes on a single target< stru!!ing the beginnings o. a -ordless song that lea(s straight into the %icti!?s heart< in.la!ing
its ardor until e%ery shred o. control has been stri((ed a-ay. Aunatic 4oice in.licts a certain a!ount o. 0agical da!age to the target<
striking auto!atically > see the $d%ance!ent table .or !ore details. This da!age is reduced by 0. $*0 as nor!al. Aunatic 4oice also
has a CoS o. F0. $CC = 10H< 0. &%asion o. in.licting the Status Condition ,erserk F)H.
.42!.< 243C!H 2AR3A(.! C4"'
TargetK /rou( Ty(eK $rcane F0agicalH
Status F0ysti.yH
6ith a coy s!ile< Siren begins coa'ing strea!s o. !usic .ro! her har(< creating a soundsca(e thick -ith uns(oken in%itations and
unre7uited lo%e > a sonic cocktail designed to -ra( the Su!!oner?s ene!ies around her little .inger. Instantly s!itten< the song?s
%icti!s begin .ighting .riend and .oe alike .or the Siren?s a..ections< dissol%ing into a chaotic< lust=craEed !elee. Ao%ely 4oice in.licts a
certain a!ount o. 0agical da!age to all eligible co!batants in the targeted /rou(< striking auto!atically > see the $d%ance!ent table
.or !ore details. This da!age is reduced by 0. $*0 as nor!al. Ao%ely 4oice also has a CoS o. F0. $CC = 10H< 0. &%asion o. in.licting
the Status Condition Con.usion F)H > roll se(arately .or each eligible co!batant.
Ta%le A***&6' SirenEs Ad,ancement
LEVEL ATTACK LUNATIC VOICE LOVELY VOICEJ SPELLS
1 - 8 (2 x A0l) d8 ( x VA0) 2d10 (15 VP) --- Blind5 Sleep
9 - 1 (3 x A0l) d8 (8 x VA0) 2d10 (18 VP) --- Berserk
1Z - 21 (5 x A0l) 2d8 (10 x VA0) 3d10 (22 VP) --- Silence
25 - 32 ( x A0l) 2d8 (11 x VA0) 3d10 (29 VP) --- Confuse
33 - 10 (8 x A0l) 1d8 (13 x VA0) 3d10 (31 VP) (1Z x VA0) 1d10 (9 VP) Curse+
11 - 18 (10 x A0l) 3d8 (15 x VA0) 1d10 (12 VP) (18 x VA0) 1d12 (Z5 VP) Charm+
19 - 5 (11 x A0l) 1d8 (1Z x VA0) 1d10 (51 VP) (20 x VA0) 1d12 (81 VP) 888
5Z - 1 (13 x A0l) 1d8 (18 x VA0) 1d12 (0 VP) (22 x VA0) 1d12 (93 VP) ---
5 (11 x A0l) 5d8 (20 x VA0) 1d12 (9 VP) (21 x VA0) 1d12 (101 VP) ---
CALL
"3.!5' 243C! 32 MP
TargetK /rou( Ty(eK $rcane F0agicalH
Status FSealH
/hostly -a%es s(lash into ene!y lines as Siren (lays her har(< -ea%ing glo-ing ribbons o. sound that ensnare and enra(ture the
Su!!oner?s .oes< striking the! du!b on the s(ot. Silent 4oice in.licts F) ' 0$/H Z #d10< 0. $*0 0agical da!age to all eligible
co!batants in the targeted /rou(< striking auto!atically. Silent 4oice also has a CoS o. F0. $CC = 10H< 0. &%asion o. in.licting the
Status Condition Silence F)H > roll se(arately .or each eligible co!batant.
FINAL FANTASY THE ROLEPLAYING GAME
347
Titan
$ dee( ru!bling is .elt in the earth as the battleground beco!es a -eb o. cracks and .issures< .inally eru(ting to disgorge an e'7uisitely
!uscled !an clad in little !ore than a loincloth. Perha(s his skin is the color o. earth@ (erha(s it is the earth< rock and soil co!e
together to !old a (hysi7ue as !ighty as a !ountain. $s dust and grit cascade o.. his body< Titan bello-s -ith rage< glo-ering at those
-ho -ould dare be.oul the sanctity o. the land.
+it Point 0odi.ierK ' #.1 Su((ort $bilitiesK &arth &nhancer< &le!ental $bsorbanceK &arth<
&le!ental 6eaknessK 6aterX6ind
R4C 'HR4% 2AR3A(.! C4"'
TargetK Single Ty(eK &le!ental F&arthH
Titan sla!s his .ist into the ground< tearing a-ay a gigantic .rag!ent o. bedrock and hurling it into the ene!y -ith a -ordless snarl. The
!ulti=ton (roCectile crashes ho!e -ith bone=shattering (o-er< all but crushing the luckless target. *ock Thro- in.licts a certain a!ount
o. &arth &le!ental da!age to the target< striking auto!atically > see the $d%ance!ent table .or !ore details. This da!age is reduced by
0. $*0 as nor!al.
An$er 4F 'H! .A5+H 2AR3A(.! C4"'
TargetK /rou( Ty(eK &le!ental F&arthH
Titan (lunges his (o-er.ul .ists dee( into the ground and< -ith a dee( snarling grunt< ri(s loose a large slab .ro! beneath the ene!y.
/ro-ling and bello-ing< he u(ends the slab< sla!!ing se%eral tons o. solid rock on the Su!!oner?s .oes -ith enough .orce to shatter it
into a thousand .rag!ents. $nger o. the Aand in.licts a certain a!ount o. &arth &le!ental da!age to to all eligible co!batants in the
targeted /rou(< striking auto!atically > see the $d%ance!ent table .or !ore details. This da!age is reduced by 0. $*0 as nor!al.
Ta%le A***&1#' TitanEs Ad,ancement
LEVEL ATTACK ROCK THRO= ANGER OF THE LANDJ SPELLS
1 - 8 (2 x 3TR) d10 ( x VA0) 2d10 (12 VP) --- 888
9 - 1 (1 x 3TR) d10 (8 x VA0) 2d10 (15 VP) --- 888
1Z - 21 ( x 3TR) 2d10 (10 x VA0) 3d10 (19 VP) --- 888
25 - 32 (8 x 3TR) 2d10 (11 x VA0) 3d10 (2 VP) --- 888
33 - 10 (10 x 3TR) 3d10 (13 x VA0) 3d10 (31 VP) (18 x VA0) 1d10 (5 VP) ,ull Element (Wind!+
11 - 18 (11 x 3TR) 3d10 (15 x VA0) 1d10 (39 VP) (20 x VA0) 1d12 (Z1 VP) ,ull Element (Water!+
19 - 5 (13 x 3TR) 1d10 (1Z x VA0) 1d10 (51 VP) (22 x VA0) 1d12 (83 VP) 7uake+
5Z - 1 (15 x 3TR) 1d10 (18 x VA0) 1d12 (5Z VP) (21 x VA0) 1d12 (91 VP) ---
5 (1Z x 3TR) 5d10 (20 x VA0) 1d12 ( VP) (2 x VA0) 5d10 (102 VP) ---
CALL
!AR'H!5 FuR< 4: MP
TargetK /rou( Ty(eK &le!ental F&arthH
Titan lea(s into the thick o. the ene!y< sla!!ing his incredible .ists as he lands. The resulting i!(act buckles the earth and creates a
shock-a%e that ri((les through the Su!!oner?s .oes< sending the! to((ling e%ery -hich -ay. &arthen 9ury in.licts F10 ' 0$/H Z
3d10< 0. $*0 &arth &le!ental da!age to to all eligible co!batants in the targeted /rou(< striking auto!atically.
FINAL FANTASY THE ROLEPLAYING GAME
348
irin
$ circle o. -hite energy hangs sus(ended in !id=air< (ulsing and glo-ing until a single sha.t o. light breaks through. 6hat .ollo-s is a
unlikely a!alga!ation e%en by Su!!on standardsK a gray=skinned creature s(orting the body o. a horse< the tail o. an o'< the antlers o.
a deer< and the horned head o. a noble dragon. Aong e!erald=colored .ur !arks the back o. each leg< shoulders and neck< .lo-ing into a
continuous !ane at the na(e that .lutters in the -ind as ;irin trots to take its (lace at the Su!!oner?s side.
+it Point 0odi.ierK ' # Su((ort $bilitiesK S8S=*egen
H4.< AuRA 2AR3A(.! C4"'
TargetK Single Ty(eK *eco%ery
Status FStrengthenH
;irin cranes his neck to .ace the target as his antlers begin to glo-< e!itting a soothing light that restores and in%igorates in e7ual
!easure. +oly $ura restores a certain nu!ber o. +it Points to the target > see the $d%ance!ent Table .or !ore details. In addition< it
besto-s the Status Condition *egen on the target F)H.
24R'!=H 1:: MP
TargetK $ll Ty(eK *eco%ery
Su((ort
Ao-ering his head to-ard the ground< ;irin lets out a throaty ru!ble and begins to radiate t-isted (atterns o. light .ro! his antlers<
catching .riend and .oe alike -ithin an array o. loo(s and circles that see! to sa( the %ery !agic .ro! the air. 4orte' cancels all acti%e
Status Conditions on the battle.ield e'ce(t those o. the Strengthen= and ,arrier=ty(e@ it has a CoS o. F0. $CC = 10H< 0. &4$ o.
canceling the latter. *oll se(arately .or each eligible co!batant.
Ta%le A***&11' CirinEs Ad,ancement
LEVEL ATTACK HOLY AURA VORTEXJ SPELLS
1 - 8 (2 x 3TR) d8 ( x VA0) 2d10 (30 VP) --- Poisona
9 - 1 (3 x 3TR) d8 (8 x VA0) 2d10 (32 VP) --- Stona
1Z - 21 (5 x 3TR) 2d8 (10 x VA0) 3d10 (3Z VP) --- Regen
25 - 32 ( x 3TR) 2d8 (11 x VA0) 3d10 (11 VP) --- Basuna5 De"arrier
33 - 10 (8 x 3TR) 3d8 (13 x VA0) 3d10 (19 VP) --- Dispel+
11 - 18 (10 x 3TR) 3d8 (15 x VA0) 1d10 (5Z VP) --- Esuna+
19 - 5 (11 x 3TR) 1d8 (1Z x VA0) 1d10 (9 VP) --- Resist+
5Z - 1 (13 x 3TR) 1d8 (18 x VA0) 1d12 (Z5 VP) --- ---
5 (11 x 3TR) 5d8 (20 x VA0) 1d12 (81 VP) --- ---
CALL
.3F! GuAR+ 40 MP
TargetK Party Ty(eK Status FStrengthenH
;irin?s entire body glo-s< turning a ghostly blue as holy energy s(ills .orth and engul.s the Su!!oner?s allies. 6here it touches li%ing
.lesh< this di%ine aura slo-ly begins !ending cuts and -ounds< su..using its targets -ith rene-ed %igor. Ai.e /uard besto-s the Status
Condition *egen on the Caller and all eligible allies in the i!!ediate Party F)H.
FINAL FANTASY THE ROLEPLAYING GAME
341
Cait Sith
6ithout cere!ony< a black cat dro(s onto the Su!!oner?s head< !aking a great sho- o. dusting itsel. o.. be.ore lea(ing .or solid
ground. Though no larger than a housecat< e%en the !ost casual o. obser%ers can see that Cait Sith is no ordinary .eline. 9or one< he
stands on t-o legs< sauntering about as easily as any hu!an -ould. Then there is the !atter o. his attireK -ith his -ell=-orn boots<
ragged red ca(e< and a tiny toy cro-n (erched securely on his head< Cait Sith looks like a re.ugee .ro! a co!ic (anto!i!e gone horribly
a-ry< ha((y s!ile radiating al!ost indescribable 7uantities o. s!ugness. 6ith a !ocking bo-< the little cat=!an assu!es (osition< ready
to in.lict his o-n brand o. ha%oc on the battle.
+it Point 0odi.ierK ' 1.1 Su((ort $bilitiesK S8S=S(irit :(
(attle 'rumpet 2AR3A(.! C4"'
TargetK Single Ty(eK $rcane FPhysicalH
Clearing his throat< Cait Sith raises a battered !ega(hone to his !outh and issues a screeching< high=(itched yo-l a!(li.ied to terri.ying
(ro(ortions. ,ra%er .oes si!(ly endure the sonic assault@ lesser ene!ies 7uail and shudder< des(erately looking .or so!e !eans to
!ake it all end. ,attle Tru!(et in.licts a certain a!ount o. Physical da!age on the targeted o((onent< striking auto!atically > see the
$d%ance!ent Table belo- .or details. This attack ignores $*0.
Mar,elous C/eerH 2AR3A(.! C4"'
TargetK /rou( Ty(eK $rcane FPhysicalH
Status FTi!eH
8nce again< Cait Sith reaches .or his !ega(hone and lets out a !ighty -ail. This ti!e< ho-e%er< he lea(s straight into the .ray< bringing
his insu..erable cater-auling directly to the ene!y. 2o !atter ho- !uch they !ay cla- and s-i(e< the little cat=!an is unsto((able<
dancing his !erry -ay through the ene!y ranks -ithout a (ause .or breath or one !erci.ul dro( in %olu!e. 0ar%elous Cheer in.licts a
certain a!ount o. Physical da!age on all eligible co!batants in the targeted /rou(< striking auto!atically > see the $d%ance!ent Table
belo- .or details. This da!age is reduced by $*0 as nor!al. In addition< 0ar%elous Cheer has a CoS o. F0. $CC = 10H< 0. &%asion o.
in.licting the Status Condition Disable F)H > roll se(arately .or each eligible co!batant.
Ta%le A***&12' Cait SitEs Ad,ancement
LEVEL ATTACK BATTLE TRUMPET MARVELLOUS CHEERJ SPELLS
1 - 8 (2 x A0l) d8 ( x A0l) 2d10 (25 VP) --- Blind
9 - 1 (3 x A0l) d8 (8 x A0l) 2d10 (28 VP) --- 0loat
1Z - 21 (5 x A0l) 2d8 (10 x A0l) 3d10 (32 VP) --- %mmo"ili'e
25 - 32 ( x A0l) 2d8 (11 x A0l) 3d10 (39 VP) --- Confuse
33 - 10 (8 x A0l) 3d8 (13 x A0l) 3d10 (11 VP) (18 x A0l) 1d12 (Z5 VP) Disa"le+
11 - 18 (10 x A0l) 3d8 (15 x A0l) 1d10 (52 VP) (20 x A0l) 1d12 (81 VP) Mini+
19 - 5 (11 x A0l) 1d8 (1Z x A0l) 1d10 (1 VP) (22 x A0l) 1d12 (93 VP) )oad
5Z - 1 (13 x A0l) 1d8 (18 x A0l) 1d12 (Z0 VP) (21 x A0l) 1d12 (101 VP) ---
5 (11 x A0l) 5d8 (20 x A0l) 1d12 (Z9 VP) (2 x A0l) 5d10 (112 VP) ---
CALL
Cat Rain 52 MP
TargetK /rou( Ty(eK Status F0ysti.yH
Cait Sith bounds onto the battle.ield< !errily bouncing .ro! one !onster to another as he tosses (a-.uls o. s(arkling (o-der into the
air. Cat *ain has a CoS o. F0. $CC = 10H< 0. &%asion o. in.licting the Status Condition Con.use F)H on all eligible co!batants in the
targeted /rou( > roll se(arately .or each eligible co!batant.
FINAL FANTASY THE ROLEPLAYING GAME
352
Fairy
$ -ar! golden light surrounds the Su!!oner< gro-ing in intensity until it .or!s the outlines o. a -inged -o!an ho%ering o%er the
Su!!oner?s shoulder. $s the glo- di..uses< it re%eals a delicate< dark=haired -o!an ke(t alo.t by !ulti(le .eathered -ings< long silk
dress .luttering in the -ind. 6ith !o%e!ents lighter than air itsel.< 9airy .lutters into (osition o%er the (arty< serenely a-aiting her orders.
+it Point 0odi.ierK ' 1.1 Su((ort $bilitiesK $uto=9loat< S8S=*egen
%in$ed .i$/t 2AR3A(.! C4"'
TargetK Single Ty(eK *eco%ery
9airy beats her -ings< scattering .eathers o%er the target. $s they dri.t and s(in through the air< they begin to light u(< turning into
blaEing s(ecks that rein%igorate e%erything they co!e into contact -ith. 6inged Aight restores a certain nu!ber o. +it Points to the
target > see the $d%ance!ent Table .or !ore details.
Fe) .i$/tH 2AR3A(.! C4"'
TargetK Party Ty(eK *eco%ery
9airy soars o%er the (arty< e%ery !o%e!ent dislodging a .resh sho-er o. sunlit .eathers until the Su!!oner?s allies ha%e been blanketed
entirely. 9ey Aight restores a certain nu!ber o. +it Points to the Su!!oner and all eligible allies in the i!!ediate Party > see the
$d%ance!ent Table .or !ore details.
Ta%le A***&10' FairFEs Ad,ancement
LEVEL ATTACK =INGED LIGHT FEY LIGHTJ SPELLS
1 - 8 (3 x A0l) d8 (8x VA0) 2d10 (13 VP) --- #ero
9 - 1 (5 x A0l) d8 (10 x VA0) 2d10 (1Z VP) --- 0loat
1Z - 21 ( x A0l) 2d8 (11 x VA0) 3d10 (21 VP) --- #era5 Regen
25 - 32 (8 x A0l) 2d8 (13 x VA0) 3d10 (29 VP) --- 888
33 - 10 (10 x A0l) 3d8 (15 x VA0) 3d10 (3Z VP) (20 x VA0) 1d12 (9 VP) #eraga+
11 - 18 (11 x A0l) 3d8 (1Z x VA0) 1d10 (19 VP) (22 x VA0) 1d12 (Z8 VP) 0light+
19 - 5 (13 x A0l) 1d8 (18 x VA0) 1d12 (55 VP) (21 x VA0) 1d12 (8 VP) 888
5Z - 1 (11 x A0l) 1d8 (20 x VA0) 1d12 (1 VP) (2 x VA0) 5d10 (9Z VP) ---
5 (1 x A0l) 5d8 (22 x VA0) 1d12 (Z3 VP) (28 x VA0) 5d10 (100 VP) ---
CALL
Cr)stal .i$/t 0: mp
TargetK Party Ty(eK *eco%ery
9airy e!erges .ro! the Su!!oner?s shado- clas(ing a delicate rosy crystal -ithin her hands. $s she hoists it alo.t< (ale (ink light begins
to (ulse at its core< bathing the (arty in %ital energy. Crystal Aight restores F14 ' 0$/H Z 4d10 +it Points to the Su!!oner and all
eligible allies in the i!!ediate Party.
FINAL FANTASY THE ROLEPLAYING GAME
351
!tomos
$ dark shado- en%elo(s the battle.ield as $to!os a((ears< its titanic body barely !ore than a giant !outh .ringed by (ulsating< .or!less
(ink .lesh. Dee( -ithin that ga(ing !a-< a singular light glo-s@ a cold< endless blue that see!s to dra- the %ery -ar!th and li.e .ro! its
surroundings. To stare too long into that strange %oid is to in%ite !adness > -hat horrors -ait on the other side is best le.t to the
i!agination.
+it Point 0odi.ierK ' #.1 Su((ort $bilitiesK S8S=S(irit :(
!n$ulf 5: mp
TargetK Single Ty(eK Status F9atalH
$to!os .i'es a single o((onent -ith tiny< !indless eyes< !outh glo-ing a threatening %iolet as an irresistible .orce seiEes the %icti!.
Slo-ly< inch by agoniEing inch< the un.ortunate .oe is dragged to-ards that terrible %oid< .ighting e%ery ste( o. the -ay. &ngul. has a CoS
o. F0. $CC = 10H< 0. &%asion o. &Cecting the target.
G-For#e 3nfinit)H 125 Mp
TargetK /rou( Ty(eK Status F9atalH
The blue de(ths o. $to!os suddenly turn dark@ the already .oreboding %oid in the Su!!on?s innards gro-s dee(er and blacker< turning
into an irresistible .orce that dra-s in the Su!!oner?s .oes -ithout !ercy. /=9orce In.inity has a CoS o. F0. $CC = 10H< 0. &%asion o.
&Cecting all eligible co!batants in the targeted /rou(@ roll se(arately .or each eligible co!batant.
Ta%le A***&11' AtomosEs Ad,ancement
LEVEL ATTACK ENGULF G7FORCE INFINITYJ SPELLS
1 - 8 (3 x 3TR) d8 --- --- 888
9 - 1 (5 x 3TR) d8 --- --- Meteorite
1Z - 21 ( x 3TR) 2d8 --- --- 1ra-it$
25 - 32 (8 x 3TR) 2d8 --- --- Comet
33 - 10 (10 x 3TR) 3d8 --- --- Demi+
11 - 18 (11 x 3TR) 1d8 --- --- 7uasar+
19 - 5 (13 x 3TR) 1d8 --- --- 7uarter+
5Z - 1 (11 x 3TR) 5d8 --- --- ---
5 (1 x 3TR) 5d8 --- --- ---
CALL
G-For#e 199 0; Mp
TargetK /rou( Ty(eK Status F9atalH
$to!os loo!s o%er the battle.ield< %o!iting .orth a crushing singularity -ithout cere!ony. This dark s(here ho%ers o!inously o%er the
ene!y< by and by dra-ing in and crushing all surrounding !atter until the Caller?s .oes too are caught in its ine'orable (ull. /=9orce 1""
has a CoS o. F0. $CC = 10H< 0. &%asion o. in.licting a certain a!ount o. 0agical da!age to all eligible co!batants in the targeted
/rou(. This a!ount is deter!ined by the Caller?s current +it Points< and is e7ual to a certain (ercentage o. the co!batants? !a'i!u!
+P. Treat this as a /ra%ity=ty(e e..ect.
Caller?s Current +P Da!age In.licted
100 = 7)Q o. !a'i!u! 10Q o. !a'i!u!
71 = 11Q o. !a'i!u! 30Q o. !a'i!u!
10 = #)Q o. !a'i!u! #1Q o. !a'i!u!
#1 = 1Q o. !a'i!u! 10Q o. !a'i!u!
Though this da!age is not !odi.ied .or $*0 or 0. $*0< /=9orce 1"" !ay ne%er in.lict !ore than """ da!age regardless o. ho- !any
+P the target currently (ossesses. *oll se(arately .or each eligible co!batant.
FINAL FANTASY THE ROLEPLAYING GAME
352
Fenrir
Dark clouds gather o%er the battle.ield< turning day to night as a to-ering colu!n o. rock bursts .orth .ro! the ground. Suddenly< a ho-l
rings out .ro! on high. There ato( the great rock.ace stands a !aCestic horned -ol.< %iolet .ur broken u( by -horled tu.ts o. -hite and
gold that al!ost look like -ings in -hat little light re!ains. *earing his head back< 9enrir gi%es another ho-l and (re(ares to enter the
.ray.
+it Point 0odi.ierK ' # Su((ort $bilitiesK S8S=$gility :(
M445 "45G 2AR3A(.! C4"'
TargetK Single Ty(eK Status FS(ecialH
The dark clouds (art< allo-ing a (ale !oon to shi!!er into e'istence o%er the battle.ield. $s 9enrir snarls< bea!s o. light begin (ouring
do-n< en%elo(ing a single ally in their u(li.ting glo-. 0oon Song adds $gility :( and se%eral other Status Conditions to the target F)H >
see the $d%ance!ent table .or !ore details. In addition< 0oon Song has a CoS o. F0. $CC = 10H< 0. &%asion o. in.licting the Status
Condition ,erserk F)H.
M3..!553A. +!CA<H 2AR3A(.! C4"'
TargetK /rou( Ty(eK $rcane F0agicalH
6ith a .ierce gro-l< 9enrir lea(s .ro! his (erch< rocketing to-ards the Su!!oner?s .oes at such s(eeds that his %ery .or! begins to blur
into a co!et o. green energy. Seconds be.ore striking< the -ol.?s body se(arates into .i%e ghostly i!ages that -hirl around the
battle.ield< creating a %orte' to engul. the ene!y. 0illennial Decay in.licts a certain a!ount o. 0agical da!age to all eligible co!batants
in the targeted /rou(< striking auto!atically > see the $d%ance!ent table .or !ore details. This da!age is reduced by 0. $*0 as
nor!al.
Ta%le A***&12' FenrirEs Ad,ancement
LEVEL ATTACK MOON SONG MILLENNIAL DECAYJ SPELLS
1 - 8 (1 x 3TR) d10 #gilit$ (p (13 VP) --- Burn Ra$5 9awn
9 - 1 ( x 3TR) 2d10 #gilit$ (p (13 VP) --- Blink5 Speed
1Z - 21 (8 x 3TR) 2d10 Protect (33 VP) --- %mmo"ili'e5 Slow
25 - 32 (10 x 3TR) 3d10 Protect (33 VP) --- Ra$ Bom"5 Ruse
33 - 10 (11 x 3TR) 3d10 Shell (53 VP) (20 x VA0) 1d12 (Z1 VP) Disa"le+5 Slowga+
11 - 18 (13 x 3TR) 1d10 Shell (53 VP) (22 x VA0) 1d12 (83 VP) 0lare Star+
19 - 5 (15 x 3TR) 1d10 Regen (Z3 VP) (21 x VA0) 1d12 (91 VP) Stop+5 &anish+
5Z - 1 (1Z x 3TR) 5d10 Regen (Z3 VP) (2 x VA0) 5d10 (102 VP) 888
5 (19 x 3TR) 5d10 Haste (103 VP) (28 x VA0) 5d10 (105 VP) ---
CALL
!C.3P'3C H4%. ;3 MP
TargetK Party Ty(eK Status FStrengthenH
$ shado- .alls across the !oon as 9enrir ho-ls .ro! his rocky (erch< gro-ing larger and larger until only a .aint halo o. light re!ains.
Suddenly< the light .lares u( to an une'(ected intensity< bathing the (arty in a so.t< lu!inous glo-. &cli(tic +o-l besto-s the Status
Conditions $gility :( F)H and S(irit :( F)H on the Caller and all eligible allies in the i!!ediate Party.
FINAL FANTASY THE ROLEPLAYING GAME
353
7iabolos
$ dry< dusty .luttering .ills the air as a s-ar! o. ethereal bats gathers abo%e the Su!!oner< !erging together to .or! an i!!ense globe
o. (ure darkness. ,lack li7uid begins to dri(@ silently< a bat=-inged hu!anoid descends .ro! the globe. The .ire=red o. Diabolos?s
!uscular body .or!s a stark contrast to the dark (lates edging it@ his horned head s(arkles -ith ani!al !ale%olence< a hu!orless<
shar(=toothed grin touching his li(less !outh as he conte!(lates his latest batch o. %icti!s.
+it Point 0odi.ierK ' 1.1 Su((ort $bilitiesK S8S=S(irit :(
Gra,iEa 2AR3A(.! C4"'
TargetK Single Ty(eK Status F9atalH
Diabolos cu(s his taloned hands< .ashioning a (ulsating s(here o. gray and %iolet energy that 7uickly gro-s into a !an=siEe ano!aly.
6ith a casual toss< the ne-ly=created !ass is sent .loating to-ards the %icti!@ once (ositioned o%erhead< it ri((les and crackles<
increasingly local gra%ity a thousand.old. /ra%iCa has a CoS o. F0. $CC = 10H< 0. &%asion o. reducing the target?s current +it Points by
F'HQ and its 0agic Points by F' X #HQ > see the $d%ance!ent table .or !ore details. Treat this as a /ra%ity=ty(e e..ect e'ce(t -hen
resol%ing /ra%iCa at Ae%el )1Z< at -hich (oint it beco!es a 2ear=9atal e..ect instead. *egardless o. ho- !uch da!age is rolled< the
target?s current +it Points cannot be reduced belo- 1.
Ruinous 4me5H 2AR3A(.! C4"'
TargetK /rou( Ty(eK Status F9atalH
$ hellish=looking gly(h glo-s as the globe o. blackness .ro! -hich Diablos e!erged i!(lodes back into a shrieking cloud o. bats< turning
the battle.ield into a night!are o. .luttering -ings and ultrasonic -ails that see! to sa( the %ery essence o. the Su!!oner?s .oes.
*uinous 8!en has a CoS o. F0. $CC = 10H< 0. &%asion o. reducing the target?s current +it Points by F'HQ and its 0agic Points by F' X
#HQ > see the $d%ance!ent table .or !ore details. Treat this as a /ra%ity=ty(e e..ect e'ce(t -hen resol%ing *uinous 8!en at Ae%el
)1Z< at -hich (oint it beco!es a 2ear=9atal e..ect instead. *egardless o. ho- !uch da!age is rolled< the target?s current +it Points
cannot be reduced belo- 1.
Ta%le A***&13' ;ia%losEs Ad,ancement
LEVEL ATTACK GRAVIJA RUINOUS OMENJ SPELLS
1 - 8 (3 x A0l) d8 x = 10 d10 (25 VP) --- Cure
9 - 1 (5 x A0l) 2d8 x = 20 d10 (3Z VP) --- 1ra-it$
1Z - 21 ( x A0l) 2d8 x = 30 d10 (50 VP) --- Cura
25 - 32 (8 x A0l) 3d8 x = 10 d10 (2 VP) --- Demi
33 - 10 (10 x A0l) 3d8 x = 50 d10 (Z5 VP) x = 10 2d10 (90 VP) Curaga+
11 - 18 (11 x A0l) 1d8 x = 0 d10 (8Z VP) x = 50 2d10 (105 VP) 888
19 - 5 (13 x A0l) 1d8 x = Z0 d10 (100 VP) x = 0 2d10 (120 VP) 888
5Z - 1 (11 x A0l) 5d8 x = 80 d10 (112 VP) x = Z0 2d10 (135 VP) ---
5 (1 x A0l) 5d8 x = 90 d10 (125 VP) x = 80 2d10 (150 VP) ---
CALL
+ark Messen$er ;5 mp
TargetK /rou( Ty(eK Status F9atalH
Diabolos li.ts one ar! to cu( the s(here that birthed hi!< charging it -ith crackling energy be.ore hurling it into the !idst o. the ene!y.
The black !ass see!s al!ost elastic as it descends -ith crushing .orce@ at i!(act< sinister su!!oning circles !aterialiEe in a ring
around the s(here< adding an a((ro(riately in.ernal edge to the attack. Dark 0essenger has a CoS o. F0. $CC = 10H< 0. &%asion o.
reducing the targeted co!batants? current +it Points by FCaller?s Current Ae%elHQ. Treat this as a /ra%ity=ty(e e..ect. Though this
da!age is not !odi.ied .or $*0 or 0. $*0< Dark 0essenger !ay ne%er in.lict !ore than """ da!age regardless o. ho- !any +P the
target currently (ossesses. *oll se(arately .or each eligible co!batant.
FINAL FANTASY THE ROLEPLAYING GAME
354
Bismar29
The haunting !elody o. -halesong .ills the area as the air gro-s thicker and !urkier< see!ing al!ost li7uid in (laces. 9ro! the !idst o.
this !orass e!erges a great hu!(back -hale< -hite skin shining like a beacon as it glides and s(lashes its -ay through the (hantas!al
-ater.
+it Point 0odi.ierK ' #.1 Su((ort $bilitiesK 6ater &nhancer< &le!ental $bsorbanceK 6ater<
&le!ental 6eaknessK IceXAightning
Ge)ser 2AR3A(.! C4"'
TargetK Single Ty(eK &le!ental F6aterH
,is!arck di%es at a single ha(less o((onent< s-allo-ing the un.ortunate .oe -hole be.ore once again eCecting it .ro! his blo-hole in a
!ighty s(ray o. -ater. &ngul. in.licts a certain a!ount o. 6ater &le!ental da!age to the target< striking auto!atically > see the
$d%ance!ent table .or !ore details. This da!age is reduced by 0. $*0 as nor!al.
