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FINAL FANTASY RPG

INTRODUCTION
"The world is veiled in darkness. The wind stops, the sea is wild, and the earth begins to rot.
The people wait, their only hope, a prophecy...."
- Final Fantasy

Welcome to the Final Fantasy Role-Playing game, 2d6 edition.


The FFRPG originally began life as a project founded by Scott Tengelin in February of 1995.
Development began with a small initial group of designers and administrators consisting of Tengelin,
Martin Drury, Chris Pomeroy, and Matthew Martin.
After many years and changing of hands, it became a fully-realized dream the current third edition is
hosted at http://www.returnergames.com/ and I highly recommend it.
However, I found that the ruleset presented in the Returners FFRPG was too difficult for tabletop use and
frustratingly restrictive. Thus, I began a slow conversion of the rules systems into something that I felt was
more conducive for casual play.
But, as things often do, the more work I put into the system the more complex the rules became, until
finally they took on a life of their own and became a total system modification. I forged on ahead.
I attempted to replicate combat rules that accurately reflected the feel and style of the Final Fantasy
series. I attempted to create a world of epic battles and grand possibilities, but most importantly, a world
of heroic action. Titanic struggles between good and evil for the fate of the world is an accurate summary
of the typical adventurer's day, and that's just before breakfast.
Whether or not I succeeded is up for debate, but I find myself content with this ebook in its current
incarnation. At least for now.
This work is free distribution and not for sale under any circumstances.

I hope you enjoy playing the Final Fantasy 2d6 as much as I enjoyed creating it.

The Final Fantasy Role-Playing Game is not affiliated with or owned by Square Enix or any of its affiliated companies. Much of the material here is
copyrighted by Square Enix and its various contributors such as Yoshitaka Amano. A portion of the copyrighted material that appears here (such as
images) are asserted to be Fair Use under international copyright law.

Index

Chapter 1 p.1 Gameplay


Chapter 2 p.2 Character Creation
Chapter 3 p.21 Jobs
.p.23 Black Mage
.p.25 Blue Mage
.p.28 Dark Knight
.p.30 Dragoon
.p.32 Engineer
.p.35 Entertainer
.p.37 Fighter
.p.39 Gambler
.p.42 Geomancer
.p.47 Monk
.p.49 Ninja
.p.51 Paladin
.p.53 Ranger
.p.55 Red Mage
.p.57 Samurai
.p.60 Thief
.p.62 Thief
.p.64 White Mage / Summoner

Chapter 4 p.67 Defining a Hero


.p.67 Shared Abilities
.p.71 Skills
.p.78 Destiny
.p.80 Traits

Chapter 5 p.87 Equipment


.p.91 Weapons
.p.100 Legendary Weapons
.p. 104 Armor
.p. 106 Sample Adventuring Gear
.p. 109 Accessories and Ammunition
.p. 112 Synthesis
.p. 114 Cooking
.p. 115 Grafts

Chapter 6 p.118 Combat


.p.123 Status Effects
.p.125 Leveling Up
.p. 127 Recovery and Death
.p. 129 Limit Breaks
.p.133 Non-Combat Challenges

Chapter 7 p.135 - The World


.p.138 Magitek
.p.141 Judges and the Law
.p.142 Distant Places

Chapter 8 p.143 Magic


.p.146 Black Magic
.p.151 White Magic
.p.156 Blue Magic
.p.159 Time Magic
.p.164 Arts
.p.166 Summoning

Chapter 9 p.173 Beastiary


A blank character sheet is provided at the end of this book.

For Lilah

CHAPTER I: GAMEPLAY
"Know, and prepare for battle."
- Prof. Bordam Daravon

The following section offers an overview of the basic mechanics of the FFRPG, and includes many
important concepts and game terms. Although some of these explanations may be familiar to
experienced roleplayers, much of the information presented here will be expanded on in the remainder of
the Core Rulebook. As a result, it is recommended that you familiarize yourself with this material before
moving on.
Dice
Like most pen-and-paper RPGs, polyhedral dice are an indispensable part of the FFRPG experience,
determining everything from how much damage a Firaga spell inflicts to whether or not a character is able
to swim against the current. This rulebook abbreviates all dice rolls as d[number of sides]; thus a 6-sided
die would be called a 'd6'. A number before the 'd' indicates that more than one die is used '2d6' simply
means two six-sided dice are rolled and their totals are added together. A number after the type of die,
like 'd6+2', means that that number is added to the result of the roll. If the d6 comes up as a 5, for
example, the total score would be 7.
All youll need to play the FFRPG is this book and a handful of d6susually two per playerand
perhaps a single d4 dice to calculate percentile chances. More on this below.
Random Targets and Percentile Rolls
Often, the FFRPG will call for a random target to be chosen. A fair way to determine this would be to have
all eligible targets roll 2d6, with the lowest roller ending up as the target.
When the system states that an effect has a 50% or 25% or occurring, you could resolve this by rolling a
1d4 or continuing with your normal 2d6 dice. A 25% chance is 9 or more on 2d6, a 50% chance is 7 or
more, and a 75% chance is 5 or more. Use whatever method is easiest for you and your group!
Critical Successes and Failures
In many game systems which use d20s, a result of 1 is a spectacular, automatic failure, where a roll of 20
is an automatic success. In the FFRPG, which uses a 2d6 Roll for the majority of checks, there is a
chance that the result will come up with both dice landing on sixes, for a result of 12. This is known as a
critical success. In Combat, this instant success means that the character performs a never-miss Critical
Hit and possibly a Limit Break. (p.122 and the Limit Break chapter has more information regarding this)
On skill checks, such a roll counts as an automatic success, the strength of which is gauged by a
characters skill level the difference between a begrudging admittance of beginners luck and an
overwhelming, unarguable success. Simultaneously, when both dice land on 1s, this is an automatic
failure. Since Final Fantasy heroes are often beyond beginners mistakes, a critical failure often stems
from outside influence - such as the guards coming to investigate what all that noise is about.
In Combat, a critical failure is an automatic miss, but very rarely with more dire consequences.
Jobs
In the FFRPG, every character belongs to a Job which determines their basic abilities, which are as
diverse as they are many. Black Mages are fearsome users of destructive elemental energies, where
White Mages are healers and protectors. Spear-wielding, gravity-defying Dragoons soar the skies even
as Geomancers tap into the very powers of the earth.
Job Abilities
Each Job is distinguished from others by a unique pool of talents, collectively called Abilities. These range
from the capacity to cast magic, to being call forth various effects with a Gamblers dice, or steal from a
hapless foe. All Jobs start with four Abilities; two of which are automatic, and specific to each job (known
as Epic and Innate abilities), and two of which are chosen upon character creation either from the Job
Ability list, or the Shared Ability list which all characters have access to. As they advance in
Their adventuring careers, characters may continue to obtain more abilities from these lists.

CHAPTER II: CHARACTER CREATION


"Now! This is it! Now is the time to choose! Die and be free of pain, or live and fight your sorrow! Now is the time to
shape your stories! Your fate is in your hands! THIS IS YOUR STORY."
- Auron

Step One: Concept


The first and most obvious step is to start giving some thought to the character you are planning on
playing. At this point you will probably be painting with fairly broad strokes -- 'neurotic Black Mage with a
troubled past' or 'narcissistic, charismatic Thief' are some basic examples of concepts that could be spun
out into a well-defined character with a bit of thought. However, a concept is nothing more than the base
of a character -- in order to start fleshing out the person behind the idea, details you should settle on as
early as possible include:
Name
In a universe populated by heroes with monikers like Cloud Strife, Zidane Tribal or Laguna Loire, a good
name can go a long way towards making a memorable character. Ideally, a good name should be
evocative and a little unusual.
Age
Age nearly always equates to 'experience'; often drawing the fine line between a fresh-faced adventurer
brat and a grizzled, world-weary veteran. Most heroes will be of average adulthood for their species,
though there are exceptions on both ends. Young characters, as a result of their age, are generally
weaker but more charismatic. Conversely, older characters tend to be weaker but more knowledgeable.
Aside from the effect this might have on the character's Attributes, characters of either type will encounter
serious social discrimination from same-species people around them; comments like 'old-timer' and
'squirt' are likely to follow them everywhere they go, and some will actually refuse to take them seriously,
regardless of how many times they prove themselves.
Race
Humes make up the standard population of most
worlds, but there are many other races that
populate the worlds of Final Fantasy. Your racial
choice can have both obvious and less obvious
repercussions and perks; the most immediate
effect, however, will be on the character's potential
Attributes.
Job
A character's chosen Job helps determines his or
her Abilities, their starting Hit and Magic Points,
and a whole slew of other factors. For this reason,
choosing a Job is the most important decision a
player makes during the character creation
process. (Jobs are presented in full detail in Chapter 3)
Appearance
Although a characters physical features, height, weight, build, and hair, eye and skin color are important,
remember that a character's Appearance as a much a measure of their 'style' as anything else. Do they
lean towards all-concealing black cloth, or a wardrobe consisting entirely of loud pastels? What about
jewelry or other distinguishing features such as tattoos? How does the character carry themselves, and
what impression do the character's general posture and expression give others?
Quote
Just as effective at establishing a character as any number of descriptive paragraphs. This can be

anything from an often overused catchphrase ('...Whatever.') to a short and pithy comment typical of the
character's general outlook on life ('You thought a little thing like the end of the world was gonna do me
in?'). At the GM's discretion, simply filling out a character sheet complete with a Quote is enough to award
1 EXP at the start of a new game, as opposed to a full character backstory.

Step Two: Statistics


Attributes
Attributes represent a character's physical and mental prowess, and serve as a general indicator of their
capabilities in and out of combat. Characters have a total of five Attributes, each with a numerical value
ranging from 1 to 30 the higher the value, the better the characters abilities in that particular category.
The highest maximum value a normal character can possess in any attribute via magical or physical
enhancements is generally 30. Truly powerful and experienced characters can bypass this attribute
cap, no longer restricted by a maximum rating. (See the Limit Break chapter for more information on this)
Following is a brief description of each Attribute and its functions.
Strength (STR) - This score is a representation of how much you can physically lift, move, or how much
force you can exert. It reflects overall vigor and muscle mass, and determines how much damage melee
weapons inflict in the characters hands.
Vitality (VIT) - This score represents endurance and general stamina. Characters with higher Vitality are
naturally more resistant to disease and fatigue. The higher a characters Vitality, the more Hit Points he
will possess. It also helps characters use the heaviest types of armors.
Dexterity (DEX) - Dexterity measures speed, physical agility and hand-eye coordination, as well as
factoring into damage caused by ballistic weapons such as Guns. A character with a high dexterity score
will evade more attacks than someone with an average dexterity. When multiple characters are racing
towards a goal, the one with the highest Dexterity stat will arrive there first.
Intelligence (INT) - This score represents your capacity for knowledge, your speed of understanding, and
general mental agility. It is used primarily in resolving the effectiveness of spells and granting a higher MP
stat, and it is also used to determine starting number of skill points.
Attribute Score
Rating
Charisma (CHA) - Charisma represents a sense of self, and an
1
0
understanding how you fit in with the world. Characters with higher
2
0
charisma may be attractive or suave, but they also are more confident
3
1
and driven. They have a bloody-mindedness that characters with a lower
4
1
5
1
Charisma simply do not possess. This score is useful for a myriad of
6
2
abilities and skills, as well as helping the character shake off detrimental
7
2
status effects.
8
2
Each starting character has a total of 30 Attribute Points to divide
between the five Attributes - Strength, Vitality, Dexterity, Intelligence, and
Charisma - as the player chooses. Attribute Points are spent at a one-toone ratio and start at 0; by placing 6 Attribute Points in Strength, for
example, a character would start with a Strength of 6, and a STR Rating
of 2.
Your Attribute Rating is the always-positive number which will be used in
Skill checks for a given attribute, and is also used to determine things like
how many times per session certain abilities can be used but generally,
your attribute SCORE is the stat that will matter the most. You receive a
point in an attribute rating for every three points you possess in the
associated attribute. Consult the table to the right for clarification.
A character cannot have a starting attribute score of less than 1.
Attributes in the 1-2 range represent a character who is extremely subpar
in some way, because in game terms you're going to have a lot of trouble
doing something with Attributes that low. Remember, every point counts!

9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
Etc...

3
3
3
4
4
4
5
5
5
6
6
6
7
7
7
8
8
8
9
9
9
10
Etc...

Characters have a maximum cap for their attributes upon character creation, known as Racial
Maximums - no starting character may begin the game with any Attribute's rating exceeding these. For
instance, Humes have a maximum starting Strength of 10, and Moogles have a starting racial maximum
of 14 Charisma. Things such as equipment or Grafts, which provide straight attribute bonuses, allow the
character to have a higher-than-maximum value in a given stat upon creation.
After initial character creation, these attribute maximums can be calculated by adding together a Races
attribute maximum by your chosen Jobs racial maximum.
For example, An Elvaan Monk wants to be the strongest character she can possibly be. So upon
character creation, she allocates as many points to strength as she can which is 12, due to the Elvaan
racial maximum for that attribute. Monks have a maximum of another +15 STR, giving her a theoretical
maximum STR of 27 throughout the entire game. Upon hitting level two, this character is sure to continue
adding more points to Strength, giving her 13 points total still with a maximum cap of 27 in that
category.
Keep in mind that generally, all Attributes have their uses regardless of your chosen Race and Job.

Step Three: Race


The world of Final Fantasy is populated by an odd assortment of humanoids and monsters. Over the
course of many games, the mantle of world-savior has variously fallen on the shoulders of rat-girls, catrobots, feral sasquatches, moon-people, and other creatures too strange to describe in just a handful of
words. However, for the purposes of the tabletop game, only seven race choices are generally available
at character creation.
The following pages go into more detail on each of the seven core races.
Racial Maximums
Race
Hume
Android
Elvaan
Galka
Viera
Tarut
Moogle

STR
10
10
12
10
10
8
6

VIT
10
10
10
12
8
8
6

DEX
10
10
10
8
12
10
10

INT
10
10
8
10
8
12
12

CHA
10
6
10
10
12
12
14

Bonus Abilities
Humes: Additional HP
Elvaan: +1 EVA, Military Training
Galka: +2 Synthesis Skill
Viera: +2 Awareness
Tarut: Additional MP, Small Size
Moogles: Limited Flight, Small Size
Android: Start play with biomechanical Grafts.
No need to eat/drink.

HUME
Wildly diverse and infinitely tenacious, their ability to make a home in even the most inhospitable of
environments has made them the standard against which all other races are measured. Resourceful,
stubborn and proud, their goals and desires are as diverse as they are.
Typical Height
1.6 1.8m (Male)
1.5 1.7m (Female)
Typical Weight
68 102kg (Male)
52 91kg (Female)
Hair Colors
Blond, black, brown, auburn, white
Eye Colors
Brown, blue, green
Habitats
Any
Lifespan
Young is 5 -16 years old.
Average is 17 - 59 years old.
Old is 60 - 90 years old.

Society
As it develops, Hume society inevitably gravitates towards government of the masses headed by a single
leader. In primitive societies, this may be an elder or high priest; in more advanced circles, a President,
King, or Emperor. As a result, the aspects of a given Hume society tend to reflect in its leadership; an
altruistic king begets a benevolent populace, whereas power-hungry emperors typically breed a harsh
and militaristic one.
Stratification is a common feature of Hume civilization, pitting rich against poor, believers against nonbelievers, aristocracy against peasantry, education against ignorance. This often leads to deep and
powerful inequalities; class can be as much of a identifying and motivating factor as a spark for conflict.
Roleplaying
Hume personalities are largely shaped by upbringing and social backgrounds, and can be as varied and
complex as the cultures that spawned them. Background, too, affects choice of profession; characters
from rough-and-tumble surroundings may turn to the sword or a life of crime to make ends meet, while
those with wealth and education seek out loftier callings. Interaction between different social strata can be

fraught with tension; for rich sophisticates, the lower classes are ignorant boors, while the poor view the
wealthy as arrogant and utterly detached from reality.
Language
Humes invented the Common Tongue, with regional accents ranging from the mild to the
incomprehensible; a trained ear can often pick out a speakers nationality and education with only a
handful of sentences. Hume scholars often dabble in various other languages, and point out how the
Common Tongue has picked up a smattering of slang, curses, and exclamations from different languages
altogether, and incorporated them into everyday speech.
Bonuses
They are adaptable, and there are no doors closed to them. They may pursue any Job choice, and their
attributes suffer no exploitable weaknesses.
Furthermore, Humes are a tough and hardy people. All Humes add an additional +2 HP at first level, and
another +2 HP every level thereafter whenever they level up and calculate maximum hit points.
In addition, they never suffer the effects of racial discrimination or automatic social stigmatism when
traveling other races have come to the conclusion that Humes are as diverse as they are many, and
one cannot judge a single member of the race by the actions of another.
Common Jobs
Humes run the gamut from sly and crafty to noble and virtuous, and theres no distinct Job that the race
favors over any other. Gamblers are more commonly Hume than any other race perhaps this is a direct
link to the carefree, chaotic lives they lead.
Restrictions
None.

ELVAAN
Though they resemble Humes, Elves are taller, slightly thinner, with more muscle definition, long necks,
and oval faces. Their skins are darker than the average mans, ranging from light tan to a bronze or
copper color. Their best-known features, however, are their pointed ears, which protrude from their heads
at lengths between fifteen and twenty centimeters.
These proud humanoids have been involved in bitter civil wars and protracted conflicts with other races
since the dawn of time, and it is only now that they have finally laid their swords to rest and allowed
themselves the luxury of several generations of peace.

Typical Height
1.8 2.1m (Male)
1.7 2.0m (Female)
Typical Weight
51 87kg (Male)
45 69kg (Female)
Hair Colors
Blond, black, gray, white
Eye Colors
Gray, green, blue
Habitats
Any
Lifespan
Young is 12 -20 years old.
Average is 21 - 80 years old.
Old is 81 - 120 years old.

Society
Elvaan civilization is highly developed, yet regimented to extremes a draconian perfection achieved
centuries ago, and perpetuated ever since. For its citizens, lawfulness, order, and obedience to the state
are the cardinal virtues; to this end, most Elvaan nations sport an extensive army as well as a well-staffed
civil police force. Both of these depend heavily on levies, with all able-bodied Elvaan citizens receiving at
least some level of training in arms; should the time come for an Elvaan nation to march to war, the line is
held not by the knights of the royal families but by the citizens militias.
Leadership within Elvaan society is strongly aristocratic, divided clearly into the Haves and Have-Nots.
Prodigious Elvaan lifespans mean that rulers reigns can stretch fifty years or more, leaving eligible
regents and heirs with plenty of time to engage in courtly intrigue over the succession. In most cases,
these squabbles are invisible to the general population, but when the participants choose to fight with
weapons instead of words, civil war is almost inevitable. Though the king theoretically derives his divine
right to rule from his ancestry, frequent in-fighting among the aristocracy means that rulership can quickly
fall to an heir or relative.
This deep-seated instability coupled with the dangers of the world at large has contributed
significantly to the Elvaans mastery of warfare. It was the Elvaan who first turned their attention to the

properties of mythril and adamantite, and created a series of powerful weapons and relics, and were also
the first to domesticate the Chocobo, and can field exceptional cavalry in times of crisis.
Roleplaying
Pride is at the root of the Elvaan psyche. From early on, Elvaan are taught to be proud of their race's
accomplishments, the culture and achievements in warfare that predate other races' by centuries at a
time. As a result, they treat other races with a haughty condescension one that turns to out-and-out fury
should that 'Elvaan superiority' ever be challenged. Tellingly, Elvaan have just as little patience for their
own kind; duels over slights and insults both real and imagined are a common occurrence in their
society, and can set the stage for family feuds destined to last for a century or more. Duelists usually
favor the honorable sword over more modern implements of war; for this reason, Elvaan Fighters are
both numerous and impeccably skilled.
Language
Elvish is a needlessly complicated language, but an oft-spoken one, though years of study are required to
utter even a single word without deeply offending any Elvaan listeners.
Bonuses
The Elvaan are powerful combatants, with great strength that is virtually unrivaled. They have almost all
received intensive military training, which grants all Elvaan characters the ability to use the Medium Armor
skill regardless of their starting Job. Furthermore, this training provides them with greater speed and
ferocity in combat, and Elvaan characters receive a permanent +1 bonus to their EVA score.
Having been deeply integrated into Hume culture, many racial mannerisms and characteristics are
beginning to dwindle and fade however, all Elvaan are still members of a noble and proud race, and
they take care of their own. While wayward Viera who leave the woods are generally shunned, and
Humes care little for their own bretheren, Elvaan have started wars over even the smallest of racial
insults; to anger one Elvaan is to anger all of them.
Common Jobs
Elvaan are renowned for their martial combatants Samurai, Fighters, Monks, Dragoons, and Dark
Knights primarily. Very few Elvaan choose the aesthetic life that comes with a magical upbringing
though those that do often avoid the pure schools of Jobs of White and Black, and choose Red Magic
instead.
Restrictions
No self-respecting Elvaan would ever allow himself to dedicate his life to be an amusement to others. An
Elvaan may not choose the Entertainer Job.

GALKA
The heavyset Galka are quite an interesting sight. Standing two and a half meters tall and weighing
almost triple that of an average Hume, Galkas sport smooth, greenish-gray skin and a rigid, mediumlength tail a counterweight for their top-heavy frames with a hint at reptilian ancestry, but their
expressive faces are covered with a short fur. They are consummate Craftsmen; despite a brutish
outward appearance and loud, overpowering natures, they are not stupid by any stretch of the
imagination, excelling in mining, metalwork and other matters of engineering. Unlike most other races,
Galka have no gender, though their outward appearance and manner is distinctively male. Many cultivate
lavish facial hair in their later years, often styling it in a wide range of outlandish shapes.

Typical Height
2.5 2.8m
Typical Weight
160 220kg
Hair Colors
Black, brown, gray, red
Eye Colors
Blue, green, brown
Habitats
Deserts, Towns, Underground
Lifespan
Young is 16 -24 years old.
Average is 25 - 50 years old.
Old is 51 90+ years old.

Society
The Galka may have once had a culture to call their own; if so, it has been lost to history since the race's
glory days, leaving a nomadic people that makes its home in any society willing to accept them. Finding
such hosts is rarely difficult; as architects, artisans or simple physical labor, Galka have the potential to
easily drive an entire economy. Unfortunately, their generally passive nature has made them a prime
target for exploitation by other races; it is not uncommon to see Galka pushed too hard for too little pay
and only the barest regard for their well-being.
They have a legendary reputation as craftsmen; equipment of Galkan manufacture is both prized and
sought-after, and in the right hands may outlast its creators by centuries.
Due to a lack of written language, the passage of history and culture is entrusted to Talekeepers who act
as a repository of ancestral memory. Outsiders see Talekeepers as shamanistic fossils, spreading their
superstitions and fairytales in hushed tones. In truth, however, these wizened Galka are key to a complex
process that ensures their races continued survival.
Few are aware that the Galka undergo a cycle of reincarnation; the details of this process are nebulous
even to the Galka themselves. Though they visibly age and readily succumb to war, disease, or
starvation, actual deaths of old age are almost unheard of. Rather, upon reaching a certain age, a Galka
simply bids his friends and fellows farewell, giving away what possessions and wealth he acquired over

the course of his life, and sets out into the wilderness. The timing of this journey is carefully calculated
through consultation with the Talekeeper over a period of several weeks, during which time the leavetaker is invited to speak freely and at length of his life, his insights and achievements in the spirit of
closure. Thus unburdened, the Galka goes on his way, keeping only the clothes on his back and the little
he needs to keep his strength up on the march.
Though the departing adult is never seen again, in time, a juvenile Galka will arrive to seek the
Talekeepers counsel, still innocent to the ways of the world and his people. It is the Talekeepers
responsibility to ensure the newcomer is suitably indoctrinated, to dispense the knowledge he needs to
eventually fill his predecessors shoes. An elder Galka will be assigned to act as the boys father,'
providing practical guidance and shelter. As the juvenile grows, he meets with the Talekeeper time and
again, gleaning more of his purpose until he is at last a full member of Galkan society. For their part,
Talekeepers seem to be possessed of almost unnatural longevity, reliably serving their purpose for
generation after generation.
Roleplaying
Though sometimes seen as slow-witted or apathetic, Galka are creatures of deep emotion and rigid selfcontrol. From early on, they are taught to bottle up negative feelings such as anger, frustration, and
hatred, releasing them only in their final meeting with the Talekeeper. In this manner, Galkan wisdom
goes, the race is protected from feelings that could ultimately destroy it. Faced with a potentially infinite
lifespan, Galka try to adopt a detached world-view, outwaiting and outliving hardships instead of tackling
them head-on. To this end, most grievances are simply swallowed and disagreements rarely voiced a
fact that encourages other races to callously exploit the uncomplaining Galka. Fighting is seen as an
acceptable, albeit temporary outlet for pent-up anger.
Inevitably, Galka that choose to take up arms are the most troubled of their kind, permanently torn
between reason and rage. The fear of death is an unknown terror; though Galka felled by war or disease
are forever gone in both body and memory, with no possibility of replacement, the concept of true and
absolute Death is still a foreign concept for most of the race. For the adventuring Galka, conflict is rarely
avoided and often plunged into head-first, and their self-control after a lifetime...or potentially multiple
lifetimes....finally gives way to unmitigated, ragingly powerful emotions.
The majority adopt their names from the nicknames and epithets given to them by other races rather than
choosing their own, taking monikers such as Vicious Eye,' Hound, or Earth Drinker often the first act
of submission a young Galka undertakes. Only a small portion are named by their adoptive parents in
accordance with the old traditions.
Language
Though they have a complex spoken tongue, no written Galkan language exists. When living among
other races, Galka rarely use their own tongue; those who speak it tend to do so in a halting, awkward
manner.
Bonuses
Galkan are enormous and possess a stamina from lifetimes of labor that other races can barely
comprehend. In addition, they are legendary artisans, and receive a +2 bonus modifier to Synthesize
checks.
Common Jobs
Galkas are a bit of an oddity despite their peaceful nature and massive bulk, these gentle giants are
common as warrior Jobs such as Samurai and Monk, as well as casters of all types despite their low INT
especially White Mages.
Restrictions
Galka cannot take the Androgynous trait, as there are no females of their kind to impersonate. Nor can
they take the Sexy trait. They suffer large penalties to Disguise to impersonate other races.
The ever level-headed Galkas also cannot take levels in the Gambler Job class.

10

VIERA
The Viera are an almost exclusively female race composed of slender, silver-haired forest-dwellers. They
have slim, limber legs and long fingers, and are almost physically identical to Humes save for one notable
difference; the Viera exhibit animalistic features such as rabbit or feline characteristics. In fact, the race is
split evenly between two sub-races, each exhibiting one set of these animal-like appearances; the
temperate forest-dwelling Viera sport a pair of rabbit-like ears sprouting almost a foot from their heads,
where the jungle-dwelling, amazonian Mithra are possess cat-like ears, eyes, noses, and tails. Both subraces have bodies which are smooth-skinned and entirely humanoid in proportion.
The Viera and Mithra are also distinguished by their deeply skewed gender ratio; out of every ten births,
only one on average will be male. Centuries of imbalanced breeding have left the females toned and
slender, physically superior to their male counterparts in every respect. Face-paint and tattoos, marks of
status and accomplishment in Viera tribes, are common among older females. Even Viera living in more
civilized countries use these decorative devices; traditions die hard.

Typical Height
1.6 1.8m (Male/Female, excluding ears)
Typical Weight
49 66kg (Male/Female)
Hair Colors
Universally silver or red.
Eye Colors
Silver, red, green, blue
Habitats
Forests, Plains
Lifespan
Young is 8-17 years old.
Average is 18-90 years old.
Old is 91-180 years old.

Society
Viera come together in small tribes dominated by a matriarchal government, usually in the form of a tribal
Chieftainness or village wise-woman. The tribe's day-to-day affairs, too, are entirely in the hands of its
females; theirs is the lot of the hunter, the fisher, the crafter, the breadwinner. This structure is a product
of simple necessity; due to their scarcity, a tribes males are too valuable to expose to the dangers of the
world at large, and are generally forbidden from leaving the village.
Viera tend to be distrustful of advanced technology, particularly anything that involves the use of nonrenewable resources; to them, maintaining harmony with nature is more important than fleeting comfort or
convenience. In fact, their rigid laws demand that nature be treated with care and respect, and
thus, visitors to Viera villages are spurned, out of concern for outsiders damaging their homelands.
Driven by longing or curiosity, many Viera pursue adventuring paths, seeking to better themselves and

11

see the world beyond their villages.


Due to their physical beauty, Viera have little trouble melting into Hume societies; though they rarely
strike up relationships with other races. Many Viera believe that other races are weak, and by establishing
friendship or even staying too long in the company of such creatures, they, too, will become inferior.
Some Viera have been known to become romantically involved with other species; Such relationships are
extremely frowned upon by other members of the Viera race.
Roleplaying
Viera are natural adventurers, combining natural curiosity and energy with a wise, thoughtful nature that
makes them amenable company on long journeys. Viera society is low-key, but not uncultured by any
stretch of the imagination; they love games and stories, have an affection for dancing and the theatre,
and a deep-seated respect for skilled raconteurs and artisans.
Though their animalistic nature may lead some to believe that Viera hate water, they are excellent, nimble
swimmers.
Language
Due to the relative simplicity of their own language, Bhasa Mithra, most Viera tend to need a running start
when it comes to learning Common Tongue.
Bonuses
In addition to their unnatural agility, charisma and grace, Viera possess unusually sharp senses that
allows them to track movement with unerring accuracy, and receive a +2 bonus to all Awareness checks
involving sight or sound.
Common Jobs
As one may expect, Viera are at home with Jobs that allow their incredible nimbleness to shine. Thieves
and Rangers are common, as well as Ninjas and Dragoons. Viera Geomancers tend to be the only ones
that rise to positions of power within their tribes.
Restrictions
Viera cannot take the Androgynous trait, as it is difficult for them to blur the gender line not because
male Viera cannot disguise themselves to appear as the other gender, but because most individuals
assume that any far-from-home Viera they may encounter are likely female.
They may also not take Face In The Crowd or Machine Savvy.

12

TARUT
A diminutive race of magically active beings. The Tarut are characterized by babyish faces, large eyes,
pronounced Elfin ears and bear-like features. Their bodily proportions are equivalent to those of Hume
children, with large heads atop a pudgy, short-limbed body, a combination that appears utterly harmless
up until the point the fireballs start flying. Some speculate the small creatures' mastery of magic is a kind
of acquired survival trait; as most lack the endurance and strength to be serious warriors, they have little
else to protect themselves from the dangers of the world. For their part, the Tarut call it a mark of divine
favor, proof that some higher power is watching out for them.

Typical Height
0.8 1.0m (Male / Female)
Typical Weight
34 38kg (Male)
32 36kg (Female)
Hair Colors
Brown, blond, red, blue, grey,
green
Eye Colors
Brown, blue
Habitats
Forests, Towns
Lifespan
Young is 2 -6 years old.
Average is 7 - 20 years old.
Old is 21 - 40 years old.

Society
The Tarut live in a geniocracy, a society ruled by scientists, sages, thinkers, and other experts on worldly
matters. In the eyes of the Tarut, what one knows defines everything prestige, social standing, and
privileges. Accordingly, competition for wisdom is fierce and those in positions of authority live in constant
fear of being usurped by younger, more knowledgeable individuals. This in turn creates enormous
pressure to pursue new ideas and innovations, setting up the intellectual 'engine' that allows Tarut society
to progress. While Tarut scholars turn their attentions to many subjects, the study of magic is by far the
most prestigious; spellcasters are the geniocracy's first line of defense, revered for their martial prowess
and respected for their intellectual accomplishments.
Tarut travel mainly for social advancement, lured by the prospect of lost spells, rare alchemical
ingredients, or ancient relics of legendary power. As competitive as they may be, however, Tarut are also
firm believers in the mantra strength in numbers. Tribes often band together into larger federations for
protection, surrendering individual sovereignty to a ruling council composed of the wisest members of
each tribe. Leader of the council is the member regarded as the most knowledgeable by mutual
consensus; this role is generally prized more for its prestige than its attached powers, which are minimal

13

at best. Because of this, tribes actively jockey for the leadership role, recalling and replacing their
representatives whenever a more suitable candidate emerges.
As may be expected, magic is an everyday fact of Tarut life; it powers mechanical constructs, gives new
life to worn-out fields, enhances crops, and even protects tools and clothing from wear and tear. Though
somewhat menial compared to the glamour of hurling offensive magicks in the name of the Tarut nation,
many able mages make profitable careers out of these mundane applications. Only metalworking is
generally shunned; as a rule, Tarut favor organic materials such as wood and cloth, finding such
resources far easier to alter with magic than their intractable metallic counterparts. As a result, almost
every metal item used by the Tarut tends to be the work of outside hands.
Roleplaying
Though childlike in body, Tarut are highly intelligent beings, albeit ones possessed by an inexhaustible
curiosity about anything and everything in life. No self-respecting Tarut will miss the chance to obtain new
knowledge or show off the fruits of their studies whenever opportunity allows. Though they make little
distinction between the trivial and the life-saving where information is concerned, the little creatures'
intellectual posturing generally comes through when it's most needed.
While not as outright distrustful of advanced technology as the Viera, Tarut do tend to be wary in the
presence of non-magical machinery; to them, grinding gears, steam, and clockwork are ruthless, soul-less
things, lacking the innate warmth and vitality of a magic-driven device.
Language
Many scholars and collectors of ancient lore have dabbled in Tarutaru, despite the convoluted intricacies
of the language. The Tarut themselves use it almost exclusively, finding Common to be simply too lacking
in description for their purposes.
Bonuses
Tarut are a collective of prodigies and intellectuals, and boast a potential IQ that surpasses all other
races. Due to their Small Size, Tarut gain a +1 Modifier on Stealth rolls and other skill checks in situations
where their small stature is beneficial.
More importantly, Tarut are born mages. Any job that uses MP adds an additional +2 MP at first level, and
another +2 MP every level thereafter whenever they level up and calculate maximum magic points.
Common Jobs
Magic is the Tarut way, and accordingly, they boast an impressive array of most types of spellcasters
Black and White, Red and Summoners. Geomancers are far more rare, but still exist.
Restrictions
Tarut, despite the warriors among them, are never capable of performing truly amazing feats of strength.
They may not take the Inhuman Might trait. In addition, Blue Magic is an abomination to the Tarut people.
Finally, due to their Small Size, a Tarut cannot use Massive weapons unless they also take the Special
Training ability in order to do so.

14

MOOGLE
Moogles are furry little semi-magical creatures - one-part cat, one part bear cub; a race for which the
words disarmingly cute are all but tailor-made. Though they sport tiny, bat-like wings that allow them to
perpetually hover, only the smallest and slightest of Moogles can use them for flight. Wings aside, the
Moogles' most distinguishing characteristic is the curious 'pom-pom connected to the top of their heads
by a small, thin stalk, referred to by the Moogles as a 'Deely-Bopper.' Its true purpose is unknown, though
some speculate that it may have reproductive or telepathic properties.
Moogle fur is generally white and downy, though many mutations and variations exist in the world;
striped, brown and purple are among the most common, but many others have arisen over the years.
Some Moogles also sport a thick 'ruff' of fur around their neck; this feature tends to evolve in colder
climates, and is usually accompanied by a correspondingly denser coat of fur.

Typical Height
0.9 1.2m (Male / Female)
Typical Weight
24 30kg (Male / Female)
Fur Colors
White, grey, brown, purple
Deely-Bopper Colors
White, green, red, yellow, purple
Habitats
Forests, Mountains, Underground, Towns
Lifespan
Young is 1 -10 years old.
Average is 11 - 24 years old.
Old is 25 - 30 years old.

Society
Traditionally, Moogle tribes seclude themselves in small villages hidden away in forests or caverns,
subsisting on foraged nuts and roots, their locations known only to those select outsiders who have
earned the tribe's trust. Such groups number anywhere between ten and fifty; the oldest Moogle in the
tribe usually acts as a nominal leader, though group consensus guides most decisions. This bucolic,
carefree existence is balanced by a love of travel and adventure. Once they come of age, many Moogles
leave the safety of their villages, embarking on journeys that can easily span the breadth of the globe.
What happens next depends on the individual. Some find the outside world too chaotic, too confusing for
their liking; disenchanted, they return to the stable familiarity of their villages. Others are captivated by the
sights and opportunities of their wanderings, and settle down in the company of other races.
Moogles have an innate genius for social adaptability no matter how alien the society they find
themselves in, it is only a matter of time before they learn its ins and outs, picking up all the trappings of
civilization along the way. Out of respect for those who have turned their backs on the outside world,
however, 'civilized' Moogles make no effort to bring the marvels of progress back to their native villages.
As a result, every Moogle is given the rights to pursue its own idea of happiness, whether bliss is found in
the boughs of an ancient tree or the guts of an airship.
Because Moogles settle according to their personal pilgrimages, these small beings can be found almost

15

anywhere in the world. In spite of their scattered nature, Moogles still manage to maintain a close-knit
social network by regularly trading news and gossip from city to city.
Roleplaying
Though mischievous, sassy, and occasionally sarcastic, Moogles are incapable of genuine malice or
cruelty a rarity among intelligent beings. Base emotions such as hate, greed, and violence are generally
unheard of among the 'primitive' Mogri, and extremely uncommon in expatriates. Because of this,
Moogles are perhaps a little more trusting of others than is strictly warranted, though 'trusting' doesn't
translate to 'stupid' they have no patience for cheaters and frauds, and will take steps to get even with
anybody who tries to take advantage of their good nature.
Language
Despite the fact that their native tongue uses just a single word, Moogles have a superb aptitude for
languages, and many speak Common Tongue. Their only trouble is a tendency to slip in the word kupo
in at random intervals, a linguistic quirk that even experienced speakers can't seem to shake.
Bonuses
Moogles possess an intense likeability, an unusual sense of empathy, and natural affability that allows the
Moogles to make themselves welcome anywhere, and their natural Charisma is unmatched. Due to their
Small Size, Moogles gain a +1 Modifier on Stealth rolls and other skill checks in situations where their
small stature is beneficial. And finally, though most cannot fly, Moogles are able to hover and Float when
unencumbered. Doing so while holding any objects is a tiring process, limiting the amount of time a
Moogle can feasibly spend airborne. When wearing equipment or holding any items, a Moogle may Float
for a number of rounds per session equal to their Vitality attribute rating.
Common Jobs
Entertainers make up the VAST majority of the fun-loving Moogle race, especially the sort that focuses on
mystical dances. The charismatic Moogles make exceptional thieves, much to the chagrin of other races,
and they boast an aptitude for Geomancy, Red, Black, and Blue magic.
Restrictions
Moogles are inherently alien to concepts such as hatred and vengeance, and thus, they are unable to
take levels in the Dark Knight job, or take the Vengeful trait. They may also not take the Inhuman Might
trait. Furthermore, a moogle who becomes too Shadow Affiliated may be removed from play. These
innocent, joyous creatures cannot mentally coexistent with malevolence in any of its forms.
And finally, due to their Small Size, a Moogle cannot use Massive weapons unless they also take the
Special Training ability in order to do so.

16

ANDROID
Androids are the result of mad experimentation between man and machine, and are empty shells fueled
by a functional brain. Most have proportions similar to that of a normal Hume, though many sport
obviously mechanical appendages or features, such as conduits and wires peeking through their skin.
Their clothes are often little more than rags, and their eyes cannot disguise their true natures; empty and
often pupilless black pools, they offer no reflection, and belie no spark of life.

Typical Height
Varies. Usually 1.6 1.9m.
Typical Weight
Varies. Generally 200kg+
Hair Colors
Any
Eye Colors
Black
Habitats
Any
Lifespan
All Androids were constructed at roughly the
same time, and are 200-205 years old.

Society
Androids are the result of Magitek tinkering from two hundred years ago, during the time of the Great
War. The cadavers of soldiers who had fallen in battle were taken en masse to secret laboratories and
factories, and their badly-mutilated bodies were reinforced and rebuilt with cold iron. Holy energy was
pulsed through their bodies as their minds were wired with electrodes and conduits, connecting them
mentally to what were essentially man-shaped M-Tek Armors. These Androids were built with various
weapons and devices, and sent back into the fires of war over and over again.
Those that survived the war learned that their designated functions had begun and ended there, and, with
no further directive, found themselves mostly unable to cope. As the world recovered from the war, the
Androids found themselves beginning to travel, seeking purpose and meaning for their lives.
To be fair, some did indeed find a purpose. Some developed feelings of affection, a semblance of love,
for a person, or place, and found themselves as guardians and protectors. But with the passage of time,
their loved ones passed on, and the cities they called home either crumbled to dust, or began to evolve
far too quickly for the warforged minds of the Androids to comprehend. And with the passage of time, the
things they found themselves attached to were lost.

17

These days, most remaining Androids can be found working for a Guild known as the Unwanted Legion
a collective of mostly-mechanical soldiers with nothing to live for. They fiercely defend the poor, the sick,
and the empty, but can be found just as often acting as hired muscle, cutting down their foes with
emotionless, robotic efficiency.
Many other Androids can be found working almost as slaves in major metropolitan areas, are to handle
levels of heat, pressure, and severe workloads that other races simply couldnt deal with. The death of an
Android in an unsafe work environment, as well, is a little-mourned occasion.
Roleplaying
The drives and goals of an Android are always peculiar. Some seek love, others, a place to call home.
Some seek to learn more of the Great War, why they were created, and then abandoned. Some have lost
memories, and seek their own pasts. Some adventure simply for the thrills of doing so, to be free of
monotony, no matter how briefly. Still others find themselves filled with a cold rage at their creators, at the
people who have left them to rust. To love, and then, to inevitably lose, often takes its toll on the
remaining psyche of an Android. Many lose themselves to their own natures, and become callous and
hollow, and truly robotic.
Language
Androids speak Common, but many pursue additional languages in attempts to fit in with polite society no
matter where they go. The Binary language, being little more than a series of zeroes and ones, may be
spoken by highly-trained linguists, but never as nearly as fluently as when utilized by an Android.
Bonuses
The perks to being an Android are as many as there are detriments. They do not need to eat or drink, and
the biomechanical Grafts that they each possess allow them to have truly unique weapons and tools at
their disposal.
An Android character starts play with 5 points worth of Grafts see Chapter 5: Equipment.
Common Jobs
With so few options available to them, most Androids choose the path of the Fighter or Thief, though
there are a surprising number of Android Blue Mages.
Restrictions
Having been forever torn from the embrace of the lifestream, Androids are unable to take levels in the
following Jobs; Red Mage, White Mage, Black Mage, Paladin, Dark Knight, and Geomancer.
(An Android may take levels as a Blue Mage, but he must integrate bits and pieces of slain enemies to
use monster abilities instead of merely learning them.) They suffer a great deal of social aversion, with
other races almost instantly distrustful or dismissive.
Finally, an Android may never take the Famous trait. He's just a robot; who cares what he's done?

18

Step Four: Calculating Combat Statistics


As their name suggests, Combat Statistics gauge a character's performance in battle, including their
ability to deal and receive damage. FFRPG characters have six Combat Statistics:
Hit Points (HP): A reflection of the character's
general physical condition. Damage done to a
character reduces their Hit Points; if their HP is
ever reduced to 0 or lower, they fall unconscious
or worse.
To calculate initial HP, the Formula is HP = 10 +
VIT score + Your Jobs HP Modifier
On each level up, you add a permanent value
equal to your Jobs HP score, plus your total VIT
score. (Not the VIT rating!)

Accuracy (ACC): The base likelihood of a


character being able to land a blow with a
conventional weapon. Accuracy is your Weapon
Skill rating with the equipment you are trying to use
(such as Axes or Katanas), as well as a bonus
granted from your Job. Some equipment and
abilities also grant bonuses to your ACC score
temporarily.
Armor (ARM): A sum of the character's protection
against physical attack. The higher the rating, the
less damage they will suffer. Whenever a character
would take physical damage, their ARM score is
subtracted from the amount they would be dealt
for example, a character with 5 ARM would reduce
30 damage down to 25.
This attribute is simply calculated by adding up the
total ARM granted by your equipment.

Magic Points (MP): Magic Points represent a


character's reservoir of spellcasting energy. Spells
and other magical powers reduce a character's MP
when used.
To calculate initial MP, the Formula is MP = 10 +
INT score + Your Jobs MP Modifier
On each level up, you add a permanent value
equal to your Jobs MP score, plus your total INT
score.
(Not the rating.) Note that any Job without an MP
Modifier will always have zero MP, regardless of
INT.
Evasion (EVA): The character's affinity for
reflexively dodging or parrying incoming physical
attacks.
Evasion is your Dexterity rating combined with the
bonus granted from your Job. Some equipment and
abilities grant bonuses to your EVA score
temporarily.
Whenever an attack roll is made, it must equal or
surpass the targets Evasion score to have any
effect at all. If the total attack roll including
Accuracy is lower than the targets Evasion score,
the attack misses and nothing happens.
Certain attacks and status effects are capable of
ignoring or nullifying your EVA score temporarily,
but characters retain their Evasion score even if
they dont know the attack is coming, or where its
originating from.

Magic Armor (M. ARM): The characters protection


against magical attacks. The higher the rating, the
less damage they will suffer. Whenever a character
would take magical damage, their M.ARM score is
subtracted from the amount they would be dealt
for example, a character with 20 M.ARM would
reduce 60 damage down to 40 instead.
This attribute is simply calculated by adding up the
total M.ARM granted by your equipment.

Affiliation
The concepts of Good and Evil are merely moral standpoints, subject to endless debate. Therefore, in the
FFRPG, they represent a character's lean towards one of the two Cosmic Elements; Shadow or Holy.
Holy is generally a benign, benevolent and selfless force, where Shadow is often self-serving, deceptive,
and prone to vices and indulgence.

19

All characters start at Neutral unless decided otherwise with the GM, or if automatic alignment points shift
you one way or another. Having a high-end affiliation on either end of the scale will result in taking
different amounts of elemental damage.
When a characters Affiliation hits certain points on the bar, they will start to develop weaknesses and
resistances to both Holy and Shadow magic.
-10 Shadow: Weakness to Holy, Immunity to Shadow
-5 Shadow: Vulnerable to Holy, Resistance to Shadow
Neutral: No change
5 Holy: Vulnerable to Shadow, Resistance to Holy
10 Holy: Weakness to Shadow, Absorbs Holy
A Weakness means the character takes 200% damage from
attacks of that element.
Vulnerable means the character takes 150% damage from attacks
of that element.
Resistance means the character takes only 50% damage from
attacks of that element.
And Immunity means the character takes no damage or effects
from attacks of that element.
And Absorbs means that the character gains HP instead of taking
Damage.
Furthermore, a character who has reached the maximum level of Holy or Shadow affiliation does
additional damage with all spells, abilities and effects of that elemental type. Treat such a character as
having the Holy or Shadow-Enhancer weapon ability at all times (see p.93 for more information on this), meaning
they do 150% damage with all Shadow or Holy based elemental attacks. They also receive an inherent
Immunity to Fear, representing a commanding, unshakable presence that even the most dangerous of
monsters cant disturb.
A character who has achieved -10 Shadow affiliation can no longer gain EXP.
Unlike other elemental immunities and weaknesses, these effects cannot be lost or altered by any other
means, including powerful boss abilities. Such high Affiliation scores represent an innate connection with
the fundamental powers behind the cosmos.

Step Five: Traits, Job Abilities, and Magic


Choose your Traits to give a little personal flavor to your character (and gain some great bonuses in the
process). Each newly-created character receives two character Traits of your choice, which are Destinyactivated abilities with various effects.
Traits can change over the course of a game, but its not a likely occurrence. Youll gain two more
additional traits as the game progresses.
Then, consult your Job ability list. You automatically receive the Innate ability and the Epic ability listed
there. Then choose two additional abilities of your choice these may be either from the list of Jobspecific abilities, or the list of Shared Abilities found on p.67.
Finally, most MP-using classes begin the game with at least one spell, which can be found listed in
Chapter 8. (see p.143)
A typical Job may have a magic-using chart that appears similar to
Spell Rank
Level
the one seen here. This means that at levels one the character
begins play with two Rank one spells of his choice. At levels two,
1
1, 1, 3, 2, 4
three and four, the character receives another Rank one spell from
2
6, 9, 12
their list. And levels six, nine, and twelve, they can take a Rank
3
15, 18
two spell instead if they so choose, and so on.
4
21, 24
5
28

20

CHAPTER III: JOBS


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

There are a total of 18 Jobs, and you may choose any one Job you like at Character Creation unless
restricted by your race. Each has their strengths and weaknesses; use the brief descriptions below to
familiarize yourself with the different options available to you.

Black Mage - A spellcaster who possess few tricks


only unmatched destructive capability. He assaults his
foes with overwhelming elemental attacks and a variety
of negative status effects. As they grow in power, the
devastation they can unleash is globally feared.
Blue Mage - A strange hybrid of both melee and
spellcaster, Blue Mages are enigmatic power-seekers
better known as the Immortals. They are renowned for
both their bizarre magicks stolen from the very foes they
slay, and their rapidly dwindling sanity.
Dark Knight - Combining vicious black magic that drains
life and slams their enemies with vicious status effects,
these heavily-armored warriors go to every means
necessary to exploit their target's weaknesses and fill
their foes with terror.
Dragoon - The masters of the lance leap into combat
with a unique and fitting companion; a young dragon.
Between their unique aerial maneuvers and their
familiar's powerful breath attacks, Dragoons are
tacticians and commanders of the highest degree.
Entertainer - These artisans, mimics and minstrels
contribute far more than just swaying hips to an
adventuring troupe. With a unique brand of magic that is
channeled through their expressive Arts, they can inspire
their allies to new heights of greatness.

Engineer Masters of clockwork contraptions and


peculiar inventions, Engineers keep themselves and their
allies outfitted with fantastic if improbable weapons,
armor and gadgets. Armed with explosive substances
created from defeated enemies, these brilliant heroes
can replicate even the most powerful of magicks without
ever needing to learn a single spell.
Fighter - A warrior who can wield any weapon with ease.
His combat abilities allow him to adapt to any situation,
and his aggressive style spells disaster for anyone who
gets in his way.
Gambler - Tempt fate, roll the dice, and shoot first and
ask questions later. These card-wielding swashbucklers
taunt the powers-that-be with their unique support
abilities that spell disaster for a party slightly less often
than they save the day.
Geomancer These peaceful casters have formed a
strange connection to the powers of Creation, able to call
forth the very terrain to do their biddingwithout
requiring the use of magical energies. As their influence
grows, they are able to perform feats that few others
could ever hope to match.

21

Ninja - A subtle warrior who is famed for his ability to


fight flawlessly with two weapons. These swift and
stealthy assassins assault their foes with a nonstop
barrage of attacks ensuring that their victims can
neither run nor hide.

Monk - A melee combatant who seeks to make their


body the ultimate weapon, eschewing the use of armor.
By channeling Ki through their bodies, they are resilient,
powerful warriors on the way to attaining physical
perfection.

Paladin - Though these knights have harnessed the


power of White Magic to provide additional healing and
restorative abilities, don't expect them to be sitting on the
back lines. With inherent leadership abilities and
unrivaled defense, Paladins are holy swordsmen who are
often the first to kick down a door and charge into the
fray.

Thief - These fleet-of-foot combatants walk on the wrong


side of the law and possess a variety of dirty tricks. As
comfortable exploring ancient ruins and dungeons as
they are in an urban setting, Thieves have taken the fivefingered-discount to a whole new level.

Ranger - Most comfortable in the wilderness, these selfreliant warriors use bows and guns to deliver accurate
and deadly long-ranged attacks to unsuspecting foes.
Red Mage Also known as Rune Knights, and perhaps
most infamous as the Jack-of-all-Trades. Eschewing the
belief that they need to choose only one path in life,
these romantic mages dabble in swordsmanship, Black
and White magic, and a peculiar power all their own,
capable of draining the magical energies out of the very
air.
Some Red Mages have even unlocked the secrets to
Time Magic and Summoning, calling themselves Sages
and wielding a magical strength that few others can
match.

Time Mage Able to reshape the forces of time and


space, these unpredictable cosmic dabblers are as
powerful as they are scarce. Shrouding themselves in
magical barriers, they can cast formidable spells that
stretch seconds into hours.
White Mage - This dedicated healer is not nearly as
fragile as his Black Mage opposite, but still prefers to
remain in the back lines as he tosses out nigh-endless
healing and resurrection abilities. White Mages are
welcomed with open arms to any adventuring party they
join.
White Mages are also able to follow the call of the
Summoner though in these troubled times, few would
choose to answer. Still, they may bring forth powerful
beings known as Espers into combat and fuse with them,
to wield otherworldly magic the like of which lesser
mages can only dream.

Samurai - A noble warrior who follows the strict code of


Bushido, turning simple skill with a blade into an art-form
as exotic and beautiful as it is deadly. Their supernatural
attacks tear through the physical and magical defenses
of foes, and allow them to perform amazing feats as they
travel the land, spreading hope to the downtrodden.

Once youve selected a Job, heres several phrases youll see and what they mean.
Hit/level: Upon leveling up, add this number + your VIT to your current maximum HP.
MP/level: Upon leveling up, add this number + your INT to your current maximum MP.
Job Abilities: A description and effects of all the Job Abilities possessed. How they work and what they
do.
Epic Ability: When the going gets tough, the tough get tougher. When in times of dire need, the truly
destined can tap into the inherent, hidden reservoir of magical energy within every person, and perform
feats of an incredible nature. Each Job possesses a truly powerful ability that requires 3 Destiny Points to
activate, and can only be used once per game session.
Activating an Epic Ability is an Instant Action which is unaffected by the Seal status effect, though several,
such as the Black Mage's, still do require the user to be able to cast spells on their own power in order to
function. (See chapter 4 for more information regarding Destiny)
Innate Ability: Upon choosing a Job, you automatically gain access to one power. This might be as
simple as the ability to use magic or as complex as a Dragoons wyvern companion. This automatic
power does not count toward the two other job abilities you get to choose for your character.
Special: Some Jobs have additional notations, bonuses or penalties associated with their abilities, which
are explained here.

22

BLACK MAGE

Masters of elemental and destructive magic, Black Mages can stop even an army in its tracks.
Black Magic, while not practiced with any degree of secrecy, is a dangerous art. There are far too many who have
lost themselves to madness or fully given in to the destructive forces they command. These wayward practitioners
must live a reclusive life or find themselves the target of city-wide manhunts, seeking to dispose of the growing threat
before lives are lost.
Though the power of Ultima has not been seen in many decades, many believe it is a force far too powerful for any
one man to command.

Max Attribute Modifiers


STR: +5
DEX: +10
VIT: +10
INT: +15
CHA: +15
HP/level: +2
MP/level: +3
Weapons: Daggers, Staves
Armor: Light
Skill Points: 14
ACC Bonus: 0
EVA Bonus: 5
Automatic Affiliation:
Though very few Black Mages are evil, the art in which they
dabble in is invariably tainted, and it is sometimes easy for them
to begin the slippery descent into darkness. All Black Mages
start the game shifted one point to Shadow.

Spell Rank
1

Level
1, 1, 3, 4, 5

2
3
4
5

6, 8, 10, 12
14, 16, 18
20, 22, 24
27, 30

Epic Ability: Manafont - Instant, Self


The Black Mage is an untapped reservoir of power, able to tap into the secrets of magic itself and draw forth spells of
inexpressible potency. Upon using Manafont, the Black Mage can now cast spells that are one Tier higher than he
actually has access to; for example, a level 10 Black Mage could access Tier 3 spells. In addition, they have access
to all spells their Tier or lower, even if they did not choose to learn these spells previously.
The character must still be able to pay the MP cost of any spell cast in this method, and they must still possess any
prerequisites for the selected spell.
If the character has access to Tier 5 magic, then Manafont increases the damage of all spells cast by 50% and
increases the difficulty to resist status effects by +4, instead of granting access to a new, sixth Tier.

Innate Ability: Black Magic - Standard, Varies


Black Magic can be defined as the destructive power of the elements themselves, with effects ranging from the ability
to call forth flame, to cataclysmic, earth-shattering spells, capable of leaving entire cities in utter ruin. Though others
may boast the ability cast a selection of spells from this magical school, only Black Mages have true mastery over the
full breadth of devastating power that it offers.

23

Job Abilities
Elemental Seal Instant, Self

Personal Element Instant, Self

By activating this ability, a Black Mage is capable of


ignoring a foes magical resistance. Treat the target of
your next spell as though he had a M.ARM of zero and
ignore the effects of Shell. This ability may be used a
number of times per session equal to the Black Mages
CHA rating.

The character has a deep, personal connection and


familiarity with one of the world's elements, and is
capable of wielding it with fierce power. When taking this
ability, choose one of the six standard combat elements
Fire, Ice, Water, Wind, Earth, or Lightning. By spending
a moment to concentrate, he will instantly negate the
damage he would receive from the next offensive spell of
the chosen element that would affect him. This ability
may be used a number of times per session equal to the
Black Mages VIT rating, and this ability may be taken
multiple times, choosing a new element each time.

Coldhearted - Passive
The Black Mage specializes in freezing his foes in subzero temperatures. The damage step has increased by
one for all Ice elemental damage dealt by the character.
(If an attack or spell was to do (INT x 1) points of Ice
damage, it would now do (INT x 2) instead, and so on.)
This ability may be taken multiple times, increasing the
damage step by one each time.