(rea#/ (lastH 2AR3A(.! C4"'
TargetK /rou( Ty(eK &le!ental F6aterH
,is!arck?s -hale song .ills the area as the entire battle.ield is .looded -ith -ater. 6ithout -arning< the -hite -hale sets o.. through this
ne-ly=created ocean< (ulling great -a%es behind hi!@ in !ere !o!ents< -hale and -ater collide -ith the hel(less ene!y< thoroughly
crushing e%erything e%erything in the %icinity. ,reach ,last in.licts a certain a!ount o. 6ater &le!ental da!age to all eligible co!batants
in the targeted /rou(< striking auto!atically > see the $d%ance!ent table .or !ore details. This da!age is reduced by 0. $*0 as
nor!al.
Ta%le A***&14' /ismarc)Es Ad,ancement
LEVEL ATTACK ENGULF BREACH BLASTJ SPELLS
1 - 8 (1 x 3TR) d10 (8 x VA0) 2d10 (15 VP) --- 888
9 - 1 ( x 3TR) 2d10 (10 x VA0) 3d10 (19 VP) --- Water
1Z - 21 (8 x 3TR) 2d10 (11 x VA0) 3d10 (2 VP) --- 888
25 - 32 (10 x 3TR) 3d10 (13 x VA0) 1d10 (31 VP) --- Watera
33 - 10 (11 x 3TR) 3d10 (15 x VA0) 1d10 (39 VP) (20 x VA0) 1d12 (Z1 VP) ,ull Element (ightning!+
11 - 18 (13 x 3TR) 1d10 (1Z x VA0) 1d10 (51 VP) (22 x VA0) 1d12 (83 VP) ,ull Element (%ce!+5 Waterga+
19 - 5 (15 x 3TR) 1d10 (18 x VA0) 1d12 (5Z VP) (21 x VA0) 1d12 (91 VP) 888
5Z - 1 (1Z x 3TR) 5d10 (20 x VA0) 1d12 ( VP) (2 x VA0) 5d10 (102 VP) 888
5 (19 x 3TR) 5d10 (22 x VA0) 1d12 (Z5 VP) (28 x VA0) 5d10 (105 VP) ---
CALL
"ea "on$H ;; mp
TargetK /rou( Ty(eK &le!ental F6aterH
$ great -a%e o. !agical -ater -ashes o%er the Caller?s .oes< te!(orarily sub!erging the!. &%en as they struggle to break to the sur.ace<
a -hale the siEe o. a battleshi( rushes to-ards the!< singing !ourn.ully as the -a%es kicked u( by its bulk brush a-ay -hat little
resistance is le.t. Sea Song in.licts F14 ' 0$/H Z 4d10< 0. $*0 6ater &le!ental da!age to all eligible co!batants in the targeted
/rou(< striking auto!atically.
FINAL FANTASY THE ROLEPLAYING GAME
355
Pandemoni4m
6inds begin to -hi( u( the battle.ield< 7uickly condensing into a ho-ling tornado. 6hat loo!s o%er the ene!y -hen all has dis(ersed
looks like so!ething out o. a .e%er drea!K a .aceless giant< (ur(le skin da((led and !ottled -ith s(lashes o. (ink and -hite< siEing the
.ield u( -ith an eyeless gaEe. $s three long tubes slung o%er one shoulder start dra-ing in the surrounding air< -hat at .irst a((eared to
be a tail begins to gro- in siEe< s-elling until it is al!ost al!ost s(herical and creaking -ith tension. Pande!oniu!< lord o. the .our
-inds< is ready to strike.
+it Point 0odi.ierK ' # Su((ort $bilitiesK 6ind &nhancer< &le!ental $bsorbanceK 6ind< &le!ental 6eaknessK &arthX,io
Aerial (last 2AR3A(.! C4"'
TargetK Single Ty(eK &le!ental F6indH
Pande!oniu! releases the accu!ulated contents o. his -ind=bag in a single %iolent torrent that all but blasts the target out o. the
battle. $erial ,last in.licts a certain a!ount o. 6ind &le!ental da!age to the target< striking auto!atically > see the $d%ance!ent table
.or !ore details. This da!age is reduced by 0. $*0 as nor!al.
%ind (ladeH 2AR3A(.! C4"'
TargetK /rou( Ty(eK &le!ental F6indH
The ?!ouths? o. Pande!oniu!?s air=tubes .lare -ide< unleashing three screa!ing torrents o. -ind that t-ist and intert-ine as they surge
to-ards the ene!y. 6ind ,lade in.licts a certain a!ount o. 6ind &le!ental da!age to all eligible co!batants in the targeted /rou(<
striking auto!atically > see the $d%ance!ent table .or !ore details. This da!age is reduced by 0. $*0 as nor!al.
Ta%le A***&15' Pandemoni"mEs Ad,ancement
LEVEL ATTACK AERIAL BLAST =IND BLADEJ SPELLS
1 - 8 (1 x 3TR) d10 (8 x VA0) 2d10 (15 VP) --- #ero
9 - 1 ( x 3TR) 2d10 (10 x VA0) 3d10 (19 VP) --- 888
1Z - 21 (8 x 3TR) 2d10 (11 x VA0) 3d10 (2 VP) --- #era
25 - 32 (10 x 3TR) 3d10 (13 x VA0) 1d10 (31 VP) --- 888
33 - 10 (11 x 3TR) 3d10 (15 x VA0) 1d10 (39 VP) (20 x VA0) 1d12 (Z1 VP) #eraga+
11 - 18 (13 x 3TR) 1d10 (1Z x VA0) 1d10 (51 VP) (22 x VA0) 1d12 (83 VP) ,ull Element (Earth!+
19 - 5 (15 x 3TR) 1d10 (18 x VA0) 1d12 (5Z VP) (21 x VA0) 1d12 (91 VP) ,ull Element (Bio!+
5Z - 1 (1Z x 3TR) 5d10 (20 x VA0) 1d12 ( VP) (2 x VA0) 5d10 (102 VP) 888
5 (19 x 3TR) 5d10 (22 x VA0) 1d12 (Z5 VP) (28 x VA0) 5d10 (105 VP) ---
CALL
'ornado ?one ;; mp
TargetK /rou( Ty(eK &le!ental F6indH
Pande!oniu! rises tall abo%e the ene!y< air=tubes o(en and at the ready. $t once< he begins to dra- in air< ruthlessly sucking in
e%erything in his sight. *ocks< trees< loose .lagstones< clouds< la%a< !assed ene!y ranks > all disa((ear into his e%er=s-elling bag until it
has .inally reached ca(acity< bulging and creaking. +is -ork done< Pande!oniu! re%erses the .lo-< s(e-ing out his ?collection? in a
single torrent o. destruction. Tornado Bone in.licts F14 ' 0$/H Z 4d10< 0. $*0 6ind &le!ental da!age to all eligible co!batants in
the targeted /rou(< striking auto!atically.
FINAL FANTASY THE ROLEPLAYING GAME
356
Syldra
The ground ri((les@ in an instant< solid ground has turned to churning sur.< and the great sea ser(ent Syldra rises .ro! the de(ths. $
long< ser(entine neck breaks through the -ater as .our thrashing .li((ers (ro(el the la%ender ser(ent through the illusory -a%es as
e..ortlessly as any ocean@ at its ti(< a crested dragon?s head< eyes s(arkling -ith -ar!th and intelligence.
+it Point 0odi.ierK ' # Su((ort $bilitiesK &le!ental I!!unityK AightningX6ater< &le!ental 6eaknessK IceX&arth
%a,e "trike 2AR3A(.! C4"'
TargetK Single Ty(eK &le!ental FS(ecialH
Aisting to one side< Syldra -a%es a !ighty .li((er< sending a torrent o. -ater s(lashing do-n onto her target. 8nce the .oe has been
thoroughly soaked< she o(ens her !outh< s(e-ing arcs o. deadly electricity o%er the no-=su(erconducti%e target. 6a%e Strike counts as
t-o se(arate attacks< both o. -hich strike the targeted co!batant auto!atically .or a certain a!ount o. da!age > see the $d%ance!ent
table .or !ore details. The .irst attack in.licts 6ater &le!ental da!age< the second in.licts Aightning &le!ental da!age. ,oth attacks
ignore 0. $*0.
Rollin$ '/underH 2AR3A(.! C4"'
TargetK /rou( Ty(eK &le!ental FS(ecialH
Syldra ducks her head beneath the -a%es and di%es .or-ard< disa((earing .ro! sight only to resur.ace again !o!ents later in a great
lea(. In a single bound< she has cleared the ene!y ranks< landing back in the -ater -ith a s(lash that drenches the Su!!oner?s .oes to
the bone. ,e.ore they e%en ha%e ti!e to reco%er .ro! the shock< ho-e%er< the cou( de grace .ollo-s@ Syldra?s head e!erges .ro! the
-ater< %o!iting .orth crackling bolts o. lightning in all directions. *olling Thunder counts as t-o se(arate attacks< both o. -hich strike
e%ery eligible co!batant in the targeted /rou( .or a certain a!ount o. da!age > see the $d%ance!ent table .or !ore details. The .irst
attack deals 6ater &le!ental da!age< the second Aightning &le!ental da!age. ,oth attacks ignore 0. $*0.
Ta%le A***&16' SFldraEs Ad,ancement
LEVEL ATTACK =AVE STRIKE ROLLING THUNDERJ SPELLS
1 - 8 (1 x 3TR) d10 (2x VA0) d10 (13 VP) --- )hunder
9 - 1 ( x 3TR) 2d10 (3 x VA0) d10 (18 VP) --- Water
1Z - 21 (8 x 3TR) 2d10 (1 x VA0) d10 (21 VP) --- )hundara
25 - 32 (10 x 3TR) 3d10 (5 x VA0) 2d10 (25 VP) --- Watera
33 - 10 (11 x 3TR) 3d10 ( x VA0) 2d10 (31 VP) (9 x VA0) 3d10 (8 VP) ,ull Element (%ce!+
11 - 18 (13 x 3TR) 1d10 (Z x VA0) 2d10 (13 VP) (10 x VA0) 3d10 (ZZ VP) ,ull Element (Earth!+
19 - 5 (15 x 3TR) 1d10 (8 x VA0) 2d10 (51 VP) (11 x VA0) 3d10 (8 VP)
5Z - 1 (1Z x 3TR) 5d10 (9 x VA0) 3d10 (3 VP) (12 x VA0) 3d10 (91 VP) 888
5 (19 x 3TR) 5d10 (10 x VA0) 3d10 (Z2 VP) (13 x VA0) 1d10 (105 VP) ---
CALL
'/understorm ;; mp
TargetK /rou( Ty(eK &le!ental FS(ecialH
The sea ser(ent Syldra a((ears in .ront o. the Caller?s (arty at the crest o. a .or!idable -a%e. $ .lick o. the tail sends the roaring -aters
racing to-ards the Caller?s .oes@ as the -a%e crashes ho!e< Syldra unleashes an electrical burst .ro! the de(ths o. her !a-< creating a
de%astating double shock. Thunderstor! counts as t-o se(arate attacks< both in.licting F) ' 0$/H Z #d10 da!age on all eligible
co!batants in the targeted /rou(< striking auto!atically. The .irst attack does 6ater &le!ental da!age< the second Aightning &le!ental.
FINAL FANTASY THE ROLEPLAYING GAME
357
!s4ra
$ beauti.ul -o!an .loats do-n serenely .ro! the hea%ens< bringing -ith her a sense o. (eace and balance. $s she co!es to ho%er in
.ront o. the su!!oner< it beco!es a((arent that $sura is actually three bodies and three .aces Coined together -ithin a single head<
collecti%ely reclining back=to=back in a lotus (osition. The .irst body is that o. a lo%ely blonde -o!an< hands .olded in her la(. The
second is a -o!an -ith red skin and hair and a dark sco-l on her .ace< threateningly brandishing a s-ord. The .inal body is that o. a
-o!an -ith blue skin and light yello- hair< a %acant s!ile on her .ace as she (lay.ully tosses a dagger .ro! one hand to the other. 6hen
$sura acts< she s(ins slo-ly in .ront o. the (arty< each .ace besto-ing a di..erent gi.t.
+it Point 0odi.ierK ' # Su((ort $bilitiesK $uto=$gility :(< $uto=9loat
SPECIAL RULES
$sura?s e..ect is rando!< deter!ined by -hich head is .acing the battle.ield at the ti!e she is called. 6hen $sura is brought into battle<
roll a dQ and consult the a((ro(riate table to .ind out -hich e..ect is used. 9or Calls< use the .i'ed %alues gi%en here rather than
consulting the $d%ance!ent table.
C$AA F0 0PH S:0082 F) 0PH /*$2D S:0082\ F10) 0PH
*oll &..ect *oll &..ect *oll &..ect
1 = 10 9ace o. 5ang 1 = 40 9ace o. 5ang 1 = #1 9ace o. 5ang
11 = 1 9ace o. 5in F1 ' 0$/H Z 4d1#H 41 = 71 9ace o. 5in #) = 10 9ace o. 5in
) = 100 9ace o. $sura F10 ' 0$/H Z 3d10H 7) = 100 9ace o. $sura 11 = 100 9ace o. $sura
Fa#e of <an$
TargetK Party Ty(eK ,arrier
$sura s(ins< and the red=skinned -o!an sco-ls at the (arty. $ -arrior by nature< she (oints her s-ord at the!< urging the! to de.eat
their ene!ies. 9ace o. 5ang besto-s the Status Conditions Protect F)H and Shell F)H on all i!!ediate allies.
Fa#e of <in
TargetK Party Ty(eK *eco%ery
$sura s(ins< and the blue=skinned -o!an -ith the %acant s!ile .aces the (arty. She gestures to-ard the! -ith her dagger< granting a
.eeling o. (eace and ha((iness. 9ace o. 5in restores a certain a!ount o. +it Points to all i!!ediate allies > see the $d%ance!ent table
.or !ore details.
Fa#e of Asura
TargetK Party Ty(eK *eco%ery
$sura s(ins< and the blonde -o!an casts her bene%olent gaEe u(on the (arty. 6ith a %ague nod o. her head< their -ounds disa((ear
and .allen co!rades .ind ne- ho(e. 9ace o. $sura restores a certain a!ount o. +it Points to all i!!ediate allies > see the $d%ance!ent
table .or !ore details. In addition< all :nconscious allies are re%i%ed as i. they had been targeted by the S(ell *aise.
Ta%le A***&2#' As"raEs Ad,ancement
LEVEL ATTACK FACE OF YANG FACE OF YIN FACE OF ASURA SPELLS
1 - 8 (1 x 3TR) d10 --- (10 x VA0) 3d10 (1 x VA0) d10 0loat
9 - 1 ( x 3TR) 2d10 --- (11 x VA0) 3d10 ( x VA0) 2d10 Speed
1Z - 21 (8 x 3TR) 2d10 --- (13 x VA0) 1d10 (8 x VA0) 2d10 Protect
25 - 32 (10 x 3TR) 3d10 --- (15 x VA0) 1d10 (10 x VA0) 3d10 Shell
33 - 10 (11 x 3TR) 3d10 --- (1Z x VA0) 1d10 (11 x VA0) 3d10 Raise+
11 - 18 (13 x 3TR) 1d10 --- (18 x VA0) 1d12 (13 x VA0) 1d10 Protectga+
19 - 5 (15 x 3TR) 1d10 --- (20 x VA0) 1d12 (15 x VA0) 1d10 Shellga+
5Z - 1 (1Z x 3TR) 5d10 --- (22 x VA0) 1d12 (1Z x VA0) 1d10 888
5 (19 x 3TR) 5d10 --- (21 x VA0) 1d12 (18 X VA0) 1d12 ---
FINAL FANTASY THE ROLEPLAYING GAME
358
0ist 7ragon
The Su!!oner closes her eyes as cold -is(s o. .og (our .ro! her !outh< ra(idly e'(anding and shrouding her in a billo-ing -all o.
chilly %a(or. 6ithin the billo-s and gusts o. the .og< a shado-y re(tilian .or! is coalescing. The Su!!oner has in%oked the (o-er o. the
0ist Dragon< and none are sa.e .ro! its icy rage.
+it Point 0odi.ierK ' # Su((ort $bilitiesK Potent Ice< &le!ental $bsorbanceK Ice< &le!ental I!!unityK 6ater<
&le!ental 6eaknessK 9ireXAightning
SPECIAL RULES
$ll o. 0ist Dragon?s attacks in.lict da!age based on her current +P. I. 0ist Dragon?s current +P is 100 to 7)Q o. its !a'i!u! %alue<
her attacks in.lict 100Q da!age@ 71Q da!age i. current +P is 71Q to 11Q o. !a'i!u!< 10Q i. current +P is 10Q to #)Q o.
!a'i!u!< and #1Q i. current +P is #1Q or less o. 0ist Dragon?s !a'i!u! +P.
Frost (reat/ 2AR3A(.! C4"'
TargetK Single Ty(eK &le!ental FIceH
The 0ist Dragon e'hales a stea! o. chilly %a(or at an ene!y< bathing it in .lesh=nu!bing cold that sucks the %ery heat .ro! its bones.
9rost ,reath in.licts a certain a!ount o. Ice &le!ental da!age to the target< striking auto!atically > see the $d%ance!ent table .or !ore
details. This da!age is reduced by 0. $*0 as nor!al.
(illo*in$ MistH 2AR3A(.! C4"'
TargetK /rou( Ty(eK &le!ental FIceH
The 0ist Dragon con%erts its re!aining essence into (o-er and unleashes a !assi%e blast o. ice and .roEen air. $s the targets are
reco%ering .ro! the sub=Eero onslaught the 0ist Dragon slo-ly .ades a-ay< along -ith the .og that acted as its shelter. ,illo-ing 0ist
in.licts a certain a!ount o. Ice &le!ental da!age to all eligible co!batants in the targeted /rou(< striking auto!atically > see the
$d%ance!ent table .or !ore details. This da!age is reduced by 0. $*0 as nor!al.
Ta%le A***&21' (ist ;ra.onEs Ad,ancement
LEVEL ATTACK FROST BREATH BILLO=ING MISTJ SPELLS
1 - 8 (3 x 3TR) d8 (10 x VA0) 3d10 (1 VP) --- Bli''ard
9 - 1 (5 x 3TR) 2d8 (11 x VA0) 3d10 (23 VP) --- 888
1Z - 21 ( x 3TR) 2d8 (13 x VA0) 1d10 (28 VP) --- Bli''ara
25 - 32 (8 x 3TR) 3d8 (15 x VA0) 1d10 (3 VP) --- 888
33 - 10 (10 x 3TR) 3d8 (1Z x VA0) 1d10 (18 VP) (22 x VA0) 1d12 (ZZ VP) Bli''aga+5 ,ull Element (0ire!+
11 - 18 (11 x 3TR) 1d8 (18 x VA0) 1d12 (51 VP) (21 x VA0) 1d12 (85 VP) ,ull Element (ightning!+
19 - 5 (13 x 3TR) 1d8 (20 x VA0) 1d12 (3 VP) (2 x VA0) 5d10 (9 VP) 888
5Z - 1 (11 x 3TR) 5d8 (22 x VA0) 1d12 (Z2 VP) (28 x VA0) 5d10 (99 VP) ---
5 (1 x 3TR) 5d8 (21 x VA0) 1d12 (80 VP) (30 x VA0) 5d10 (12 VP) 0ree'e+
CALL
Mist (reat/ 82 mp
TargetK /rou( Ty(eK &le!ental FIceH
$n icy -ind blo-s in< carrying a cold !ist that co%ers the battle.ield. The !ist resol%es into the .or! o. a (o-er.ul dragon that s(rays its
chilling breath at the targets in s-irling sheets. 0ist ,reath in.licts a certain a!ount o. Ice &le!ental da!age to all eligible co!batants in
the targeted /rou(< striking auto!atically > this da!age is deter!ined by the Caller?s current +it Points< as sho-n belo-.
Caller?s Current +it Points Da!age Done
100 = 7)Q o. !a'i!u! F1 ' 0$/H Z 4d1#< 0. $*0
71 = 11Q o. !a'i!u! F14 ' 0$/H Z 4d10< 0. $*0
10 = #)Q o. !a'i!u! F10 ' 0$/H Z 3d10< 0. $*0
#1 = 1Q o. !a'i!u! F) ' 0$/H Z #d10< 0. $*0
FINAL FANTASY THE ROLEPLAYING GAME
351
34et>al2oatl
$ eye=-idening e'(losion o. thunder and lightning rocks the battle.ield< re%ealing a strange beast ho%ering abo%e the Su!!oner?s head.
Its body is entirely s!ooth and al!ost .eatureless@ the rudi!entary sha(e o. a bird -ith great .la((ing -ings and long trailing tendrils
hinting at a !aCestic tail< (ale green skin .lashing golden here and there. Its entire body see!s to glitter as it re.racts the light .ro! the
constant electrical arcs ri((ling u( and do-n its ser(entine body@ its head< eyeless and !outhless< nonetheless see!s to regard the
Su!!oner?s .oes -ith an ancient and terrible -isdo!.
+it Point 0odi.ierK ' # Su((ort $bilitiesK Potent Aightning< &le!ental $bsorbanceK Aightning< &le!ental I!!unityK 6ind<
&le!ental 6eaknessK &arthX6ater
SPECIAL RULES
$ll o. 3uetEalcoatl?s attacks in.lict da!age based on its current +P. I. 3uetEalcoatl?s current +P is 100 to 7)Q o. its !a'i!u! %alue< its
attacks in.lict 100Q da!age@ 71Q da!age i. current +P is 71Q to 11Q o. !a'i!u!< 10Q i. current +P is 10Q to #)Q o. !a'i!u!<
and #1Q i. current +P is #1Q or less o. 3uetEalcoatl?s !a'i!u! +P.
'/under#loud 2AR3A(.! C4"'
TargetK Single Ty(eK &le!ental FAightningH
3uetEalcoatl raises its snout to the skies and calls do-n a bolt o. crackling electrical energy to s!ite one o((onent -ith high=%oltage
de%astation. Thundercloud in.licts a certain a!ount o. Aightning &le!ental da!age to the target< striking auto!atically > see the
$d%ance!ent table .or !ore details. This da!age is reduced by 0. $*0 as nor!al.
'Hunder "parkH 2AR3A(.! C4"'
TargetK /rou( Ty(eK &le!ental FAightningH
6ith an earth=shattering roar< 3uetEalcoatl engul.s its ene!ies in a thundering holocaust o. electrical energy< stri(ing .lesh and boiling
blood -ith its ancient (o-er. Thunder S(ark in.licts a certain a!ount o. Aightning &le!ental da!age to all eligible co!batants in the
targeted /rou(< striking auto!atically > see the $d%ance!ent table .or !ore details. This da!age is reduced by 0. $*0 as nor!al.
Ta%le A***&22' I"etKalcoatlEs Ad,ancement
LEVEL ATTACK THUNDERCLOUD THUNDER SPARKJ SPELLS
1 - 8 (3 x 3TR) d8 (10 x VA0) 3d10 (1 VP) --- )hunder
9 - 1 (5 x 3TR) 2d8 (11 x VA0) 3d10 (23 VP) --- 888
1Z - 21 ( x 3TR) 2d8 (13 x VA0) 1d10 (28 VP) --- )hundara
25 - 32 (8 x 3TR) 3d8 (15 x VA0) 1d10 (3 VP) --- 888
33 - 10 (10 x 3TR) 3d8 (1Z x VA0) 1d10 (18 VP) (22 x VA0) 1d12 (ZZ VP) )hundaga+
11 - 18 (11 x 3TR) 1d8 (18 x VA0) 1d12 (51 VP) (21 x VA0) 1d12 (85 VP) ,ull Element (Earth!+
19 - 5 (13 x 3TR) 1d8 (20 x VA0) 1d12 (3 VP) (2 x VA0) 5d10 (9 VP) ,ull Element (Water!+
5Z - 1 (11 x 3TR) 5d8 (22 x VA0) 1d12 (Z2 VP) (28 x VA0) 5d10 (99 VP) ---
5 (1 x 3TR) 5d8 (21 x VA0) 1d12 (80 VP) (30 x VA0) 5d10 (12 VP) 888
CALL
Flas/ Ar# 82 MP
TargetK /rou( Ty(eK &le!ental FAightningH
3uetEalcoatl gathers electrical energy .ro! the entirety o. its body< skin dulling as crackling bolts o. blue=-hite lightning con%erge at the
ti( o. its .eatureless head. 6hen the charge has built critical !ass< the thunderbolts .lare out in !erciless arcs< striking the Caller?s .oes
again and again. 9lash $rc in.licts a certain a!ount o. Aightning &le!ental da!age to all eligible co!batants in the targeted /rou(<
striking auto!atically > this da!age is deter!ined by the Caller?s current +it Points< as sho-n belo-.
Caller?s Current +it Points Da!age Done
100 = 7)Q o. !a'i!u! F1 ' 0$/H Z 4d1#< 0. $*0
71 = 11Q o. !a'i!u! F14 ' 0$/H Z 4d10< 0. $*0
10 = #)Q o. !a'i!u! F10 ' 0$/H Z 3d10< 0. $*0
#1 = 1Q o. !a'i!u! F) ' 0$/H Z #d10< 0. $*0
FINAL FANTASY THE ROLEPLAYING GAME
362
Salamander
9issures s(read under the su!!oner?s .eet< turning the ground into a s(ider-eb o. red and gold. The earth %ibrates o!inously<
ru!bling and rocking be.ore it breaks a(art under the (ress o. a solid colu!n o. la%a< bathing the entire battle.ield in sickly< .oreboding
red. $ care.ul obser%er -ill notice the .lash o. scale in the !idst o. the eru(tion< the !o%e!ent o. giant .li((ers and the ser(entine head
casually turning in the !idst o. the li7uid .ire be.ore the la%a .inally cools into a (illar o. black< stea!ing rock. 9or a !o!ent< all is silent
> then the colu!n shatters< sending .rag!ents o. obsidian .lying across the battle.ield. In its (lace is a cri!son=scaled ser(ent as large
as a house< burning -ith a .la!e hot enough to -ar( the air around it into shi!!ering !irages. This is Sala!ander.
+it Point 0odi.ierK ' # Su((ort $bilitiesK Potent 9ire< &le!ental $bsorbanceK 9ire< &le!ental I!!unityK &arth<
&le!ental 6eaknessK IceX6ater
SPECIAL RULES
$ll o. Sala!ander?s attacks in.lict da!age based on his current +P. I. Sala!ander?s current +P is 100 to 7)Q o. its !a'i!u! %alue< his
attacks in.lict 100Q da!age@ 71Q da!age i. current +P is 71Q to 11Q o. !a'i!u!< 10Q i. current +P is 10Q to #)Q o. !a'i!u!<
and #1Q i. current +P is #1Q or less o. Sala!ander?s !a'i!u! +P.
Fireblast 2AR3A(.! C4"'
TargetK Single Ty(eK &le!ental F9ireH
Sala!ander dra-s in a dee( breath be.ore unleashing a !assi%e torrent o. (ure .la!e< s!othering the target in a sea o. burning agony.
9ireblast in.licts a certain a!ount o. 9ire &le!ental da!age to the target< striking auto!atically > see the $d%ance!ent table .or !ore
details. This da!age is reduced by 0. $*0 as nor!al.
"C4RCH!+ !AR'HH 2AR3A(.! C4"'
TargetK /rou( Ty(eK &le!ental F9ireH
Sala!ander ho%ers in !id=air< body going .ro! red to orange to brilliant yello- as it accu!ulates heat and (o-er. 9inally< the -hite=hot
ser(ent di%es back into the earth< e..ortlessly !elting through until it has disa((eared .ro! sight. Aines o. .ire trace the Su!!on?s
(rogress< snaking beneath the ene!y@ the earth ru!bles< the .issures gro- -ider< and Sala!ander e!erges in an e'(losion o. .la!e and
stea!< sho-ering the Su!!oner?s .oes -ith !ag!a. Scorched &arth in.licts a certain a!ount o. 9ire &le!ental da!age to all eligible
co!batants in the targeted /rou(< striking auto!atically > see the $d%ance!ent table .or !ore details. This da!age is reduced by 0.
$*0 as nor!al.
Ta%le A***&20' SalamanderEs Ad,ancement
LEVEL ATTACK FIREBLAST SCORCHED EARTHJ SPELLS
1 - 8 (3 x 3TR) d8 (10 x VA0) 3d10 (1 VP) --- 0ire
9 - 1 (5 x 3TR) 2d8 (11 x VA0) 3d10 (23 VP) --- 888
1Z - 21 ( x 3TR) 2d8 (13 x VA0) 1d10 (28 VP) --- 0ira
25 - 32 (8 x 3TR) 3d8 (15 x VA0) 1d10 (3 VP) --- 888
33 - 10 (10 x 3TR) 3d8 (1Z x VA0) 1d10 (18 VP) (22 x VA0) 1d12 (ZZ VP) 0iraga+5 ,ull Element (%ce!+
11 - 18 (11 x 3TR) 1d8 (18 x VA0) 1d12 (51 VP) (21 x VA0) 1d12 (85 VP) ,ull Element (Water!+
19 - 5 (13 x 3TR) 1d8 (20 x VA0) 1d12 (3 VP) (2 x VA0) 5d10 (9 VP) 888
5Z - 1 (11 x 3TR) 5d8 (22 x VA0) 1d12 (Z2 VP) (28 x VA0) 5d10 (99 VP) ---
5 (1 x 3TR) 5d8 (21 x VA0) 1d12 (80 VP) (30 x VA0) 5d10 (12 VP) ,uke+
CALL
%)rmf3R! 82 MP
TargetK /rou( Ty(eK &le!ental F9ireH
In the blink o. an eye< Sala!ander?s body is co%ered in crackling .la!e< an aura o. (ure ele!ental .ire that .ades .ro! cherry red to laEy
orange as it e'(ands across the battle.ield in a -ithering shock-a%e o. heat< bo-ling through the ene!y. 6yr!.ire in.licts a certain
a!ount o. 9ire &le!ental da!age to all eligible co!batants in the targeted /rou(< striking auto!atically > this da!age is deter!ined by
the Caller?s current +it Points< as sho-n belo-.
Caller?s Current +it Points Da!age Done
100 = 7)Q o. !a'i!u! F1 ' 0$/H Z 4d1#< 0. $*0
71 = 11Q o. !a'i!u! F14 ' 0$/H Z 4d10< 0. $*0
10 = #)Q o. !a'i!u! F10 ' 0$/H Z 3d10< 0. $*0
#1 = 1Q o. !a'i!u! F) ' 0$/H Z #d10< 0. $*0
FINAL FANTASY THE ROLEPLAYING GAME
361
Catoble8as
The .ell Catoble(as charges onto the battle.ield in a great thundering o. hoo%es< .lailing legs casting great clouds o. earth u( in his -ake.
The large green=.urred beast that skids to a halt in .ront o. the Su!!oner is al!ost (athetically ugly< bearing the body o. an o' -ith a
ser(entine neck barely strong enough to hold its great< (ig=like head at ground le%el. See!ingly a-are o. the silent scorn o. his
obser%ers< Catoble(as snorts de.iantly< single eye aglo- -ith the (ro!ise o. bale.ul (o-er.
+it Point 0odi.ierK ' #.1 Su((ort $bilitiesK $uto=S(irit :(
Medusa's !)e 2AR3A(.! C4"'
TargetK Single Ty(eK $rcane F0agicalH
Status FSealH
Catoble(as li.ts his (onderous head and stares intently at the target< his eye glo-ing a dull orange. The target?s eyes are dra-n to the
gaEe and .i'ed -ith terror... then the beast blinks< lo-ering his head once !ore. 0edusa?s &ye in.licts a certain a!ount o. 0agical
da!age to the targeted co!batant< striking auto!atically > see the $d%ance!ent table .or !ore details. This da!age is reduced by 0.
$*0 as nor!al. In addition< 0edusa?s &ye has a CoS o. F0. $CC = 10H< 0. &%asion o. in.licting the Status Condition Stone F[H.