Fluid Thought - Passive


The Black Mage is naturally drawn to Water-elemental
spells, and has mastered their use. The damage step
has increased by one for all Water elemental damage
dealt by the character. (If an attack or spell was to do
(INT x 1) points ofWater damage, it would now do (INT x
2) instead, and so on.) This ability may be taken multiple
times, increasing the damage step by one each time.

Obliterate Slow
The Black Mage is destruction incarnate, capable of
imposing his will on colossal inanimate objects (and even
truly powerful magical artifacts and wards), turning them
all into piles of rubble.
Normally a character must make a STR check against
the objects Hardness score to destroy it (see p.133 for
more information on this). Upon using Obliterate, the Black
Mage may make such a check but with a +4 bonus to the
roll, and may use his CHA attribute instead of STR.
Obliterate can target objects up to Long Range.

Eye of the Storm - Passive


The Black Mage concentrates on the control of pure
electrical currents. The damage step has increased by
one for all Lightning elemental damage dealt by the
character. (If an attack or spell was to do (INT x 1) points
of Lightning damage, it would now do (INT x 2) instead,
and so on.) This ability may be taken multiple times,
increasing the damage step by one each time.

Pyromaniac - Passive
The Black Mage is at his most potent when wielding Fire
magic, controlling infernos and blazes with his will alone.
The damage step has increased by one for all Fire
elemental damage dealt by the character. (If an attack or
spell was to do (INT x 1) points of Fire damage, it would
now do (INT x 2) instead, and so on.) This ability may be
taken multiple times, increasing the damage step by one
each time.

Earths Embrace - Passive


The caster is as stoic and patient as the earth itself; his
studies reflect this magical preference. The damage step
has increased by one for all Earth elemental damage
dealt by the character. (If an attack or spell was to do
(INT x 1) points of Earth damage, it would now do (INT x
2) instead, and so on.) This ability may be taken multiple
times, increasing the damage step by one each time.

Resist Curse Passive


Powerful spells exist than can place a hex on enemies
and turn their most powerful attacks into pathetic
annoyances. The Black Mage has researched these
spells extensively, and is now immune to the negative
status effect Curse. Whenever the Black Mage would
normally become Cursed, they may make an immediate
physical or magical Counterattack.

Unnecessary Force - Passive


The Black Mages spells are so powerful that they can
literally blast their opponents away. Upon taking this
ability, the Black Mage may now also add a Medium
Range knockback effect to all Tier 3 or higher spells that
deal damage.

Counter Magic - Passive


With his supreme mastery of the magical arts, the Black
Mage is capable of striking back when hes the target of
an enemy spell. If the Black Mage takes damage from a
spell he knows, cast on him by an enemy, then he may
return fire with the same spell automatically as a
Counterattack. The spell still costs MP, but is considered
an Instant action. The Black Mage can use Counter
Magic even if he is occupied with a Slow action of his
own, but not if the spell was Reflected. (see p.122 for more
information on this)

Astral Echoes - Passive


The Black Mage is capable of harnessing the natural
elemental strength in an area to fuel their craft. When
casting an elemental spell in the appropriate Elemental
Terrain (for example, an Ice spell in a raging blizzard or a
thunder spell during a severe storm), the character can
choose to spend double the standard MP of the spell in
order to increase their damage by an additional 50%.
This ability may be taken multiple times, increasing the
damage percentage by 50% each time.

24

BLUE MAGE

Monsters have a form of magic unknown in standard magic academies. Blue Mages make a living of learning their
craft from these monsters. They're trained in melee combat to survive encounters with the ferocious beasts, but their
true power shines once the unique magic has been acquired. However, true power comes at an unspeakable cost,
and many advanced Blue Mages find themselves rapidly descending into insanity.

Max Attribute Modifiers


STR: +10
DEX: +15
VIT: +5
INT: +10
CHA: +15
HP/level: +3
MP/level: +2
Weapons: Daggers, Katanas, Swords, Staves
Armor: Light
Skill Points: 14
ACC Bonus: 0
EVA Bonus: 7
Spell Rank
1
2
3

Level
1, 1 10
11 20
21 30

Epic Ability: Azure Lore - Instant, Self


There are spells that exist in the universe that cannot ever be truly learned and harnessed by the Immortals; though
the greatest of these mages still retain the ability to replicate them. After using Azure Lore and seeing a powerful
monster spell or ability used in the current combat, the Blue Mage may return fire with the same spell. Damage is
calculated with the Blue Mages statistics, and he is subject to any penalties that may exist for the usage of such a
powerful attack such as fatigue or self-damage. The Blue Mage need not know the name of the attack; just a simple
description will suffice.

Innate Ability: Blue Magic Standard, Varies


To Learn a Blue Spell, a Blue Mage must be able to understand it. Without tomes or teachers to fall back on,
'understanding' mostly boils down to just one thing: experiencing the Spell's effect first-hand. A Blue Mage will, if he
so chooses, automatically acquire any Blue Spell cast on him by a monster (not another Blue Mage!) during a battle in
which the Blue Mage is an active participant. The Spell cannot be learned if it reduces the Blue Mage to 0 or fewer Hit
Points. Unlike regular magic (in which mages select their spells from a list at each level), Blue Mages may only ever
choose one spell the one they begin the game with at level one. From then on, they must encounter monsters in
order to learn such spells. Rank 2 spells require level 11+, and Rank 3 spells require level 21+. There is no maximum
or minimum to the number of spells a Blue Mage will Learn as the game progresses. Players are encouraged to
speak to their GMs outside of the game to discuss spells that particularly appeal to them, so encounters may be
planned accordingly.

Special: Metamorphosis
Blue Mages constantly walk the fine line between power and madness, and this ability reflects that.
If the character ever reaches -10 Shadow Affiliation, they are immediately removed from player control as the beast
within takes over. Their bodies undergo a rapid biological change that leaves them completely unfamiliar in
appearance, and they become a ravenous brute of pure evil. In game terms, this means that the Blue Mage is
finished, and the player will need to create a new character. The Blue Mage may still make an appearance as a
monster within the game simply triple the characters hit point maximum and add a handful of Monster properties
such as Large or Multiple Parts, and set the creatures reaction to Hostile.

25

Job Abilities
Chimeras Blood Self, Passive
The elements flow deep in the Blue Mages monstrous
blood, and provide him with additional weaknesses and
protections. Upon taking this ability, choose one of the
seven basic combat elements - Fire, Ice, Water, Wind,
Earth, Shadow, or Lightning. The Blue Mage now has
Immunity to that Element, and takes no damage from
spells or effects of that type. However, he must then
choose a second element from the list, which he will
forever have a Weakness against, taking 200% damage
from attacks of that elemental type.
The Blue Mage may take this ability up to three times,
choosing new elements for the Immunities and
Weaknesses each time. He may never obtain a
resistance or immunity to the element which he is now
weak to, even through equipment or other job abilities.

Observe Passive
Durability aside, keen observation and a sharp analytical
mind are the Blue Mage's best friends. By carefully
watching the magic woven by an opponent, they can
gather enough information for a kind of mystical reverse
engineering, allowing them to Learn monster magic
without putting themselves in harm's way. A Blue Mage
with this ability no longer needs to be targeted by a Blue
Magic spell to acquire it only see it used during a battle
in which the character is an active participant. Observe
has no effect if the Blue Mage is Unconscious or affected
by any of the following Status Conditions: Berserk, Blind,
Charm, Confuse, Sleep, Stone, Stop, or Zombie.
And again, a Blue Mage may not learn a spell from
another Blue Magic user only from the original
monster.
Several Blue Magic spells are defensive instead of
aggressive, and are much easier to obtain by someone
with the Observe ability.

Sapphire Seal Instant, Self


The magic wielded by a blue mage is not to be trifled
with, and is difficult to divert or absorb. After activating
Sapphire Seal, the next spell cast will ignore the effects
of Reflect, as well as any elemental Resistances,
Immunities or Absorbencies the foe may possess.
This ability may be used a number of times per session
equal to the Blue Mages CHA rating.

Immortal Passive
Blue Mages are renowned for being extraordinarily
difficult to kill. Some say this is because of the beast
blood that runs through their veins, others attribute it to
divine ordinance. Whatever the reason, its a well-known
fact that, ever since the first Blue Mage adopted the title
of Immortal, the name has proved to be frighteningly
accurate.
Whenever a Blue Mage uses Destiny points to Cheat
Death as described in chapter 4, the costs for doing so
is reduced by 2. This ability may be taken multiple times,
but the costs for Cheating Death can never be reduced
to less than 3.

Deadened Nerves Passive


Capable of shrugging off pain that would stop any normal
warrior, Blue Mages are almost globally renowned for
their determination in battle. Upon obtaining this job
ability, the Blue Mage may ignore any effects of
permanent injury. If he sustains a broken arm, he may
still fight normally with it. If he suffers from a pierced lung,
no ill effects will be shown. It is entirely possible for a
Blue Mage to be killed from pushing himself too hard
while in such an injured state.
Furthermore, the Blue Mage now also automatically
succeeds at any non-opposed VIT check, and are
Immune to effects from a Rangers Disabling Shot ability.

Absolute Power Special


Long hours of study and experimentation with monster
magic has left the mages body physically weaker, but
the power that the character gains in trade is perhaps
enough to forever deny the grip of death.
Once per game session when a Blue Mage would gain
one or more points of EXP, a Blue Mage can choose not
to take any experience points and receive one point of
Destiny instead.

Aura Magic Instant, Self


Monstrous spells, whilst powerful, are often limiting
most notable in the fact that all Blue Magic is designed to
battle individual foes and not large groups. With this
ability in his repertoire, the Blue Mage is no longer limited
in such a fashion.
After using Aura Magic, a Blue Magic spell becomes
Group target, allowing their normally one-foe attacks to
affect the entire enemy group. However, the Blue Mage
loses 25% of his maximum HP after the usage of this
ability. This may be used a number of times per session
equal to the Blue Mages VIT modifier.

Resist Death Passive


An Immortal defeated by a single attack? Laughable.
Upon obtaining this Job Ability, the Blue Mage gains
Immunity to instant-Death-inducing magic and attacks,
including Doomsday and Lv.? Doom, and many special
abilities performed by Summoned Espers. Whenever the
Blue Mage would normally be afflicted with an InstantDeath attack, they may now make an immediate physical
or magical Counterattack.

Chimeras Soul Special


The Blue Mages suffer deep emotional changes on a
day-by-day basis, and their personalities are in a state of
constant flux. After obtaining this ability, the character
Traits of the mage are no longer static they can be
changed at will. Before a game session the player may
replace any or all of their Traits, and they are no longer
denied by racial restrictions.

26

Mutation Special
By adopting the magical traits of monsters and learning how to best defeat them, some blue mages have even begun
to succumb to bizarre physical changes. Whenever you take this ability, choose one of the 11 monster categories
below. You are treated as being that type of creature in addition to Humanoid for the purposes of job and weapon
abilities. You also receive the bonuses listed. This ability can be taken multiple times. Whenever the Mutation ability
is taken, however, the Blue Mage is moved two steps closer to being Shadow Affiliated, represented by moving
further and further away from the standard morals of humanity.
Aerial Whether through wings or other means, the character is capable of flight. Although you cant hover in place
as per the Float status, short-range weapons suffer a -4 penalty to hit you while airborne. The Blue Mage also
automatically gains the Aerial Killer property, dealing 200% damage to flying foes with attacks and spells.
Amorph The Blue mage begins to lose discernable anatomy and their internal organs begin to liquefy as they
become more slime-like. An Amorph-mutated character acts as if they have the Small Size racial ability (gaining a
+1 Modifier on Stealth rolls and checks in situations where the ability to reduce their size would be beneficial) and are
capable of squeezing through openings one-tenth of their normal body size such as putting an arm through a
keyhole. The Blue Mage also automatically gains the Amorph Killer property, dealing 200% damage to bloblike foes
with attacks and spells.
Arcana Raw magic flows through the characters bloodstream. They are immune to opponents spells, abilities and
weapon properties that destroy or drain their MP (Aspir, Rasp, Osmose, MP Drain, and so on). The Blue Mage also
automatically gains the Arcana Killer property, dealing 200% damage to purely magical foes with attacks and spells.
Aquan The Blue Mage is as comfortable in water as he is on land, able to breathe and move normally without
penalty. The character receives +2 to his Swimming skill and never needs to make skill checks to hold his breath
underwater. The Blue Mage also automatically gains the Aquan Killer property, dealing 200% damage to underwater
foes with attacks and spells.
Beast After becoming more bestial, the character may use his Awareness skill to track down humanoids or
creatures he has met at least once before, able to follow their scent at incredible distances up to hundreds of miles.
The Blue Mage also automatically gains the Beast Killer property, dealing 200% damage to animalistic foes with
attacks and spells.
Construct The character is as much machine as human, and receives any one Graft of their choice as well as the
Auto-Repair Graft. (see p.115 for more information on this) The Blue Mage also automatically gains the Construct Killer
property, dealing 200% damage to machine foes with attacks and spells.
Dragon The mage is capable of casting and moving when clad in layers of protection; even the heaviest armor
feels like a second skin. The Blue Mage now treats both the Medium and Heavy Armor skills as though they were Job
skills. The Blue Mage also automatically gains the Dragon Killer property, dealing 200% damage to Dragons with
attacks and spells.
Fiend A Blue Mage with the Fiend type has completely lost his humanity, sacrificing all remaining integrity and
righteousness for power. The character moves five more points towards Shadow Affiliation, and all monsters with the
Hostile attitude treat the Blue Mage as if they were Wary instead a representation of the unnatural kinship such evil
beings now feel with the mage. Without provocation, very few monsters will attack the character on sight. The Blue
Mage also automatically gains the Fiend Killer property, dealing 200% damage to Fiends with attacks and spells.
Lizard The Blue Mage is capable of falling into a deep, hibernal state, healing even the most grievous wounds
while he sleeps. Whenever the character regains HP and MP through Travel Rest, they recover as if it was a Full
Rest instead. (IE; 50% recovery is now 100% recovery. See p.127 for more details on this.) The Blue Mage also automatically
gains the Lizard Killer property, dealing 200% damage to reptilian foes with attacks and spells.
Plant The characters skin takes on a greenish tint, allowing them to photosynthesize nourishment. For every hour
the Blue Mage spends outside of combat in direct sunlight, they recover 10% of their total maximum HP and MP back
passively, and never need to eat food to keep up their strength. The Blue Mage also automatically gains the Plant
Killer property, dealing 200% damage to vegetative foes with attacks and spells.
Undead - After an Undead blue mage is killed they return to 100% HP and MP after 24 hours. Certain white magic
spells such as Banish can prevent this. However, they are also afflicted with the curse of the Undead; Cure spells,
restorative items and Healing abilities will now instead deal damage instead of restoring HP. The Blue Mage also
automatically gains the Undead Killer property, dealing 200% damage to undead foes with attacks and spells.

27

DARK KNIGHT

Even as there is good in the world, so must there be evil. Thus, even as the Paladins are the chosen of Light, so
there are the chosen of Shadow to match them.
Unlike the Paladin, the Dark Knight does not have to go through tests of spirit and emotion to prove their worth, and
in that respect they often claim their superiority to their light brethren. The powers of darkness gladly aid those who
wish to serve them. Thought not all Dark Knights are corrupt, many possess a cold, calculated hatred that simmers
just beneath the surface.
Dark Knights channel the unholy energies of the masters of the darkness through their blades, and are fearsome foes
in combat.

Max Attribute Modifiers


STR: +15
DEX: +10
VIT: +15
INT: +10
CHA: +5
HP/level: +4
MP/level: +2
Weapons: Massive, Brawl, Axes, Swords
Armor: Light, Medium, Heavy
Skill Points: 14
ACC Bonus: 1
EVA Bonus: 6
Automatic Affiliation:
The truly despicable and unwholesome drives Dark Knights
onward, serving forces of shadow and despair, and no matter
the cause you fight for, your every action is tainted. All Dark
Knights start the game shifted three points to Shadow.

Spell Rank
1

Level
1, 2, 4

2
3
4
5

6, 9, 12
15, 18
21, 24
28

Epic Ability: Soul Eater - Instant, Self


The name of this truly feared and rarely-spoken of ability is neither embellishment nor metaphorical.
The ability to devour the souls of their fallen foes is the ultimate expression of a Dark Knights ruthlessness and utter
lack of mercy. For the remainder of combat, any foe brought to 0 HP by the Dark Knight is instantly killed and cannot
be resurrected in any manner short of expending destiny to Cheat Death. Furthermore, the Dark Knights combat
prowess is temporarily augmented for every fallen foe. The user of Soul Eater receives a +1 increase to ACC and
their damage step per enemy killed in this manner. The effect is cumulative for example, a Dark Knight who
normally has 4 ACC and deals (STR x 2) damage will have 10 ACC and deal (STR x 8) damage after killing 6
opponents.

Innate Ability: Black Magic Standard, Varies


Though they will never achieve the level of dominance over the black arts as their Black Mage brethren, Dark Knights
are capable of casting their share of spells from the same school.

28

Job Abilities
Last Resort Passive, Self
Dark Knights become stronger as they near death - not
weaker - and are capable of making truly tremendous
attacks even when they may be too injured to stand.
When the Dark Knight is at 25% or fewer HP he deals
additional damage with all physical attacks. If a weapon
was to do (STRx1) points of damage, it would now do
(STRx2) instead, and so on.
In addition, all damage dealt while the Dark Knight is at
25% health or less is treated as ARM Shadow damage.
This ability may be taken multiple times, increasing the
damage step by 1 each time.

Darkside Standard, Single


The Dark Knight strikes his target, his blade burning with
a black fire, fueled by his ceaseless rage. Make a normal
attack action. If successful, 200% ARM Shadow damage
is dealt by the attack. While powerful, Darkside has a
price if damage is dealt by this attack, the Dark Knight
suffers damage equal to 25% of the Dark Knight's
maximum HP. The damage done to the Dark Knight
ignores Armor and all defensive statuses. This is a Short
Range attack that may be used a number of times per
session equal to the Dark Knights VIT rating.

Night Sword Slow, Single


No Mercy Slow, Single
The Dark Knight is capable of performing terrifying
finishing moves, striking fear into the hearts of his foes.
Upon obtaining this job ability, a deathblow may be
performed on any foe that has been reduced to 0 hit
points. The specifics of the move are up to you decapitating the head of an enemy, ripping out his spinal
column, or worse - but a successful completion of a
deathblow will cause foes who are not Shadow Affiliated
to be afflicted with the negative status effect Fear for one
round. This effect may only be used once per combat.
Obviously, it will also instantly kill the unconscious target.

Resist Poison Passive


Whether from a supernatural gift or simply resilience to
disease granted from prolonged exposure to various
poisons, Dark Knights never suffer from the effects of
toxins. Upon obtaining this Job Ability, the Dark Knight
gains Immunity to Poison in all its forms, including such
things as monster venom and alcohol.
Whenever the Dark Knight would normally become
Poisoned, they may make an immediate physical or
magical Counterattack.

Dark Harvest Standard, Local


Dark Knights are capable of cutting down their enemies
in great numbers, not needing to pause to deal with
lesser enemies. Make a normal attack action which deals
50% damage, but strikes every foe within Short Range.
Dark Harvest cannot be a critical hit.

Blood Weapon - Passive


Serving the forces of shadow and death inevitably means
that many Dark Knights revel in gore and bloodshed.
Whenever a negative status effect (except
Unconsciousness) is applied by the Dark Knights
weapon, the status effect will not wear off in several
rounds as per normal, and must be cured with magic or
restorative items. For example, the status from an AutoPoison weapon will not fade after several rounds, but can
still be removed with Antidotes, Poisona, and similar
effects.

The Dark Knight points his sword at the target, and an


ethereal red spike rips through them from below. Make a
normal attack action, and treat the weapon as though it
has the HP Drain ability the Dark Knight recovers hit
points equal to 50% of the damage done. This is a
Medium Range attack.
This ability may be used a number of times per session
equal to the Dark Knights INT rating.

Deteriorate Passive
Dark Knights are masters of hitting their enemies where it
hurts. After obtaining this job ability, the difficulty on rolls
to resist status effects such as Blind, Zombie, or
Poison - caused by the Dark Knights magic or weapon is
now at a +2 higher difficulty for his enemies. This ability
may be taken multiple times, increasing the difficulty to
resist by 2 each time.

Killing Machine Passive


Some Dark Knights have abandoned the usage of magic
entirely, instead allowing the dark elemental energies to
empower their strikes and bodies.
Whenever a character with this ability would gain a spell,
they can choose to gain a +1 bonus to any attribute
instead. Killing Machine still does not allow the Dark
Knight to ignore the maximum attribute caps.

Fatal Wound Slow, Single


The Dark Knight aims a vicious strike at his foe which
saps his strength often causing a slow, agonizing
demise. Make a normal attack action. If successful, the
target takes normal ARM damage but has been afflicted
by a Fatal Wound. The target takes the same amount of
damage each following hour until the wound is attended
to with a Healing check (difficulty 11), or the target dies.
The effects of this ability also end if the Dark Knight dies.

Black Sky Instant, Self


The Dark Knight walks hand-in-hand with death and
destruction. After activating Black Sky, the Dark Knight
may turn the effects of the spell Arise, Curse, Poison,
Blind, Drain, or Zombie into Group target spells as
opposed to Single target spells.
This ability may be used a number of times per session
equal to the Dark Knights CHA rating.

29

DRAGOON

Dragoons are warriors who have been trained to mimic the actions of a dragon by use of their internal energies.
Whereas most Jobs are ground-bound, Dragoons have the capability to leap unbelievable heights, earning a place in
legends as "those that fly like a dragon." They often have a reputation of completing even the most suicidal missions.
Often they serve as soldiers positioned within an army's cavalry or infantry, but some Dragoons may find it more
feasible to hone the supernatural aspect of their Dragon arts outside the realm of the military. In some regions, the
Dragoon may be referred to as a 'Dragon Knight', often being one that lends his services to royalty.

Max Attribute Modifiers


STR: +10
DEX: +15
VIT: +5
INT: +15
CHA: +10
HP/level: +6
MP/level: N/A
Weapons: Polearms, Swords
Armor: Light, Medium, Heavy
Skill Points: 16
ACC Bonus: 1
EVA Bonus: 8

Epic Ability: Dragons Spirit - Instant, Self


By expending three points of Destiny the character may allow his Wyvern to
empower him, bringing the warrior back from even the brink of death. The
Wyvern is instantly Unconscious and the Auto-Life status is granted on the
Dragoon. If the Dragoon is already unconscious, the spell is used instantaneously (If the Dragoon is truly deceased and
not merely unconscious, then this ability has no effect.) Furthermore, the Dragoons type changes from Humanoid to
Dragon for the remainder of combat, and he receives the effects Seal-Proof and Fear-Proof. This Epic Ability may be
used at any time, even when it isnt the Dragoons turn, and the abilities Wyvern Companion and Deep Breathing
cannot be used until the Dragoons companion is revived.

Innate Ability: Wyvern Companion Special


Dragoons are accompanied by a freshly-born wyvern of one of two types, based on the Dragoons alignment. A
Crystal wyvern will accompany a Holy-aligned Dragoon, and a Bone wyvern will accompany a Shadow-aligned
Dragoon. Neutral characters may choose either of these.
Whenever the Dragoon performs a critical hit or limit break, the Wyvern can attack as well to deal additional damage
automatically. Crystal Wyverns deal nonelemental M.ARM magic damage, and Bone Wyverns deal physical ARM
damage based off the Dragoons DEX stat. Consult the following table. Wyvern damage is calculated and combined
with the Dragoon before the 200% (or more) increase from the critical hit.
Dragoon Level Damage done by Wyvern
The Wyvern increases in size as the Dragoon levels. Though it
1
(2 x DEX)
begins no bigger than a hatchling, it is roughly four feet tall by level
5
(3 x DEX)
10. At level 20, it stands slightly higher than a typical Hume and can
10
(4 x DEX)
carry moderate loads including the Dragoon. At level 30, it can be
15
(5 x DEX)
ridden with ease by the party and is a full-fledged adult Dragon. The
20
(6 x DEX)
bond between the Dragoon and his Wyvern is very strong however,
25
(8 x DEX)
and in many ways they function like a single being. Any negative
30
(10 x DEX)
status effect on the Dragoon is also inflicted upon the Wyvern, and
the Wyvern cannot function well while its master is Unconscious or separated from it.
A Wyvern has a very thick hide, even in youth, and takes no damage from normal spells and attacks.

Special: Dragons Crest


All Dragoons are required to spend years learning a lance-based fighting style; Dragoons deals a critical hit on any
arrack roll dice result from 11-12 when using a Polearm weapon instead of just on the standard 12.

30

Job Abilities
Jump Standard, Self
Dragoons have the unique ability to break the bonds of
gravity and soar into the skies with a single bound. Jump
can carry the Dragoon up to a Medium range vertically,
horizontally, or a combination of both. Jump essentially
functions as a Slow Action; once the Dragoon has
Jumped, she will land during her next turn. While in the
air, the Dragoon is Immune to any attacks that target her
alone, and can only be affected Group abilities. Status
Conditions continue to affect the Dragoon in-flight. As
with any Slow Action, anything that would prevent the
Dragoon from completing the Jump will automatically
cancel it, returning her to the field of battle.
When the Dragoon lands they may make an Instant
attack against any target within Short Range, and they
are counted as having charged the foe for the purposes
of calculating extra damage with a Polearm weapon.
The effects of Haste do not change how Jump functions
in any way, and Jump may be used a number of times
per session equal to the Dragoons DEX rating.

Dragons Eyes Passive, Self


Day by day the Dragoon becomes more like the mythical
creature he emulates. After obtaining this ability, the
Dragoon is immune to the negative status effect Blind
and can see perfectly in adverse weather conditions and
pitch blackness even magical darkness like the sort
caused by a Black Mages Twilight spell, and can see
through trickeries caused by the Illusion spells.
Whenever the Dragoon would normally become Blinded,
they may make an immediate physical or magical
Counterattack.

Ancient Circle Standard, Group


Intense training has given the Dragoon insight into the
vulnerabilities of the creatures he imitates, and this ability
is the proof. This ability grants the Dragoon and his allies
the Dragon Killer ability on any weapon they wield a
number of round equal to the Dragoons VIT rating.
Dragoon Killer allows them to inflict 200% damage
against Dragon-type monsters with all attacks.
This ability may only be used once per session.

Deep Breathing Standard, Group


A Dragoons companion, though young, is still capable of
using its draconic breath attacks to damage foes. Make a
normal attack action. The effects of Deep Breathing differ
depending on the type of Wyvern.
Crystal: White-hot bolts of energy are discharged from
the Wyverns mouth, electrocuting all short-range
enemies for (CHA x 4) + 2d6 points of Lightning damage.
In addition, this ability has a 50% chance to inflict the
negative status effect Seal.
Bone: A cone of black flame jets from the Wyverns
mouth, scalding all short-range enemies for (CHA x 4) +
2d6 points of Fire damage. In addition, this ability has a
50% chance to inflict the negative status effect Blind.
This ability may be used a number of times per session
equal to the Dragoons CHA rating.

Impale Passive, Group


Intensive training with a single weapon does have its
advantage - a Dragoon is capable of felling multiple
enemies with a single, powerful strike. A dragoon with
this ability is treated as having the Follow-Through
weapon property on all Polearm weapons he wields.
In addition, when making an Instant attack caused by
their Jump ability, the Dragoon is treated as having the
Triple Critical property on his polearm as well.

Scan Instant, Single


For these master tacticians, knowing thy enemy plays a
great role in determining the best course of action. With a
moments appraisal the Dragoon can judge minute
details about any opponent. After using this ability, the
Dragoon can learn the level, species, elemental
strengths and weaknesses, Job and Traits of a single
target. Since monsters lack the latter two statistics, this
ability works best on humanoid enemies. The target is
aware that hes being sized up. This ability may be used
a number of times per session equal to the Dragoons
INT rating.

Ride the Storm Passive, Group


While the elements often pose a threat for large armies,
the Dragoon is a tactical master of the highest degree
and has learned how to use adverse weather to his
advantage. Whenever the Dragoon fights in weather
conditions that would normally apply a negative modifier
to combat rolls (such as a raging blizzard or torrential
downpour) these are applied as bonuses instead. The
effect extends to the Dragoons allies as well, and this
ability has been the trump card in more than one
unwinnable battle over the years.

High Jump Passive, Self


The Dragoon is a master of the skies, and their Jump
ability is now Long range instead of Medium. After using
Jump, the Dragoon no longer needs to land the following
turn, but may stay airborne nearly indefinitely. Spells and
effects treat the Dragoon as having Flight and Float
during the duration of High Jump. A character will not
take falling damage when using High Jump, and the
range does not increase past Long with the Defy Gravity
shared job ability. You must have Jump to use this
ability.

Lancet Slow, Single


Lancet is a mysterious ability passed on through the
ages from Dragon to Dragoon. By utilizing this technique,
the character may draw forth a foes life energy and use
it to heal himself and his allies. Make a normal ARM
attack action that deals 50% damage and reduces the
targets HP and MP by the same amount. The damage
done is then returned to each member of the party in the
form of both HP and MP. This ability is a Short-Ranged
attack that may be used a number of times per session
equal to the Dragoons INT rating.

31

ENGINEER

Drills, robots, airships the Engineer's mechanical wizardry conjures any number of miracles from bolts, oil, and a
little ingenuity. Though their talents extend to all machines great and small, Engineers channel most of their energy
into bewildering creations that utilize bits and pieces of fallen enemies. Despite the occasional explosive malfunction,
failure only seems to redouble the Engineers determination. These indomitable inventors remain the intellectual
backbone behind more than one prosperous party.

Max Attribute Modifiers


STR: +10
DEX: +15
VIT: +10
INT: +15
CHA: +5
HP/level: +3
MP/level: N/A
Weapons: Staff, Gun, Brawl, Weapon Systems
Armor: Light, Medium
Skill Points: 20
ACC Bonus: 1
EVA Bonus: 6

Epic Ability: Clockwork Tools - Instant, Self


When in peril, the Engineer is capable of quickly creating and using weapons the
like of which the world has never seen. Upon using Clockwork Tools, the Engineer
chooses one effect from the following list and gains the benefits of that Tool until
the end of combat.
The higher the Engineers Systems skill, the higher the level of Clockwork Tool the character is able to choose. For
example, Auto-Crossbow requires the character to have a minimum of 1 skill in Systems, where the Drill requires a
minimum skill of 4 to choose. Clockwork Tools only applies to the Engineers standard weapon attacks and do not
work in conjunction with Refined Items.
Skill
1

Tool
Auto Crossbow

Bio Blaster

Noise Blaster

4
5

Drill
Flash

6
7

Chainsaw
Air Anchor

Micro Missile

Gained Properties
The characters attacks deal normal damage to all enemies instead of a single target.
Attacks can be made at Medium Range.
Whenever the Engineer deals damage to a foe, the target also receives the effects of
the negative status effect Poison.
Whenever the Engineer deals damage to a foe, the target also receives the effects of
the negative status effect Confusion.
All of the Engineers attacks ignore ARM and Protect.
The character deals 200% damage with all attacks. Furthermore, whenever the
Engineer deals damage to a foe, the target also receives the effects of the negative
status effect Blind.
The character deals 300% damage with all attacks.
The character deals 200% damage with all attacks, and critical hits reduce the targets
health to 0 instantly. This is a Death effect. Attacks can be made at Medium Range.
The character deals 300% damage to all enemies with each attack. Furthermore,
attacks can be performed at Long Range and gain the Break Damage Limit and Triple
Critical properties.

32

Innate Ability: Refine Special


Refined battle items are the mainstay of the Engineer; while Fighters use special combat moves against the enemies
and mages are helping friends or targeting foes with combat magic, the Engineer is employing technology to turn
defeated foes into useful and often explosive items.
At the end of each combat, the Engineer automatically receives one Refined item from the enemy of his choice, so
long as the enemies have been permanently defeated. The character cannot refine items from enemies who fled the
battle, for example!
Refined items can only be used by Engineers, and the complete list of what items can be refined from what monsters
is listed below, as well as a brief description of which spell the item mimicks. Refined items cannot be sold.
All Refined Items take up inventory slots and can generally only be used once, after which time the item is destroyed.
When the Engineer uses an item, the GM rolls 2d6 anything other than a critical success or failure means the item
works normally, and the listed effect is used. On a critical failure, the item explodes all enemies and allies take
damage equal to 25% of their maximum health. On a critical success, the item works normally but is not used up,
and remains in the characters inventory for another try.
Name
Accelerator
Air Gem
Antarctic Wind
Arctic Wind
Bomb Fragment
Bracchus Wine
Cactus Thorn
Chefs Knife
Cherub Down
Chocofeather
Dark Matter
Deadly Waste
Dragon Scale
Dynamo Stone
Earth Drum
Earth Gem
Echo Grass
Electro Marble
Farplane Shadow
Fish Scale
Grenade
Hourglass
Ice Gem
Ink
Lightning Gem
Lightning Marble
Lunar Curtain
Molotov
Mute Mask
Mystery Fluid
Second Chance
Shear Feather
Smoke Bomb
Sticky Web
Supreme Gem
Three Stars
Tribal Drum
War Gong
Water Gem
Windmill
Zombie Dust

Effect
Casts Force Field, granting an ally an Immunity to random elements
Casts Aeroga, dealing (INT x 6) + 2d6 Group Wind damage
Casts Blizzara, dealing (INT x 4) + 2d6 Ice damage
Casts Blizzard, dealing (INT x 2) + 1d6 Ice damage
Casts Fire, dealing (INT x 2) + 1d6 Fire damage
Casts Berserk, turning one target into a mindless combatant
Casts 1000 Needles, doing 100 or 1,000 damage to a target
Casts Death, instantly killing an enemy
Casts Float, allowing one ally to hover and avoid Earth damage
Casts Quick, granting the Engineer the Haste status
Casts Black Hole, reducing a targets health by 75% of maximum
Casts Bio, dealing (INT x 3) + 2d6 damage and Poisoning the target
Casts Watera, dealing (INT x 4) + 2d6 Water damage
Casts Ray Bomb, dealing (INT x 4) + 2d6 nonelemental damage
Casts Stone, dealing (INT x 2) + 1d6 Earth damage
Casts Stonaga, dealing (INT x 6) + 2d6 Group Earth damage
Casts Vox, removing the Seal status from one companion
Casts Thunder, dealing (INT x 2) + 1d6 Lightning damage
Casts Condemned, causing the target to be Cursed for 1d3 rounds
Casts Water, dealing (INT x 2) + 1d6 Water damage
Casts Fira, dealing (INT x 4) + 2d6 Fire damage
Casts Hastaga, granting all allies Haste until combat ends
Casts Blizzaga, dealing (INT x 6) + 2d6 Group Ice damage
Casts Blind, robbing a foe of the ability to see
Casts Thundaga, dealing (INT x 6) + 2d6 Group Lightning damage
Casts Thundara, dealing (INT x 4) + 2d6 Lightning damage
Casts Barrier, negating all ranged attacks
Casts Firaga, dealing (INT x 6) + Group 2d6 Fire damage
Casts Seal, preventing a target from using spells or job abilities
Casts Quarter, reducing a targets health by 25% of maximum
Casts Life, bringing an ally back from unconsciousness with 1 HP
Casts Aero, dealing (INT x 2) + 1d6 Wind damage
Casts Escape, allowing the party to flee from battle
Casts Lock, wrapping the target in layers of webbing.
Casts Supernova, dealing (INT x 20) + 2d6 damage
All allies receive the effects of Haste, Protect, Shell and Float
Casts Stona, dealing (INT x 4) + 2d6 Earth damage
Casts Brave, rendering all allies immune to Fear until combat ends
Casts Wateraga, dealing (INT x 6) + Group 2d6 Water damage
Casts Aerora, dealing (INT x 4) + 2d6 Wind damage
Casts Zombie, causing one enemy to suffer the curse of the undead

33

Dropped From:
Flan, Gilgamesh
Wyvern
Chimera
Dingo
Bomb
Imperial Soldier
Cactuar
Tonberry
Killer Bee
Chocobo
Demon, War Machine
Antlion, Malboros
Hydra
Chocobo Eater
Ogre
Mamool Ja
Leafer, Funguar
Larvae
Lost Soul, Deathgaze
Achelous
Magic Urn
Various Bosses
Iron Giant
Ahriman
Evrae
Couerl
Various Bosses
Imperial Commander
Mandragora, Exoray
Anacondaur
The Four Fiends
Condor
Goblin
Spider, Antlion
Various Bosses
Various End Bosses
Ochu
Gigas
Geosgaeno
Zu
Skeleton, Demonolith

Job Abilities
Salvage Standard, Single
The Engineer is a master of shutting down dangerous
constructs, and using their spare parts to further his
arsenal of Refined weapons.
After making a successful melee attack against a
Construct type enemy, the Engineer may choose deal 0
damage and instead, pull out a handful of important parts
and wires. The Engineer makes a DEX or INT check
opposed by the opponents STR or DEX, whichever is
higher. If the Engineer wins the construct is reduced to 0
HP instantly, and they receive one additional Refined
item when combat ends.
Advanced Arsenal Passive
Engineers are capable of utilizing rather curious and
unexpected gear to bring low their enemies. Whenever
the Engineer wields a weapon that is not on the standard
list (This list being Axe, Bow, Dagger, Fist, Massive, Katana,
Gun, Polearm, Staff, Sword, and Weapon Systems) that he
has invested skill points in, he does an increased
damage step. That is, if the weapon was to do (STR x 1)
points of damage, it would now do (STR x 2) instead,
and so on. This bonus does not work with improvised
weapons as they are covered under the Brawl skill.
Maintenance Passive, Special
Veteran Engineers keep a close eye on their comrades'
equipment, ensuring that it is always in top condition.
Choose one ally that character receives the
Indestructible property on all weapons, accessories and
armor, and is unaffected by the Thiefs Steal ability. The
Engineer may choose to change Maintenance targets
only outside of combat.
Efficient Construction Instant, Special
Normally, a character who attempts to create something
from scratch suffers a penalty without proper
mechanisms and a feasible workspace. The Engineer
with this ability is able to quickly cobble together his
inventions with little more than the tools at hand and
some old-fashioned elbow grease, and never takes
negative penalties to Synthesis checks.
Junkyard Instant, Special
The Engineers exhaustive experience with the inner
working of machines of all types allows him to point out
weak spots to his allies. This ability grants the Engineer
and his allies the Construct Killer ability on any weapon
they wield for a number of round equal to the Engineers
INT rating. Construct Killer allows them to inflict 200%
damage against Construct-type monsters with all attacks.
This ability may only be used once per session.

Soul of Thamasa Passive


This illustrious ability is what truly separates Engineer
caftsmen from the merely talented.
For every point of Destiny that the Engineer spends
when Synthesizing a weapon or armor, the equipment is
treated as being one tier higher than it really is for the
purpose of choosing weapon properties. The weapon still
does not receive more than the standard number of
properties, only gains access to properties that would
otherwise not be allowed. For example, an Engineer
could spend six points of destiny to grant a Tier 2
weapon the Break Damage Limit property normally
reserved for legendary equipment.
Chemist Special
The character has a natural flair for fiddling with alchemy,
and is much more adept than most at utilizing potions
and supplies in the heat of combat.
Whenever a character with this ability takes damage, he
may use any healing item currently in his inventory as an
Instant action. In fact, he may even use this ability when
he would normally be prevented from using an item
such as taking damage enough to drop him to 0 or below
in order to use a Phoenix Down, or when he would be
affected by a negative status effect such as Petrify or
Sleep. This ability may be used a number of times per
session equal to the Engineers DEX rating.
Gillionaire Special
The Engineer knows how to turn a small profit with his
inventions, able to earn some additional income outside
of the normal amount received for adventuring and
saving damsels in distress.
A character with Gillionaire can make a Trade check
(difficulty 11) prior to each game session when in a
populated area where he could feasibly sell his designs
and services. On a successful check, the Engineer
receives (50 x characters level) gil.
Regardless of the outcome, Gillionaire can only be
attempted once per game session.
Pandoras Box Standard, Local
The Engineer possesses a strange box that when
opened inflicts negative status effects to either every
enemy or every ally. Although dangerous and unreliable,
the Pandoras Box can be a powerful tool as a last resort.
Upon using Pandoras Box, roll 1d6 and consult the chart
below for the status ailment. Then flip a coin calling it
correctly means the status afflicts all enemies, whereas
an incorrect call means all allies are affected instead.
This ability may be used only once per combat.
Roll
1
2
3
4
5
6

Twin Accessory Passive


A character with this ability is capable of equipping a total
of two accessory-type items at any time, and gaining the
benefits of both.

34

Result
Red Spring Poison
Blue Screw Blind
Green Gear Stop
Silver Disc Sleep
Gold Battery Haste
Rainbow Moogletron Protect and Shell

ENTERTAINER

It has been said that all of life is but a dream. The Entertainer knows better: Life is a song. A dance. A masquerade. A
wonder. There are secrets everywhere, a subtle harmony playing out in the background of the world. Each person,
place, and thing has its own sound, contributing to a grand orchestra that resounds through the fabric of the world.
The Entertainer is a strange sight on the battlefield. Dressed lightly and moving with odd liquidity, they seem out of
place until they begin to perform the mystic arts that are their livelihood. Then the truth is easily discernable that
the Entertainer is only at full power when he's surrounded by some powerful friends...or enemies. Whether jugglers,
mimes, bards, rock stars or dancers, Entertainers are held in the utmost respect the world over, and their secrets are
unfathomable.

Max Attribute Modifiers


STR: +5
DEX: +15
VIT: +10
INT: +10
CHA: +15
HP/level: +2
MP/level: +2
Weapons: Daggers, Brawl, Staves
Armor: Light
Skill Points: 18
ACC Bonus: 0
EVA Bonus: 6

Epic Ability: Fantasia - Instant, Self


With a flourish and a moment of deep concentration, the Entertainer begins their craft. The harmony extends far
beyond one simple Art, and becomes a veritable orchestra of intermingling magical effects. They synchronize and
build upon each other, creating a grand crescendo of power that would make other magical wielders turn a bit pale
and steady themselves.
For the remainder of combat, there is no limit to the number of Arts the Entertainer may have active at a single time.
Multiple copies of the same Art have no further effect. Furthermore, any Arts can have its target type changed to
Group instead of Single if the Entertainer wishes; this allows the Entertainer to bolster the fighting potency of all of
their allies at once, or severely decrease their enemies attributes with a single Art.

Innate Ability: Art Standard, Varies


The precise magical effects an Entertainer is able to generate varies greatly. Whether it be through song, dance,
painting, mimicry, sculpture, juggling and tumbling.though the execution is always different, the magic remains the
same. And because of their truly unique style, their spells function entirely differently from those found in all other
sorts of magic.
Firstly, Art magic requires a conduit. Whether this is an Entertainers voice, dance, hand motions.Art cannot be
performed without these actions. Decide your focus upon character creation.
Secondly, Art spells are not chosen as normal upon leveling up instead, for every point in the Perform Skill
possessed by the Entertainer, they attain one additional spell. This means that a newly-created Entertainer will often
have more in their arsenal than your typical mage. Conversely, higher-level Entertainers will be limited to a lower
maximum number of spells, far less than any other casting Job.
Thirdly, each Art has two different effects, as each spell has a second usage known as a Reversed spell. The
Entertainer can use either of the two effects at will, but not both at the same time.
The effects of Arts are as long as the Entertainer sustains them, and their usage does not interfere with other combat
actions. A juggler can continue to attack and use skills whilst keeping an Art active, and a bard can hum a tune to
keep his partys spirits high for days on end. Most Arts are Local effects.
And finally, only one Art can be kept active at any given time, whether Reversed or Normal.

35

Job Abilities
Flirt Standard, Single
The first power many Entertainers learn is the simple flirt.
It is non-magical in nature, and involves the Entertainer
making herself look both harmless and friendly towards
the target. The character makes an opposed CHA check
with one enemy. If the Entertainer is successful, the foe
will not directly attack them unless there are no other
targets available. Collateral damage (such as Group or
randomly targeting attacks) can still happen, but the
monster will not attempt to specifically target the
Entertainer. This effect is broken if the character attacks
the creature. This effect lasts for a number of rounds
equal to the Entertainers CHA rating, and will be useless
against nonintelligent or particularly bestial or malevolent
creatures, at the GMs discretion.
Flirt may be attempted only once per combat.

The Last Word Passive


As a champion of the craft, an Entertainer cannot be
silenced even in their last moments. When reduced to 0
or fewer HP by an attack, the Entertainer can switch or
begin an Art as an Instant action. Note that during the
effects of this action, the character is considered to be at
0 HP and already fallen, and thus cannot use The Last
Word while he has the effects of Auto-Life or the like.
Furthermore, the effects of Arts persist even after the
Entertainer is reduced to 0 hp, and lasts until the
remainder of combat even if the character dies.

Resist Seal Passive


Though not all Entertainers utilize Arts that require
sound, the magic of the Art itself cannot be quieted by
any means. Upon obtaining this Job Ability, the
Entertainer gains Immunity to Seal. Whenever the
Entertainer would normally become Sealed, they may
make an immediate physical or magical Counterattack.

Smile Instant, Special


Adding a little more combat prowess to their repertoire,
an Entertainer with this ability is sure to put a smile on
the faces of his allies, if not his enemies. After activating
Smile the Entertainer may throw up to three Juggling
Balls (or other, unique thrown weapons if the character prefers,
such as pots of paint or heavy books) with a single standard
action this turn. Remember that Balls generally do (DEX
x 1)+1d6 damage. This attack may be split between
multiple targets, or the Entertainer may choose to do
damage to only one foe. The attack automatically hits
and the damage dealt is unaffected by ARM. If the
Entertainer chooses to throw the maximum three balls at
a single foe, then this ability will also interrupt most
special techniques that monsters and bosses possess as
if the Entertainer used a Teamwork Attack. (See the
Bestiary for more information on enemy techniques, and p.121
for details on Teamwork Attacks.)

This ability may be used a number of times per session


equal to the Entertainers DEX rating, and has a Medium
Range.

Mimic Standard, Varies


During battle, an Entertainer can observe others' actions
and copy them. When using this ability the character will
perform the last action taken before his turn by an ally
this is subject to several important restrictions.
Any rolls for the attack are determined by your stats.
Skill-based abilities (such as Steal) use the Acting skill in
place of the skill normally be used by the ability. The
action must be performed on the same target(s). If the
Entertainer does not have enough MP to cast a spell,
then that spell cannot be Mimicked. Any actions that
involve the use of thrown weapons, consumables or
items that the user simply does not have, cannot be
performed. This ability may be used a number of times
per session equal to the Entertainers INT rating.

Super Mimic Passive


The character has further learned the secrets of the
mimes, better able to copy the actions of others. Upon
taking this ability, choose one of the following ways to
enhance your Mimic ability. The Entertainer may now:
use the mimicked ability on either himself, the original
target, or the original user.
.Mimic any action made previously in the round instead
of just the prior turn.
. Use the ability an infinite number of times per
session. Mimic is no longer restricted by the characters
INT rating.
Super Mimic can be taken multiple times to obtain all
three effects.

Tricks of the Trade Passive


Upon taking this ability the Entertainer receives +1 to
either their Negotiate, Disguise, Inquiry or Perform skill,
and can no longer critically fail at their chosen skill. This
ability may be taken multiple times. Remember that the
Entertainer also receives a new Art upon gaining an
additional dot of Perform.

Spellbound Slow, Special


The Entertainer challenges any competitor to test their
mettle or metal against his superior skills. When this
ability is used the Entertainer makes a Perform check
opposed by the targets CHA or Perform skill, whichever
is higher. If successful, the Entertainer may cast the
Rasp spell (exactly as it appears on p.147) as an Instant
action, destroying the targets MP.

Showstopper Passive
Entertainers were born destined to be in the limelight, the
stars of their own personal epics. Some live to be the
center of attention whether it be from hundreds of
cheering, screaming fans or merely the result of
performing daredevil feats to shock and astonish their
allies. Whenever the Entertainer critically succeeds on a
Perform check he will receive a point of Destiny as well
as +2 to combat, skill and ability rolls until all the action
has died down.

36

FIGHTER

The Fighter is a combatant without roots or restrictions, with incarnations ranging from grizzled soldiers and
mercenaries to warriors of the highest caliber. Though many have perfected a single talent or spent a lifetime honing
their abilities with a particular type of weapon, for most Fighters, their training ground is the battlefield, and their skills
are mastered by virtue of necessity and raw survival. An experienced Fighter is a formidable presence in any combat
situation, able to adapt to anything their foes can throw at them.

Max Attribute Modifiers


STR: +15
DEX: +10
VIT: +15
INT: +5
CHA: +10
HP/level: +8
MP/level: N/A
Weapons: Axes, Bows, Daggers, Brawl, Guns, Katanas,
Massive, Polearms, Staves, Swords, Weapon Systems
Armor: Light, Medium, Heavy
Skill Points: 16
ACC Bonus: 2
EVA Bonus: 7

Epic Ability: Bonecrusher - Instant, Self


When lives are on the line, the Fighter can make truly devastating, crushing attacks. After making a successful noncritical attack action, a fighter may activate this ability. The attack now deals 500% normal damage, and all special
abilities of the weapon are automatically activated as if Bonecrusher was a critical hit. (This does not include basic
weapon properties such as a Massive weapons knockback.)
Bonecrusher cannot be combined the Wild Swing ability.

Innate Ability: Heroic Destiny Passive


Its impossible to know what the future holds for the heroes of our time. Some may start or end wars, or discover the
secrets of the past. Fighters, however, all know their one true calling.
Whenever Destiny is awarded to the party for defeating a Boss or an End Boss, the Fighter receives one additional
point automatically.

Special: Juggernaut
A Fighter is capable of equipping or unequipping Weapons and Shields as an Instant action on his turn instead of a
Standard action, able to quickly grab whatever blade would be best for the situation at hand.

37

Job Abilities
Provoke Standard, Single
Through the choice use of a few taunts, the Fighter can
stir an enemy into a rage. Make an opposed Charisma
check. If successful, the target will change tactics
specifically and exclusively attack the Fighter for several
rounds, or until the Fighter is Unconscious. There is no
restriction in how the target can do this, but all offensive
attacks must either be directed at the Fighter, or include
the Fighter among the targets. If the Fighter cannot be
targeted, the enemy may attack freely, but will continue
to go after the Fighter if the opportunity presents itself.
This ability may be used a number of times per session
equal to the Fighter's CHA rating.

Skin of Iron Passive, Self


A Fighter's body is very resistant to pain after obtaining
this ability, whenever a critical hit or Limit Break is
successful against the Fighter, there is a flat 25% chance
for it to be negated, and normal damage is done instead.
This ability may be taken multiple times, increasing the
percentile chance to ignore Critical Hits up to 100%.

Berserker Instant, Self


The Fighter has managed to harness his rage, and use it
as a weapon. Using this ability causes the Fighter to gain
the Berserk status until the end of the current combat or
situation. However, Berserker can only be used when the
Fighter is at 50% HP or less.
After obtaining this ability, the Fighter is not limited to
only making Attack actions when under the effects of
Berserk, and can also use Job Abilities. However, he still
may not use any non-combat maneuvers and must
remain fighting until all foes lie dead. While Berserk, the
Fighter is Immune to the Charm status, and their STR
rating is doubled for the purposes of lifting, throwing and
breaking objects, as though they possessed the
Destructive Strike shared ability.
A Berserk status caused in this way ends when combat
completes, or if the character is reduced to 0 HP.

Armor Mastery Instant, Self


A Fighter is a versatile and flexible combatant, able to
rapidly change tactics to deal with any type of foe.
Once per session the Fighter may choose to swap his
ARM and MARM armor scores, making himself more
resistant to physical damage if wearing Light armor, or
more resistant to magical damage if in Heavy armor.
The effects of Armor Mastery cannot be reversed until
they wear off normally at the end of combat.

Warcry Standard, Group


The fighter lets loose a vicious warcry, spurring on the
entire party. All allies (including the fighter) have their
physical and magical damage increased by two steps if
a weapon was to do (STRx1) points of damage, it would
now do (STRx3) instead, and so on. The effects of the
Warcry only last until the end of the Fighters next turn.
This ability may only be used once per session.

Wild Swing Standard, Single


The Fighter stands against overwhelming odds, and
often triumphs. Make a normal attack action.
If the attack is successful, and the targeted foe is at least
3 levels higher than the Fighter, a Boss or End Boss,
200% ARM damage is dealt by the attack. On a
successful attack against a foe who does not meet the
level or difficulty criteria, 50% damage is dealt instead.
This ability may be used a number of times per session
equal to the Fighter's CHA rating.

Cleave Standard, Group


In a flawless display of speed, strength and accuracy, the
Fighter delivers a single blow to every foe in range. Make
a normal attack action which deals 50% damage, but
strikes every foe within Short Range. Cleave cannot be a
critical hit.

Zodiac Warrior - Passive


The Fighter is a master of many combat styles, able to
shift stances at a moments notice. Upon obtaining this
ability, the Fighter receives an additional +1 to their ACC
score for every weapon-based combat skill he possesses
at 3 or higher. In addition, they will no longer be treated
as having an EVA score of 0, under any circumstance
(short of the Time Mages epic ability) when using a weapon
they have 3 or higher skill in.

Unstoppable Instant, Self


A Fighter with this ability is a one man army, capable of
wading through hordes of enemies and coming out
almost unscathed. Whenever the character or his party is
outnumbered he can summon reserves of inner strength
to receive the effects of Auto-Regen. This effect lasts
until the enemies no longer outnumber the party.

Trauma Instant, Self


The character has trained to fight no matter the condition
his body is in, and indeed finds an inner strength through
suffering.
When afflicted with any negative status effect the
Fighters damage is increased by one step - if an attack
was to do (STRx1) points of damage, it would now do
(STRx2) instead, and so on.
This ability can be taken multiple times, increasing
damage by one additional step each time.

First Strike - Passive


A trained Fighter learns to prepare themselves for
combat at any and every opportunity; accordingly, when
the time for battle arrives, the Fighter is always amongst
the first to strike a blow. After obtaining this ability, a
Fighter may always act in Pre-emptive combat
although he won't always know what's going on.
Furthermore, the Fighter may make an immediate
physical Counterattack whenever they take damage in
the Pre-Emptive Round.

38

GAMBLER

The Gambler is the gamer, the big spender, and the epitome of luck and fate. Gamblers believe in placing objects or
sums of great value on the line, hoping to win even greater prizes - both inside and outside the casino - and many a
gambler has lost his life to the mere toss of a coin.
Despite their dangerous lives, long-term planning and strategic thinking mean nothing to the carefree Gambler, as
they perceive everything in life as a bet. When these bets pay off, however, they can bring the parties they
accompany anything from additional exp to bringing dying allies back to life.
The Gambler's Abilities in battle are unpredictable, relying almost wholly on chance. And when a Gambler activates
his "Cheat Fate" epic ability, he can perform feats that other characters can only dream of. What will Lady Luck bring
to the adventure? Roll the dice, load the gun, spin the reels, and find out!

Max Attribute Modifiers


STR: +5
DEX: +15
VIT: +10
INT: +10
CHA: +15
HP/level: +5
MP/level: N/A
Weapons: Daggers, Swords, Guns, Brawl
Armor: Light, Medium
Skill Points: 18
ACC Bonus: 1
EVA Bonus: 7

Epic Ability: Cheat Fate Instant, Special


When lives are on the line, the Gambler is able to alter the course of destiny itself. However, those who push their
luck tend to find that luck pushes back.
Upon using this ability, the Gambler may alter the result of any one die roll made by himself or an ally, to any other
result he likes. (That is, a Gambler could turn a roll of 2 into a roll of 12 or vice-versa.) Obviously, a Gambler cant
increase a roll past its theoretical maximum or minimum.
After doing so, the Gambler may take this one step further, and declare he would like to use his Epic Ability without
spending the normally required three points of Destiny! (However, the Gambler must still have the three points
available.) If he does so, flip a coin. There is a 50% chance that the Gambler will be successful in his gambit, and no
Destiny points will be consumed in the use of his Epic Ability. There is also a 50% chance that, not only will the
Destiny be used up, but the Gambler will be subject to Bad Luck in the near future. At the GMs discretion, at a later
time (perhaps as soon as a round or two later, or even sessions away) one of the dice rolled by the Gambler will
automatically be a critical failure (and cannot be altered by Gambler abilities!), usually at an extremely dangerous
moment.
Even worse, Bad Luck is cumulative, and repeated attempted uses of a free Cheat Fate could result in a character
suffering from a string of colossal failures, resulting in permanent injury, or often, death.
Bad Luck cannot affect a future usage of the Cheat Fate ability.
This Epic Ability may be used at any time, even when it isnt the Gamblers turn.

Innate Ability: Slots Standard, Varies


By conjuring forth three magical slot machine reels in the air, a Gambler is capable of betting with fate using the lives
of himself and his allies as ante. When using the Slots ability, the Gambler chooses one of the three options listed
below (based on the desired effects), rolls 3d6 dice and checks for numerical matches. If none of the three dice rolled
show the same number, then this is known as a Bust. If two of the dice match, then the party will receive the listed
beneficial effects. If all three dice match up, this is known as a Jackpot.
Any effects that may occur are effectively Group spells, affecting all allies within Medium Range including the
Gambler. Each Slot effect lasts for a number of rounds equal to the Gamblers CHA rating + 2, and the Gambler may
not use Slots again until the current effect has ended.