+e,il's !)eH 90 MP
TargetK /rou( Ty(eK Status FSealH
Catoble(as cranes his head u(-ard and stares across the battle.ield< his single eye glo-ing a bright red. 4isions o. li.eless stones and
statues .loat around the hideous beast as the Su!!oner?s .oes .rantically atte!(t to break a-ay .ro! the intent stare be.ore they< too<
are added to the ranks o. the statuary. De%il?s &ye has a CoS o. F0. $CC = 10H< 0. &%asion o. in.licting the Status Condition Stone F[H
on all eligible co!batants in the targeted /rou( > roll se(arately .or each eligible co!batant.
Ta%le A***&21' Cato%lepasEs Ad,ancement
LEVEL ATTACK MEDUSA'S EYE DEVIL'S EYEJ SPELLS
1 - 8 (1 x 3TR) d12 (10 x VA0) 3d10 (52 VP) --- 888
9 - 1 ( x 3TR) 2d12 (11 x VA0) 3d10 (59 VP) --- 888
1Z - 21 (9 x 3TR) 2d12 (13 x VA0) 1d10 (1 VP) --- 888
25 - 32 (11 x 3TR) 3d12 (15 x VA0) 1d10 (Z2 VP) --- 888
33 - 10 (13 x 3TR) 3d12 (1Z x VA0) 1d10 (81 VP) --- Stone+
11 - 18 (15 x 3TR) 1d12 (18 x VA0) 1d12 (90 VP) --- 7uake+
19 - 5 (1Z x 3TR) 1d12 (20 x VA0) 1d12 (99 VP) --- 888
5Z - 1 (19 x 3TR) 5d12 (22 x VA0) 1d12 (108 VP) --- ---
5 (21 x 3TR) 5d12 (21 x VA0) 1d12 (11 VP) --- Break+
CALL
+emon's !)e 84 MP
TargetK /rou( Ty(eK Status FSealH
The cyclo(tic bull=de!on Catoble(as ste(s onto the battle.ield< letting its .earso!e gaEe -ander o%er each o. the Caller?s .oes in turn
be.ore retreating once !ore. De!on?s &ye has a CoS o. F0. $CC = 10H< 0. &%asion o. in.licting the Status Condition Petri.y F4H on all
eligible co!batants in the targeted /rou( > roll se(arately .or each eligible co!batant.
FINAL FANTASY THE ROLEPLAYING GAME
362
:orm4ngand
The Su!!oner .alls to her knees and (laces her (al!s to the ground in su((lication. 6ith a dea.ening ru!ble< the ground around the
Su!!oner shatters and .alls a-ay< lea%ing her standing on a (atch o. scarred scaly .lesh that slo-ly %anishes back into the ground. The
Su!!oner has a-oken the 6orld Ser(ent< and her .oes -ill (ay the dearest (rice .or its disturbance.
+it Point 0odi.ierK ' # Su((ort $bilitiesK &arth &nhancer< &le!ental $bsorbanceK &arth< &le!ental 6eaknessK 6aterX6ind
!art/ Aura 2AR3A(.! C4"'
TargetK Single Ty(eK &le!ental F&arthH
The Su!!oner (oints a .inger at her .oe and< -ith the -renching sna( o. shattered stone< the 6orld Ser(ent thrusts a gigantic s(ike o.
rock .ro! the ground< i!(aling the target instantly. Seconds later< the stone colla(ses back into the ground as Jor!ungand?s -rithing
destroys its .oundations< lea%ing nothing but dust to !ark its (assing. &arth $ura in.licts a certain a!ount o. &arth &le!ental da!age to
the targeted co!batant< striking auto!atically > see the $d%ance!ent table .or !ore details. This da!age is reduced by 0. $*0 as
nor!al.
Ab)ssal Ma*H 2AR3A(.! C4"'
TargetK /rou( Ty(eK &le!ental F&arthH
*eleasing a bello- o. -orld=shaking (ro(ortions< Jor!ungand strikes do-n the Su!!oner?s ene!ies in a terri.ying eru(tion o. colla(sing
stone and !assi%e scaly .lesh. The a.ter=i!age o. !assi%e< glo-ing ser(ent=eyes lingers as the 6orld Ser(ent returns to its rest... .or
no-. $byssal 0a- in.licts a certain a!ount o. &arth &le!ental da!age to to all eligible co!batants in the targeted /rou(< striking
auto!atically > see the $d%ance!ent table .or !ore details. This da!age is reduced by 0. $*0 as nor!al.
Ta%le A***&22' Borm"n.andEs Ad,ancement
LEVEL ATTACK EARTH AURA ABYSSAL MA=J SPELLS
1 - 8 ( x 3TR) 2d10 (10 x VA0) 3d10 (19 VP) --- 888
9 - 1 (8 x 3TR) 2d10 (11 x VA0) 3d10 (2 VP) --- 888
1Z - 21 (10 x 3TR) 3d10 (13 x VA0) 1d10 (31 VP) --- 888
25 - 32 (11 x 3TR) 3d10 (15 x VA0) 1d10 (39 VP) --- 888
33 - 10 (13 x 3TR) 1d10 (1Z x VA0) 1d10 (51 VP) (22 x VA0) 1d12 (83 VP) ,ull Element (Wind!+
11 - 18 (15 x 3TR) 1d10 (18 x VA0) 1d12 (5Z VP) (21 x VA0) 1d12 (91 VP) ,ull Element (Water!+5 7uake+
19 - 5 (1Z x 3TR) 5d10 (20 x VA0) 1d12 ( VP) (2 x VA0) 5d10 (102 VP) 888
5Z - 1 (19 x 3TR) 5d10 (22 x VA0) 1d12 (Z5 VP) (28 x VA0) 5d10 (105 VP) ---
5 (21 x 3TR) 5d10 (21 x VA0) 1d12 (83 VP) (30 x VA0) 5d10 (132 VP) 888
CALL
Ma$nitude 8 8; MP
TargetK /rou( Ty(eK &le!ental F&arthH
The -orld=s(anning ser(ent crashes u( through the ground beneath the targets and begins .lailing its bulk< crushing and s!ashing the
earth around itsel.. The targets are shaken and battered .or F1 ' 0$/H Z 4d1#< 0. $r!or &arth da!age.
FINAL FANTASY THE ROLEPLAYING GAME
363
1aligarmanda
6ith the beating o. .eathery -ings< the rainbo- dragon 4aligar!anda s-oo(s do-n .ro! the skies. 9eathers and scales shi!!er red<
blue< gold and green in the light as he gently sets do-n on .our short legs. $ tu.t o. iridescent .ur ti(s the end o. his t-itching ser(entine
tail< a long tongue .licks .ro! a beak=like !outh and battle=hardened eyes (eer .ro! beneath an ancient bronEe hel!et.
+it Point 0odi.ierK ' # Su((ort $bilitiesK &le!ental I!!unityK 9ireXIceXAightning
Antipode 2AR3A(.! C4"'
TargetK Single Ty(eK &le!ental FS(ecialH
*earing back his head< 4aligar!anda li.ts his -ings and lets out a roar. ,lue and red (articles .lo- .ro! his !outh< encircling the target
in a -hirl-ind o. .ire and ice. The (articles con%erge< causing a !assi%e e'(losion as raging heat !eets .reeEing cold. $nti(ode counts as
t-o se(arate attacks< both o. -hich strike the targeted co!batant auto!atically .or a certain a!ount o. da!age > see the $d%ance!ent
table .or !ore details. The .irst attack in.licts 9ire &le!ental da!age< the second in.licts Ice &le!ental da!age. ,oth attacks ignore 0.
$*0.
'ri-+isasterH 2AR3A(.! C4"'
TargetK /rou( Ty(eK &le!ental FS(ecialH
Taking to the air once !ore< 4aligar!anda s(reads -ide his -ings and -hi(s his tail do-n-ard. Sho-ers o. energy rain .ro! hi! onto
the battle.ield< engul.ing the ene!ies .irst in searing .la!es< then .reeEing the! in ice and .inally unleashing a blast o. thunder to shock
the targets. Tri=Disaster counts as three se(arate attacks< all o. -hich strike e%ery eligible co!batant in the targeted /rou( .or a certain
a!ount o. da!age > see the $d%ance!ent table .or !ore details. The .irst attack deals 9ire &le!ental da!age< the second Ice &le!ental<
and the last Aightning &le!ental. $ll three attacks ignore 0. $*0.
Ta%le A***&23' =ali.armandaEs Ad,ancement
LEVEL ATTACK ANTIPODE TRI7DISASTERJ SPELLS
1 - 8 ( x A0l) 2d10 (1 x VA0) d10 (21 VP) --- Bli''ard5 0ire5 )hunder
9 - 1 (8 x A0l) 2d10 (5 x VA0) 2d10 (25 VP) --- 888
1Z - 21 (10 x A0l) 3d10 ( x VA0) 2d10 (31 VP) --- Bli''ara5 0ira5 )hundara
25 - 32 (11 x A0l) 3d10 (Z x VA0) 2d10 (13 VP) --- 888
33 - 10 (13 x A0l) 1d10 (8 x VA0) 2d10 (51 VP) ( x VA0) 2d12 (Z1 VP) Bli''aga+5 0iraga+5 )hundaga+
11 - 18 (15 x A0l) 1d10 (9 x VA0) 3d12 (3 VP) (Z x VA0) 3d12 (8 VP) 888
19 - 5 (1Z x A0l) 5d10 (10 x VA0) 3d12 (Z2 VP) (8 x VA0) 3d10 (9Z VP) 888
5Z - 1 (19 x A0l) 5d10 (11 x VA0) 3d12 (81 VP) (9 x VA0) 3d10 (110 VP) ---
5 (21 x A0l) 5d10 (12 x VA0) 3d12 (89 VP) (10 x VA0) 3d10 (138 VP) 888
CALL
'ri-+a7er 9: MP
TargetK /rou( Ty(eK &le!ental FS(ecialH
The dragon snake 4aligar!anda descends .ro! the clouds and releases a burst o. electrical .ury .ro! the ti(s o. his -ings< 7uickly
.ollo-ed by a gust o. .roEen air and a blast o. .iery breath so .ierce that 4aligar!anda si!(ly dissol%es into burning e!bers. Tri=DaEer
counts as three se(arate attacks< each in.licting F) ' 0$/H Z #d10 da!age on all eligible co!batants in the targeted /rou(< striking
auto!atically. The .irst attack does Aightning &le!ental da!age< the second Ice &le!ental< and the third 9ire &le!ental.
FINAL FANTASY THE ROLEPLAYING GAME
364
Phantom
$n eerie stillness .ills the air. See!ingly .ro! nothing< a .igure engul.ed in dark !ist a((ears and then disa((ears< .ading in and out o.
e'istence. This ghostly Phanto! is ne%er easy to see< but its (resence can be .elt by all@ a chance gli!(se re%eals a creature little !ore
than a translucent cloak and t-o glo-ing eyes. :nlike !ost s(irits< ho-e%er< this is no e%il a((arition@ its eyes hide a bene%olent s(ark<
although only .or the Su!!oner.
+it Point 0odi.ierK ' 1.1 Su((ort $bilitiesK $uto=4anish
"pirit .i$/t 2AR3A(.! C4"'
TargetK Single Ty(eK $rcane F0agicalH
Status F6eakenH
Phanto!?s cloak brie.ly unco%ers its .ace@ searing< other-orldly light (ours .ro! its eyes< burning the resol%e o. anything unlucky enough
to !eet Phanto!?s gaEe. S(irit Aight in.licts a certain a!ount o. 0agical da!age on the targeted o((onent< striking auto!atically > see
the $d%ance!ent Table .or !ore details. This da!age is reduced by 0. $*0 as nor!al. In addition< S(irit Aight has a CoS o. F0. $CC =
10H< 0. &%asion o. in.licting the Status Condition $gility ,reak F)H.
G/ostl) 2eilH 113 mp
TargetK Party Ty(eK Status FStrengthenH
Phanto!?s ghostly cloak s(reads out to co%er the entire (arty< hiding the! a-ay .ro! the -orld o. the li%ing .or a .e- (recious !o!ents.
/hostly 4eil besto-s the Status Conditions 4anish F)H< 9loat F)H< and $gility :( F)H to the Su!!oner and all i!!ediate allies.
Ta%le A***&24' PantomEs Ad,ancement
LEVEL ATTACK SPIRIT LIGHT GHOSTLY VEILJ SPELLS
1 - 8 (5 x A0l) 2d8 (11 x VA0) 3d10 (39 VP) --- Burn Ra$5 0loat5 9awn
9 - 1 ( x A0l) 2d8 (13 x VA0) 1d10 (11 VP) --- Blink5 1ra-it$5 Speed
1Z - 21 (8 x A0l) 3d8 (15 x VA0) 1d10 (52 VP) --- Ra$ Bom"5 Berserk
25 - 32 (10 x A0l) 3d8 (1Z x VA0) 1d10 (1 VP) --- Ruse
33 - 10 (11 x A0l) 1d8 (18 x VA0) 1d12 (Z0 VP) --- Demi+
11 - 18 (13 x A0l) 1d8 (20 x VA0) 1d12 (Z9 VP) --- 0lare Star+
19 - 5 (11 x A0l) 5d8 (22 x VA0) 1d12 (88 VP) --- &anish+
5Z - 1 (1 x A0l) 5d8 (21 x VA0) 1d12 (9 VP) --- 7uarter+
5 (28 x A0l) 5d8 (2 x VA0) 5d10 (10Z VP) --- 888
CALL
Fader 93 MP
TargetK Party Ty(eK *eco%ery
The .aint outline o. a hu!anoid .or! shi!!ers into e'istence around the Caller< its eerie gaEe taking stock o. its surroundings. 6ithout
!aking a sound< it .ades a-ay again< lea%ing naught but a (hantas!al residue in its -ake. 9ader besto-s the Status Condition 4anish on
the Caller and all i!!ediate allies F)H.
FINAL FANTASY THE ROLEPLAYING GAME
365
Uni2orn
The Su!!oner raises her hand high< a s(arkle o. light shining .ro! her .ingers. $s the light gro-s in intensity< it sli(s .ree o. the
Su!!oner?s gras(< shooting o.. into the distance be.ore e'(loding in a sho-er o. brilliant s(arks. The sudden burst o. light outlines a
shining -hite beast< indistinguishable .ro! a horse until it begins to gallo( to-ards the battle. 8nly as it dra-s closer does it beco!e
ob%ious that this is :nicornK a daEEling creature -ith (ure -hite hide< golden !ane and tail< long s(iraled horn glo-ing -ith an aura o.
health and good .ortune.
+it Point 0odi.ierK ' 1.1 Su((ort $bilitiesK $uto=*egen
Purif)in$ Horn 5: mp
TargetK Party Ty(eK *eco%ery
:nicorn?s horn glo- sil%er as it sends a -a%e o. curati%e energy rushing through the (arty. Puri.ying +orn cancels the Status Conditions
,erserk< ,lind< Poison< Slee(< and Bo!bie on all i!!ediate allies.
Fountain/eadH 15: MP
TargetK Party Ty(eK *eco%ery
Status FStrengthenH
:nicornDs horn literally eru(ts -ith light< sending torrents o. %ital energy crashing do-n on the (arty until the :nicorn itsel. has -inked
out o. e'istence. 9ountainhead cancels all negati%e Status Conditions on all i!!ediate allies< as -ell as besto-ing the Status Condition
*esist F#H.
Ta%le A***&25' GnicornEs Ad,ancement
LEVEL ATTACK PURIFYING HORN FOUNTAINHEADJ SPELLS
1 - 8 (5 x 3TR) 2d8 --- --- Poisona
9 - 1 ( x 3TR) 2d8 --- --- Stona
1Z - 21 ( 8 x 3TR) 3d8 --- --- Regen
25 - 32 (10 x 3TR) 3d8 --- --- Basuna
33 - 10 (11 x 3TR) 1d8 --- --- Dispel+
11 - 18 (13 x 3TR) 1d8 --- --- Esuna+
19 - 5 (11 x 3TR) 5d8 --- --- Resist+
5Z - 1 (1 x 3TR) 5d8 --- --- )emporal Shift+
5 (18 x 3TR) 5d8 --- --- &accine+
CALL
Healin$ Horn 1:: MP
TargetK Party Ty(eK *eco%ery
The !agni.icent :nicorn casually trots to-ards the Caller< horn aglo- -ith a brilliant -hite light that li.ts ail!ents .ro! all -ho behold it.
+ealing +orn cancels all negati%e Status Conditions a..licting the Caller and all i!!ediate allies.
FINAL FANTASY THE ROLEPLAYING GAME
366
Carb4n2le
$ glo-ing (ortal o(ens in the ground in .ront o. the Su!!oner< creating a (er.ectly round o(ening !ere inches .ro! her .eet. 6hat
e!erges could al!ost be a child?s (laythingK a s!all< !ousy creature -ith neat tur7uoise .ur< long ears< and large< curious eyes
(ossessed o. an une'(ected intelligence. Its !ost notable .eature< ho-e%er< is the (olished Ce-el nestled in its .orehead< glo-ing -ith a
-ar! inner light. That Ce-el no- s(arkles as Carbuncle does a little so!ersault in !id=air be.ore landing< eager to be o. ser%ice to its ne-
!aster.
+it Point 0odi.ierK ' 1.1 Su((ort $bilitiesK $uto=*e.lect
6e*el .i$/t 2AR3A(.! C4"'
TargetK Single Ty(eK Status FStrengthenH
Status F,arrierH
Carbuncle raises its head< causing the light o. the sun to re.lect o.. o. its ruby brightly. The re.lected light see!s to coat one o. the
Su!!oner?s (arty !e!bers. $s the light dies< the a..ected (arty !e!ber .eels lighter in s(irit< as though the light is (rotecting hi!.
Je-el Aight besto-s a nu!ber o. Status Conditions on the target de(endent on the Su!!oner?s current Ae%el. Initially< this -ill be
*e.lect F)H< but additional Conditions F)H are added onto the base e..ect as the Su!!oner gains e'(erience > see the $d%ance!ent
table .or !ore details.
Hol) GuardH 105 mp
TargetK Party Ty(eK Status FStrengthenH
Status F,arrierH
Carbuncle rears u( onto its hind legs< li.ting its head to-ards the sun. $s light strikes the Ce-el< it begins to .lare u(@ an ethereal cone o.
energy shoots .orth< di..using into !ana=rich (articles at its a(e'. These !otes 7uickly descend on the (arty< -ra((ing the! in a blanket
o. di%ine (o-er. +oly /uard besto-s the Status Conditions *e.lect F)H< Shell F)H< and S(irit :( F)H on all i!!ediate allies
Ta%le A***&26' Car%"ncleEs Ad,ancement
LEVEL ATTACK JE=EL LIGHT HOLY GUARDJ SPELLS
1 - 8 (5 x 3TR) 2d8 3p|r|l up (85 VP) --- 888
9 - 1 ( x 3TR) 2d8 --- --- 0aith
1Z - 21 ( 8 x 3TR) 3d8 Reger (105 VP) --- 888
25 - 32 (10 x 3TR) 3d8 --- --- Shell
33 - 10 (11 x 3TR) 1d8 3re|| (115 VP) --- 888
11 - 18 (13 x 3TR) 1d8 --- --- Shellga+
19 - 5 (11 x 3TR) 5d8 Vag|c up (135 VP) --- Reflect+
5Z - 1 (1 x 3TR) 5d8 --- --- 888
5 (18 x 3TR) 5d8 lasle (15 VP) --- 888
CALL
Rub) .i$/t 1:; MP
TargetK Party Ty(eK Status F,arrierH
$ hole o(ens in the ground in .ront o. the Caller and a s!all green liEard -ith a ruby in its .orehead (eeks out. The creature .urti%ely
looks around< -ithdra-s .or a !o!ent and then lea(s into the air< its ruby scattering the a!bient light across the (arty. *uby Aight
besto-s the Status Condition *e.lect F)H on the Caller and all eligible allies in the i!!ediate Party.
FINAL FANTASY THE ROLEPLAYING GAME
367
Golem
The earth ru!bles but does not .issure. $ ri((le a((ears be.ore the Su!!oner< and a hand !ade o. stone slo-ly e!erges as i. being
.or!ed .ro! the ground itsel.. $nother hand .ollo-s< and the rest o. the stone body hoists itsel. u( onto the sur.ace to re%eal /ole!< the
great earth (rotector.
+it Point 0odi.ierK ' #.1 Su((ort $bilitiesK $uto=Protect
!art/en +efender 1:: mp
TargetK Single Ty(eK Su((ort
/ole! leans o%er and thrusts a hand into the ground. Should an ene!y !ake a success.ul Physical attack against any ally< the hand -ill
rise .ro! the earth and block the attack@ /ole! takes the da!age instead. 8nce the attack has been blocked< /ole! (ulls its hand back
and counterattacks< !aking an i!!ediate $ttack $ction against the o((onent -ho !ade the original attack. $.ter this< &arthen De.ender
has no .urther e..ect > it !ust be used again.
!art/en GuardianH 125 mp
TargetK Party Ty(eK Su((ort
/ole! stands .ir! as large boulders !aterialiEe o%er its head and a !assi%e rockslide tu!bles do-n onto it. *ather than burying it<
ho-e%er< the rocks si!(ly add to /ole!?s !ass< !aking a !uch larger (resence on the .ield. 8nce &arthen /uardian is engaged< all
Physical da!age dealt to allies is dealt to /ole! instead. :nlike other /rand Su!!on $bilities< using &arthen /uardian does not result in
/ole!?s dis!issal@ instead< it re!ains in e..ect until the Su!!oner is inca(acitated< /ole! is reduced to 0 or .e-er +it Points< or the
battle ends.
Ta%le A***&0#' GolemEs Ad,ancement
LEVEL ATTACK EARTHEN DEFENDER EARTHEN GUARDIANJ SPELLS
1 - 8 ( x 3TR) 2d12 --- --- 888
9 - 1 (9 x 3TR) 2d12 --- --- 0aith
1Z - 21 (11 x 3TR) 3d12 --- --- Protect
25 - 32 (13 x 3TR) 3d12 --- --- 888
33 - 10 (15 x 3TR) 1d12 --- --- Protectga+
11 - 18 (1Z x 3TR) 1d12 --- --- 888+
19 - 5 (19 x 3TR) 5d12 --- --- Wall+
5Z - 1 (21 x 3TR) 5d12 --- --- 888
5 (23 x 3TR) 5d12 --- --- 888
CALL
!art/en %all 1:; MP
TargetK Party Ty(eK Status F,arrierH
The Caller dra-s a gigantic !an !ade o. clay and stone .ro! the ground and inscribes a !agic -ord on its .orehead. The /ole!?s eyes
light u( -hen the .inal letter is recorded and it assu!es its !ission = to de.end its !asters. The /ole! s(reads its enor!ous ar!s out in
.ront o. the (arty< (re(aring to shield the! .ro! all da!age. &arthen 6all besto-s the Status Condition 6all on the Caller and all
i!!ediate allies F)H.
FINAL FANTASY THE ROLEPLAYING GAME
368
Sera8him
The Su!!oner bo-s her head and closes her eyes< i!(arting a (rayer .or assistance to her chosen deity. $s she does so< a golden
bea! o. light shines do-n .ro! abo%e< and a -inged -o!an -earing a si!(le -hite robe descends .ro! the sky to gently touch do-n
be.ore the (arty.
+it Point 0odi.ierK ' 1.1 Su((ort $bilitiesK $uto=9loat< S8S=*egen
Healin$ Rain 2AR3A(.! C4"'
TargetK Single Ty(eK *eco%ery
Sera(hi! gaEes ho(e.ully u(-ards and sings a single note. Aight shines .ro! the hea%ens and bathes a single (arty !e!ber in -ar!th<
healing the! o. -ounds. +ealing *ain restores a certain a!ount o. +it Points to the targeted co!batant > see the $d%ance!ent table .or
!ore details.
An$el Feat/ersH 2AR3A(.! C4"'
TargetK Party Ty(eK *eco%ery
Sera(hi! s(reads her -ings and .lies high into the air as an angelic chorus is heard .ro! abo%e. $s her -ings .la(< .eathers begin to
slo-ly .all< sho-ering the (arty. The .eathers disa((ear as soon as they touch each (arty !e!ber< (ro%iding healing .or the entire
grou(. $ngel 9eathers restores a certain a!ount o. +it Points to all eligible allies in the i!!ediate Party > see the $d%ance!ent table .or
!ore details.
Ta%le A***&01' SerapimEs Ad,ancement
LEVEL ATTACK HEALING RAIN ANGEL FEATHERSJ SPELLS
1 - 8 (5 x 3TR) 2d8 (11 x VA0) 3d10 (21 VP) --- Cure5 Poisona
9 - 1 ( x 3TR) 2d8 (13 x VA0) 1d10 (29 VP) --- 0loat5 Stona
1Z - 21 (8 x 3TR) 3d8 (15 x VA0) 1d10 (3Z VP) --- Cura5 Regen
25 - 32 (10 x 3TR) 3d8 (1Z x VA0) 1d10 (19 VP) --- Basuna
33 - 10 (11 x 3TR) 1d8 (18 x VA0) 1d12 (55 VP) (21 x VA0) 1d12 (8 VP) Curaga+5 Raise+
11 - 18 (13 x 3TR) 1d8 (20 x VA0) 1d12 (1 VP) (2 x VA0) 5d10 (9Z VP) Esuna+5 0light+
19 - 5 (11 x 3TR) 5d8 (22 x VA0) 1d12 (Z3 VP) (28 x VA0) 5d10 (100 VP) 888
5Z - 1 (1 x 3TR) 5d8 (21 x VA0) 1d12 (81 VP) (30 x VA0) 5d10 (12Z VP) 888
5 (18 x 3TR) 5d8 (2 x VA0) 5d10 (92 VP) (33 x VA0) 5d10 (119 VP) 888
CALL
Re,i,er 111 MP
TargetK Party Ty(eK *eco%ery
$n angel descends .ro! the hea%ens< acco!(anied by beauti.ul light and a di%ine chorus. She turns to-ards the (arty and s(reads her
si' sets o. -ings< re.racting the light across the (arty< instilling the! -ith ne-.ound health and courage. *e%i%er restores F## ' 0$/H Z
4d1# +it Points to the Caller and all allies in the i!!ediate area.
FINAL FANTASY THE ROLEPLAYING GAME
361
!r9
The skies darken as a blood=red !oon loo!s o%er the battle.ield. $ t-inkle o. light in the !idst o. that o!inous s(here 7uickly gro-s into
the battle=scarred sha(e o. an ancient< dragon=headed airshi( studded -ith .earso!e !etal blades< ho%ering abo%e the battle.ield on a
single !ighty (ro(eller Suddenly< so!ething inside the airshi( shudders into li.e@ the rotor .olds u(< the (ro- s(lits in t-o< and the entire
hull begins to .old and t-ist< by and by trans.or!ing the %ehicle into an elegant !echanical knight.
+it Point 0odi.ierK ' # Su((ort $bilities F$irshi(HK &le!ental I!!unityK &arth< &le!ental 6eaknessK 6ind< $uto=9light
Su((ort $bilities F;nightHK &le!ental I!!unityK Shado-< &le!ental 6eaknessK +oly< $uto=9loat
SPECIAL RULES
*oll a dQ -hen $rk is su!!oned. 8n a roll o. 71 or higher< $rk a((ears in ;night .or!@ other-ise< $rk -ill a((ear in $irshi( .or!. I.
brought into battle through /rand Su!!on< $rk auto!atically a((ears in ;night .or!. $rk can trans.or! .ro! $irshi( to ;night and back
again at the cost o. an $ction. The .or! $rk takes deter!ines -hich attacks and Su((ort $bilities are a%ailable to it. In $irshi( .or!< it can
use ,oo!erang< -hile in ;night .or!< it can use Photon and &ternal Darkness. $ttack da!age re!ains constant across both .or!s.
(oomeran$ 2AR3A(.! C4"'
TargetK Single Ty(eK $rcane FPhysicalH
$ncient !echanis!s creak as t-o ornate blades s-ing out .ro! the airshi(?s back and -hirl to-ards the target< cutting straight through
it be.ore returning to their starting (ositions. ,oo!erang in.licts a certain a!ount o. Physical da!age on the targeted o((onent< striking
auto!atically > see the $d%ance!ent Table .or !ore details. This da!age is reduced by $*0 as nor!al.
P/oton 14: MP
TargetK Single Ty(eK Status F9atalH
6ea(on tubes .lick o(en along the airshi(?s battle=scarred cara(ace. The glo- o. energy .ills each o(ening and bea!s arc out< t-isting
to-ards the target to sear its li.e a-ay in a single intense barrage. Photon has a CoS o. F0. $CC = 10H< 0. &%asion o. instantly reducing
the target to 1 +P< regardless o. its current +P score< $r!or< or 0. $r!or rating. Treat this as a 2ear=9atal e..ect.
!ternal +arknessH 2AR3A(.! C4"'
TargetK /rou( Ty(eK &le!ental FShado-H
$ bea! o. red light shoots out .ro! $rk?s .orehead< tracing a co!(le' sy!bol on the ground belo-. $s the sy!bol is co!(leted< its
(atterns light u(@ target thus ac7uired< $rk s-ings his -ings back-ards and lets loose -ith hundreds o. golden=-hite energy blasts that
turn the battle.ield into a glo-ing in.erno. $s the .la!es rage and s!oke rises< the !echanoid Su!!on ad!inisters the cou( de grace >
a siEEling lance o. energy (roCected .ro! -hat -as once the ra! o. his airshi( .or!< striking and re=igniting the residual energy around
the ene!y in a colu!n o. destruction that s(ills out into dee(est s(ace. &ternal Darkness in.licts a certain a!ount o. Shado- &le!ental
da!age on all eligible co!batants in the targeted /rou(< striking auto!atically > see the $d%ance!ent table .or !ore details. This
da!age is reduced by 0. $*0 as nor!al.
FINAL FANTASY THE ROLEPLAYING GAME
372
Ta%le A***&02' Ar)Es Ad,ancement
LEVEL ATTACK BOOMERANG PHOTON ETERNAL DARKNESSJ SPELLS
1 - 8 ( x 3TR) d10 (11 x A0l) 3d10 (2 VP) --- --- #ero
9 - 1 (8 x 3TR) 2d10 (13 x A0l) 1d10 (31 VP) --- --- Dark5 0loat
1Z - 21 (10 x 3TR) 3d10 (15 x A0l) 1d10 (39 VP) --- --- #era
25 - 32 (11 x 3TR) 3d10 (1Z x A0l) 1d10 (51 VP) --- --- Confuse
33 - 10 (13 x 3TR) 1d10 (18 x A0l) 1d12 (5Z VP) --- (21 x VA0) 1d12 (91 VP) #eraga+5 Scourge+
11 - 18 (15 x 3TR) 1d10 (20 x A0l) 1d12 ( VP) --- (2 x VA0) 5d10 (102 VP) 0light+
19 - 5 (1Z x 3TR) 5d10 (22 x A0l) 1d12 (Z5 VP) --- (28 x VA0) 5d10 (105 VP) 888
5Z - 1 (19 x 3TR) 5d10 (21 x A0l) 1d12 (83 VP) --- (30 x VA0) 5d10 (132 VP) 888
5 (21 x 3TR) 5d10 (2 x A0l) 5d10 (91 VP) --- (33 x VA0) 5d10 (151 VP) ---
CALL
6hen Called< $rk -ill a((ear in one o. t-o .or!s. *oll a dQ to deter!ine -hich .or! > and e..ect > is brought into battle.