39

Gambler's Reels
Bust: Slots may not be used again during the current encounter. The Gambler either receives 1 EXP less for this
combat, or the Gambler is subject to a point of Bad Luck, as explained in the Cheat Death epic ability description
players choice.
Normal: When combat is finished, if the Gamblers Reels are active at this time, all allies receive an additional 1 EXP
for the encounter.
Jackpot: When combat is finished, if the Gamblers Reels are active at this time, all allies receive an additional 1 EXP
and one point of Destiny for the encounter. Furthermore, all Allies may reroll dice that naturally result in 1 while the
Gamblers Reels are active.

Explosive Reels
Bust: The damage of all allies is reduced by 50% until the effect of the Reels fades.
Normal: The damage of all allies is increased by one damage step.
Jackpot: The damage of all allies is increased by two damage steps, and all allies receive a +2 bonus to their ACC
and EVA scores.

Hero's Reels
Bust: Allies cannot receive the benefits of any healing whether magical or nonmagical in nature for the duration of
this Slot effect.
Normal: Allies receive (VIT x 1) HP (as Regeneration) and (INT x 1) MP per round. These calculations use the stats
of the Gambler to determine the recovery value, not of the party members.
Jackpot: Allies receive (VIT x 3) HP (as Regeneration) and (INT x 3) MP per round. Furthermore, all allies receive the
benefits of an Auto-Life spell, which fades when the effects of this roll wear off. If an ally is already at 0 or lower, the
spell is activated instantly.

Special: Restricted Rolls


None of the Gamblers roll-altering abilities, not even Cheat Fate, are usable on Synthesizing skill checks. They also
cannot be used to alter percentile-based effects, which are normally rolled by the GM (25% chance for weapon to
break, etc.)

40

Job Abilities
Wild Card Passive
A Gambler in his element is never truly unarmed. Even if
separated from his gear, a Gambler has the ability to use
Cards and Dice (see the Equipment section) as Job
weapons. The Gambler uses his Gun weapon skill to hit
with attacks made by either of these weapon types, and
deals damage as though he was using his standard
weapon. Thrown Cards and Dice always use the users
DEX to determine damage.

Save The Day Slow


When things look their most grim, you can always rely on
a Gamblers bravado and overconfidence to turn the
tables. This ability requires the Gambler to make a heroic
speech or suave one-liner, and when the Slow action
resolves on their following turn, they may immediately
make either a skill check with a +4 bonus, or a standard
attack roll that, if it hits, is automatically a critical hit. A
Gambler cannot use a Limit Break with this technique.
Upon using Save The Day, the Gambler is noted to
receive a point of Bad Luck as described in their Epic
Ability.

Reload - Passive
The Gambler is now one with their weapon, able to refill
a cartridge of bullets instinctively whilst dodging a hail of
gunfire. After obtaining this ability, the Gambler may
move during any round in which they fire a Gun, much
like a Ranger.

Spare Change Standard, Group


As a last ditch effort, the Gambler can use his winnings
as a weapon to save his own life. Through a long time of
wheeling and dealing, the Gambler becomes so adept at
handling gil, that he can now throw it at enemies with
enough skill and aim to inflict heavy damage.
Every 10 gil thrown equals 1 HP of damage. There is no
limit to how much of his gil he can throw at the enemies,
as long as he has enough gil for the assault. However,
the Gambler still must make a ranged attack, else the
gold be scattered and the attack be ineffective. Use the
Gamblers Gun skill for this unusual attack.
The damage caused is divided between each target
within the enemy group. For example, if the Gambler
throws 600 gil total, the Gambler will inflict 20 damage to
each enemy.
The damage caused in this way is not reduced by ARM
or similar effects.

Winning Streak - Passive


Whenever the Gambler rolls a Critical Hit or critically
succeeds on a skill check while in combat, he may
immediately take another Standard action. This does not
stack with the Follow-Through weapon property.

Twist Fate Instant


People have often asked why good things happen to bad
people. The answer, of course, is Gamblers.
After obtaining this ability, the Gambler can make any
nearby ally or enemy, including himself, reroll one die.
This ability may be used a number of times per session
equal to the Gambler's CHA rating, but never multiple
times on the same die, even by different Gamblers.

Showstopper Passive
Many Gamblers share a love of grandstanding and
grandeur, and have gone to great lengths to ensure their
daredevil feats get the attention they deserve. As a
master of hogging the proverbial limelight from foes and
allies alike, whenever the Gambler critically succeeds on
a on an action deemed by the GM to be of great personal
risk or swashbuckler-like daring (for example, kidnapping
the star of an opera in the middle of a public
performance, or leaping through glass from a dazzling
height, guns blazing), he will receive a point of Destiny
as well as +2 to combat, skill and ability rolls until the
action has died down. This bonus does not apply on the
Gamblers Slots abilities, but does work in combination
with other job abilities such as Wildfire and Slot Shot.
If there happens to be any source of music in the
surrounding area, whether an Entertainers song or a
royal orchestra, the tune immediately changes to be
upbeat and synched with the Gamblers actions.

Slot Shot Standard, Self


With this multipurpose ability a Gambler can imbue his
bullet or ranged attacks with random elemental
properties. After using Slot Shot, roll 1d6 to determine
the element and treat all ranged damage as though the
weapon possessed the corresponding [Element] Strike
weapon property. This lasts for a number of attacks
equal to the Gamblers INT rating. (see p.92 for more
information on [Element] Strike)

Roll Result
1 - Earth
2 - Wind
3 - Water
4 - Lightning
5 - Ice
6 - Fire
7 - Shadow
8 - Holy

Wildfire Standard, Special


The Gambler lets loose a wild barrage of attacks, dealing
large amounts of damage but with the potential of
harming alliesor even himself.
All enemies and allies roll 2d6, and compare results. The
two lowest rollers are each targeted by the Gamblers
Wildfire ability and take 200% normal damage from the
assault.

41

Furthermore, all Dice weapons deal


an additional 50% more damage
whenever elementally-infused by
this ability, making them potent,
explosive alternatives against
physically-resistant foes.

GEOMANCER

In a world where man has the power to defy the laws of nature with magic and science, the Geomancer is something
of an oddity. Rather than ignore the natural order, he has learned to become one with it, calling the spirits of the land
for aid in his time of need. As his bond with the world increases, Geomancers become capable of truly amazing feats
- summoning a blizzard within a volcano, creating an oasis of water in the desert, and striding through molten lava
untouched.
Whatever the Geomancer needs, the land will usually provide.
Many of their abilities are keyed to operate in the wild, and Geomancers enjoy a natural camaraderie with such
places. For that reason, most practitioners of geomancy live secluded lives far away from civilized areas.

Max Attribute Modifiers


STR: +10
DEX: +10
VIT: +15
INT: +15
CHA: +5
HP/level: +4
MP/level: N/A
Weapons: Axes, Brawl, Polearms, Staves
Armor: Light, Medium
Skill Points: 18
ACC Bonus: 0
EVA Bonus: 6
Automatic Affiliation:
Though the forces of creation are often violent and primal, Gaia is the
cause of all life and growth, and is a great reservoir of positive
energy. All Geomancers start the game shifted one point towards
Holy.

Epic Ability: Force of Nature - Instant, Self


The Geomancer can summons forth the most powerful of elements at a whim without restrictions he can create a
hurricane of flames in the coldest tundra, or freezing rain in an endless desert. The Geomancer is now able to use
Geotrance as a standard action this turn, and choose any effect from the list; including Maelstrom abilities or effects
from an entirely different terrain.

Innate Ability: Geotrance - Slow, Varies


Geomancers can call upon and control the powers of a terrain, unleashing powerful attacks and granting beneficial
effects. There are eleven terrains in all: Plains, Town, Forest, Mountains, Desert, Swamp, Water, Underground,
Snow, Lava, and Cosmic.
The Geomancer may only use the Geotrance abilities of the current terrain the party is on sometimes this can be
two or more different types, in which case they may choose from either list. (Such as Town and Forest, for example.)
The only exception to the rule is when the Geomancer has activated the Force of Nature epic ability, allowing him to
choose any Geotrance effect. Each terrain type has three different effects an offensive, a defensive, and a
Maelstrom effect.
To use Geotrance, first choose whether youd like to use an Offensive or Defensive effect. If you choose an offensive
Geotrance ability, roll 2d6 and add your highest attribute rating if this is better than your foes EVA score, the attack
succeeds. (For example, a character with a +4 VIT rating might choose to roll 2d6+4) Damage is calculated with
either the characters CHA or STR score, whichever is higher.
They are almost all Medium range attacks.
If the attack roll for the Geotrance is a critical hit, then the Maelstrom ability may be used in place of the normal
Offensive ability. All possible Geotrance effects are listed below. Geotrance may be used a number of times per
session equal to the Geomancers Survival skill.

42

TOWN

PLAINS

Buildings and areas of habitation constructed by


intelligent life. Because of its broad focus, this terrain set
encompasses everything from ancient temples to
bustling metropolitan areas. A building or complex does
not have to be in active use to qualify for this terrain type,
but must be in good repair; if it is collapsing or crumbling,
it should be treated as belonging to the Underground
terrain set.

Open areas of relatively level and dry ground where


grass and scrubland are the dominant plant life.
Temperatures in this terrain can range from temperate to
sub-tropical. Colder grasslands such as taiga will
generally use the Snow terrain set, while hotter, drier
grasslands such as steppe may use the Desert set. This
set is also used for conditions far away from solid
ground, high in the clouds or simply aboard an airship or
other flying construct.

Offensive: Plasma
Medium range. A cylinder of multicolored energy rotates
up from the ground, dealing 100% M.ARM nonelemental
damage to a single target.
Defensive: Back Alley
The Geomancer concentrates, moving walls and
buildings, creating doorways where there was nothing
before, and shifting the streets and passways around the
party. They are instantly separated from their foes, lost in
an urban maze. This Geotrance ability instantly removes
the party from combat, much like the white magic spell
Escape.
Maelstrom: Spirit Flame
Walls of ivory fire surround the Geomancer, crackling
with energy thats particularly effective against the
undead. The flames deal 300% ARM damage to all foes,
but deal 500% normal damage to Undead enemies and
has a 25% chance of destroying them instantly. Undead
destroyed with Spirit Flame cannot self-resurrect as
normal.

Offensive: Wind Shear


Medium range. Multiple blasts of cutting air are launched
through the sky toward the target, dealing 100% M.ARM
Wind damage to a single target.
Defensive: Sun Bath
Golden light shimmers and dances over the battlefield,
providing (INT x 2) + 2d6 healing to all party members.
Maelstrom: Tempest
An unstoppable cyclone fills the area, bolts of thunder
crisscrossing the sky. The attack has a flat 50% to
reduce each enemy in the area to 1HP. In addition, it
knocks back foes Medium distance and has all the other
effects that such a gale would normally cause. This is a
Lightning-based magical effect.
Furthermore, the Elemental Terrain of the current combat
then becomes Lightning for several rounds. All Lightningbased spells and attacks in the area whether wielded
by friend or foe do an additional 50% damage.

FOREST

MOUNTAINS

Terrain marked by extensive tree growth. Forests can


range in size from a small wood to a sprawling rainforest,
and cover a wide range of climate types. Colder, snowblown forests can use the Forest or Snow terrain sets,
while moist, water-logged jungles qualify as both Forest
and Swamp, depending on the party's current location.

Rocky, elevated terrain with cooler temperatures and


spare, if not outright non-existent vegetation. At the
highest elevations, air temperature can drop to freezing
levels and sharp winds frequently blow; these conditions
may qualify for the Snow terrain set.

Offensive: Elf Fire


Medium range. Blue-white flames appear in midair
around a single enemy. They dance as they sear the
target for 100% M.ARM damage, also causing a 25%
chance to Confuse.
Defensive: Wild Bear
A large, blue-furred bear spirit appears, blesses a single
party member, and then vanishes. The spirit's blessing
acts like the Esuna spell, healing the target of all
negative status conditions.
Maelstrom: Hell Ivy
Thick-vined ivy with sharp, barbed thorns sprouts up all
over the battlefield and strike at every opponent standing
in Medium range. The vines deal 300% Earth M.ARM
damage and cause the opponent to suffer Speed Break
for several rounds, which reduces their DEX rating by
50%, rounded up, and also halves their EVA and ACC
scores.

Offensive: Local Quake


Medium range. The power of the Geomancer causes the
earth to shake violently, dealing 100% M.ARM Earth
damage to a single target.
Defensive: Soil Evidence
With a soft entreaty, the Geomancer convinces the
mountain spirits to release their grip on the party. All
allies receive the effect of Float.
Maelstrom: Landslide
This exertion of power causes stones, dirt, and debris of
all kinds to be sent cascading across the battlefield. The
wave of matter deals 300% Earth M.ARM damage to all
enemies, who are also knocked back a Short range. Any
ally affected by the negative status effect Petrify is cured
of this condition, and any enemy who took damage from
Landslide is afflicted with Stop for several rounds.

43

DESERT

UNDERGROUND

Dry areas of often intense heat and relatively little plant


growth. Sand and dust are an omnipresent feature of the
landscape, and are easily whipped up by passing winds.

Covers subterranean areas both natural and artificial,


including -- but not limited to -- caverns, tunnels, and
ruined underground complexes. These environments
tend to see little sunlight, making them both cool and
frequently damp. Abandoned buildings above ground
may also qualify for this terrain set, provided they are in
an advanced state of disrepair.

Offensive: Sandstorm
A fierce gust of sharp wind and stinging sands sweeps
up around the Geomancer, lashing out violently at all
targets within Short Range. Roll for damage once
200% M.ARM Earth damage is dealt to both enemies
and allies alike in range with the exception of the
Geomancer himself.
Defensive: Quicksand
The dune beneath one enemy's feet turns to liquid goo,
which tries to suck the opponent beneath the ground.
This automatically causes Stop and Stun for one round
on a successful attack.
Maelstrom: Desert Winds
The desert storms howl, plastering foes with particles of
sand. Moving becomes difficult as flesh is slowly
transmuted to stone. The attack causes Petrify to each
enemy in the area. This is an Wind-based magical effect.
Furthermore, the Elemental Terrain of the current combat
then becomes Wind for several rounds. All Wind-based
spells and attacks in the area whether wielded by
friend or foe do an additional 50% damage.

Offensive: Snare
Long range. The earth beneath the targets feet becomes
a whirling vortex, sucking it down several feet before resolidifying. On a successful attack roll the target is
trapped, and inflicted with the negative status effect Stop.
Defensive: Earth Heal
Greenish-brown dust swirls forth from nowhere and
settles onto the party members, providing (2xINT)+2d6
healing.
Maelstrom: Cave-In
With a roar and a rumble, the ceiling of the location
begins to collapse, and huge boulders rain down from
overhead. A total of 1d6+2 boulders strike, each one
dealing 200% ARM Earth damage. However, each
boulder strikes a randomly-determined target which
includes the allies of the Geomancer, but not the
Geomancer himself.
Furthermore, the Elemental Terrain of the current combat
then becomes Earth for several rounds. All Earth-based
spells and attacks in the area whether wielded by
friend or foe do an additional 50% damage.

SWAMP

LAVA

Low-lying wetlands with relatively little solid ground. A


swamp can be composed primarily of mud, slow-moving,
or stationary shallow water, and often features a rich
array of vegetation. Jungles with high levels of rainfall or
tree growth close to a body of water can also exhibit
swamp-like terrain.

Areas of extreme heat. Typically volcanic terrain, though


fierce blazes, industrial structures such as blast furnaces
and magical fire may qualify for this terrain set.
Offensive: Fire Whip
Medium range. A globe of constantly-flickering red,
orange, and yellow streaks across the battlefield, dealing
100% M.ARM Fire damage to a single target.

Offensive: Will o Wisp


A ghostly, ominous shape slowly materializes from the
end of the Geomancers weapon. This Short-range
attack deals 200% Shadow damage on a successful hit,
and has a 25% chance to inflict the negative status effect
Zombie.
Defensive: Heavy Dust
An eerie mystical haze rises to envelop the battlefield,
reducing the effectiveness of enemy magical attacks.
The Geomancer gains the effects of Shell for several
rounds, as well as all Shadow-Affiliated companions.
Maelstrom: Poison Mist
A massive cloud of evil, vile-smelling mist rises from the
ground to choke out the air itself. To breathe is to suck
venom into your lungs, but as the alternative is death,
enemies are left with little choice. All enemies are
automatically inflicted with the negative status effect
Poison until they leave the area a Medium-range zone.

Defensive: Shining Air


Clouds of heat and steam fill the area, adding
atmospheric conditions that creatures native to the area
have never before experienced. Enemies in the Mediumrange area (with the exception of the Geomancer) no
longer have an Immunity or Resistance to Fire damage.
This effect lasts until the remainder of combat.
Maelstrom: Prominence
White-hot fury begins to explode all around you, searing
the sky with crimson and boiling the very ground itself. All
enemies take 400% M.ARM Fire damage.
Furthermore, the Elemental Terrain of the current combat
then becomes Fire for several rounds. All Fire-based
spells and attacks in the area whether wielded by
friend or foe do an additional 50% damage.

44

WATER

COSMIC

Large bodies of fresh- or saltwater, ranging from small


lakes to great rivers and the mighty ocean itself. Smaller
water-based features, such as a pond found in a forest or
a mountain stream, generally do not qualify as Water
terrain, unless they are prominently involved in a battle.

This is a catch-all category for terrains that dont fall


under any of the prior nine categories. Whether in the
coldest reaches of space, or a dimensional rift between
worlds, Cosmic energy empowers the Geomancer in
even the most far-reaching of realities.

Offensive: Sliprain
Short range. Bright light refracts in a mysterious pattern
through the water, disorienting and damaging an enemy.
The attack deals 100% M.ARM Water damage to a
single target, and has a 25% chance to inflict the
negative status effect Blind.

Offensive: Dark Flare


Long range. A cannon blast of shadow energy erupts
from the Geomancer, ripping through a foe with
tremendous force. Dark Flare deals 200% M.ARM
Shadow damage to a single target, and 50% M.ARM
Shadow damage to the Geomancer.

Defensive: Waterfall
A soft blue glow surrounds all party members, providing
(INT x 2) + 2d6 healing.

Defensive: Cosmic Embrace


With a word, the Geomancer bathes one ally in the light
of all creation. The target of this Geotrance receives the
positive status effect Regen for several rounds.
Furthermore, all his equipment is treated as having the
Indestructible weapon property as long as the Regen
lasts.

Maelstrom: El Nino
The anger of the ocean itself awakes, washing over all
enemies in an unstoppable tidal wave. All enemies take
300% M.ARM Water damage and are knocked back a
Medium range.
Furthermore, the Elemental Terrain of the current combat
then becomes Water for several rounds. All Water-based
spells and attacks in the area whether wielded by
friend or foe do an additional 50% damage.

Maelstrom: Great Gospel


The light of Gaia shines down upon the battlefield if
applicable, this is accompanied by a light rain. Until the
remainder of combat, all participants (both friends and
foes) may perform Limit Breaks whenever they roll a
critical success of their attack roll, regardless of their
current remaining HP.

SNOW
Areas of extreme cold, typically at freezing point or
below. Includes environments with high levels of
snowfall, though cold tundra and terrain such as icebergs
and glaciers also qualify for this set.
Offensive: Icicle
Medium range. Blades of extreme cold sweep upwards
from underfoot, dealing 100% M.ARM Ice damage to a
single target.
Defensive: Ice Rabbit
A small floppy-eared snow bunny appears, wiggles its
noses in the air, then vanishes. This simple act provides
(INT x 2) + 1d6 healing.
Maelstrom: Freezeblink
Snow, ice, and stinging cold envelop all opponents as a
veritable blizzard begins to form. The attack has a flat
50% to reduce each enemy in the area to 1HP. In
addition, it knocks back foes Medium distance and has
all the other effects that such a blizzard would normally
cause. This is an Ice-based magical effect.
Furthermore, the Elemental Terrain of the current combat
then becomes Ice for several rounds. All Ice-based spells
and attacks in the area whether wielded by friend or
foe do an additional 50% damage.

45

Job Abilities
Master of Elements Passive, Special
While the Geomancer's most effective powers are best
utilized while in combat, Geomancers still have a general
ability to harness the essence of the world around them
for their own purposes. This manifests itself as a bonus
of +2 to all skill checks in a specific skill for the
Geomancer and all his allies. The skill bonus depends on
the natural terrain around the Geomancer. Consult the
following list.
Plains Riding
Forest Acrobatics
Underground Thievery
Desert Survival
Lava Synthesis
Town Vehicles
Mountains - Climbing
Swamp Stealth
Snow Awareness
Water Swimming
Cosmic All Lore skills

Skyforged Standard, Self


The Geomancer can allow the natural energies of a
place flow into his weapon, allowing it to take on the
properties of the surrounding area. Whenever there is an
Environmental Terrain active, the Geomancer can take a
standard action to add the same [Element] Strike
property to his weapon. For example, a Geomancer
would receive Fire Strike when in Fire Terrain. This lasts
until the end of combat or until Skyforged is used again.

Dreamstate Self, Special


By meditating for roughly an hour, the Geomancer is
capable of entering a trance-like state of transcendence,
where his spirit becomes one with the land itself, and he
is connected to Creation in a primal, utopic sense.
In game terms, this means that the Geomancer is able to
tell the precise location of every physical object within a
Long Range, from the tiniest pebble to a rampaging
monster. The Geomancer is no longer required to make
Navigation skill checks until he leaves the current area,
able to always succeed on such checks if he so chooses.
Be warned, some extremely powerful magical items and
beings have a dangerous resonance that can actually
inflict physical harm upon the meditating Geomancer if
his spirit comes into direct contact with it.

Geowareness Slow, Local


Even in the busiest metropolis, the pulse of creation
resonates. Upon obtaining this ability, Geotrance can
now be used as a Standard action instead of a Slow
action. Furthermore, the gentlest touches of displaced air
now warn the Geomancer when danger approaches, and
give ample time to prepare accordingly. This drastically
reduces the risk of a Preemptive attack.

Intuitive Magic Special


The Geomancer can call upon the primal force of
creation itself, commanding the elements for mundane
tasks. They have the ability to use Intuitive Magic as if
they were a mage, able to mimic any effect they have
access to with Geotrance for noncombat functions.

Imbue Equipment Special


One of the most-renowned abilities of the Geomancer is
to weave the threads of the elements directly into simple
garments. The geomancer chooses one of the following
elements Fire, Ice, Water, Wind, Earth, or Lightning
and an item whether it be as common as a magic
sword, simple as a rough copper ring, or extravagant as
a full set of heavy armor. This is a process that takes
several days at the very minimum, though there have
been stories of Geomancers taking almost months to
imbue a single item. When the imbuing is complete, the
wearer of the imbued item has an Immunity to the
chosen element unless the wearer already possesses
a Weakness or Vulnerability to the Element in question,
in which case the imbued item has no effect.
The Geomancer may choose to imbue another item at
any time, but only one may exist at any given time, and
no single person may have multiple Imbued items in their
possession.

Primal Might Self, Passive


The Geomancer no longer takes damage from Adverse
environmental conditions, leaves no tracks in natural
surroundings, and obtains an Immunity to natural poison.
For example, they may wade through lava without
suffering direct damage, or ignore the harmful gases in a
poisonous swamp. Natural, hurricane-force winds leave
them untouched. They can breathe underwater with no
difficulty and will never suffocate in a small, enclosed
space. However, they can still be crushed by falling
rocks, wounded by made-made poisons or made ill by
ingesting poisoned food, among other things.

Beastmaster Self, Passive


The Geomancer can understand and make himself
understood by animals simply by speaking his native
tongue. The creatures respond with their own postures
and/or vocalizations though this doesnt make critters
smarter, calm or loyal, most recognize a Geomancer by
this ability instantly and have enough respect that theyll
hear the character out before defaulting to aggression,
panic, or indifference. However, most creatures will
generally attempt to be helpful. This is different than
knowing the Monster Talk language, which allows
players to communicate with creatures that, while
intelligent, simply cannot speak the Common Tongue.
Beastmaster allows the Geomancer to hold intense,
interesting and logical conversations with critters
normally lacking the intelligence to do so.
Additionally, this ability provides a +1 bonus to Ride
checks in most situations.

Resist Petrify Passive


Those who can shape the very earth will never find
themselves entrapped by it. Upon obtaining this Job
Ability, the Geomancer gains Immunity to Petrify.
Whenever the Geomancer would normally become
Petrified, they may make an immediate Counterattack,
either a standard physical attack or a Geotrance.

46

MONK

Sometimes referred to as Black Belts, the Monk is master of the world's unarmed combat styles; a tough, pugnacious
combatant formed by years of hard exercise and rigorous training.
Their control over their internal energies is no less absolute than that over their bodies. As a master of unarmed and
staff combat, the Monk's body is as dangerous a weapon as any sword or spell, combining crippling bare-handed
blows, spectacular energy attacks, and spiritual discipline to devastating effect. However, these talents require the
Monk to remain almost entirely unencumbered, to the extent of making armor more of a hindrance than a benefit; an
experienced Monk thus learns to rely on their own agility and fortitude more than any piece of protective gear.

Max Attribute Modifiers


STR: +15
DEX: +15
VIT: +15
INT: +15
CHA: +15
HP/level: +6
MP/level: N/A
Weapons: Brawl, Staves
Armor: None
Skill Points: 16
ACC Bonus: 2
EVA Bonus: 6

Epic Ability: Blitz Instant, Self


By tapping into some immense reservoir of power, a monks hands and feet become almost a blur, pummeling a
single foe with a series of punishing blows. On the Monks next normal attack action, he instead makes one attack for
every point in the Brawl weapon skill at no penalty. This ability may only be used against a single target, and Limit
Breaks cannot be activated during Blitz.

Innate Ability: Martial Arts Passive


Through intensive physical training, Monks have mastered a unique combat styles that allows them to overcome their
opponents. Each Monk possesses one of the following types of fighting techniques, chosen at character creation:
Empty Fist: The Monk may use the Disarm shared ability as an Instant action or in place of a Counterattack to
attempt to relieve a foe of his weapons. Disarm may only be used successfully once per combat; if the attempt fails, a
Monk of the Empty Fist may try again.
Raging Yeti: First introduced by a mad monk named Remy, the Raging Yeti style is said to imitate powerful beasts
from the north. A Monk with this style can utilize improvised weapons as well as unarmed strikes as though he had
his standard weapon still equipped. Furthermore, the Monk can treat his allies as improvised weapons; The
character can perform Teamwork Attacks by picking up and throwing an ally at one enemy. Neither character takes
the standard -2 accuracy penalty for performing a Teamwork Attack done in this fashion.
Unbreakable Form: The Monk has undergone extreme physical trials to hone and temper his body. His limbs and
muscles are like solid darksteel. The Monk gains an additional +4 Hit Points at first level, and every level up thereafter
making his total HP/Level +10 instead of +6.
Student of Enlightenment: Some Monks seeks serenity and oneness with the cosmos instead of methods to inflict
violence; their understanding of internal medicine allows them to overcome foes without fighting. Once per combat
the Monk may choose to deal zero damage with an attack or Counterattack, and instead afflict his target with the
negative status effect Sleep. Furthermore, the Monk begins play with a +1 bonus to his Healing skill.

Special: Brawler
Monks have mastered a variety of combat styles, allowing them to strike more rapidly than warriors encumbered by
equipment. A Monk is always treated as though he is dual wielding with the Two Weapon skill at maximum. This
allows him to roll three dice instead of two for attack and damage rolls. (Only the highest two dice are used to calculate
attack accuracy.) Furthermore, an unarmed Monk deals damage and possesses weapon properties as though he still
had his standard weapon still equipped. A Monk who wears armor of any sort is unable to use this Innate ability.

47

Job Abilities
Shockwave Standard, Special
The Monk gathers their Ki, then slams his fist into the
ground and releases the accumulated energies in a wave
of force, erupting in a shower of rocks and debris.
The attack can either travel in a straight line and damage
one target up to a Long range away, or the Monk can
use the ability as a Local attack to effect all enemies,
allies and objects (excluding himself) within Medium
Range.
Regardless of how Shockwave is used, the Monk makes
a normal attack roll against each target in the blast
seperately if successful, it deals 100% Earth ARM
damage. Furthermore, the monk must also make a
Strength check to determine the level of destruction
caused to the surrounding area, based on the path the
Shockwave traveled through. (see p.133 for more
information on objects and hardness)

This ability may be used a number of times per session


equal to the Monk's STR rating.

Counter - Passive
Moving with superior speed, the Monk is able to make
devastating counterattacks. Whenever the character is
dealt ARM damage by an opponent within Short Range,
he has a 25% chance to Counterattack the enemy that
struck the blow. No attack roll is required, but the
Counterattack cannot be a critical hit.
Finally, attacks from other Monks cannot be countered.
Instead, whenever a Counterattack would take place,
instead of striking back, the Monk blocks the incoming
attack and reduces ARM damage taken to 0.
This ability can be taken multiple times, increasing the
percentile chance to Counterattack up to 100%.

Formless Strikes Passive


Legends speak of Monks who, in their great age,
possess a sliver of understanding about the greater
workings of the cosmos. This extraordinarily powerful
ability gives credence to such stories it is said that
some Monks can strike at their opponents Ki directly,
brutalizing their foes spirit instead of their physical body.
A Monk may choose to have his attacks deal
nonelemental magical damage instead of physical
damage if he wishes at any time. The type of damage
done must be declared prior to making an attack roll.

Aura Bolt Slow, Single


The Monk fires a powerful beam of blue-white energy
from their palms, cutting into the target at Medium range.
Make a normal attack action which deals 200% Holy
M.ARM damage and causes a Medium Range
knockback. This ability may be used a number of times
per session equal to the Monk's INT rating.

Martial Mastery Special


The Monk has studied under various teachers and thus
possesses a vast array of techniques. Upon taking
Martial Mastery, choose an additional type of martial art
from the Monks Innate ability that the character
possesses.
Alternatively, the character has studied under a sensei
who taught him an extremely obscure form of martial
arts, or perhaps he has begun to formulate a style
completely his own. If you so choose, you may work with
your GM to develop a specific style and the bonuses
associated with it.
This ability may be taken multiple times.

Focus Passive, Self


Using their Ki to supplement a repertoire of alreadyformidable martial arts, the Monk becomes faster,
precise, and more accurate. Upon obtaining this ability,
the Monk recieves a permanent +1 bonus to both their
ACC and EVA scores. This ability may be taken multiple
times.

Shatter Armor Standard, Single


After making a successful melee attack, the Monk may
choose deal 0 damage and instead, destroy the armor or
shield the target currently has equipped. The Monk
makes a STR check opposed by the opponents STR or
VIT, whichever is higher. If the Monk wins the armor is
destroyed, and if the foe wins there is no effect. Broken
equipment can usually be recreated for 25% of their
normal price half what it would cost to create armor
from base materials. It still takes several days or more,
and many targets without armor are exceptionally
vulnerable.
This ability may only be used once per session.
Armor with the Indestructible property is immune to this
attack.

Chakra Slow, Self


One of the most renowned abilities of the Monk, they are
able to tap into their inner strength to cleanse their
bodies of impurities and damage. All negative status
effects are removed and the Monk regains 25% of their
total HP. This ability may be taken multiple times,
increasing the percentage of HP the Monk regains up to
100%. This ability can be used a number of times per
session equal to the Monk's INT rating.

Hamedo Passive
The Monk has taken the ability to counterattack his foes
to an entirely new level, able to anticipate blows and
respond with brutal retribution even before they land.
After obtaining Hamedo, rather than counterattacking
after damage is calculated, the character may perform a
Counterattack as soon as a foe makes an attack that
beats their EVA score, and prior to damage being
determined. In addition, Counterattacks made by the
Monk now also cause a Short Range knockback. This
effectively negates the opponents attack.

48

NINJA

Underneath a cover of all-concealing blackness, the Ninja combines the talents of infiltrator, spy and assassin in one
finely-trained body, ruthlessly independent by nature and owing allegiance to no one. Ninja are schooled from early
on in the virtues of silent action and caution, the art of killing from a distance as well as a hair's breadth away -- few, if
any, spend much time worrying about the morality of their actions, selling their skills out to the highest bidder without
a second thought
Their cold-hearted attitude and apathetic disregard for life accounts for most of their power and mystique - indeed, a
Ninja would happily commit deeds any other warrior would balk at - but at the same time makes them unpredictable
allies at best.

Max Attribute Modifiers


STR: +10
DEX: +15
VIT: +10
INT: +5
CHA: +15
HP/level: +4
MP/level: N/A
Weapons: Katanas, Daggers, Two Weapons
Armor: Light, Medium
Skill Points: 16
ACC Bonus: 1
EVA Bonus: 8
Automatic Affiliation:
Though the Ninja may not be evil himself, the training they
must endure leaves them emotionally hollow. All Ninja
start the game shifted two points to Shadow.

Epic Ability: Oblivion - Instant, Self


Ninjutsu is about many things deception, stealth, and sacrifice but most importantly, it is about fear. This ability
embodies a ninjas greatest strength to forever weaken those who choose to face them in single combat.
Until the end of the current combat, whenever a Ninja deals damage, it also permanently reduces the targets
maximum health by the same value.

Innate Ability: Throw Standard, Single


Whenever a fast and inconspicuous attack is needed, the Ninja's natural affinity for throwing weapons comes to the
fore. Throw allows the Ninja to launch a single weapon with devastating force and accuracy at an opponent - treat
this as a normal Attack Action which automatically hits regardless of the target's EVA. Use the thrown weapons stats
for calculating damage, not the weapon the ninja currently has equipped. Damage is always calculated using the
Ninja's DEX Attribute, even in case of weapons whose damage code normally defaults to STR or other. For example,
a ninja who throws a Tier 4 katana at the foe would deal (DEX x 4) + 1d6 points.
This technique does comes with a price, however; anything used in conjunction with Throw - including objects or
legendary weapons - will be irretrievably lost and may not be recovered after the battle is over.
Weapon abilities cannot be utilized from a Thrown attack, except for those on Shuriken, Darts, or Skeans. A
character with the Catch ability will still be able to ignore damage from these Thrown weapons, but will be unable to
keep them such Thrown weapons will shatter upon impact, leaving nothing remaining.
A Ninja may throw improvised weapons as well, dealing the standard (DEX x 1) + 1d6 damage with them.
Throw can damage opponents who are up to a Medium range away.

49

Job Abilities
Mobility - Passive
After obtaining this ability, the Ninja receives an
automatic +2 to his Athletics skill.
If the ninja has a passive Climb skill of 5 or more he can
now ascend almost anything, scaling sheer, vertical cliffs
and moving along rooftops without handholds as quickly
as they can run. Gravity is not a factor, and falling is
almost never a possibility only spells, abilities and
attacks that would cause a knockback effect on those
standing on normal terrain will shake the Ninja from his
perch.
If the Ninja has a passive Acrobatics skill of 5 or more,
he can move across the surfaces of water.
This ability may be taken multiple times, increasing the
bonus to Athletics by +2 each time.

Shadowbind Passive
Though many of a Ninjas foes will contemplate fleeing,
this ability ensures they stay precisely where the Ninja
wants them. After obtaining this maneuver, whenever
you successfully damage your foe with the Throw ability
or a ranged attack, there is a 25% chance that the target
will be inflicted automatically with the negative status
effect Stop, lasting until the beginning of your next turn.

Sunken State Slow, Self


After utilizing this ability, the effective Stealth of the Ninja
is increased by +1, or +2 if under the cover of darkness
and shadow. The effects of Sunken State are lost as
soon as the Ninja performs a combat-based action (such
as using a different Job ability or attacking), or upon
taking damage. Furthermore, the EVA score of the ninja
is increased by their (newly adjusted) Stealth skill.
This ability may be used a number of times per session
equal to the Ninjas CHA rating, and lasts until broken.

Shatter Weapon Standard, Single


Ninjas are renowned for a variety of unique and often
dirty tactics. This ability is one of the most renowned in
a ninjas repertoire.
After making a successful melee attack, the Ninja may
choose deal 0 damage and instead, shatter a weapon
the target is currently holding. The Ninja makes a STR
check opposed by the opponents STR or DEX,
whichever is higher. If the Ninja wins the weapon is
destroyed, and if the foe wins there is no effect. Broken
weapons can usually be reforged for 25% of their normal
price half what it would cost to create a weapon from
base materials. It still takes several days or more, and
many targets without their weapons are helpless indeed.
This ability may only be used once per session.
Obviously, weapons with the Indestructible property are
immune to this attack.

Nightfall Instant, Special


After activating this ability, the Ninja may Throw up to
three Shruiken with a single standard action this turn.
Remember that Shruiken generally do (DEX x 1) + 1d6
damage. This attack may be split between multiple
targets if the user chooses.
No attack roll is needed, and the damage dealt is
unaffected by ARM. If the Ninja chooses to throw the
maximum three Shruiken against a single foe and the
attack succeeds, then this ability will also interrupt most
special techniques that monsters and bosses possess,
such as Unusual Defense, Final Attack, and
Counterattack, as if the Ninja used a Teamwork Attack.
(See the Bestiary for more information on enemy techniques,
and p.121 for details on Teamwork Attacks).
This ability may be used a number of times per session
equal to the Ninjas INT rating and can target foes up to a
Medium range.

Shadow Blade - Passive


The Ninja uses finesse and speed in combat, even with
larger weapons that normally require strength to use
effectively. The character may now calculate damage
with DEX instead of STR when using any melee weapon.

Return Fire Passive, Self


With their superior dexterity, a Ninja can attempt to grab
incoming projectile attacks and hurl them back at the
original thrower. Keep in mind that this Ability can only be
used to catch thrown or launched weapons that are
tangible, such as bullets, shuriken or arrows. Intangible
items (such as bullets or needles from the 1000 Needles spell)
cannot be caught, as they are not in a state of matter that
can be palmed when they reach the Ninja's grasp.
Every time the Ninja is targeted with a projectile attack,
there is an unmodified 50% chance of catching it before
it hits. If successful, the Ninja will take no damage and
will immediately use the Throw ability in conjunction with
the caught object as an instant action.
This ability may be taken a second time, increasing the
chance to 100%.

Ninjutsu Tool Mastery Passive


A Ninja with this ability specializes in the unique and
usually illegal tools and methods passed down from
clan to clan for generations, and knows where to obtain
them through underworld contacts.
Smoke Bombs, Skeans, Shruiken and Darts can be
purchased at 50% their normal price. Furthermore, all of
these items (when carried by the Ninja) act as though
they have the Concealable weapon property, making
them impossible to spot with anything less than an
impressive (difficulty 13) Awareness check.
Lastly, the ninja may carry any number of these items at
a time, and they dont count toward the maximum
number of items a character may have in his inventory.

Unspell Slow, Single


With a simple two-fingered gesture, the Ninja strips his
foe of any magical protections. This ability functions
exactly like the Dispel magic, removing all positive status
effects that currently affect the target, though it requires
no MP to use. This ability can be used once per session
and can affect targets up to a Medium range.

50

PALADIN

The Paladin is a sacred knight, following in the footsteps of the infinite mercy and justice of creation, the powers of
Holy - and they are chosen by the light they follow, not the other way around. Although there are many who have one
or several of the qualities that make a Paladin, only those who are truly the epitome of purity are so blessed to
become one of these famed knights.
Paladins, much like Samurai, follow a strict code of honor and nobility, and are welcomed wherever they go, usually
clad in shining heavy armor and carrying a great shield. Paladins are capable of shielding another party member from
danger and can channel the Holy energies of the light through their swords, making them awesome warriors indeed.

Max Attribute Modifiers


STR: +10
DEX: +5
VIT: +15
INT: +10
CHA: +15
HP/level: +6
MP/level: +2
Weapons: Swords, Massive, Polearms, Staves
Armor: Light, Medium, Heavy
Skill Points: 16
ACC Bonus: 1
EVA Bonus: 6
Automatic Affiliation:
You fight for higher causes and better days; Justice and truth guide your
sword, and Chivalry your every action. You are the embodiment of purity,
the champions of the light. All Paladins start the game shifted three points to
Holy.

Spell Rank
1

Level
1, 2, 4

2
3
4
5

6, 9, 12
15, 18
21, 24
28

Epic Ability: Invincible Instant, Self


Of all the powers in all the world, none is as simple, and flawless, and all-encompassing, as the Paladins.
By spending 3 or more points of Destiny, a Paladin may instantly negate all damage and effects from all attacks. The
effects of this ability last for a number of rounds equal to the number of Destiny expended in its usage, negating all
damage and negative effects taken for the duration.
In addition, while Invincible is active, all damage dealt from the Paladin is treated as Holy M.ARM damage. All
damage taken from effects such as Cover is also nullified while the Paladin is Invincible.
This Epic Ability may be used at any time, even when it isnt the Paladins turn.

Innate Ability: White Magic Instant, Self


Though inferior to a true White Mage, a Paladin is capable of wielding a large amount of Holy energy, channeled
through their blades and bodies.

51

Job Abilities
Cover Instant, Special
Though a powerful natural combatant, a Paladin's
training also takes into account the well-being of their
allies, teaching them to sacrifice themselves if another's
life is at stake. When using Cover, the Paladin chooses
an ally to be covered; for the remainder of the battle, the
Paladin will automatically leap in front of the ally in
question whenever they are struck by Physical Damage,
assuming the terrain and distance between the two
allows for such an action, at the GM's discretion.
All Covered damage that would be taken by the ally is
instead applied to the Paladin (using the original targets
ARM and M.ARM scores), after which point the Paladin
will return to their original location. Once Cover has been
used, the Paladin has no choice in whether or not they
wish to take the damage. The Paladin may only Cover
one ally at any time. Cover may only be initiated on the
Paladin's turn, and they may only choose to stop
Covering their ally or choose a new target to Cover on
their turn, as well.

Pure Soul - Passive


With this ability, a Paladin gains a powerful resistance to
enfeebling magic. All negative status effects against the
Paladin (except Fear and Unconscious) have an
automatic 25% chance of failure, regardless of
circumstance. Whenever the Paladin would normally
become afflicted with a Status Effect that they then
negate, they may make an immediate physical
Counterattack. This ability may be taken multiple times,
up to a maximum of 100%.

Astra Instant, Single


The Paladin is capable of protecting an ally by focusing
his will to create a magical shield. The target ally negates
all effects and damage from the next attack they receive,
at which point the benefit of Astra is lost. This ability
cannot be used on the Paladin, nor can more than one
ally have the benefits of this ability at any given time.
However, Astra can be used even when it is not the
Paladins turn.
This ability may be used once per session.

Holy Circle Standard, Local Allies


The Paladin raises his blade to the sky, parting the
clouds to encase the party in a beam of divine light. This
ability grants the Paladin and his allies the Undead Killer
ability on any weapon they wield for a number of round
equal to the Paladins VIT rating. Undead Killer allows
them to inflict 200% damage against Undead-type
monsters with all attacks.
This ability may only be used once per session.

Shield of Light Instant, Self


The Paladin glows with a heavenly light and braces
themselves. If the Paladin takes damage before the start
of their next turn, they retaliate, making an immediate
counterattack that deals 100% M.ARM Holy damage that
ignores M.ARM and Shell. If the Paladin has a shield
equipped, the damage is increased to 200%. This ability
may be used a number of times per session equal to the
Paladins INT rating.

Last Stand Passive, Self


When the Paladin is at 25% or fewer HP he receives
200% healing from all White Magic spells and the AutoRegen status. In addition, all damage dealt while the
Paladin is at 25% health or less is treated as ARM Holy
damage.

Sentinel Special
More than one Paladin has lamented the difficulty of
channeling magic while dealing with monsters intent on
using you as a toothpick. Whenever a character with this
ability would lose his Slow-casting spell due to a
knockback, critical hit, etc, he may choose to use
Sentinel and continue casting. If multiple sources of
damage attempt to interrupt the cast, then Sentinel must
be used multiple times. This ability may be used a
number of times per session equal to the Paladins CHA
rating.

Leadership Passive, Local


You will combat evil even to the ends of the earth, and
are a symbol of hope for your comrades. The Paladin, all
allies and friendly humanoids are Immune to Fear,
Berserk, and Charm when they are within a Medium
Range of you.
A Fighter with the Berserker ability may still use it to
willingly afflict himself with the Berserk status, and former
foes who have been Charmed to fight on your partys
side are also unaffected.

Saints Cross Passive, Local


The mere presence of the Paladin helps spur allies
towards greatness and lessen the damage they take
from magic-based assaults. The character and all nearby
allies receive an automatic bonus to M.ARM equal to the
Paladins job level. Furthermore, whenever the Paladin
or any ally increases their Affiliation to Holy, they move
one additional step.

Radiant Aura Instant, Group


The Paladin glows with a divine, astral light, causing foes
to recoil and shield their eyes.
All enemies within a Short Range of the Paladin are
afflicted with the negative status effect Blind until Radiant
Aura ends even if the target is normally Immune to
Blind. Furthermore, while Radiant Aura lasts, the Paladin
gains the Indestructible property on any Heavy Armor he
may be using, including Shields.
Radiant Aura lasts for a number of rounds equal to the
Paladins CHA rating. This ability may be used once per
session and may be used at any time, even when it isnt
the Paladins turn.

52

RANGER

Rangers are also known as Hunters or Snipers or, depending on if they utilize modern weaponry, Gunners or
Fusiliers and they specialize in fighting with ranged weapons. These patient and precise warriors hone their art
through skill and a few subtle (and not-so-subtle) tricks. Often protective of their homes, Rangers often prefer either
the wilderness or a heavily urban setting. They use their environment to their advantage to overcome much more
dangerous foes.
With a ranged weapon in hand, these ever-vigilant adventurers can make accurate attacks that other Jobs can only
dream of, cripple enemies by aiming for specific parts of their bodies, and utilize other practical abilities that make
them invaluable to any party.

Max Attribute Modifiers


STR: +5
DEX: +15
VIT: +10
INT: +15
CHA: +10
HP/level: +3
MP/level: N/A
Weapons: Bows, Daggers, Guns
Armor: Light, Medium
Skill Points: 16
ACC Bonus: 1
EVA Bonus: 6

Epic Ability: Sharpshot - Instant, Self


In times of great need, its almost like an invisible hand is guiding a Rangers attack. By expending three points of
Destiny, the Ranger is capable of making their next attack action Instant and causes the attack to be flawlessly
accurate and unable to miss. It also ignores the targets ARM score. Roll the attack action as normal, as although this
ability cannot miss, it is still possible for it to be a critical hit or a Limit Break.
If the attack is a ranged attack, the Sharpshot can strike a target at any Range, generally even if it is a beyond
conceivable firing distance. A Ranger on a mountain ten miles away from the nearest forest could pluck an apple
from a tree with this attack. They could make a bullet follow the curvature of the planet in order to strike a nearby
enemy in the back, and so on. As long as the character is not restricted by walls or other barricades, they can shoot
anything, anywhere.
Sharpshot cannot be negated by other, non-epic Job Abilities (such as Return Fire or Catch) and may be used at any
time, even when it isnt the Rangers turn. Sharpshot can be combined with the Ranger abilities Disabling Shot and
Sidewinder, but not Trick Shot.

Innate Ability: Reflexes Passive, Special


While normally most comfortable fighting at a distance, a Ranger who is forced into melee with enemies is hardly
defenseless. While being able to dodge a blow or dive out of the way of incoming fire is a handy trait for any
character to have, Rangers have taken this outlook to an extreme. Relying on instinct and pure quickness, they are
so adept at dodging attacks that foes are just as likely to hit other, nearby monsters as they are the Ranger.
Whenever an adversarys attack misses the Ranger due to evasion the Ranger may choose to have the attack deal
damage to another, second enemy within Short Range of the character instead.
Reflexes therefore makes Rangers extremely adept at handling entire groups of enemies at once, as they turn their
foes own imprecise attacks back at each other.
While powerful, Reflexes lacks usefulness when dealing with only one enemy.

Special: Reload
Unlike other jobs that can utilize a bow or gun, a Ranger is one with their weapon, able to refill a cartridge of bullets or
nock an arrow instinctively. Rangers can move in the same turn while firing any ranged weapon.

53

Job Abilities
Take Aim - Slow, Single
Take Aim uses training and patience to find the perfect
moment to attack. The Ranger is able to track his target
perfectly, capable of landing shots even in situations
where it would seem impossible. When using Take Aim,
the Ranger automatically hits the target for 100% ARM
damage. Take Aim cannot be a critical hit.
This ability can also be used outside of combat for
precise and silent aimed shots, such as firing a grappling
gun up a castle wall.

X-Fight Slow, Special


Letting loose with everything hes got, the Ranger can
unleash a rapid fire volley of attacks to his opponents,
firing up to four times. The Ranger makes four normal
attacks, targeted on either one or multiple enemies. Each
attack does only 50% of normal damage, however, and
none of the attacks can be a critical hit.
This ability may be used a number of times per session
equal to the Rangers STR rating.

Camouflage Passive
Charge - Slow, Single
Another method used to increase the effectiveness of a
Rangers assault is simply to wait for a perfect shot. This
is a normal attack action which deals 150% ARM
damage. A hasted Ranger can still choose to perform
Charge as a Slow action if they so choose.

Disabling Shot - Standard, Single


The Ranger fires a well-placed, crippling shot intended to
cripple the targets fighting ability. Make a normal attack
action on a successful hit, the target takes no damage
but takes additional penalties depending where the
Ranger was aiming. Obviously, some creatures will be
unaffected by this ability take size, lack of appendages,
and similar considerations into account.
Arms: The target drops any contents currently held in
one hand, as chosen by the Ranger. This could by a
weapon, a shield, or an item. If the target is using a twohanded weapon, the chances of the weapon being
dropped are reduced to 50%. A character usually needs
to make a standard action to recover a dropped item; see
the Disarm shared job ability for more information.
Legs: The Target cannot Escape from combat with
spells or abilities, nor can they attempt to Run Away.
Vitals: The enemy suffers a -2 penalty to their ACC or
EVA score, (Rangers choice) until the end of combat.

Aerial Maneuver Passive


Though showy and ostentatious, a Ranger with this
ability is capable of making precise shots delivered while
jumping, diving, or free-falling, and ignores all associated
penalties when doing so. Furthermore, after being
affected by a knockback or while in midair (after leaping
from a great height for example, the ranger cannot, say, hop in
place to obtain this bonus), the Ranger receives a +2 bonus

to his EVA score until the end of his next turn when he
lands.

Resist Sleep Passive


Ever-vigilant, a Ranger is far too perpetually alert to find
himself magically coerced into dozing off. After obtaining
this ability, the Ranger is immune to Sleep, and also no
longer requires any sort of nightly rest whatsoever. They
can remain awake 100% of the time and suffer no ill
effects. Whenever the Ranger would normally become
afflicted with the Sleep status effect, they may make an
immediate Counterattack.

The Ranger is at home in his environment, able to deliver


precise shots without being detected. You may add half
of your Survival skill (rounded up) to your Stealth skill on
all checks.

Trick Shot Passive


The Ranger is a master marksman, capable of making
ranged attacks that initially seem impossible. By
declaring a Trick Shot, the Ranger is capable of banking
a ranged attack off of surfaces before it reaches its
target. For each surface a Ranger wishes to bounce a
shot from, add -1 to the final result of the attack roll.
Thus, a Ranger could shoot around a corner by banking
a bullet off of a wall at a -1 penalty, or fire a bullet that
bounces off several walls and shatters every source of
light in the room at a much higher penalty, or other such
feats. This ability, of course, may be used in conjunction
with any other Ranger ability. The Trick Shot is
ineffectual if the attack roll misses in the above
example, a ranger would not be able to extinguish only
one or two light sources on an almost-successful
attempt.

Blackout Passive
There are a myriad of viable weak spots on an
unsuspecting target, but several of them are more
appealing targets than others. The Ranger is treated as
always having the Blind Touch property on any ranged
weapon he wields.

Sidewinder Instant, Special


The Ranger lets loose a barrage of extremely powerful
missile attacks that send a foe hurtling backwards,
attempting to pin them to a wall or the ground. After
using Sidewinder, the Rangers next successful attack
also causes a Medium Range knockback and causes
Stop for one round. This ability may be used a number of
times per session equal to the Rangers STR rating, and
can only be used in conjunction with ranged attacks.

Advice Standard, Group


The character takes a moment to locate an enemys
weak point and announces it to his allies. Until the end of
the Rangers next turn, all attacks ignore a single foes
ARM and M.ARM scores.
This ability may be used a number of times per session
equal to the Rangers INT rating

54

RED MAGE

The Red Mage is the classic jack of all trades, a profession whose versatility stands in stark contrast to the
regimented, often restrictive training of other Mage Jobs. Indeed, rather than keeping their examinations confined to a
single school of magic, these versatile spellcasters satisfy curiosity (and often, boredom) by dabbling in a little bit of
everything. Still, as the manifesto goes, they are the jack of all trades - but masters of none. Their versatility comes at
the cost of power; but power is rarely the final goal of a Red Mage, as most prefer to dedicate their lives to the
constant pursuit of the unachievable.
The quintessential free spirits, Red Mages tend to dress elegantly and flamboyantly, using the romantic idealism of
swashbucklers as a template. This carries over into their choice of arms; they are particularly adept with bladed
weapons, preferring to fight with rapiers, sabers, daggers, and other weapons that allow them to take full advantage
of the additional mobility afforded by their light armor. Though other spellcasters may find Red Mages a little too
flighty for their liking, there is no denying that their palette of abilities is a potent one.

Max Attribute Modifiers


STR: +10
DEX: +10
VIT: +5
INT: +15
CHA: +15
HP/level: +2
MP/level: +1
Weapons: Swords, Daggers, Staves
Armor: Light, Medium
Skill Points: 18
ACC Bonus: 1
EVA Bonus: 6
Spell Rank
1
2
3
4

Level
1, 1, 2, 3, 4
6, 9, 12
15, 17, 21
24, 27, 29

Epic Ability: Doublecast - Instant, Self


One of the most famous abilities of the Red Mage, Doublecast allows for exactly that the rapid chain-casting of two
spells back to back in a single turn, usually followed up by a flourishing melee attack.
Upon using this ability, the Red Mage may use any two spells he knows as Instant actions.

Innate Ability: Red Magic Standard, Varies


While most casters are content to focus on a particular form or school of magic, the Red Mage prefers gain as much
unique knowledge as possible. Red Magic combines the awesome offensive power of Black Magic with the healing
and support of White Magic. However, this lack of specialization creates a special limitation Red Mages will never
have access to the most powerful of magic, forever unable to take Rank 5 spells.

Special: Charismagic
Most Red Mages scoff at the notion that magic takes years of diligent study to understand, and years more to learn.
They wield raw power with only limited understanding but a great deal more practice than the Mages who garb
themselves in robes of black or white, and direct powers beyond their understanding with a flair and flourish.
Whenever a spell uses the characters INT in a calculation such as healing for white magic or damage for black
magic the Red Mage may substitute his CHA score instead. The Red Mage still calculates his MP with INT as
normal.

55

Job Abilities
Mystical Assembly - Special

Runic Standard, Local.

A character with this ability is an artisan of no small


talent, capable of weaving magical energies into
weapons, armor and other knickknacks with greater ease
than most.
Choose a type of Synthesis Skill when you take this
ability. When using that skill, the total Gil cost is reduced
to one-third of the normal item price instead of one-half.

The Red Mage uses their weapon as a sort of magical


lightning rod, focusing a spell's own magic power into
their body. Runic absorbs and negates the first spell cast
in the Red Mage's presence, be it from friend or foe. Use
of Runic lasts until the Red Mage either successfully
absorbs a spell or makes another action. Summons
cannot be captured by Runic, nor can Global spells. This
ability may be used a number of times per session equal
to the Red Mages VIT rating.

Steal Heart Standard, Self


With little more than a tip of his hat and a charming
smile, the Red Mage can get precisely what he or she
wants even if it means turning a newly-enraptured foe
against their former allies to save the mages skin. The
character chooses a single Humanoid-type foe of the
opposite sex (or otherwise potentially interested),
designates it to be the target, then makes an opposing
CHA check. If the Red Mage is successful the target is
affected by the status effect Charm until the end of the
current combat or until the Red Mage has departed. This
effect is broken if the Red Mage or any of his allies attack
the creature in question.
Steal Heart may be attempted only once per combat, and
a maximum number of times per session equal to the
Red Mages CHA rating.

Crimson Seal Instant, Self


The diverse nature of the Red Mage limits maximum
spellcasting capabilities compared to mages dedicated to
a particular form of magic. To compensate for this, Red
Mages have developed a method to cast spells much
more rapidly than their single-school brethren. While
most spells are Slow actions - that is, they don't activate
until the start of the user's next turn - Red Mages have
undergone a great deal of training to speed up their
spellcasting to be superior to other mages. After
activating Crimson Seal, casting any non-summon spell
now takes only a Standard action as opposed to a Slow
Action.
This ability may be used a number of times per session
equal to the Red Mages CHA rating.

Convert Passive, Self


True masters of Runic are capable of not only forcing the
spells they absorb into their own bodies, but converting
the energy into a form usable by them. After obtaining
this ability, after a spell is absorbed by Runic, the Red
Mage gains MP equal to the spells casting cost.

Return Magic - Special


Rather than merely being able to absorb a spell to
prevent its effects, the Red Mage may now redirect the
same spell back to its caster. In a situation where the
Red Mage has absorbed a spell using Runic, he may
choose to launch it back upon the original caster, using
the Red Mage's attribute modifiers instead. Returned
spells only affect the original caster, even if it was
originally a Group spell. Return Magic cannot activate if
the Red Mage is Sealed, and counts as a Reflected
spell for the purposes of calculating damage from the
Overwhelm ability.

Overwhelm - Special
Red Mages exult in the sheer power of free flowing
magical energies, and nothing is more ripe for
harnessing than spells that ricochet wildly after bouncing
off a Reflected target. Even if it isnt his turn, the Red
Mage can declare hes using Overwhelm whenever any
spell is Reflected. After doing so, the spell will deal 200%
of its original damage or healing. This ability may be
used a number of times per session equal to the Red
Mages INT rating.