*oll &..ect
1 = )0 $irshi( FPro(eller 6indH
)1 = 100 ;night FJet ,reeEeH
Propeller %ind 119 MP
TargetK /rou( Ty(eK &le!ental F6indH
Status F0ysti.yH
The airshi( $rk screa!s across the battle.ield< lea%ing a %acuu! in the -ake o. its (ro(eller. In an instant< the surrounding air rushes in
to .ill the %acuu!< creating a s-irling %orte' that bu..ets the Caller?s .oes. Pro(eller 6ind in.licts F## ' 0$/H Z 4d1#< 0. $r!or 6ind
&le!ental da!age on all eligible co!batants in the targeted /rou(< striking auto!atically. In addition< it has a CoS o. F0. $CC = 10H< 0.
&%asion o. in.licting the Status Condition Con.use F)H > roll se(arately .or each eligible co!batant.
6et (ree7e 119 MP
TargetK /rou( Ty(eK &le!ental F6indH
Su((ort
The knight $rk ski!s o%er the battle.ield on Cets o. .la!e< thrusters kicking into o%erdri%e as it s-ee(s o%er the thick o. the ene!y. The
resulting backdra.t is de%astating< nearly blo-ing the Caller?s .oes o.. the battle.ield entirely e%en as the (arty is (lucked u( and
sus(ended on cushions o. air. Jet ,reeEe in.licts F#) ' 0$/H Z 1d10< 0. $r!or 6ind &le!ental da!age on all eligible co!batants in
the targeted /rou(< striking auto!atically. In addition< it besto-s the Status Condition 9loat F)H on the Caller and all i!!ediate allies.
FINAL FANTASY THE ROLEPLAYING GAME
371
7oomtrain
8ut o. no-here< train tracks rise .ro! the ground@ in the distance< a stea! -histle sounds< .aint and !ourn.ul. ,e.ore the astonished
co!batants can react< an ancient loco!oti%e ru!bles into sight< trailing behind it a long string o. darkened< battered cars. $s the -histle
sounds again< ho-e%er< the (itted iron shell !elts a-ay< re%ealing the horror underneathK a hal.=!echanical creature bedecked in red<
gold< and brass@ its .ra!e a skeletal ser(ent encasing a heart o. stea! and (istons< its .ace a hollo-=eyed (hanto! .roEen in a rictus o.
(er!anent des(air. This is the Doo!train< trans(ort o. the dead and the da!ned< dra-n .ro! its course by the Su!!oner?s behest.
+it Point 0odi.ierK ' # Su((ort $bilitiesK ,io &nhancer< &le!ental $bsorbanceK ,io< &le!ental 6eaknessK &arthX6indX6ater
+iaboli# %/istle 2AR3A(.! C4"'
TargetK Single Ty(eK &le!ental F,ioH
Status FS(ecialH
2o'ious stea! eru(ts .ro! the Doo!train?s s!okestack as its -histle rings out< a sound shrill and loud enough to break through the
-orld o. the li%ing and into the real!s o. the dead. $s i. on co!!and< a host o. e%il s(irits e!erge .ro! the .oul %a(ors< chittering and
cackling as they s-ar! the target. Diabolic 6histle in.licts a certain a!ount o. ,io &le!ental da!age to the target< striking auto!atically
> see the $d%ance!ent table .or !ore details. This da!age is reduced by 0. $*0 as nor!al. Diabolic 6histle also has a CoS o. F0. $CC =
10H< 0. &%asion o. in.licting the Status Conditions ,lind F)H< Con.use F)H< I!!obiliEe F)H< and Poison F[H. *oll once .or all Conditions.
Midni$/t !xpressH 2AR3A(.! C4"'
TargetK /rou( Ty(eK &le!ental F,ioH
Status FS(ecialH
The battle.ield see!s to gro- darker@ o%erhead< stars a((ear in strange constellations< t-isting disconcertingly. $s i. on cue< the great
la!( ato( the Doo!train?s head -inks to li.e< bathing the Su!!oner?s .oes in (ale< bone=-hite light. Suddenly< a great -his(ering cuts
into the air@ initially lo- and sibilant< it dra-s closer and closer until shado-s begin a((ear at the edges o. light. $s they (ass into the
glare o. the Doo!train?s la!(< the shado-s resol%e into (ale< shrouded (hanto!s@ in short order< the souls o. the ne-ly de(arted si!(ly
-ash o%er the ene!y ranks< barely caring .or the da!age they in.lict as they (re(are to board the train to their .inal re-ard. 0idnight
&'(ress in.licts a certain a!ount o. ,io &le!ental da!age to all eligible co!batants in the targeted /rou(< striking auto!atically > see
the $d%ance!ent table .or !ore details. This da!age is reduced by 0. $*0 as nor!al. 0idnight &'(ress also has a CoS o. F0. $CC =
10H< 0. &%asion o. in.licting the Status Conditions Conde!ned F4H< 0eltdo-n F4H< Toad F)H< and 4eno! F4H > roll se(arately .or each
eligible co!batant< but only once .or all Conditions.
Ta%le A***&00' ;oomtrainEs Ad,ancement
LEVEL ATTACK DIABOLIC =HISTLE MIDNIGHT EXPRESSJ SPELLS
1 - 8 ( x 3TR) 2d10 (11 x VA0) 3d10 (59 VP) --- Blind5 Poison5 Sleep
9 - 1 (8 x 3TR) 2d10 (13 x VA0) 1d10 (1 VP) --- Berserk5 Slow
1Z - 21 (10 x 3TR) 3d10 (15 x VA0) 1d10 (Z1 VP) --- %mmo"ili'e5 Silence5 *om"ie
25 - 32 (11 x 3TR) 3d10 (1Z x VA0) 1d10 (81 VP) --- Bio5 Confuse5 Slowga
33 - 10 (13 x 3TR) 1d10 (18 x VA0) 1d12 (90 VP) (21 x VA0) 1d12 (13 VP) Curse+5 Disa"le+5 Mini+
11 - 18 (11 x 3TR) 1d10 (20 x VA0) 1d12 (99 VP) (2 x VA0) 5d10 (11Z VP) Stone+5 Sap+
19 - 5 (1 x 3TR) 5d10 (22 x VA0) 1d12 (108 VP) (28 x VA0) 5d10 (150 VP) Pain+5 Stop+5 &enom+
5Z - 1 (18 x 3TR) 5d10 (21 x VA0) 1d12 (11 VP) (30 x VA0) 5d10 (1ZZ VP) )oad+
5 (21 x 3TR) 5d10 (2 x VA0) 5d10 (12Z VP) (33 x VA0) 5d10 (199 VP) 888
CALL
Runa*a) 'rain 124 MP
TargetK /rou( Ty(eK &le!ental F,ioH
Status FS(ecialH
In the blink o. an eye< the battle.ield is sucked a-ay into the Di!ensional *i.t. 6arning bells ring as rail-ay gates co!e crashing do-n<
.encing the Su!!oner?s .oes in@ .la!es s(ring u( in the !idst o. the %oid< .or!ing the shado- o. a ghostly e'(ress line. $ single light
shines in the darkness< and -ith a !ighty thunder o. (istons< Doo!train co!es chasing do-n the track to-ards the tra((ed .oes< rolling
through their ranks -ithout e%en slo-ing. *una-ay Train in.licts F## ' 0$/H Z 4d1#< 0. $r!or ,io &le!ental da!age on all eligible
co!batants in the targeted /rou(< striking auto!atically. It also has a CoS o. F0. $CC = 10H< 0. &%asion o. in.licting the Status
Conditions ,lind F)H< 0eltdo-n F#H< and Poison F[H. *oll se(arately .or each Status Condition and each eligible co!batant.
FINAL FANTASY THE ROLEPLAYING GAME
372
Hades
$ dee(< !ourn.ul bell is heard as a thick !ist rolls o%er the Su!!oner?s (arty. $s the !ist clears< it re%eals the .igure o. a skeleton clad
in a dee( (ur(le robe hunched o%er a large cauldron. +ades looks glee.ully u( at the ene!y (arty as i. to let the! kno- their ti!e has
co!e.
+it Point 0odi.ierK ' # Su((ort $bilitiesK ,io &nhancer< &le!ental $bsorbance ,io< &le!ental 6eaknessK 9ireXIceXAightning
+e,il's (ell 2AR3A(.! C4"'
TargetK Single Ty(eK &le!ental F,ioH
Status FS(ecialH
+ades reaches slo-ly into one o. the slee%es o. his robe< (ulling out a dull iron bell. $s he (oints at one !e!ber o. the ene!y (arty< he
rings the bell< causing the sa!e !ourn.ul tone heard during his su!!oning. The a..ected !onster slu!(s o%er< .illed -ith des(air o%er
the kno-ledge o. its i!!inent de!ise. De%il?s ,ell in.licts a certain a!ount o. ,io &le!ental da!age to the target< striking auto!atically
> see the $d%ance!ent table .or !ore details. This da!age is reduced by 0. $*0 as nor!al. In addition< De%il?s ,ell has a CoS o. F0.
$CC = 10H< 0. &%asion o. in.licting the Status Conditions ,erserk F)H< 0ini F)H< Poison F[H< and Silence F)H. *oll once .or all
Conditions.
Cursed MistH 2AR3A(.! C4"'
TargetK /rou( Ty(eK &le!ental F,ioH
Status FS(ecialH
+ades straightens u( and begins a hideous chant. $s he chants< a (ale .la!e a((ears under the cauldron< causing -hate%er is -ithin to
begin bubbling. $s the chanting reaches its cli!a'< +ades scatters an unkno-n substance into the cauldron. $l!ost i!!ediately< a thick
gray .og begins (ouring out o. the cauldron< -ashing o%er the ene!y (arty and co%ering the! -ith hideous to'ins. Cursed 0ist in.licts a
certain a!ount o. ,io &le!ental da!age to all eligible co!batants in the targeted /rou(< striking auto!atically > see the $d%ance!ent
table .or !ore details. This da!age is reduced by 0. $*0 as nor!al. In addition< Cursed 0ist has a CoS o. F0. $CC = 10H< 0. &%asion
o. in.licting the Status Conditions Curse F)H< Petri.y F4H< 4eno! F4H< and Bo!bie F)H on all eligible co!batants in the /rou(. *oll
se(arately .or each eligible co!batant< but only once .or all Conditions.
Ta%le A***&01' ?adesEs Ad,ancement
LEVEL ATTACK DEVIL'S BELL CURSED MISTJ SPELLS
1 - 8 ( x 3TR) 2d10 (11 x VA0) 3d10 (59 VP) --- Blind5 Poison5 Sleep
9 - 1 (8 x 3TR) 2d10 (13 x VA0) 1d10 (1 VP) --- Berserk5 Slow
1Z - 21 (10 x 3TR) 3d10 (15 x VA0) 1d10 (Z2 VP) --- %mmo"ili'e5 Silence5 *om"ie
25 - 32 (11 x 3TR) 3d10 (1Z x VA0) 1d10 (81 VP) --- Bio5 Confuse5 Slowga
33 - 10 (13 x 3TR) 1d10 (18 x VA0) 1d12 (90 VP) (21 x VA0) 1d12 (13 VP) Curse+5 Disa"le+5 Mini+
11 - 18 (11 x 3TR) 1d10 (20 x VA0) 1d12 (99 VP) (2 x VA0) 5d10 (11Z VP) Stone+5 )ime Slip+
19 - 5 (1 x 3TR) 5d10 (22 x VA0) 1d12 (108 VP) (28 x VA0) 5d10 (150 VP) Pain+5 Stop+5 &enom+
5Z - 1 (18 x 3TR) 5d10 (21 x VA0) 1d12 (11 VP) (30 x VA0) 5d10 (1ZZ VP) )oad+
5 (21 x 3TR) 5d10 (2 x VA0) 5d10 (12Z VP) (33 x VA0) 5d10 (199 VP) 888
CALL
(la#k Cauldron 124 MP
TargetK /rou( Ty(eK &le!ental F,ioH
Status FS(ecialH
The sky .ades to black@ in the ne-ly=birthed shado-s< a !enacing .igure co!es into .ocus< blood=red robes .luttering in the cold -ind. $
!etallic creak rents the air as +ades stirs his (itch=black cauldron< .illing the air around the Caller?s .oes -ith a dri.t o. no'ious .u!es.
,lack Cauldron in.licts F## ' 0$/H Z 4d1#< 0. $*0 ,io &le!ental da!age on all eligible co!batants in the targeted /rou(< striking
auto!atically. In addition< ,lack Cauldron also has a CoS o. F0. $CC = 10H< 0. &%asion o. in.licting the Status Conditions Curse F)H<
0ini F)H< and Silence F)H. *oll se(arately .or each Status Condition.
FINAL FANTASY THE ROLEPLAYING GAME
373
4=ata
$s the su!!oner chants the -ords o. her incantation< the earth begins to ru!ble< and a loud roar is heard in the distance. The horned
boar god ;uCata charges to the aid o. the su!!oner and her allies< hot s(arks .lying as his hoo%es strike rock. 6ith a snort< the huge
boar inter(oses hi!sel. bet-een the su!!oner and her ene!ies< letting out another titanic bello-.
+it Point 0odi.ierK ' # Su((ort $bilitiesK &le!ental I!!unityK &arthX9ireXIceXAightning< &le!ental 6eaknessK 6aterX6ind
!ruption 2AR3A(.! C4"'
TargetK Single Ty(eK &le!ental FS(ecialH
;uCata raises its hoo%es and dri%es the! into the earth. $ huge s(ike o. rock s!ashes into one o. the Su!!oner?s ene!ies< then
e'(lodes< raining .iery la%a do-n on the target. &ru(tion counts as t-o se(arate attacks< both o. -hich strike the targeted co!batant
auto!atically .or a certain a!ount o. da!age > see the $d%ance!ent table .or !ore details. The .irst attack in.licts &arth &le!ental
da!age< the second in.licts 9ire &le!ental da!age. ,oth attacks ignore 0. $*0.
Hea,en's Ra$eH 2AR3A(.! C4"'
TargetK /rou( Ty(eK &le!ental FS(ecialH
;uCata lets out a terrible roar and the earth itsel. ri(s a(art under the .eet o. the su!!oner?s ene!ies. $s the su!!oner?s .oes .all into
the chas!< they are .irst bathed in boiling la%a< then .roEen in crystalliEed ice< then struck by other-orldly bolts o. lightning. 9inally< the
chas! itsel. sla!s closed< crushing the ene!ies be.ore thro-ing the! back onto the sur.ace. +ea%en?s *age counts as .our se(arate
attacks< all o. -hich strike e%ery eligible co!batant in the targeted /rou( .or a certain a!ount o. da!age > see the $d%ance!ent table
.or !ore details. The .irst attack deals 9ire &le!ental da!age< the second Ice &le!ental< the third Aightning &le!ental< and the last &arth
&le!ental. $ll .our attacks ignore 0. $*0.
Ta%le A***&02' C":ataEs Ad,ancement
LEVEL ATTACK ERUPTION HEAVEN'S RAGEJ SPELLS
1 - 8 ( x 3TR) 2d12 ( x VA0) 2d10 (31 VP) --- Bli''ard5 0ire5 )hunder
9 - 1 (9 x 3TR) 2d12 (Z x VA0) 2d10 (13 VP) --- 888
1Z - 21 (11 x 3TR) 3d12 (8 x VA0) 2d10 (51 VP) --- Bli''ara5 0ira5 )hundara
25 - 32 (13 x 3TR) 3d12 (9 x VA0) 3d10 (3 VP) --- 888
33 - 10 (15 x 3TR) 1d12 (10 x VA0) 3d10 (Z2 VP) (5 x VA0) 2d10 (Z8 VP) Bli''aga+5 0iraga+5 )hundaga+
11 - 18 (1Z x 3TR) 1d12 (11 x VA0) 3d10 (81 VP) ( x VA0) 2d10 (95 VP) ,ull Element (Water!+
19 - 5 (19 x 3TR) 5d12 (12 x VA0) 3d10 (89 VP) (Z x VA0) 2d10 (109 VP) ,ull Element (Wind!+5 7uake+
5Z - 1 (21 x 3TR) 5d12 (13 x VA0) 1d10 (100 VP) (8 x VA0) 2d10 (151 VP)
5 (23 x 3TR) 5d12 (11 x VA0) 1d10 (103 VP) (9 x VA0) 3d10 (1ZZ VP) 888
CALL
'etra-+isaster 125 MP
TargetK /rou( Ty(eK &le!ental FS(ecialH
$ burst o. .la!es eru(ts .ro! the ground< burning the Caller?s .oes. $ cold air begins to s-ee( in that (ro!ises 7uick relie.< but turns to
a (ain.ul sting as it coalesces into a block o. ice that chills the targets .or .urther da!age be.ore being shattered by a %olley o. lightning
bolts that re%eals the source o. this !isery = the !assi%e ele!ental beast ;uCata. 6ith a sto!( o. its !ighty hoo%es< ;uCata sends a .inal
ri((le through the ground< shaking all o((onents in range be.ore %anishing again. Tetra=Disaster counts as .our se(arate attacks< each
in.licting F) ' 0$/H Z #d10 da!age on all eligible co!batants in the targeted /rou(< striking auto!atically. The .irst attack does 9ire
&le!ental da!age< the second Ice &le!ental< the third Aightning &le!ental< and the .ourth &arth &le!ental.
FINAL FANTASY THE ROLEPLAYING GAME
374
!le@ander
The su!!oner closes her eyes and gi%es a s!all (rayer< -hich is ans-ered as a !assi%e !echanical creature rises u( behind her.
$le'ander< the holy guardian< to-ers o%er the battle.ield< res(lendent in brightly=orna!ented sil%er ar!or. It !ay be hu!anoid< but
nothing belo- the -aist can be seen abo%e the ground. The ar!s are !assi%e (illars< leaning against the ground< though no hands are
%isible. Perha(s the strangest thing about $le'ander is -hat a((ears to be a (alace on its -ide shoulders< -ith to-ers s(routing high u(
o%er its head.
+it Point 0odi.ierK ' #.1 Su((ort $bilitiesK +oly &nhancer< &le!ental $bsorbanceK +oly< &le!ental 6eaknessK Shado-
Ra) of .i$/t 2AR3A(.! C4"'
TargetK Single Ty(eK &le!ental F+olyH
$ thin bea! o. light shines .ro! $le'ander?s %isor< .laring .ro! -hite to red as it begins to trace a gly(h around the target -ith .ast<
darting !otions. $s the .inal stroke is !ade< the intricate lines glo- red@ the t-o light sources unite as one< engul.ing the target in
searing .ire. *ay o. Aight in.licts a certain a!ount o. +oly da!age to the targeted co!batant< striking auto!atically > see the
$d%ance!ent table .or !ore details. This da!age is reduced by 0. $*0 as nor!al.
Hol) 6ud$mentH 2AR3A(.! C4"'
TargetK /rou( Ty(eK &le!ental F+olyH
$le'ander shudders and clanks< as a (air o. i!!ense .eathered -ings e!erge .ro! his back< shattering !etal and stone. The -ings beat
slo-ly in the air as a ball o. +oly energy is .or!ed in .ront o. $le'ander?s body. Suddenly the -ings sto(< and the ball s(lits into
thousands o. thin strea!s o. energy< s(iraling around the battle.ield until< one by one< each (lunges into a di..erent ene!y. +oly
Judg!ent in.licts a certain a!ount o. +oly &le!ental da!age to all eligible co!batants in the targeted /rou(< striking auto!atically >
see the $d%ance!ent table .or !ore details. This da!age is reduced by 0. $*0 as nor!al.
Ta%le A***&03' AlexanderEs Ad,ancement
LEVEL ATTACK RAY OF LIGHT HOLY JUDGEMENTJ SPELLS
1 - 8 ( x 3TR) 2d10 (13 x VA0) 1d10 (31 VP) --- 888
9 - 1 (8 x 3TR) 2d10 (15 x VA0) 1d12 (39 VP) --- 0ade
1Z - 21 (10 x 3TR) 3d10 (1Z x VA0) 1d12 (51 VP) --- Protect
25 - 32 (11 x 3TR) 3d10 (18 x VA0) 1d12 (5Z VP) --- Shell
33 - 10 (13 x 3TR) 1d10 (20 x VA0) 1d12 ( VP) (2 x VA0) 5d10 (102 VP) Banish+5 Raise+
11 - 18 (15 x 3TR) 3d10 (22 x VA0) 1d12 (Z5 VP) (28 x VA0) 5d10 (105 VP) Dispel+
19 - 5 (1 x 3TR) 5d10 (21 x VA0) 1d12 (81 VP) (30 x VA0) 5d10 (132 VP) 888
5Z - 1 (18 x 3TR) 5d10 (2 x VA0) 5d10 (91 VP) (33 x VA0) 5d10 (151 VP) 888
5 (21 x 3TR) 5d10 (28 x VA0) 5d10 (9Z VP) (3 x VA0) 5d12 (1Z3 VP) Hol$+
CALL
+i,ine 6ud$ment 13: MP
TargetK /rou( Ty(eK &le!ental F+olyH
,ehind the Caller< the ground suddenly sags and cru!bles a-ay< lea%ing a ga(ing hole in the battle.ield through -hich $le'ander
ascends to Coin the .ray. 8nce abo%e ground< the sentient -ar !achine anchors itsel. -ith a hiss o. stea!@ t-o great -ea(on batteries
o(en ato( the -ar !achine?s to-ering shoulders< s(itting lances o. holy destruction into the air. 9or se%eral seconds< nothing ha((ens >
then $le'ander?s deadly (ayload co!es raining do-n again< all but %a(orising the ene!y on i!(act. Di%ine Judg!ent in.licts F#) ' 0$/H
Z 1d10< 0. $r!or +oly &le!ental da!age to all eligible co!batants in the targeted /rou(< striking auto!atically.
FINAL FANTASY THE ROLEPLAYING GAME
375
!nima
$ blackened !etal chain (lu!!ets out o. the sky< (lunging into the ground -ith a thundering Colt. The chain retracts as it slo-ly (ulls
so!ething out o. the shado-ed de(ths o. the earth. 0ore chains s(ring out o. the earth< (ulling the!sel%es taut around the e!erging
.igure< a strangely .ish=like creature -ho roars in i!(otent .ury as she -ee(s boiling blood. This is the dark s(irit $ni!a.
+it Point 0odi.ierK ' #.1 Su((ort $bilitiesK Shado- &nhancer< &le!ental $bsorbanceK Shado-< &le!ental 6eaknessK +oly
%ra#k 2AR3A(.! C4"'
TargetK Single Ty(eK &le!ental FShado-H
Status F9atalH
$ni!a cries out to the battle.ield as a dro( o. !olten blood is .lung .ro! her eye u(on the target. $s the dark essence sears a-ay at the
target< the (ure rage o. $ni!a attacks their %ery s(irit. 6rack has a CoS o. F0. $CC = 10H< 0. &%asion o. instantly reducing the target to
0 +it Points< regardless o. current +P< $*0< or 0. $*0 %alues. Treat this as a Death=ty(e e..ect. Should the target sur%i%e< 6rack does a
certain a!ount o. Shado- &le!ental da!age to the target< striking auto!atically > see the $d%ance!ent table .or !ore details. This
da!age is reduced by 0. $*0 as nor!al.
4bli,ionH 2AR3A(.! C4"'
TargetK /rou( Ty(eK &le!ental FShado-H
The chain binding $ni!a to the sur.ace sna(s .ree< sending $ni!a (lunging back into the earth. The chains the!sel%es drag the ene!y
(arty do-n -ith her< allo-ing the! to !eet $ni!a?s other .ace< a !onstrous cro-ned skeleton< -hose chains are near breaking (oint. $s
the co!batants sink dee(er into the darkness< the bindings sna(< and $ni!a?s other hal. is .reed. 6ith t-o gaunt ar!s she begins to
%ent all the (ain and su..ering o. her e'istence into the Su!!oner?s .oes< all but destroying the! on the s(ot. 8bli%ion does a certain
a!ount o. Shado- &le!ental da!age to all eligible co!batants in the targeted /rou(< striking auto!atically > see the $d%ance!ent
table .or !ore details. This da!age is reduced by 0. $*0 as nor!al.
Ta%le A***&04' AnimaEs Ad,ancement
LEVEL ATTACK =RACK OBLIVIONJ SPELLS
1 - 8 ( x 3TR) 2d10 (13 x VA0) 1d10 (1 VP) --- 888
9 - 1 (8 x 3TR) 2d10 (15 x VA0) 1d12 (Z2 VP) --- Dark
1Z - 21 (10 x 3TR) 3d10 (1Z x VA0) 1d12 (81 VP) --- 888
25 - 32 (11 x 3TR) 3d10 (18 x VA0) 1d12 (90 VP) --- De"arrier
33 - 10 (13 x 3TR) 1d10 (20 x VA0) 1d12 (99 VP) (2 x VA0) 5d10 (102 VP) Scourge+
11 - 18 (15 x 3TR) 1d10 (22 x VA0) 1d12 (108 VP) (28 x VA0) 5d10 (105 VP) 888
19 - 5 (1 x 3TR) 5d10 (21 x VA0) 1d12 (11 VP) (30 x VA0) 5d10 (132 VP) Death+
5Z - 1 (18 x 3TR) 5d10 (2 x VA0) 5d10 (12Z VP) (33 x VA0) 5d10 (151 VP) 888
5 (21 x 3TR) 5d10 (28 x VA0) 5d10 (130 VP) (3 x VA0) 5d12 (1Z3 VP) Scathe+
CALL
'orment 13: MP
TargetK /rou( Ty(eK &le!ental FShado-H
$ni!a?s tor!ented .or! eru(ts in the !idst o. the Caller?s .oes< e%er struggling -ith her eternal chains. +er .utile struggling -hi(s the
chains to and .ro< tangling all nearby targets as her (iercing ho-ls dri%e .ear into e%en the boldest o. hearts. Tor!ent in.licts F#) '
0$/H Z 1d10< 0. $*0 Shado- &le!ental da!age on all eligible co!batants in the targeted /rou(< striking auto!atically.
FINAL FANTASY THE ROLEPLAYING GAME
376
Cerber4s
Thick !ists begin to surround the Su!!oner?s body< rolling out to .ill the i!!ediate area until the entire battle.ield is shrouded in !urky
.og. Just as con.usion and (anic begin to s(read in the co!batants< the %eil begins to li.t< re%ealing a (air o. stone ce!etery gates rising
u( behind the Su!!oner@ the iron=-rought (ortal bet-een the! is blackened and age=(itted< scored -ith rust that see!s as old as
creation itsel.. Suddenly< a distant ho-l cuts through the gloo!@ the steady (atter o. running< thundering .eet dra-s closer as glo-ing
eyes cut through the !ists and the gates o. the under-orld slo-ly creak o(en< ackno-ledging the return o. their !aster.
In the .lesh< Cerberus is a terrible thing indeed. $ bony cara(ace the color o. gra%estone barely co%ers a three=headed de!on=hound
great enough to to-er o%er !ere !ortals@ bet-een the ga(s< blood=red !uscles and sine-s glisten as i. .reshly skinned< tensing -ith
barely restrained (o-er.
+it Point 0odi.ierK ' 1.1 Su((ort $bilitiesK $uto=+aste
"oni# +ri,e 2AR3A(.! C4"'
TargetK Single Ty(eK $rcane FPhysicalH
Status FTi!eH
Cerberus .i'es a single .oe -ith three sets o. eyes as cold and (itiless as the heart o. a dying star< sa((ing the %ery li.e .ro! the ha(less
%icti!?s body. Sonic Dri%e in.licts a certain a!ount o. Physical da!age to the targeted co!batant< striking auto!atically > see the
$d%ance!ent table .or !ore details. This da!age is reduced by $*0 as nor!al. Sonic Dri%e also has a CoS o. F0. $CC = 10H< 0.
&%asion o. in.licting the Status Condition Sto( F)H.
42erdri,eH 183 MP
TargetK Party Ty(eK Status FStrengthenH
Cerberus raises all three heads to the sky and unleashes a ho-l< de.ying death?s ine%itability .or one brie. !o!ent. $l!ost i!!ediately<
energy su..uses the Su!!oner and her co!rades as the -eight o. the ages begins to !elt a-ay. 8%erdri%e besto-s the Status Condition
+aste on all eligible co!batants F)H< as -ell as i!!ediately casting the Ti!e 0agic S(ell 3uicken on the!.
Ta%le A***&05' Cer%er"sEs Ad,ancement
LEVEL ATTACK SONIC DRIVE OVERDRIVEJ SPELLS
1 - 8 (5 x A0l) 2d8 (13 x A0l) 1d10 (51 VP) --- Burn Ra$5 Hold5 9awn
9 - 1 ( x A0l) 2d8 (15 x A0l) 1d12 (2 VP) --- Slow5 Speed
1Z - 21 (8 x A0l) 3d8 (1Z x A0l) 1d12 (Z1 VP) --- Ra$ Bom"5 Reset
25 - 32 (10 x A0l) 3d8 (18 x A0l) 1d12 (80 VP) --- Haste5 Slowga
33 - 10 (11 x A0l) 1d8 (20 x A0l) 1d12 (89 VP) --- 0lare Star+5 )ime Slip+
11 - 18 (13 x A0l) 1d8 (22 x A0l) 1d12 (98 VP) --- Stop+
19 - 5 (11 x A0l) 5d8 (21 x A0l) 1d12 (10 VP) --- Hastega+5 Return+
5Z - 1 (1 x A0l) 5d8 (2 x A0l) 5d10 (11Z VP) --- 6ld+
5 (18 x A0l) 5d8 (28 x A0l) 5d10 (120 VP) --- Shockwa-e Pulsar+5 7uicken+
CALL
Counter Ro#kets 139 MP
TargetK Party Ty(eK Status FStrengthenH
In.ernal (o-er glo-s in the de(ths o. Cerberus?s !a-s< gro-ing in intensity until the .ell hound at last li.ts its three heads to the hea%ens
and shoots the (ent=u( energy into the sky. 9or one brie. !o!ent< a ne- constellation -inks do-n on the (arty@ then it too is gone.
Counter *ockets besto-s the Status Conditions Po-er :( F)H and 0agic :( F)H on the Caller and all eligible allies in the i!!ediate
Party.
FINAL FANTASY THE ROLEPLAYING GAME
377
Phoeni@
$n egg the color o. a!ber sunlight .alls .ro! the hea%ens< !elting into the ground -ithout e%en slo-ing. Trails o. .la!e blaEe .orth<
tracing the outline o. a !aCestic bird around the (arty be.ore eru(ting into an utter in.erno. 8ut o. the con.lagration soars a giant bird
co%ered in gloriously %ibrant (lu!age< trailing a rainbo- in its -ake as it s(reads its -ings and soars into the sky.
+it Point 0odi.ierK ' #.1 Su((ort $bilitiesK $uto=*eraise
(la7e of .ife 2AR3A(.! C4"'
TargetK $ll Ty(eK &le!ental F9ireH
*eco%ery
Phoeni' ho%ers abo%e the battle.ield< a cascade o. .eathers sho-ering do-n -ith e%ery beat o. its !ighty -ings. 6here the .eathers
touch allies< they radiate -ar!th and light@ -here they strike the ene!y< they burst into hot and -icked .la!es< scorching -ithout !ercy.
,laEe o. Ai.e in.licts a certain a!ount o. 9ire &le!ental da!age on all eligible ene!y co!batants on the battle.ield< striking auto!atically
> see the $d%ance!ent table .or !ore details. This da!age is reduced by 0. $*0 as nor!al. :nconscious allies are re%i%ed as i. they
had been targeted by the S(ell *aise.
Rebirt/ FlameH 2AR3A(.! C4"'
TargetK $ll Ty(eK &le!ental F9ireH
*eco%ery
Phoeni' circles abo%e the battle.ield again< singing its (o-er.ul song. 9inally< it di%es again< -reathing its entire body in .la!e. To the
(arty< the .la!e (ulses -ith the heat o. li.e@ to the Su!!oner?s .oes< it burns -ith the intensity o. a raging sun. *ebirth 9la!e in.licts a
certain a!ount o. 9ire &le!ental da!age on all eligible ene!y co!batants on the battle.ield< striking auto!atically > see the
$d%ance!ent table .or !ore details. This da!age is reduced by 0. $*0 as nor!al. :nconscious allies are re%i%ed as i. they had been
targeted by the S(ell $rise.
Ta%le A***&06' PoenixEs Ad,ancement
LEVEL ATTACK BLACE OF LIFE REBIRTH FLAMEJ SPELLS
1 - 8 (8 x 3TR) 2d10 (15 x VA0) 1d10 (2 VP) --- Cure5 0ire
9 - 1 (10 x 3TR) 3d10 (1Z x VA0) 1d10 (Z1 VP) --- 888
1Z - 21 (11 x 3TR) 3d10 (18 x VA0) 1d12 (80 VP) --- Cura5 0ira
25 - 32 (13 x 3TR) 1d10 (20 x VA0) 1d12 (89 VP) --- Raise
33 - 10 (15 x 3TR) 1d10 (22 x VA0) 1d12 (98 VP) (28 x VA0) 5d10 (135 VP) Curaga+5 0iraga+
11 - 18 (1Z x 3TR) 5d10 (21 x VA0) 1d12 (10 VP) (30 x VA0) 5d10 (12 VP) Reraise+
19 - 5 (19 x 3TR) 5d10 (2 x VA0) 5d10 (11Z VP) (33 x VA0) 5d10 (181 VP) ,uke+
5Z - 1 (21 x 3TR) 5d10 (28 x VA0) 5d10 (120 VP) (3 x VA0) 5d12 (203 VP) #rise+
5 (22 x 3TR) 5d10 (30 x VA0) 5d10 (11Z VP) (39 x VA0) 5d12 (223 VP) Re"irth+
CALL
1nd)in$ "pirit 14; MP
TargetK $ll Ty(eK &le!ental F9ireH
*eco%ery
9eathers< ashes and dro(s o. oil .all .ro! the sky to .or! a s!all (ile in the center o. the battle.ield. $.ter a !o!ent< a s!all red bird
e!erges .ro! the (ile and shakes o.. so!e debris< then s(reads its -ings and takes to the sky. Circling once o%er the battle be.ore
de(arting< it trails ribbons o. .la!e e%ery-here that scorch the Caller?s o((onents. :ndying S(irit in.licts F#) ' 0$/H Z 1d10< 0. $*0
9ire &le!ental da!age on all acti%e ene!ies on the battle.ield. In addition< all :nconscious allies are re%i%ed -ith #1Q o. their !a'i!u!
+it Points.
FINAL FANTASY THE ROLEPLAYING GAME
378
Ty8hon
$ truly grotes7ue creature descends .ro! the hea%ens< .at %iolet body undulating and -obbling as its brings itsel. into (osition and
sur%eys the battle -ith greedy eyes. 8ne grinning< de!onic .ace to(s that sluglike !ass< s(orting a !outh.ul o. .angs -ide enough to
s-allo- cattle -hole@ another head< s!aller but no less uglier .or it< leers in the !onster?s ru!(< blo-ing an obscene ras(berry at the
Su!!oner. 9le'ing his stubby ar!s< Ty(hon (re(ares to unleash his %ulgar (o-ers.
+it Point 0odi.ierK ' #.1 Su((ort $bilitiesK 6ind &nhancer< &le!ental $bsorbanceK 6ind< &le!ental 6eaknessK &arthX,io<
$uto=9loat
"nee7e 2AR3A(.! C4"'
TargetK Single Ty(eK &le!ental F6indH
Status F9atalH
Ty(hon?s hideous .ace -rinkles@ his !a- t-itches< and -ithout -arning< the su!!on sneeEes -ith tree=.elling .orce< creating a burst o.
uni!aginably (o-er.ul air currents. SneeEe has a CoS o. F0. $CC = 10H< 0. &%asion to &Cect the targeted co!batant .ro! the
battle.ield. Should the target sur%i%e< SneeEe in.licts a certain a!ount o. 6ind &le!ental da!age to the targeted co!batant< striking
auto!atically > see the $d%ance!ent table .or !ore details. This da!age is reduced by 0. $*0 as nor!al.
+isinte$rationH 2AR3A(.! C4"'
TargetK /rou( Ty(eK &le!ental F6indH
Ty(hon blo-s a ho-ling gust o. air into the ranks o. the ene!y< -hi((ing u( a !ale%olent -hirl-ind that -ra(s itsel. around the
Su!!oner?s .oes and s-ee(s the! u(. $s the ene!y tu!bles about hel(lessly< the hideous su!!on turns around to re%eal his second
head< -hich unleashes a .urious sneeEe@ in an instant< hea%en and earth are re%ersed< and .rag!ents o. -hat -as once the ground begin
to tu!ble do-n< battering the tra((ed o((onents until the tornado .inally (eters out. Disintegration in.licts a certain a!ount o. 6ind
&le!ental da!age to to all eligible co!batants in the targeted /rou(< striking auto!atically > see the $d%ance!ent table .or !ore
details. This da!age is reduced by 0. $*0 as nor!al.
Ta%le A***&1#' TFponEs Ad,ancement
LEVEL ATTACK SNEECE DISINTEGRATIONJ SPELLS
1 - 8 (8 x 3TR) 2d10 (15 x VA0) 1d10 (2 VP) --- #ero
9 - 1 (10 x 3TR) 3d10 (1Z x VA0) 1d10 (Z1 VP) --- 0loat
1Z - 21 (11 x 3TR) 3d10 (18 x VA0) 1d12 (80 VP) --- #era
25 - 32 (13 x 3TR) 1d10 (20 x VA0) 1d12 (89 VP) --- 0light
33 - 10 (15 x 3TR) 1d10 (22 x VA0) 1d12 (98 VP) (28 x VA0) 5d10 (105 VP) #eraga+
11 - 18 (1Z x 3TR) 5d10 (21 x VA0) 1d12 (10 VP) (30 x VA0) 5d10 (132 VP) ,ull Element (Earth!+
19 - 5 (19 x 3TR) 5d10 (2 x VA0) 5d10 (11Z VP) (33 x VA0) 5d10 (151 VP) ,ull Element (Bio!+
5Z - 1 (21 x 3TR) 5d10 (28 x VA0) 5d10 (120 VP) (3 x VA0) 5d12 (1Z3 VP) Weaken (Wind!+
5 (22 x 3TR) 5d10 (30 x VA0) 5d10 (11Z VP) (39 x VA0) 5d12 (193 VP) Whirlwind
CALL
C/o* 'ime 155 MP
TargetK /rou( Ty(eK &le!ental F6indH
Ty(hon s-oo(s do-n< !ouths aga(e and drooling in antici(ation o. a .resh !eal. +e inhales greedily< dra-ing all o((onents in the
%icinity u( into the terrible< ca%ernous de(ths o. his gullet@ then< Cust as suddenly< he s(its the! out again< as i. dis(leased -ith the
7uality o. his i!(ro!(tu snack. Cho- Ti!e in.licts F30 ' 0$/H Z 1d10< 0. $*0 6ind &le!ental da!age to to all eligible co!batants in
the targeted /rou(< striking auto!atically.
FINAL FANTASY THE ROLEPLAYING GAME
371
#e6iathan
$ ri( o(ens in the .abric o. reality< birthing a long< sinuous colu!n o. sea-ater that t-ists and turns this -ay and that< gaining de.inition
as it begins to solidi.y. ,y and by< s(ines e!erge .ro! the snaking colu!n@ the brine hardens into shi!!ering scales< stretches out into
.ins and long< trailing -hiskers< gi%es .or! to a shar(ly beaked head. $s the great sea ser(ent Ae%iathan co!(letes his !eta!or(hosis<
the tang o. salt .ills the air@ shar(< clear< and .oreboding.
+it Point 0odi.ierK ' #.1 Su((ort $bilitiesK 6ater &nhancer< &le!ental $bsorbanceK 6ater< &le!ental 6eaknessK
AightningXIce
'idal %a,e 2AR3A(.! C4"'
TargetK /rou( Ty(eK &le!ental F6aterH
Ae%iathan coils u( in a glistening ball o. scales@ -ater begins to bead on the sur.ace o. his body< 7uickly .or!ing a solid cocoon o. li7uid.
8nce the great sea ser(ent is co!(letely surrounded< the brine e'(lodes out-ards< sending .urious -a%es gushing in all directions. Tidal
6a%e in.licts a certain a!ount o. 6ater &le!ental da!age to to all eligible co!batants in the targeted /rou(< striking auto!atically > see
the $d%ance!ent table .or !ore details. This da!age is reduced by 0. $*0 as nor!al.
Grand FallH 2AR3A(.! C4"'
TargetK /rou( Ty(eK &le!ental F6aterH
The earth ru!bles and shakes< thrusting u( larger and larger .rag!ents o. stone until a to-ering slo(e has been erected o%er the
battle.ield. 6ith a .lick o. his tail< Ae%iathan soars to the su!!it o. the ne-ly=.or!ed (eak@ in an instant< he trans.or!s his body to -ater
once again< creating a !ighty -ater.all that (ours and tu!bles do-n the dry rock. This li7uid a%alanche 7uickly gathers !o!entu! until
it reaches the botto! and .ans out in a crushing -all o. oceanic de%astation< s-ee(ing u( e%erything in its (ath. /rand 9all in.licts a
certain a!ount o. 6ater &le!ental da!age to to all eligible co!batants in the targeted /rou(< striking auto!atically > see the
$d%ance!ent table .or !ore details. This da!age is reduced by 0. $*0 as nor!al.
Ta%le A***&11' 9e,iatanEs Ad,ancement
LEVEL ATTACK TIDAL =AVE GRAND FALLJ SPELLS
1 - 8 (8 x 3TR) 2d10 (15 x VA0) 1d10 (1Z VP) --- 888
9 - 1 (10 x 3TR) 3d10 (1Z x VA0) 1d10 (59 VP) --- Water
1Z - 21 (11 x 3TR) 3d10 (18 x VA0) 1d12 (5 VP) --- 888
25 - 32 (13 x 3TR) 1d10 (20 x VA0) 1d12 (Z1 VP) --- Watera
33 - 10 (15 x 3TR) 1d10 (22 x VA0) 1d12 (83 VP) (28 x VA0) 5d10 (105 VP) ,ull Element (ightning!+
11 - 18 (1Z x 3TR) 5d10 (21 x VA0) 1d12 (91 VP) (30 x VA0) 5d10 (132 VP) ,ull Element (%ce!+5 Waterga+
19 - 5 (19 x 3TR) 5d10 (2 x VA0) 5d10 (102 VP) (33 x VA0) 5d10 (151 VP) 888
5Z - 1 (21 x 3TR) 5d10 (28 x VA0) 5d10 (105 VP) (3 x VA0) 5d12 (1Z3 VP) Weaken (Water!+
5 (22 x 3TR) 5d10 (30 x VA0) 5d10 (132 VP) (39 x VA0) 5d12 (193 VP) 888
CALL
'sunami 155 MP
TargetK /rou( Ty(eK &le!ental F6aterH
Ae%iathan thrashes and s-ee(s across the battle.ield< budding tiny bubbles o. -ater .ro! the length o. his body. $s he (asses o%er the
ene!y ranks< these !inute dro(lets begin to !ulti(ly@ behind hi!< a great -all o. -ater begins to .or!< gro-ing in scale and intensity as
he dra-s closer and closer. 6hen the tsuna!i .inally hits< it is -ith the .orce o. nature?s -rath in its (urest .or! > a blo- .e- .oes can
-eather. Tsuna!i in.licts F30 ' 0$/H Z 1d10< 0. $*0 6ater &le!ental da!age to to all eligible co!batants in the targeted /rou(<
striking auto!atically.
FINAL FANTASY THE ROLEPLAYING GAME
382
#i2h
$ dark .og snakes around the Su!!oner< slo-ly solidi.ying into a creature see!ingly born o. night!aresK a cruel=.aced skeleton clad in
the decaying re!ains o. -iEard?s robes< gaunt .or! held alo.t by t-o skeletal -ings. 6ith a hideous< cackling laugh< the Aich s-oo(s
.or-ard< ready to unleash the (o-er o. darkness against the Su!!oner?s .oes.
+it Point 0odi.ierK ' #.1 Su((ort $bilitiesK Shado- &nhancer< &le!ental $bsorbanceK Shado-< &le!ental 6eaknessK +oly
+eat/ Cutter 2AR3A(.! C4"'
TargetK Single Ty(eK &le!ental FShado-H
Status F9atalH
$ sneer see!s to t-ist Aich?s skull=like .eatures as he charges to-ards the chosen .oe< skeletal ar!s resha(ing !id=rush into cur%ed<
cruel scythes that i!(ale the target -ithout a !o!ent?s (ity. Death Cutter in.licts a certain a!ount o. Shado- &le!ental da!age to the
targeted co!batant< striking auto!atically > see the $d%ance!ent table .or !ore details. This da!age is reduced by 0. $*0 as nor!al.
Death Cutter also has a CoS o. F0. $CC = 10H< 0. &%asion o. instantly reducing the target to 0 +it Points< regardless o. current +P<
$*0 or 0. $*0 %alues< or the Da!age Ca(@ treat this as a Death=ty(e e..ect.
+oom MirrorH 2AR3A(.! C4"'
TargetK /rou( Ty(eK &le!ental FShado-H
Status FTrans.or!H
6ith a cackle< the Aich calls an age=scored and rune=encrusted sil%er !irror into e'istence be.ore each .oe still standing@ e%en as they
behold their re.lections< those !irror i!ages begin to -ither and -aste< lea%ing nothing sa%e bones. That gri! dis(lay done< the !irrors
e'(lode into s-ee(ing Cets o. black gas< a rotting !alaise that seeks to !ake the illusion into reality. Doo! 0irror in.licts a certain
a!ount o. Shado- &le!ental da!age to the target< striking auto!atically > see the $d%ance!ent table .or !ore details. This da!age is
reduced by 0. $*0 as nor!al. Doo! 0irror also has a CoS o. F0. $CC = 10H< 0. &%asion o. in.licting the Status Condition Bo!bie F)H
> roll se(arately .or each eligible co!batant.
Ta%le A***&12' 9icEs Ad,ancement
LEVEL ATTACK DEATH CUTTER DOOM MIRRORJ SPELLS
1 - 8 (8 x 3TR) 2d10 (15 x VA0) 1d10 (Z2 VP) --- 888
9 - 1 (10 x 3TR) 3d10 (1Z x VA0) 1d10 (81 VP) --- Dark
1Z - 21 (11 x 3TR) 3d10 (18 x VA0) 1d12 (90 VP) --- *om"ie
25 - 32 (13 x 3TR) 1d10 (20 x VA0) 1d12 (99 VP) --- 888
33 - 10 (15 x 3TR) 1d10 (22 x VA0) 1d12 (108 VP) (28 x VA0) 5d10 (115 VP) Scourge+
11 - 18 (1Z x 3TR) 5d10 (21 x VA0) 1d12 (11 VP) (30 x VA0) 5d10 (112 VP) Death+
19 - 5 (19 x 3TR) 5d10 (2 x VA0) 5d10 (12Z VP) (33 x VA0) 5d10 (11 VP) ,ull Element (Hol$!+
5Z - 1 (21 x 3TR) 5d10 (28 x VA0) 5d10 (130 VP) (3 x VA0) 5d12 (183 VP) Weaken (Shadow!+
5 (22 x 3TR) 5d10 (30 x VA0) 5d10 (15Z VP) (39 x VA0) 5d12 (203 VP) Scathe+
CALL
+es#endin$ +arkness 108 MP
TargetK /rou( Ty(eK &le!ental FShado-H
6ind -hi(s at the tatters o. his robes as Aich soars o%er the battle.ield< laughing !aniacally as the -hile. 9ro! his .ingerti(s lea(s
lightning as black as a !oonless night< bolts o. unadulterated e%il that dra- the li.e .ro! anything unlucky enough to .ind itsel. in their
(ath. Descending Darkness in.licts F3) ' 0$/H Z 1d1#< 0. $*0 Shado- &le!ental da!age on all eligible co!batants in the targeted
/rou(< striking auto!atically.
FINAL FANTASY THE ROLEPLAYING GAME
381
0!7EE"
Cracks begin to .or! in the ground underneath the Su!!oner< gro-ing -ider and -ider as bea!s o. light (our through the ne-ly=
created o(enings. In the !idst o. this de%astation< .rag!ents o. earth start rising u(< .or!ing !iniature .loating islands that surround
the Su!!oner in a loose< gra%ity=de.ying archi(elago. 9inally< the last o. the bea!s shoots .orth< tearing the %ery sky in t-ain. 9ro! this
.issure e!erges a !aCestic .igure indeedK a golden=skinned lion=!an o. i!(eccable (hysi7ue carried on the beats o. dragon?s -ings<
landing -ith see!ingly e..ortless grace ato( the largest o. the .rag!ents to roar his arri%al to all belo-.
+it Point 0odi.ierK ' #.1 Su((ort $bilitiesK +oly &nhancer< &le!ental $bsorbanceK +oly< &le!ental 6eaknessK Shado-
Hea,en's Rei$n 2AR3A(.! C4"'
TargetK Single Ty(eK &le!ental F+olyH
0adeen raises one cla-ed hand< dra-ing a hand.ul o. the debris called by his su!!oning to surround hi!. Tightening his hand into a
.ist< he turns each (article into a !iniature starburst o. (urest light< then sends the .reshly=created s-ar! ho-ling to-ards the target in
an eye=searing streak o. destruction. +ea%en?s *eign in.licts a certain a!ount o. +oly &le!ental da!age to the target< striking
auto!atically > see the $d%ance!ent table .or !ore details.
'erra Homin$H 2AR3A(.! C4"'
TargetK /rou( Ty(eK &le!ental F+olyH
$ -eb o. light .or!s around 0adeen< gradually e'(anding until it has enco!(assed the Su!!oner?s .oes in their entirety. $t this (oint<
the -eb unra%els into a s(ray o. bea!s< bo!barding the targets -ith bolt a.ter bolt o. di%ine (o-er. Terra +o!ing in.licts a certain
a!ount o. +oly &le!ental da!age to all eligible co!batants in the targeted /rou(< striking auto!atically > see the $d%ance!ent table
.or !ore details. This da!age is reduced by 0. $*0 as nor!al.
Ta%le A***&10' (adeenEs Ad,ancement
LEVEL ATTACK HEAVEN'S REIGN TERRA HOMINGJ SPELLS
1 - 8 (8 x 3TR) 2d10 (15 x VA0) 1d10 (39 VP) --- 888
9 - 1 (10 x 3TR) 3d10 (1Z x VA0) 1d10 (51 VP) --- 0ade
1Z - 21 (11 x 3TR) 3d10 (18 x VA0) 1d12 (5Z VP) --- Protect
25 - 32 (13 x 3TR) 1d10 (20 x VA0) 1d12 ( VP) --- Shell
33 - 10 (15 x 3TR) 1d10 (22 x VA0) 1d12 (Z5 VP) (28 x VA0) 5d10 (105 VP) Banish+5 ife+
11 - 18 (1Z x 3TR) 5d10 (21 x VA0) 1d12 (83 VP) (30 x VA0) 5d10 (132 VP) Protectga+5 Shellga+
19 - 5 (19 x 3TR) 5d10 (2 x VA0) 5d10 (91 VP) (33 x VA0) 5d10 (151 VP) ,ull Element (Shadow!+
5Z - 1 (21 x 3TR) 5d10 (28 x VA0) 5d10 (9Z VP) (3 x VA0) 5d12 (1Z3 VP) Weaken (Hol$!+
5 (22 x 3TR) 5d10 (30 x VA0) 5d10 (121 VP) (39 x VA0) 5d12 (193 VP) Hol$+
CALL
"/inin$ "tar 108 MP
TargetK /rou( Ty(eK &le!ental F+olyH
$ star glints in the distance > but as the light dra-s closer< it 7uickly beco!es ob%ious that this is no !ere astrono!ical (heno!enon<
but an e%er=gro-ing ball o. holy (o-er surrounding the ra(idly a((roaching 0adeen like a deadly ni!bus. The air itsel. see!s to burn as
the lion=!an si!(ly roars through the ranks o. the ene!y and the .alse star .lares one last ti!e< disa((earing in a blast o. (ure light.
Shining Star in.licts F3) ' 0$/H Z 1d1#< 0. $*0 +oly &le!ental da!age on all eligible co!batants in the targeted /rou(< striking
auto!atically.
FINAL FANTASY THE ROLEPLAYING GAME
382
Odin
$ black %orte' o(ens in .ront o. the Su!!oner< s(e-ing thick strea!s o. s!oke .ro! its ya-ning de(ths. $s cree(ing %a(ors curl around
the Su!!oner?s .eet< !etal suddenly .lashes dee( in the darkness@ hoo.ste(s beco!e audible< gro-ing louder and louder as a great si'=
legged -ar charger strides into %ie-. 8n its back is a true giant o. a -arrior< co%ered .ro! head to toe in ancient and ornate ar!or@ his
le.t hand clutches a long=ha.ted s(ear< the right a s-ord easily as long as a !an is tall. 8nly a golden=skinned .ace is le.t %isible<
handso!e and cruel< .ra!ed by a great horned hel! o. al!ost (rehistoric (ro%enance. 8din has arri%ed< and -oe betide any creature
that dares to stand in his (ath.
+it Point 0odi.ierK ' #.1 Su((ort $bilitiesK $uto=Po-er :(< $uto=*egen
"/in-?antetsuken 2AR3A(.! C4"'
TargetK Single Ty(eK $rcane FPhysicalH
Status F9atalH
8din holds his blade at the ready< but those -ho kno- o. this -arrior?s e'(loits kno- that they -itness no ordinary -ea(onK this is the
legendary blade Bantetsuken< the Iron=Cutting S-ord -hose i!(ossibly keen edge res(ects not e%en dia!ond. The cur%ed !etal glints
-ickedly as the -arrior su!!on s(urs Slei(nir into a charge@ the s-ord=stroke .alls so 7uickly that the !otion is al!ost in%isible. 8nly
-hen the ene!y begins to slide a(art does it beco!e ob%ious that they ha%e been clea%ed cleanly in t-ain. Shin=Bantetsuken has a CoS
o. F0. $CC = 10H< 0. &%asion o. instantly reducing the target to 0 +it Points< regardless o. current +P< $*0 or 0. $*0 %alues< or the
Da!age Ca(. Treat this as a Death=ty(e e..ect. Should the target sur%i%e< Shin=Bantetsuken does a certain a!ount o. Physical da!age to
the target< striking auto!atically > see the $d%ance!ent table .or !ore details. This da!age is reduced by $*0 as nor!al.
4bliterationH 2AR3A(.! C4"'
TargetK /rou( Ty(eK $rcane FPhysicalH
Status F9atalH
Thunder (eals and rolls as 8din siEes u( the ranks o. the ene!y@ beneath hi!< Slei(nir kicks the earth i!(atiently< -aiting only .or his
!aster?s co!!and. 9inally< the -arrior su!!on !akes his !o%e< riding at the ene!y in .ull charge -ith Bantetsuken le%eled dangerously
lo- to the ground. The %ery air itsel. is s(lit by the blade?s (assing< creating a rising %a(or trail that gro-s in intensity as 8din clea%es
through one .oe a.ter another like a dark co!et o. %engeance. 8bliteration has a CoS o. F0. $CC = 10H< 0. &%asion o. instantly
reducing all eligible co!batants in the targeted /rou( to 0 +it Points< regardless o. their current +P< $*0< or 0. $*0 %alues@ roll
se(arately .or each eligible co!batant. Treat this as a Death=ty(e e..ect. Should the target sur%i%e< 8bliteration does a certain a!ount o.
Physical da!age to all eligible co!batants in the targeted /rou(< striking auto!atically > see the $d%ance!ent table .or !ore details.
This da!age is reduced by $*0 as nor!al.
FINAL FANTASY THE ROLEPLAYING GAME
383
Ta%le A***&11' +dinEs Ad,ancement
LEVEL ATTACK SHIN7CANTETSUKEN OBLITERATIONJ SPELLS
1 - 8 (9 x 3TR) 2d12 (15 x 3TR) 1d10 (Z2 VP) --- 888
9 - 1 (11 x 3TR) 3d12 (1Z x 3TR) 1d10 (81 VP) --- 0aith5 Slow
1Z - 21 (13 x 3TR) 3d12 (18 x 3TR) 1d12 (90 VP) --- Might5 0ear
25 - 32 (15 x 3TR) 1d12 (20 x 3TR) 1d12 (99 VP) --- Despair5 Dispel
33 - 10 (1Z x 3TR) 1d12 (22 x 3TR) 1d12 (108 VP) (28 x 3TR) 5d10 (135 VP) Haste+5 Slowga+
11 - 18 (19 x 3TR) 5d12 (21 x 3TR) 1d12 (11 VP) (30 x 3TR) 5d10 (12 VP) 888
19 - 5 (21 x 3TR) 5d12 (2 x 3TR) 5d10 (12Z VP) (33 x 3TR) 5d10 (181 VP) Hastega+5 Stop+
5Z - 1 (23 x 3TR) 5d12 (28 x 3TR) 5d10 (130 VP) (3 x 3TR) 5d12 (203 VP) 888
5 (25 x 3TR) 5d12 (30 x 3TR) 5d10 (151 VP) (39 x 3TR) 5d12 (223 VP) 888
CALL
,y de.ault< 8din -ill use Bantetsuken -hen brought into battle by an Caller. +o-e%er< i. su!!oned against a ,oss< &nd ,oss< or creature
-ith Death or 9atal I!!unity< 8din -ill use /ungnir instead. The cost is the sa!e regardless o. -hich e..ect is used.
?antetsuken 1;0 MP
TargetK /rou( Ty(eK Status F9atalH
8din dra-s his blade and !akes three econo!ical cuts through the thick o. the ene!y< bloodlessly (arting li!bs .ro! bodies< heads
.ro! shoulders in a ra- dis(lay o. (hysical !ight. Bantetsuken has a CoS o. F0. $CC = 10H< 0. &%asion o. instantly reducing all eligible
co!batants in the targeted /rou( to 0 +it Points< regardless o. their current +P< $*0 or 0. $*0 %alues< or the Da!age Ca(@ roll
se(arately .or each eligible co!batant. Treat this as a Death=ty(e e..ect.
Gun$nir 1;0 MP
TargetK Single Ty(eK $rcane FPhysicalH
8din dra-s the !ighty lance /ungnir< the great crystal=ti((ed s(ear -hose .earso!e re(utation is al!ost e7ual to Bantetsuken?s o-n.
6ith one s-i.t !otion< he li.ts and hurls the lance into the skies@ seconds later< it co!es -histling do-n again< neatly ske-ering the
target on the s(ot. /ungnir in.licts F33 ' 0$/H Z 1d10< $*0 Physical da!age on the target< striking auto!atically.
FINAL FANTASY THE ROLEPLAYING GAME
384
Baham4t
$ sonic boo! shakes the battle.ield as ,aha!ut descends .ro! the hea%ens -ith the s(eed o. a .alling !eteor< -ings un.urling to brake
his .all !ere inches .ro! the ground. &%ery inch o. the 6yr!king e'udes (hysical (o-er@ his dark scales shine like dia!ond< his talons
glint -ith (oints shar( enough to (ut the .inest s-ords to sha!e. ,ut it is the cold< ruthless intelligence that s(arkles in his eyes that
gi%es the Su!!oner?s .oes !ost (ause .or thought@ as ,aha!ut lands and beholds the battle un.urling be.ore hi!< he does so -ith the
conte!(t a !an !ight !uster sur%eying a s-ar! o. ants (oised on the cus( o. biting.
+it Point 0odi.ierK ' #.1 Su((ort $bilitiesK $uto=0agic :(< $uto=Protect< $uto=Shell
3mpulse 2AR3A(.! C4"'
TargetK /rou( Ty(eK $rcane F0agicalH
,aha!ut raises his scaled hands< gathering !agical energy .ro! dee( -ithin until his talons burn and ri((le -ith the surge o. (o-er.
6ith a !ighty roar< he brings his hands together in a !o!entous thundercla(< unleashing a -a%e o. e'(losi%e energy to shatter the
Su!!oner?s .oes. I!(ulse in.licts a certain a!ount o. 0agical da!age to all eligible co!batants in the targeted /rou(< striking
auto!atically > see the $d%ance!ent table .or !ore details. This da!age is reduced by 0. $*0 as nor!al.
Gi$aflareH 2AR3A(.! C4"'
TargetK /rou( Ty(eK $rcane F0agicalH
Calling on the inner!ost reser%es o. his (o-er< ,aha!ut o(ens his Ca-s and begins to gather ra- !agical energy< creating a ra(idly=
s-elling ball that e'(ands to !an=siEed (ro(ortions in a !atter o. seconds. $ dea.ening roar rocks the battle.ield as the accu!ulated
(o-er is .inally released< engul.ing the i!!ediate area in a de%astating arcane shock-a%e that sends greater .oes .lying and sears a-ay
lesser o((onents on the s(ot. /iga.lare in.licts a certain a!ount o. 0agical da!age to all eligible co!batants in the targeted /rou(<
striking auto!atically > see the $d%ance!ent table .or !ore details. This da!age is reduced by 0. $*0 as nor!al< but ignores the
Da!age Ca(< and !ay in.lict !ore than """ da!age.
Ta%le A***&12' /aam"tEs Ad,ancement
LEVEL ATTACK IMPULSE GIGAFLAREJ SPELLS
1 - 8 (9 x 3TR) 2d12 (1Z x VA0) 1d10 (59 VP) --- Bli''ard5 0ire5 Scan5 )hunder
9 - 1 (11 x 3TR) 3d12 (18 x VA0) 1d12 (5 VP) --- #ero5 Poison5 Water
1Z - 21 (13 x 3TR) 3d12 (20 x VA0) 1d12 (Z1 VP) --- Bli''ara5 0ira5 )hundara
25 - 32 (15 x 3TR) 1d12 (22 x VA0) 1d12 (83 VP) --- #era5 Bio5 Watera
33 - 10 (1Z x 3TR) 1d12 (21 x VA0) 1d12 (91 VP) (30 x VA0) 5d10 (152 VP) Bli''aga+5 0iraga+5 )hundaga+
11 - 18 (19 x 3TR) 5d12 (2 x VA0) 5d10 (102 VP) (33 x VA0) 5d10 (1Z1 VP) #eraga+5 7uake+5 Waterga+
19 - 5 (21 x 3TR) 5d12 (28 x VA0) 5d10 (105 VP) (3 x VA0) 5d12 (193 VP) 0lare+5 0ree'e+5 ,uke+5 &enom+
5Z - 1 (23 x 3TR) 5d12 (30 x VA0) 5d10 (132 VP) (39 x VA0) 5d12 (213 VP) #"sor"+5 Weaken+
5 (25 x 3TR) 5d12 (33 x VA0) 5d10 (151 VP) (12 x VA0) 5d12 (215 VP) Break+5 Meltdown+5 Whirlwind+
CALL
Me$aflare 225 MP
TargetK /rou( Ty(eK $rcane F0agicalH
Thunder crackles across the battle.ield< !arking the 6yr!king?s descent .ro! the skies. Soaring abo%e the general !elee< ,aha!ut
o(ens his !a-< sho-ering the ene!y -ith a ra(id barrage o. glo-ing energy be.ore charging a .ar !ightier (roCectile > the legendary
0ega.lare< a solid bea! o. destruction that all but blots out the (arty?s .oes as it sears the! to the core. 0ega.lare in.licts F3" ' 0$/H
Z 1d1# 0agical da!age on eligible co!batants in the targeted /rou(< striking auto!atically. This da!age ignores the Da!age Ca(<
and !ay in.lict !ore than """ da!age.