Resist Charm Passive


Amateurs. After obtaining this ability, the Red Mage is
immune to the effects of Charm, an Entertainers Flirt
ability, and may shrug off coercion to act in a certain way
when the Sexy trait is targeting the Red Mage. Many Red
Mages still allow themselves to be manipulated in these
ways, preferring the swashbuckler-like romance behind
it all.

Natural Aptitude - Special


The Red Mage is experienced and worldy, having
dabbled in even the most obscure skills.
Whenever the Red Mage employs a skill that he has
invested two or fewer points into, he is treated as having
exactly two points in it instead. This applies to standard
skills, nonexistant skills such as Lore (Tapestries),
bonuses to accuracy when using an unfamiliar weapon,
and even the most obscure Lore and Synthesis types.

Magic Burst - Passive, Self


Following up a dazzling burst of magic with a physical
strike is standard fare for these versatile casters.
Whenever the Red Mage makes an attack roll against a
target that was affected by one of their spells in the same
round, they receive a +2 bonus to their ACC and EVA
score until the start of their next turn.

Sagacity- Special
The character is a Sage, and has dabbled in even the
most obscure magical arts. Sages have obtained the
ability to cast Time Magic or utilize Summoning magic.
(See the White Mage ability of the same name for rules on
Summoning.) This ability can be taken multiple times.

56

SAMURAI

Samurai are tradition-bound warriors with deep beliefs in what is known as Bushido. Literally translating to 'the path of
the brave warrior', the Samurai's code of martial conduct is one which stresses bravery, honor, chivalry and selfdiscipline in as well as out of battle. A Samurai is a versatile combatant; though many Samurai are also trained in the
arts of mounted combat and archery, able to engage their opponents up close as well as at a distance, their weapon
of choice is the Great Katana.
Skilled swordsmen, the secret of the Samurai's success with their weapon of choice lies in its construction; the metal
of the katana entraps a nature spirit, or Kami, bound to the weapon during the forging process. Learning how to free
these imprisoned spirits in order to channel their energies into an attack is an integral and long-winded part of the
Samurai's training; those Samurai who distinguish themselves through their accomplishments in battle will eventually
learn to expand this talent into harnessing the power of free-roaming Kami of earth and the elements into ever-more
devastating effects. They are often seen moving bare-footed over lakes on cushions of water spirits or travelling
through the bitterest cold cloaked by fire Kami; such mastery.

Max Attribute Modifiers


STR: +15
DEX: +15
VIT: +10
INT: +5
CHA: +10
HP/level: +4
MP/level: N/A
Weapons: Katanas, Bows
Armor: Light, Medium
Skill Points: 18
ACC Bonus: 1
EVA Bonus: 8
Automatic Affiliation:
You follow a code of ethics which places as much emphasis on nobility and
honor as it does on strength. All Samurai start the game shifted one point to Holy.

Epic Ability: Duel - Standard, Varies


By expending Destiny, a Samurai may choose a single foe and battle him
without interruption, engaging them in honorable one-on-one combat. Duel
lasts until either the Samurai or his chosen opponent is reduced to 0 hit points and lies at the feet of the other.
Duel is subject to a few important restrictions. First, neither the Samurai nor his target can receive aid from their allies
in any fashion; whether this be through group combat bonuses granted by Job Abilities, spells that strengthen or heal,
items tossed into the fray, or any similar attempt. They simply have no effect on the Samurai or his opponent.
Secondly, no other individual may alter the course of the Duel by damaging or targeting the Samurai or his opponent
with detrimental effects. And finally, neither party may end the Duel prematurely or Escape from combat under any
circumstances.
However, the Samurai is rarely at a large disadvantage even when fighting foes much more powerful than he. While
the Duel persists, each round of combat the Samurai has a passive 25% chance of being able to use a Limit Break
that round as an Instant action for no Destiny cost. Limit Breaks performed in this way are not subject to the rules that
the character must be below 25% health to use the maneuver.
Once the fight has ended, normal rules of reality reassert themselves.

Innate Ability: Draw Out Standard, Special


Draw-Out is a technique not to be taken lightly; as much as the Samurai value their Katana, circumstances may force
them to sacrifice their weapon to unleash the full force of the blade's trapped spirit. By using their turn to shatter their
weapon, the sword spirit trapped within is released. 200% ARM weapon damage is dealt, of the same elemental type
as the Kami within the sword. It also causes additional effects based on the following list. A Samurai may choose to
use a lower tier Draw Out than the level of his current weapon if he so chooses.

57

Weapon Tier
1
2

3
4
5
6

7
8

Effect
Dispatch An unseen specter-sword slashes at the target. No additional effect.
Bizen Boat Blue flame encircles the Samurai before engulfing one enemy. The Samurai
receives the effects of Shell and Protect for one round, and Undead foes take 400% damage
instead of 200%.
Shooting Star A beam of white light blasts into one foe. The Samurai receives the effects of
Haste for several turns.
Tornado An enormous hurricane sweeps over the battlefield. All enemies are affected by the
damage dealt with this Draw-Out and are Knocked Back a medium range.
Purifying Blossom The party is basked in a brilliant white light. The MP of the entire party is
restored, and all negative status effects (except Fear and Unconsciousness) are removed.
Banishing Blade Five glowing spheres of energy decimate the target. The foe receives the
effects of all the Samurai Break abilities all stats are reduced by 50% (rounded up) for several
turns.
Climhazzard The Samurai strikes multiple times before the katana shatters, in a lightningquick display of weapon mastery. 500% weapon damage is done instead of 200%.
Ultimate End As the Masamune has never been used for this technique, nobody can say for
certain what the results would be.

The Samurai may only use this ability when the weapon is actually in their possession, and when the Samurai uses
Draw Out to intentionally destroy a weapon, the weapons elemental kami is gone, even if the weapon is repaired.
Thus, Draw Out may only be used once per weapon unless the character also has the Iaido Job Ability. (see the
following page)

Even Indestructible weapons can be destroyed with Draw-Out.

Special: Unburdened Soul


Within each Katana lives a Kami sword spirit an elemental manifestation of the Bushido. At times they can provide
noncombat assistance to the wielder of their blade, able to exercise slight control over their element.
For example, a Water Kami could allow the Samurai to breathe underwater or battle
Roll
Kami Element
a foe on top of a lake's surface. A Fire Kami could allow the Samurai to pull orphans
out of a burning building unharmed.
1
Fire
Though powerful, the Kami are far from omnipotent, and never mischievous or
2
Earth
3
Wind
malicious. When a Samurai synthesizes a Katana weapon, he may choose the
4
Water
elemental type of Kami within his sword otherwise the elemental type is chosen
5
Lightning
randomly.
Katanas that have the Elemental Strike or Element Enhancer property use a Kami
6
Ice
of the same type where applicable. A nonlegendary Katana can never have a Holy
or Shadow Kami within it.

58

Job Abilities
Warding Circle Standard, Local Allies

Armor Break Slow, Single

There is no greater blight on this earth than the Fiends,


creatures of supernatural descent serving the forces of
evil. The warriors of Bushido seek to rectify that. This
ability grants the Samurai and his allies the Fiend Killer
ability on any weapon they wield for a number of round
equal to the Samurais VIT rating. Fiend Killer allows
them to inflict 200% damage against Fiend-type
monsters with all attacks. This ability may only be used
once per session.

A conflagration of blue flames blazes the enemy, searing


flesh and bone. Make a normal attack action. If
successful, the foe is afflicted with Armor Break, which
reduces his VIT rating by 50%, rounded up. The foes
maximum health is reduced by half. The effects of this
last until the end of combat, and some bosses may be
immune to this ability.

Third Eye Instant, Self


When used, all damage and effects from a Singletargeted physical or magical attack will be negated.
Ineffective against limit breaks, multi-hit abilities, and
some Boss abilities.
This ability may be used at any time, even when it isn't
the Samurai's turn, and may be used a number of times
per session equal to the Samurais INT rating.

Magic Break Slow, Single


The world seems to darken as the Samurai propels a
glowing silver sphere of energy at the target. Make a
normal attack action. If successful, the foe is afflicted
with Magic Break, which reduces his INT rating by 50%,
rounded up. All magical INT-based damage and healing
is halved. The effects of this last until the end of combat,
and some bosses may be immune to this ability.

Ikishoten - Passive

Iaido - Passive
Iaido is the smooth, controlled art of drawing a blade
from its sheath, striking an opponent, removing blood
from the blade, and then replacing the sword in the
scabbard in a single motion.
By learning this art of graceful strikes, a Samurai
becomes more adept at calling forth a blades true power
without damaging the sword.
Whenever a Samurai uses Draw-Out, there is now a 25%
chance that the katana will not be destroyed and that
Draw-Out can be used again with the same weapon.
This ability can be taken multiple times, up to a maximum
percentage of 50%.

Speed Break Slow, Single


An angry swarm of red and blue energy emerges from
the katana, ripping into the Samurais foe. Make a normal
attack action. If successful, the foe is afflicted with Speed
Break, which reduces his DEX rating by 50%, rounded
up. The targets EVA, ACC, and all DEX-based damage
is halved. The effects of this last until the end of combat,
and some bosses may be immune to this ability.

Flawless Form Passive, Special


The Samurai eschews the use of armor, garbing himself
in humble, simple garments that never hinder the
characters movements they use superior
swordsmanship to parry and deflect attacks.
When not wearing Armor of any type, the Samurai is
treated as having an ARM and M.ARM score of equal to
double his current level. Thus, a level 8 Samurai would
have 16 ARM and M.ARM. When the character reaches
level 20 or higher, the bonus granted from Flawless Form
is triple the characters level instead. A level 25 Samurai
would have 75 ARM and M.ARM.
Often, the defenses granted from Flawless Form are
equal to or better than he would obtain from purchasable
equipment.

Of all the types of warriors that scatter the land, none is


more dangerous in single, one-on-one combat than a
Samurai. Increase all damage by one step - if a
character's attack was to do
(STR x 1) points of damage, it would now do
(STR x 2) instead, and so on. This ability is only active if
all of your allies are unconscious, or you battle a foe
without their assistance.
This ability can be taken multiple times, increasing the
damage by one additional step each time.

Soul Break Slow, Single


Intangible cherry-blossoms swirl around the target,
burning into his very soul. Make a normal attack action. If
successful, the foe is afflicted with Soul Break, which
reduces his CHA rating by 50%, rounded up. Any
magical resistances, such as Absorbency or Immunity,
are lessened by one step. For example, an Immunity
becomes a Resistance instead. Furthermore, all CHAbased damage is halved The effects of this last until the
end of combat, and some bosses may be immune to this
ability.

Two-handed Grip - Passive


Samurai have spent many years learning to fight with
their single, chosen weapon, and they can use it to
deadly effect. A Samurai cannot be disarmed if he does
not choose to be, whether through spells, limit break
effects, or combat maneuvers. In addition, the weapon
receives the Indestructible property.

Power Break Slow, Single


An unearthly whisper seems to flow from the Samurais
blade which brings even the strongest foes down. Make
a normal attack action. If successful, the foe is also
afflicted with Power Break, which reduces his STR rating
by 50%, rounded up. All physical STR-based damage is
halved. The effects of this last until the end of combat,
and some bosses may be immune to this ability.

59

THIEF

A master at misdirection and confusion, the Thief emerges from the shadows that give her shelter, prepared to steal
what he wishes, or to strike against those who detect her. Thieves move with the grace and skill that is required to
practice their art. To the Thief it is an art form to steal, both in the heat of battle and out of it, and it is an art they have
mastered to perfection.

Max Attribute Modifiers


STR: +5
DEX: +15
VIT: +10
INT: +10
CHA: +15
HP/level: +3
MP/level: N/A
Weapons: Dagger, Sword, Brawl
Armor: Light, Medium
Skill Points: 18
ACC Bonus: 0
EVA Bonus: 8

Epic Ability: Master Thief - Instant, Self


At the pinnacle of their livelihood, the perks to becoming a Master Thief (even for a moment!) are twofold.
First, the activation of this ability turns the Thief into a blur of motion, capable of evading all physical attacks. They are
treated as having an impossibly high EVA score, but can still be automatically struck (by a critical hit or the Rangers
Epic Ability, for example) and damaged by magic.
Secondly, Master Thief allows the user to expand the list of things he can steal from a hapless opponent even further
whilst this epic ability is active, the user may use their Innate Ability to Steal Exp or Steal HP from their target! Steal
HP and Steal Exp may only be attempted one time each per usage of this Epic Ability, successful or not.
When you successfully Steal HP (with a standard Thievery roll opposed by STR or DEX, as outlined in the Innate Ability
paragraph below) the target loses 50% of their remaining hit points, which are added to the Thiefs total hp directly.
Stealing Exp functions much the same way the target loses 1 EXP and the Thief gains 1 permanently. If the target
is a monster (who generally do not possess EXP) or the loss of an experience point would cause the target to lose
their most-recently-gained level, the target does not suffer any loss but the Thief still gains 1 point of experience
regardless.
This Epic Ability may be used at any time, even when it isnt the Thiefs turn.
Master Thief lasts until the Thief takes damage.

Innate Ability: Steal - Standard, Single


The hallmark of the Thief is the ability to Steal from anyone, anytime, anywhere - including in the midst of battle. You
may use the Thievery skill to pickpocket in combat, and with a much wider variety of possibilities at the GMs
discretion; often everything from snatching your opponent's weapon to the clothes off his back, proving once and for
all that the hand is indeed quicker than the eye.
In order to Steal in the midst of combat, an opposed check is required the Thief rolls his Thievery skill versus the
opponents STR or DEX rating, whichever is higher. A success means that the Thief managed to nab his chosen
prize, where a failure means that Steal has no effect.

60

Job Abilities
Flee Standard, Self

Mug Passive

Nothing no, NOTHING catches a Thief. Upon using


this ability as a Standard action, the Thief may move a
Long Range. Alternatively, this ability may also be used
to grant each party member a +2 bonus for one round
when making Escape checks to Run Away from combat.

Catch Passive, Self


An indirect method of stealing, doubling as a means of
protection, the Thief can attempt to grab incoming
projectile attacks. Keep in mind that this Ability can only
be used to catch thrown or launched weapons that are
tangible, such as bullets, shuriken or arrows. Intangible
items (such as needles from the 1000 Needles spell) cannot
be caught, as they are not in a state of matter that can be
palmed when they reach the Thief's grasp.
Every time the Thief is successfully targeted with a
projectile attack, there is an unmodified 50% chance of
catching it before it hits. If successful, she will take no
damage and will now own the caught projectile, if
appropriate. If the attempt fails, the Thief will take
damage as usual, and the item will be unaffected by the
attempt to catch it.
The Thief must have at least one free hand and be
aware of the attack in order to Catch a projectile. This
ability may be taken a second time, increasing the
chance to 100%.

Treasure Hunter - Passive


The Thief has obtained a sixth-sense, able to spot
danger and treasure! before the rest of his party. You
may choose to use your Thievery skill in place of your
Alertness skill on all checks.

No longer content with simple larceny, the Thief has


achieved the pinnacle of armed robbery, able to deliver
punishing blows to his enemies even as he rifles through
unprotected pockets. Whenever you roll a critical hit, you
may also steal gil or items from the enemy, at the GMs
discretion. Obviously, most non-humanoid creatures will
not be carrying currency. Normally, (100 x Enemys
Level) gil can be stolen on a successful Mug, though
some foes may be carrying more.

Resist Stop Passive


The first lesson a Thief learns is simple; never, ever let
them catch you. Upon obtaining this Job Ability, the Thief
gains Immunity to Stop.
Whenever the Thief would normally become Stopped,
they may make an immediate physical Counterattack, or
attempt to Steal from the opponent as per their innate job
ability.

Assassin's Kiss Passive


The Thief is capable of taking advantage of helpless
foes, and able to perform vicious strikes. When striking a
target who is affected by the negative status effects Stop,
Stun or Sleep, is unconscious, or otherwise denied their
EVA score, your damage is increased by one step. That
is, a weapon that would normally do (DEX x 1) points of
damage would now do (DEX x 2), and so on. Targets
affected by a Thiefs Feint ability fall under this category
as well.
This ability can be taken multiple times, increasing the
damage by one additional step each time.

Aura Steal Special


Sleight of Hand Passive
The Thief is a master of misdirection and deception,
capable of directing his targets attention elsewhere
whilst he rifles through their pockets.
After obtaining this ability, Thievery skill checks cannot
be opposed with an Awareness roll proving that the
hand is indeed quicker than the eye. Furthermore, the
Thief gets a +2 bonus to his rolls when using his Steal
Innate Ability.

Feint Standard, Single


A Thief is capable of performing a bluff attack to throw
his opponent off-guard, making him easier for his allies to
hit. Make an opposed Intelligence check. If you win, your
opponent will have an effective EVA of 0 until the end of
your next turn. This ability may be used a number of
times per session equal to the Thiefs INT rating.

Ambush Passive
The Thief is a master of planning the strategic strike.
With this ability, the Thief and all allies do 200% damage
with all spells and abilities during the Pre-emptive round
of combat.

In an unusual maneuver, the Thief is able to steal even


the very protective auras possessed by his foes, and use
them as his own.
Upon obtaining Aura Steal, the Thief can now use his
Steal ability to pilfer positive status effects. As always,
the Thief rolls his Thievery skill versus the opponents
STR or DEX rating, whichever is higher. If he succeeds,
one positive status effect Shell, Protect, Auto-Life,
Haste, or the like of the GMs choice is removed from
the foe and added to the Thief instead. The remaining
duration of the status effect does not change.

Preemptive Footwork Passive


Using lightning-fast reflexes, the Thief can start moving
before the rest of the party. After obtaining this ability, a
Thief may always act in Pre-emptive combat although
he won't always know what's going on.
Furthermore, the Thief may make an immediate physical
Counterattack whenever they take damage in the PreEmptive Round.

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TIME MAGE

Sometimes called Dimension Mages, Time Mages tap on the forces of the time and space themselves. In reshaping
the elusive power of the cosmos, they can freeze an opponent in their tracks or rain flaming meteors down upon
them; open gates in time and space, or banish someone into another reality entirely. The most powerful are capable
of folding up history in the blink of an eye or travelling across the eons by sheer willpower alone a fact that makes
most other spellcasters glad of the Time Mages' relative scarcity.
A Time Mages staff is something of an oddity. Due to their natural forgetfulness, many of the founding members of
this magical school chose to attach items of sentimental value to their staves to remind them of the past. Many
fledgling mages have chosen to follow this tradition out of respect to the originators of Time Magic,. Feathers,
wedding rings, articles of clothing of their fallen comrades, all these and more can be found attached to a Time
Mages staff, and has served as the punchline for many a joke.

Max Attribute Modifiers


STR: +5
DEX: +10
VIT: +10
INT: +15
CHA: +15
HP/level: +2
MP/level: +3
Weapons: Staff
Armor: Light
Skill Points: 16
ACC Bonus: 0
EVA Bonus: 8
Spell Rank
1

Level
1, 1, 3, 4, 5

2
3
4
5

6, 8, 10, 12
14, 16, 18
20, 22, 24
27, 30

Epic Ability: Cosmic Standstill - Instant, Self


The Time Mages total understanding over the primal forces that drive the universe itself allow him to do the
unthinkable stop time. The entire universe comes to a quiet halt with the Time Mage at the center of everything,
giving the user of this galaxy-altering spell a few precious minutes outside the flow of reality.
Upon casting Cosmic Standstill, the Time Mage immediately takes a number of additional rounds equal to the number
of points of Destiny spent. They may perform any abilities, actions or skill checks they like during this time, even
actions that may not normally be performed while in combat. Enemies are treated as having 0 EVA while Cosmic
Standstill persists, and the Time Mage cannot change the location of anything, whether animate or inanimate. Haste
does not affect the number of rounds a Time Mage gets while Cosmic Standstill is active.
However, there is a downside to such a powerful ability. Any spells the Time Mage casts during this Epic Ability cost
double the normal MP cost, and hang in the air until time begins to flow normally again. When Cosmic Standstill
ends, all the spells still act as though they were Slow actions they all deal damage simultaneously at the beginning
of the Time Mages next turn. This often gives spellcasting enemies enough forewarning to throw up magical
defenses, or even Reflect.

Innate Ability: Time Magic Standard, Varies


Despite the name, Time Magic actually uses cosmic fundamentals to produce a wide range of effects the
manipulation of gravity to attack, magnetic fields to protect, and the ability to halt the flow of time. Its practitioners
harness the withering power of novas, lengthen seconds into weeks, and tear through the fabric of reality outright.

62

Job Abilities
Stasis Sword Passive
The Time Mage is exceptionally good at neutralizing and
paralyzing his foes with magic. Whenever the Time Mage
inflicts the negative status effect Stun on an opponent,
the duration of the status effect lasts for one additional
round. This ability can be taken multiple times.
Etherite Passive
Practical and levelheaded, the Time Mage has
conducted extensive studies on items that restore the
users magical potency. This ensures that the character
gets the most out of such concoctions.
Upon obtaining this ability, the MP recovered by items
such as Ethers used by the Time Mage is doubled.
Spell Combo Passive
The Time Mage can respond swiftly, reforming his
damaging spells mid-cast so they are better able to
support his allies. A character with this ability can
participate in Teamwork Attacks without needing to
declare it in advance. Whenever the Time Mage chooses
to participate in a Teamwork Attack whether physically
or magically they no longer take a -2 penalty to their
attack, nor do they need to declare it a turn in advance
when casting. However, all other characters participating
in the Teamwork Attack take a -4 penalty to their
accuracy roll instead of the standard -2.
Rewind - Special
Being a true master of the time means never having to
say I wish I would have. With this awe-inspiring
ability, the Time Mage actually shifts himself and all
nearby allies backwards in the timestream. Rewind may
not be used in combat due to the absolute concentration
required.
Upon activation, the Time Mage chooses a number of
hours that the party will travel backwards in time. The
number of hours can be no greater than the Time Mages
current level. Be aware that the party only travels in time
and not space, meaning they will arrive at the same
physical location, merely earlier.
The party can never encounter themselves nor cause a
paradox, since they have actually rewound reality and
started over.
However, there is a very large downside to the usage of
this ability. Upon activating Rewind, the Time Mage
instantly ages; the character receives a -2 permanent
loss to any one attribute of the GMs choice and appears
to be roughly a decade older. A character who is reduced
down to 0 in any attribute is instantly forever torn from
reality and lost in time.

Levitate Passive, Self


The Time Mage perpetually hovers several inches above
the ground, and receives the effects of Auto-Float at all
times. Floating characters take no damage from Earthbased spells and abilities, nor do they damage from
falling.

Phantom Weapon Standard, Special


The Time Mage bends and shifts the dimensions, items
instantly appearing in the characters hands out of thin
air. A Time Mage with this ability is never caught
unprepared, and he has access to his Inventory at all
times no matter how far separated from his possessions
he may be.
Critical Blink Instant, Special
By activating this ability, the Time Mage may
automatically take a turn and interrupt an enemys action.
Critical Blink allows the Time Mage to take a Standard
action that can only be performed on an enemys turn,
and the Time Mage must be at 25% or less health to use
this ability. Critical Blink can be combined with Haste to
allow the Time Mage to cast spells on enemy turns.
This ability may be used once per combat.
Telekinesis Passive, Special
The Time Mage is capable of using nearby objects as a
weapon as skillfully as a monk or master of improvised
weapons, hurtling them towards foes with the power of
his mind alone.
The Time Mage deals damage with improvised weapons
as though he was using his standard weapon, and uses
the Staff skill instead of the Brawl skill to determine
accuracy. Improvised weapons are now considered to be
medium ranged attacks. (Until the Time Mage also obtains
Mind over Matter, he can still not throw objects that he could
not physically lift.)

Furthermore, the Time Mage can Instantly cast the spell


Tractor for no MP a number of times per session equal to
their STR rating.

Mind over Matter Passive, Special


The characters ability to control the flow of gravity and
the dimensions often allows him to perform feats of
strength with nothing but the power of his mind.
The Time Mage may substitute his INT score and rating
for his STR attribute for the purposes of opposed skill
checks, moving or throwing objects, breaking matter by
overcoming its hardness, the Gravity and Gravija spells,
and also for calculating the number of times per session
they can use abilities tied to the STR rating.
Magic Shield Special, Self
Able to twist pure magical plasma into a type of
defensive bubble, the Time Mage can lessen the
physical harm caused by enemy attacks.
The Time Mage can declare he is using Magic Shield as
a Standard action it then persists until it is cancelled as
an Instant action, the characters MP becomes 0, the end
of the game session, or when the character is knocked
unconscious.
While Magic Shield is active, all enemies who attack the
Time Mage are treated as if they had the MP Damage
weapon property 50% of the total damage they deal
targets the Time Mages HP, and the other 50% targets
their MP.

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WHITE MAGE

White Mages are defenders of life, using their spellcraft to knit together wounded flesh or create glowing defensive
charms around their allies. Given time and experience, they can cure almost any ill, raise the fallen back to fighting
strength, or even create barriers utterly impervious to physical damage. Far more patient in demeanor than the
headstrong, temperamental Black Mage, these dedicated healers have given their entire life to working with not
mastering the powers of Holy.
Then there are those that have taken years to scratch the surface of the Esper world, and have begun a Pilgrimage to
seek the powers of the Espers themselves.

Max Attribute Modifiers


STR: +5
DEX: +10
VIT: +10
INT: +15
CHA: +15
HP/level: +2
MP/level: +3
Weapons: Staves
Armor: Light
Skill Points: 14
ACC Bonus: 0
EVA Bonus: 6
Automatic Affiliation:
From the moment their training begins, White Mages are taught to be peaceful,
humble, and kind. No matter the road that lies ahead of them, these virtues are
taught to be the most important things in life. All White Mages start the game
shifted two points to Holy.

Spell Rank
1

Level
1, 1, 3, 4, 5

2
3
4
5

6, 8, 10, 12
14, 16, 18
20, 22, 24
27, 30

Epic Ability: Benediction - Instant, Group


Tapping into an immense reservoir of Holy energy, the White Mage becomes a living conduit for healing energy. The
HP of every nearby party member is instantly returned to maximum, and all negative status effects other than Fear
and Unconsciousness are removed. Unconscious characters are revived with 1 hp. All party members other than the
White Mage also regain their maximum MP as soon as Benediction is used.
This Epic Ability may be used at any time, even when it isnt the White Mages turn.

Innate Ability: White Magic Instant, Self


White Magic encompasses a variety of useful and beneficial effects, tempered with a dash of offensive power for
good measure. White Mages that drift into Shadow affiliation will lose the ability to cast these holy-aligned spells.

64

Job Abilities
Divine Seal Instant, Self
By activating this ability, a White Mage is capable of
imbuing her next healing spell with far more magical
energy than normal. If it was to heal a target for (INT x 1)
hit points, it would now heal the target for (INT x 2)
instead, and so on. This ability may be applied multiple
times to the same spell, and this ability may be used a
number of times per session equal to the White Mages
CHA rating.

Devotion Passive, Special


The White Mage is a master of smiting her foes, bringing
even the strongest of evil creatures to their knees. All
offensive Holy and Wind spells now do increased
damage; if such spells were to do (INT x 1) points of
damage, they would now do (INT x 2) instead, and so on.
This ability may be taken multiple times, increasing the
damage step by one each time.

MP Stroll Passive, Self


Shieldbearer Passive, Self
Some White Mages have been trained in the use of
shields in addition to their basic magical education. Upon
gaining this job ability, White Mages treat all shields as
though they were Light Armor or Medium Armor instead
of Heavy. Furthermore, they may wield a shield and a
Staff weapon simultaneously, as though a Staff was a
one-handed weapon. Staves still deal 2d6 damage.

Simply by keeping their mind and spirit pure, the


lifestream continues to flow into the White Mage,
rejuvenating them with magical energies. For every hour
the White Mage spends outside of combat, they recover
25% of their total maximum magic points back passively.
Upon taking a Fitful rest or partaking in Travel Rest, the
White Mage also regains 100% of their MP instead of the
normal value.

Peaceful Messenger Passive


The White Mage is welcomed with open arms wherever
they may travel, and their pleas to be heard are enough
to give pause to even the coldest hearts. You may add
half of your Healing skill, rounded down, to your Inquiry
and Negotiate skills on all checks.

Martyr Instant, Single


White Mages are taught that the lives of others are more
important than their own, and this Job ability reflects it.
Upon using this ability, the White Mage sacrifices any
amount of HP. A target of the White Mages choice
instantly recovers the same amount of HP. The White
Mage may not target themselves.
This ability may be used a number of times per session
equal to the White Mages VIT rating.

Body and Soul Special


The White Mage is capable of using and administering
obscure salves and healing items in conjunction with
their white magic, able to quickly revive fallen comrades
once battle has ended.
Outside of combat, the White Mage can perform a
Healing skill check (difficulty 9) to return unconscious
allies to 1hp.

Blessed Existence Instant, Self


The White Mage leads a charmed life, avoiding harm in
mundane, day-to-day activities with unsurprising alacrity.
This same quiet protection can also be extended to the
White Mages allies to protect them from distressing
failure.
Once per game session, the White Mage can allow
themselves or one ally to reroll any Critical Failure die
result. Blessed Existence cannot be used on any rolls
that have been altered by a Gamblers abilities, nor can it
be used to negate automatic critical failures from such
things as a Gamblers Bad Luck.

Clear Mind Instant, Special


Being a battlefield healer is no easy feat; all too many
White Mages have watched their spells fizzle when their
allies need it most. To this end, they have learned
methods to empower their magicks by putting more of
themselves into their spells.
Whenever a spell would be interrupted due to
knockback, limit break, critical hit, or teamwork attack,
you may activate this ability. By paying the MP cost for
the spell a second time, you may continue casting
uninterrupted and the spell is not cancelled.

Summoner - Special
Many mages argue over which school of magic is more useful - the destructive power of Black, the peerless support
of White, the unique powers of Blue, or the indispensable manipulation of Geomancy. But all agree on one point - that
none can compare to the limitless potential of Summoning.
To pay for this potential, Summoners must endure grueling trials to obtain the power of even the weakest of Espers, if
there is such a thing. Summoning the Espers themselves requires large amounts of magic power and time. But the
payoff is extraordinary - healing, status effects, support spells, and all types of damage, in magnitudes that eventually
surpass even the most advanced spells of the standard schools of magic. It's a long and hard road that the
Summoner - and her party - must endure, but the end results are always worthwhile.
This ability functions unlike any other ability in the game, in that it completely changes the White Mages role in a
group. In fact, theyre no longer even addressed by that title, taking Summoner as an honorific.
The Summoner must search out the powers of the Espers to obtain them on a journey known as a Pilgrimage,
where their mettle will be tested in dangerous and sometimes even horrifying ways.

65

Upon taking the Summoner ability, the character may choose spells from the Summons magic list as well as the
White Magic list. None of the summons are automatic, and must be earned via various trials. Speak with your GM to
talk about specific Espers that appeal to you, so they can be worked fluidly into the story. The only exception to this
rule is a new character who starts the game with the Summoner ability their first level spell may be any of the rank
one Espers on the list.
New Ability: Summon Slow, Local
Using intense concentration and magical energy, the Summoner draws a legendary Esper into the physical world with
Summoning. Summoning is a Slow action which costs MP equal to (10 x Esper's Rank). Thus, summoning Bahamut,
a Rank 5 summon, would cost 50 MP.
An Esper's Attributes and Statistics are determined as follows:
Level = Same as the Summoner.
Attributes = Same as the Summoner.
HP = (Summoner's HP) x (Esper's Rank)
MP = As MP is drawn solely from the Summoner, Espers have no independent MP pools.
ARM, MARM, and EVA are zero for all Summoned Beasts, in exchange for their HP bonus.
Many Espers have inherent support abilities, such as an elemental weakness or an Auto-Status. As such, any
inherent effects the Summoner may have on his or her equipment, like an Auto-Status or elemental defense, do not
apply to the Esper. They all have the inherent ability Status-Proof, making them immune to effects such as Slow,
Poison, Zombie and the like. They also cannot be affected with abilities such as Knockback or Disarm, cannot have
their equipment targeted or broken, do not take falling damage, and cannot be swayed or affected by Skills of any
sort, such as an attempt to intimidate or coerce.
A summoner who is under the effects of the negative status effect Charm is unable to summon Espers.
An Esper may act immediately upon being Summoned. Any action that costs MP will draw that MP from the
Summoner's pool, and if the Summoner runs out of MP, then the Esper will vanish. While an Esper is in battle, the
Summoner may not be targeted by any Single action, such as attacks or single-target spells, but they will be included
in Group, Local, and Global targeting effects. Any Status Conditions existing at the time of Summoning, such as
Poison, will have their durations suspended until Summoning ends, at which point they will resume taking effect.
The Esper can stay on the battlefield for up to six rounds before automatically being dismissed. An Esper can be
dismissed sooner than this if the battle ends, if it loses all of its HP, if the Summoner sends it away, or if the
Summoner is reduced to Unconsciousness. If dismissed by losing all of it's HP, an Esper cannot be Summoned again
in the same game session. An Esper that survives in combat will be returned to 100% HP after the battle. Once an
Esper is dismissed, the Summoner once again becomes an active target for damage and all status conditions
inflicted continue to take effect.
An Esper may not choose to pass their turn and take no action. If the Summoner chooses to take no action with the
Esper, then it is dismissed and returns to the Summoners turn.
On the sixth turn, an Esper receives the ability to use one final, powerful ability known as an Astral Flow before
vanishing. These attacks are of immense power, capable of altering entire landscapes with their destructive
properties.

Grand Summon Passive, Special


With the change in title that comes from White Mage to Summoner, so too does the characters outlook on life and
combat change. Upon taking this ability, the Summoner no longer has access to the White Mage epic ability,
Benediction instead, they obtain the new epic ability, Grand Summon.
When used, the currently summoned Esper may utilize their Astral Flow ability for no MP cost, even if they have not
been on the field for the required 6 turns.

66

CHAPTER IV: DEFINING A HERO


"WHOO! HERE WE GO, BABY!"
- Zell Dincht

Although having a name and a Job is a great start for a character, this chapter will explore how you can
further develop your heros uniqueness through skills, Traits, and more and get some great bonuses
along the way. Well start with.

Shared Abilities
Outside of each Jobs specific abilities, they may choose from a list of shared abilities that every character
has access to.

Animal Companion Passive


The character is accompanied in his journeys by a faithful animal, such as a trained dog or a mount, or something
more exotic such as a summoned creation. The Animal Companion is small or agile enough to avoid damage in
combat; if the character controlling the Animal Companion is reduced to 0 HP or otherwise incapacitated, it will not
act until its owner has been revived.
Attacks from an Animal Companion cause damage which is insignificant enough that they do not bother participating
in combat. Rather, they are versatile and skilled, able to follow simple instructions and relay information to their owner
nonverbally. The exact powers of an Animal Companion are determined by selecting a combination of talents from
the list below totaling 10.
Unique (1): The creature is one-of-a-kind. Though this has no readily-foreseeable game advantages, GMs are
encouraged to take note of this fact.
Loyal (1): The Companion is fiercely loyal to its master, and can never be persuaded to act in any way contrary to the
direct wishes of the PC. This ability also makes the Animal Companion Immune to Charm.
Familiarity (2): Both you and your companion are of shared mind, and have an understanding that far exceeds
intuition. You receive a +1 bonus to the Ride skill checks when your companion is acting as the mount, or you as a
player can choose to take control of your animal companion in non-combat situations.
Sentient (2): The Animal Companion has intelligence comparable to a mans, and is capable of speaking and
understanding one language. Taking this ability multiple times allows for more languages.
Packrat (2): The Animal Companion can carry a few of the character's odds and ends, and acts as an emergency
reserve. In game terms, this means that the Companion can carry up to 5 additional items for the character,
effectively increasing their total inventory space up to 15.
Attribute (2): The Animal Companion is strong, fast, or smart enough to help the party out when needed. In game
terms, this gives the Companion an Attribute Rating of 2 in one Attribute of the creator's choice, and allows it to make
checks with that Attribute if it ever is in a position to do so. Though this ability may be taken multiple times, no more
than 4 points may ever be in the same attribute rating.
Large (2): The Companion is larger than normal. If used in conjunction with Mount, up to four characters may ride it.
Strange Attack (3): The companion is able to attack by spitting poison, breathing small bouts of flame, or other such
abilities. Work out the precise details with the GM beforehand. This may allow the creature to do small amounts of
attack damage, or add an elemental type or a potential status effect.
Some creatures such as Chocobos already have Blue Magic that the player may choose from the creature may
have this spell as its Strange Attack.
Skilled (3): The Animal Companion has a certain talent that comes in handy for its owner a monkey trained in
Stealth, for instance, makes an ideal pickpocketing accomplice with a budding Thief. The companion receives two
dots to place anywhere in its Skills. Though this ability may be taken multiple times, no more than 4 points may ever
be in the same skill.
Flying (3): The Animal Companion has wings or the ability to soar under its own power, giving it the Flight ability.
Mount (5): The Animal Companion can be ridden with a successful Riding Skill Test, reducing travel times
accordingly. (see p.133 for more information on this) A normal-sized Mount can carry up to two people.
Search (6): The Animal Companion is constantly sniffing around and digging in the search for usable items. Once per
session, a character whos Animal Companion has the Search talent gains one free Item of the GMs choice, with a
Tier or usage value appropriate to the character's current Level. This does not reduce any other item rewards the
character obtains.
Pending GM approval, the player can use the Animal Companion ability to make other allies such as hirelings or
robots. This Ability may be taken multiple times, adding 10 more points to an existing pet each time.

67

Defy Gravity - Passive


After obtaining this ability, the character no longer takes damage from jumping or falling, no matter the distance. In
addition, the characters horizontal and vertical jumping distance is tripled. Without this ability, falling from a Long
Range causes the character to take 50% of their maximum HP in damage.

Destructive Strike Passive


A character with this ability is capable of taking out walls, objects, anything that gets in his way. When making a
Strength check to destroy an object, the character is treated as having DOUBLE the strength score before rolling. For
example, a character with +4 STR normally would instead be treated as having +8, in addition to his 2d6 roll result.
When taking this ability, choose a weapon type. Destructive Strikes may only be done with that weapon. Magic may
not be used. In addition, the character may make attack rolls to destroy large objects (at the GM's discretion) that
would otherwise collide with him such as falling rocks or hurled machinery.

Devour Standard
With this..unique ability, the character becomes a gourmet of the most unusual of cuisines defeated foes. By
taking a standard action, the character may attempt to completely eat any enemy that has been brought to 0 HP or
below. This may have potentially negative effects such as HP loss or statuses such as Poison, but it may also act as
a Snack or Meal effect (see p.114, Cooking, for more information).
A Blue Mage with the Devour ability may also learn their spells from devouring he remains of fallen foes, in addition to
(or instead of!) the normal methods.
This ability cannot be used to munch on matter that is not monstrous in nature at least, no more than normal. A
character with the Devour ability cannot chew through steel bars or a wooden wall, despite the fact that they may
have just swallowed whole an Iron Giant earlier.

Disarm Standard, Single


After obtaining this ability, a character with Disarm may relieve enemies of their weapons. After making a successful
ranged or melee attack action, he may choose deal 0 damage and instead, knock an item or weapon from his foe's
grip. Both parties make either a STR or DEX check, of their choice if the disarmer wins the weapon is knocked
aside, and if the foe wins there is no effect. It may take one or more rounds for the disarmed foe to recover his
weapon, depending on circumstance. (More information regarding Disarming in combat can be found on p.123)

Dual Wield - Passive


A character with this ability has received the training to use multiple weapons. They may now use the Two Weapons
skill as though it was a Job weapon skill. A character who can effectively use Two Weapons gains the following
benefits; First, whenever he makes an attack roll, he may roll 3d6 instead of 2d6, and drop the lowest. In addition, he
may use all of the magical properties of both of his weapons in a single attack roll. However, as mentioned in the Skill
section earlier, an attack made with two weapons uses the lowest skill to determine accuracy - either that of the
weapons of that of the Two Weapons skill.
A Fighter with this ability may dual-wield Massive weapons as well, but does not obtain any additional damage or
bonuses for doing so.
Whenever a character using two weapons rolls a critical hit or uses a Limit Break, the damage is calculated using the
lowest Tier of weapon he currently has equipped. Thus, it is in a players best interest to keep both weapons equally
well-maintained in order to maximize damage.

Favored Terrain Passive, Self


Some individuals have honed their skills in one particular environment,
Upon taking Favored Terrain, choose one of the following eleven locales; Plains, Town, Forest, Mountains, Desert,
Swamp, Water, Underground, Snow, Lava, and Cosmic. The character receives a +2 to almost all rolls when in this
environment the Gamblers Reel ability and Synthesis checks are unaffected by this bonus.

Favored Spell Passive, Self


A character with this ability has become extremely familiar with one spell, and may cast it at a moment's notice. Upon
taking this ability, choose any spell you can currently cast you may now use this spell as a Standard action instead
of a Slow action.
If the spell ever increases in rank numerically (Cure, Cure II, Cure III, etc) then Favored Spell applies to all of its
versions. However, alternate, similarly-named spells (i.e.; Curaga) remain unchanged. Favored Spell can also be
applied to the entire Summoning school of magic. A Summoner who utilizes Favored Spell in this way can cast any
Esper summon as a Standard action. An Esper called forth in this way may act on the same turn it appears.

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Knack Special
A character with a knack has an aptitude for a few skills he might be able to swing a sword and strike a foes
vulnerable spots regardless of his physical strength, or an intimidating sort might decide that he can negotiate simply
by cracking his knuckles.
After taking the Knack ability, choose three skills. The character may now use any attribute they like when
determining the maximum number of skill points in that category they may have regardless of the standard attribute
it may be tied to. For example, a player might choose the Two Weapons skill, crossing out DEX on their character
sheet and making it a STR based skill instead. This ability cannot be taken multiple times. Furthermore, some GMs
will require their players to explain a feasible way the attribute could apply to the skill for example, a player would
be hard pressed to explain how their character can use a high Charisma score to Swim.

Limit Breaker Passive


Normally, a character must have 25% HP or less in order for a Limit
Break to be used. A character with this ability may use their limit breaks
upon rolling a critical hit at 50% health or below, instead.

Mediator Passive
A character with this incredible ability is capable of turning even the
most bloodthirsty of foes into reluctant allies with the power of
persuasion alone. Mediators may attempt to persuade defeated foes to
join them for a time or at least coerce general cooperation with a
successful Negotiation check opposed by the Monsters INT rating.
The Mediator must be able to speak the creatures language, and
Bosses and End Bosses cannot be affected with this ability.
Furthermore, upon successfully persuading a monster to assist the
party, the character with the Mediator ability forfeits his share of the gil
reward for overcoming the creature. This is similar to causing the
Charm status in foes, but the creature retains free will and there is no
fixed duration. A Monster who fights for the character retains the same
attacks and abilities listed in their Bestiary entry,
and acts on the same turn as the Mediator. This ability may only be
used once per session.

Onion Knight - Passive


So the story goes, the Onion Knights were heroes from ages long past. Despite being little more than children they
were attuned to the unique resonance of the Crystals and able to draw energy from them.
Upon taking the Onion Knight ability, choose one of the 18 jobs. By expending 1 point of Destiny at any time, you
may gain access to any one ability belonging to that Job for one round. Regardless of how many uses per session
the new ability may have, the Onion Knight can only use it until his turn ends. Onion Knight does not grant access to
either Innate or Epic abilities, and they may only spend a maximum of one Destiny per round.
This ability may be taken multiple times, choosing an additional Job each time. This broadens the characters options
in terms of abilities. However, Shared Abilities are never available to be used by the Onion Knight in this temporary
fashion.

Skillful Hero Special


The character possesses a repertoire of useful abilities and talents, with great proficiency in one or more fields of
study, synthesis, or even simply a natural flair for the physical.
Upon taking this ability, the character receives an additional 5 skill points to distribute anywhere he sees fit.
Remember that skills points do not have to be spent immediately.

Special Vehicle Passive


The character is far more mobile than most, possessing an airship, land vehicle, cybernetic armor system or the like,
that allows for greater speed and/or maneuverability. The exact powers of a Special Vehicle are determined by
selecting a combination of talents from the list below totaling 10.
If forced into a combat situation, a Special Vehicle has the same ARM and MARM values as the character who took
the ability, and 50% of that characters maximum hit points. Enemise can still target the pilot of the vehicle, but at a -4
penalty to hit due to their added speed and likely protection granted by the vessel.

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Power Source (1): The vehicle is powered by a unique or renewable power source, entirely self-sufficient. Whether it
be through hot air, solar power, or a Crystal core, the vehicle never needs to land and refuel.
Unique (1): The vehicle is one-of-a-kind, likely built from scratch by the owner - or perhaps no similar models remain
in existence. Though this has no readily-foreseeable game advantages, GMs are encouraged to take note of this fact.
Iconic (1): The differences between Iconic and Unique are slight, but significant. This represents your vehicle is
associated with certain connotations, and provide a +1 bonus on Negotiation rolls in which the image would be an
asset - whether you're a state senator making a grand entrance, or raising the pirate flag high, your vehicle helps
achieve the desired effect.
Movement (2): This ability may be taken multiple times, and is the key attribute for many vehicles. A Vehicle's
Movement is added to your Vehicles skill checks as a positive modifier. For example, Orim, a Dragoon, has an
airship with a Movement of 2 - slow, but steady - and a Vehicles skill of 3. The imperial soldiers chasing him in their
armored pods have a Vehicles skill of only 1, but Movement speeds of 4. Neither side has a clear advantage here it's all up to the dice.
Magic Touch (2): No other user than the initial owner is capable of utilizing the vehicle. Whether this is a case of
security precautions or simply "Nobody else can fly this baby but ME!" is entirely up to the player.
Large (1): The Vehicle is larger than normal - it can carry two passengers as a land vehicle, or up to a few dozen as
an air vehicle. (Animal Companions with the Large talent count as an individual passenger.)
Unorthodox Travel (3): It's a fact of life - airships can't travel through gale-force hurricanes, motorcycles have trouble
running in waist-deep sands. That is, assuming the creator of the vehicle didn't put points in Unorthodox Travel.
Choose a type of terrain other than water, or any atmospheric condition - the vehicle can travel just as well in these
conditions as it does normally. For example, an airship could descend into an active volcano with no ill effects, or drill
through the earths crust.
Indestructible(5): The vehicle is nigh-unbreakable,
reinforced with special materials and carefully
protected from harm. In combat, the vehicle recives
double the standard ARM and MARM values.
Outside of combat, the vehicle takes no damage
from any source, with magic and heavy weaponry
barely even scratching the paint.
Flying (5): The vehicle is capable of flight, and can
carry the members of the party in rather cramped
quarters. Anyone else taken aboard would push
the vehicle past its maximum passenger capacity,
and make for a very uncomfortable ride. (Unless,
of course, the special vehicle is also Large.)
Buoyant (3): The vehicle is a sailing vessel of
some sort, or simply doesn't sink in water. This can
refer to anything from a wooden canoe to an airship capable on traveling on water as easily it does in the air.
Weapon Systems (5): The vehicle is affixed with torrents, Pulse cannons or the like - speak with your GM to
determine the exact nature of these weapons. Generally, they operate at the same Tier level as the users weapons.
However, they may never be unmanned systems, and can never fire of their own accord.
Pending GM approval, the player can use the Special Vehicle ability to make other creations such as drilling
machines or battlecruisers. (see p.133 for more information on average vehicle travel times)
This Ability may be taken multiple times, adding 10 more points to an existing vehicle each time. For example, a
fortified (5) thirty-man (2) airship (5) owned by a notorious gambler (1) and operated ONLY by him (2) and decked out
with powerful weapons (5) with a Movement of 4 (8) would require this Ability to be purchased three times in total.

Weapon Training Passive


Training outside the norm, the character is capable of using a weapon that is unusual for his job. The character can
choose one additional Weapon or Armor type his Job would normally not have access to, with the exception of Two
Weapons. This weapon need not be on the typical ability list, but be aware that not all weapons categories in
existence have Legendary versions.

Weapon Throw Special


Upon obtaining this ability, the character is passively capable of targeting flying enemies without taking the standard
-4 penalty for using a short range weapon. How this bonus manifests is up to the player; perhaps the character is a
master of throwing (and then catching) his weapon, or uses telekinesis to move said weapons around him and
through the air. He may even project energy beams or the like from his equipment. However the effects are described
visually, this shared ability functions exactly the same. Furthermore, once per game session a character may use a
melee weapon to target and damage a foe whom is at a Medium Range.

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

During the course of the game, situations will arise where a character wishes or is required to use an
Attribute or Skill to perform a task. In the case of Skills, the range of tasks each Skill is used for should be
relatively self-explanatory; for Attributes, sample tasks include:
Strength: Lifting or destroying heavy objects, grappling, arm wrestling, pushing or pulling loads.
Vitality: Resisting diseases or poison, fighting fatigue, ignoring the effects of serious wounds or
exhaustion.
Dexterity: Catching items, reflexes, outrunning others.
Intelligence: Remembering information, figuring out a logic puzzle, analyzing a situation.
Charisma: Stealing the spotlight, resisting mental torture,

Task Difficulty
Elementary: 5; Spot a Galka in a crowd, get directions to the nearest town
Easy: 7; Create a rudimentary shelter in the wild, pocket an apple in a crowded marketplace.
Average: 9; Pick an average lock, see the Tonberry hidden in the shadows.
Challenging: 11; Cook a banquet for the royal family, Hack a major computer, disarm an ancient trap.
Impressive: 13; Drive a motorcycle across a collapsing bridge, slip out of a pair of locked manacles.
Heroic: 17; Successfully disguise yourself as an NPC's longtime lover, forge and use a powerful weapon.
Godlike: 20; Swim up a waterfall, catch a bullet with your bare hands.
Impossible: 25 or higher; Collapse a fifty-story building by putting your back into it.
The number of ranks you possess in any given skill is limited to the rating you have in the corresponding
attribute, plus one. For example, a character may wish to take levels in the Riding skill. The attribute for
this particular skill happens to be DEX, and the character, having 12 DEX, has a +4 attribute rating.
Therefore, he may have up to a maximum of 5 skill ranks in Riding.
If the character had an automatic +1 bonus in the Riding Skill say, from an Animal Companion then
the maximum number of skills he could he could possess in Riding would be 6 instead, and so on.
Characters receive one skill point at each level up, and at the start of the game, receive a number of skill
points listed by their job, as well as an additional +1 for every point of INT the character possesses.
Social skills such as Acting or Negotiation will never have a direct impact on player characters a
players control over his characters beliefs and attitude is absolute.
On the following few pages is a list of most common skills and their general usage.

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Acrobatics - DEX
The ability to tumble, jump, balance, and take falls. A character with this Skill has refined their
coordination, balance and flexibility to the point of being able to execute complex acrobatic maneuvers as
if they were second nature. On a successful Skill check, you can perform a difficult feat of agility, such as
leaping through a two-foot-square window without hurting yourself.
Acting - CHA
A character with this Skill has the ability to lie, fake emotions and devise new personalities for himself.
With a successful Skill check, the character may attempt to use Acting to bluff, improvise, or simply
enhance a disguise.
Awareness - INT
Characters with this Skill possess a certain sixth sense when it comes to spotting potential dangers or
noticing when something isnt quite right whether in the form of a con-man attempting to swindle the
party out of its Gil with counterfeit Elixirs or a dozen slavering beasts waiting in ambush around the
corner.
Climbing STR / DEX
Whether light free-climbing or full-fledged mountaineering, a character with this Skill can scale vertical
surfaces with a reasonable degree of success. One or more Skill checks may be needed for a successful
ascent; in the event of a failure, no progress is made or the character could slip and fall.
Disguise CHA / INT
The ability for a character to assume a new appearance, ranging from a simple change of clothing to a
full-blown transformation. Note that this only covers the physical appearance; the actions a character
makes while disguised are covered by a separate Skill check via Acting to maintain the illusion. A
Disguise check can also be used to conceal small objects on the characters person.
Escape DEX
Everyone gets caught sometimes -- for this reason, the ability to slip out of a tight bind can prove to be a
valuable asset. A character with this Skill can worm his way out of rope, manacles, grapples, or what
have you. Failure simply means a character remains trapped; a critical failure can just as easily result in
injury, tangled bonds, or suspicious captors checking in to see what all the banging around is about
This skill also allows characters to flee from combat if faced with overwhelming odds, and its
recommended that fledgling adventurers invest at least a few points into this skill. (See p.198 for more
information about Running Away in combat.)

Healing - INT
A character with this Skill knows enough about the body and its workings to diagnose and treat most
kinds of sickness and injury. Failure in either could have drastic consequences for the patient. It also
doubles as a helpful tool in allowing an injured party to get a better nights rest in adverse conditions, or
popping joints back into place in the thick of battle.
Inquiry INT / CHA
Whether it's the location of an ancient tomb, an obscure local legend, or just the address of the nearest
inn in town, characters with the Inquiry Skill are adept of digging up the information they need as quickly
and painlessly as possible. One Skill check must be made for each piece of information the character
wishes to locate; the amount of time taken for the search can vary between half an hour and several
days, depending on the breadth of resources available to the character. A failure simply means the
character has not been able to locate the information; a critical failure may indicate the character has
stumbled into serious trouble during the course of searching.
Language - INT
With this Skill, a character can understand and communicate in a particular language at lower levels,
fluently enough to converse with others, at higher levels with the proficiency of a skilled orator and writer.
All newly-created characters automatically start with one language of their choice; generally Common

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Tongue, but the decision is ultimately up to the player. Each point spent in the skill allows the character to
obtain one additional language. The standard languages of the world are as follows;
Ancient - The spoken or written tongues of the worlds precursor races, sometimes known as Lufenian or
Lefenish. Ancient languages see very little usage in the worlds day-to-day affairs, particularly in their
spoken forms; these are usually the domain of scholars and adventurers canny enough to realize that
sooner or later everything comes down to mysteriously-inscribed slabs and relics.
Bhasa Mithra - The Mithran/Viera language is constructed around a relatively limited set of words,
placing heavy emphasis on prefixes and context instead. The flowery, flowing language of the Viera is
learned by instinct, not social saturation. This causes the dialect to be hard to learn and follow, as it does
not have roots in any other language.
Common Tongue - The standard Hume tongue, lingua franca on most continents. Most, if not all,
adventurers will be fluent in this language to one degree or another.
Elvaan - Complex and florid, Elvaan has its roots in antiquity; like all other aspects of Elvaan culture, it is
a source of racial pride and jealously guarded against dilution from outside sources.
Galkan - Few Galka are capable of speaking their blunt, unsentimental native language, let alone writing
it; adventurers are most likely to encounter it in ancient, Galkan-built structures and on racial artifacts.
Mogri - The language used by the Moogle race. Though most non-Moogles may wonder how much
communication can be achieved solely using the word Kupo, Mogri is surprisingly subtle; though
untrained listeners will only hear that one word, those fluent in the language know it's all about slight
variations. Few non-Moogles are fluent in this speech.
Monster Talk - Used to communicate with beasts and intelligent creatures that cannot utilize Common
Tongue, this language is typically non-verbal in nature. Though scholars would balk at calling the
resulting collection of grunts, growls and posturing a language, there is considerable study involved in
mastering it.
Tarutaru - Used by the enigmatic Tarut, this language sees great use in the scholarly world due to the
vast amounts of lost magical artifacts and rune-embedded treasure which is unearthed.
Planar - This language can only be learned by someone who has dedicated his life to linguistic study you must have a minimum of 5 points in Language. This is used by the strange creatures that traverse
the wholly-magical planes.
Binary - Binary is a language of zeros and ones, usually written, but can be spoken with a crude vocal
processor that emits boops and bleeps. Much like Planar, a minimum of 5 points in Language is required
to select this language unless the character is an Android.
Lore - INT
Skills which cover a character's understanding of a particular concept or area, abstract or not facts,
figures, and essential information relating to a subject the character has studied in at least some detail.
Better skill tests mean the GM can provide more quality, quantity, and detail in terms of information
granted, but you cannot retake Lore tests. A GM makes Lore checks privately, and a failure represents
the information you receive is incorrect as opposed to simply a 'I don't know.' Learning that this particular
species of Dragon is not dangerous to people with a failed Lore roll may be an awkward situation for your
party to find itself in....
Lore (General): Detailed knowledge of the world the characters live in; geography of a particular area,
major landmarks and guilds, current events and local customs.
Lore (History): General knowledge of key events in history, including dates, personalities, and other
minutiae. Also includes popular mythology, ranging from ancient sagas to contemporary 'urban legends'
Lore (Monsters): What is a Malboro's preferred food source? Just how fast does a Cactuar actually run?
A character with Monster Lore is a treasure trove of facts and trivia on the planet's inhuman inhabitants.
Lore (Esper): A primer on the habitats, histories, strengths, weaknesses and personalities of the Esper
society, as well as routes and passages taken on the Summoner's pilgrimage and the like.
Lore (Relics): This covers everything from long-forgotten family heirlooms to the potential magical
properties of a jewel-encrusted sword. This Lore skill allows players to determine the exact magical
properties of a given item, at a difficulty determined by the GM on a case-by-case basis.
Navigation INT
Through the use of landmarks, the stars, and other environmental features, a character with this Skill can
travel from location to location without losing his way. In addition, the character's well-honed sense of

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direction can be a valuable asset in mazes and other confusing situations.


Negotiation CHA
The fine art of getting your way. A character with this Skill can use their
powers of persuasion to do anything from bartering for an item to
convincing that troublesome Captain of the Guard that, no, they really
arent an Imperial sympathizer, thank you all the same. This skill covers
everything from seduction to intimidation to begging for your life.
Perform - CHA
A character with this skill can express himself. Generally, this skill is
utilized by Entertainers - miming, dancing and singing are a big part of
their repertoire. It also is used for checks regarding tuning and
maintaining a particular instrument, as well as having a ready selection
of songs at hand, and related information. For example, a character is
likely to be able to tell a waltz from a gavotte, and knows enough of the
general etiquette and required steps to avoid stepping on peoples toes
in the process.
Riding - DEX
A character with this Skill knows the basics of staying on and controlling a mount like a Chocobo or
Dragon. To interact with animals that you dont necessarily intent to use as transportation, most GMs will
opt for a straight Charisma skill check instead.
Stealth - DEX
This Skill gives the character a basic understanding of subterfuge, allowing him to secrete himself in
darkened corners to escape detection and sneak around without arousing too much suspicion. It also
allows for sleight-of-hand tricks, forgery, and the like.
In addition, it also covers the art of picking pockets. The ability to sneak small items out of their owners'
possession without them noticing and raising alarm is part of any skilled thiefs repertoire.
Survival - INT
A character with this Skill is able to locate drinking water, forage food and avoid natural hazards that
could easily take the life of a less-experienced traveler. One successful Survival Skill check is required for
a character for each day she attempts to sustain herself in the wilderness; if the character is foraging for
others, additional Skill checks may be needed. This skill also allows players to mask their travels,
preventing others from following.
Swimming STR / VIT
A character with this Skill has the training to float, swim and dive in water. Skill checks are required if a
character is attempting to reach a particular location underwater, to stay afloat in rough current or for long
periods of time, as well as for actions undertaken underwater. (See p.133 for rules regarding holding ones breath
and drowning.)

Synthesis - INT
A character with this Skill can create items of varying size and complexity from scratch using a wide range
of materials and methods, as well as repairing damaged equipment.
A successful Synthesis check will reduce the creation cost of the item in question by 50%.
Such crafting is specific to a type of manufacture, the most prominent of which are as follows;
Synthesize (Alchemical): Through their intimate knowledge of the reactions of compounds, a character
with this Skill can attempt to brew up a wide variety of useful mixtures, potions and tinctures.
Synthesize (Armorsmithing): Handling both Medium and Heavy armor, this skill allows a craftsman to
create, reinforce, and repair most types of protection, including shields.
Synthesize (Cooking): Though some may question the value of haute cuisine in adventuring life, they're
liable to change their tune when the only alternative is another week's worth of dried meat. A character
with this Skill knows how to prepare and identify all types of dishes with a successful Skill test, and may

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even be able to augment their comrades abilities in battle with appropriate foods.
Synthesize (Machines): The least useful of the crafting types in day-to-day affairs, Machines covers
huge, many-month projects such as airships, land vehicles, and other large technological leaps.
Synthesize (Tailoring): Tailoring is the Synthesis skill that covers Light Armor of all sorts, as well as
several unique items.
Synthesize (Tinkering): Tinkers create accessories and relics, handle items that increase raw Skills,
produces items which deal in status conditions; both granting beneficial effects and preventing unwanted
ones... and finally, they also have a bizarre assortment of gadgets and inventions at their disposal.
Synthesize (Weaponsmithing): Every Adventurer needs one, and these are the artisans who make it
so. Some famous Artisans have crafted weapons of truly epic proportions.
Systems - INT
A multipurpose Skill which allows a character to work with complex mechanisms, including electrical
wiring, robots, constructs, and computers. A successful Skill check can be used to either set up, interrupt,
or tamper with a system; failure will damage the system but usually allows the character enough leeway
to attempt to repair the problem. It is possible, however, for a critical failure to destroy particularly
complicated systems beyond the point of salvage.
Thievery - DEX
A character with this Skill can open perform all manner of illegal activities with speed and style. They can
open locks on doors, treasure chests and anything else others consider worth securing, given a few
simple tools, a little elbow grease and a successful Skill check. They may rummage through pockets
undetected, cheat at cards, and disarm or set traps of varying complexity and lethality.
Trade - CHA
A character with this Skill knows her way around the art of buying cheap and selling high. A successful
Skill check can be used to locate a particular piece of equipment; the amount of time spent tracking the
item down and the final price are placed at the GM's discretion. A similar test can also be made to locate
merchants or shops in a town or city, or to haggle a price with a reluctant dealer. In addition, and possibly
most importantly, a character with Trade will have a good eye for details, and can easily appraise items of
mundane value to determine their true worth and authenticity. Trade does not allow characters to
discover the properties of magical items; Lore: Relics is needed instead.
Vehicles - DEX
This Skill enables a character to helm most
vehicles with a reasonable degree of
reliability, though in adverse conditions, things
might be a little bit more difficult. This skill
governs everything from motorcycles to
Magitek armor to Airships. Special maneuvers
naturally require an advanced level of ability
to pull off without wrecking the vehicle in
question in the process.
It can also be utilized to repair damaged
vehicles to which the Systems skill doesnt
apply.

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Weapon Skills
Anyone can swing a stick, but to do so with finesse takes considerable time and dedication on the part of
the wielder. For this reason, Weapon Skills are the bread and butter of virtually all professions, governing
the usage of everything from Swords to Magitek cannons.
Axes - STR/DEX
This Skill covers the usage of the heavy and often cumbersome Axes. They are especially good at cutting
through Plant monsters and cleaving paths through wilderness areas.
Bows - DEX
This Skill allows a character to draw, fire, and reload Bows with speed and accuracy. Characters other
than rangers are unable to move in the same round they fire a bow, forced to take aim to achieve any
kind of result at all. Bows are, for this reason, used almost exclusively by Rangers.
Bows can fire at Medium Range accurately, and at Long Range at a -4 penalty.
Daggers - DEX
This skill covers the smaller, bladed weapons known as Daggers. They can generally be kept hidden from
sight, making them preferred by combatants that value stealth.
Brawl STR/DEX
Brawl is basic unarmed or improvised combat. Inelegant but effective in a pinch, it allows the character to
rely on their bare hands in a fight if no other weapons are available, as well as teaching the character the
ins and outs of Fist weapons and turning mundane, everyday items to deadly weapons.
Guns - DEX
This Skill covers those technologically sophisticated ranged weapons known as Guns. Characters other
than rangers may not move in the same round they fire a gun, representing the need to reload the
weapon. Guns can fire at Medium Range accurately, and at Long Range at a -4 penalty.
Katanas - DEX
This skill covers both the infamous Ninja weapon and the more noble, larger-sized katana used almost
exclusively by the Samurai. The Katana used by Samurai differ due to the Kami spirit which inhabits
them. However, no matter the wielder, Katanas are designed to pierce through armor to make deadly
attacks.
Massive STR
This highly unspecialized skill covers any double-handed weapon of immense size, such as scythes,
Greatswords, Buster swords, and more. A character using a Massive weapon can use their powerful
strikes to send foes flying.
Polearms STR/DEX
This skill allows a character to wield lances, spears, and other Polearms with finesse. Designed for
mounted combat and Dragoons, these weapons can do extra damage with sufficient momentum.
Staves DEX/INT
This skill covers blunt, bludgeoning rods and cudgels. Though few combatants ever choose to wield a
Staff, there are those who have devised ways to channel innate magical energies into their foes using
these otherwise ordinary poles.
Swords STR/DEX
This skill covers the staple adventurers weapon, the Sword. It's tried and true, and is by far the most
common weapon in the world.

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Two Weapons DEX


This Skill represents the specialized training needed for a character to fight with more than one weapon at
a time, wielding a weapon in each hand. In practice, this means a character may equip a weapon in each
hand, provided a Shield is not equipped and that neither is a two-handed weapon.
When making an Attack Action with Two Weapons, the character rolls 3d6 instead of 2d6, and uses only
the two highest dice to determine ACC but uses all three to determine damage. In addition, he may use
all of the magical properties of both of his weapons in a single attack roll.
However, their attack bonus is equal to the LOWEST skill of the ones being used - for instance, a
character wanting to use a Dagger and a Katana in conjunction would need skill points in Daggers,
Katanas, and Two Weapons. If he had 3 skill dots in katanas and daggers, but 0 skill points in Two
Weapons, then he would make his attack roll at a +0 bonus. Thus, there is nothing that stops characters
from utilizing multiple weapons, save for the penalties if the Two Weapon skill is not possessed.
In addition, critical hits and limit breaks while dual-wielding calculate their damage using the lowest Tier
weapon currently equipped thus, the constant money sink of dual-wielding is the primary trade-off for
incredible accuracy and consistently more damage.
Weapon Systems - INT
This Skill governs the use of any weapon too large to be feasibly man-portable some obvious examples
of this would be a cannon mounted onboard an airship or a Magitek Armor's Tek Missile weapon.

Armor Skills
With so many magically-enhanced sets of bodily protection scattered across the land, its no wonder that
specialized training exists. Armor skills help you get the most out of your armor if your skill is too low,
youll be unable to access the special effects offered by armor, and take -2 penalties to all actions when
wearing gear that you simply cant move well in.
The three types of Armor are expressed below.
Light Armor DEX / INT
Most often worn by mages, light armor is designed for fluidity and elemental protection. Though it offers
virtually no defense against blades and bullets, these fine garments are notable for their outstanding
Magical resistance.
Medium Armor - DEX
Covering everything from leathery monster hides to thick, multi-layered garments, medium armor is
designed for one thing mobility. Granting a middle-of-the-road protection to both physical and magical
attacks, Medium armor is best for characters that prefer evasion and speed.
Heavy Armor STR / VIT
Head-to-toe steel armors provide the best protection by far, allowing the wearer to shrug off physical
blows with ease. However, the magical protection offered by this armor is minimal, and it may even
reduce the wearers evasion due to sheer bulk.
Shields are a type of Heavy Armor, and this skill covers their usage as well.

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

Destiny Points are a metagame representation of a Characters potential impact on the world.
All characters receive one point of Destiny upon character creation, and more are earned through a
completion of a characters goals, and when the character performs a dramatic (though not necessarily
life-threatening) action. The watch-word here is dramatic this means disarming a city-leveling bomb at
the four second mark, supporting an entire two-story house with nothing but muscle power, or leaping a
twenty-foot drop to catch a rope dangling from the side of a getaway vehicle.

Earning Destiny
Though some GMs may choose to alter these methods slightly, the standard ways to receive Destiny are
as follows;
Defeating a Boss or End Boss awards each member of the party one or more! points of Destiny,
Members of the Fighter Job class always receive an additional point for this due to their innate ability.
Dramatic Heroism, as described above, awards each member of the party one point of Destiny.
Completing Goals allows individual characters to recover Destiny, as well. One point might be awarded
for a small goal, and up to three could be awarded for seeing the end of a lifelong dream (such as
building the worlds first airship or becoming king.
GMs are encouraged to talk with their players to determine what goals the character has in life, to be able
to award Destiny appropriately and fairly.

Spending Destiny
Destiny has five primary uses, discussed below.
Using Traits: A single point of Destiny will further allow a character, in short, to do what he does best.
Traits are discussed in more detail in the following section.
A character who spends valuable Destiny and uses a Trait in order to keep the plot moving is the best
sort of player a GM can hope for. Make sure that their contribution is remembered.

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Synthesizing powerful weapons and armor: The world is filled with people capable of imbuing
otherwise ordinary materials with a little extra something, forging potent and unique gear that could
reshape the world, playing key roles in the rise and fall of heroes and villains, nations and empires.
Whenever a character wishes to Synthesis a piece of equipment with the Special Ability property, one
point of Destiny must be spent per special ability the weapon would possess. This does not refer to
standard properties like [Element] Strike or Alchemy, but specifically for when a player wishes to create a
weapon that performs a unique function. This Destiny can be spent by anyone, not necessarily the
crafter. (p.112 has more information on Synthesis)
Using Epic Abilities: Each Job has an ability, obtained naturally at first level, which is unrivaled in terms
of combat deadliness. Epic Abilities cost three points of Destiny to use.
Using Limit Breaks Upon reaching level 5, characters can create signature attacks that can eventually
be even more powerful than a jobs Epic ability. Able to turn near losses into clear victories, these mighty
attacks can only be accessed when the character is near death. By expending 3 Destiny when their
character is at 25% or fewer Hit Points (but conscious!), a player may use any Limit Break they know as a
standard action on their turn. Regardless of how many Destiny Points the character possesses, this
option may not be used more than once per round.
Cheating death - Death is a fact of life in the worlds
of Final Fantasy after all, no saga is truly complete
without at least one tragic demise or inspiring
sacrifice. However, the death of a leading character
in a storyline can have major repercussions on the
story as a whole, particularly for the unfortunate
player now left scrambling for a replacement. With at
least 7 points of Destiny, a player can restore their
deceased character to life or escape a situation
which would otherwise kill the character outright.
However, all the characters Destiny is consumed
when Cheat Death is used, no matter how many
points they had saved up.
Players are encouraged never to announce that they
are Cheating Death rather, telling the GM in
private by slipping a note or the like is the best way
it makes for far more dramatic play when the
character reappears.
This resurrection will never be an immediate one; if
engaged in a battle, the character will not revive until
after the battle is over and won. If caught in a certaindeath situation, their survival will not be apparent until
some time has passed and the rest of the party has
already given them up for dead. How the character
manages to escape the Reaper is left to the player to
explain. Its important to note, however, that cheating
death doesnt mean the would-be victim gets away
scot-free. Broken bones and lingering wounds may
leave the character bed-ridden or temporarily
incapacitated the narrow miss can even translate to
permanent physical injuries, such as blindness or a forever crippled arm.

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Traits
"Most people have to act the roles given to them. Then again, most of them haven't even noticed they're acting."
- Delita Hyral

Breaking physical and mental limits to accomplish tasks is bread and butter for Final Fantasy heroes, and
Traits are a reflection of this. A Trait is a character-defining personality feature, which can be activated for
special effects at the cost of Destiny.
They represent everything from your characters true calling or personality, to how others react to them
upon first meetings. For example, an Outsider will always be treated as such instinctively, even in a new
area where hes never met anyone. A character who has Grand Entrance always seems to have the light
silhouette them perfectly as they appear on the scene at the most dramatic moment even if they didnt
spend Destiny! A character with the Coward trait seems to get into fights far more often than most; they
just look like an easy target to push around.
Upon character creation, players choose two Traits to keep for the rest of the game, and will receive two
additional Traits as they gain in experience levels.
By expending a single point of Destiny, a character may use any of his Traits to receive the bonuses
granted. There is no limit to the number of times they can be used consecutively or a maximum number of
uses in a single campaign. Thus, a character could possess the Agile Trait, allowing him to add an extra
1d6 dice to the result of any DEX check. By expending a whopping three points of Destiny, a character
would roll a total of 2d6 dice for his DEX check, allowing him to perform truly superhuman feats.
It is possible for a Trait to be lost that is, if a Sexy character was horribly burned or maimed, a Famous
character to fake a death and walk the streets in disguise, or the like. In such a situation, the GM is
encouraged to allow the player to take another, fitting Trait in place of the lost one.
Finally, players can call Traits by whatever name they like. While it is unlikely for a persuasive Moogle to
be Sexy, it might use its Cuteness or natural Charm to negotiate instead.
AGILE
The character possesses almost superhuman nimbleness and
coordination.
Destiny Use - When making a Dexterity check, add an additional d6
dice to your roll.
AMNESIA
Through trauma or magic, the character has little if any memory of
his own past. People and places of his past will go unrecognized, and
sometimes he won't even know his own name.
Destiny Use - By spending a point, the character treats any skill
check as though he had four points in that Skill.
ANCIENT HISTORY
Special: This Trait may be only taken by Tarut.
The Tarut have a deep connection to the Ancients, the vanished race,
and dealing with the inventions and artifacts of the past sometimes
nudges a long-forgotten racial memory to the surface.
Destiny Use - The character can automatically activate a piece of
Ancient machinery, deduce the function of a mysterious mechanism,
or the like.
ANDROGYNOUS
Regardless of their true sex, the character blurs the gender lines just enough to leave everybody
guessing at times to his own advantage.
Destiny Use - The character can successfully Disguise himself as a member of the opposite gender

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without penalties or a roll, or they can ignore any penalties to Skill checks normally incurred by their
gender for the remainder of the game session. They may use abilities that require a target to be of the
opposite gender such as a Red Mages Steal Heart regardless of their targets sexual persuasion.
ARTISAN
The character is a gifted craftsman; in his hands, dull metal can become magnificent weapons or amazing
relics and machines. Your work is renowned, no matter the field. Whether a master chef or alchemist, or
tailor or painter or metalworker, your skills are beyond what the average professional can ever hope to
match.
Destiny Use - When making a Synthesis check, add an additional d6 dice to your roll.
BOTTOMLESS POCKETS
The character has notoriously sticky fingers, pocketing and pilfering almost subconsciously. Still, you
never realize how valuable a strategically-bent piece of wire is until youre staring at the inside of a locked
prison door. In keeping with this philosophy, the character has an odd or end for every situation.
Destiny Use - The character can conjure up a mundane item, no questions asked provided its small
enough for them to be carrying around. Even if they have no logical reason to be hauling around armor
polish, ten feet of rope or invisible ink, the rest of the party can rest assured itll be there when they need
it the most.
BRILLIANT
The character is a natural-born genius.
Destiny Use - When making an Intelligence check, add an additional d6
dice to your roll.
CHILD OF THE FOREST
Special: This Trait may be only taken by Viera.
Viera have a close relationship with nature, and you are no exception. By
honoring and respecting the primal forces of creation in your day-to-day
life, you can communicate with nature in a way that no other race
possibly can.
Destiny Use - By spending a point while in a natural forest, the Viera can
obtain information as though from an NPC. For example, they could
discern the location of any object or life form currently within the forest, or
that has recently passed through but locations obtained in this manner
may be vague rather than direct (The Beast has passed through the cold
grove into the rift of ancient battle.) and may require interpretation to be
of any use to the party.
COMPETITOR
The character is driven to be the BEST, and competition just fuels this
desire. When placed in a situation where he is in competition with another
person, he performs better, and usually comes out on top.
Destiny Use The character may add an additional d6 dice to any noncombat opposed rolls.
CONFIDENT
A confident character is driven, ambitious and motivated. They are certain of their own abilities and can
often sway others to their way of thinking with riveting oratory and an unshakable belief in themselves. In
addition to their uncanny likability, a character with this Trait is often adept at shaking off the effects of
negative statuses.
Destiny Use - When making a Charisma check, add an additional d6 dice to your roll.

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COWARD
Whilst not the most heroic of traits to have, all Cowards know how to save their own hides and live to fight
another day.
Destiny Use By expending a point of Destiny, the character may instantly be removed from the current
combat. He can take no actions whatsoever until it resolves, and cannot be targeted by offensive actions
or attacks.
CRYPTIC
Who is that mysterious masked man? A Cryptic character seems to
operate on a different level of reality than the world around him, knowing
things nobody else is privy to.
Destiny Use - The character can request a useful fact or piece of
information regarding the partys current situation from the GM in private.
This information should be something none of the other characters could
know, even with successful Lore checks. This Traits functions almost
exactly like Intuitive.
CYNIC
Some characters step into adventuring life with a certain measure of
innocence. Others are so hard-bitten and world-weary that nothing can
surprise them anymore.
Destiny Use - The character can identify a ruse or scam. Fake charities,
legendary items of dubious authenticity, or robed strangers asking them
to retrieve the Doom Book they need to cure their poor, sick grandmother all apply. When a player states
he's spending a point for his Cynical trait, it's spent; regardless whether or not there's a ruse to detect.
FACE IN THE CROWD
The character has the kind of features that just doesn't stay in the memory; those who see him once will
rarely remember him even five minutes later.
Destiny Use - The character can automatically escape recognition and detection in a situation in which
he is under scrutiny. Alternatively for one point, the character can ensure that no reliable permanent
records are kept on him; photographs and physical descriptions are vague enough to almost guarantee
nobody will ever recognize him on the street.
FAMOUS
No matter where you go, it seems like everybody knows who you are and what youve done. While the
baying throngs awaiting you at each and every town may be good for the ego, the well-wishers arent the
only ones taking an interest.
Destiny Use - The character can use her celebrity to leverage a favor; Information, front-row seats, or
low-key items from her admirers.
FLASHBACKS
Special: This Trait may be only taken by Galka.
The character is plagued by vivid flashbacks to a past life he cant entirely remember. So powerful are
these flashbacks that he essentially relives the experience, losing all connection to the outside
worldand taking the party with him.
Destiny Use - The character undergoes a flashback imparting some piece of information useful to the
character or party, either immediately or in the near future. Unlike other information-providing Traits like
Cryptic and Mantic, Flashbacks literally pulls the party into an ancient Galkan memory, which may even
include combat or span multiple game sessions. They cannot change the present with their actions.

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FLIGHT
Special: This Trait may be only taken by Moogles.
The Moogles wings are slightly stronger than most belonging to its species, and is capable of allowing
the moogle to lopsidedly fly as opposed to merely hover.
Destiny Use The character gains flight, with the ability to fly in any direction as a normal move action.
Melee attacks suffer a -4 penalty to hit a Moogle in flight. At the GMs discretion, certain areas may
reduce the speed of the Moogle due to winds or similar effects. The effects of this Trait last for several
hours after Destiny is spent.
FREE SPIRIT
Special: This Trait may be only taken by Humes.
You do not feel restricted by the conventional rules of society or the restraints of 'common sense,' and
often act in a manner that in intentionally provoking, shocking, or supremely deviating from the norm.
You're spontaneous and unpredictable, which often comes in handy.
Destiny Use - After spending the point, your character may act in a way which is totally contrary to his
Affiliation with no ill effects, such as becoming more prone to Shadow or Holy, depending on the action
taken. The effects of this last for an entire game session, and apply to any and all actions taken.
Alternatively, if the user of this trait is a Samurai, they may briefly act against their Code without penalty or
loss of job abilities.
HOTSHOT DRIVER
The character is a master of pursuit no matter the vehicle, and his daredevil feats are legendary.
Destiny Use - After using a destiny point, any vehicle in which the character is driving will manage to
miraculously hold together for the duration of the encounter, regardless of how much of a beating it
sustains in the process of a chase or escape. Alternatively, when making a Vehicles check, add an
additional d6 dice to your roll.
GRAND ENTRANCE
Some characters have a knack of arriving at just the right moment.
Destiny Use - By spending a Point, the character can instantly join or rejoin a group at any point
during a session; in the middle of a desert, on a battlefield, atop a deserted mountain peak even if it
was common knowledge that the character was elsewhere. How and why the character happens to be
show up there is left up to the groups imagination.
GUARDIAN
You can quickly come to the defense of others. Their survival means more to
you than your own.
Destiny Use - You throw yourself in front of an ally, taking damage in their
stead. This ability only works for physical attacks, or magical attacks with a
Single target. You may not use ARM or M.ARM, or any damage reduction
such as Shell or Protect for the purposes of this ability.
HEIGHTENED SENSES
The character has enhanced hearing, smell, or sight, allowing her to spot
things that would normally not be obvious.
Destiny Use - When making an Awareness check, add an additional d6
dice to your roll.
INHUMAN MIGHT
The character possesses incredible physical strength.
Destiny Use - When making a Strength check, add an additional d6
dice to your roll.

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INTUITIVE
Whether through natural curiosity or merely a natural inclination to examine any given situation for
information, an intuitive character can pick up on subtle clues where other people may simply overlook
them.
Destiny Use The character can request a useful fact or piece of information regarding the partys
current situation from the GM in private. This Traits functions almost exactly like Cryptic.
LONE WOLF
The character is ill at ease around the company of others; her poor ability to judge responses and gruff
demeanor tend to cause offense more often than not. They simply don't fit into society properly, and thus
have difficulty in all social interactions. Potential backlashes here is that failures in Negotiation can
become FAR more critical - bartering a room for the night can end up with the Lone Wolf cooling his heels
in prison.
Destiny Use - When a player leaves his group to accomplish something important something on his own,
he can expend a point of Destiny to add an additional d6 dice to his result for any skill check.
PARANOID
You're always on your toes, waiting for the proverbial axe to fall.
Destiny Use - When the GM declares a Preemptive round is beginning, you may expend a point. By
doing so you are able to gather information about what is causing the attack, as well as act in the
Preemptive round even if no other combatant is entitled to do so. In addition, you will receive the first
strike before all other combatants, regardless of circumstance.
Alternatively, you can use this ability to negate damage from a Trap. (Applies to small things like
explosive chests, poison needles and the like, and not to large-scale scenario Traps such as rooms
rapidly filling with water, or walls closing in.)
MACHINE-SAVVY
Some characters are naturally adept around technology, preferring to get involved with machines than
people even if another alternative presents itself. Their grasp of complex devices is simply better than the
average person.
Destiny Use - When making a Systems check, add an additional d6 dice to your roll.
MENTALIST
The character can sometimes foresee tiny fragments of the future or inklings of a destiny yet to come, or
read the thoughts of those around him. How the character derives this knowledge varies from person to
person; some may use smoke and tea leaves, and others are simply born with a strange telepathy
Destiny Use - The character can peer into the mind of an NPC, detecting surface thoughts and probing
for information.
NOTORIOUS
The character has an out-and-out dangerous reputation as a merciless killer, a traitor, an overly-shrewd
diplomat, or simply as a criminal of the highest caliber. Whether justified or just the result of hearsay, this
Notoriety makes his life that much more interesting. Be aware that this Trait can have unusual
backlashes. Innkeepers refusing service, local authorities taking a close interest in the characters
actions, or howling mobs hounding him out of town are all fair game.
Destiny Use - When making a Negotiation check, add an additional d6 dice to your roll.
OUTSIDER
The character has managed to make himself highly unwelcome in society, or grew up in the wilderness.
Whether a Wild Child or an outcast from the civilized world, the character knows how to take care of
himself better when immersed in nature than when in a city.
Destiny Use - When making a Survival check, add an additional d6 dice to your roll.

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OVERCLOCKED
Special: This Trait may be only taken by Androids.
Shifting to backup or auxiliary reserves of power, the Android is capable of far surpassing human
reflexes, speed, and combat expertise for a brief period.
Destiny Use By expending a point of Destiny, the character receives the effects of Auto-Haste until the
end of combat. Afterwards, the character is drained and must recuperate, and they may only take very
limited, non-physically-demanding actions for a 24-hour period, assuming they are able to walk at all.
PRETENDER
People want to believe the best of you. They have no doubts accepting that you are who you say you are.
Destiny Use - When making an Acting check, add an additional d6 dice to your roll.
SEXY
While the definition of 'attractive' continues to be hotly debated in pubs the world over, a character with
this Trait taps into some timeless, universal standard of beauty that never quite goes out of fashion. Be
aware that this trait can have backlashes. Persistent admirers who will stop at nothing to woo, unwanted
attention, or the inability to blend into a crowd are all fair game.
Destiny Use - The character can use her beauty to obtain a favor or a gift from an admirer, or the
character can add an additional d6 to a Negotiation Skill roll aimed at any willing or plausibly willing
target.
STRAIGHT ARROW
The character has unusually upstanding moral values and disarming honesty the kind of man who
prides himself on being able to read anothers character off the basis of a handshake. However, the
characters overwhelming honesty can cause trouble for the party.
Destiny Use - The character can instantly determine the truthfulness of any one statement or person.
STUDIOUS
The character has spent his entire life in the pursuit of various knowledge, and is a walking library of
obscure facts. In his chosen field, this character is an expert, simply knowing everything there is to know.
Destiny Use You may roll an additional d6 die for any Skill Test for Lore, even if you do not have the
points in that type of Lore. For example, a Studious character could utilize Lore (Monsters) with a bonus
die, even if he is an herbalist by trade.
TRUE LOVE
The world is a dark, hostile place, where even Heroes succumb to
hopelessness, greed, and hate. The character has found a ray of light
in an otherwise merciless world, and True Love gives him strength
when things seem darkest.
Destiny Use The character may expend a point of destiny to add
an additional +2 to any roll. It is likely that this trait could be lost with the
death of ones True Love, but this is not always the case. In
such a situation, the character may only take Vengeful, Lone
Wolf, or Cynic in exchange.
UNYIELDING
The character is far more tough and pugilistic than most others.
Destiny Use - When making a Vitality check, add an additional d6 dice to your roll.
VENGEFUL
The character has dedicated himself to the absolute destruction of another person, species, job class,
followers of a certain religious order, etc, that he believes has wronged him greatly in some way. When
he is fighting this type of foe or this specific player, he is determined to win at all costs.
Destiny Use - Declare the target of your revenge when taking this Trait. By spending a point, and
when the player is fighting the Person/Species/Job /etc that he has sworn vengeance against, the
character may continue to fight normally even when he reaches 0 hit points and would otherwise be

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incapacitated and unconscious.


After spending the Destiny, this effect lasts for the duration of the combat. The Character may continue to
fight until he reaches negative hit points equal to half of his base HP, at which point he is dead normally.
If the targeted foe is slain while the character is at 0 HP or below, then the character has had his revenge
and is at peace, and becomes incapacitated; and if in negative hit points, begins to die as normal.
WALKING DISASTER
Walking disaster is as apt a description of the characters activities as any; he seems literally incapable
of walking into a situation without walking away from it as smoldering rubble. Even when he tries his
hardest to behave, things seem always to react violently, become damaged, or detonate into spectacular
fireballs when this character gets involved.
Destiny Use - You automatically critically succeed any Skill check involving the destruction of a machine,
obstacle, building, magical object, or the like, all at the GM's Discretion.
WEAPON MASTER
Special: This Trait may be only taken by Elvaan.
The character has the fires of battle in his Elvaan blood. To him, a
weapon is a weapon; No matter the shape or size, the function is
always the same. Often, weapon masters are focused and
unrelenting, and only truly feel at home when knee-deep in
corpses.
Destiny Use - You may use objects - whether intended to be used
as a weapon or not as though it was your standard weapon for a
combat. A character who has been disarmed and forced to fend off
foes with a spoon and a chair will still do the same damage as he
would with his Tier 6 Axe, for example.
The improvised weapons must be things the character could
feasibly lift, and abilities and effects that the characters standard
weapon possesses cannot be used. The character rolls 3d6 for
accuracy (as though he was using Two Weapon fighting) when
Weapon Master is active, whether or not he has the ability to Dual
Wield normally.

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

The 500 Gil characters receive during character generation are only the tip of the iceberg; before long,
they'll have the money to set about seriously arming and armoring themselves against the dangers which
await them in their travels. This chapter covers the most essential portions of an adventurer's gear, from
the humblest Longsword to the finest Genji Armor - and beyond.
Currency
The Gil (G) is the standard currency of the Final Fantasy universe. Barring inflation, a single gil piece is
pocket change; 10 gil buys a meal for one or a ride on a Chocobo, while 100,000 gil is the going rate for a
well-appointed beachfront house. Prices do, however, fluctuate wildly from world to world - and even from
region to region - in accordance to the demands of scarcity and prosperity.
Countries and nations tend to mint their own individual gil currency; while these may be known by
particular names within that country, at the end of the day, a gil is a gil is a gil - lightweight, easy to spend,
and readily accepted the world over. The latter is due to the gil's composition; traditionally, a gil piece is
made of pure gold - indeed, the name 'gil' itself plays on this tradition. Changing times and growing
populations may force governments to 'water down' the currency, however, replacing the scarcer material
with more common metals such as bronze and silver. Paper bills are also increasing in popularity as an
easily-concealable alternative to the bulky, often inconvenient coins.
Where such changes take place,
they usually do so on a worldwide
scale, ensuring a continued and
universal acceptance for the
currency.
Store Types
No matter where you are in the
world, specialized stores exist for
nearly every form of merchandise
imaginable - even in the remotest
regions, small traders and
traveling merchants will be more
than happy to do business with
anyone able to afford their goods.
Sample types characters may run
into over the course of their
adventures include:
Weapon Stores stock weapons of all types. A good portion of these stores manufacture their inventory inhouse, incorporating separate forges and workshops beneath the premises.
Armor Stores cover Armor of every type, from Light cloth robes to Heavy plate and shields. As with
Weapon Stores, it is not uncommon to find skilled metalworkers attached to the store's premises,
producing goods for sale.
General Stores service the population at large, selling Recovery and Support Items as well as
miscellaneous equipment. In smaller towns, a General Store may also stock a limited selection of basic
Weapons and Armor if no other stores in the area sell them.

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Relic Stores tend to be rarer fixtures in settlements; most of their stock comes from items recovered by
adventurers and explorers. As the name implies, they deal in curios and unusual items, including
Accessories of all shapes and sizes.
Bazaars are stores with a twist you never know quite what you're going to get. Generally only found in
larger cities, bazaars offer a wide range of strange and unusual goods, ranging from genuine rarities and
powerful artifacts to the buffed-up junk sold by unscrupulous con men looking to make a quick Gil. As with
all shopping, finding a bazaar takes time, though they usually tend to be easier to locate than individual
stores. Unlike normal shops, players don't come to a bazaar with a shopping list rather, they will get a
number of purchase options, each given a description rather than a firm name. A Mithril Bow found in a
town bazaar might be described as 'a well-polished ancient crossbow, shining like the sun,' while a
normal Staff may be called 'an iron-shod stick made of durable wood.' There are only two ways to
positively identify a good: buy it, or make a successful Trade roll with the appropriate modifiers.
So why bother with bazaars? Not only
do they hide some amazing pieces of
gear, bazaar goods can save players
some coin, assuming they're careful
enough to avoid the scams that 'bag
of ten dusty bottles with illegible labels'
retailing for 50gil could be a budgetpriced pack of potions... or simple
colored water. Because the GM
decides what's on offer, it can be
difficult to achieve the right balance
between money-wasters and
genuinely good buys aim for
unpredictability, but let the players
score some bargains if they play their
cards right.
Auction Houses are the preferred haunts of the noble and well-to-do, auction houses allow selected
members of the public to bid on a variety of rarities and antiquities. Generally speaking, ordinary
equipment and items are unlikely to end up on the auction block what's up for grabs tends to run the
gamut from useless bric-a-brac like model airships and collectible porcelain to dungeon keys and artifacts
of mystic significance. Auction house items can easily be the start of a great adventure or change the
course of the current one.
Auction houses are rarely found outside of major cities. Even then, access isn't a given some houses
may only cater to the upper classes, making it difficult for rough-and-tumble adventurers to get in without
the right connections.
Buying Equipment
It should be fairly obvious that a player cannot just walk into any given weapon store and ring up a dozen
Excaliburs -- Equipment availability also factors into purchases. Simply put, certain types of equipment
will be more or less readily available than others, whether due to rare materials, a particularly complex
manufacturing process or simple technological limitations.
What does all this mean in game terms? Simple. Characters obtain higher tiers of weapons and armor as
the game progresses. And it is nigh-impossible to skirt this.
Rare and Legendary Equipment
While most of a player's equipment will end up coming from over-the-counter sales, the very best items
take a little more effort to obtain - the kind of effort that typically involves going toe-to-toe with demon
lords or traversing ancient, monster-haunted ruins. Rare gear is uncommon but not one-of a kind, but
there are certain items in the universe that are denoted as Legendary gear, and enjoy near-mythical (or
notorious) status. Such equipment is powerful enough to change the course of an entire campaign, turn
the heroes into mortal gods, and are obviously not easy to acquire.

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Selling Equipment
As characters upgrade to better equipment, they may wish to sell their older gear to merchants. These
will typically pay around 50% of the listed price for items, rounding down, though this may be adjusted for
wear and tear - or any number of other factors - at the GM's discretion. For example, a dagger purchased
for 3000g would only be worth a maximum of 1500g if sold, provided it was still in good condition at the
time.
Carrying Equipment
In order to simplify the process of carrying equipment, all characters have four basic Equipment 'slots'
which can be filled by various items over the course of the game - in the FFRPG, such items are said to
be equipped, and allow the character to benefit from any and all properties they offer:
Left Hand, Right Hand, Armor, and Accessory.
Accessory is a catchall category for the enchanted rings, pendants, headgear, gauntlets, boots and other
items which fall under the Accessory category. A character can equip only one Accessory at a time to
receive the benefits of it.
All other items which a character may have stocked in his or her pockets, bags and backpack, is known
as a characters Inventory. Regardless of a characters strength, any character may only carry a
combined total of 10 items in their inventory; once the limit has been reached, the character must drop or
sell some of their equipment before they are able to take on more.
Beyond the equipment purchased during character creation, a character may have a few items of purely
sentimental or personal value -- a signet ring passed down from generation to generation; a necklace or
locket given to them from a loved one; a lucky coin or talisman; in short, anything that does not have a
price tag as such, but still holds some importance. Such items do not occupy positions within a
characters limited inventory.
Arms and Armor
There are eleven different types of weapons in the world.
Axe - Heavy, unsubtle and fearsome in the hands of a trained warrior, Axes are particularly favored by
Geomancers, who use them to devastating effect in the close confines of the wilderness or underground.
Axes can be held as either a one or two handed weapon, and deal 1d6 or 2d6 points of damage
respectively. They have the special property Plant Killer, meaning that all Axes deal 200% damage to
monster species of the Plant type, such as Malboros.
Bow - Short bows and longbows both require their share of strength and patience to master, but a good
marksmans ability to deal damage from a distance can prove invaluable in many situations. Bows are
ranged weapons that deal 2d6 damage and use the user's DEX instead of STR to calculate damage.
They can utilize ammunition to add further bonuses, as well.
Dagger - Also known as dirks or knives, Daggers can be easily secreted up a sleeve or underneath a
cloak to give the wielder an unexpected edge in combat, wielded or thrown. A typical dagger measures
between 6" to 10", and are plentiful weapons the world over.
Daggers are one-handed weapons that deal 1d6 damage, and use the user's DEX instead of STR to
calculate damage.
They possess the special property Concealable, making them impossible to spot when hidden with
anything less than an Impressive (difficulty 13) Awareness check.
Fist - Whether a simple unarmed strike, a padded leather glove, or foot-long steel claws, Fist weapons
allow a character to put more damage into what would otherwise be an unarmed attack. Fist weapons are
sold as pairs, and are thus treated as a two-handed weapon that deals 2d6 damage.
Unarmed attacks and are treated as Tier 1 weapons that deal 1d6 points of damage.
Massive - The ultimate representation of the physically powerful warrior, years of training are required to
use Massive Weapons with any degree of finesse or elegance. Their weight requires considerable effort

89

on the wielders part to use with any degree of success, but the results can be devastating.
Massive weapons include everything from buster swords to sledges to scythes, and are two-handed
weapons that deal 2d6 damage.
They possess the special property Knockback, able to send his foes flying. After making a successful
attack, the wielder of a Massive Weapon may choose deal 50% damage instead and perform a Short
Range knockback on his target. Thus, Massive weapons are renowned for their ability to disrupt and
annihilate pure spellcasters.
Katana These slightly-curved blades are formed by repeatedly folding a single sheet of metal, creating
a lightweight yet durable weapon designed for graceful movement. Many Samurai consider their weapons
an extension of their own bodies, and thus, consider the art of crafting a Katana to be a noble one indeed.
Katana can be held as either a one or two handed weapon, and deal 1d6 or 2d6 points of damage
respectively. They also possess the special property Piercing Strike, allowing the user to treat the
weapon as though it was a Piercing weapon on one attack per session. Piercing weapons completely
ignore their foes ARM rating.
Gun - Bulky but powerful, Guns carry a great deal of long-range offensive capacity, able to deliver a
single bullet across great distances. Guns are a ranged one-handed 1d6 damage weapon that can use
the user's DEX instead of STR to calculate damage, and can utilize ammunition which may add further
bonuses.
Polearm - The basic principle behind the Polearm is to inflict damage at a respectable distance in melee
combat -- to this end, Polearms consist of a length of wood or metal 5' to 8' in length, topped by a heavy
blade. Spears, lances, pikes, halberds and naginata are all prime examples of this type of weapon.
Polearms are two-handed weapons that deal 2d6 points of damage. They possess a special property
known as Charging. Whenever a polearm wielder moves a Medium range before their attack, they do
an additional level of damage. (STR x 1) becomes (STR x 2), and so on. Some abilities, such as the
Dragoons Jump and High Jump attacks, count towards the movement requirement.
The medium range movement must always be TOWARD the enemy. A character cannot, say, charge out
of melee and then back in a single turn, in order to abuse the extra damage on a charging attack.
Staff - Made of bound wood or metal, a Staff can inflict a respectable amount of damage if wielded by a
skilled user, though most contain a small quantity of magic which can be tapped on when wielded by a
mage. They also possess the special property Spell Effect, allowing even the most unskilled mages to
imbue such weapons with one of their most commonly-used magicks. Upon a critical hit, the weapon will
cast the pre-set spell for no MP cost, Instantly. The wielder may also choose to cast the spell directly from
the staff as a Standard action, with a 25% chance that the staff will be destroyed beyond repair in the
process. Any one weapon may only have one Spell Effect. (see p.93 for more information about the Spell Effect
ability)

Sword - The weapon of choice for adventurers everywhere. While Swords come in many shapes and
sizes, the humble long- or broadsword is by far the most widely-used; the keen edge and versatility of
these weapons go a long way to accounting for their popularity. Swords are a one-handed weapon.
They possess the special property Reliable, allowing the user, once per session, to reroll any attack roll
including critical failures.
Weapon Systems This refers to any weapon too large to be feasibly man-portable, or which is aimed
or operated using a computer interface some obvious examples of this would be a railgun mounted
onboard an airship or a Magitek cannon. They are often too large to lift, and generally use a characters
DEX instead of STR to calculate damage.
A character whom has not put a single point into a Weapon Skill for a certain type of equipment may still
use that weapon. They will not receive any bonuses to their accuracy, and weapon damage will be less,
as if the character was using an Improvised weapon. (see p.121 for more information on this)
For example, an tier 3 axe normally does (STR x 3) + 1d6 points of damage a character who has never
used an axe before will deal (STR x 1 ) + 1d6 points of damage instead.

90

Weapons
Though the actual cost of blades and bullets vary from place to place across the globe, most stores have
a rough price standard to which they adhere. Obviously higher tiers of weapons will cost more, be harder
to create with the Synthesis skill, and be extremely rare in smaller towns.
The following charts show what you can expect to pay for weapons of each tier, as well as their damage
and how many special abilities (which are listed further down the page) come with different Tiers of each
weapon. Almost all weapons with the exceptions of Guns, Daggers, Bows, and Systems use STR for
their damage-modifying attribute. The Difficulty (and Creation Type) listed is the difficulty of the Synthesis
check required to make the item at 50% normal cost.
Tier
1
2
3
4
5
6
7
8

Cost
100g
500g
1200g
3100g
7000g
15000g
30000g
N/A

Creation Type
Weaponsmithing
Weaponsmithing
Weaponsmithing
Weaponsmithing
Weaponsmithing
Weaponsmithing
Weaponsmithing
N/A

Difficulty
10
11
12
14
16
17
18
N/A

Damage Dealt
(Attribute x 1) + 2d6
(Attribute x 2) + 2d6
(Attribute x 3) + 2d6
(Attribute x 4) + 2d6
(Attribute x 5) + 2d6
(Attribute x 6) + 2d6
(Attribute x 7) + 2d6
(Attribute x 8) + 2d6

Additional Abilities
Only standard weapon properties
One additional equipment ability
One additional equipment ability
One additional equipment ability
Two additional equipment abilities
Two additional equipment abilities
Three additional equipment abilities
Eight additional equipment abilities

Equipment Abilities
The following list describes all Equipment Abilities that can be chosen for a weapon purchase (and can
sometimes be found on Armor.)
Note that in the case of weapons, offensive special effects only apply for normal Attack Actions, and
cannot be used in conjunction with an Ability unless specifically allowed in the Ability's description - this
remains the case even those which take an Attack Action as a basis, as is the case with Mug.
Attribute Bonus (example; +2 DEX)
Requires a Tier 2 weapon
The item increases the indicated Attribute by +2 as long as it remains equipped - thus, a character with
STR 14 using a +2 STR weapon would have an effective STR of 16. Upon leveling up, weapons and
armor that increase a players VIT and INT statistics will also help permanently increase HP and MP
scores respectively. For example, a character who has 10 VIT would gain 10 HP plus the bonus from his
job. With +2 VIT armor equipped, the character has effectively 12 VIT, and would thus gain 12 HP instead
of the usual 10.
This ability can be added multiple times, granting up to +6 to an attribute on a non-legendary weapon.
Alchemy
Requires a Tier 2 weapon
A weapon with this effect causes healing items used by the wielder to have double normal effect. This
only increases the effectiveness of items that restore HP, not MP or restore statuses.
Auto-[Status] (example; Auto-Haste)
Requires a Tier 2/6 weapon
The item adds the indicated Status Condition to the character using it at all times. Status Conditions
added in this manner cannot be removed through the use of Spells or Abilities such as Dispel. The
exception to this is Auto-Life, which cancels as normal if used to resurrect the character and will not be
re-added for the remainder of a battle. A Tier 2 weapon is required for Negative status effects, and a Tier
6 weapon is required for Positive status effects.
Break Damage Limit
Requires a Tier 8 weapon
This ability is only to be found on Artifact-level weapons. It allows the wielder of such a weapon to do
more than 999 damage in a single round, whether the damage be magical or physical (or both!) in nature.

91

[Element] Enhancer (example; Fire Enhancer)


Requires a Tier 3/5 weapon
The item is sympathetic to a particular kind of elemental energy, dramatically raising the power of all
attacks associated with that element. Any Ability or Spell which deals Elemental damage belonging to the
type enhanced by the item inflicts 150% damage for as long as the item remains equipped; in the case of
Holy Enhancer, this also allows recovery spells to restore 150% HP instead.
Shadow or Holy Enhancer-type weapons require the base equipment to be Tier 5, not Tier 3.
[Element] Proof (example; Fire Proof)
Requires a Tier 4/7 weapon
Such equipment provides total Immunity to a single element. Fire, Ice, Wind, Thunder, Earth and Water
can be negated with Tier 4 or better gear; Tier 7 equipment is required for Holy or Shadow Proof.
[Element] Strike (example; Fire Strike)
Requires a Tier 3/6 weapon
The weapon has an affinity to one of the eight Elements: Fire, Earth, Water, Wind, Lightning, Ice,
Shadow, or Holy, and all damage dealt by the attack is of that elemental type. As a result, a successful
attack with this weapon will inflict 150% damage if the target has a Vulnerability against the listed
element, or 200% if they are Weak to it, etc. Resistances and Immunities also apply.
A Tier 3 or better weapon can be attuned to most of the elemental types, but Holy or Shadow weapons
require a Tier 6 or better piece of equipment.
[Element] Ward (example; Fire Ward)
Requires a Tier 2/4 weapon
Wearing this piece of equipment confers the character Resistance to the indicated Element. A Tier 4
weapon is required to obtain Resistance to Holy or Shadow.
Follow-Through
Requires a Tier 4 weapon
On a successful Critical Hit, the wielder may make another immediate attack action on the original target,
or on a second target within Short Range of the first. Follow Through will not activate again if this second
attack is a Critical Hit. Limit Breaks do not activate Follow Through.
Indestructible
Requires a Tier 3 weapon
Weapons and Armor with this ability cannot be destroyed with normal means. No forge can reshape
them, no spell or attack can break them. A Ninjas Shatter Weapon ability wont leave so much as a
scratch on an Indestructible target. In some rare cases, such items CAN be destroyed, but the means to
do so are usually campaign-based. Note that all Legendary equipment must have this property.
HP Drain
Requires a Tier 5 weapon
In addition to dealing damage, every successful Attack with this weapon restores the wielder's Hit Points
by an amount equivalent to 50% of the damage inflicted by the Attack after modifying for Armor. Undead
opponents reverse this ability.
MP Drain
Requires a Tier 5 weapon
In addition to dealing damage, every successful Attack with this weapon restores the wielder's Magic
Points by an amount equivalent to 50% of the damage inflicted by the Attack after modifying for Armor.
MP Damage
Requires a Tier 2 weapon
Rather than doing normal damage, each successful Attack made with this weapon inflicts 50% damage to
the target's HP and 50% to its MP after modifying for Armor. If the target does not have an MP score,
then this weapon property is ignored and all combat damage is dealt to HP, as normal.

92

[Monster] Eater (example; Aerial Eater)


Requires a Tier 2 weapon
Whenever a character equipping a weapon with this ability slays a monster
of the appropriate type, the wielder gains back an amount of HP and MP
equal to the amount of damage done in the same round.
[Monster] Killer (example; Undead Killer)
Requires a Tier 3 weapon
All damage done to creatures of the appropriate type isincreased to
200%, whether magical or physical in nature.
Overdrive
Requires a Tier 6 weapon
It is said that this weapon is tied to its wielder's spirit, and that the color and capabilities of the blade will
shift to reflect the heart and mind of a strong-willed fighter. When using this weapon, a character may
utilize Limit Breaks at 50% or less health, as though they had the Limit Breaker job ability.
Piercing
Requires a Tier 4 weapon
This weapon is designed to pierce defenses both natural and man-made. When calculating damage
inflicted by any physical Attack using this weapon, the target's ARM rating is ignored.
SOS-[Status] (example; SOS-Reflect)
Requires a Tier 2/3 weapon
The item adds the indicated Status Condition to the character using it if they are reduced to 25% of their
maximum Hit Points during the course of a battle. Status Conditions added in this manner cannot be
removed through the use of Spells or Abilities such as Dispel; they will only be cancelled if the character's
current Hit Points are raised beyond 25% of their maximum value or the battle ends. The exception to this
is SOS-Auto-Life, which cancels as normal if used to resurrect the character and will not be re-added for
the remainder of that battle. Tier 2 weapons are required for negative status effects, and Tier 3 weapons
are required for Positive status effects.
Special Ability
Requires a Tier 2 weapon
The weapon possesses a unique talent outside of those described here. It may allow a character to use a
Job Ability they would not normally have access to, or enhance a current one. As a Special Ability could
be almost anything, it is highly recommended that GMs use cautious judgment when allowing characters
to purchase and describe gear with this weapon property.
Spell Effect
Requires a Tier 3 weapon
Upon a critical hit, the weapon will cast a specific magical spell. The wielder may also choose to cast the
spell directly from the item with a 0 Mp cost, with a 25% chance to destroy the item. Artifact-level
weapons will never be destroyed by releasing the spell within. Any one weapon may only have one Spell
Effect, and a character who purchases a weapon with the Spell Effect property must choose a spell that
he himself can cast, and characters cannot purchase Spell Effect weapons capable of casting Rank 5
magic.
[Status] Proof (example; Poison Proof)
Requires a Tier 3/6 weapon
Wearing this piece of equipment confers the character Immunity to the indicated Element or Status
Condition type. A Tier 3 of better weapon can prevent the status effects Berserk, Blind, Confusion, Mini,
Poison, Sleep, Stop, or Zombie. A Tier 6 or better weapon is required for the status effects Petrify, Curse,
Seal, Slow and Charm.

93

[Status] Touch
Requires a Tier 2/6 weapon
On a successful Critical hit, the weapon will add the named Status Condition to the target. Status
Conditions afflicted in this way last for only a few rounds.
A Tier 2 or better weapon can cause the status effects Berserk, Blind, Confusion, Poison, Sleep, Stop, or
Zombie. A Tier 6 or better weapon is required for the status effects Petrify, Slow, Curse, Mini, Seal, or
Charm.
Triple Critical
Requires a Tier 5 weapon
Due to its power, any Critical Hits caused by this weapon inflict 300% damage, rather than the normal
200%.
Unusual Weapon Types
These are example weapons that dont fit into any other single category, but are popular the world over.
Buster Sword: A Buster Sword is a Massive weapon that may, as an instant action, be broken down into
multiple different types of blades daggers, multiple swords, Katanas, etc - with the same damage die as
a typical weapon of that type would have, but keeping the same weapon properties and abilities. A Buster
Sword can be turned back into a Massive weapon as a Standard action.
Chakram: Chakrams, boomerangs and oversized shuriken all make excellent throwing weapons, with
good range and a keen edge that always returns to the thrower's hand regardless of how far they are
thrown. Boomerangs and Chakram are considered Medium Ranged despite their lack of ammunition
required to be used, and they may use the thrower's DEX or STR to calculate damage. Chakrams require
the Weapon Training ability, as they dont fit into any other category.
Fork: Originally used by a long-forgotten race, these outsized Forks are ideal for combat and for roasting
one's food over the fire. They are otherwise identical to a Polearm, and use the same combat skill.
Gunblade: Exactly how it sounds, a character using this weapon in melee combat uses his Sword skill for
accuracy, but may also use it to fire rounds of ammo into combat at a short or medium range, using his or
her Gun skill. Damage dealt from range use the user's DEX instead of STR to calculate damage. A
character who uses a Gunblade must also purchase and utilize gun Ammunition, and gains all the effects
from it when making ranged attacks.
Harpoon Gun: This heavy rifle is armed with peculiar ammunition. When fired, instead of launching a
typical bullet, it instead launches a fifteen-inch silver spear attached to a long, thin rope. Three metal
prongs at the tip of the harpoon snap open upon connection with a target, to prevent the harpoon from
being easily dislodged by pulling or putting pressure on the rope. If the weapon is fired into a living
creature which tries to remove the harpoon, they can do so at the cost of taking the damage from firing a
second time. The rope can hold roughly (Weapon Tier x 200lbs) before
becoming very strained and potentially snapping; in such a situation, the
harpoon gun will need to be repaired before it can be used again.
Grappling Guns are similar, possessing a heavy, hooked head at the
end of the rope, and are useful for scaling parapets and walls much.
Homing Cannon: As Pulse Cannons but with a very important single distinction - they are controlled by a
gunner strapped into a computer targeting system, or are controlled by artificial intelligence.
Homing Cannons use the DEX stat to calculate damage. In addition, they possess the Lock-On feature.
After a foe is struck in combat by a ranged attack by a Homing Cannon, the gunner receives a +2
temporary modifier to their attack rolls against that target; until they miss.
Pulse Cannon: Pulse cannons are found on combat vehicles, as main or secondary weapons against
whatever threats the vehicle and its crew may face. They draw their power from the vehicle's reactor,
even though they require a gunner to aim and fire them. Pulse Cannons deal use the gunners INT stat to
calculate and determine damage, and Pulse Cannons and their brethren are all made with the Synthesis
Machines skill.
Whip - Leather whips are constructed by wrapping thin strands of leather into a long tapering lash,
whereas chain whips simply consist of interconnected iron links.
A whip possesses the Disarming property. When a character who has the Disarm ability attempts to do
so with a Whip, they have an automatic 25% chance to succeed without needing to make an opposed
roll. Whips require the Weapon Training ability, as they dont fit into any other category.

94

Thrown Weapon properties


Throwing Weapons Cost Creation Type Difficulty
Thrown Weapons are all assumed to
Dart
200g
Tinkering
10
be Tier 1 ranged weapons, and deal
Juggling Ball
20g
Tinkering
8
(DEX x 1) + 1d6 damage. They are
Skean
200g
Alchemy
12
most commonly used by Ninjas,
Dice
10g
Alchemy
8
Gamblers and Entertainers, who have
Cards
10g
Alchemy
8
special abilities that often incorporate
Shruiken
40g Weaponsmithing
10
such unusual weaponry. Prices given
in the listings are per one item, and attacks with thrown weapons are usually resolved in the same
manner as ones made with any other attack; however, regardless of whether the Attack hits or misses,
the thrown weapon is consumed, destroyed, and removed from the Inventory. Most thrown weapons have
special properties of their own, and a brief description of each is given below.
Dice: Found in gaming establishments all across the world, small plastic dice can be used by Gamblers in
a pinch if no other options are available. Not only do they possess the Concealable weapon property
most often found on daggers, but they also cause 50% more damage whenever they are infused with
elemental-based energy from a Gamblers Slot Shot ability.
Cards: Unlike all other Thrown Weapon categories, the price listed for Cards refers to an entire deck of
these potential projectiles. Cards are a one-time purchase that are not consumed when thrown, and can
be used over and over again. Like Dice, they possess the Concealable weapon property, but also grant
a +2 bonus to Thievery checks to help the user cheat at card games.
Dart: A popular choice in conjunction with contact poisons, Darts require a considerable amount of
accuracy on the thrower's part to inflict any significant damage. Theyre hollow, and have the ability to be
filled with various liquids or gaseous materials, which are released through a hole in the tip upon contact
with a target. Darts, when purchased, are filled with one of three materials; Malboro Poison, which causes
Poison upon damage, Dream Dust, which causes Sleep upon damage, or Loco Weed, which causes
Confuse upon damage, If the damage from the Darts attack would be negated due to effects such as
Protect or ARM, or even the Catch job ability, the status effect also automatically fails.
Juggling Ball: Balls are small, solid metal spheres capable of inflicting heavy concussive damage when
thrown with enough force or skill - at a target. Some types augment this with the addition of spikes,
blades, or elemental magic. As jugglers are common across the world of Ivalice, few guards will bat an
eye at an Entertainer carrying even the most bladed, vicious-looking juggling balls.
Shruiken: A classic Ninja weapon, this is a small, sharp metal disc with multiple cutting edges that can be
thrown at a target in rapid succession. While the damage inflicted is normally far from grievous, a trained
hand can turn them into an accurate and deadly weapon.
Skean: Skeans are double-edged short daggers whose curved blades afford the thrower additional
distance and accuracy, and elemental enchantments ensure optimal stopping power for minimal cost.
Skeans are purchased with an elemental affiliation of Earth, Fire, Water, Wind, Ice or Lightning. They
have the [Element] Strike weapon property accordingly for example, a Fire Skean would have Fire
Strike, dealing additional damage against targets who are weak or vulnerable to that element.
GMs Note
The Weapon Training shared trait means that characters will have the ability to use almost anything they
can dream up as a weapon, from bells to heavy books to biomechanical blades that
change color depending on the users mood. When designing a new weapon
category, remember these simple rules.
First, any weapon can use any attribute for calculating damage STR, DEX, VIT,
INT and CHA are all fair game if argued well enough.
Secondly, all weapons have one Special Ability upon creation. This might be
anything from a +1 bonus to all Lore skills for using a Book, or the ability to dispel
Elemental Terrain when playing on an elementally-aligned Harp or set of Drums.
Ranged weapons are special - the ability to target distant foes IS the weapons ability.
Finally, under no circumstances should a unique weapon allow the user to
attack multiple opponents.