FINAL FANTASY THE ROLEPLAYING GAME
385
Cr4sader
Throughout history< great -arriors ha%e been the .oundation o. countless legends< ins(iring generations -ith their courage and .ighting
s(irit. 2one< ho-e%er< are as storied as the Crusaders. :ndis(uted (aragons o. the .ighting arts< so great -as the (ro-ess and (urity o.
these thirteen -arriors that not e%en !ortality could stand in their -ay@ ha%ing shed their bodies< the Crusaders beca!e beings o. (ure
(o-er< roa!ing the uni%erse in search o. causes Cust and true. Their na!es !ay ha%e long been lost to history< but such is their
re(utation that .riend and .oe alike cannot hel( but su((ress a shi%er -hen these ar!ored titans shi!!er into e'istence around the
Su!!oner< ready to once again (ut ti!e=honed skills to the test.
+it Point 0odi.ierK ' #.1 Su((ort $bilitiesK $uto=Po-er :(< $uto=Protect< $uto=Shell
Cleansin$ 2AR3A(.! C4"'
TargetK /rou( Ty(eK $rcane FPhysicalH
The Crusaders !o%e to encircle their .oes< -ea(ons at the ready. &ach to-ering -arrior all but glo-s -ith energy as he begins to channel
his !ighty chi into his ar!s< linking -ith his .ello-s to .or! an e%er=gro-ing %orte' o. boiling red destruction that s-ee(s o%er the ene!y
ranks like a %enge.ul -ild.ire. Cleansing in.licts a certain a!ount o. Physical da!age to all eligible co!batants in the targeted /rou(<
striking auto!atically > see the $d%ance!ent table .or !ore details. This da!age is reduced by $*0 as nor!al.
1ltimate endH 2AR3A(.! C4"'
TargetK /rou( Ty(eK $rcane FPhysicalH
$cting as one< the Crusaders lea( into the .ray< bringing their strength to bear on the Su!!oner?s .oes. &ach -arrior strikes but once<
but once is enough@ e%ery stroke is in.used -ith the (o-er to .ell a cohort. :lti!ate &nd strikes all eligible co!batants in the targeted
/rou( three ti!es< doing a certain a!ount o. Physical da!age each ti!e and ignoring the ene!ies $r!or > see the $d%ance!ent table
.or !ore details.
Ta%le A***&13' Cr"saderEs Ad,ancement
LEVEL ATTACK CLEANSING ULTIMATE ENDJ SPELLS
1 - 8 (9 x 3TR) 2d12 (1Z x 3TR) 1d10 (59 VP) --- 888
9 - 1 (11 x 3TR) 3d12 (18 x 3TR) 1d12 (5 VP) --- 9awn
1Z - 21 (13 x 3TR) 3d12 (20 x 3TR) 1d12 (Z1 VP) --- 888
25 - 32 (15 x 3TR) 1d12 (22 x 3TR) 1d12 (83 VP) --- 0ear
33 - 10 (1Z x 3TR) 1d12 (21 x 3TR) 1d12 (91 VP) (10 x 3TR) 3d10 (153 VP) Despair
11 - 18 (19 x 3TR) 5d12 (2 x 3TR) 5d10 (102 VP) (11 x 3TR) 3d10 (1Z5 VP) 888
19 - 5 (21 x 3TR) 5d12 (28 x 3TR) 5d10 (105 VP) (12 x 3TR) 3d10 (191 VP) 888
5Z - 1 (23 x 3TR) 5d12 (30 x 3TR) 5d10 (132 VP) (13 x 3TR) 1d10 (211 VP) #ge+
5 (25 x 3TR) 5d12 (33 x 3TR) 5d10 (151 VP) (11 x 3TR) 1d10 (215 VP) Meltdown+
CALL
Purifier 225 MP
TargetK /rou( Ty(eK $rcane FPhysicalH
*eality itsel. see!s to -ar( and break as an ar!ored -arrior in battle=(itted !ail !aterialiEes in the !idst o. the battle holding a
(onderous greats-ord alo.t o%er his head. Crusader barely e%en considers the carnage surrounding hi!@ he re!ains .roEen< still as a
statue -hilst his s-ord begins to glo- e%er and e%er brighter. 9inally< the harsh glare beco!es too !uch .or e%en the toughest
co!batant to bear@ at that e'act !o!ent< Crusader strikes< s-ee(ing his blade through the ranks o. the Caller?s ene!ies be.ore
%anishing in the resulting cataclys! o. light and heat. Puri.ier in.licts F3" ' 0$/H Z 1d1# Physical da!age on eligible co!batants in
the targeted /rou(< striking auto!atically. This da!age ignores the Da!age Ca(< and !ay in.lict !ore than """ da!age.
FINAL FANTASY THE ROLEPLAYING GAME
386
The 0ag4s Sisters
$ .ield o. .lo-ers s(rings u( around the su!!oner?s .eet< -ith three o. the .lo-ers gro-ing to i!!ense siEe. The .lo-ers o(en< and an
insect .lies out o. each one< 7uickly gro-ing to hu!an siEe. Sandy< Cindy< and 0indy< the 0agus Sisters< stand be.ore the su!!oner<
chatting and bickering good=naturedly -hile -aiting .or their co!!ands.
SPECIAL RULES
:nlike other Su!!ons< the 0agus Sisters .ight as three inde(endent co!batants< al-ays acting in the .ollo-ing orderK Sandy< Cindy<
0indy. The Sisters are o.ten too busy con%ersing a!ong the!sel%es to (ay .ull attention to the Su!!oner< and there.ore can only be
gi%en a .e- general co!!ands< -hich they take as suggestions. These co!!ands areK
+o As <ou %illI
The Sisters are .ree to .ight as they choose. They -ill undertake the .ollo-ing $ctionsK
S$2D5
I. Cindy does not ha%e the *e.lect Status< Sandy -ill cast *e.lect on her. I. she does or Sandy is unable to cast *e.lect< roll a d10 to
deter!ine -hich $ction Sandy takesK
*oll $ction
1 = *aEEia
" = 10 Sandy does nothing.
CI2D5
I. any allies are currently :nconscious< she -ill cast $rise on the!. I. $rise is not an o(tion< she -ill cast *aise. I. there are no
:nconscious allies or casting either S(ell is not an o(tion< roll a d10 to deter!ine -hich $ction Cindy takesK
*oll $ction
1 = 3 *eraise
4 = ) 9lare
7 = " $ttack $ction
10 Cindy does nothing.
0I2D5
I. Cindy has the *e.lect Status< 0indy -ill cast a S(ell on Cindy that re.lects to-ards the ene!ies. *oll a d10 to see -hich S(ell is cast@ i.
9lare or Death are not an o(tion< add 1 to this roll.
*oll $ction
1 = 3 9lare
4 = 1 Death
) $eraga
7 ,liEEaga
9iraga
" Thundaga
10 ,io
I. Cindy does not ha%e *e.lect allies or casting S(ells is not an o(tion< roll a d10 to deter!ine the $ction 0indy takesK
*oll $ction
1 = ) Passado
7 = " $ttack $ction
10 0indy does nothing.
4ne More 'imeA
The Sisters -ill re(eat their (re%ious $ctions... !ost o. the ti!e. *oll a d10 .or each Sister to see -hat ha((ensK
*oll $ction
1 = ) *e(eats last $ction !ade.
7 = " Su!!on $bility F*aEEia< Ca!isade< or PassadoH
10 Does nothing.
FINAL FANTASY THE ROLEPLAYING GAME
387
Fi$/tA
The Sisters !ake (hysical attacks or use their Su!!on $bilities. *oll a d10 .or each Sister to see -hat ha((ensK
*oll $ction
1 = 4 $ttack $ction
1 = Su!!on $bility F*aEEia< Ca!isade< or PassadoH
" = 10 Does nothing.
Help !a#/ 4t/erA
The Sisters use -hate%er *eco%ery or Su((ort S(ells are currently a((ro(riate. They -ill undertake the .ollo-ing $ctionsK
S$2D5
Sandy -ill cast a S(ell on all allies< or one rando!ly deter!ined ally i. the S(ell is TargetK Single. *oll a d10 to deter!ine -hich S(ell is
cast.
*oll $ction
1 = # 6all
3 = 4 Shellga
1 = ) Protectga
7 = +astega
" = 10 *ene-
I. any S(ells are una%ailable< use a -eaker %ersion instead > Shell instead o. Shellga< Protect instead o. Protectga< +aste instead o.
+astega< Curaga instead o. *ene-.
CI2D5
I. any allies are currently :nconscious< she -ill cast $rise on the!. I. $rise is not an o(tion< she -ill cast *aise. I. there are no
:nconscious allies< but any o. the Sisters are at less than !a'i!u! +it Points< she -ill cast *ene- on the!. I. *ene- is not an o(tion<
she -ill cast Curaga or a -eaker alternati%e. I. all Sisters are at !a'i!u! +it Points< she -ill cast *eraise on one Sister at rando!. I. all
Sisters are under the e..ects o. *eraise< she -ill use Ca!isade on a rando!ly deter!ined o((onent.
0I2D5
I. 0indy?s +P is belo- its !a'i!u! %alue< she -ill cast Sy(hon on a rando!ly deter!ined o((onent. I. Sy(hon is not an o(tion< she -ill
cast Drain instead. I. +P is at !a'i!u! but her 0P is belo- its !a'i!u! %alue< she -ill cast 8s!ose on a rando!ly deter!ined
o((onent. I. both 0P and +P are at !a'i!u!< roll a d10 to deter!ine the $ction 0indy takesK
*oll $ction
1 = ) Passado
7 = " $ttack $ction
10 0indy does nothing.
Go& GoA
The Sisters -ill use o..ensi%e !agic or their Su!!on $bilities.
S$2D5
*oll a d10 to deter!ine the $ction Sandy takesK
*oll $ction
1 = 4 $ttack $ction
1 = *aEEia
" = 10 Sandy does nothing.
CI2D5
I. her +it Points are not at !a'i!u!< she -ill cast Drain on a rando!ly deter!ined o((onent. I. her +it Points are at !a'i!u!< but her
0agic Points are not< she -ill cast 8s!ose on a rando!ly deter!ined o((onent. I. both are at !a'i!u!< roll a d10 to deter!ine the
$ction Cindy takesK
.
*oll $ction
1 :lti!a
# = 4 0eltdo-n
1 = 7 9lare
= " Ca!isade
10 Cindy does nothing.
FINAL FANTASY THE ROLEPLAYING GAME
388
0I2D5
0indy -ill cast a S(ell< targeting a rando!ly deter!ined o((onent or the ene!y /rou(. *oll a d10 to deter!ine -hich S(ell is castK
*oll $ction
1 = # 0eltdo-n
3 = 4 9lare
1 = ) Death
7 = 3uake
" = 10 6atergaX6ateraX6ater Fde(ending on a%ailable 0PH
Combine <our Po*ersAH
This co!!and is only an o(tion i. the Sisters -ere brought into battle -ith /rand Su!!on< and allo-s the! to use their /rand Su!!on
$bility< Delta $ttack. *oll a d10 to deter!ine -hat ha((ens.
*oll $ction
1 = " Delta $ttack
10 The Sisters do nothing.
SANDY
$ tall< cur%aceous -o!an in red and green ar!or< Sandy rese!bles a !antis. $ntennae and large red co!(ound eyes lie ato( her head<
and long -ings rest at her back. +er .ace is so!e-hat aloo.< that o. a -o!an -ho !ight rather be else-here.
+it Point 0odi.ierK ' # Su((ort $bilitiesK $uto=0agic :(< $uto=S(irit :(
Ra77ia 2ariable #ost
TargetK Single Ty(eK $rcane FPhysicalH
$ (air o. Cagged blades e'tend .ro! beneath SandyDs .orear!s< sheathed in .la!es. She charges to-ard the target< cutting dee( -ith t-o
searing strikes. *aEEia in.licts a certain a!ount o. Physical da!age to the targeted co!batant< striking auto!atically > see the
$d%ance!ent table .or !ore details. This da!age is reduced by 0. $*0 as nor!al.
Ta%le A***&14' SandFEs Ad,ancement
LEVEL ATTACK RACCIA DELTA ATTACKJ SPELLS
1 - 8 (8 x 3TR) 2d10 (1Z x VA0) 1d10 (51 VP) --- Cure
9 - 1 (10 x 3TR) 3d10 (18 x VA0) 1d12 (5Z VP) --- 888
1Z - 21 (11 x 3TR) 3d10 (20 x VA0) 1d12 ( VP) --- Cura5 Protect
25 - 32 (13 x 3TR) 1d10 (22 x VA0) 1d12 (Z5 VP) --- Haste5 Shell
33 - 10 (15 x 3TR) 1d10 (21 x VA0) 1d12 (83 VP) (33 x VA0) 5d10 (1Z1 VP) Protectga+5 Curaga+
11 - 18 (1Z x 3TR) 5d10 (2 x VA0) 5d10 (91 VP) (3 x VA0) 5d12 (193 VP) Hastega+5 Shellga+
19 - 5 (19 x 3TR) 5d10 (28 x VA0) 5d10 (9Z VP) (39 x VA0) 5d12 (213 VP) Reflect+5 Wall+
5Z - 1 (21 x 3TR) 5d10 (30 x VA0) 5d10 (121 VP) (12 x VA0) 5d12 (211 VP) Renew+
5 (22 x 3TR) 5d10 (33 x VA0) 5d10 (11 VP) (15 x VA0) 5d12 (2Z5 VP) ---
CINDY
$ rotund .igure in ar!or< Cindy rese!bles a ladybug. Aayers o. ar!or (lating co%er her body and li!bs< -hile a red shell -ith black s(ots
is set on her back. $s -ith her sisters< she has co!(ound eyes and antennae ato( her head. +er (lu!( .ace is s!ugly a!used< as i. she
-ere trying not to laugh at so!e secret Coke.
+it Point 0odi.ierK ' #.1 Su((ort $bilitiesK $uto=0agic :(< $uto=S(irit :(
Camisade 2ariable #ost
TargetK Single Ty(eK $rcane FPhysicalH
Cindy .lo(s into a sitting (osition as i. to rest< but doesnDt stay there long. The ground begins to ru!ble< and a geyser eru(ts beneath
her< sending her .lying high into the air. She lands hea%ily on the target< s7uashing the! .lat -ith her bulk .or !odest da!age. Ca!isade
in.licts a certain a!ount o. Physical da!age to the targeted co!batant< striking auto!atically > see the $d%ance!ent table .or !ore
details. This da!age is reduced by 0. $*0 as nor!al.
FINAL FANTASY THE ROLEPLAYING GAME
381
Ta%le A***&15' CindFEs Ad,ancement
LEVEL ATTACK CAMISADE DELTA ATTACKJ SPELLS
1 - 8 (9 x 3TR) 2d12 (1Z x VA0) 1d10 (51 VP) --- Cure
9 - 1 (11 x 3TR) 3d12 (18 x VA0) 1d12 (5Z VP) --- 888
1Z - 21 (13 x 3TR) 3d12 (20 x VA0) 1d12 ( VP) --- Cura
25 - 32 (15 x 3TR) 1d12 (22 x VA0) 1d12 (Z5 VP) --- Drain5 Raise5 6smose
33 - 10 (1Z x 3TR) 1d12 (21 x VA0) 1d12 (83 VP) (33 x VA0) 5d10 (1Z1 VP) Curaga+5 Reraise+
11 - 18 (19 x 3TR) 5d12 (2 x VA0) 5d10 (91 VP) (3 x VA0) 5d12 (193 VP) 0lare+
19 - 5 (21 x 3TR) 5d12 (28 x VA0) 5d10 (9Z VP) (39 x VA0) 5d12 (213 VP) Renew+5 #rise+
5Z - 1 (23 x 3TR) 5d12 (30 x VA0) 5d10 (121 VP) (12 x VA0) 5d12 (211 VP) Meltdown+
5 (25 x 3TR) 5d12 (33 x VA0) 5d10 (11 VP) (15 x VA0) 5d12 (2Z5 VP) (ltima+
MINDY
$ sli! .igure< 0indy looks like a child dressed as a hornet. She -ears a red and gold leotard< -ith a large abdo!en hanging .ro! the
rear. $n o%ersiEed hel!et bears blue co!(ound eyes and dangling antennae< along -ith a (air o. stri(ed (igtails. $l!ost ne%er on the
ground< she ho%ers a .e- .eet in the air by -ay o. .our -ings. +er .ace bears a (out< like a (etulant child -ho is stuck -here she doesnDt
-ant to be.
+it Point 0odi.ierK ' 1.1 Su((ort $bilitiesK $uto=0agic :(< $uto=S(irit :(
Passado 2ariable #ost
TargetK Single Ty(eK $rcane FPhysicalH
Turning to .ace a-ay .ro! the target< Cindy leans o%er and (oints her stinger at the!. 9our barbs shoot out< one a.ter the other< to
i!(ale the target. Passado hits the targeted co!batant .our ti!es< -ith each strike in.licting a certain a!ount o. Physical da!age > see
the $d%ance!ent table .or !ore details.
Ta%le A***&16' (indFEs Ad,ancement
LEVEL ATTACK PASSADO DELTA ATTACKJ SPELLS
1 - 8 ( x 3TR) 2d8 (1 x VA0) d10 (19 VP) --- #ero5 Bli''ard5 0ire5 )hunder
9 - 1 (8 x 3TR) 3d8 (2 x VA0) d10 (2Z VP) --- Poison5 Water
1Z - 21 (10 x 3TR) 3d8 (3 x VA0) d10 (10 VP) --- #era5 Bli''ara5 0ira5 )hundara
25 - 32 (11 x 3TR) 1d8 (1 x VA0) d10 (5Z VP) --- Bio5 Drain5 6smose5 Watera
33 - 10 (13 x 3TR) 1d8 (5 x VA0) 2d10 (Z8 VP) (33 x VA0) 5d10 (1Z1 VP) #eraga+5 Bli''aga+5 0iraga+5 )hundaga+
11 - 18 (11 x 3TR) 5d8 ( x VA0) 2d10 (95 VP) (3 x VA0) 5d12 (193 VP) Death+5 0lare+5 7uake+5 Waterga+
19 - 5 (1 x 3TR) 5d8 (Z x VA0) 2d10 (109 VP) (39 x VA0) 5d12 (213 VP) S$phon+
5Z - 1 (18 x 3TR) 5d8 (8 x VA0) 2d10 (153 VP) (12 x VA0) 5d12 (211 VP) Meltdown+
5 (19 x 3TR) d8 (9 x VA0) 3d10 (1ZZ VP) (15 x VA0) 5d12 (2Z5 VP) ---
FINAL FANTASY THE ROLEPLAYING GAME
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GRAND SUMMON EFFECT
+elta Atta#kH 2ariable #ost
TargetK /rou( Ty(eK $rcane F0agicalH
The three sisters !o%e to surround the ene!y in a triangle .or!ation and begin an incantation. /lo-ing lines .or! bet-een the! along
the ground< then raise u(-ard to .or! a !assi%e tetrahedron around the ene!y grou(. The .ield glo-s brighter and brighter be.ore
.inally i!(loding. Delta $ttack in.licts a certain a!ount o. 0agical da!age to all co!batants in the targeted /rou(< striking auto!atically
> see the $d%ance!ent table .or !ore details. Da!age dealt by Delta $ttack is reduced by 0. $*0 as nor!al< but ignores the Da!age
Ca(< and !ay in.lict !ore than """ da!age.
CALL
"iblin$ Eusti#e 25: MP
TargetK /rou( Ty(eK $rcane F0agicalH
Three lights a((ear on the horiEon = one red< one blue< and one yello-. $s they gro- brighter and closer< they begin to resol%e into
three -o!en garbed in strange insectoid costu!es. The three -o!en circle the targets be.ore attacking = the tall one in red assaulting
-ith s(ells< the large one in blue=grey steel sto!(ing and s!ashing and the s!all one in yello- launching stingers at the targets. The
Sisters co!(lete their assault -ith a burst o. !agical .orce and -hen the dust settles no .oe has been le.t unscathed. Sibling Justice
in.licts F4# ' 0$/H Z 1d1#< 0. $*0 0agical da!age to all eligible co!batants in the targeted /rou(< striking auto!atically. Da!age
dealt by Sibling Justice ignores the Da!age Ca(< and !ay in.lict !ore than """ da!age.
FINAL FANTASY THE ROLEPLAYING GAME
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$o=imbo
Au!inous blue cherry blosso!s .all .ro! the sky@ the hea%ens turn to night and a .ull !oon a((ears o%erhead. $ dee(< guttural bark
issues .ro! the distance as a strange hound co!es bounding to-ard the Su!!oner< blood=red .ur broken u( by -here the dog?s .lesh
has hardened into bronEe=colored s(irals. ,ehind hi! -alks a tall s-ords!an dressed in ornate robes< !asked .ace .urther concealed
underneath a -ide=bri!!ed hat. 5oCi!bo< !ercenary Su!!on< strides -ith (ur(ose< one hand resting on the scabbard o. his katana as
he coolly a((roaches the Su!!oner and a-aits his .irst (ay!ent > and another o((ortunity to dis(lay his !astery o. the blade.
+it Point 0odi.ierK ' #.1 Su((ort $bilitiesK $uto=Protect< $uto=*egen< $uto=Shell
SPECIAL RULES
:nlike other Su!!ons< 5oCi!bo is a hired s-ord .irst and .ore!ost. In order to call u(on 5oCi!bo?s $bilities< the Su!!oner !ust o..er a
su! o. /il to contract his ser%ices. $ Su!!oner !ust (ay at least F#1 ' Ae%elH /il e%ery ti!e he -ishes 5oCi!bo to use an $bility<
although 5oCi!bo -ill (er.or! better ser%ices .or !ore generous bene.actors< as sho-n in the .ollo-ing chartK
Pay!ent $bility :sed
0ini!u! = 3<""" /il Daigoro
4<000 = 1<""" /il ;oEuka
)<000 = "<""" /il 6akiEashi
10<000Z /il Ban!ato
+A3G4R4
TargetK Single Ty(eK $rcane FPhysicalH
:ni!(ressed by the su!< 5oCi!bo dis(atches his dog to do the Cob instead. $t his !aster?s co!!and< Daigoro lea(s into the .ray<
sa%aging the .irst o((onent he .inds -ith cla-s and .angs be.ore slinking back to his !aster. Daigoro in.licts a certain a!ount o. Physical
da!age to one rando!ly deter!ined co!batant in the targeted /rou(< striking auto!atically > see the $d%ance!ent table .or !ore
details. This da!age is reduced by $*0 as nor!al.
4?1A
TargetK /rou( Ty(eK $rcane FPhysicalH
5oCi!bo is satis.ied -ith the (ay!ent o..ered and acce(ts the Cob. +e sur%eys the battle.ield .or a brie. !o!ent< then dra-s a set o.
e'(ertly cra.ted kunai .ro! the de(ths o. his robe< sending the! -hirling at the ene!y -ith a single .lick o. the -rist. ;oEuka in.licts a
certain a!ount o. Physical da!age to three rando!ly deter!ined co!batants in the targeted /rou(< striking auto!atically > see the
$d%ance!ent table .or !ore details. This da!age is not reduced by $*0.
%A3?A"H3
TargetK /rou( Ty(eK $rcane FPhysicalH
5oCi!bo is (leased by the (ay!ent and agrees to the task. In one .luid !otion he dra-s his katana and strikes a blo- so (o-er.ul it rents
the air itsel. in t-o< creating a shock-a%e that crashes into the ene!y -ith de%astating .orce. 6akiEashi in.licts a certain a!ount o.
Physical da!age to all eligible co!batants in the targeted /rou(< striking auto!atically > see the $d%ance!ent table .or !ore details.
This da!age is reduced by $*0 as nor!al< but ignores the Da!age Ca(< and !ay in.lict !ore than """ da!age.
?A5mA'4H
TargetK /rou( Ty(eK Status F9atalH
5oCi!bo is silently elated -ith the su! o..ered< and decides to (er.or! his !ost i!(ressi%e techni7ue. &'tending a .inger< he releases a
s!all (ortion o. his o-n li.e .orce to su!!on a blade o. (ure darkness .ro! the de(ths o. the earth. 4enge.ul s(irits ho-l as 5oCi!bo
(ulls the blade .ro! its hilt and charges the ene!y line< cherry (etals .lying in his -ake. The blade .lashes -hite< and .or one !o!ent the
ene!ies are absolutely still > then they slo-ly .all a(art< cut in t-o so cleanly that they die -ithout a sound. Ban!ato -ill auto!atically
reduce all eligible co!batants in the targeted /rou( to 0 +P< regardless o. their current +it Points< $*0< or 0. $*0 ratings > treat this
as a Death=ty(e e..ect. I. any co!batant in the targeted /rou( has Status I!!unity to Death or 9atal=Ty(e e..ects< 5oCi!bo re.uses to
(er.or! Ban!ato< s-itching instead to 6akiEashi. In either e%ent< the !oney gi%en to 5oCi!bo is gone > the Su!!oner -ill not recei%e a
re.und.
FINAL FANTASY THE ROLEPLAYING GAME
312
Ta%le A***&2#' <o:im%oEs Ad,ancement
LEVEL DAIGORO KOCUKA =AKICASHI CANMATOJ
1 - 8 (9 x 3TR) 2d12 (Z x 3TR) 2d10 (22 x 3TR) 1d12 888
9 - 1 (11 x 3TR) 3d12 (8 x 3TR) 2d10 (21 x 3TR) 1d12 888
1Z - 21 (13 x 3TR) 3d12 (9 x 3TR) 3d10 (2 x 3TR) 5d10 888
25 - 32 (15 x 3TR) 1d12 (10 x 3TR) 3d10 (28 x 3TR) 5d10 888
33 - 10 (1Z x 3TR) 1d12 (11 x 3TR) 3d10 (30 x 3TR) 5d10 888
11 - 18 (19 x 3TR) 5d12 (12 x 3TR) 3d10 (33 x 3TR) 5d10 888
19 - 5 (21 x 3TR) 5d12 (13 x 3TR) 1d10 (3 x 3TR) 5d12 888
5Z - 1 (23 x 3TR) 5d12 (11 x 3TR) 1d10 (39 x 3TR) 5d12 ---
5 (25 x 3TR) 5d12 (15 x 3TR) 1d10 (12 x 3TR) 5d12 ---
CALL
Aike Su!!oners< Callers ha%e to (ay /il to su!!on 5oCi!bo. The e..ects o. the Call de(end on the a!ount o. !oney o..ered by the
CallerK
Pay!ent $bility :sed
0ini!u! = #<""" /il Daigoro
3<000 = 4<""" /il 6akiEashi
1<000Z /il ;oEuka
The s!allest (ay!ent an Caller can gi%e 5oCi!bo is FAe%el ' 10H /il.
+A3G4R4
TargetK Single Ty(eK $rcane FPhysicalH
$s a Call< Daigoro in.licts FF/il Paid X 110H ' 0$/H Z 4d1#< $*0 Physical da!age to one rando!ly deter!ined co!batant in the
targeted /rou(< striking auto!atically.
%A3?A"H3
TargetK /rou( Ty(eK $rcane FPhysicalH
$s a Call< 6akiEashi in.licts FF/il Paid X 110H ' 0$/H Z 1d1#< $*0 Physical da!age to all eligible co!batants in the targeted /rou(<
striking auto!atically.
4?1A
TargetK /rou( Ty(eK $rcane FPhysicalH
$s a Call< ;oEuka in.licts FF/il Paid X #10H ' 0$/H Z 1d10< $*0 Physical da!age to three rando!ly deter!ined co!batants in the
targeted /rou(< striking auto!atically. 9or e%ery 3<000 /il (aid abo%e the !ini!u! o. 1<000< the attack -ill strike one additional
rando!ly deter!ined co!batant.
FINAL FANTASY THE ROLEPLAYING GAME
313
AIV
____________
STORYTELLING
1S
Your fate is in your han!s.&
Auron
FINAL FANTASY X
Pre%ious cha(ters and a((endices ha%e looked at the
!echanical as(ects o. (laying the 99*P/ > the hard nu!bers
-hich set out the ca(abilities o. characters and their o((onents
in a concrete and de.inite !anner. This $((endi' tackles the
o((osite end o. the s(ectru!< one -here charactersD actions
are not deter!ined by statistics< but by narrati%e con%enience.
The !aterial (resented here !ay not be suited to e%ery
grou(< and de(ends on the -illingness o. both /0 and (layers
to create a !utually engaging e'(erience@ in grou(s -ith
(roble!atic (layers or a generally con.rontational (laystyle<
o(ening the narrati%e u( to (layer inter%ention can cause !ore
trouble than itDs -orth.
E$ POI"TS
The 99*P/ is ulti!ately a ga!e o. coo(erati%e storytelling@
bet-een the descri(tions o. the /0 and the actions o. the PC< a
(lot is created and e%ents un.old. +o-e%er< the /0 still directs
the !aCority o. the action@ the (layersD (o-ers in sha(ing the
story tend to be li!ited to the ca(abilities o. their characters.
;ey Points o..er a !eans o. le%eling the (laying .ield< gi%ing
(layers the ability to Ndra!atically editD a story in (rogress by
introducing ele!ents and a..ecting the outco!e o. e%ents.
Earning ey Points
Players earn ;ey Points through (lay@ a certain nu!ber o. the!
are NguaranteedD< but the !aCority -ill de(end on ho- -illing a
(layer is to (artici(ate in and sha(e the ga!eDs (lot. Potential
sources o. ;ey Points includeK
Character Creation. :nder ordinary circu!stances< all
ne-ly=generated characters begin the ga!e -ith no ;ey Points<
and !ust earn these through (lay. The /0 !ay< ho-e%er<
choose to a-ard u( to # Points to ne- characters > one .or
detailed< .leshed=out and interesting character -riteu(s -hich
e%idence (articular care and creati%ity@ t-o .or (layers -ho (ull
out all the sto(s by including art-ork< .iction and other
su((le!entary !aterial -ith their .inal sub!ission.
Traits. Traits > described later in this section > allo- (layers
to de.ine the 7uirks< allegiances< edges< and hall!arks o. their
characters. &ach character has a de.ault N(ackageD o. Traits
based on their (ersonality@ (laying the character in accordance
-ith these -ill earn a (layer 1 ;ey Point at the end o. a session.
0any Traits allo- (layers to earn additional ;ey Points in
e'change .or (er!itting certain co!(lications to enter their
charactersD li%es@ .or instance< a character -ith the Trait ,eauty
can gain a dangerous ad!irer in e'change .or 4 ;ey Points.
/ains like these can o..er !any o((ortunities .or good
role(laying and long=ter! (lotlines< but should be agreed on by
both (layer and /0 be.ore entering (lay. 0ore details on ho-
such situations are negotiated can be .ound .urther on.
/oals. 0ost (layers -ill outline one or !ore goals .or their
characters during creation. I. a character is able to !ake
head-ay to-ards .ul.illing their goal during the course o. a
session< they gain a ;ey Point at the end.
3uest *e-ards. In addition to the /il< JP and e7ui(!ent
re-ards gi%en .or co!(leting a 7uest or ad%enture< /0s !ay
also a-ard one ;ey Point to all (artici(ating (layers.
S8ending ey Points
;ey Points are used to in.luence the course o. e%ents during a
ga!e. This is acco!(lished by gi%ing the! a -ide %ariety o.
(otential a((lications< includingK
Traits. 0ost Traits allo- (layers to s(end ;ey Points in
e'change .or bene.icial e..ects. 9or instance< a (layer -ith the
Trait $ 9ace in the Cro-d can a%oid detection in e'change .or 1
;ey Point. :nlike the negati%e as(ects o. Traits< their bene.its
can be used -hene%er the (layer desires< (ro%ided their use is
a((ro(riate at the ti!e.
Per.or!ing .eats o. herois!. ,reaking (hysical and !ental
li!its to acco!(lish tasks they -ould ne%er be able to !aster
under nor!al circu!stances is bread and butter .or 9inal
9antasy heroes. ,y s(ending 3 ;ey Points during a session< a
(layer can allo- one o. their characters to (ass any one
$ttribute Check or Skill Test o. their choice -ith a Critical
Success > (ro%ided that success is a((lied to a suitably
dra!atic outco!e. The -atch=-ord here is Nheroic e..ortD >
NheroicD !eans disar!ing a city=le%eling bo!b at the .our=
second !ark< su((orting an entire t-o=story house -ith
nothing but !uscle (o-er< or lea(ing a t-enty=.oot dro( to
catch a ro(e dangling .ro! the side o. a geta-ay %ehicle.
Success.ully haggling do-n the (rice o. a Aongs-ord< on the
other hand< lacks in the all=i!(ortant dra!a de(art!ent.
In%oking di%ine inter%ention. There are ti!es in a story
-hen a (arty is sa%ed not by skill< but (ure< blind luck. $
(ursuing car blo-s a tire or su..ers an engine !al.unction<
letting the heroes !ake their geta-ay in the nick o. ti!e. $
stee(< .eatureless cli.. suddenly s(orts a branch large enough
.or a .alling character to snag< allo-ing the! to esca(e certain
death. Colla(sing !asonry re%eals an ancient tele(orter
seconds be.ore the entire structure colla(ses. ,y s(ending a
total o. 1 ;ey Points as a grou(< the (layers can end a Scene
-ith an outco!e o. their choosing. This< ho-e%er< this has t-o
FINAL FANTASY THE ROLEPLAYING GAME
314
i!(ortant restrictions. 9irstly< the characters !ust be in actual
and i!!ediate li.e=threatening danger in order to in%oke this
o(tion@ secondly< it can only hel( characters esca(e the current
circu!stances. Dragging out di%ine inter%ention to gi%e the
Dark Aord a heart attack in the !idst o. a cli!atic con.rontation
is straight out o. the 7uestion.
8btaining clues. Should the PCs .ind the!sel%es stranded in
the !iddle o. a session -ith no idea -hat to do< s(ending 1 ;ey
Point as a grou( allo-s the! to e'(licitly re7uest a clue or
(ointer telling the! -here to (roceed ne't. The easiest -ay .or
a /0 to do so is to ha%e a nondescri(t to-ns(erson -ander u(
to dis(erse terse=but=use.ul one=liners as VDon Tonberry
dislikes s!okeIW or V5ou need a ra.t to cross the *i%er Aethe.W
This ser%ice co!(leted< the clue=gi%er returns .ro! -hence they
ca!e.
Cheating death. Death is a .act o. li.e in the -orlds o. 9inal
9antasy > a.ter all< no saga is truly co!(lete -ithout at least
one tragic de!ise or ins(iring sacri.ice. +o-e%er< the death o. a
leading character in a storyline can ha%e !aCor re(ercussions
on the story as a -hole< (articularly .or the un.ortunate (layer
no- le.t scra!bling .or a re(lace!ent. ,y s(ending 1# ;ey
Points< a (layer can restore their dead character to li.e or
esca(e a situation -hich -ould other-ise kill the character
outright. This NresurrectionD -ill ne%er be an i!!ediate one@ i.
engaged in a battle< the character -ill not re%i%e until a.ter the
battle is o%er and -on. I. caught in a certain=death situation<
their sur%i%al -ill not be a((arent until so!e ti!e has (assed >
and the rest o. the (arty has already gi%en the! u( .or dead.
+o- the character !anages to esca(e the *ea(er is le.t to
the (layer to e'(lain. ItDs i!(ortant to note< ho-e%er< that
cheating death doesnDt !ean the -ould=be %icti! gets a-ay
scot=.ree. ,roken bones and lingering -ounds !ay lea%e the
character bed=ridden or te!(orarily inca(acitated > the narro-
!iss can e%en translate to (er!anent (hysical inCuries and
Disad%antages like ,lind or Cri((led $r!.
0aking a co!eback. 9e-er actions are !ore dra!atic than
returning .ro! the brink o. death to turn sure.ire rout into
%ictory. ,y e'(ending 7 ;ey Points< a (layer !ay restore their
characterDs +P and 0P to their !a'i!u! %alues and re!o%e all
Status Conditions< negati%e or other-ise. This is only an o(tion
i. the character in 7uestion currently has 1 or !ore +it Points
re!aining. *egardless o. ho- !any ;ey Points the character
(ossesses< this o(tion !ay not be used !ore than once in any
gi%en battle.
,uying o.. Disad%antages. ;ey Points can be used by
(layers to circu!%ent Disad%antages (ossessed by their
characters on a case=by=case basis. ,y (aying a ;ey Point< a
(layer can ignore one o. their characterDs Disad%antages .or the
duration o. one ,attle or Scene.
TR!ITS
9e- characters are identical. Though t-o +u!an ;nights !ay
share identical races and Jobs< one could be a noble and loyal
ser%ant o. his liege@ the other< a disgraced e'=soldier !aking his
-ay as a cut=throat !ercenary. In the 99*P/< !any o. these
di..erences are de.ined through the use o. Dra!atic Traits< or
NTraitsD .or short.
Traits e!body certain 7ualities o. a character that canDt be
re(resented through Skills< $ttributes< or $bilities@ ones -hich
a..ect a characterDs social interactions and ad%enturing li.e in
both (ositi%e and negati%e -ays. Though !ost are clear=cut
NgoodD or NbadD< so!e can -ork in both directions. $ character
-ith ,eauty can easily turn heads > but also attract the
un-elco!e attentions o. a lecherous local !onarch. $ !e!ber
-ith Status in the (restigious 6hite Cro- ;nights !ight
co!!and considerable res(ect in his nati%e kingdo! > but be a
(ro!inent target in others. The list goes on.
Though a (layer !ay take any nu!ber o. Traits to round their
characters o..< it is best to li!it the! to .i%e or si' traits (er
character. In addition< the /0 should .eel at liberty to %eto any
Trait inconsistent -ith the characterDs background and conce(t.
Basi2 Traits
The use o. Traits allo-s 99*P/ characters to de%elo( co!(le'<
challenging 7uirks and hooks to .urther .lesh out the (artyDs
ad%entures. +o-e%er< as -ith all things< itDs best to start s!all
> .or this reason< the .irst Trait e%ery character takes is the one
de.ining their basic (ersonality. This is called their Trait
Package< and bundles together ten one=-ord attributes > such
as N2ai%eD< N$rgu!entati%eD< N4alorousD< or NIn7uisiti%eD > that
describe the characterDs general attitudes and res(onses. >
These ten >ideally< .i%e (ositi%e and .i%e negati%e > attributes
are called the ;ey Traits< and can be generated either by
brainstor!ing or by de.ining the! using the characterDs
birthdate and blood ty(e as a shortcut.
ZODIAC TRAITS
0any cultures belie%e the stars a character is born under
deter!ines their (ersonality > and destiny. Decide the day and
!onth the character -as born< then consult the list belo- to
.ind -hat star sign the character .alls under< noting do-n one
or !ore o. the ;ey Traits gi%en .or that signDs (ro.ile to add to
your characterDs Trait Package.
L_M Capri#orn Fde# 22 J 6an 19G
;ey TraitsK $!bitious< conser%ati%e< hard=-orking< scru(ulous<
o%erbearing< egotistical< .atalistic< sulky.
*e(resentati%esK Aaguna Aoire< Cyan /ara!onde< Strago
0agus< Sei.er $l!asy
FINAL FANTASY THE ROLEPLAYING GAME
315
LM A@uarius FEan 2: J feb 18G
;ey TraitsK In%enti%e< inde(endent< logical< understanding<
aloo.< un(redictable< eccentric.
*e(resentati%esK $erith /ainsborough< SetEer /abbiani
L)M Pis#es Ffe( 19 J mar 2:G
;ey TraitsK Intuiti%e< co!(assionate< e!otional< sacri.icing<
(essi!istic< o%erly chatty< e!otionally constrained< i!(ractical.
*e(resentati%esK Celes Chere< *inoa +eartilly< Bell Dincht< Cid
+igh-ind< 6ard Babac
L[M Aries Fmar 21 J apr 19G
;ey TraitsK &ager< courageous< inde(endent< 7uick to anger<
i!(atient< i!(ulsi%e< %iolent.
*e(resentati%esK /au
L_M 'aurus Fapr 2: J ma) 2:G
;ey TraitsK Stable< (ractical< thorough< short=te!(ered< bull=
headed< sel.ish< !aterialistic.
*e(resentati%esK Ti.a Aockheart< 0og
L}M Gemini Fma) 21 J Eun 21G
;ey TraitsK 4ersatile< sociable< in7uisiti%e< in%enti%e< absent=
!inded< conni%ing< .idgety< short attention s(an.
*e(resentati%esK 0arach /althena< Construct .
LCM Can#er FEun 22 J Eul 22G
;ey TraitsK Su((orti%e< sensiti%e< e!otional< sel.ish< !oody<
!ani(ulati%e.
*e(resentati%esK ;iros Seagull< Sel(hie Til!itt
LpM .eo FEul 23 J au$ 22G
;ey TraitsK Proud< ro!antic< charis!atic< a!bitious< sel.=
assured< idealistic< cruel< conceited< childish.
*e(resentati%esK S7uall Aeonhart< Cloud Stri.e< &dgar *oni
9igaro< Sabin *ene 9igaro
L]M 2ir$o Fau$ 23 J sep 22G
;ey TraitsK Practical< analytical< e'acting< diligent< (icky<
cynical< snobbish< sel.=centered.
*e(resentati%esK /o..ard /a..garion< *el! $rro-ny
L-M .ibra Fsep 23 J o#t 23G
;ey TraitsK Sociable< tact.ul< (ersuasi%e< (eace=lo%ing< .air<
indecisi%e< inconsistent< easily=deterred.
*e(resentati%esK Aocke Cole< 3uistis Tre(e< Terra ,ran.ord
L]M "#orpio Fo#t 24 J no, 21G
;ey TraitsK Intense< !oti%ated< resource.ul< te!(era!ental<
intolerant< do!ineering< distrust.ul< secreti%e.
*e(resentati%esK 5u..ie ;isaragi
LM "a$ittarius Fno, 22 J de# 21G
;ey TraitsK 9reedo!=lo%ing< straight.or-ard< o(en=!inded<
(hiloso(hical< ethical< o(ti!istic< enthusiastic< blunt< i!(atient<
hot=headed< sel.=indulgent.
*e(resentati%esK ,arret 6allace< Ir%ine ;inneas
BLOOD TYPE TRAITS
$ character?s ,lood Ty(e !ay see! like a tri%ial detail< but in
Ja(anese (o(ular culture< it is considered an i!(ortant .actor in
deter!ining a (ersonDs (ersonality and te!(era!ent. 9or this
reason< characters in ga!es< tele%ision series< and co!ics -ill
in%ariably ha%e ,lood Ty(e listed along -ith their other N%ital
statisticsD. Select one o. the ,lood Ty(es belo- and note do-n
one or !ore o. the ;ey Traits gi%en .or that ,lood Ty(eDs (ro.ile
to add to your characterDs Trait Package.
')pe A
;ey TraitsK Conser%ati%e< reser%ed< (atient< con.or!ist<
(unctual< intro%erted< obsessi%e< stubborn< sel.=conscious<
u(tight.
*e(resentati%esK 5u..ie ;isaragi< 4incent 4alentine< 3uistis
Tre(e< Ir%ine ;inneas< 6ard Babac
')pe (
;ey TraitsK Creati%e< (assionate< o(ti!istic< .le'ible< .orget.ul<
irres(onsible< indi%idualistic.
*e(resentati%esK Ti.a Aockheart< Cid +igh-ind< Bell Dincht<
Sel(hie Til!itt< Aaguna Aoire
')pe A(
;ey TraitsK Cool< controlled< rational< outgoing< (o(ular<
e!(hatic< aloo.< critical< un.orgi%ing< indecisi%e.
*e(resentati%esK Cloud Stri.e< S7uall Aeonhart
')pe 4
;ey TraitsK $!bitious< robust< sel.=con.ident< %ain< insensiti%e<
ruthless< arrogant.
*e(resentati%esK $erith /ainsborough< ,arret 6allace< ;iros
Seagull< Sei.er $l!asy
COMPLETING THE TRAIT PACKAGE
Take the co!bined set o. attributes you ha%e generated and >
i. needed > add enough additional (ositi%e or negati%e traits to
ensure the character has .i%e o. each. This is your characterDs
.inal Trait Package.
!d6an2ed Traits
8nce the characterDs Trait Package has been (ut together< they
can be assigned additional Traits to .urther .lesh out
(ersonality< 7uirks< and (lot hooks. These Nad%ancedD Traits are
a little !ore co!(le'< as !ost o. the! are bundles o. (ossible
e..ects and uses o-nershi( o. that Trait o(ens u(.
9or clarityDs sake< these e..ects are di%ided into t-o
categoriesK Tied e..ects< -hose use needs to be (lanned out in
ad%ance< and S(ontaneous e..ects that can be used at any
ti!e > (ro%ided the circu!stances are a((ro(riate. Tied e..ects
are discussed in !ore detail later in this a((endi'@ .or no-< Cust
note the e..ects the!sel%es.
FINAL FANTASY THE ROLEPLAYING GAME
316
ORIGIN TRAITS
8rigin Traits look at a characterDs origins and the (otential
i!(act these ha%e on a storyline.
An#ient Histor)
&..ectK The character has a dee(< abiding connection to an
ancient ci%iliEation or %anished race. In !any cases< such a
heritage -ill not be ob%ious until later in the ga!e@ only -hen
the (arty disco%ers .rag!ents o. said ci%iliEation -ill her
kno-ledge and (o-ers .ully !ani.est the!sel%es. 6hile such
ties -ill be use.ul to the (arty< they -ill also dra- the attention
o. o((onents sche!ing to use the! .or their o-n ends.
=1 Point FS(ontaneousHK ,y s(ending 1 Point< the character
can acti%ate a (iece o. ancient !achinery< deduce the .unction
o. a !ysterious !echanis!< or deci(her an i!(ortant (iece o.
te't connected to her heritage.
=# Points FTiedHK ,y s(ending # Points< the character re%eals
or ac7uires a s!all relic or (hysical .eature -hich ties to her
heritage during the course o. the session.
=1 Point FTiedHK 9or 1 Point< a (re%iously established relic or
.eature hel(s the character > or (arty > o%erco!e an obstacle
encountered during the course o. the session.
Z1 Point FTiedHK 9or 1 Point< the characterDs heritage (laces
her in serious danger during the course o. the session.
Famil) 'ies
&..ectK The character has a clai! to greatness or notoriety
through ancestors< (arents< children< siblings< or e'tended
relati%es -hose na!es and deeds are -idely kno-n.
=# Point FS(ontaneousHK ,y s(ending # Points< the character
can Ncash inD on the .a!ily na!e< turning a .ailed &ti7uette<
2egotiation< or Aeadershi( roll into a success against anybody
-ho is .a!iliar -ith the characterDs .a!ily.
=# Points FTiedHK ,y s(ending # Points< the characterDs .a!ily
connections hel( the character > or (arty > o%erco!e an
obstacle during the course o. the session.
Z4 Points FTiedHK 4 Points are earned i. e%ents end u( (itting
the character against their .a!ily< cutting the! o.. .ro! the
.a!ilyDs resources and good-ill. This e..ect cancels out this
Trait.
5obilit)
&..ectK 2oble blood runs through the characterDs %eins< (lacing
the! a .e- notches abo%e the a%erage ad%enturer. Characters
-ith this kind o. background !ay not al-ays ha%e kingdo!s and
other holdings to call their o-n@ in so!e cases< they !ay be
illegiti!ate heirs or outcasts .ro! their o-n do!ain.
=# Point FS(ontaneousHK ,y s(ending # Points< the character
can le%erage .a%ors .ro! a loyal subCect@ a shelter .or the night<
trans(ortation< ite!s< or !oney.
=3 Points FS(ontaneousHK ,y s(ending 3 Points< a character
-ith 2obility can establish a (re%ious history bet-een hi!sel.
and any other !onarch or !e!ber o. a noble .a!ily u(on .irst
!eeting the!< turning the! into old ac7uaintances.
SOCIAL TRAITS
Social Traits look at a characterDs social as(ects > their loyalties
to grou(s as -ell as the -ay society as a -hole treats the!.
Alle$ian#e
&..ectK The character belongs to a grou( or organiEation that
!ay be ca(able o. hel(ing her out during the course o. her
tra%els > a !ercenary grou(< a band o. thie%es< loyal %assals o.
a king or kingdo!.
=# Points FTiedHK ,y s(ending # Points< a !e!ber o. a grou(
the character has !e!bershi( -ith -ill a((ear during the
course o. the session to o..er ad%ice< s!all ser%ices< or ite!s.
=3 Points FTiedHK ,y s(ending 3 Points< !e!bers o. a grou(
the character has !e!bershi( -ith -ill a((ear during the
course o. the session< hel(ing her > or her (arty > o%erco!e a
challenge.
Z1 Points FTiedHK 9or 1 Point< the character -ill be called on
to assist or (er.or! ser%ices .or their grou( during the course
o. the session.
Z1 Points FTiedHK 9or 1 Points< the characterDs organiEation
turns against the!< canceling out this Trait.
All)
&..ectK The character has an ally > a (artner< a !entor< a loyal
ser%ant< or si!(ly a good .riend > they can lean on in ti!es o.
trouble. S(eci.y -ho the ally is and -hat their relationshi( is
based on -hen choosing this Trait.
=1 Point FTiedHK ,y s(ending 1 Point< the characterDs ally
sur.aces during the course o. the session< and is -illing to do a
s!all .a%or or o..er basic ite!s to hel( the! out.
=# Point FTiedHK ,y s(ending # Points< the characterDs ally
sur.aces during the course o. the session< and is -illing to do a
signi.icant .a%or or o..er an i!(ortant ite! to hel( the! out.
Z4 Points FTiedHK 9or 4 Points< the characterDs ally betrays
hi! > and by e'tension< the rest o. the (arty > during the
course o. the session< canceling out this Trait.
Conta#ts
&..ectK The character has been knocking around long enough
to (ick u( .riends< ac7uaintances and contacts al!ost
e%ery-here in the -orld@ not al-ays in the highest or !ost
e'alted o. (ositions< but al!ost al-ays use.ul in the right sort o.
situation.
=1 Point FS(ontaneousHK ,y s(ending 1 Point< the character
can track do-n a contact in the current location. The /0 should
.eel at liberty to %eto this i. there is no .easible -ay .or the
character to ha%e a contact in that location. 2ote that kno-ing
so!ebody doesnDt auto!atically guarantee any s(ecial breaks
or .a%ors@ Cust because the chie. engineer o. the &!(ireDs ne-
Doo! S(here ha((ens to be your old drinking buddy doesnDt
!ean heDll hand o%er the security card to the construction site
-ithout -rangling.
=# Points FS(ontaneousHK ,y s(ending # Points< the
character can u(grade a (re%iously=established contact in the
current location to a close ac7uaintance > one -hoDs either
-ell=dis(osed enough to hel( the (arty out or o-es the
character a .e- .a%ors.
FINAL FANTASY THE ROLEPLAYING GAME
317
Z1 Point FS(ontaneousHK 1 Point is earned i. a (re%iously
established contact is a traitor or other-ise dangerous to the
characterDs -ell=being.
+i,ided .o)alties
&..ectK 2ot e%eryone is as they see!. Though su(er.icially loyal
to the (arty< a character -ith this Trait is either a double agent
or unsure o. -here her true allegiance lies > a .act the (artyDs
ene!ies can e'(loit -hen (ush co!es to sho%e. Deter!ine
-hich grou( or cause the character has an additional allegiance
to -hen taking Di%ided Aoyalties.
=# Points FS(ontaneousHK ,y s(ending # Points< the
character can gain access to a use.ul (iece o. in.or!ation or
obtain a .a%or .ro! -hiche%er grou( she is secretly ser%ing.
Z1 Point FTiedHK 1 Point is earned e%ery ti!e a character -ith
Di%ided Aoyalties (asses on sensiti%e in.or!ation about the
(artyDs acti%ities to the ene!y or other-ise co%ertly endangers
the (arty.
Z) Points FTiedHK 9or ) Points< the character o(enly betrays
her co!rades during the course o. the session< canceling out
this Trait.
Fame
&..ectK 2o !atter -here you go< it see!s like e%erybody kno-s
-ho you are > and -hat youD%e done. 6hile the baying throngs
a-aiting you at each and e%ery to-n !ay be good .or the ego<
the -ell=-ishers arenDt the only ones taking an interest.
Z1 Point FTiedHK 9or 1 Point< the character encounters
serious (roble!s as a result o. being Cust a little too
recogniEable in (ublic during the course o. the session.
=1 Point FS(ontaneousHK ,y s(ending 1 Point< the character
can use her celebrity to le%erage a !inor .a%or@ directions< a
(iece o. in.or!ation< a lo-=key ite! such as a Potion.
=3 Points FS(ontaneousHK ,y s(ending 3 Points< the
character can use her celebrity to le%erage a signi.icant .a%or@
trans(ortation< an honor guard< !id=to=high le%el ite!s< !oney.
Hunted
&..ectK So!ebody is a.ter the character. Perha(s itDs a cri!e
lord looking to collect on a debt< or an e%il sorcerer on the
search .or suitable a sacri.ice@ regardless o. the reasons< the
character -ill s(end an inordinate a!ount o. ti!e dodging a
see!ingly endless strea! o. thugs< hench!en< and
trouble!akers. Player and /0 should decide -hy the character
is -anted in the .irst (lace< and -hether the ter!s s(eci.y
NdeadD or Nali%eD.
Z1 Point FTiedHK 9or 1 Point< a -eaker (arty or o((onent -ill
co!e a.ter the character during the course o. the session.
Z# Points FTiedHK 9or # Points< a stronger (arty or o((onent
-ill co!e a.ter the character during the course o. the session.
Z3 Points FTiedHK 9or 3 Points< e%ents o%er the course o. the
session lea%e the character -anted !ore than e%er@ .ro! then
on< only stronger o((onents and (arties -ill co!e a.ter hi!.
=1 Points FTiedHK ,y s(ending 1 Points< the character can do
so!ething during the course o. the session to ensure they -ill
ne%er be (ursued again< canceling out this Trait.
Hi$/er Callin$
&..ectK +ard as it !ay be to belie%e< sa%ing the -orld .ro! e%il
isnDt e%erybodyDs to( (riority. $ character -ith +igher Calling
has (ledged his loyalty .irst and .ore!ost to a religion<
organiEation< or other cause like (aci.is!@ s(eci.y -hich -hen
choosing this Trait.
Z1 Point FS(ontaneousHK 1 Point is earned e%ery ti!e the
characterDs cause N.orcesD her to act in a !anner that goes
against the rest o. the (artyDs -ill > .or instance< barring the
characters .ro! entering sacred ground< re.using to .ight in a
li.e=threatening situation< or acting o(enly hostile to Nin.idelsD
ca(able o. hel(ing the (arty out.
Z# Points FTiedHK 9or # Points< the characterDs cause results
in a serious con.lict bet-een her and the other (arty !e!bers
during the course o. the session.
=4 Points FTiedHK ,y s(ending 4 Points< the character
beco!es disillusioned -ith her cause during the course o. the
session< resulting in her breaking a-ay .ro! it and canceling
out this Trait.
Mistaken 3dentit)
&..ectK 9or so!e reason< the character has been !istaken .or
so!eone else > a .a!ous o(era singer< a notorious cri!inal<
so!ebodyDs dead brother > and is no- (ro.iting .ro! the
ensuing con.usion.
Z1 Point FTiedHK 9or 1 Point< the characterDs !istaken
identity results in the! encountering trouble during the course
o. the session.
Z4 Points FTiedHK 9or 4 Points< the (erson the character is
being !istaken .or sur.aces during the course o. the session<
blo-ing their Nco%erD and canceling out this Trait.
=1 Point FTiedHK ,y s(ending 1 Point< the characterDs
!istaken identity une'(ectedly earns the character assistance
during the course o. the session.
5emesis
&..ectK 8%erEealous stalkers< hard=headed !ilitary !en -ith a
grudge< (ur(le octo(i -ith attitude > -hate%er their identity<
the characterDs 2e!esis Cust kee(s (o((ing u( to cause
trouble. Decide -ho the ne!esis is > and -hy they are a.ter the
character > -hen choosing this Trait.
Z1 Point FTiedHK 9or 1 Point< the characterDs ne!esis
sur.aces during the course o. the session< leading to a .ight or
other con.rontation.
=3 Points FTiedHK ,y s(ending 3 Points< the ne!esis .inally
decides theyD%e had enough and lea%e the character alone<
canceling this Trait.
=1 Points FTiedHK ,y s(ending 1 Points< e%ents during the
course o. the session result in a change o. heart .or the
ne!esis< turning the! into an $lly instead. This e..ect cancels
this Trait.
FINAL FANTASY THE ROLEPLAYING GAME
318
5otoriet)
&..ectK The character has an out=and=out bad re(utation > as a
!urderer< as a traitor< as a cri!inal o. the highest caliber
6hether Custi.ied or Cust the result o. hearsay< this 2otoriety
!akes his li.e that !uch !ore interesting.
=1 Point FS(ontaneousHK ,y s(ending 1 Point< the character
can reroll any Skill Tests in%ol%ing Inti!idation once.
Z1 Point FTiedHK 9or 1 Point< the characterDs 2otoriety causes
serious (roble!s during the course o. the session > innkee(ers
re.using ser%ice< local authorities taking a close interest in the
characterDs actions< or ho-ling !obs hounding hi! out o. to-n
are all .air ga!e.
=1 Point FTiedHK ,y s(ending 1 Points< the character can do
so!ething during the course o. the session to redee! hi!sel.<
canceling out this Trait.
4bli$ation
&..ectK The character has to s(lit her -orld=sa%ing acti%ities
-ith another obligation > a sickly sister< the security o. a s!all
%illage< (ersonal .a%ors o-ed to a !onarch. Decide the nature
o. the characterDs obligation -hen choosing this Trait.
Z1 Point FTiedHK 9or 1 Point< the character !ust attend to
her obligation during the course o. the session< distracting her
.ro! other acti%ities.
4ut#ast
&..ectK The character has !anaged to !ake hi!sel. highly
un-elco!e so!e-here > to such an e'tent that he is banned
outright .ro! entering< or -ould risk li.e and li!b in doing so.
Decide -here and -hy the character has earned this dubious
distinction -hen choosing this Trait.
Z1 Point FTiedHK 9or 1 Point< the characterDs inability to enter
a location creates co!(lications .or hi!sel. or the rest o. his
(arty during the course o. the session.
=3 Point FTiedHK ,y s(ending 3 Points< the character can do
so!ething during the course o. the session to redee! hi!sel.<
canceling out this Trait.
"ti$ma
&..ectK The character belongs to a grou( that .aces acti%e
discri!ination in society at large. 6hether .or racial< religious<
or class reasons< the reality is that thereDs (lenty o. (eo(le
-illing to !ake the characterDs li.e un(leasant.
Z1 Point FTiedHK 9or 1 Point< the character encounters
serious (roble!s as a result o. acti%e discri!ination during the
course o. the session.
PERSONAL TRAITS
Personal Traits co%er all the territories the other categories
donDt > 7uirks< skills< habits and oddities that set the character
a(art .ro! the !asses.
Amnesia
&..ectK Through trau!a or !agic< the character has little > i.
any > !e!ory o. his o-n (ast. Peo(le and (laces o. his (ast
-ill go unrecogniEed< and so!eti!es he -on?t e%en kno- his
o-n na!e.
Z11 Points FS(ecialHK ,uild a character -ith the $!nesia
Trait as nor!al. $t the beginning o. the ga!e< a character -ith
$!nesia -ill only ha%e access to the basic Skills all Jobs begin
the ga!e -ith< a 6ea(on Skill< an &'(ert Skill > i. a((licable ==
and one additional Skill o. the (layerDs choice. 8rigin and Social
Traits cannot be used< nor can the character gain ;ey Points .or
his /oal.
=1 Point FS(ontaneousHK ,y s(ending 1 Point< the character
can (er!anently regain use o. one additional Skill bought at
character creation.
=# Points FS(ontaneousHK ,y s(ending # Points< a character
-ith $!nesia can recall his /oal. 8nce this has been done< he
earns ;ey Points .or ste(s taken to-ards it as nor!al.
=# Points FS(ontaneousHK ,y s(ending # Points< the
character can (er!anently regain use o. one other 8rigin or
Social Trait bought at character creation.
Andro$)n)
&..ectK *egardless o. his true se'< the character blurs the
gender lines Cust enough to lea%e e%erybody guessing > at
ti!es to his o-n ad%antage.
=1 Point FS(ontaneousHK ,y s(ending 1 Point< the character
can success.ully disguise hi!sel. as a !e!ber o. the o((osite
gender or use S!ooth Talk -ithout gender (enalties. They !ay
also ignore any (enalties to Skill Tests nor!ally incurred by
their gender.
@$ph. I %ne you ere too
beautifu# to be a $an.&
9a#uf 'a#!eison
FINAL FANTASY +
(eaut)
&..ectK 6hile the de.inition o. ?attracti%e? continues to be hotly
debated in (ubs the -orld o%er< a character -ith this $d%antage
ta(s into so!e ti!eless< uni%ersal standard o. beauty that ne%er
7uite goes out o. .ashion.
=1 Point FS(ontaneousHK ,y s(ending 1 Point< the character
can use her beauty to obtain a s!all .a%or or a gi.t o. a lo-=le%el
ite! .ro! an ad!irer.
=# Points FS(ontaneousHK ,y s(ending # Points< the
character can auto!atically succeed at a S!ooth Talk Skill Test
ai!ed at any -illing or (lausibly -illing target.
=) Points FTiedHK ,y s(ending ) Points< the character
ac7uires a sy!(athetic ad!irer -ith a signi.icant le%el o.
in.luence or -ealth during the course o. the session. De(ending
on the circu!stances > and the characterDs actions > such
ad!irers !ay be able to grant signi.icant .a%ors to the
character and her co!rades.
=1 Point FTiedHK ,y s(ending 1 Point< a (re%iously=established
ad!irer -ill resur.ace during the course o. a session.
Z1 Point FTiedHK 9or 1 Point< the characterDs ,eauty attracts
un-anted attention or lea%es her in a dangerous situation
during the course o. the session.
Z4 Points FTiedHK 9or 4 Points< the character ac7uires a
dangerous > and (ersistent > ad!irer -ho -ill sto( at nothing
to -oo > or subCugate > her during the course o. the session.
FINAL FANTASY THE ROLEPLAYING GAME
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Z1 Point FTiedHK 9or 1 Point< a (re%iously=established
dangerous ad!irer -ill resur.ace during the course o. the
session.
(ottomless Po#kets
&..ectK 5ou ne%er realiEe ho- %aluable a strategically=bent (iece
o. -ire is until youDre staring at the inside o. a locked (rison
door. In kee(ing -ith this (hiloso(hy< the character has an odd
or end .or e%ery situation.
=1 Point FS(ontaneousHK ,y s(ending 1 Point< the character
can NconCure u(D a !undane ite!< no 7uestions asked >
(ro%ided itDs s!all enough .or the! to be carrying around. &%en
i. they ha%e no logical reason to be hauling around a li.eti!eDs
su((ly o. ar!or (olish< t-enty !eters o. ro(e< an A&D=e7ui((ed
Chocobo lure and in%isible ink< the rest o. the (arty can rest
assured itDll be there -hen they need it the !ost.
C/arismati#
&..ectK 6hether itDs through good looks< ri%eting oratory< or
blind ani!al !agnetis! > a Charis!atic character has the
uncanny ability to -ra( (eo(le around her little .inger in no
ti!e .lat.
=1 Point FS(ontaneousHK ,y s(ending 1 Point< the character
can reroll any Task Check in%ol%ing one o. the .ollo-ing Skills
onceK $cting< Co!!and< &ti7uette< In7uiry< 2egotiation< S!ooth
Talk< Street-ise< Teaching.
=# Points FS(ontaneousHK ,y s(ending # Points< the
character can auto!atically succeed at any one Task Check
in%ol%ing one o. the .ollo-ing SkillsK $cting< Co!!and<
&ti7uette< In7uiry< 2egotiation< S!ooth Talk.