95

Sample Weapons
Many unusual and unique weapons that can be found in shops scattered across the globe. Following is a
sample of these, constructed with the rules listed in the previous section.
Devastator

Yoichi Bow

Tier 2 Axe, Plant Killer, Special Ability

Tier 7 Bow, Fire Strike, Fire Proof, Special Ability

This strange weapon is covered in runes and


glyphs. It appears to have no special properties
whatsoever except being surprisingly heavy but
when used to destroy any non-weapon object
walls, armor, or what have you the character is
treated as possessing the Destructive Strike ability.

The wooden arrows from this bow only remain


solid until theyre fired then they burst into jets of
flame, turning the foe into a blazing pincushion.
These attacks cant be prevented with the Catch
or Return Fire abilities. Merely possessing the
Yoichi Bow is said to provide its owner with some
measure of defense against Fire in all its types.

Maneater
Tier 3 Axe, Plant Killer, Humanoid Killer

Mage Masher

This wickedly curved axe appears to have a pommel


made of several human bones. It was created by a
twisted artisan thousands of years ago with the
intent on wiping out his own species.

Tier 2 Dagger, MP Damage

Berserker's Axe
Tier 6 Axe, Plant Killer, Auto-Berserk, +2 STR

The blade on this axe appears to be in the shape of


a flowing flame, with a handle wrapped in black
leather. It seems normal enough until carried into
combat, at which point the weapon takes over.
The eyes of the wielder are filled with madness and
a berserkers rage, and he will only regain control of
his senses when all foes lie dead before him.
Sky Render
Tier 5 Bow, Aerial Eater, Aerial Killer

This simple wooden bow appears almost splintered


at both ends, and it takes a keen eye to discover
that the weapon was designed with that
appearance. It is especially adept at defeating flying
enemies.

Though the name might raise a few eyebrows,


theres nothing humorous about this weapon. A
target struck with this weapon feels a hopeless
sense of longing as their magical energies are torn
away, spilling out of them like silvery dust on the
wind.
Swordbreaker
Tier 4 Dagger, Special Ability

This dagger is favored by one-on-one fighters,


especially Elvaan nobles who find themselves
constantly dueling. With just a flick of the wrist, the
Swordbreaker is capable of destroying even the
mightiest of weapons.
Once per session, the wielder may use the Ninjas
Shatter Weapon ability as a standard action.
Assassins Knife
Tier 5 Dagger, Humanoid Killer, Special Ability

This machete-like weapon seems to be cut from a


single piece of obsidian, and grants its wielder the
Assassins Kiss job ability.

Heartbreaker
Tier 6 Bow, Charm Touch, Piercing

Dragon Claws

Made of melded wood and gold, this weapon has


caused more than a few fights within adventuring
troupes who stumble upon it. Fittingly appropriate,
as the arrows from this bow are capable of melting
even the coldest hearts, stirring jealousy and envy,
and encouraging even the most wicked of foes to
fight alongside you.

Tier 3 Fist, Dragon Killer

As the name suggests, these five wickedly-curved


spikes set into a leather glove are designed for
piercing the tough hide of draconic monsters.
Kaiser Knuckle
Tier 5 Fist, +2 Strength, Special Ability

A staple weapon for well-to-do Monks everywhere,


the Kaiser Knuckle is forged from some longforgotten alloy and weighs close to half a ton
Foes on the receiving end of such a punch
will find themselves hard-pressed to stay
standing. Whenever a successful attack is
landed, the target receives a Short Range
knockback effect.

Destroyers
Tier 7 Fist, Follow-Through, Overdrive, Auto-Haste

While Final Heaven is a weapon that has achieved


legendary status, the Destroyers sometimes
referred to as the God Hand are not far behind.
Created from an Orichalum alloy, this glove
Has been used by some of the greatest martial
artists since the dawning of history.

96

Coffinmaker

Genji Blade

Tier 5 Gun, Seal Touch, Spell Effect: Seal

Tier 7 Katana, Auto-Regen, Auto-Haste, Follow


Through

This black, crimson and aqua-colored firearm lets


loose bursts of steam and hums with energy
whenever it is reloaded. The guns imbues all of its
ammunition with the ability to completely Seal all of
its targets magical attacks and special abilities.
Blackjack
Tier 2 Gun, Special Ability

Years of gambling, shuffling cards and rolling dice


have paid off, and the owner of a Blackjack finds
himself able to better put his foes to the ground
without ever once drawing his firearm. With the
Blackjack equipped, a Gambler finds himself better
able to utilize improvised weapons.
All damage dealt by Dice and Cards are increased
by one step for example, if a
thrown card was to do (DEX x 1) damage, it will deal
(DEX x 2) damage instead, and so on.
Valiant

The Genji period was a short-lived historical


period thousands of years ago, named after the
master swordsman who used this blade and a suit
of armor to forcibly take the throne. He ruled for
one year before resigning, leaving the kingdom in
turmoil.
At first glance, the Genji Blade appears to be an
enormously powerful weapon; however, there is a
catch. The Genji Blade may never be used alone,
and must be dual wielded with Two Weapons for it
to have any of the above abilities.
Ironside
Tier 3 Massive, Special Ability

Forged from its namesake, this cold iron battleaxe


chills to the touch. It seems to drain the very
warmth from the air. A Dark Knight wielding
Ironside may now use Night Sword as a Standard
action instead of a Slow Action.

Tier 5 Gun, SOS-Protect, Special Ability

Scarecrow

Its a dangerous life, and theres always someone


wholl be wanting to slit your throat when you sleep.
Presumably, that thought was the driving force
behind the creation of the Valiant, a weapon that
ensures its owner is never caught unawares.
With the Valiant equipped, the character is treated
as though he has the Preemptive Footwork job
ability, and may always act in Preemptive combat
rounds.

Tier 5 Massive, HP Drain, MP Drain

It appears at first glance to be little more than a


common farmers scythe, used for harvesting fruits
and vegetables and weeding gardens. That is, of
course, until some poor foe finds his life force and
magic rapidly dissipating under the unrelenting
attacks of a Scarecrow.
The Ogre

Vigilante

Tier 5 Massive, Triple Critical, Special Ability

Tier 2 Katana, Special Ability

Named after great, hulking beasts of legend, this


double-headed greatsword is almost six feet tall,
and made from a stone blade attached to an iron
hilt. It is warm to the touch and emanates a low,
rumbling growl whenever enemies are nearby.

A simple katana used by many still in training or at


least, by the ones who plan on living to see their
training end some day. The bearer of Vigilante
receives a +2 bonus to their EVA at the start of
every combat. This effect lasts until they take
damage, after which time the additional bonus is lost
for that encounter.
Kotetsu
Tier 3 Katana, Fiend Killer

This katana was clearly forged by a master of his


art, the blade sharper than a razors edge and
perfectly weighted. It is especially effective against
Fiends of all types.

Valhalla
Tier 6 Massive, +4 VIT, Special Ability

The ability woven into this seven-foot golden


axe is an unusual one. Whenever the wielder of
this weapon would drop to 0 HP or less, they have
a 50% chance to remain at 1 HP instead.
Colossus
Tier 7 Massive, +2 STR, Overdrive, Triple Critical

This mighty weapon is made entirely of orichalcum


with no decoration whatsoever. It seems plain in
every way save for its immense weight, which can
surprise even the mightiest of warriors.

Heaven's Cloud
Tier 5 Katana, Earth Proof, Special Ability

A warrior equipped with Heavens Cloud need not


remain earthbound. The Kami within this blade also
provides any wielder to Instantly receive the effects
of Float for several rounds, once per session.

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Illumina

Sage's Staff

Tier 7 Massive, Indestructible, Holy Strike, Auto-Blind

Tier 3 Staff, Spell Effect: Varies

Known in many circles as the Lightbringer, this


powerful two-handed greatsword shares several
traits with the Excalibur. Illumina exudes constant
light in a wide area, bright enough that it is difficult to
look directly at the blade, and foes struck by it are
often physically blinded by the radiance.
Unlike the Excalibur, however, Illumina is a weapon
of immense size and weight. It boasts a blade that is
almost three feet wide at its base.

There are many Sages Staves in the world, each


with a distinctive spell incorporated into it.
Whether White, Black, or Blue magic, these
wooden tribal-looking rods are often as
unpredictable as they are fragile. When casting
the Spell Effect directly from a Sages Staff, the
chance for it to be destroyed by the attempt is
increased to 25%.
Ascalon

Dragon Whisker

Tier 7 Staff, Auto-Life, Alchemy, Special Ability

Tier 2 Polearm, Dragon Eater

A pair of pristine ivory wings decorate the top of


this ruby-studded staff, obviously designed to be
reminiscent of an angel. A single glowing crystal
has been carefully wrapped into the staffs tip with
golden bands.
In addition to the very powerful Auto-Life ability,
Ascalon has an additional function when held by a
White Mage with the MP Stroll ability. Instead of
recovering 25% of the White Mages total MP
every hour, the mage regains 100% instead.

The name is no euphemism; this polearm was


actually created from several massive pieces of
draconic chin hair, woven together to create a
supple rod and topped with a bone tooth or iron
point.
Aura Lance
Tier 3 Polearm, Spell Effect: Flash

This glowing polearm is armed with a mysterious


power upon command, it can unleash a blast of
illumination capable of damaging and blinding foes.
Flash is a Blue Magic spell.

Regal Cutlass
Tier 2 Sword, Special Ability

Obelisk
Tier 6 Polearm, Triple Critical, Special Ability

Often used by Tarut Dragoons, this weapon has one


very interesting property; against foes who would
physically overpower the wielder, the Obelisk
strengthens the wielder accordingly.
Whenever battling a foe with a higher STR rating
than the wielder, all damage dealt by physical
attacks is increased by one step for example, if
the weapon was to do (STR x 6) damage, it will deal
(STR x 7) damage instead, and so on.
Petalchaser
Tier 2 Staff, Special Ability

The reasons for the original creation of this unusual


weapon have forever been lost in the annals of
history; we can only speculate. In its regular form,
the Petalchaser is little more than a flowering rose,
small enough to be easily worn in the hair. In this
form the Petalchaser is Indestructible, and it will
never wilt or show signs of aging. With the slightest
thought, though, the rose can transform itself into a
full-length staff made of green iron and vegetable
material, and covered in small thorns.
The primary function of the Petalchaser these days
is often as a form of concealed defense for
Entertainers, but many Red Mages have been
spotted with a rose protruding from their
trademarked crimson chapeaus, as well.

This jewel-encrusted blade, often a target for


sticky-fingered thieves, is a sign of royal heritage.
Anyone wielding the Regal Cutlass receives a +2
to all Negotiate checks.
Enhancer
Tier 3 Sword, Special Ability

This thin, dull silver sword appears to have no


special properties until the wielder casts a spell.
The sword will then burst to life, glowing with the
corresponding elemental color, and receive the
corresponding [Element]-Enhancer ability. For
example, upon casting Firaga, the sword would
glow a brilliant crimson and would receive the
effects of Fire-Enhancer, causing 150% damage
from all the following fire spells and effects.
The elemental enhancement will remain
unchanged for 24 hours, after which time the
sword will return to its original dull color, and a
new spell may be cast, and a new elemental
enhancement received.
Blood Sword
Tier 5 Sword, +2 STR, HP Drain

Orange light glows from within this rune-covered


blade and the hilt is warm to the touch. The sword
is cracked in several places and appears
extremely old, but pulsates with a red-hot heat.

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Soul Saber

Ancient Sword

Tier 4 Sword, Special Ability

Tier 6 Sword, Petrify Proof, Petrify Touch

This crystalline sword appears relatively ordinary,


save for the magical runes etched into the hilt and
blade. However, if the Soul Saber is wielded by a
Red Mage, the character may use the Runic ability
an additional one time per session. Even after the
character has used Runic his maximum number of
times per session, the Red Mage may continue to
use the ability indefinitely, but with a 50% chance
that the sword will shatter each time, becoming lost
forever.

Made from a dull grey stone, this blade seems


ready to crumble at any moment. Such
appearances are obviously deceiving, as the
Ancient Sword created by the long-lost race of
warrior-mystics is one of the most powerful of its
kind. However, there is one large detriment to
using the blade; whenever a foe is afflicted with
the Petrify status caused from the blade, the
wielder will instantly age roughly five years.
Though growing old in this way will never cause
premature death, most adventurers are shocked
at the concept of giving up their youth and vanity
in exchange for combat prowess.

Defender
Tier 6 Sword, Holy Enhancer, Auto-Protect

This thin blade is well-known and used commonly


the world over, as it is one of the most reliable,
useful, and simplistic creations of all the magical
weapons. While designs vary, most feature a set of
golden wings wrapped protectively around the
blade.

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Legendary Weapons
Legendary weapons are the pinnacle of power when it comes to heroic armaments; they often possess
special abilities that put Tier 7 weapons to shame.
Players should never stumble across Legendary Weapons in dusty treasure chests or abandoned
storerooms; rather, these weapons have stories and histories of their own, and often serve as the focal
point for high-level quests.
In addition to the listed properties, all Legendary Weapons have a few additional perks. First, once a
weapon finds an owner, it cannot be wielded by anyone else unless the current user passes away, or
chooses to willingly give it to another owner. In the hands of anyone other than the weapons true owner,
it acts as a Tier 1 weapon with only the Indestructible property.
Furthermore, the character who owns the weapon can cause it to instantly appear in their hands as a
Standard action, no matter the distance.
A partial list of Legendary weapons follows below, complete with suggestions for backstory and current
location.
Artemis Bow
Tier 8 Bow
Indestructible, Break Damage Limit, +4 DEX, Beast Killer,
Plant Killer, Spell Effect: Angel Snack, Special Ability

Named after the goddess of the hunt, this crystalline bow


was last wielded by the Viera Ranger, Serenla, in the Second War. It was destroyed in combat and its
pieces were recovered from the battlefield, later returned to the dwarven stronghold deep within the
center of the earth. As the dwarves had forged the weapon, it was concluded that only they could repair it.
Whether or not they succeeded is the stuff of legends.
Among its other properties, the Artemis Bow allows the user to use the Rangers epic ability, Sharpshot,
once per game session with no associated Destiny cost.
Apocalypse
Tier 8 Sword
Indestructible, Break Damage Limit, Special Property
While the origins of many legendary weapons are shrouded in mystery, the story of
Apocalypse is surprisingly simplistic. It was designed as a weapon to be used in the war
between Ancients and Espers, capable of defeating both sides should the need arise.
When the war ended presumably to the satisfaction of Apocalypses wielder it was sealed away deep
underground until such time as either side attempted to seize power once again.
What Apocalypse lacks in sheer destructive power it more than makes up for with its unparalleled magical
defenses. The wielder of this blade is immune to all damage from all eight elemental types, as
though it possessed all eight [Element]-Proof properties.
Furthermore, Apocalypses owner deals 200% damage to Espers and summoned creatures with all spells
and attacks.
Deathbringer
Tier 8 Massive
Indestructible, Break Damage Limit, Shadow Strike, Shadow Enhancer, Immunity to Shadow, HP Drain, SOSBerserk, Spell Effect: Death

Many legends surround this ominous scythe, spoken in hushed voices and whispered terrors, and told
and retold by the Galkan Talekeepers. The legends tell of Galkan Dark Knight, Zeid, who was one of the
legendary Heroes that took up arms against the Shadow Lord. Upon their victory he crafted this weapon
from one of the claws of the fallen Lord, tempered in hellfire and cooled it in the waters of the Styx; the
river of death itself. In the aftermath of the Great War - armed with this obsidian-black scythe Zeid
proclaimed himself to be the Emperor of the Wastes, and took residence atop the throne of the fallen
Shadow Lord. The Demons and monstrosities that did not bow to him were crushed mercilessly, and he
ruled with fear. Some legends say that the Deathbringer brought the Wastes into an unending darkness

100

as it absorbed the very light from its surroundings, and tendrils of black shadow
began to encroach the nearby lands. The ending to this ill-omened tale has
become little more than a childrens bedtime story, as parents tell of the Paladin
Gabriel, one of Zeids old comrades, who traveled to the Wastes to find his former
friend. Whatever they may have spoke of matters little and is known by none,
but the battle that rocked the arctic fields of the Wastes for two days and nights
is spoken of often. In the end, Gabriel emerged, barely alive and unarmed, and
passed away in peace, known eternally as the greatest Hero to have ever lived.
Folklore states that the Deathbringer and Excalibur lie together in the heart of
the Shadow Lords obsidian citadel, one emanating perpetual light, and the other, forever devouring it.
But these are, of course, merely legends.
Death Penalty
Tier 8 Gun
Indestructible, Break Damage Limit, +4 DEX, Death Touch, Auto-Haste, Auto-Protect, Special Ability

Death Penalty has changed hands many times over the years. It resurfaces in history every few millennia
to perform some great or depraved mission, and then sinks back into folklore and obscurity. Little is
known about this weapon save for its reputation to live up to its namesake.
In addition to its other properties, whenever the gun is being used to punish the guilty, the immoral, or the
decadent, it does 150% normal damage.

Excalibur
Tier 8 Sword
Indestructible, Break Damage Limit, Holy Enhancer, MP Drain, Auto-Protect, Spell Effect: Holy, Special Ability

Many weapons were carried into battle against the Shadow Lord, but none so hallowed or oft-spoken of
as the Excalibur, the blade of the gods themselves. How it came to be is unknown, for when the gathered
few struck out to the Shadow Lords citadel, clad in magic-imbued raiments and with eyes prepared to
see the world pass away, they were accompanied by a dusty-haired youth, innocent and unarmored,
carrying only a sword forged from an unknown metal, and pulsing with white-hot light.
The youth was named Andarius, known today as the greatest Hero to have ever lived.
Stories tell of how, when faced with the unholy magic of the Shadow Lord, and the Heroes of destiny
were wracked with pain and unable to move, Andarius alone had the power to stand, and drove the blade
into the diamond-hard carapace of the ancient demon, the origin of sin, the Shadow Lord himself.
When used by any character who is not Shadow Affiliated, the Excalibur glows with divine radiance, and
the wielder cannot be affected by Disarm or Knockback abilities. In addition, when a Paladin uses the
Holy Circle job ability, the damage is increased to 300% on Undead foes instead of the usual 200%.

Final Heaven
Tier 8 Fist
Indestructible, Break Damage Limit, Follow Through, Auto-Haste, +4 STR, Triple Critical, Overdrive

Monks of great age and wisdom speak freely about this weapon, citing its immense power and ability to
bring much good into the world. When questioned about prior owners, however, they grow silent, insisting
only that there is much we do not know.
Unlike all other weapons, the monks say, Final Heaven will
find you if you are truly worthy to bear its burden.
Genesis
Tier 8 Axe
Indestructible, Break Damage Limit, Triple Critical, Earth Strike, Plant Killer, Special Ability

Genesis was carried into battle by the geomancer Valken in the Second War. Many foes fell to the might
of Genesis, and when the dust settled, Valken was one of the few heroes left standing. He was put to rest
years later on the outskirts of the Wastes in an oasis of flowers nestled in the frozen peaks, so the
legends say. Most believe this weapon was buried with himand that the flowers atop his grave continue

101

to bloom, year after year, even in the arctic winds and sunless blight of the Wastes.
This weapon has a number of special properties. First, the wielder of Genesis receives the effects of
Auto-Regen whenever theyre in direct sunlight. Secondly, they automatically receive the effects of the
Geomancer job ability Primal Might, preventing them from taking damage from Adverse terrain conditions.
Finally, whenever a Geomancer using this weapon uses a Maelstrom geotrance ability, they instantly
regain 25% of their total HP and MP.

Gungnir
Tier 8 Polearm
Indestructible, Break Damage Limit, Piercing, Overdrive, Dragon Eater, +4 ACC, Special Ability

Another dwarf-forged weapon, they have long hailed Gungnir as their finest work. It currently sits
in the Halls of Legend in the dwarven stronghold, deep in the center of the earth. When a Dragoon
wielding Gungnir uses Ancient Circle, the effects of Dragon Killer remain on the Dragoon until the
end of combat, although they fade from all affected party members after several rounds, as normal.
In addition, anyone wielding Gungnir is unaffected when foes utilize EVA-increasing abilities the
weapon has the uncanny ability to almost always strike its mark. Whether it be a Thief using Master
Thief or an enemys special maneuver, you may always treat opponents as if their EVA stat did
not increase from these effects.
Masamune
Tier 8 Katana
Indestructible, Break Damage Limit, Triple Critical, Piercing, Overdrive, Spell Effect: Barrier,
Special Ability

The Samurai known as Lokus once bore this blade, and the good that he spread in his lifetime is
far more legendary than the weapon itself. It is currently in the treasure trove of the great Wyrm,
Shinryu, who takes great enjoyment from devouring and slaughtering those that seek it out.
The Spirit within the Masamune is a Holy Kami, the only one in existence, and a Samurai who wields this
blade can perform truly incredible feats. It is possible for the Masamune to be destroyed in only one
fashion a truly legendary Samurai could, in theory, Draw Out the Kami who lives within it, causing the
blade to shatter. However, the raw energy unleashed from such an attack would have no equal, and
many who study the magical arts philosophize that this could cause localized devastation or beneficial
forces the like of which the world has never seen.
Anyone who uses the Masamune automatically receives one additional Standard action every round; this
can be combined with the Haste spell to allow a single character three standard actions every turn.

Nirvana
Tier 8 Staff
Indestructible, Break Damage Limit, Magic Enhancer, Special Ability

Created by a White Mage named Auria only eighty years ago, Nirvana is by far the newest weapon of
such power in existence. Nirvana sits in the central chamber of the Council of Four, sealed away with
magical locks and barriers until such time comes as it is required.
Nirvana increases the damage dealt with every sort of magical spell and effect under the sun by 50%,
including non-elemental effects such as Ultima. It practically pulses with energy when held by any casting
Job. Most importantly, Nirvana has the Special Ability One MP Cost, reducing the MP cost of all Black,
White and Blue spells of Rank 4 and lower to merely one point of MP. Rank 5 spells are unchanged.
A Summoner equipped with Nirvana gains the following benefits as well first, the cost to Summon any
Esper is reduced to one point of MP, though their individual spells and abilities still require an
expenditure. Secondly, all Espers deal 50% more damage at all times, and also gain the Break Damage
Limit ability.

102

Ragnarok
Tier 8 Massive
Indestructible, Break Damage Limit, Triple Critical, Spell Effect: Flare, Humanoid Killer,
Humanoid Eater, HP Drain, Follow-Through

According to legend, this sword is bloodthirsty to the point that once drawn, it cannot be
returned to its scabbard without having first drawn blood. Despite such claims, the Ragnarok
is still one of the most-sought of all legendary weapons. It was last wielded by Orden del Rios
in the Second War, whose peaceful wishes often went against the swords corrupt nature.
Finally, Ragnarok forcefully betrayed its master, causing the man later to become known as
the Father of Freedom to commit suicide. The swords bloodthrist sated for a time, it was
re-sheathed and hurled into the ocean by a fellow knight, never to be seen since.
Save The Queen
Tier 8 Dagger
Indestructible, Break Damage Limit, +4 DEX, Stop Proof, Auto-Life, Special Ability

Only six inches in length, smaller than most daggers, Save the Queen is by far one of the most delicate
weapon to ever demonstrate usefulness in combat as well as one of the most powerful.
Created entirely out of a single piece of Orichalum, the current whereabouts and former owners of this
weapon are completely unknown. Upon equipping this weapon, the user may utilize the Paladin's ability
Cover at will. It also increases the wielder's EVA by +2

Zanmato
Tier 8 Katana
Indestructible, Break Damage Limit, Triple Critical, Wind Strike, Follow Through, +4 DEX, Special Ability

Sometimes referred to as The Tempest, this blade has never been wielded. Created by the
warmongering Ancients, their civilization is believed to have been destroyed before this blade was put to
use. It was found in the Wastes by a wandering merchant and sold, having exchanged hands many times
since then. It now sits on display at Dragons Head Coliseum and waits to be given to one who proves
themselves as the grand master.
In addition to its regular abilities, Zanmato allows the user to use the Disarm ability once per combat as
an Instant action. A character with the Ninja job ability Shatter Weapon can now also use that ability as
an Instant action.

Ultima Weapon
Tier ? Sword
????????????

You will notice that this weapons abilities and even tier were intentionally left blank. This is because
the Ultima Weapon is simply that; the end-all, be-all of any campaign, and its properties should be left
decided by the GM. However, this weapon is intended to be used as a plot device its abilities should
not be chosen from the list above. Perhaps it allows the wielder to reshape reality at a whim, or sever the
very lifestream itself.
The ties this sword possesses with the monster of the same name should be determined as well by the
GM.

103

Armor
Angry monsters, unscrupulous soldiers, bandits, rogues, traitors, or the occasional weekend brawl with
the ultimate evil - an adventurer can find themselves in any number of scrapes, given enough time and
surprisingly little effort. In the heat of battle, even the most skilled fighters or demure mages will find
themselves taking the odd hit; whether or not they survive the results is entirely down to their armor.
Light Armor is usable by all Jobs, and allows for rapid movement, stealth, and spellcasting without
impeding the user, but provides only the scantest protection against attacks.
Medium Armor consists of heavier leathers and
light metals, and, though it does not provide the
same level of armor bonuses as Heavy armor,
many adventurers feel safe enough in this type of
garb to charge into melee with powerful foes.
Heavy Armor consists of solid, overlapping plates
of metal or another equally durable material for
optimal protection against physical attacks. The
Heavy Armor skill also includes a characters
proficiency with Shields.
Regardless of the given name, Armor can look like anything the character wishes. Rainbow Robes could
be a snazzy business suit, or Full Plate could be spiked black steel, barely covering a scantily-clad female
villain.
The following lists some examples of common, store-bought armor, as well as their estimated prices.
Note that all Legendary armor like all legendary equipment has the Indestructible property even
though it isnt listed.

Light Armor
Name
Cotton Robe
Temple Cloth
Silk Robe
Mages Robe
Chameleon Cape
Snow Muffler
Rainbow Robes
Red Jacket
Black Cape
White Cape
Mirage Clothes
Farplane Shroud
Lumina Robe
Protect Cape
Robe of Lords

Cost
100g
200g
400g
600g
1000g
1300g
2000g
3000g
4000g
5000g
7000g
8000g
10000g
12000g
N/A

ARM
2
3
4
5
8
10
20
20
25
25
30
30
40
40
50

M.ARM
6
7
8
15
22
30
40
40
50
55
70
80
90
120
150

Effect
+1 STR
+1 INT
+1 Disguise
Ice Ward
-2 Stealth
Fire Ward
Shadow Ward
Holy Ward
+2 Healing
Auto-Protect
Seal Proof

104

Tier
1
1
2
2
3
3
4
4
5
5
6
6
7
7
8

Type
Tailoring
Tailoring
Tailoring
Tailoring
Tailoring
Tailoring
Tailoring
Tailoring
Tailoring
Tailoring
Tailoring
Tailoring
Tailoring
Tailoring
N/A

Difficulty
10
11
11
12
12
13
13
14
14
16
16
17
17
18

Medium Armor
Name
Leather Outfit
Nomads Outfit
Speed Suit
Rubber Suit
Aurora Clothes
Gaia Gear
Scorpion Harness
Power Sash
Windshear Vest
Ninja Garb
Reapers Garb
Brave Vest
Maximillian
Force Suit
Genji Gear

Cost
100g
200g
400g
600g
1000g
1300g
2000g
3000g
4000g
5000g
7000g
8000g
10000g
12000g
N/A

ARM
4
5
6
10
15
20
25
30
35
40
50
55
65
80
100

M.ARM
4
5
6
10
15
20
25
30
35
40
50
55
65
80
100

Effect
+1 EVA
+1 Escape
Lightning Ward
Earth Ward
+2 STR
+1 EVA, +1 Thievery
+2 INT
Resist Fear
Auto-Shell
+4 EVA

Tier
1
1
2
2
3
3
4
4
5
5
6
6
7
7
8

Type
Armorsmithing
Armorsmithing
Armorsmithing
Armorsmithing
Armorsmithing
Armorsmithing
Armorsmithing
Armorsmithing
Armorsmithing
Armorsmithing
Armorsmithing
Armorsmithing
Armorsmithing
Armorsmithing
N/A

Difficulty
10
11
11
12
12
13
13
14
14
16
16
17
17
18

Heavy Armor
Name
Chain Vest
Standard Plate
Knights Armor
Viking Mail
Full Plate
Regal Armor
Adamantite Plate
Dragon Mail
Diamond Armor
Kaiser Plate
Crystal Armor
Mirror Mail
Grand Armor
Edincoat
Aegis Armor

Cost
100g
200g
400g
600g
1000g
1300g
2000g
3000g
4000g
5000g
7000g
8000g
10000g
12000g
N/A

ARM
6
7
8
15
22
30
35
40
50
55
70
80
90
120
150

M.ARM
2
3
4
5
8
10
15
20
25
25
30
30
40
40
50

Effect
+1 VIT
+1 Riding
SOS-Berserk
+2 Negotiate
Fire Ward
+2 VIT
Auto-Reflect
Auto-Protect
Auto-Life

Tier
1
1
2
2
3
3
4
4
5
5
6
6
7
7
8

Type
Armorsmithing
Armorsmithing
Armorsmithing
Armorsmithing
Armorsmithing
Armorsmithing
Armorsmithing
Armorsmithing
Armorsmithing
Armorsmithing
Armorsmithing
Armorsmithing
Armorsmithing
Armorsmithing
N/A

Difficulty
10
11
11
12
12
13
13
14
14
16
16
17
17
18

Shields
Name
Buckler
Alert Targe
Bronze Shield
Heavy Shield
Gold Buckler
Heros Shield
Mithril Shield
Chemists Targe
Diamond Shield
Shell Shield
Crystal Shield
Venetian Shield
Kaiser Wall
Genji Shield
Aegis Shield

Cost
50g
100g
250g
400g
625g
900g
1000g
2000g
3000g
4000g
4500g
7000g
8000g
10000g
N/A

ARM
2
2
3
5
6
8
12
12
15
15
20
20
25
30
50

M.ARM
2
2
3
5
6
0
12
12
15
15
20
20
25
30
50

Effect
Sleep-Proof
-1 EVA
SOS-Regen
Alchemy
-1 EVA
SOS-Shell
-1 EVA
+2 VIT
HP Drain
Auto-Shell

105

Tier
1
1
2
2
3
3
4
4
5
5
6
6
7
7
8

Type
Armorsmithing
Armorsmithing
Armorsmithing
Armorsmithing
Armorsmithing
Armorsmithing
Armorsmithing
Armorsmithing
Armorsmithing
Armorsmithing
Armorsmithing
Armorsmithing
Armorsmithing
Armorsmithing
N/A

Difficulty
10
11
11
12
12
13
13
14
14
16
16
17
17
18

Sample Adventuring Gear


The following list is by no means complete, but shows a rough idea of what sort of common adventuring
gear may be purchased on or before, or stumbled upon during, any adventure in the land of Ivalice.
The listed prices only apply at character creation; what merchants will charge for these goods can vary
wildly from place to place, assuming they are available at all.
Name
Ahriman Tears
Choco Whistle
Craftsmans Tools
Dream Dust
Glowstone
Gyshal Greens
Incense, Prayer
Incense, Swamp
Kupo Nut
Loco Weed
Malboro Poison
Oxygen Ball
Tinkers Tools

Cost
10g
100g
200g
100g
30g
50g
500g
10g
50g
100g
100g
150g
200g

Effect
Temporary Immunity to Blind
Calls Chocobos in the area.
A necessity for Synthesists.
Causes foes to fall asleep.
A depleted crystal, provides dim light.
Food for chocobos!
Repels lesser hostile monsters for one hour.
Repels Insects for one hour.
Gives Moogles great strength!
Confuses enemies.
A deadly, foul-smelling poison.
Allows underwater breathing.
Provides a +1 bonus to simple skill checks.

Type
N/A
Tinkering
Tinkering
Alchemy
N/A
N/A
Alchemy
Alchemy
N/A
N/A
N/A
Tinkering
Tinkering

Difficulty
N/A
8
13
12
N/A
N/A
16
8
N/A
N/A
N/A
14
10

Ahriman Tears: The name of this item is a misnomer; the peculiar, cycloptic fiends known as Ahrimans
do not shed tears. Rather, these are juices extracted from the glands behind the creatures single
monstrous eye, and are used by alchemists in various crafts and studies.
They are best known for their ability to restore vision, and are the primary component used in Eye Drops.
However, by using these Tears as a coating over ones eyes, they grant the wearer Immunity to Blind for
the next 24 hours. The price listed is for only several drops of this unusual liquid, enough for just one
application.
Bomb Core: Quite literally the remnants of a Bomb monster, this translucent crimson gem emanates a
slight heat. When the delicate crystal is shattered, it releases a grenade-like burst of flames, causing
20+2d6 points of automatic M.ARM Fire damage to anyone and everything in a Medium Range, as a
Local effect. Some objects can provide cover and shelter from the blast. It is to be handled
carefully, as they are extremely delicate, and react dangerously to even slight amounts
of heat stories abound of the unfortunate, sweaty-palmed adventurer who was killed
as he clutched a Bomb Core just a little too tightly with his warm, bare hands.
Choco Whistle: This ivory whistle is designed to mimic the call of a Chocobo, and blowing it will often
lure one out. As Chocobos are curious and friendly in most regions of the world, it is rare for one to
investigate the sound and then flee upon discovering the trick and is thus a handy method of procuring
potential transportation. Obviously these whistles do not work in all areas, and furthermore, often take
some time for a nearby Chocobo to arrive.
The loud, high-pitched kweh! sound produced can be heard clearly for a mile in each direction.
Craftsmans Tools: No matter your profession whether a professional cook, alchemist, blacksmith, or
more you can purchase a set of tools that have everything an artisan would need for even the most
difficult of Synthesis attempts. Attempting a Synthesis check without appropriate tools will increase the
difficulty. (see p.112 for more information on this)
Dream Dust: This slick, glassy yellow pollen is refined from the bulbous mushroom cap heads of
Funguar. If inhaled, it causes most humanoid races to instantly fall into a deep, coma-like sleep. This
powder is highly illegal, employed mostly by thieves and kidnappers. When used in combat, the target
automatically receives the effects of the negative status effect Sleep until it takes damage, or for several
rounds, whichever comes first.

106

Glowstone: When a Crystal is depleted of energy, it becomes a worthless shell with little-to-no value.
Oftentimes, the Crystal simply shatters, but when they simply dim, they can be recharged slightly,
serving as little more than expensive light sources. A Glowstone is small, blue and translucent, and
radiates a dim light. Though normally reliable and permanent sources of illumination, in areas with high
magical influence, the light often flickers and wanes, or goes out altogether.
Gyshal Greens: These leafy plants are a favorite of the Chocobo, harvested in the fields of Gyshal. They
provide a +1 to your Riding rolls when handling a Chocobo whom has just feasted on these small, bushy
clumps of green leaves. They are not edible by other races, and those who do often find themselves
extremely ill within several hours.
Incense, Prayer: Often used in holy and religious ceremonies, these multicolored candles burn over the
course of an hour, and release a sweet scent. Created in and shipped from the Holy City of Cornelia,
using one acts as the white magic spell Consecrate, preventing most hostile creatures from approaching
as long as the candle burns.
Incense, Swamp: The scent released by these green incense candles can hardly be considered
pleasant, but it does serve a special purpose. The strong odor acts as a repellant to most Insects, and
none will approach while the candles burn. Much like their more saintly candle cousins, a stick of Swamp
Incense will only burn for a total of one hour.
Kupo Nut: These large, reddish-brown nuts are in limited supply. The species of tree or plant they belong
to is long extinct, and the Kupo Nuts, whilst delicious, are unable to take root and grow.
All species can eat and enjoy Kupo Nuts, but its a delicacy of Moogledom. Moogles have been known to
demonstrate kupo feats of strength after eating, or when tempted by, a kupolicious kupo nut. In game
terms, a Moogle who eats one of these receives a +2 bonus on Strength-based skill checks for several
minutes.
Loco Weed: Growing only in the vast, uninhabitable plains of the Sinners Horizon, these barbed roots
are deadly for lost heroes desperate for food. They cause madness and irrational behavior if ingested,
lasting for hours at a time. Some enterprising black market bazaars have begun selling Loco Weed as a
drug, crushed into a fine, green paste. If ingested, it can cause the negative status effect Confusion for up
to several hours at a time. Like the Dream Dust, buying, selling or carrying Loco Weed carries heavy legal
consequences.
Malboro Poison: Extracted from the tentacle-like roots of a vicious Malboro, this thick,
green toxin has great effect if ingested or penetrates the skin. Due to its overwhelming
stench, it is nearly impossible for a victim to drink this poison unaware. If consumed, the
user is affected with Poison, with no duration. If applied to a weapon, it causes the user
to automatically causes the negative status effect Poison next time he causes damage
with the blade, after which time the malboro poison ceases to function. It is highly illegal.
Oxygen Ball: An unusual sphere that steadily releases air and, kept in the mouth, allows the user to
breathe underwater. It can last for up to six hours before becoming fully depleted of oxygen and needing
to be replaced. They begin to expel oxygen automatically when submerged this means that characters
cannot keep extra Oxygen Balls in their inventory in case of emergency, for example.
Tinkers Tools: The exact properties of each individual item vary greatly, but these are the rates for
equipment created by Tinkers to make the common mans life easier. Each one provides a +1 bonus to
any skill check of your choice, as long as the difficulty of said check is not 11 or greater.
For example, an extending rod designed to slice through materials such as glass without sound could
provide a +1 bonus to Stealth. Short metal blades that line the fingertips which assist in cutting purse
strings and garments could provide an increased Pickpocket skill. A cleverly-designed ratchet which fits
around a rope, that assists with ascending and descending? Better Climbing. Electronic Net? Survival. An
electronic compass? You get the idea.

107

Support Items
In addition to equipment, characters have access to a variety of defensive materials which can give a
party a considerable edge in a fight. All the following items are a one-time use, after which time the item is
destroyed and removed it from the Inventory Slot.
Name
Potion
Hi-Potion
X-Potion
Ether
Hi-Ether
Turbo Ether
Eyedrop
Soft
Antidote
Revivify
Echo Screen
Remedy
Phoenix Down
Phoenix Pinion
Elixir
Megalixir
Tent
Smoke Bomb

Cost
50g
100g
500g
50g
200g
500g
10g
100g
25g
50g
100g
500g
200g
500g
3000g
N/A
500g
100g

Effect
Restores 25 HP to a single, conscious target.
Restores 50 HP to a single, conscious target.
Restores 250 HP to a single, conscious target.
Restores 25 MP to a single target.
Restores 50 MP to a single target.
Restores 100 MP to a single target.
Remove the negative status effect 'Blind.'
Remove the negative status effect 'Petrify.'
Remove the negative status effect 'Poison.'
Remove the negative status effect 'Zombie.'
Remove the negative status effect 'Seal.'
Remove all negative status effects except Unconscious.
Restores unconscious character to 10% maximum HP.
Restores unconscious character to 50% maximum HP.
Restores 100% of a characters HP and MP.
Restores 100% of the partys HP and MP.
When used, the party may take a Full Rest.
Casts Escape, allowing the party to flee.

Type
Alchemy
Alchemy
Alchemy
Alchemy
Alchemy
Alchemy
Alchemy
Alchemy
Alchemy
Alchemy
Alchemy
Alchemy
Alchemy
Alchemy
Alchemy
N/A
Tailoring
Alchemy

Difficulty
8
10
12
8
10
12
10
10
10
10
10
12
12
14
16
N/A
12
10

Elixir: Due to the often detrimental side-effects of Elixir consumption, players may not receive
the effects of this item for than once per game session. Additional Elixirs can be consumed,
but no HP or MP will be restored to the target.
Smoke Bomb: These explosives release thick grey smog, obscuring vision and allowing the user and his
allies to physically escape confrontation as the smoke clears. When used in combat, all party members
have the choice to instantly Escape from combat, as per the white magic spell. Those who choose to exit
combat in this way will not receive experience or gil from the encounter.

108

Accessories
In addition to armor and equipment worn in the left and the right hands, each character may utilize one
Accessory. These items have vastly varying functions, costs, and creation types, and are purchasable
from Relic Shops and created by players almost exclusively. They can otherwise be found in dark
dungeons or in Bazaars by merchants that may or may not know their precise worth.
Name
N-Kai Armlet
Yellow Scarf
Tiger Mantle
Magician Shoes
Prism Cape
Muscle Belt
Hyper Wrist
Germinas Boots
Ruby Armlet
Gale Hairpin
Marvel Shoes
Winged Boots
Chocobo Outfit
Sprint Shoes

Cost
500g
500g
500g
500g
500g
2000g
2000g
2000g
2000g
2000g
6000g
3000g
20g
200g

Effect
+2 STR
+2 DEX
+2 VIT
+2 INT
+2 CHA
+4 STR
+4 DEX
+4 VIT
+4 INT
+4 CHA
+4 All Stats
Auto-Float
Dress like a Chocobo!
+1 to Escape checks when fleeing

Type
Tailoring
Tailoring
Tailoring
Tailoring
Tailoring
Tailoring
Tailoring
Tailoring
Tailoring
Tailoring
Tailoring
Tailoring
Tailoring
Tailoring

Difficulty
10
10
10
10
10
12
12
12
12
12
14
10
8
10

Goggles
Peace Ring
Rage Ring
Reflect Ring
Barrier Ring
Protect Ring
Echo Bangle
Pod Bracelet
Gigas Bangle
Safety Bit
Gold Hairpin
Aegis Ring

500g
500g
100g
3000g
1500g
1500g
1000g
1000g
2000g
3000g
5000g
8000g

Tinkering
Tinkering
Tinkering
Tinkering
Tinkering
Tinkering
Tinkering
Tinkering
Tinkering
Tinkering
Tinkering
Tinkering

10
10
8
12
12
12
11
11
12
12
13
14

Angel Ring
Wonderwatch
Slave Crown
Tetra Elemental
Atlas Armlet
Gauntlets

6000g
500g
1200g
5000g
7000g
4000g

Immune to Blind
Immune to Berserk
Adds the 'Berserk' status
Adds the 'Reflect' status
Grants the SOS-Shell status
Grants the SOS-Protect status
Immune to Seal
Immune to Poison and the Bio spell
Immune to Break abilities and effects
50% chance for Immunity to death
Resistance to Fire, Water, Earth and Air
Immune to Blind, Berserk, Petrify,
Zombie, Curse, Charm and Sleep
User is capable of Flight
Your party goes second in Initiative.
Adds the 'Auto-Charm' status.
Adds Indestructible to all equipment.
Immune to Knockback effects
Immune to Disarm effects

Tinkering
Tinkering
Tinkering
Tinkering
Tinkering
Armorsmithing

15
11
11
15
14
12

Sprint Shoes: These padded, comfortable shoes give the users an extra burst of speed when it counts.
A character who has Sprint Shoes equipped receives a +1 bonus to their Escape checks for the purposes
of Running Away from foes in combat. (see p.119 for more information on this)
Chocobo Outfit: Kweh!
Slave Crown: Upon donning the Slave Crown, the user is immediately affected with the negative status
effect Charm, remaining until the Crown is forcibly removed. When created, the Crown is usually
designed so that only one individual can issue orders to the Charmed subject.
Furthermore, the wearer of a Slave Crown cannot remove the item themselves, and is, in fact, completely
unaware of its existence, even if it is pointed out to them. Unlike normal victims of the Charm status
effect, they follow instructions without care for their personal safety.
Wonderwatch: This unusual item reverses the combat order; when battle begins, all adversaries always
and automatically strike first instead of the party.

109

Legendary Accessories
In additional to a handful of powerful weapons, rumors speak of strange artifacts that exist in hidden
places across the globe. Any who would possess such a peerless artifact, it is said, would be less like a
man and more like a god.
All legendary accessories possess the Indestructible feature.
Genji Gloves: You may utilize multiple Weapons as though you had the Dual Wield ability. Furthermore,
equipping the Genji Gloves raises your Two Weapons skill to maximum, allowing you to fight flawlessly
while dual-wielding.
Magus Steeple: Black Mage Only. Grants +6 INT, +4 VIT, and reduces the MP cost of all spells by 50%.
Blood Stone: Blue Mage Only. +6 INT, +4 DEX. Once per game session, the user may exchange one
blue magic spell he knows for any other blue magic spell.
Cursed Ring: Dark Knight Only. +6 STR, +4 INT. Whenever the Dark Knight deals damage to an
opponent he may, as an Instant action, reduce the targets Affiliation by 2. Further, whenever the Dark
Knight deals damage to a foe with an Immunity to Shadow (such as targets reduced to -10 affiliation) he
deals 200% damage.
Rat Tail: Dragoon Only. +6 DEX, +4 STR. After the Dragoon has used his Dragons Spirit epic ability, he
also treats all skills as if they had 8 points, can activate his Limit Breaks for only 2 points of Destiny
instead of the standard 3, and can use all Job abilities an unlimited number of times per session. This
lasts until combat ends.
Rosetta Ring: Entertainer Only. +6 CHA, +4 DEX. Once per round, a character with the Rosetta Ring
equipped can use any Trait they possess without spending Destiny.
Knights Crest: Fighter Only. +6 STR, +4 VIT. A Fighter with the Knights Crest may prior to any game
session rewrite or change his limit breaks. Further, he receives 40 points to build his level 3 limit break
instead of the standard 30.
Trump Card: Gambler Only. +6 DEX, +4 CHA. Once per round, you may reroll any Slots abilities that
result in a Bust effect.
Flower Crown: Geomancer Only. +6 VIT, +4 INT. The Geomancer may cast the white magic spell
Teleport as an Instant action for no MP once per round. Unlike the standard version of this spell, if used in
combat the geomancers foes are teleported as well and the battle continues normally.
Black Belt: Monk Only. +6 STR, +4 DEX. A Monk with the Black Belt equipped takes 0 damage from
improvised weapons, unarmed strikes, and all other attacks that use the Brawl skill to determine
accuracy. Furthermore, all ARM damage he takes from opponents with a STR rating of 4 or less is
reduced to 0 as well.
Sasuke: Ninja Only. +6 DEX, +4 CHA. With Sasuke equipped, the Ninja receives one additional Standard
action per round.
Solomon Ring: Paladin Only. +6 VIT, +4 INT. Invincible lasts an additional number of rounds equal to the
Paladins CHA rating.
Artemis Arrow: Ranger Only. +6 DEX, +4 INT. Once per game session, the Ranger may turn one of their
attacks or abilities from a Standard target to a Group target, affecting all enemies. If the Ranger also has
the Artemis Bow equipped, there is no limit to the number of times per session this ability can be used.
Crimson Chapeau: Red Mage Only. +6 CHA, +4 INT. The user of the Crimson Chapeau has their Epic

110

Ability name changed from Doublecast to X-Magic, and they may now cast four spells instead of two as
Instant actions when using their Epic Ability.
Samantha Soul: Samurai Only. +6 STR, +4 DEX. Whenever a Samurai with the Samantha Soul
equipped uses his Power Break, Speed Break, Soul Break, Armor Break or Magic Break abilities on the
target, the foe also take 200% damage from all sources for several rounds, and attacks made against
them can exceed the normal limit of 999 damage. This additional damage is caused even if the target is
immune to the effects of Break Arts.
Thief Gloves: Thief Only. +6 DEX, +4 CHA. Once per game session, when the user would take damage
that would reduce him to 0hp or less, he may ignore the spell or effect and negate all damage from it.
Minerva Bangle: White Mage Only. +6 INT, +4 CHA. Whenever the user uses a recovery item or healing
spell on an ally, the user also gains the same amount of HP.
Ribbon: This modest-looking red ribbon appears completely unmagical at first glance. The wearer is
Immune to all negative status effects except Unconsciousness and Fear.

Ammunition
Ammunition is required for characters using bows, guns, and the ranged attack from a Gunblade the
basic form of either bullets or arrows, respectively, is thus highly recommended as a purchased upon
character creation. Characters may swap between any of the ammunition types they have as an Instant
Action, and a character never runs out of ammunition.
Name
Wooden Arrows
Fire Arrows
Medusa Arrows
Light Arrows
Yoichi Arrows
Bronze Bullets
Spartan Bullets
Blindsnipe
Riot Shot
Onion Bullets

Cost
100g
500g
2000g
4000g
8000g
100g
500g
2000g
4000g
8000g

Effect
None
Fire Strike
SOS-Petrify Touch
Holy Strike
+4 Ranged ACC, Follow-Through
None
+2 Ranged ACC
Blind Touch
Confusion Touch
+4 Ranged ACC, Piercing

Type
Weaponsmithing
Weaponsmithing
Weaponsmithing
Weaponsmithing
Weaponsmithing
Weaponsmithing
Weaponsmithing
Weaponsmithing
Weaponsmithing
Weaponsmithing

Difficulty
10
11
12
13
14
10
11
13
13
14

Vehicles
All of the vehicles listed below are created with the Synthesis: Machines skill, which has no other function
than to create vehicles of various types. Weeks or months of effort must be sunk into constructing any of
the crafts listed below, and only when the building is nearing completion should the character attempting
the Synthesis make his skill roll. A failure means additional time and resources must be spent to locate
the problem usually adding 10% more gil to the total cost and a few more weeks of tinkering.
Name
Airship, Basic
Airship, Luxurious
Land Vehicle
M-Tek Mecha Hull

Cost
10000g
16000g
5000g
8000g

Effect
Large, Flying, Movement 2
Large, Flying, Movement 3, Weapon Systems
Movement 3
None

Type
Machines
Machines
Machines
Machines

Difficulty
12
14
12
12

Land Vehicle: Anything from a motorcycle to a crude 4-wheel vehicle with space for one rider.
M-Tek Mecha Hull: Only Magitek Corp knows the exact final steps to turning an empty mechanical shell
into a walking, magic-fueled weapon the above creation is little more than an M-Tek Grunt Class
without offensive capability.

111

Synthesis
Having a crafter who can create almost any item in the game for 50% of the store price is unarguably one
of any adventuring partys biggest assets, but having the ability to whip up a skeleton key from scraps
when locked within the castle dungeons, or repair the Fighters weapon after a brief dip in molten lava?
Priceless.
A character can only be working on one synthesis project at any given time, and crafting is subject to
some additional situational modifiers, listed below.
Condition
Inadequate tools
Inadequate workspace
Completely infeasible workspace

Synth Difficulty Modifiers


+2
+2
+4

Craftsmens Tools cost roughly 200g and are purchasable in almost any shop. The tricky part comes, of
course, from bringing them with you. Delicate vials and beakers used in alchemy may not survive intense
combat, and lugging around an anvil all day is hardly wise. Its up to individual crafters to devise intelligent
solutions to these seemingly complicated problems.
The exact time it takes to complete a Synth varies greatly, and is ultimately left to GM discretion; minutes
for a set of makeshift lockpicks, several hours for foods and alchemical supplies, days for low-tier
equipment, and up to weeksor even YEARS for extraordinarily powerful weapons and armor.
Failing a Synthesis Check
A failed roll indicates that the final result is
unstable, unworkable, or simply poor quality. The
item is no better than scrap metal, fuming liquids
or spare parts.
In game terms, this means that although the
character(s) spent 50% of the original items cost
to attempt to create it, theyre ultimately left with
nothing the money and item are both lost.
Destiny
If, however, the Synthesis is successful, it costs
one point of Destiny to create a weapon or armor
with special abilities. Any player character may
expend the Destiny, not necessarily the person
crafting the item.
Rare Materials
Creating a piece of equipment with unique
properties can sometimes be a little more
complex. The price is still 50% of the normal cost,
but crafting powerful items sometimes requires a
special item to be consumed in the craft
aboveand beyond the normal prerequisites.
The difficulty of obtaining this item, of course,
varies based on precisely how powerful the
intended craft would be. A suit of mail with a few
unique abilities might require ore from a nearby
undead-filled mine, whereas a weapon with nearlegendary status might require the horn of a
behemoth.

112

There is no restriction as to the attributes that may be added to a weapon, and no table to determining
which weapon effects are more powerful than others GMs are simply expected to work with their
players to create potential synthesis equipment that fits the power level of the campaign, and is an
appropriate reward for the work the player must undergo to create such a weapon.
A player who wishes to create a Tier 2, Indestructible weapon capable of casting Ultima is unrealistic, but
a first level character who wants to make a Tier 7 Sword on par with one of the Legendary weapons
shouldnt be dismissed outright. The player simply needs to understand that while possible to create
such a weapon it would be a life-long goal that may only see fruition near the end of the campaign.
Conversely, if a player manages to obtain a high tier weapon at a far lower level than they should, think
twice before restricting its usage or taking it away altogether. Weapons that grow and evolve as their user
gains in strength are a staple in the Final Fantasy universe, especially for family heirlooms.

Synthesizing Armor and Ammunition


The rules dont specifically state how a
character would go about crafting up a suit
of armor or magically-imbued garments,
and for good reason.
For those GMs and players who are
dissatisfied with the options presented
here, we suggest the following:
When creating armor or an accessory or
something more unique with special
properties, find a current item thats
relatively close and use that as a
template. Avoid changing the ARM and
MARM values on equipment, and
remember that function is less important
than interesting.

GMs Tip: Why Materials?


When a player approaches the GM with the intent on synthesizing something, we leave the responsibility
of deciding whether or not the item is feasible.and realistic.in the hands of both you and your players.
The 'Materials' requirement merely allows you to preserve game balance without having to say No.
'Sure,' you might say, 'You can make that. But you're not sure you could craft something so powerful out
of simple steel. You've heard rumors about Adamantite in the nearby mines...if you could get your hands
on some of that, you might have a chance at making such a weapon."
Essentially nothing more than adventure or plot hook, the GM can use Materials as a way to say yes to
their players while making sure unrealistically powerful weapons are in the hands of the PCs too early on,
and providing both short and long-term goals for characters.

113

Cooking
Most food items are fairly mundane -- gingerbread Tonberries, glazed carrot cake and roasted condor
may fill the stomach, but dont exactly win battles on their own merits. However, truly skilled chefs can put
a little something extra into their creations, turning an otherwise ordinary dish into a repast capable of
spurring even jaded warriors on to greater achievements. In game terms, Cooking may be used to create
items which grant certain positive effects. There are several types of foods which may be prepared:
Snacks, Meals, and Banquets. Snacks may be used in or out of combat, and last for several hours after
eating. Meals last for an entire game session. Banquets are the same as a Meal, except that it will feed
the entire party. Remember, a character can only make one food item at a time. While this may not make
sense in every case, it's done to be consistent with other crafting rules.
Consult the charts below to determine what size of food will
be created, then modify the cost and creation difficulties
accordingly, based on the desired status effects. The Cost Modifier
is additive; meaning that if a character wanted Healing and Strength Up
on the same item, you would multiply the base cost by x4.
The stat up effects increase the chosen attribute by +3, and Status
Guard provides a flat 25% chance for all negative status effects to fail,
with the exception of Unconsciousness.
Healing restores 25% of a characters maximum health.
You can have multiple Effects on one type of food, and you could,
in theory, eat multiple Meals or Banquets over the course of a
single game session (use your common sense, here) to get multiple,
different effects.such as Strength Up and Status Guard simultaneously.
Type of Meal
Snack
Meal
Banquet
Type of Effect
Healing
Strength Up
Vitality Up
Dexterity Up
Intelligence Up
Charisma Up
Status Guard
Auto-Regen
Auto-Life

Base Cost
100g
150g
300g

Creation Difficulty
8
10
12

Cost Modifier
x2
x2
x2
x2
x2
x2
x5
x5
x8

Creation Difficulty
+0
+0
+0
+0
+0
+0
+1
+2
+4

Banquets and Craftsmans Tools


Characters who attempt to perform Synthesis checks without a set of proper tools increase the difficulty of
Synthesis checks by +2. In Cooking, this is even more pronounced. Characters who lack a set of
Craftsmans Tools are unable to create Banquet-type meals under any conditions.
For those who are wondering, a set of Craftsmans Tools for aspiring chefs usually contains the following;
Pots, skillets, cleavers, four kitchen knives, a meat tenderizer, kebab skewers, a whisk, stirring and
serving spoons, an assortment of spices and herbs, and table settings for up to a dozen individuals.
All of these items still only take up one spot in a characters Inventory, as normal.
Players Note: Such remarkable food cannot be purchased in a normal way, and cannot be stored for
long periods of time. Food often spoils 24 hours after its initial creation.

114

Grafts
Grafts are biomechanical appendages and weaponry developed by the Magitek Corporation. Most often
used by Androids, they are also purchased (albeit unlawfully) by civilians who have suffered physical
losses. It is highly illegal to purchase or affix a Graft, but there is no law restricting their usage. However,
the connotations still exist, and people who have chosen to remedy their disabilities using this technology
are frowned upon. The market price is roughly 1000 gil per point of the Grafts cost. For example, the
Weapon Attachments are two point grafts expect to pay 2000gil on the black market for such an item,
plus an additional fee to have it attached. Of course, this is rarely the going rate, but a character with the
Synthesis (Tinkering) skill can use those estimations as guidelines for creating Grafts of their own.
A successful Healing check at difficulty 9 + (Number of Graft points) is required to affix a Graft, for a
difficulty between 10 and 14. They can be created (or repaired!) by a Synthesis Machines check at the
same difficulty.
All grafts are assumed to have 1 hit point, and are thus very vulnerable. If a character makes a successful
attack against the possessor of a Graft, then the character may choose to deal zero damage and instead
render the robotic appendage or graft inoperable. A graft damaged and rendered usable in this way
provides no bonuses, but retains any penalties the graft may cause.
The same Graft can generally be taken multiple times, but bonuses from identical Grafts are never
cumulative.
Most known Magitek Corp. Grafts are listed below in the following format.
Name: The name of the Graft goes here. The listed point value is for starting Android characters who
need to determine which combination of Grafts they wish to begin play with, since they may only choose
up to 5 points worth.
Location: Which body piece, appendage, or organ is replaced.
Effect: The attribute/skill changes, or the abilities gained after obtaining this Graft.
Synth-Flesh (1pt)
Useful for covering burns as well as allowing Androids to appear more human in appearance. Synth-flesh
is a realistic, pseudo-bio skin.
Location: Anywhere
Effect: If used by an Android, upon becoming damaged, Synth-flesh
will expose the robotic frame underneath, but all Synth-flesh can
grow back in several days. It can even cloak the micro-fusion
emissions and exude standard human body temperature. Thus, heat
detection devices will pick up the Android as human.
Auto-Repair (1pt)
Cherished by non-suicidal androids everywhere, this failsafe repair
system is heavily advised upon.
Location: All grafts
Effect: If a Graft suffers damage and becomes nonoperational, this
built-in organic system will slowly allow them to resume normal functionality
over the course of several hours.
Breathless (1pt)
Whether it be underwater or simply in an area devoid of oxygen, you simply
Can function normally without needing to breathe.
Location: Internal
Effect: The character does not take damage or penalties for functioning
without oxygen.

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Sleepless (1pt)
Much like the Breathless Graft listed above, the user of this graft has been hardwired to never require
sleep.
Location: Internal
Effect: The character never requires rest of any sort, and will never take penalties for functioning without
it. However, this is not the same thing as Sleep Proof, and the character can still be magically coerced
into such a state.
Double-Jointed (2pt)
By replacing several major bodily joints with mechanical parts, such as in the shoulders, kneecaps,
elbows, and the like, the character becomes able to stretch in ways that would otherwise be impossible.
Location: Throughout the entire body
Effect: Adds an additional +1 to a character's Athletics skill.
Data Link (2pt)
The Data Link allows the user to 'plug in' to a computer network via an external port, usually located in the
chest or on an arm.
Location: Varies
Effect: Adds an additional +1 to a character's Systems skill.
Symbiotic Interface (2pt)
More machine than human, the Android is capable of communicating in binary subconsciously with
nearby machinery, even without touching it. There are no visual or auditory clues whatsoever that an
Android is utilizing this ability, save perhaps for a rapid flickering of the eyelids as data pulses to and from
his psyche.
Location: Brain implant
Effect: By taking a -2 penalty to his roll, an Android is capable of making a Systems skill test on any
machine within roughly two meters, even if it is not within direct line of sight.
Heavy Arm (2pts)
An enormous, piston-driven robotic arm which provides the user
with a surprising amount of pure, mechanical strength. Still
relatively human, with normal girth and dimensions, and can pass
unnoticed if covered with Synth-Flesh.
Location: Replaces either the left or the right arm, attaches at
the shoulder.
Effect: This graft grants +2 STR and -2 DEX. Also penalizes the
character with an additional -1 to most social rolls unless the
player has taken the Synth-Flesh graft.
Heavy Arm v2.0 (5pts)
A colossal version of Magitek's previous Heavy Arm design,
placing far more emphasis on sheer power and less on the user's
ability to blend in with normal society.
Location: Replaces either the left or the right arm, attaches at
the shoulder, with diodes going all the way down or across a
character's chest.
Effect: This graft grants +4 STR and -4 DEX. Also penalizes the
character with an additional -1 to most social rolls. Cannot be
covered with the Synth-Flesh graft.
Light Arm (2pts)
In direct opposition to their previous line of limb replacement
implants, the Light Arm is thin and dexterous, although easily
damaged, and is often used by quick draws, con men, and the
like. It's vastly different setup causes conflicts with the previous Heavy Arm line, and for this reason, they

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cannot be used together.


Location: Replaces either the left or the right arm, attaches at the shoulder.
Effect: This graft grants +2 DEX and -2 VIT. Also penalizes the character with an additional -1 to most
social rolls unless the player has taken the Synth-Flesh graft. Cannot be taken in conjunction with either
Heavy Arm graft
Weapon Attachment: Gun (2pts)
Location: Varies - almost always an arm or hand.
Effect: The character with this Graft is able to use and attach any Gun-type weapon to the specified
location, and use it as an extension of himself. They may be removed and repaired, upgraded and broken
like normal weapons. This has several benefits - first, if combined with the Auto-Repair graft, the weapon
can be repaired after being damaged or destroyed for no cost. It also makes the user immune to the
Disarm ability and effects that would otherwise make the user drop the weapon, such as aimed shots
from a Ranger. Finally, a Gun weapon attached in this way may use the INT stat instead of DEX as the
primary attribute required to level up the skill.
A character who uses Two Weapon fighting only needs to take this Graft once, and it applies to both
weapons. With GM permission, it is possible that a character could use a pulse cannon or other large
magitek weapon instead, choosing to use the Weapon Systems skill instead of the Gun skill.
If this Graft is damaged, the character cannot move and fire in a single round regardless of abilities that
may allow him to do otherwise. This lasts until the Graft is repaired.
Weapon Attachment: Blade (2pts)
Location: Varies - almost always an arm or hand.
Effect: The character with this Graft is able to use and attach any Sword, Katana, or Dagger-type
weapon to the specified location, and use it as an extension of himself. They may be removed and
repaired, upgraded and broken like normal weapons. This has several benefits - first, if combined with the
Auto-Repair graft, the weapon can be repaired after being damaged or destroyed for no cost. It also
makes the user immune to the Disarm ability and effects that would otherwise make the user drop the
weapon, such as aimed shots from a Ranger. Finally, a weapon attached in this way may be drawn back
into the body, making it essentially a Concealed weapon.
A character who uses Two Weapon fighting only needs to take this Graft once, and it applies to both
weapons.
If this Graft is damaged, the characters bladed weapon is stuck in a fixed position if concealed at the
time that the graft was damaged, the weapon cannot be drawn until the Graft is repaired, and vice-versa.
Bionic Eye (2pts)
Through the use of an optic implant, the user has flawless and natural 20/20 vision.
Location: Replaces an eyeball.
Effect: Adds an additional +1 to a character's Awareness skill.
Bionic Eye v2.0 (3pts)
Generally considered to be a vast upgrade over the previous model. In addition to perfect vision, the user
is able to see basic heat signatures and the ultraviolet spectrum.
Location: Replaces an eyeball.
Effect: Adds an additional +1 to a character's Awareness skill, as well as the ability to 'sense' living
creatures nearby with your Awareness checks, even if theyre not in direct line of sight.

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CHAPTER VI: COMBAT


"Why not? I don't have anything to lose but my life... and I got that for free!"
- Setzer Gabbiani

Given the sheer number of fiendish monsters and evil Empires waiting to be vanquished in the name of
justice, combat is an unavoidable part of day-to-day life in the worlds of Final Fantasy. This section
covers these encounters -- and more importantly, how to emerge from them alive.
What can I do in one round of combat?
In a given round of combat, a character may perform as many Instant actions as they like. They may also
perform one Standard Action, or start a Slow action.
Instant Actions include speech, certain abilities, or non-skill effects that have no major impact on
combat. They can also move up to a Short Range as an instant action, but this is only once per round.
Standard Actions include most job abilities, drinking potions or using a potion on a party member,
switching between weapons, attacking, or moving a Medium Range. Most actions characters take will be
Standard actions.
Slow Actions are longer effects that require concentration, time, or both. A character has to declare that
they are initiating a slow action, which takes their entire turn. Slow Actions then resolve on the following
turn unless interrupted by critical hit, limit break, Teamwork Attack or a knockback effect, and does not
count towards any of the characters actions on the second turn. Thus, a Black Mage could begin casting
Fire on his first turn and on his second turn, if uninterrupted, the spell would be cast, allowing him to begin
a second Fire spell in the same round. This second cast would finish in the third round of combat, and so
on.
Skills may either be Instant, Slow or Standard actions in combat, depending on the GM ruling. For
example, Riding might be an Instant action because it requires no concentration normally, whereas to
properly aid a fallen comrade with the Healing skill would likely be a Slow action.
A character under the influence of the Haste spell essentially gets an extra half-turn. They may move an
additional range increment OR take a second standard action, OR they may allow a Slow action to begin
and finish in one turn.
Some systems offer characters the ability to Delay their actions, giving them time to think and plan or
change the order in which attacks are made. The FFRPG generally frowns upon this, as it detracts from
the fast-paced action that makes for a gripping encounter.
How much damage do I do?
Weapon damage is mostly pre-calculated.
For example, well use a sword that deals (STR x 1) + 1d6 points of damage. If the character wielding this
weapon had 7 STR, then the damage is deals would be read as 7+1d6 in total. If the same character
switched to a (STR x 2) weapon, then such attacks would deal 14+1d6 damage.
The additional damage is based on the weapons size, and no additional roll is needed you use the
same results from your accuracy roll.
One-handed weapons roll 2d6 for accuracy, and one of those d6 die are used for damage. You pick
which.
Two-handed weapons roll 2d6 for accuracy, and both d6 die are also used for additional damage.
When multi-wielding two or more weapons, 3d6 is rolled for accuracy, and the lowest die is discarded and
ignored. The two highest dice are used for both the accuracy, as well as additional damage.

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Target Types
Five types of targets exist in combat:
The Party simply consists of the PCs and all immediate allies in the area. The typical Party will have
between three and six members, though larger or smaller Party sizes may be encountered. For magical
effects and spells, a 'Party' should be limited to 10 at most for balance reasons; if the PCs should find
themselves at the head of a 200-strong army, the last thing a GM needs to deal with is Curaga healing an
entire battalion at once.
A Group is a formation of monsters, and can be made up of any combination of monster. If more than a
dozen monsters are occupying the battlefield, you may wish to follow the same rules for magical spells
and effects as mentioned above. Conversely, though, theres something to be said for the dramatic effect
of smiting tens of thousands of targets with world-shattering magic.
Self is the user of the ability, or the caster of the spell. This type of maneuver can only be used on
oneself.
Local means the characters, the foes, the terrain in the area, everything within a moderate range is
affected by this blanket spell.
Finally, a Single target is as the name implies restricted to only one person, whether friend or foe.
Such targets may be picked out of a larger formation, or exist simply because the Party is fighting against
only one powerful foe.
Running Away!
Not every challenge the PCs encounter will be winnable,
and sometimes discretion really is the better part of valor.
There are a myriad of ways for players to remove
themselves from combat a Smoke Bomb item, the white
magic spell Escape, or even the Coward trait. But if magic
and misdirection fail, the players can always try to flee on
foot.
A character cannot Run Away by himself it must be a
group decision. When all conscious (above 0 HP)
characters decide to Run Away, then they must each make
an Escape skill check on their turn at difficulty 8 and take
no other actions. If all players succeed at this roll, then
combat ends, no gil or experience is awarded to the group,
and they manage to escape with all of their fallen
comrades.
If any character does not manage to beat the difficulty 8
Escape check, then the Run Away attempt fails, and
nothing happens other than the characters lost their turns
for the current round.
If the players Run Away from a Notorious or Boss monster, then its assumed that the creature is still out
there, lurking and waiting for them to return. Fleeing from a regular monster group effectively means the
encounter was nullified, and the players probably wont encounter the same creatures a second time.
Descriptive Attacks
Combat in the FFRPG is fast-paced and furious, often pitting the heroes against near-impossible odds.
The players will need to think quick and stay on their toes.
A player who, on their turn, simply says I attack and rolls the dice is a character without strategy, and an
attack without an attempt at description will impose a -2 penalty on the roll.
Sometimes, a player may wish to make highly cinematic attacks, and such actions are to be rewarded for
their creativity and resourcefulness as opposed to reducing the overall effectiveness of the attack. A
character who spends a round climbing up the metal arrows imbedded in a massive dragon to reach a
vital point (then attacking on the following round), might be allowed by the GM to treat the foe as having 0
EVA. A character who runs plunges their Indestructible blade into molten lava before striking should

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receive a significant additional Fire damage bonus, and so on. Similarly inspired GMs should be able to
come up with other appropriate rewards.
Whats with these Range increments?
Unlike many other tactical tabletop RPGs, the Final Fantasy game avoids forcing players to think in terms
of movement squares or exact numerical measurements to determine movement and range. Instead,
only three types of distance exist.
Short Range refers to anything conceivably the characters could reach or attack without much movement
required beforehand. It generally denotes that an enemy is easily within melee distance.
Short Range weapons are common, and include everything from Massive swords to unarmed brawling
attacks. Such weapons are versatile and plentiful, but limited in situations with much more mobile
combatants for example, hitting Flying enemies with a Short Range weapon imposes a -4 penalty on
the attack roll. Characters can move a Short Range as an Instant action once per round.
Medium Range is a little harder to measure because its exact distance varies for dramatic purposes.
Medium Range is the distance a character can move in a single round at a hard run, or how far a gun or
bow can be comfortably fired. Medium Range could be a city block or from one side of an Airship to the
other, for example. Almost all Ranged and Thrown weapons possess a Medium Range though theres
no reason a gun or shruiken couldnt be used to its fullest at point-blank. It normally takes a character a
Standard action to move a Medium Range, unless they character is riding a fairly swift mount.
Long Range denotes a distance greater than medium range, but still able to be seen. This could
represent anything from a few city blocks to a few miles, depending on circumstance. Characters cannot
normally move a Long Range without beneficial magic or when aboard a vehicle or mount.
Defending
As a standard action, a character may go into a defensive stance. This reduces all damage taken for by
50%, and lasts until the start of the characters next turn. The 50% reduction is applied last, after armor
and status effects and the like.

Preemptive Round
At the beginning of combat, all allies or enemies who have the element of surprise may act first. When in
the Preemptive Round, all non-participating characters are assumed to have an effective EVA score of 0.
After the Pre-emptive round is completed, the heroes always act first. (see Initiative Order below)

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Initiative Order
Many game systems determine in which order combatants act by rolling. This is not the case in the
FFRPG after the Pre-emptive round of combat, the heroes (generally the player characters) always go
first. After all the PCs have taken their turns the monsters attack, after which the next round begins.
If neither side is clearly the good side due to party infighting, for example then you can settle who
acts first by having the character with the highest DEX on each team make an opposed DEX roll.
How long is a Session?
Many job abilities state that they are limited in use, only able to be activated for a number of rounds or a
number of times per session. The exact definition of a session will surely vary from group to group.
Friends meeting up for their weekly game will probably define a session as the time the group gets
together to the time the game ends for the night. If the medium for play is email, messageboards or
instane-messenger programs, however, the definition of a session might be one in-game day, or until the
party completes their current mission.
Knockbacks and Aerial Combat
Quite a few weapons and abilities have the capability to cause a knockback of various distances, which
in addition to making battle sequences much more dramatic are incredibly useful to interrupt and
cancel Slow actions. As a rule of thumb, creatures much, MUCH larger than the player attempting to
cause a knockback are Immune to the effects, both to the movement and the loss of their action.
A character who is affected by a Knockback does not land until the end of his next turn. This has no real
in-game effect other than for the sake of description. Final Fantasy heroes are well-known for their ability
to fight flawlessly even in mid-air, almost appearing to hover as they clash with foes a few dozen feet
above the ground.
Combat Multipliers
This rule is brief, but important. Often, characters will gain large bonuses to their damage a critical hit
(200% damage) with Fire against an enemy weak to fire (200% damage) for example. These bonuses are
additive; in this situation, 400% damage would be dealt. However, no attack may ever gain a total combat
multiplier of higher than 500% for any reason.
Attacking Multiple Foes
Some Job abilities and special attacks affect more than one enemy, and call for the player to make a
normal attack roll to see if the ability works. In such situations, determine which foe is the most difficult to
hit usually due to a high EVA rating and make the attack roll against that number. On a miss, none of
the foes are affected, even the ones with much lower evasion scores.
Difficult Terrain
In addition to the normal dangers in combat, characters may be faced with other challenges. Perhaps a
cluster of bomb cores sits in the middle of the room, capable of causing a massive explosion if accidently
nicked with a Fire-based spell or attack. Perhaps the area is crowded with screaming, fleeing pedestrians,
making firing a ranged weapon almost impossible.
One of the most common complications, though, is Difficult Terrain. This could be anything from lava
(causing damage to those who move through or into it) or high winds, sandtraps, or the like. Such difficult
terrain often causes negative modifiers (usually between -2 and -4) to specific checks, or sometimes even
all skill checks.
Improvised Weapons and Unarmed Combat
A hero who is unprepared, disarmed, or otherwise being forced to rely on his fists and crude, temporary
weapons follows some special rules.
Unless the character is a Monk, Gambler, or utilizing the Weapon Master trait, Improvised weapons and
unarmed strikes deal damage as though they were one-handed Tier 1 weapons thus, STR + 1d6 points
of ARM damage with no special properties. They use the Brawl skill to determine accuracy.
Improvised Weapons have the weapon property Fragile, meaning they break after several rounds of
normal use and are automatically destroyed if targeted by Arm Shot, Disarm or Shatter Weapon abilities.

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Teamwork Attacks
It is assumed that all attacks in a round happen nearly simultaneously. However, two or more players can
coordinate their attacks against a single foe, attempting to ruin his concentration and leave him (or it)
staggered from the flurry of attacks.
On their turn, players must simply declare and describe the teamwork attack. All players involved take a
-2 penalty to their melee and ranged ACC, and, if a minimum of two attacks simultaneously strike the
target, the Teamwork Attack was successful.
Spellcasters may take part in Teamwork Attacks as well, but they must declare it ahead of time, and are
treated as having an effective EVA score of 0 until the spell is cast.
A successful Teamwork Attack will nullify most special techniques that monsters and bosses possess,
such as Unusual Defense, Final Attack, and Counterattack. See the Bestiary for more information on
enemy techniques.
Two Weapon Fighting
Characters who use the Two Weapons skill gain some fantastic bonuses, increasing their accuracy so
that its almost impossible to completely miss a foe. They also gain the magical enhancements on both
weapons. The following restrictions do apply, however.
First, the character cannot use dual-wield two handed weapons, such as Staves, Polearms, Weapon
Systems, and the Massive category. (Fighters are the one exception to this rule, able to dual-wield Massive
weapons)

Secondly, Disarmed effects cause the player to lose both weapons instead of just one they dont simply
default back to the standard 2d6 instead of 3d6 for attack and damage rolls. Until they recover both
weapons, the character is in serious trouble.
Finally, characters who fight with two weapons cannot stack weapon properties to get double the effect.
For example, a character could not have HP Drain on both weapons to gain 100% of the damage inflicted
back as health. Nor could they gain quadruple healing instead of double healing when utilizing two
weapons with Alchemy, and so on. Having +2 STR on each weapon for a total of +4 is fair game.
Critical Hits
When a character rolls a critical success on his accuracy roll, the hit is assumed to automatically land and
deal 200% damage, also knocking the target back a Short range. If the character is at 25% or less heath,
they may perform a Limit Break instead. (see p.129 for more information on Limit Breaks)
Unimportant NPCs such as nameless soldiers and city residents do not have the ability to land critical
hits, and are instantly reduced to 0hp when they are critically hit, no matter how much damage is dealt.
Counterattacks
Sometimes, weapon or abilities calls for a monster or creature to make a Counterattack. This means that
the individual may use an ability, spell or attack Instantly, and on the opponents turn, against the foe that
caused a counterattack to occur. Counterattacks are taken after the event that causes a counterattack
for example, a Black Mage will first be damaged by the opponents spell, then may respond with one of
their own.
No attack roll is required for Counterattacks, but only one Counterattack may take place each turn. A
character cannot counterattack themselves or an ally under any circumstances.
Unusual Maneuvers
Some tabletop systems have a myriad of other combat techniques that players may utilize to get the
upper hand over foes; grappling, trips, shoving, and the like. No rules are specified in the FFRPG for such
maneuvers. GMs should handle such situations on a case-by-case basis, possibly calling for opposed
attribute checks. However, they are encouraged to remember that in the Final Fantasy universe, even
heavily encumbered warriors are capable of incredible speed, rapidity and technique, able to often ignore
such mundane combat techniques or situations like prone fighting.
Just as players will develop highly elaborate plans and methods for defeating your foes, so will the GM
have to think fast in order to allow for spectacular results that dont physically defeat foes without having
to engage in standard combat.

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For example, if a player decides to crash an airship into a Behemoth. Its the GMs responsibility to make
sure that this mechanical sacrifice isnt worthless, but also that players dont get into the habit of evading
combat through such spectacular stunts.
Disarming
The world of Final Fantasy is filled with enemies as diverse as they are dangerous. While some battle
with fists of iron, poisonous spines and magical blasts, other foes especially Humanoids - use tools as
their primary means of attack. Whether this is a great tree torn out of the ground or a set of futuristic guns
attached to a hulking mech, characters with the Disarm shared ability (p.68) can separate their opponents
from their weapons.
If the disarming character is not using a two-handed weapon and has a hand free, they can hang on to
the item. Otherwise, the weapon is merely knocked aside, generally a Short Range away.
There are no rules set in stone for how long an opponent remains without his weapon after being
Disarmed, and GMs are encouraged to determine this on a case-by-case basis. For example, there is
generally nothing stopping the disarmed opponent from moving to his lost weapon and retrieving it as a
Standard action on the following turn. However, the player may state that they attempt to send their
opponents sword hurtling, lodging it in a nearby tree; in such a situation the GM may rule that a STR
check is required. If the weapon is knocked off the side of a mountain or into lava, retrieving it will prove
more difficult; it may even be destroyed. Using the above example, if the character disarmed an M-Tek
mecha of its double arm-cannons, the warmachine has no way of even picking them back up, much less
re-attaching its weaponry. Use common sense and fairness when dictating the results of a Disarm.
GMs Note: Combat Rewards!
A partys main source of Gil is from successfully defeating monsters. It may also come in the form of
treasure obtained during the course of an adventure, or money given to the party by NPCs and other
allies in exchange for services and other tasks. The income from these three combined should have the
characters making around 100 x (Character Level) gil, apiece, per session.
Thus, a level two party with five members should receive roughly 1,000 gil per session. A level two
character should expect to make 200 gil per session.
If more Gil are made available, bear in mind that this means that characters will have access to better
equipment and more healing, decreasing the challenge level of future encounters. In games where Gil is
scarcer, on the other hand, the death of money means the party will be less prepared to face battles. As a
result, the difficulty level of the game rises accordingly.
NEGATIVE STATUS EFFECTS
There are many different things that can happen to a character besides taking damage. Negative Status
Effects can do anything from inconvenience your character to completely crippling him.
Generally, when a spell attempts to cause a Status Effect, the victim may make an immediate Charisma
check to shake it off. The difficulty of this check is (10 + Tier level of the spell used) for spells. Spells that
cause status effects usually include a Resistable descriptor and the target number to beat with a CHA
check, for quick reference purposes.
The list of negative status effects follow.
Berserk: You go berserk, and can do nothing on your turn but attack the nearest enemy. This will not cause you to
mistake friend for foe.
Blind: You now use only roll 1d6 for combat accuracy rolls, regardless of dual-wielding or any other modifiers. Cured
by Eyedrops.
Charm: You fight on your enemy's side until the effect wears off. The player retains control of the character, but will
battle against his former allies. Charmed characters still retain their understanding of the world and basic principles
such as danger, and will rarely act foolishly or put themselves in harms way needlessly. Taking damage has a 25%
chance of removing the Charm status. Cure: Receive Damage
Confusion: You are confused and disoriented, causing you to take random actions each round. You may attack your
friends, heal your enemies, or perform completely nonsensical actions, such as trying to use Inquiry on a tree or a
Phoenix Down on yourself. The GM may determine the characters random actions, or he may allow the player to do
so. Taking damage has a 25% chance of removing the Confusion status.

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Curse: All your attacks, both physical and magical, deal minimum damage. All attacks now are reduced to their
lowest damage step if an attack was to do (STR x 5) damage, it will now do (STR x 1) instead, and so on.
Fear: Exactly like the effects of Stun, although only usable by Bosses and the Dark Knight ability No Mercy. Your
next turn is skipped completely. You can take no action whatsoever. Your EVA score is effectively zero. There are
very few spells and effects capable of negating Fear.
Mini: You are shrunk to a very small size. All damage you deal with weapons is halved. In addition, all damage dealt
to you is increased by 50%.
Petrify: You are transformed into a stone statue. You are completely immobile and can take no action. However,
nothing can harm you while you are petrified- all damage dealt to you is reduced to zero, and you are immune to all
negative status effects. Cured by Softs.
Poison: When poisoned, you lose 10% of your max HP at the end of each of your turn. This can reduce your HP to
zero. Cured by Antidotes.
Seal: Your special abilities are sealed. You cannot use Abilities or Magic of any type, but can still use Skills and take
other actions. Cure by Echo Screens.
Sleep: You are magically put to sleep, and can do nothing until the effect ends. Any physical attacks automatically
hit, but also waking you up. Your EVA score is effectively zero. Taking damage has a 100% chance of removing the
Sleep status.
Slow: Your actions take longer than normal. Instant actions become Standard actions, Standard actions become
Slow Actions, and Slow actions resolve at the end of the players next turn instead of the beginning, essentially taking
a full two rounds to use. This is one of the nastier status effects, and as such it is quite uncommon almost
completely exclusive to Time Magic.
Slow overwrites and cancels the Haste status.
Stop: You cannot move. You can still take actions, but cannot cover any distance and are stuck in your current
location unless moved by a third party. Furthermore, your EVA score is effectively zero.
Stun: Your turn is skipped completely. You can take no action whatsoever. Your EVA score is effectively zero.
Unconscious: When your HP reaches zero, you are completely incapacitated. You can take no actions until revived
by a Phoenix Down, Phoenix Pinion, or resurrection spell. Curative Potions and Healing spells will have no effect.
Zombie: Your body is infused with negative energy, partially transforming you into a creature of darkness. All curative
spells, effects, and potions are reversed, dealing damage instead of healing it. Cured by Revivify.

POSITIVE STATUS EFFECTS


Luckily, not all status effects are bad. Positive status effects, often granted by white magic, can bestow
great advantages on your character- while they last. If your character is knocked unconscious, any
positive status effects disappear immediately. All positive status effects have a duration of "Temporary."
If a character wishes, they can prevent themselves from receiving a positive status effect with the same
sort of Charisma check listed above. While rare, situations where such normally beneficial spells are a
hindrance DO pop upsuch as a Zombied character trying not to receive the effects of Regen.
It should be noted that even a character with Immunities to status effects can choose to be affected by
them if he or she wishes. Thus, a character with a Ribbon equipped and thus Immune to all statuses
could still operate under the effects of Protect and Haste if they liked, or even allow themselves to be
Charmed.
Protect: All physical damage dealt to you is halved for the duration of the effect. The damage is halved after ARM
reduces the initial amount.
Shell: All magical damage dealt to you is halved for the duration of the effect. The damage is halved after M.ARM
reduces the initial amount.
Haste: You have time for an additional Standard action in the same turn. Slow actions begin and end on the same
turn. Haste overwrites and cancels the Slow status.
Auto-Life: If your HP is reduced to 0 while under an Auto-Life spell, you are immediately revived with 1 HP.
Reflect: Most magic that would otherwise affect you is instead reflected towards a random target on the opposite
side. For example, this means that casting Cure on a Reflected enemy will result in you or one of your allies being
healed
Regen: The literal opposite of Poison. While under the effects of Regen, a character gains 10% of his max HP at the
end of each of his turns.
Float: Floating characters take no damage from Earth-based spells and abilities, and hover several inches above the
ground. They also take no damage from falling, but they dont receive the same benefits to avoid Short Range attacks
that truly Flying characters have.

124

Leveling Up
"The way I see it, as long as you make it out of a battle alive, you're one step closer to fulfilling your dream."
- Seifer Almasy

Upon gaining a level, the character chooses one Attribute and raises it by one point, and also receives
one additional skill point.
At level 3, and every 3 levels thereafter (3, 6, 9, etc) an additional Attribute is raised by one point.
(Assuming this would not attribute may rise above the character's Maximum).
At level 4, and every 4 levels thereafter (8, 12, 16, etc), a character obtains a new Job Ability of his
choice.
At levels 10 and 20, a character obtains a new Trait of his choice.
At levels 5, 15, and 25, a character receives a new Limit Break.
Use the following chart as a reference tool.
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30

Additional Benefits
Standard
Standard
+1 to different Attribute
Job Ability
Limit Break #1
+1 to different Attribute
Standard
Job Ability
+1 to different Attribute
New Trait
Standard
+1 to different Attribute, Job Ability
Standard
Standard
+1 to different Attribute ,Limit Break #2
Job Ability
Standard
+1 to different Attribute
Standard
Job Ability, New Trait
+1 to different Attribute
Standard
Standard
+1 to different Attribute, Job Ability
Limit Break #3
Standard
+1 to different Attribute
Job Ability
Standard
+1 to different Attribute

5 points of EXP are required to level up. Experience is awarded as follows;


Quote/Backstory - 1 EXP
Upon character creation, players are encouraged to provide a backstory complete with goals and future
ambitions. Or, for the easiest point of EXP you'll ever earn, top it off by filling out a clever and concise
character quote on your sheet. Either one of these is worth 1 point of EXP right off the start. Doing both of
these is worth 2 EXP before the first session even begins.

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Combat - 1 EXP
To defeat your foes, whether through direct
combat, a successful plan, or other means awards
1 EXP. Sometimes sneaking past foes will not
award this exp, as they were not 'Defeated,' merely
temporarily overcome. No exp will be usually
awarded if the foes were greatly below your level,
not fighting back, or Charmed. Outsmarting your
foes to overcome the challenge also generally
counts as deserving of an EXP reward, at the GM's
discretion.
Bosses - 1 or 2 EXP
To defeat a long-running or major campaign villain
in an epic struggle will award an additional point of
experience, or two if the villain was a truly titanic,
save-the-world level End Boss. The foe must be
defeated permanently for this exp to be retrieved in a skirmish in which a Boss manages to flee, this
exp will not be received however, the party does
still receive the normal 1 EXP for Combat.
Quest - 1 EXP
To complete a story arc or a major quest will award
1 points of experience.
Session - 1 EXP
At the end of every single gaming session, all
players who attended will be awarded 1 point of
EXP.
Heroism or Villainy - 1-3 EXP
Sometimes, a character performs an act of goodness that ends up saving the lives of many, or the life of
one at the cost of self-sacrifice. This is the ultimate expression of the definition of being a Hero, and
characters who follow a selfless moral code often have their names such through the ages as true Heroes
of their time.
Choosing to lead an army into a losing battle may award one point of Heroism EXP, but choosing to
defend city gates alone against an oncoming army to save the lives of hundreds would definitely grant
more; up to three points. Be aware that Heroism can often be scoffed at as 'foolhardy' - which indeed, it
often is.
Similarly, Villainy experience points can be awarded if a character does something so blasphemous, so
inherently horrifying that even evil gods would tip a hat to. Whether it be as grand as the destruction of an
entire city by your hand or as localized as torturing a heroic character to insanity. Plain old cold-blooded
murder, whilst definitely evil, is usually too common an event to receive this bonus, though certain
situations may apply - again, at the GM's discretion.

When leveling up, please remember the following:


- You may not switch gear directly prior to leveling up, since equipment with attribute bonuses are used
when tallying new HP and MP increases. Re-equipping gear before leveling, such as switching in VIT
gear for higher hp increase, is unacceptable.
- When leveling up, all attributes are increased first, then the new HP and MP values are rolled.

126

Recovery and Death


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

Even the most cautious heroes will take a few lumps on the road to glory, and as the battles start coming
in thick and fast, the injury tally is likely to rise in turn. This section looks at the aftermath: healing, resting,
recuperating, and getting back to fighting fitness.
Resting
The ability to recover lost Hit Points is crucial to a partys long-term survival. Magic and items can patch
up injuries on the go, but can drain the party's resources if there's a lot of hurt to go around. The
alternative is to let injuries heal up the natural way with rest.
To rest, characters need just two things: time and space. Time is self-explanatory the longer the party
has to kick back and relax, the more beneficial the rest will be. In order to benefit from a rest period, a
character cannot undertake any complex or physically exerting activities during that time period unless
they are directly related to the recovery process. In other words, taking the time to make splints and
sewing wounds is fine; forging a sword or clearing boulders is not.
Space is a little trickier. The default space requirement for rest is an area where the party can stretch out
without fear of being attacked by marauding monsters and the like. In practical terms, this means that
long stretches of rest are impossible in the middle of a dungeon thick with enemies unless the party can
find some way to keep itself completely protected during that time - it's difficult to really relax when there's
a perpetual fear of monster ambush.
Full Rest (Inn)
Well-furnished and comfortable, most
Inns have also taken to hiring a few White
Mages to tend the many adventurers that
pass through, and are thus the highest
form of luxury recovery available to a
party, though prices can be a deterrent.
After staying at an Inn for a full night, all
characters including Unconscious ones
will be restored to maximum HP and
MP, and all Status Conditions currently
affecting the Party, both positive and
negative, will be canceled.
Using a Tent always ensures the party
gets a Full Rest, as long as the party
spends at least a few hours doing so.
Time Taken: 7 to 8 hours
Travel Rest
Travel Rest is typical of the kind of night's sleep a party will get on the road. Assuming the party can rest
for a full night without interruptions, they recover 50% of their maximum HP and MP. No Status
Conditions afflicting the party are cancelled during this time, and Unconscious characters are not revived.
Time Taken: 7 to 8 hours
Fitful Rest
Fitful Rest can be defined as either sleeping fewer than the usual seven or eight hours or being
interrupted in the night by a monster attack. At the end of a Fitful Rest period, all party members regain
25% of their maximum HP and MP values.
Time Taken: 3 to 6 hours

127

Healing Skill
Characters with the Healing Skill can use their talents to assist the natural healing process, increasing
recovery gains in both the short and long term. During rest periods, characters may make a Skill Check at
varying difficulties usually 11 to speed up the healing process. If the Check is successful, the party's
recovery gains at the end of the rest period will be equal to the next-highest grade of rest. If the
characters took a Fitful Rest, they'll get the benefits of Travel Rest, if they took Travel Rest, they'll get the
benefits of Full Rest. The only thing that changes in this case is the actual recovery benefit; no additional
time or resources are consumed.
Failure means the characters ministrations actually have the opposite effect, bumping the effects of
resting down to the next-lowest grade. This means that a Fitful Rest actually has no impact on the party.
Consecrated Areas
Ordinarily, resting in the middle of a dangerous dungeon is out of the question. But in some cases, the
PCs may discover small patches of consecrated ground in otherwise dangerous territory, usually marked
by unusual features or simply a noticeable aura of magic energy. In addition, Paladins and White Mages
have the ability to consecrate the earth. Such areas naturally repel monsters and other hostile creatures,
making it possible to rest there for at least short periods of time.
Critical Injuries
All characters suffer a few scratches and scrapes during the
course of their career, but some injuries cant just be shrugged off
with a Potion and a good nights sleep. Things like broken arms,
trauma and severed vocal cords are all examples of these kinds
of Critical Injuries. Critical Injuries can bestow negative attributes
as determined by the GM for as long a period as the injury remains.
It can usually be treated by a mid-level White Mage or High-level
Paladin, and lesser injuries such as broken bones heal in weeks of
game time.
Incapacitation
When a character is reduced to zero health, they are incapacitated,
unconscious, and unable to act in any way. There are a variety of
ways to resurrect a comrade fallen in this way; Phoenix Downs, the
Life spell, and more, can all return a character from near-death to life.
An incapacitated character cannot take further damage.
Death
There are two ways for death to occur in the Final Fantasy RPG. The
first is for the entire party to be knocked Unconscious. Most of the time,
this doesnt mean the end for the party; rather, theyll wake up in a
nearby safe location, lacking all EXP and Destiny they had saved up.
Against Bosses and End Bosses however, this does often mark the end
of the campaign.
The second method is if a single character falls, and the opponents use
the No Mercy ability on him. All Bosses and End Bosses have this ability,
able to permanently end a characters existence with a Slow Action.
There is absolutely no resurrection for Dead characters without spending Destiny.
Enemies and Death
When foes are brought to 0hp, they are considered defeated.
What this MEANS, exactly, is up to the player and the GM to come to a conclusion on together.
Deceased? Unconscious? Lacking any will to fight? Generally, foes are killed but players shouldnt feel
this is morally wrong. The Farplane assures that existence after death is peaceful and pleasing for all
races, and defeated monstrosities are dissolved into the universal holy energy of the cosmos.

128

Limit Breaks
"You just dont get it at all. THERE ISNT A THING I DONT CHERISH!!"
- Cloud Strife

Limit Breaks are special abilities, which require no MP to use and are only accessible after a character
sustains a substantial amount of damage. Some powerful foes may possess Limit Breaks, but this is rare.
There are two ways to perform a Limit Break.
First, they can be randomly accessed while making your attack's attack accuracy roll. When a character
rolls a pair of sixes a critical success - this represents a Critical Hit, and a possible Limit Break. If the
character has 25% of his maximum health remaining or less, the character may use a Limit Break of their
choice instead of his regular attack. Characters with the Shared Ability Limit Breaker may perform such
techniques at 50% or less of their health instead.
Secondly, a character can use a Limit Break by spending three points of Destiny, the same as it would
cost to perform their Epic Ability. Limit Breaks used in this way require a standard action to perform and
can only be used on the characters turn. Regardless of how the Limit Break is used, a character may
only use one Limit Break per round.
A Limit Break may have almost any effect. It may heal, revive, cause physical damage, magical damage,
status effects, or any number of other things. Characters retain older Limit Breaks when they gain a new
one. Thus, the character may choose to use any one of the Limit Breaks in his possession when they
become accessible.

At the GM's discretion, the characters might not gain their final Limit Breaks when they achieve level 25.
Instead, the characters must find a specific item (usually in a side quest) or achieve a longstanding
personal goal that gives them that Limit Break. However, should the character find his item early, he may
not learn it until he would be able to acquire the limit normally.
When a character achieves his third Limit Break, he is no longer restricted by the maximum Attribute
restrictions, and may raise any statistic as high as he likes.
The Limit Creation System is used to create the set Limit Breaks that your character will learn over the
course of his career. It uses a point-buy method to determine the exact effects of a given Limit Break; A
Rank 1 limit break (obtained at character level 5) gives you 10 points to work with. A rank 2 (obtained at
level 15) gives you 20, and a rank 3 gives you 30.
Point costs are listed in each section, and vary from effect to effect. A complete list follows over the
following pages.

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Area Effect (5 Points)


The limit break affects either all enemies or all allies. This ability cannot be combined with Healing.

Attack (Physical) (3 Points)


The Limit is designed to inflict heavy damage on the target, using your equipped weapon. This sort of Limit break
always deals physical damage, and uses your normal attack to determine how much damage is dealt with some
modifications. Consult the chart below.
Limit Break Rank
1
2
3

STR/DEX Modifier
+1
+3
+5

Thus, if Cid was to wield a Sword that did (STR x 1) + 1d6 points of damage, a Rank 1 limit break would alter this
damage to be (STR x 2) + 1d6. A Rank 3 limit would alter this damage to be (STR x 6) + 1d6.
Limit breaks are considered to be Medium-range attacks, no matter the weapon with which they are performed, and a
physical attack of this sort is still reduced by ARM.

Attack (Magic) (3 Points)


Attack (Magic) is the magical version of Attack (Physical). Rather than elaborate blade dances or crushing axe blows,
you use the power of magic to burn, freeze, disintegrate, or otherwise destroy your foes in spectacular ways. This
primary effect functions almost exactly the same way as Attack (Physical) howver, you use your INT or CHA
instead of STR or DEX to determine the damage dealt, Also, Attack (Magic) always deals magical damage, rather
than physical damage, and is affected by M.ARM.
Damage dealt in this way is Non-elemental unless you also take the Elemental effect.
Limit breaks are considered to be Medium-range attacks, no matter the weapon with which they are performed.

Backfire (3 Point Refund)


The limit break is dangerous to its user as well as to his enemies, for every time the power is used, there is a 25%
chance that it backfires affecting the user instead of its intended target. May not be combined with beneficial Primary
Effects such as Revive, Healing or Esuna, and may not be used in conjunction with Random Target. If combined with
Area Effect, a Backfire causes all allies to be affected.

Break Arts (4 Points)


Similar to Status Effects, Break Arts damage an opponent's stats in battle. Multiple Break Arts of the same type are
not cumulative. 5 points will allow any of the following, of your choice. All ratings reduced by 50% are rounded up.
Power Break reduces a foe's STR by 50% and halves all STR-based damage.
Magic Break reduces a foe's INT by 50% and halves all INT-based damage and healing.
Speed Break reduces a foe's DEX by 50% and halves the foes EVA, ACC, and DEX-based damage.
Armor Break reduces a foe's VIT by 50% and the foes maximum health is reduced by half.
Soul Break reduces a foe's CHA by 50%. Magical Resistances, Absorbencies and Immunities are lessened (reduced
by one step) and all CHA-based damage is halved

Death Attack (10 Points)


Attacks a single opponent with an attack that reduces the enemy's HP by 50% of its current value. Taking this ability
twice reduces the opponents health to 0 instantly. This is considered an instant Death effect.

Debilitate (2 Points)
Debilitate infuses the enemy with a random elemental weakness. Roll 1d6 and consult the following table to
determine which one. If cast a second time, the new weakness will replace the first. Lasts until the
battle ends or the weakness is overridden by a new attempt to
Debilitate. If the target already possesses a Weakness, Resistance,
Die Roll (d6)
Inflicted Weakness
Immunity or Absorbency to the resultant element, roll again. Taking
1
Fire
this ability twice will allow for the user of the limit break to choose a
2
Ice
weakness instead of rolling one randomly, and also allows the user of
3
Water
the limit break to choose Shadow or Holy as an elemental weakness.
4
Lightning
5
Wind
6
Earth

130

Drain HP (4 Points)
The limit break, which must deal damage of some type to the opponent, returns 50% of the damage dealt back to the
user as health, restoring his HP. Taking the Effect twice will allow the user to return 100% instead. HP Drain may
NOT be combined with Healing.

Drain MP (4 Points)
The limit break, which must deal damage of some type to the opponent, returns 50% of the damage dealt back to the
user as magical energy, restoring his MP. Taking the Effect twice will allow the user to return 100% instead. MP Drain
may NOT be combined with Healing.

Elemental (1 or 3 Points)
The attack carries a certain element with it - Fire, Ice, etc, and does damage of that type. If the limit break is used
with a weapon that has an elemental property, the element of the limit overrides the element of the weapon. If your
elemental choice is Holy, then the cost of this effect is increased from 1 to 3.
If the target is immune or resistant to the Element of that type, normal damage is dealt instead.
If multiple Elements are used in the Limit Break, treat the attack as whichever element would be most effective.

Elemental Mastery (2 or 6 Points)


Grants one target Absorbency to one element for two
rounds. All damage dealt by that element is reversed,
restoring HP instead of reducing it. The element must be
chosen when the ability is learned, and has no effect on
Undead targets. For 6 points, the Absorbency lasts
until the end of combat.

Esuna (5 Points)
Esuna removes all negative status effects from the target,
with the exception of unconsciousness.

Healing (5 Points)
A target of your choice regains 50% of their HP or MP,
chosen when this Effect is added to the limit break. Taking this ability twice will allow for both effects to occur once, or
for the target to regain 100% of the chosen stat instead of 50%. To fully heal a targets HP and MP would require this
ability to be taken 4 times, for 20 points.

Movement (1, 2, or 5 Points)


The Limit Break causes either the user or its target to move a distance based on the number of points spent Short
Range for one point, Medium Range for 3 points, and Long Range for 5 points.
This can be used to knockback opponents, but also to get allies out of harms way or perform attacks at extreme
distances. Allies do not have Slow actions interrupted when friendly characters perform beneficial Limit Breaks
involving them, including Movement.

Multi-Attack (6 Points, see below)


The Limit Break now requires an attack roll, and must be combined with the Attack (Physical) or Attack (Magical)
effect. For 6 points, the character using the Limit Break now attacks twice, potentially dealing its damage twice. For
12 points, the character attacks 3 times. For 18 points, 4 times; so forth and so on.

Neutralize (4 Points)
Neutralize removes all Weaknesses and Resistances from the target, and reduces all Immunities and Absorbencies
to Resistances.

Piercing (2 Points)
The attack, which must deal damage in some fashion, is able to penetrate even the strongest of enemy defenses.
The Limit Break ignores ARM and M.ARM.

Random Target (1 or 5 Point Refund)


The attack is chaotic in nature and cannot be completely controlled. For the 1 point refund, the technique targets a
random enemy (or ally, if the limit break is beneficial). For the 5-point refund the target is completely random, and
may be either an enemy or a friend.

131

Revenge (6 points)
A Revenge attack which must deal some type of damage has greater effect as your health declines. A limit break
with this effect does ADDITIONAL damage equal to half the difference between your max HP and your current HPi.e., half the amount of damage you have taken so far.

Revive (4 points)
This effect revives a character whose Hit Points have been depleted, returning him to consciousness and restoring 1
HP.

Self-Only (1 Point Refund)


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

Short Range (1 Point Refund)


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

Specialized Target (1 or 4 Point Refund)


One or more types of monster is unaffected by attack. For one point, choose one type of creature from the following
list that is Immune to the Limit Break; Abnormal, Aerial, Amorph, Arcana, Aquan, Beast, Construct, Dragon, Fiend,
Insect, Lizard, Plant, or Undead.
For a 4 point refund, ALL types of monsters are Immune to the attack except for one chosen category.
Specialized Target cannot be taken more than once.

Stat Booster (6 points)


Stat Boosters are effects that augment the subject's normal abilities, making him stronger, faster, smarter, and more
powerful. Multiple Stat Boosters of the same type are not cumulative. When taking this effect, choose an attribute
such as DEX or STR or INT, and increase the damage dealt by all attacks of that type by one step. For example, if a
weapon was to do STR x1 points of damage, it will now do STR x 2 instead, and so on. This effect remains until the
end of combat and may not be combined with Backfire.

Status Effect (Varies, consult chart below)


The limit break bestows one or more positive or negative status effects on the target. Positive effects will always
work, but negative effects require a successful attack roll. Each negative status effect also grants a negative modifier
to the attack roll. If multiple status effects are used say, Poison and Petrify only the largest attack penalty is used.
In that case, -4.
Status Effect
Point Cost
Poison, Sleep
2
Confusion, Seal, Flight
4
Mini, Stun, Float, Reflect
5
Curse, Stop, Slow, Zombie
6
Petrify, Charm, Protect, Shell, Haste, Auto-Life
8

Attack Modifier
-1
-1
-2
-2
-4

Stylish (1 Point)
The Limit Break is combined with a dazzling display of light, color, or raw power to awe allies and enemies alike. After
the Limit Break is used, all allies receive a +1 bonus to ACC and EVA until the beginning of your next turn.
Alternatively, all enemies suffer a -1 penalty to ACC and EVA for the same duration.
For each time Stylish is taken after the first, the cost increases by 1. (So to give all allies a +3 bonus, Stylish would
need to be taken three times and cost 6 points in total; 1 for the first, 2 for the second, 3 for the third)

Transformation (2 or 4 Points)
The character or the limit breaks target adopts a completely different form when the Limit Break is used, changing its
type from the standard Humanoid to any of the following categories; Abnormal, Aerial, Amorph, Arcana, Aquan,
Beast, Construct, Dragon, Fiend, Insect, Lizard, Plant, or Undead. For 2 points, the category must be determined
ahead of time. For 4points, the user determines the transformation type at the time the Limit Break is used, and may
select multiple types. This lasts until combat ends.

132

Non-Combat Challenges
Not every difficulty the PCs will face can be as easily defined as a horde of evil foes brandishing
weapons. This section discusses Traps, Social challenges, and more.
Social Challenges
A smart group of adventurers doesn't get in a fight with every living thing they meet. Unfortunately, there
are times when others block the way forward uncooperative guards, recalcitrant informants, enemy
spies, and prowling monsters will test the characters bartering, sneaking, and roleplaying skills to the
limit. Unlike physical challenges, social challenges hinge on what a character says as much as how they
roll. If a PC attempts to use a persuasive Skill like Negotiation, the player must act out the attempt as well
as simply rolling for it. Good performances net the player a bonus or waive the roll entirely, assuming this
is in character; no amount of smooth talking on the player's part can compensate for a critical failure on
that Negotiation roll. Because many social challenges take the form of Opposed Checks, the PCs'
opponents must have Skill Ratings of their own.
Negotiation Rating
0
1
2
3
4
5
6
7
8

Who Would Possess It


Non-cooperative monsters such as Tonberries.
Your average peasant, a thug trying to keep out of prison.
Your typical diplomatic adventurer.
A shopkeeper in a backwater village, a low-level thief or gambler.
High-level and well-rounded characters, a guild representative.
A Guild secretary, a diplomat from a foreign nation.
A smooth-talking high-level gambler, a Dragon.
A legendary dealer that specializes in rare artifacts, a Sphinx.
Characters who have spent their lives perfecting the art of speechcraft, an Esper.

Traps
Traps can give a party plenty of headaches without ever straining their sword arms. If overcome, traps
and hazards reward the party with Experience Points. They can deal damage directly, inflict statuses,
sound alarms that summon or release monsters for the PCs to fight, and more.
A common trap is a Monster-In-A-Box, a creature of almost any type that lives within the dark confines of
a treasure chest, bursting out to attack unsuspecting adventurers.
Travel
Note that these are only rough estimates, and
can vary depending on a number of factors
reliability of transportation, problems
encountered on the road, weather, terrain. For
instance, pouring rain could easily halve the
amount of ground the party normally covers in a
day's time.

Travel Type
Walking (Normal)
Walking (Hard March)
Chocobo (Normal)
Chocobo (Racing/War)
Wheeled Vehicle (Primitive)
Wheeled Vehicle (Modern)
Ship (Sail)
Ship (Steam)
Airship (Primitive)
Airship (Modern)

Speed
25km /day
50km /day
280km /day
400km /day
300km /day
700km /day
170km /day
960km /day
1200km /day
9000km /day

Submersion and Drowning


At times Final Fantasy heroes will find it
necessary to travel underwater to arrive
at their destination, or battle foes beneath the waves. A simple (if rather difficult to believe) rule covers
such situations a character can hold their breath for a total number of rounds equal to (1 + their
Swimming Skill + their VIT rating), after which time they are rendered Unconscious. A character can only
be killed by prolonged submersion and suffocation under extreme conditions, such as an hour or more.
Objects and Hardness
Whether it be as complex as a suit of M-Tek Armor or as simple as a steel jail cell wall, players and
characters alike will always find reasons to destroy inanimate objects. Although characters with the
Destructive Strike ability are better suited to rip a path through their surroundings, anyone may destroy an

133

object or structure if they succeed at a Strength skill test. Thus, objects cannot slowly weaken under a
continued assault of attacks; its all or nothing.
The difficulty of breaking an object is referred to as its Hardness the character must make a STR check
equal to or greater than this value to destroy it. Consult the chart below for information on typical and
not-so-typical materials and objects.
Equippable items armor, shields, weapons, accessories, etc cannot be broken or damaged with a
simple STR check.
Object
Glass
Wooden door or table
A typical Graft
Metal bars
A thick stone wall
An Airships steel hull
Mythril
Adamantite
Fifty-story building
Orichalcum

Hardness
5
7
11
15
17
19
21
25
40
50

Elemental Terrain
From howling snowstorms to blistering heat, the
environments that players will find themselves
fighting in is nearly endless. But such conditions
mean more than just running the risk of developing a
case of heatstroke or the sniffles. Other chapters
mention Difficult Terrain, and the suggested ruling of
-2 to -4 to a particular skill check, or even all skill and
accuracy rolls the character makes. But particularly
strong weather or terrain conditions like the inside
of a volcano or in the middle of a hurricane can
warp and accumulate large concentrations of
Elemental energy. Magical attacks made in Elemental Terrain have their damage increased by 50% if
they share the same element. For example, characters battling in the freezing tundra might discover their
Ice elemental spells or Ice-Strike weapons deal additional damage.
Alternative uses for Magic
Aside from causing direct damage, inflicting status effects and healing allies, characters may also use the
power of the elements to manipulate the environment. Possible effects include:
Earth: Can cause tremors that can quickly damage and destroy smaller environmental features, opening
up previously inaccessible sections.
Fire: Setting things on fire is the easiest way to make a battle a little more interesting. Structures and
vegetation burn up slowly enough that theyll most probably be ablaze for the rest of the battle;
combatants, however, are far less durable. Anyone caught in the middle of a fire will suffer Fire Elemental
damage equal to 10% of their maximum Hit Points for each Round spent in the fire. Environmental
features set on fire and then rigged to fall on opponents do Fire Elemental rather than Physical damage.
Ice: Ice Elemental attacks have the ability to freeze bodies of water or ice over soggy ground, turning
previously traversable areas into Difficult Terrain. Fire is capable of melting through most ice formations.
Lightning: Capable of powering or overloading heavy machinery and electronic devices. The exact
results of such actions depend on the device in question, but could easily range from destroying a shield
generator protecting a major villain to activating an elevator to high ground.
Water: Can sweep smaller environmental features out of the way and soak into solid ground, turning it
into muddy and Difficult Terrain.
Wind: Knock things over or blow smaller objects away a good way for retrieving things that would
normally be beyond the party's reach. It may also disperse other atmospheric conditions, like snow and
fog.

134

CHAPTER VII: THE WORLD


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

Though the standard campaign setting for the FFRPG is a technologically advanced land called Ivalice, in
reality, you can base the game in any location or world you wish. More than one Final Fantasy game has
seen the cast board a shuttle to the moon or descend deep into the dwarven caves beneath the earth.
If, however, you do choose to play in the land of Ivalice presented here, the following chapter contains
suggestions for major landmarks, places, people and organizations across the globe.

Locations of Interest
Grand City of Rios
Rios is the most massive and most technologically-advanced metropolis in the world, bar none.
It is the undisputed hub for free trade, as racial tensions mean little in a city filled with thousands of
representatives from each of the major humanoid races.
The city is built vertically, essentially composed of several mile-wide magical discs attached at a central
hub known as the Spire. Thus, the layers of the city are built atop each other, and the entire city of half a
million residents lives, works, and spends their days among the thirty levels of the city structure.
Normally, transport among the levels would be difficult, but Trams (Essentially magically-animated floating
platforms that follow clearly-marked, predetermined paths) move through the major streets of the city at
regular intervals and can be boarded at a nominal fee. One of these trams runs along the middle of the
Spire and to the Lower City, where paupers and low-class citizens make their homes on the ground in the
shade of the elevated city. The soil there is devoid of life and caked due to lack of sunshine and rain, and
the citizens live in near-perpetual darkness.
In addition to the Trams, most of the levels of the city have an Airship hub near the outer edge, allowing
those who wish to travel to do so in style. They are rather luxurious vessels, appealing to the wealthy.
The city is ruled by a quartet of leaders, the
Council of Four. Individually, they are most
commonly known as Dukes, and are
appointed by their peers. Once appointed,
they can be elected out of office and
replaced with an 85% or higher vote.
However, by law, there can never be less
than four ruling Dukes, and in a situation
where the Dukes oppose the actions of one,
only a vote by the people can change who
occupies the seats in the Council. Thus, a
charismatic, people-pleasing leader, despite
his relation to the other Dukes, can remain in
office and virtually untouchable until his
death.
Rios is home to several famous guilds, the
most well-known of which is the aptly-named Adventurers Guild. Composed of hundreds of mercenaries,
this guild dispatches its members to handle problems across the globe. Due to the sometimes-untrained
nature of the members of this guild, they are under a strict magical pact, making them entirely unable to
cause extensive damage within city limits and to prevent harm from coming to Rios countless innocent
civilians. Ironically, the current leader of the Adventurers Guild is a Duke himself.