Compulsion
&..ectK The character has a co!(ulsi%e need .or a certain
so!ething< -hether a (hysical substance > herbal tea< co..ee<
chea( cigarettes > or a (articular acti%ity< such as high=stakes
ga!bling or airshi( racing. $s a result< they -ill be through hell
and high -ater to get their N.i'D.
Z1 Point FTiedHK 9or 1 Point< the characterDs (ursuit o. his
indulgence causes (roble!s .or hi!sel. > or the rest o. the
grou( > during the course o. the session.
=4 Points FTiedHK ,y s(ending 4 Points< the character Nkicks
the habitD during the course o. the session< canceling out this
Trait.
Cr)pti#
&..ectK 6ho is that !ysterious !asked !anG $ Cry(tic character
see!s to o(erate on a di..erent le%el o. reality than the -orld
around hi!< kno-ing things nobody else is (ri%y to.
=1 Point FS(ontaneousHK ,y s(ending 1 Point< the character
can re7uest a use.ul .act or (iece o. in.or!ation regarding the
(artyDs current situation .ro! the /0 in (ri%ate. This
in.or!ation should be so!ething none o. the other characters
could kno-< e%en -ith success.ul Aore\ Task Checks.
+i,ination
&..ectK The character can .oresee tiny .rag!ents o. the .uture
or inklings o. a destiny yet to co!e. +o- the character deri%es
this kno-ledge %aries .ro! (erson to (erson@ so!e !ay use
Tarot cards or (al!istry< others s-ear by s!oke and tea lea%es<
and others still see the .uture through natural talents alone.
=1 Point FS(ontaneousHK ,y s(ending 1 Point< the character
can obtain a %ague %ision o. the not=too=distant .uture > either
(ertaining to the!sel%es< another character< or the (arty as a
-hole. 6hile accurate< this %ision is o(en=ended enough to
allo- a nu!ber o. inter(retations.
=3 Point FS(ontaneousHK ,y s(ending 3 Points< the character
can obtain a clear and un!istakable %ision o. the not=too=
distant .uture > either (ertaining to the!sel%es< another
character< or the (arty as a -hole. This %ision is lucid enough
that there is no doubt as to -hat is ha((ening< but still gi%en
-ithout conte't.
'e (arefu# of forgetfu#ness. Your
#u(%y (o#or is1 b#ue; 1Forget
it.&
3#ou! Strife
FINAL FANTASY +II
!ideti# Memor)
The character is blessed -ith an unusually shar( !e!ory< being
able to recall al!ost anything read< seen or heard during the
course o. their li.e > e%en !inute details are retained (recisely
and co!(letely.
=1 Point FS(ontaneousHK ,y s(ending 1 Point< the
characterDs (layer can ask the /0 to re(eat any one (iece o.
in.or!ation the character has (re%iously learned.
Fa#e in t/e Cro*d
&..ectK The character has the kind o. .eatures that Cust doesn?t
stay in the !e!ory@ those -ho see hi! once -ill rarely
re!e!ber hi! e%en .i%e !inutes later.
Z1 Point FTiedHK 9or 1 Point< the characterDs anony!ity
results in allies being unable to recogniEe hi! during the
course o. the session.
=1 Point FS(ontaneousHK ,y s(ending 1 Point< the character
can auto!atically esca(e recognition and detection in a
situation in -hich he is under scrutiny.
=1 Points FTiedHK ,y s(ending 1 Points< the character can
ensure that no reliable (er!anent records are ke(t on hi!@
(hotogra(hs and (hysical descri(tions are %ague enough to
al!ost guarantee nobody -ill e%er recogniEe hi! on the street.
FINAL FANTASY THE ROLEPLAYING GAME
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Flas/ba#ks
&..ectK The character is (lagued by %i%id .lashbacks to a (ast
she canDt entirely re!e!ber. So (o-er.ul are these .lashbacks
that she essentially Nreli%esD the e'(erience< losing all
connection to the outside -orld.
=1 Point FS(ontaneousHK ,y s(ending 1 Point< the character
undergoes a .lashback i!(arting so!e (iece o. in.or!ation
use.ul to the character or (arty< either i!!ediately or in the
near .uture.
Z1 Point FS(ontaneousHK 9or 1 Point< the character
undergoes a .lashback at a critical Cuncture< lea%ing the!
obli%ious to the outside -orld .or the rest o. the Scene. During
this ti!e< they !ay not act< and auto!atically .ail any Task
Checks they are re7uired to !ake.
Geta*a) in$
&..ectK Cars< trains< (lanes< and airshi(s > -hen thereDs a need
to get so!e-here .ast< the character kno-s e'actly -here to
rustle u( trans(ortation.
=1 Point FS(ontaneousHK ,y s(ending 1 Point< the character
can .ind an a((ro(riate %ehicle or !ount to co!!andeer during
a chase or geta-ay scene. 2ote that this does nothing .or their
actual ability to (ilot or ride their Ndisco%eryD.
=# Points FS(ontaneousHK ,y s(ending # Points< a %ehicle the
character a((ro(riated -ill !anage to !iraculously hold
together .or the duration o. a chase or esca(e atte!(t<
regardless o. ho- !uch da!age it sustains in the (rocess.
+o-e%er< the %ehicle -ill i!!ediately break do-n a.ter the
action is o%er< and -ill need to be re(aired > or re(laced >
be.ore it can be used again.
Grand !ntran#e
&..ectK So!e characters ha%e a knack o. arri%ing at Cust the
right !o!ent.
=1 Point FS(ontaneousHK ,y s(ending 1 Point< the character
can instantly Coin > or reCoin > a grou( at any (oint during a
session@ in the !iddle o. a desert< on a battle.ield< ato( a
deserted !ountain (eak. +o- and -hy the character ha((ens
to be sho- u( there is le.t u( to the grou(Ds i!agination.
Hei$/tened "enses
&..ectK The character has enhanced hearing< s!ell< or sight<
allo-ing her to s(ot things that -ould nor!ally not be ob%ious.
=1 Point FS(ontaneousHK ,y s(ending 1 Point< the character
can reroll any $-areness or Perce(tion Skill Test.
=1 Point FTiedHK ,y s(ending 1 Point< the characterDs senses
unco%er a secret or hel( the (arty o%erco!e an obstacle during
the course o. a session.
3nno#ent Abroad
&..ectK So!e characters are so hard=bitten and -orld=-eary
that nothing can sur(rise the! any !ore. 8thers ste( into
ad%enturing li.e -ith a certain !easure o. innocence > and
natural gullibility.
Z1 Point FTiedHK 9or 1 Point< the character -ill .all .or a
dangerous ruse or sca! during the course o. the session > .ake
charities< NlegendaryD ite!s o. dubious authenticity< or robed
strangers asking the! to retrie%e the Doo! ,ook they need to
cure their (oor< sick grand!other.
.one %olf
&..ectK The character is ill at ease around the co!(any o.
others@ her (oor ability to Cudge res(onses and gru.. de!eanor
tend to cause o..ense !ore o.ten than not.
Z1 Point FTiedHK 9or 1 Point< all .ailed Task Checks in%ol%ing
Social Skills during the course o. the session beco!e Critical
9ailures. $ny Critical Successes on these Task Checks are
ignored.
Ma#/ine-s/)
&..ectK So!e characters are naturally ill at ease around
technology< (re.erring not to get in%ol%ed -ith it unless no
other alternati%e (resents itsel.@ e%en then< their gras( o.
co!(le' de%ices is likely to be sli((ery at best.
Z1 Point FTiedHK 9or 1 Point< all .ailed Task Checks in%ol%ing
!achinery and co!(le' e7ui(!ent during the course o. the
session beco!e Critical 9ailures. $ny Critical Successes on these
Task Checks are ignored.
Malad)
&..ectK The character has a !inor ail!ent > shooting cra!(s<
slee(ing sickness< or generally (oor health > that tends to
inca(acitate the! at ino((ortune !o!ents.
Z1 Point FTiedHK 9or 1 Point< the charactersDs !alady
!ani.ests itsel. during the course o. the session< (utting the!
out o. co!!ission .or the duration o. a Scene.
Z3 Points FTiedHK 9or 3 Points< the characterDs !alady -ill
lea%e the! inca(acitated .or the !aCority o. the session.
P/obia
&..ectK The character su..ers .ro! a dee(=seated< (athological
.ear o. so!ething > heights< insects< .ire< darkness< root
%egetables< 0alborosY Decide the obCect o. .ear in 7uestion
-hen .irst choosing this Trait@ the character -ill not -illingly
e'(ose the!sel%es to it unless circu!stances lea%e the! -ith
no other alternati%e.
Z1 Point FTiedHK 9or 1 Point< the charactersDs (hobia
(re%ents the! .ro! carrying out an $ttribute Check< Skill Test or
other action o. i!(ort during the course o. the session.
=3 Points FTiedHK ,y s(ending 3 Points< the character
!anages to circu!%ent their (hobia during the course o. the
session< canceling out this Trait.
"e#r!t Pla#!
&..ectK The character kno-s the location o. a (lace -hose
-hereabouts are not kno-n to !ost o. the -orld > a hidden
treasure cache< a secreti%e %illage< an ancient shrine or te!(le.
This (lace !ay ha%e signi.icance to the story as a -hole< or
si!(ly hold i!(ortant treasure@ de.ine -hat the (lace is -hen
taking this Trait.
=1 Point FS(ontaneousHK ,y s(ending 1 Point< the character
can learn one i!(ortant thing about a tra(< (uEEle< de%ice<
treasure< or !onster in the (lace in 7uestion.
FINAL FANTASY THE ROLEPLAYING GAME
421
=# Point FTiedHK ,y s(ending # Points< the character can
guide other characters to the (lace in 7uestion during the
course o. the session. 2o 2a%igation rolls are needed.
Z1 Point FTiedHK 1 Point is earned i. an o((onent or hostile
(o-er begins acti%ely seeking out the (lace in 7uestion during
the course o. the session.
"plit Personalit)
&..ectK The characterDs (ersonality is .ractured< s(lit into a
nu!ber o. distincti%e NidentitiesD -hich .ight .or control o. the
character. Deter!ine the nu!ber and ty(e o. (ersonalities the
character has -hen choosing this Trait.
=1 Point FS(ontaneousHK ,y s(ending 1 Point< the character
is taken o%er by another (ersonality ca(able o. hel(ing the
(arty sur!ount a challenge or obstacle they are currently
.acing.
Z1 Point FTiedHK 9or 1 Point< one o. the characterDs
(ersonalities takes o%er No..=ca!eraD during the course o. the
session< causing (roble!s .or the NrealD character .urther do-n
the line. The (ersonality in 7uestion could end u( (icking a
.ight -ith the local constabulary< shake do-n local sho(kee(ers<
or e%en betray the (artyDs -hereabouts to ene!y hench!en.
"trai$/t Arro*
&..ectK The character has unusually u(standing !oral %alues
and disar!ing honesty > the kind o. !an -ho (rides hi!sel. on
being able to read anotherDs character o.. the basis o. a
handshake.
=1 Point FS(ontaneousHK ,y s(ending 1 Point< the character
can instantly deter!ine the truth.ulness o. any one state!ent
or (erson.
Z1 Point FTiedHK 9or 1 Point< the characterDs o%er-hel!ing
honesty causes trouble .or the (arty during the course o. the
session.
'ra,elin$ "i#kness
&..ectK Sailboats. Trains. Cars. $irshi(s. Put a character -ith
Tra%eling Sickness on a !o%ing %ehicle< and -hat ha((ens ne't
is .ar .ro! (retty.
Z1 Point FS(ontaneousHK 1 Point is earned e%ery ti!e the
character su..ers se%ere< inca(acitating nausea .ro! being
onboard a !o%ing %ehicle< unless !edicated be.orehand > the
Ite! Tran7uiliEer -orks -onders in this regard.
2!n$!an#e
&..ectK The character has s-orn re%enge on so!eone > or
so!ething > and -ill not rest until she gets it. Deter!ine -hat
the character has s-orn 4engeance against and -hy -hen
choosing this Trait.
Z1 Point FTiedHK 9or 1 Point< the characterDs irrational (ursuit
o. re%enge lea%es her in a dangerous or li.e=threatening
situation during the course o. the session.
%alkin$ +isaster
&..ectK V6alking disasterW is as a(t a descri(tion o. the
characterDs acti%ities as any@ he see!s literally inca(able o.
.ouling anything u( -ithout turning it into a s(ectacular
catastro(he.
Z# Points FTiedHK 9or # Points< e%ery .ailed Task Check during
the course o. the session is counted as a ,otch.
%aterborn
&..ectK Through training or natural selection< the character is
ca(able o. s(ending e'tended (eriods o. ti!e under-ater
-ithout any serious ill e..ects< e%en -ithout a (ro(er breathing
a((aratus.
=# Points FS(ontaneousHK ,y s(ending # Points< the
character can s(end a scene< $bility Check< or Skill Test
sub!erged under-ater -ith no ill e..ects.
Changing Traits
Traits arenDt necessarily (er!anent@ a character !ay lose or
ac7uire any nu!ber during the course o. their ad%entures< e%en
i. they only started -ith a basic Trait Package. *e!o%ing and
adding Traits should be only done i. both (layer and /0 agree
the changes are a((ro(riate@ so!e Traits also allo- (layers to
Ncash outD o. their o-n %olition. The one e'ce(tion to this is the
characterDs Trait Package@ changes in a characterDs (ersonality
can result in so!e o. the attributes listed in the (ackage no
longer a((lying. 9or this reason< a (layer is at liberty to change
their Trait Package at the beginning or end o. a session<
(ro%ided they in.or! e%eryone else o. any changes !ade.
P#!""I"G
0any o. the !ore co!(le' Trait e..ects introduced in the
(re%ious section are Tied rather than S(ontaneous. Due to their
(otential i!(acts on the (lot< it is i!(ortant to allo- a /0 ti!e
to (re(are .or their use and s!ooth out (otential con.licts. 9or
this reason< the use o. Tied e..ects should be (lanned out
be.ore the session begins@ take .i.teen or t-enty !inutes as a
grou( and re%ie- a((licable Traits< con.erring -ith each other
regarding the sha(e o. the session and the course it?s going to
take.
,y NtyingD Trait e..ects into a session< the (layer can clai! ;ey
Points u( .ront in e'change .or a co!(lication during the
course o. a session. $ (layer -hose character su..ers .ro! a
Stig!a< .or instance< can o(t to ?build? a situation into the
ad%enture in -hich that Stig!a causes trouble .or the
character. Points earned in this !anner can then be used to
sur!ount those challenges or sa%ed u( .or !ore NseriousD
(roble!s encountered .urther do-n the line.
&ach character can tie u( to three o. their Traits into a
session< though /0s !ay li!it this to one or t-o< de(ending on
the length o. the session at hand. It is also i!(ortant that
characters -ork together to ensure the co!bined e..ects donDt
o%er-hel! the session > in other -ords< a%oid ha%ing an $lly
turn traitor< 9a!ily Ties turn sour< a 2e!esis resur.ace< and a
+unted character suddenly ha%e to deal -ith a (assel o. bounty
hunters all in the sa!e session.
Still< e%en -ith a !ini!u! o. Trait disru(tion< it !ay not be
(ossible to .it e%ery Trait e..ect into the sessionDs li!ited
running ti!e. I. it turns out that a /0 doesnDt ha%e ade7uate
o((ortunity to -ork in a tied Trait e..ect< the character?s (layer
FINAL FANTASY THE ROLEPLAYING GAME
422
can either gi%e back the ;ey Points earned or > i. they ha%e
already s(ent the! > treat the! as an ?debt?. In the case o. a
debt< the e..ect in 7uestion re!ains tied until it is used in (lay<
and cannot be tied again until then. Tied Trait e..ects can also
be %oluntarily ?untied? during the course o. a session by the
(layer be.ore they occur by returning the ;ey Points earned
.ro! the!.
CH!PTER G#OSS!R$
$s this is the .inal glossary in this book< the list o. ter!s is
shorter than in (re%ious cha(ters.
Dra!atic Traits. Certain 7ualities o. a character that canDt be
re(resented through Skills< $ttributes< or $bilities.
;ey Points. NCurrencyD used to sha(e the (rogress o. a story.
;ey Traits. Positi%e and negati%e -ords used to describe a
characterDs (ersonality.
S(ontaneous. :sed to describe a Trait e..ect that can be
used at any ti!e.
Tied. :sed to describe a Trait e..ect that re7uires ad%ance
(lanning to use.
Trait Package. The N(ackageD o. (ersonality attributes e%ery
character (ossesses.
FINAL FANTASY THE ROLEPLAYING GAME
423
Glossary and Inde@
$bility. $ s(ecial (o-er (ossessed by a Job.
$bility $ction. $ny $ction using Slo-< 9ast< or 0agic $bilities< including S(ells.
$bility Set. $ll $bilities a%ailable to a gi%en Job or character.
$bsorbance F$H. :sed to designate a co!batantDs ability to absorb a gi%en category o. &le!ental da!age.
$ccessory. &nchanted relics used to boost a characterDs ca(abilities.
$ccessory Slot. &7ui(!ent slot used to e7ui( $ccessories.
$ction Phase. Phase during -hich the (artici(ants act.
$d%enture. 8ne=o.. 7uests or series o. e%ents -ith a .i'ed goal.
$d%antage. $ character 7uirk that a..ects the characterDs co!bat (er.or!ance in a (ositi%e -ay.
$d%erse Terrain. Terrain that reduces !o%e!ent by 10Q.
$rcane 0agic. $ny S(ell that deals da!age< but is not directly associated -ith one o. the Co!bat &le!ents.
$r!or ,ase. ,ase %alue deter!ining a !onsterDs o%erall $*0.
$ttack $ction. $ttacking an o((onent -ith an e7ui((ed 6ea(on.
$ttribute. 8ne o. a nu!ber o. stats tracking a characterDs (hysical and !ental ca(abilities.
$ttribute Ca(. 0a'i!u! %alue an $ttribute can ha%e. Deter!ined by Job and *ace.
$ttribute Point. Points that can be s(ent on de.ining and increasing the characterDs $ttributes.
$ttribute *ating. 2u!ber !easuring a characterDs ability in a gi%en $ttribute.
$rti.act. $ (iece o. e7ui(!ent -hich !ay not be bought in stores< but can be .ound !ulti(le ti!es.
$uto!atic 0iss. $ ,otch in an $ttack $ction.
$%ailability *ating. $ nu!erical re(resentation o. an ite!Ds general rarity.
$%ailability *oll. $ dQ roll !ade to see -hether an ite! is in stock. The target nu!ber is the ite!Ds $%ailability *ating.
,ody Slot. &7ui(!ent slot used to e7ui( 0ail< Suits and *obes.
,otch. $ critical .ailure on a Percentile *oll . 8ccurs on un!odi.ied rolls o. "1 to 100.
,ra-ling. $ttack $ctions -ithout a 6ea(on e7ui((ed.
,u... $ny e..ect that i!(ro%es a characterDs abilities or (o-er< as -ith Status Conditions like Po-er :(.
,uild. $ (re!editated design or te!(late .or a character< usually de%elo(ed around a s(eci.ic set o. $d%antages< $ttributes< and
&7ui(!ent.
Ca!(aign. $ continuous narrati%e built u( .ro! interlinking ad%entures.
Charge Ti!e. The delay bet-een -hen a character decides to use a Slo- $bility and its acti%ation.
Class. $ generalised (ro.ession.
Co!bat &le!ents. The &le!ents o. 9ire< 6ater< 6ind< &arth< Ice< Aightning< Poison< +oly and Shado-.
Co!bat 0o%e!ent. 0o%e!ent undertaken as (art o. an attack.
Co!(le'ity /rade. 0easure o. a cra.ting (roCectDs co!(le'ity.
Conditional 0odi.ier. 0odi.ier a((lied to Task Checks based on ho- easy > or di..icult > the task at hand is.
CoS. Short .or NChance o. SuccessD. $ target nu!ber .or !ost task resolution rolls in the 99*P/.
Cra.t Point. 0easure o. ra- !aterials. Consu!ed to create things.
Critical +it. $ Critical Success in an $ttack $ction.
Critical InCuries. InCuries se%ere enough to gi%e characters te!(orary or (er!anent Status Conditions.
Critical Success. $n unusually good result on a Percentile *oll . 8ccurs on un!odi.ied rolls o. 1 to 10.
dQ. $ die roll using t-o ten=sided dice to generate a total N(ercentageD.
Da!age Ca(. *estriction li!iting the a!ount o. da!age done by any one attack to """ +P or 0P.
Da!age Die. Die > or dice > rolled and added to an attackDs da!age.
Da!age Scale. 0ulti(lier that gi%es an attackDs basic da!age.
De.ault $ttribute. The $ttribute that has the strongest e..ect on a character?s chance o. success -ith a gi%en Skill . The De.ault
$ttribute?s *ating can substitute .or a Skill *ating in certain cases.
Debu... $ny e..ect that reduces a characterDs abilities or (o-er. The 6eaken Status Conditions are one e'a!(le o. this.
De.ense $ction. /i%ing u( all $ctions and bracing .or da!age.
Di..icult Terrain. Terrain that reduces !o%e!ent by #1Q.
Disad%antage. $ character 7uirk that a..ects the characterDs co!bat (er.or!ance in a negati%e -ay.
Dot. Deri%ed .ro! the acrony! D8T > NDa!age 8%er Ti!eD. &..ects such as Poison and Sa( .all into this category.
Durability. $ !easure o. ho- !any hits it takes to destroy an en%iron!ental .eature.
FINAL FANTASY THE ROLEPLAYING GAME
424
&le!ental. See Co!bat &le!ents.
&le!ental 0agic. $ny S(ell that deals da!age associated -ith one o. the Co!bat &le!ents.
&7ui(!ent $bility. S(ecial (ro(erties tied to a gi%en (iece o. e7ui(!ent.
&7ui(!ent Tier. $ nu!ber .ro! 1 to 10< !easuring an ite!?s general rarity.
&7ui((ed. Ter! used .or e7ui(!ent the character -ears or kee(s to hand.
&sca(e $ction. $ction resulting .ro! a co!batantDs atte!(ts to -ithdra- to a sa.er (osition.
&'tre!e Initiati%e. $n Initiati%e o. 31 or higher. &ntitles a co!batant to additional $ctions.
9ast $bility. $n $bility that re7uires no (re(aration ti!e.
9lat CoS. $ chance o. success that al-ays re!ains the sa!e.
9udging. Ignoring the result o. a roll and deciding -hat the outco!e should be< e%en i. it is di..erent .ro! -hat the roll -ould ha%e
nor!ally (roduced. /enerally done by the /0 i. the roll -ould cause serious (roble!s .or the ga!e at hand< though so!e -ill use it to
?cheat? the (layers.
9ull= 0o%e $ction. $n $ction s(ent entirely on !o%e!ent.
/a!e!aster F/0H. ?AeaderD o. the ga!e. Sets challenges and details the -orld.
/rognard. 2ickna!e .or older< !ore conser%ati%e ga!ers -ho tend to be dee(ly in%ol%ed in their hobby.
+ands Slot. &7ui(!ent slot used to e7ui( $r!-ear and /auntlets.
+ead Slot. &7ui(!ent slot used to e7ui( +ats and +el!ets.
+it ,ase. ,ase %alue deter!ining a !onsterDs o%erall +P.
+it Die. Die rolled to deter!ine a characterDs +it Points.
+it Points F+PH. $ re.lection o. the character?s general (hysical condition.
+ouse *ules. T-eaks and changes !ade to a basic *P/ ruleset.
I!!unity FIH. :sed to designate a co!batantDs i!!unity to a gi%en category o. &le!ental da!age or Status Condition.
Initiati%e. Score that deter!ines -hen actions are taken.
Initiati%e Phase. Phase during -hich the order o. the (artici(antsD actions is deter!ined.
Intuiti%e 0agic. ?0inor? S(ells created on the .ly by casters.
Intuiti%e Skill. $ Skill -hose De.ault $ttribute?s *ating !ay be used in (lace o. a Skill *ating i. the character does not (ossess the Skill
in 7uestion.
In%ention Ae%el. 0easure o. an In%entionDs o%erall (o-er.
In%entory Slot. &7ui(!ent slot used .or (otions< thro-ing -ea(ons< a!!unition and other NlooseD ite!s.
Ite! $ction. $ction in%ol%ing using ite!s or changing e7ui(!ent in=battle.
Job. $ s(ecialised (ro.ession.
;ey Ite!. Ite! signi.icant to the (lot or ad%enture.
;ey Points. NCurrencyD used to sha(e the (rogress o. a story.
;ey Traits. Positi%e and negati%e -ords used to describe a characterDs (ersonality.
Aearned Skill. $ Skill -hose *ating cannot be re(laced by a De.ault $ttribute?s *ating i. the character does not (ossess it.
Aegendary. $ (iece o. e7ui(!ent that only e'ists once on any gi%en -orld.
Ae%el. $ re.lection o. a character?s e'(erience le%el. ,ased on the total nu!ber o. JP that character (ossesses.
0agic $bilities. S(ells and s(ell=like $bilities.
0agic $r!or ,ase. ,ase %alue deter!ining a !onsterDs 0. $*0.
0agic ,ase. ,ase %alue deter!ining the !onsterDs o%erall 0P.
0agic Die. Die rolled to deter!ine a characterDs 0agic Points.
0agic Points F0PH. The re(resentation o. a character?s reser%oir o. s(ellcasting energy.
0agical. 0agical da!age not associated -ith a Co!bat &le!ent .
0in=0a'ing. The (ractice o. Cuggling character $ttributes< Skills and e7ui(!ent .or !a'i!u! e..ecti%eness in co!bat.
0odi.ier. $ny additional (ro(erty attached to a basic $ttack to enhance its e..ects. Can also be used in conCunction -ith $bilities in so!e
cases.
0onster 9a!ily. $ grou(ing o. !onsters -ho share si!ilar characteristics.
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0onty +aul. Derisi%e nickna!e .or ad%entures that e'ist allo- characters to ac7uire increasingly ludicrous le%els o. !oney and
o%er(o-ered e7ui(!ent .or relati%ely little e..ort.
0unchkin. 2ickna!e .or (layers (reoccu(ied -ith .inding e%er !ore elaborate !eans o. boosting their charactersD (o-er to obscene
le%els. 0unchkins !ay o.ten take ad%antage o. loo(holes in the rules to do this@ .or this reason< the !ost e..ecti%e !unchkins -ill also be
relentless *ules Aa-yers.
2on=Player Character F2PCH. $ny character -hose actions are controlled by the /0 rather than the (layers.
not *e.lectable. $ s(ell that is una..ected by the Status Condition *e.lect. Designated as 2* in Cha(ter K 0agic.
2uke. To deal a large a!ount o. da!age in a single attack. ?2ukers? usually tend to be 0age Jobs.
8((osed Task Check. Task Check in -hich t-o or !ore (artici(ants !ake a dQ roll.
8(tional *ule. *ules designed to be used at a /0Ds discretion.
Percentile *oll . $ roll !ade using a dQ.
Phase. Seg!ents o. a *ound. 0ost *ounds ha%e three (hases.
Pincer $ttack. ,attle in -hich one side co!(lete encircles the other.
Player Character FPCH. $ny character -hose actions are controlled by one o. the (layers.
Pree!(ti%e *ound. S(ecialiEed *ound resulting .ro! a!bush.
*acial 0a'i!u!. $ hard li!it on starting $ttributes de.ined by a characterDs choice o. race.
*acial 0odi.ier. $ !odi.ier i!(osed to a Task Check as a result o. a race?s uni7ue (hysiology.
*eaction $bility. $n $bility that only triggers under certain circu!stances.
*eco%ery 0agic. S(ells that restore +P or 0P< or re!o%e har!.ul Status Conditions.
*e.lectable. $ s(ell that can be a..ected by the Status Condition *e.lect. Designated as * in Cha(ter K 0agic.
*esistance F*H. :sed to designate a co!batantDs resistance to a gi%en category o. &le!ental da!age.
*ound. ,asic unit o. ti!e in 99*P/ co!bat. $ battle -ill o.ten be !ade u( o. !ulti(le *ounds.
*ule o. 1. *ule stating that the s!allest a!ount o. da!age any one attack can in.lict is 1 +P.
*ule o. 10. *ule stating that the lo-est a CoS can be reduced to is 10 > !aking the roll under these circu!stances is not a Critical
Success< but an against=all=odds one.
*ules Aa-yer. 2ickna!e .or (layers -ith an encyclo(edic kno-ledge o. the rules and habit o. arguing their !inutiae at e%ery (ossible
turn.
Scale. $ !easure o. large an en%iron!ental .eature. This %alue is used to calculate da!age in.licted by the .eature.
Scene. ,asic unit o. ti!e in the 99*P/. $ scene ends -ith a change in location or the (assage o. ti!e.
Shield Slot. &7ui(!ent slot used to e7ui( a Shield< second 6ea(on or t-o=handed 6ea(on.
SiEe /rade. 0easure o. a cra.ting (roCectDs siEe.
Skill. $ (articular body o. kno-ledge used by a character< !easured %ia a nu!erical rating.
Skill $(titude. $ category o. Skills a character can learn at a reduced rate due to their training in that .ield.
Skill Point. Points that can be s(ent on de.ining and increasing the characterDs Skills .
Skill *ating. 2u!ber !easuring a characterDs (ro.iciency in a gi%en Skill .
Slo- $bility. $n $bility that re7uires (re(aration ti!e.
S(a!. *e(etiti%e use o. a single attack o%er and o%er.
S(ellblade 0agic. S(ells that (ri!arily a..ect a 6ea(on rather than a target.
S(ontaneous. :sed to describe a Trait e..ect that can be used at any ti!e.
Status Conditions. S(ecial conditions > (ositi%e or negati%e >that can a..ect a characterDs ca(acities and abilities.
Status 0agic. $ny S(ell -hich adds har!.ul or gain.ul Status Conditions to one or !ore targets.
Status Phase. Phase during -hich book=kee(ing .or Status Conditions takes (lace.
Su((ort $bility. $n $bility that is al-ays acti%e.
Su((ort 0agic. S(ells -hich do not directly a..ect co!batants or their o((onents< or -hich by(ass !agical &%asions by de.ault.
Synergy ,onus. $ bonus to a Task Check granted by co!(atible Skills and $ttributes.
Tank. Character or Job -hose (ri!ary role in a battle is to .ight on the .ront line and absorb the bulk o. the da!age dealt. This role is
usually .illed by 6arrior Jobs.
Task Check. $ Percentile *oll used to deter!ine the success or .ailure o. a task using one o. a characterDs Skills or $bilities.
Tied. :sed to describe a Trait e..ect that re7uires ad%ance (lanning to use.
Ti!er. &'(ression used .or the duration o. a Status Condition or s(ecial e..ect.
Trigger $ction. $n $ction in%ol%ing a Task Check.
TP;. $crony! .or NTotal Party ;illD > a disastrous e%ent in -hich e%ery PC dies. So!eti!es also kno-n as /a!e 8%er.
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Trait Package. The N(ackageD o. (ersonality attributes e%ery character (ossesses.
Traits. Certain 7ualities o. a character that canDt be re(resented through Skills < $ttributes< or $bilities.
:nconscious. Condition in -hich a PC or 2PC has been reduced to 0 or .e-er +P.
6ait. Delay acting .or a certain nu!ber o. ticks.
6ainscotting. 8%er=describing tri%ial en%iron!ental details Fe.g. the -all(a(er in a roo!H.
6eakness F6H. :sed to designate a co!batantDs -eakness to a gi%en category o. &le!ental da!age.
6ea(on Slot. &7ui(!ent slot used to e7ui( a 6ea(on.
6orksho( +our. 8ne hour o. uninterru(ted -ork in a s(ace that has all the !aterials and e7ui(!ent needed .or the cra.ter to do his
-ork.
JP. $ !easure o. a character?s gro-th in e'(erience and (ersonal ca(abilities< increased by certain actions and achie%e!ents -ithin the
ga!e.
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