135

Adventurers Guild
The Adventurer's Guild is an organization dedicated to assisting the paying customer, no matter what.
The Guild allows enterprising individuals to 'lease' their employees for various uses. It is located on one of
the highest levels of the Grand City of Rios, and subject to an ever-changing membership as new
members are hired and discarded daily.
The guild hall boasts dormitories, a training hall, a medical center, an enormous library, a pub, and the
Hall of Heroes - part museum, part hall of fame, and part shrine to the departed.
Officially, the Adventurer's Guild has a plethora of rules and regulations, though 99% of them are
summarily ignored by everyone. Only one rule is enforced and abided with absolute dedication: Your
fellow guild members are your family. To turn your back on a guild member in need is to find yourself out
on your ass.
In addition to the above, the guild also has no use for members who accept payment for an incomplete
job. What the customer pays for, the customer gets. Come hell or high water. Though, if the customer
decides to backstab the Guild, the members are free to return the favor.
The Adventurer's Guild is both globally-renowned and idealized; it's common for children to yell "An
Adventurer!" when asked what they want to grow up to be. However, parents of such tykes make it
perfectly clear that as nice a Guild as the Adventurer's Guild may (or may not) be, their members can be
dangerous fellows who one should not anger.
Cornelia, City of Dreams
Nestled deep within the mountains northeast of
The Wastes - amidst the destruction and
desolation of the area - lies Cornelia, a holy city
of purest white. It is governed by a small ruling
body of priests, known as the Virtues. Trade to
and from the city is virtually nil. Candles and
prayer beads are sent out in exchange for
various foreign foods and clean water, but little
else. In fact, even visitors are often denied
entry by apologetic guards, explaining that their
faith is not yet absolute. Those rare souls who
are allowed into the City of Dreams find
themselves escorted weaponless - by
esoteric Monks and silent, bare-footed priests, all the while humbly explaining the necessity of the
accompaniment. Having been built within and atop the mountains, the city is filled with stairways and
outcroppings, and the ground is bare and rocky. At the highest point in the city lies the Cornelias castle, a
mysterious building where the Virtues are said to reside, as well as a collection of powerful relics and
artifacts.
Sinners Horizon
The endless wastes of the Sinners
Horizon spell death for the unprepared.
At almost six thousand miles across, this
massive expanse of desert is viewable
clearly from space. Nomadic tribes of
Cactuars make their homes here, as well
as a surprisingly large variety of other
creatures. Whirling sandpits often drag
unprepared travelers under, into the
ready grips of a hungry Antlion, or
deposited in sunken ruins built in ages
long forgotten. The only foliage here is
Loco Weed, which hungry, lost
wanderers often consumeand
subsequently find themselves driven
mad.

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Thunder Plains
The Gandof Thunder Plains are a long stretch of rocky ground,
constantly bombarded by thunder and lightning from a neverending storm. It was a travelers nightmare until several hundred
years ago, when a wealthy merchant saw possibilities to
establish trade routes directly through the Plain as opposed to
skirting it, and set up several towers to act as lightning rods.
Unfortunately, as the merchant was struck by lightning and killed
before the last few towers were built, this dream was never
realized. Thus, the Plains were improved, but are still incredibly
treacherous.
Several feet of precipitation-induced mist hang above the
ground, making the soil below perpetually wet, dark, and
allowing the growth of bizarre flora and fauna of an invariably
vicious temperament.

Gyshal
Wind from Mt. Ordeals makes the air currents
here notoriously unstable, creating land routes
as popular as those of the sky for neighboring
cities. In the past, villagers in the region erected
windmills to catch the winds from the Naldoan
Sea, and used them to mill the grain from the
harvest. The windmills were destroyed long ago,
and now stand merely as a reminder of the past.
A surprising number of monsters make these
lands their home. Those who study the Lore of
monsters often speculate that Gyshal is a haven
for beasts that do not enjoy the detached,
isolated lives that others of their kind lead.
Others say that its merely a pheromonal stimulus, and monsters flock here to mate with others of their
species or sometimes outside of their own race.
Gyshals most noteworthy feature, however, has nothing to do with monsters or windmills. Rather, its the
local vegetation that makes these plains so famous. These lands are the growing place for the crop
known as Gyshal Greens, a chocobos favorite food. Many unusual breeds of these birds flock to these
areas to live and grow, happily munching away on the local delicacy.
Mount Ordeals
Mount Ordeals is a set of temperate rocky
peaks far to the north of the Gyshal. To climb
the mountain externally is to invite death, and
a great many passageways have been carved
up within the peak to allow travelers seeking
enlightenment or holy guidance to reach the
summit.
The Cave of Ordeals is well-known for its odd
rock formations: overhangs forming roofs over
the mountain paths, and lone spires of rock
jutting toward the sky.

137

Magitek
Magitek, commonly abbreviated M-tek, is a global and controversial company that deals primarily with the
fusion of magic and machinery. Magitek originally worked in medical research before expanding into
prosthetics, which evolved into the less-morally-acceptable Grafts. During the Second War, Magitek was
the manufacturer of the Androids. They now dabble in a wide variety of projects; many of which are
shrouded in mystery.
Magitek is perhaps best known for their line of war machines powered by an ingenious invention known
simply as the M-tek engine. Within an M-tek engine, the global energy of Creation in converted into a
pure energy that is nearly as potent as nuclear power.
In system terms, a mage can expend MP (the exact amount varies from item to item) to generate a
charge. This charge can then be used to power its M-tek Cannon, or any other M-tek item as the GM
sees fit. To charge up the M-tek Mecha, there is a small cover on the left side of its torso that conceals a
palm indentation. All the user has to do is put their hand on it and concentrate.
The Strength and defensive capabilities of a
Magitek Mecha varies depending on the model,
while any rolls calling for other stats (such as
Intelligence for the cannon attacks, or opposed rolls
when the user of such a vehicle is in combat) uses
the driver's statistics instead.

M-tek Mecha
The most well known use for M-tek power is that of
the large robotic war machines. The tallest of the 5
used here is 15' tall, and while deadly to the normal
person, they can be destroyed by mundane means.
Each Mecha is divided into several individual
pieces usually Arms, Legs and Body. These
sections are Multiple Parts of the same foe. If it
loses all the hit points in a certain area, then that
part is destroyed beyond repair and will need to be
replaced. When all sections of the mecha are
trashed, its probably only good for spare parts.
An M-Tek Mecha with destroyed Legs is obviously
unable to pursue foes, and is afflicted with the
negative status effect Stop.
Each M-Tek Mecha part can be destroyed with a sufficiently high STR check like most inanimate objects,
and the Destructive Strike ability thus provides a huge onus when battling these clockwork creations.
All M-tek mecha come equipped with a basic radio receiver- known as the Communications Array - that
allows the pilots to communicate with each other and their squadron leader. The basic radio has a range
of roughly 2km and is fitted into the soldier's helmet.
Also, for those looking to get through M-teks as fast as possible, All M-teks save for the scout have
possibly one true weakness- the pilot's head and upper body is uncovered. The pilot counts as being a
Ranged target for the purposes of calculating accuracy thus, non-ranged weapons will generally take a
-4 penalty to hit the poor bastard. This also results in taking out the M-tek without harming the machine
itself. Resourceful M-tek pilots often try to block such attacks with one of the Mecha's arms.
Accuracy for all of an M-Tek mechas non-magical attacks use the drivers Weapon Systems skill.

138

The Grunt-class M-Tek Armor

The Gladiator-class M-Tek Armor

The Grunt is a large semi-humanoid war machine


that resembles some 9' headless squat being. The
torso is oversized compared to its stubby legs and
arms that usually scrape the ground. Nonetheless,
the Grunt is fast and agile for its appearance. The
M-force cannon is located within the gut of the
machine. The Grunt grants the rider an additional
20 ARM and MARM.

The Gladiator is a heavier armored variant of the


Grunt. It's bigger and more sluggish than the
original, but it can pack a mean wallop with its fists,
which are often reinforced with heavy Adamantite.
The missile pods are located in the Gladiators
legs, and this M-Tek grants the rider an additional
30 ARM and MARM.
Category: Construct
Size: 12ft
MP Cost to Activate: 40

Category: Construct
Size: 9ft
MP Cost to Activate: 30

HP: 350 (Main Body), 100 (Arms), 100 (Legs)


STR: 24 (+8)
DEX: 4 (+1)

HP: 250 (Main Body), 80 (Arms), 80 (Legs)


STR: 18 (+6)
DEX: 7 (+2)

Attacks: Medium M-Tek Missiles, 40+2d6 Fire damage,


Local or Group target (Legs)
Steel Crush, 48+2d6 damage, target must succeed
at an opposed STR check to prevent a Medium
Range Knockback. (Arms)

Attacks: Light M-Tek Missiles, 20+2d6 Fire damage, Local


or Group target (Body)
Punch, 36+2d6 damage (Arms)
Metal Kick, 36+2d6 damage, target must succeed
at an opposed STR check to prevent a Medium
Range Knockback. (Legs)
Magic: M-Tek Cannon, deals (INT x 3) + 2d6 damage, costs 20
MP
Special: Multiple Parts, Counterattack, Vulnerability to Lightning
Evasion: 9
ARM: 0, +20 to Rider
MARM: 0, +20 to Rider

Magic: M-Tek Pulse Cannon, deals (INT x 5) + 2d6 damage,


costs 40 MP
Special: Multiple Parts, Counterattack, Status Touch: Stun,
Vulnerability to Lightning
Evasion: 8
ARM: 0, +30 to Rider
MARM: 0, +30 to Rider

The Goliath-class M-Tek Armor

The Scout-class M-Tek Armor

The Goliath is the heaviest of M-teks ever created


standing, at 15' tall and 3 tons in weight. They can
easily crush humanoid races in their opposable
hands, which are fitted with enormous claws that
drag along the ground as it moves. The Goliath
grants the rider an additional 50 ARM and MARM.
Category: Construct
Size: 15ft
MP Cost to Activate: 80

A small, rapid unit, equipped only with a small gun


and no M-tek cannon. It is used, as its name
suggests, for scouting and reconnaissance and
comes equipped with a state-of-the-art cloaking
device. However, the cockpit of the Scout-class
Armor is fully visible, making driving it a risk.
The Scouts grants no additional ARM to the rider,
but is generally loaded with Fog Bombs and Chaos
Gas to sow discord during serious skirmishes.

HP: 500 (Main Body), 150 (Arms), 250 (Legs)


STR: 30 (+10)
DEX: 2 (+0)

Category: Construct
Size: 7.5ft
MP Cost to Activate: 20

Attacks: Heavy M-Tek Missiles, 80+2d6 Fire damage,


Local or Group target (Body)
Claws, 90+2d6 damage (Arms)
Magic: Wave Cannon, deals (INT x 7) + 2d6 damage, costs 60
MP
Special: Multiple Parts, Counterattack, Magical Counterattack,
Vulnerability to Lightning

HP: 150 (Main Body), 100 (Legs)


STR: 10 (+3)
DEX: 17 (+5)

Evasion: 7
ARM: 0, +50 to Rider
MARM: 0, +50 to Rider

Attacks: Submachine Gun, 30+2d6 Group damage (Body)


Magic: None
Special: Multiple Parts, Reduced HP, Vulnerability to Lightning,
Sunken State job ability.
Evasion: 7
ARM: 0
MARM: 0

139

Magitek Equipment
Although M-tek mecha provides a superior defense to most conventional armor, it also qualifies as a
mobile weapon platform capable of doing incredible damage to everything in its way. With very few
exceptions, all Magitek Mecha come equipped with a Magitek Cannon. Some special models are
equipped with support weapons such as magitek laser cannons and Missile pods.
Magitek cannons
These awesome weapons create beams of pure magical energy. They generally have a diameter of 4
and can fire a Medium Range with perfect accuracy.
M-tek Missiles
The nastiest M-tek weapons are arguably the missiles, capable of destroying everything in a large radius.
Their main drawback is the fairly limited usage available - a pod loaded with small rockets only has a
payload of 8 missiles. Consult the following chart for more details on each potential type of missile. The
Capacity refers to the maximum number that can be held in a missile pod at any given type. A pod
cannot mix-and-match, and all listed missiles can be fired from Medium Range. As a vehicle-mounted
weapon, the Weapon Systems skill is required to use M-Tek missiles as well.
Type
Light
Medium
Heavy
Bio-Bomb
Fog Bomb
Chaos Gas

Damage
20+2d6
40+2d6
80+2d6
30+2d6
-----

Capacity
8
5
1
4
4
4

Bio-Bomb: A poison attack with a 50% chance to inflict the Poison status condition. The Poison caused
by a Bio-Bomb wears off in several rounds after the afflicted have left the area. As long as the targets
remain within the sickly green cloud caused by this attack, the status has no maximum duration.
Fog Bomb: The missile creates a large cloud of thick incendiary smoke when it detonates, completely
removing visibility. All combatants inside the cloud other than the pilots of M-Tek Mecha are afflicted with
the negative status effect Blind, with no maximum duration for as long as they remain in the affected area.
Chaos Gas: A favorite of particularly cruel commanders and generals in the Great War, this gas bomb
has a 50% chance to inflict the Confusion status condition on all targets in its Medium Range radius, with
no maximum duration for as long as they remain in the affected area.

140

Judges and the Law


The heavily-armored, quasi-magical enforcers of the law known as Judges are a special order of knights
under Imperial control. As independent nations and territories flourished over Ivalice, a rise in crime and
regional conflicts quickly began throwing smaller communities into chaos. To reduce the amount of time
required by judicial process, a military court was established - the Order of Judges. They are the supreme
enforcers of law in the world of Ivalice, wielding extraordinary power in their own right over lower-ranked
citizens.
The higher ranked Judge Magisters (in addition to functioning as chief arbiters and enforcers of Ivalician
law) are also the elite guard of the Council of Four, operating out of the Grand City Rios.
A sample Judge is presented below.

Judge
Level: 14
Category: Humanoid
Location: Anywhere
Size: 2ft
Reaction: Neutral
HP: 450
MP: 136
STR: 13 (+4)
VIT: 9 (+3)
DEX: 8 (+2)
INT: 8 (+2)
CHA: 6 (+2)
Attacks: Arbiters Blade, 8 ACC, 65+2d6 damage (Disarmable)
Imprison, 6 ACC, target is inflicted with the
Lock spell and reduced to 0 HP. Imprison can
only be used against targets that have
knowingly broken Ivalician Law.
Magic: Escape, Tractor, Advanced Law (20mp, all
Local targets are affected by the Seal status.)
Special: Final Attack: Escape (A Judge can teleport
safely out of combat instantly when defeated,
taking any Imprisoned targets with them),
Seal Proof
Evasion: 10
ARM: 30 (0 without Armor)
MARM: 15
Rewards: None.

Almost all judges possess the Straight Arrow trait, allowing them to instantly determine the truthfulness
of any one statement or person by expending a point of destiny.
While a disturbing concept, corrupted Judges do exist, allowing their unconditional and nearly omnipotent
form of impartial justice to be swayed by money and power.
Corrupt judges are tried in the Court of Order, given the same treatment as any common lawbreaker, and
tried by a jury of their peers. A corrupt Judge is almost always sentenced to immediate execution.
Despite their array of powers, Judges are in no way omnipotent. They do not possess any sort of
precognition, and they lack the capacity to magically sniff out and track down lawbreakers. They are
limited to mundane methods of pursuing the guilty, aided with a vast network of tentative allies.

141

Distant Places
Outside of the familiar world our heroes likely inhabit, isolated dimensions and secluded realities give
birth to powerful monsters and are home to cosmic wanderers, Espers, and even the souls of the dead.
Below is a sample of two possible alternate dimensions that may appear in your Final Fantasy games.

The Void
The Void refers to as an actual, physical dimension that can often take a form familiar to those who
traverse it, or can be reshaped at will by the current denizens thereof. Entire deserts, fortresses, forests,
caverns and so forth have been birthed within the Void, interconnected through a series of passages that
often seem to contradict logic. The rules of space and time do not necessarily seem to apply the same
way as they do in the normal world, and time does not seem to flow at all for any inhabitants of this place.
In its unchanged state, the Void is a dimension of infinite nothingness.
The Void is known to be a connective dimension, through which other realities and worlds can be
reached. Due to this fascinating feature about the Void, countless numbers of power-hungry mages have
sought to control it and wield the dimension as a cosmic weapon and at times, they have come close to
succeeding. The Void seems to possess the power to distort or destroy matter, consuming it utterly.
The rampant nihilistic attitude of those seeking to make use of its power is well-recorded. Often times, this
starts out as a simple desire for incredible power but inevitably leads to an intense desire to reduce all of
everything to a state of non-existence. Some scholars speculate that this is because The Void is an
intelligent, sentient being instead of this merely being the result of gaining use of such destructive power;
they speculate that the Void controls its users just as much as they influence control over it.
Entrance to the Void is as simple as stepping through a Dimensional Gate created with the Time Magic
spell of the same name. However, leaving has always been much more difficult, which makes the Void a
suitable prisonfrozen in timefor the most fearsome beasts in existence.
Some beings such as Ultima Weapon and Gilgamesh reside within the Void and use the powers of
the dimension to hop between worlds.

The Farplane
The Farplane is where the souls
of the deceased reside, a
peaceful afterlife that remains a
mystery to all those but its
permanent inhabitants. Only souls
that are at rest travel here the
dead who still harbor resentment
or have yet to accept their fate still
wander the world, ultimately
becoming Fiends suffused with
the powers of hatred.
The Farplane can be visited by
the living, and often images of the
deceased little more than
figments can appear to those
who seek them.

142

CHAPTER VIII: MAGIC


..You can DO that?
-Tseng, FFVII

Magic is a fundamental and natural part of the world, manifest in all things animate and inanimate. The
flow of magical energies in the world as a whole is essential to its well-being; only so long as the power of
the elements is unchecked can the wind continue to blow, the earth continue to be fertile, the cycle of life
and death go on. All of the world's inhabitants, whether conscious of it or not, have some small part of this
force inside them; with training, it can be turned into a weapon more powerful than mere blade or brawn,
more devastating than all but the farthest-reaching technologies.
Crystalline items and formations have been found to be
curiously sympathetic to the flow of magic, able to focus,
store and even amplify natural elemental forces; the most
renowned of these are the Elemental Crystals, whose
powerful magical reservoirs can raise and destroy nations
with equal ease. Lesser crystals, of course, most merely a
conduit of the natural magic that flows through the planet,
are in steady supply. Such items can be used for any
number of purposes, from powering machinery to providing
the raw ingredients for a wide range of Recovery Items.
Most magically-empowered equipment is constructed by
binding the rush of energy freed by the destruction of such
objects into the item during the creation process; more
powerful arms and armor may be made of pure crystal
capable of absorbing and channel significant amounts of
magical power.
Raw magic can also temporarily be captured; in some
instances, items may be created upon a monsters death if
the creature was in the process of channeling a significant
quantity of magical energy at the time of its demise. Such
frozen magic is typically more common in the remains of
creatures of arcane origin, such as Bombs; virtually any
fragment of their bodies can be used to unleash a small
spark of offensive fire spellcasting....in the right hands, of
course.
Even as it sustains life, magic in turn creates its own ecology, ranging in
scale from the animal-like Kami spirits who travel the streams of
magic like so many schools of fish to the primitive elementals, a
creature 'birthed' by large, concentrated masses of elemental energy
coming together in one location. Tip of the proverbial totem pole are the
Espers, known by a million and one names throughout the universe;
such creatures were birthed on a plane of pure power, connected to a
world by only the most tenuous of links, drawn into material existence
by the persuasive talents of Summoners or their own wanderlust.
The environment, too, interacts with raw flows of magic, resonating
where the elements are most sympathetic. The heat of a volcano, for
instance, can tie together many streams of Fire Elemental energy,
creating a reservoir of power favorable to arcane creatures and
spellcasters alike. Similarly, a lightning-strike during a ferocious
thunderstorm attracts Lightning Elemental energy; a torrential rainfall
leads to the accumulation of Water Elemental power. For those who
rely on the might of the elements, careful consideration of one
surroundings is an important factor in effectively shaping these energies.

143

Active wielders of magical power vary wildly in shape and scope. With sufficient training or natural talent,
many people can channel elemental flows into their lives in tiny ways, from making the garden grow just a
little larger, to knowing when to fold in a game of cards. Such people are rarely aware of their own talents.
However, a true Mage's talent lies in their ability to actively twist and focus raw flows of magic into
physical, visible forms; dark mists, freezing gales, howling storms and scorching waves of fire, and far
more impressive feats.
Paladins and Dark Knights are unique casters instead of channeling the elemental energies from the
world around them, they contain a reservoir of spiritually-aligned magic within; sheer potential.
The Elements of Magic
The compartmentalization and classification of magic in its many and diverse forms has occupied
scholars for centuries; even to this day, the finer details of magical taxonomy can be fuel for considerable
debate. Certain aspects, however, are considered to be universally agreed on. Among them is the fact
that Energy is the basic building-block of magic; though further diversified and refined, raw Energy itself
can be used to drive a wide variety of helpful and harmful effects. From here, all magic can be broadly
broken up into three major forces Elemental, Cosmic and Life. Every stands in opposition to its siblings,
but the total sum of their parts forms of the base of all practical magic.
The Elemental forces are sometimes also called natural forces, deriving that designation from the fact
that they are inextricably tied to natural phenomena. The most common of these involve the four basic
elements Earth, Fire, Air and Water which in turn combine to form the distinctive para-elements of
Lightning and Ice. The collective grouping of these six Earth, Fire, Air, Water, Lightning, and Ice is
generally known as the Combat Elements; spells focusing their power are intended for harm and
destruction more often than not.
Completing this pantheon is Life Magic - Holy and Shadow. The inclusion of these is a bone of contention
for those who see them as supernatural rather than mundane forces. In some quarters they are not
considered elements at all, and simply excised from the reckoning.
Without any doubt, Holy is the dominating force in the magical world, and in experimental conditions,
advanced practitioners of the Arcane have come to the conclusion that the name itself is actually a bit of a
misnomer - Holy, visually seen as a bright flash of white light, is actually pure and undiluted magical
energy from the core of Creation itself, untainted by the color spectrum of fire, earth, air, and the like.
Shadow, on the other hand, is Holy magic which has become tainted or corrupted through various means.
Holy magic is incredibly rarer than the other venues of magical means, and is often treated with an
intrinsic level of respect.
Rules for easy reference.
When you cast a spell, the MP is only used when the spell is successfully cast. If the spell is interrupted
by a critical hit, the Seal condition, a limit break or a Knockback, no MP is spent although Job abilities
may have been wasted. All magic has a Medium Range unless noted differently, and never misses even
the most Evasive of foes. No attack roll is needed unless specified otherwise, and magic can never
critically hit.
Elemental Affinities
Many creatures, weapons, and relics have an affinity to a particular element. This means that they draw
strength from that element, and often have a weakness to an opposing element. There are eight different
elemental types; they are:
- Earth is the essence of the planet itself. Electricity-using monsters are typically weak against Earth.
- Fire is the essence of heat and flame. Plants, insects, undead, and cold-using monsters are typically
weak against Fire.
- Water is the essence of the ocean and of healing. Flame-using creatures are typically weak against
Water.
- Air is the essence of the sky and movement. Flying creatures are typically weak against Air.
- Ice is the essence of cold and frost. Reptiles and flame-using monsters are typically weak against Ice.
- Lightning is the essence of electricity and energy. Metallic and water-dwelling creatures are typically

144

weak against Lightning.


- Shadow is the essence of darkness and evil. Angels and other strongly good creatures are typically
weak against Shadow.
- Holy is the undiluted, untampered light of Creation itself. Undead, demons, and strongly evil creatures
are typically weak against Holy.
Sometimes, a monster is so strongly aligned with a particular element that it is impervious to harm from
that element, or even grows stronger from exposure to it. On the other hand, such a monster is often at
the mercy of the opposing element. Certain Relics can also grant elemental affinities to player characters.
There are five levels of elemental affinities:
- Weakness means the character takes 200% damage from attacks of that element.
- Vulnerable means the character takes 150% damage from attacks of that element.
- Resistance means the character takes only 50% damage from attacks of that element.
- Immunity means the character takes no damage or effects from attacks of that element.
- Absorb means the character takes no damage from attacks of that element, and instead regains an
amount of HP equal to half the damage rolled.
Intuitive Magic
A Red Mage stands on the crown of a hill, his crimson hat rippling in the wind as the sky overhead slowly
clouds over. Below, the village watches the skies with awe as the season's drought draws to a dramatic
conclusion.
Many miles away, a Black Mage bends over the pile of twigs and kindling, starting the party campfire with
a word and the slightest effort of will.
Meanwhile, in the depths of a sunken library long lost to mortal man, a Blue Mage pores tirelessly over
volume after volume of forgotten lore, the force of her magic gently turning pages that would crumble to
dust under the pressure of her fingers.
Elsewhere, a Paladin spends many weeks cleansing an evil artifact, infusing it with the powers of Holy,
never needing to rest or sleep.
Intuitive Magic is exactly that; magic used outside of combat to perform mundane (and not-so-mundane)
tasks. The usefulness of Intuitive Magic is limited by the creativity of the player and the allowances by the
GM. Intuitive magic performed by extremely high-level characters should be likewise powerful. A White
Mage could dam a river with a magical wall, or a Dark Knight could corrupt the same river, making it
poisonous to drink.
How to read the spell lists
Black and White magic are laid out in the following format:
Spell Name (- MP)
Target: Single, Group, Self, Local, Global
Type: Elemental, Non-elemental, Skill, Status, Effect, Recovery
Reflectable, Resistable 11
Description

The target should be self-explanatory, where the Type has no in-game impact it merely
allows players to read the entries better at a glance. If a spell inclues the phrase
Reflectable this denotes that the spell can be bounced around by the status effect
Reflect. Resistable denotes that the spell contains a status effect, which can be nullified
if the target of the spell succeeds at a CHA check at the listed difficulty.
The description of the spell contains its damage and a rough idea of how the spell looks
when cast. The latter can vary from character to character, as some mages have made
stylistic choices about how their spells appear.
Summoner magic and the Entertainers Arts are laid out slightly differently, but the
same basic rules still apply.

145

Black Magic
Rank 1
Blind (8 MP)
Target: Single
Type: Status
Reflectable, Resist 11
A blinding cloud of thick black fog surrounds the target,
robbing it of all senses. The target is inflicted with Blind.

Thunder (6 MP)
Target: Single
Type: Elemental (Lightning)
Reflectable
A brilliant bolt of lightning tears down from the sky,
striking the target with barely-contained energy. Thunder
inflicts (INT x 2) + 1d6 points of Lightning damage to the
target.

Blizzard (6 MP)
Target: Single
Type: Elemental (Ice)
Reflectable
A flurry of high-speed ice particles are launched at the
target, inflicting (INT x 2) + 1d6 points of Ice damage to
the target.
Twilight (2 MP)
Target: Local
Type: Effect
A darkness creeps outwards, reducing the illumination in
the area. Bright light becomes shadowy, shadowy
becomes dark, dark becomes pitch black. Penalties and
Bonuses granted by this abrupt change in illumination is
ultimately decided by the GM, but generally a -2 to attack
rolls for those unable to see is appropriate. The effects of
this spell last for several rounds.
Fire (6 MP)
Target: Single
Type: Elemental (Fire)
Reflectable
A burning sphere of fire rushes towards the target,
exploding on impact. Fire inflicts (INT x 2) + 1d6 points of
Fire damage to the target.
Sleep (6 MP)
Target: Single
Type: Status
Reflectable, Resist 11
Clouds of light mist play around the target as the
apparition of a moon appears overhead to shower soft
starlight upon it. The target is affected with Sleep.
Sickness (3 MP)
Target: Single
Type: Elemental (Shadow)
By casting this loathsome spell, the mage can cause
natural illness and diseases possessed by their target
worsen. For example, if this ability was used on an
individual with a faint cold, it would later cause the
afflicted to become bed-ridden with a hacking, infectious
cough for several days. Proper Healing checks can help
offset this, but it is still magical in nature. When used on
targets with far more serious illnesses, such as fatal
diseases, the severity is ultimately decided by the GM.

Stone (6 MP)
Target: Single
Type: Elemental (Earth)
Reflectable
Several large chunks of earth rise from the ground at the
casters feet, then hurl themselves at a nearby foe with
surprising force. Stone inflicts (INT x 2) + 1d6 points of
Earth damage to the target.
Water (6 MP)
Target: Single
Type: Elemental (Water)
Reflectable
Water begins to filter out of the air, forming a solid ball
around the target that lifts it off the ground before
bursting in a shower of liquid. Water inflicts (INT x 2) +
1d6 points of Water damage to the target.
Poison (8 MP)
Target: Single
Type: Status
Reflectable, Resist 11
A frothing cloud of sickly violet bubbles swarms over the
target with suffocating force, and the target is inflicted by
Poison.
Lock (2 MP)
Target: Single
Type: Status
Reflectable
A set of ghostly chains or similar shackles wrap around
the target, causing the negative status Stop. The effect of
Lock ends when the target makes a Difficulty 11 Escape
or Strength check as a Standard action.
Elemental Spikes (8 MP)
Target: Self
Type: Elemental (Varies)
The mage is surrounded by globes of elemental energy.
Declare which of three elements the Spikes will be tied to
Fire, Ice or Lightning when casting this Spell. Anyone
striking someone protected by Elemental Spikes will take
elemental damage equal to the targets CHA score.
Spells or abilities that increase the damage steps of
elemental spells have no effect here. The effects of this
spell last until the end of combat.

146

Rank 2
Blizzara (30 MP)
Target: Single
Type: Elemental (Ice)
Reflectable
Prerequisite: Blizzard
The air around the target condenses to freezing point in
an instant, encasing it in a towering spire of ice. Blizzara
inflicts (INT x 4) + 2d6 points of Ice damage to the target.
Fira (30 MP)
Target: Single
Type: Elemental (Fire)
Reflectable
Prerequisite: Fire
A furious explosion tears through the air as a column of
incandescent fire erupts under the target. Fira inflicts
(INT x 4) + 2d6 points of Fire damage to the target.

Zombie (30 MP)


Target: Single
Type: Status
Reflectable, Resist 12
The target disappears, swallowed by a wave of miasmic
green smoke seeking to steal away its life force. The
negative status effect Zombie is applied to the target.

Thundara (30 MP)


Target: Single
Type: Elemental (Lightning)
Reflectable
Prerequisite: Thunder
An electric-blue thunderbolt crashes into the ground,
creating a deadly array of ball lightning to encircle the
target. Thundara inflicts (INT x 4) + 2d6 points of
Lightning damage to the target.
Tractor (10 MP)
Target: Single
Type: Effect
Gravitational force pulls strongly on the target, dragging it
towards the caster. Tractor cancels out both natural and
magical Float and Flight effects for several rounds, and
drags mundane objects such as keys, tables or bodies
across the ground. Extremely large or heavy objects will
be unaffected by this spell.
Stona (30 MP)
Target: Single
Type: Elemental (Earth)
Reflectable
Prerequisite: Stone
Fingers of stone burst forth from the ground, snatching
shut around the target in a shower of flying stones and
dirt before shattering. Stona inflicts (INT x 4) + 2d6 points
of Earth damage to the target.
Rasp (Special)
Target: Single
Type: Elemental (Shadow)
Inexorably drawn by the lure of magical power,
translucent spheres of violet energy spiral in towards the
target, sapping the targets energies before rushing
away. The targets MP is reduced by the same amount
used to cast the spell.

Watera (30 MP)


Target: Single
Type: Elemental (Water)
Reflectable
Prerequisite: Water
The ground buckles and cracks as a column of water
erupts, violently immersing an enemy before dispersing
again. Watera inflicts (INT x 4) + 2d6 points of Water
damage to the target.

Bio (35 MP)


Target: Single
Type: Status
Reflectable, Resist 12
Prerequisite: Poison
Virulent green orbs begin to bubble out of the ground,
quickly overwhelming the area with a deadly puddle of
toxins. Bio inflicts (INT x 3) + 2d6 points of damage to the
target, and inflicts the negative status effect Poison.
Unlike normal Poison, however, this does not wear off
after several rounds, and must be cured with a spell or
item.
Drain (25 MP)
Target: Single
Type: Elemental (Shadow)
Blood-red orbs circle the target, growing larger and more
livid as they draw out the very essence of the target's life;
once full, the orbs return to the caster, releasing their
payload of stolen vitality on contact. Drain inflicts (INT x
3) + 2d6 points of Shadow damage to the target, and the
caster regains a number of Hit Points equal to the
amount lost by the target.
Aspir(1 MP)
Target: Single
Type: Elemental (Shadow)
Orbs of blinding pink energy form around the target,
growing larger and more luminous as they draw magical
energies from the target; once full, the orbs return to the
caster, transferring the stolen energy upon contact. Aspir
destroys (INT x 1) + 2d6 points of the targets MP, and
the caster regains a number of Magic Points equal to the
amount lost by the target.

147

Rank 3
Blizzaga (50 MP)
Target: Group
Type: Elemental (Ice)
Reflectable
Prerequisite: Blizzara
Particles of frost and snow accelerate towards the target,
rapidly sealing it in layer after layer of solid ice before the
entire edifice shatters. Blizzaga inflicts (INT x 6) + 2d6
points of Ice damage to all enemies.
Firaga (50 MP)
Target: Group
Type: Elemental (Fire)
Reflectable
Prerequisite: Fira
A colossal sphere of white-hot fire crashes onto the
target, sparking a furious explosion that engulfs it in a
cloud of ash and cinders. Firaga inflicts (INT x 6) + 2d6
points of Fire damage to all enemies.
Stonaga (50 MP)
Target: Group
Type: Elemental (Earth)
Reflectable
Prerequisite: Stona
An enormous stalagmite rips through the ground beneath
the feet of the foes, impaling them on razor-sharp blades
of rock. Stonaga inflicts (INT x 6) + 2d6 points of Earth
damage to all enemies.
Thundaga (50 MP)
Target: Group
Type: Elemental (Lightning)
Reflectable
Prerequisite: Thundara
A deafening peal of thunder rolls across the battlefield as
lightning bolt after lightning bolt crashes to earth,
trapping all targets in a sizzling sphere of electrical
energy before dissipating again. Thundaga inflicts (INT x
6) + 2d6 points of Lightning damage to all enemies.
Wateraga (50 MP)
Target: Group
Type: Elemental (Water)
Reflectable
Prerequisite: Watera
Winding streams of airborne water race towards all
targets, quickly enclosing them in an immense liquid
dome before dissolving into a foaming tidal wave.
Wateraga inflicts (INT x 6) + 2d6 points of Water damage
to all enemies.

Arise (40 MP)


Target: Single
Type: Effect
Prerequisite: -5 Affiliation
This spell is shunned by white mages and most
individuals with even the basest of morals. The caster is
capable of raising a recently-deceased creature of any
size or race as a Skeleton, which serves the caster
loyally. Though the creature does not retain any of their
old attributes, skill, abilities or the like, and instead uses
the low-level Skeleton monster stats, the size and shape
of the creature remains. They lack free will or any
memories of their old life.
Creatures without bones, such as cactuars, flans, and
beings composed entirely of magic, cannot be raised
with this ability.
Sleepaga (30 MP)
Target: Group
Type: Status
Reflectable, Resist 13
The air is suddenly filled with a strange fragrance,
compelling entire groups of otherwise vicious foes to let
their guard down, and rest a moment.
All targets in the enemy Group are affected by the
negative status effect Sleep.
Death (140 MP)
Target: Single
Type: Status
Reflectable, Resist 13
Prerequisite: Caster must be Shadow Affiliated
A decaying, hooded figure emerges from the ground in a
cloud of dark smoke, raising a massive scythe to cleave
the targets life force in twain before fading away with a
blood-curdling laugh. The targets HP is reduced to zero.
This spell does not work on many bosses.
Paralyze (80 MP)
Target: Single
Type: Status
Reflectable, Resist 13
Waves of energy wrap around the foe in order to
constrict movement and prevent the target from
participating in combat for one round.
The target is affected by the negative status effect, Stun.
Berserk (60 MP)
Target: Single
Type: Status
Reflectable, Resist 13
The caster fills their targets mind with thoughts of hatred
and fury, attempting to release the beast within.
The target is affected by the negative status effect
Berserk.

148

Rank 4
X-Zone (60 MP)
Target: Single, Special
Type: Status
Even as Summoners seek to unite the lifestream and
overlap the magical realms with our own, Black Mages
angrily confront the very notion. The mages intense
dislike for the powerful beings known as Espers is
enough that one of them crafted a spell with no purpose
other than to banish the abominations of summoned
creatures back to their home plane.
Upon successfully casting X-Zone, a dimensional hole is
ripped open and the Esper is hurled through it, instantly
reduced to 0 hit points and removed from the current
combat. Effects that the Esper may possess such as
Auto-Life or Indestructible will not allow the Esper to
remain in combat after X-Zone is used, or summoned
again in the same game session.
X-Zone can be cast at a Long Range.

Flare (140 MP)


Target: Single
Type: Non-elemental
Reflectable
Prerequisite: Firaga, Blizzaga, Thundaga
Globes of pure magical energy blast into the target in a
relentless stream, setting off one chaotic explosion after
another before rushing out again. Flare inflicts (INT x 12)
+ 2d6 points of Non-Elemental damage to a single
enemy.
Flare can be cast at a Long Range.
Quake (80 MP)
Target: Local
Type: Elemental (Earth)
Prerequisite: Stonaga
A violent tremor tears through the length of the
battlefield, breaking up the ground into shuddering,
crumbling fragments and yawning crevasses. Floating
and Flying targets are immune to its effects. Quake
inflicts (INT x 10) + 2d6 points of Earth damage to all
enemies and allies.

Scourge (100 MP)


Target: Group
Type: Elemental (Shadow)
Prerequisite: Twilight, caster must be Shadow Affiliated
A long shadow creeps over the ground, darkening the
area as wicked spikes of unholy energy burst through to
skewer all targets. Scourge inflicts (INT x 8) + 2d6 points
of Shadow damage to all enemies.

Curse (110 MP)


Target: Single
Type: Status
Reflectable, Resist 14
A sinister black circle materializes under the target,
streaming multi-colored lights and gasses before winking
shut. The negative status effect Curse is applied to the
target.

Freeze (80 MP)


Target: Single
Type: Elemental (Ice)
Reflectable
Prerequisite: Blizzaga, Wateraga
Chilly vapors float over the battlefield as fragments of
blue ice cascade down on the target, forming a jagged,
glacial prison to imprison it entirely. Freeze inflicts (INT x
10) + 2d6 points of Ice damage to a single enemy.
Nuke (80 MP)
Target: Single
Type: Elemental (Fire)
Reflectable
Prerequisite: Thundaga, Firaga
Spheres of orange flame rush towards the target,
engulfing it in an ever-growing explosion with the heat
and fury of a newborn star. Nuke inflicts (INT x 10) + 2d6
points of Fire damage to a single enemy.
Nuke can be cast at a Long Range.

Doomsday (250 MP)


Target: Group
Type: Status
Resist 14
Prerequisite: Death, -5 Affiliation
The sky darkens and black clouds roil above, and
silently-screaming faces protrude from the sky like boils
on creation.
There is no initial effect however, in three rounds, the
HP of all affected enemies is reduced to zero, regardless
of current Hit Points, ARM, or M.ARM.
Osmose (1 MP)
Target: Single
Type: Elemental (Shadow)
Prerequisite: Aspir
Spheres of white light erupt from the target as their
magical reserves are stolen. Osmose destroys (INT x 5)
+ 2d6 points of the targets MP, and the caster regains a
number of Magic Points equal to the amount lost by the
target.

149

Rank 5
Meltdown (250 MP)
Target: Single
Type: Elemental (Fire)
Reflectable
Prerequisite: Flare
A high-speed stream of heat and energy assails the
target, immersing it in furious, bone-searing
temperatures. Meltdown inflicts (INT x 16) + 2d6 points
of Fire or non-elemental damage to a single enemy
(whichever is more effective), and is unaffected by
M.ARM and Shell.

Scathe (230 MP)


Target: Group
Type: Elemental (Shadow)
Prerequisite: Scourge, -5 Affiliation
An agglomeration of shadowy energy flashes into
existence above the battlefield, gathering before
beginning its descent to earth, crackling with malevolent
energy as it crashes down. Scathe inflicts (INT x 16) +
2d6 points of Shadow damage to all enemies.

Ultima (Special rules)


Target: Group
Type: Non-elemental
Prerequisite: Any Rank 5 spell.
An eerie calm falls over the battlefield as the sky grows
dark, shading the combatants in blue and black. Only
one sound breaks the silence; a single note, gaining in
pitch as a dome of purest blue energy forms in the sky
above the caster, growing outwards in an unstoppable,
destructive rush that engulfs the area whole. The Black
Mage becomes a conduit for the power of Ultima, the
catastrophic spell radiating outwards from him. The
sound reaches ear-splitting frequencies, and all of
existence within the sphere begins to implode on itself
.Every molecule, every atom within the reach of Ultima
detonates at the speed of light, before Ultima finally
flickers out of existence and leaves the shattered
landscape still once more. This is a spell spoken of in
hushed whispers. It is a power capable of destroying
continents, of shattering stars. It is not to be used lightly.
The casting of Ultima requires the Black Mage to have
maximum MP, all of which is spent upon casting this
spell.
It also requests the expenditure of 3 additional points of
Destiny though this is not strictly REQUIRED,
choosing not to pay the 3 Destiny for this spell will cause
it to become a Local instead of Group spell, and thus
deal damage not only to the enemy group, but also to
the caster, all allies, and every creature and structure for
hundreds of miles.
Ultima deals (INT x 40) + 2d6 points of nonelemental
damage to all foes. Heat beyond description rips through
living entities, disintegrating flesh and bone instantly.
Death caused in this way is painless and instantaneous.
If used as a Local spell, the damage is dealt to all
structures, terrain, and living creatures in a 500-mile
radius. This is damage enough to destroy entire cities,
and leave the ground barren and lifeless for decades, if
not centuries, to follow. The devastation caused by an
uncontrolled Ultima is unrivaled and globally feared.

Break (200 MP)


Target: Single
Type: Elemental (Earth)
Reflectable, Resist 15
Prerequisite: Quake
The ground beneath the target explodes in a seismic
nightmare of dust, soil and rocky spires. The negative
status effect Petrify is applied to a single target
furthermore, theres a 25% chance that the violent
shaking will have shattered the petrified combatant,
reducing the target to 0 HP instantly.

150

White Magic
Rank 1
Banish (10 MP)
Target: Single
Type: Elemental, Holy
Beams of white light radiate from the casters
outstretched hands, basking the area in a flickering white
light. Banish inflicts (INT x 1) + 1d6 points of Holy
damage to an undead target all other foes are
unaffected. In addition, this spell can be used to destroy
the remains of fallen undead foes utterly remnants
crumble to dust, and thus preventing any Undead from
self-resurrecting as normal.
Cure I (10 MP)
Target: Single
Type: Recovery
Reflectable
Small, glittering particles of light twinkle down upon the
target, filling their lungs and bathing their wounds in
white. Cure I restores (INT x 1) + 1d6 points of HP to any
conscious target.
Dia (5 MP)
Target: Single
Type: Elemental, Holy
Reflectable
Pinpricks of white light circle the target rapidly, blasting
away with tiny beams of light for a moment before
dissipating. Dia inflicts (INT x 1) points of Holy damage,
and removes magically-granted Invisibility and natural
Stealth from the enemy, as it is now dimly outlined with a
white glow. Foes who have taken damage from the Dia
spell cannot successfully make Stealth rolls until the end
of combat, and their EVA score does not increase from
the Invisible or Vanish spells or the Sunken State job
ability.

Aero (15 MP)


Target: Single
Type: Elemental (Wind)
Reflectable
Gale-force winds slam into the target, the first of a very
unique set of offensive White Magic spells. Aero inflicts
(INT x 1) + 1d6 points of Wind damage to the target.
Vox (5 MP)
Target: Single
Type: Recovery
Reflectable
There are few things more vulnerable than a mage
unable to cast this simple (if oddly-named) spell
prevents that. The target is no longer affected by the
negative status effect Seal.
Float (10 MP)
Target: Single
Type: Recovery
Resist 11
Though not a true spell of flight, the caster is able to alter
the air currents slightly, protecting allies from harmful
falls and allowing them to hover a few inches above the
ground. It nullifies damage caused by Earth-based spells
and abilities, as well as damage caused by falling. The
target of this spell receives the positive status effect Float
for several rounds.

Stop (10 MP)


Target: Single
Type: Status
Reflectable, Resist 11
The joints of the target bend and lock suddenly, leaving
the target unable to move. While definitely
uncomfortable, the paralyzing effects of this spell are
completely painless and cause no lasting damage. The
target is affected by the negative status effect Stop.

Chivalry (0 MP)
Target: Party
Type: Effect
Prerequisite: Caster must be Holy Affiliated
The caster of Chivalry is the last line of defense for her
allies, holding even the most vicious and vile foes at bay
while her comrades escape.
Upon casting Chivalry, all willing party members and
allies other than the caster are instantly removed from
combat and returned to the nearest safe location, as if
they performed an Escape action successfully. They may
not re-engage in the same encounter.
If the caster of Chivalry defeats the remaining opponents,
all party members even those who did not participate in
the encounter gain experience points, items and gil as
normal.

Poisona (5 MP)
Target: Single
Type: Recovery
By concentrating for a moment, the caster is able to
neutralize the poisons and venoms within the body. The
target is no longer affected by the negative status effect
Poison. Although some truly potent poisons are
unaffected by this spell, it remains a tried-and-true
favorite amongst adventurers everywhere.

Faith (10 MP)


Target: Single
Type: Effect
Proving once and for all that faith in ones own abilities is
the key to success, the casters unwavering belief in her
comrades allows them to instill one friend with selfconfidence and conviction.
The target of Faith receives an automatic +2 bonus to his
next skill check, opposed roll, or attack.

151

Rank 2
Consecrate (10 MP)
Target: Local
Type: Effect
Prerequisite: Caster must be Holy Affiliated
Consecrated ground, blessed with holy energy, naturally
repels monsters and other hostile, shadow-affiliated
creatures for short periods of time. Though some foes
are unaffected by Consecrate, lesser enemies will find it
difficult to pass onto the sacred ground, and it will
become possible for a party to rest there undisturbed
until the spell ceases with little fear of random monster
attacks in the night.
The effects of this spell last until the caster leaves the
consecrated ground, and do not repel extremely powerful
creatures or ones with a Resistance to Holy.
Aerora (30 MP)
Target: Single
Type: Elemental (Wind)
Reflectable
Prerequisite: Aero
A tempest storm throws a single foe into the air, buffeting
their body with nonlethal force. Aerora inflicts (INT x 3) +
2d6 points of Wind damage to the target.
Cure II (25 MP)
Target: Single
Type: Recovery
Reflectable
Droplets of astral light seem to fall from the skies,
mending injuries and closing wounds instantly. Cure II
restores (INT x 2) + 2d6 points of HP to any conscious
target.
Life (40 MP)
Target: Single
Type: Recovery
A smiling cherubim descends from the heavens and
basks an unconscious ally in a golden glow no matter
how close to their demise the target may have been, they
find themselves whisked safely from the brink of death.
This spell may only be cast on allies with 0 HP or less,
and returns them to 1 HP.
Protect (40 MP)
Target: Single
Type: Status
Reflectable, Resist 12
A barricade of blue light explodes into existence in front
of an ally, gleaming brightly. Protect bestows the effects
of the positive status Protect on one target. All physical
damage they take (after ARM is calculated) is halved.
This effect lasts until combat ends.

Shell (40 MP)


Target: Single
Type: Status
Reflectable, Resist 12
A semitranslucent, multifaceted sphere of pale light
encases an ally, protecting them from the brunt of hostile
magical attacks.
Shell bestows the effects of the positive status Shell on
one target. All magical damage they take (after M.ARM is
calculated) is halved. This effect lasts until combat ends.
Seal (20 MP)
Target: Single
Type: Status
Reflectable, Resist 12
Near-invisible bands of force clasp around the targets
limbs and mouth, making it impossible to use abilities or
spells. The target is affected with the negative status
effect Seal. This prevents monsters from using Job
Abilities, spells,
Escape (10 MP)
Target: Party
Type: Effect
Acting as a short-range teleport, this spell allows the
party to exit dungeons with convenient swiftness. The
spell returns all party members to the last safe location
on or near the surface.
This magick also doubles as a way to safely flee
dangerous combat, as casting will instantly end combat
and return the likely-wounded characters to the nearest
safe resting location.
Wall (50 MP)
Target: Single
Type: Effect
The user of this spell is capable of forming a shimmering
barrier of magical force, strong enough to deflect and
absorb most projectile attacks.
All attacks made against the target of a Wall spell from a
Medium Range or Long Range are negated. Short
Range attacks are unaffected, and the spell ends if the
Walled character is ever the target of a Critical Hit or
Limit Break, regardless of distance.
This spell is not a status effect and cannot be removed
with Dispel or similar methods.

152

Rank 3
Cure III (40 MP)
Target: Single
Type: Recovery
Reflectable
Green baubles of water and light shimmer around the
target, restoring (INT x 4) + 2d6 points of HP to any
conscious target.
Life II (50 MP)
Target: Single
Type: Recovery
A pillar of faint holy energy illuminates the ground around
the fallen target, helping them to return to their feet as if
carried aloft by invisible hands. An unconscious or dying
target is returned to a semblance of fighting form. The
target recovers (INT x 2) + 2d6 points of HP, and this
spell may only be cast on allies with 0 HP or less.
Aeroga (50 MP)
Target: Group
Type: Elemental (Wind)
Reflectable
Prerequisite: Aerora
A hurricane-like blast of air is launched from the
outstretched hands of the caster, quickly turning into a
cyclone that sweeps through the area. Aeroga inflicts
(INT x 5) + 2d6 points of Wind damage to all enemies.

Mini (40 MP)


Target: Single
Type: Status
Reflectable, Resist 13
With this unusual magick, even the most colossal of
creatures can be shrunk down to the size of a small
woodland critter. A single target is afflicted with the Mini
status, which causes them to deal only half damage with
physical attacks, and take an additional 50% damage for
the duration. Inanimate objects cannot be affected by this
spell.
Some mages give this spell a little additional flair, using it
to turn their foes into literal frogs for the duration.
Stona (30 MP)
Target: Single
Type: Recovery
Often referred to as simply Soft, this spell is able to
restore someone who has been turned to stone. The
target is no longer affected by the negative status effect
Petrify.
Regen (70 MP)
Target: Single
Type: Recovery
Reflectable, Resist 13
Wounds mend, injuries knit, and bones re-set extremely
rapidly with this powerful spell. The target receives the
positive status effect Regen, recovering 10% of their max
hit points every round. This spell has no effect on
Unconscious targets.

Curaga (50 MP)


Target: Party
Type: Recovery
Reflectable
Rings of dancing green lights surround the caster and all
his allies, restoring (INT x 3) + 2d6 points of HP to all
conscious members of the party.
Brave (30 MP)
Target: Party
Type: Status
Prerequisite: Caster must be Holy affiliated
The caster fills his allies hearts with hope, rendering
them Immune to the negative status effect Fear until
combat ends.
Addle (80 MP)
Target: Single
Type: Status
Another attempt by White Mages at combat
aggressiveness, Addle affects both the body and mind of
an enemy in order to cause them to react slower to
attacks. Upon casting Addle, one targets EVA score is
reduced by a number of points equal to the casters INT
rating. A foes Evasion score can never drop to less than
0, and the effects of Addle last until the end of combat.
If a target is reduced to 0 EVA by this spell, they also
take (INT x 4) + 2d6 points of nonelemental damage as
their joints stiffen and muscles seize up.
Addle cannot be used in conjunction with the Bladefoe
Minuet Entertainer Art.

Teleport (100 MP)


Target: Party
Type: Effect
Prerequisite: Escape
Much like Escape, Teleport can take the entire party
great distances in the blink of an eye.
This is subject to a few important restrictions.
First, the party cannot be in combat when this spell is
cast. Second, the location can be anywhere in the world,
so long as the caster has been there within the last
several months and is familiar with the location.
Third, the spell will fail if the location is extremely
dangerous, such as submerged under lava or overrun by
monsters.
Finally, Teleport can only transport the party to
geographical locations, never to an object or person.
Confuse (60 MP)
Target: Single
Type: Status
Reflectable, Resist 13
This spell allows the caster to blur the mental line
between friend and foe a single target is afflicted with
the Confuse status.

153

Rank 4
Cure IV (150 MP)
Target: Single
Type: Recovery
Reflectable
The most powerful of the standard Cure spells, invoking
this magic surrounds one ally with globes of sapphire
iridescence that mend even the most grevious of
wounds. Cure IV restores (INT x 10) + 2d6 points of HP
to any conscious target.

Haste (120 MP)


Target: Single
Type: Status
Reflectable, Resist 14
A six-faceted crystal of pure energy appears around the
target, shattering in a brilliant confusion of mirror images.
The target moves faster than he ever has before thanks
to this spell, and receives the effects of Haste until
combat ends.

Tornado (100 MP)


Target: Group
Type: Elemental (Wind)
Reflectable
Prerequisite: Aeroga
A maelstrom of hurricane-force winds touch down,
convalescing into a vortex of localized destruction. While
some magic is notable for collateral damage, Tornado is
surprising and unique in this fashion. Despite the
massive injuries it can cause to foes, the windstorm
doesnt even uproot a single blade of grass or concern a
single creature other than its intended targets. Tornado
inflicts (INT x 10) + 2d6 points of Wind damage to all
foes.

Esuna (60 MP)


Target: Single
Type: Recovery
Reflectable
A standard spell in almost every healers repertoire,
Esuna fully cleanses the target of all negative status
effects, with the exception of Unconsciousness and the
countdown caused by the Doomsday and Lv.? Doom
spells. Particularly powerful magical effects, such as
eons-long Petrification, or bloodline Curses, may be
outside the powers of this spell. At the GMs discretion,
Esuna may also remove the ongoing effects of other
unhelpful spells, such as Addle or Gravity.

Reflect (40 MP)


Target: Single
Type: Status
Reflectable, Resist 14
A shower of green light splashes over the target,
solidifying into layer after layer of shimmering magical
protection. This powerful spell creates an anti-magic
barrier around a target and grants them the effects of
Reflect until combat ends.
Auto-Life (130 MP)
Target: Single
Type: Recovery
Reflectable
Prerequisite: Life II, caster must be Holy Affiliated
White magic teaches not only to mend wounds, but to
begin the healing process even before the injuries are
inflicted. The target receives the positive status effect
Auto-Life, returning them to 1 HP as soon as a spell or
effect would reduce them to 0 or less.
If Auto-Life is cast on an Undead or Zombied foe, they
are immediately reduced to 0 HP instead of the usual
effect.
Dispel (90 MP)
Target: Single
Type: Status
Reflectable
A shimmering blue mist engulfs the target, its power
tearing away beneficial enchantments in an instant.
Dispel removes all the following effects from a single
target; Protect, Shell, Haste, Auto-Life, Reflect, Regen,
and Float.

Barrier (100 MP)


Target: Group
Type: Effect
A stronger version of the Wall spell, evoking the magic of
Barrier creates an impenetrable shield of light around the
user and all allies.
Barrier negates all damage and effects from all Medium
Range and Long Range attacks against the party. A
Critical Hit or Limit Break will end a Barrier spell before
damage is calculated, but the spell is not a status effect
and cannot be Dispelled or removed with similar
methods.
Aura (150 MP)
Target: Single
Type: Recovery
Reflectable, Resist 14
Spheres of white light surround and imbue the target,
filling them with strength and the ability to stand against
even the most powerful of fiends.
The target receives the positive status effect Regen, but
they recover 50% of their max hit points every round
instead of the normal 25%. If the target is already under
the effects of Regen, Aura overwrites the prior recovery
rate and causes the target to gain 50% HP per round
instead.
This spell has no effect on Unconscious targets.
Curaga II (100 MP)
Target: Party
Type: Recovery
Reflectable
Twelve pearls of softly-glowing light enclose all allies in
twinned hexagons, restoring (INT x 8) + 2d6 points of HP
to the caster and all nearby conscious allies.

154

Rank 5
Full-Life (300 MP)
Target: Party
Type: Recovery
Prerequisite: +5 Affiliation
All living allies even characters with 0 or less HP - are
returned to maximum health upon the casting of this
spell. Though Full-Life does not remove detrimental
status effects, it is nonetheless one of the most powerful
spells in any healers arsenal.
Holy Shield (200 MP)
Target: Group
Type: Status
Reflectable, Resist 15
Holy Shield combines two of the most powerful White
Magic spells, granting all allies the positive status effects
Protect and Shell. These statuses last until the end of
combat.

Holy (300 MP)


Target: Single
Type: Elemental (Holy)
Reflectable
Prerequisite: +5 Affiliation
Spheres of white energy descend from the heavens,
spinning around the foe quickly. These pearls of light
encapsulate the target in silver glow, humming slowly
and musically. Then the heavens part, and a brilliant
blast of energy sears into them, burning his retinas with
pure Holy energy and evaporating sinful flesh and bone.
Holy deals (CHA x 20) + 2d6 points of Holy damage to a
single foe.

155

Blue Magic
Rank 1
Goblin Punch (5 MP) Learned From: Goblin
Target: Single
Type: Non-elemental
The caster launches themselves at an opponent with
unusual speed and suddenness, eschewing the use of
his weapon. Make a standard Attack action; calculate
damage as normal unless the target is of a lower level
than the caster; in this case, the attack inflicts 300%
damage.

Seed Cannon (10 MP) Learned From: Funguar


Target: Single
Type: Elemental (Earth)
The caster tenses up before firing a heavy seed pod,
pummeling the target. Seed Cannon inflicts (VIT x 2) +
1d6 Earth damage.

Pollen (10 MP) Learned From: Killer Bee


Target: Single
Type: Non-elemental
A light dust drifts around the group, which is inhaled to
leave the target slightly refreshed. Pollen restores (CHA
x 2) + 2d6 HP and MP to one target.

Self-Destruct (20 MP) Learned From: Bomb


Target: Single
Type: Non-elemental
The caster instantly converts their life force into explosive
energy, creating a cataclysmic blast that rips through the
enemy for a number of points of M.ARM Fire damage
equal to the casters maximum Hit Points. After damage
has been resolved, the Caster is automatically reduced
to 0 HP.

Web Armor (5 MP) Learned From: Spider


Target: Self
Type: Non-elemental
Strands of thin, translucent material wrap themselves
around the caster's arms and legs, giving the caster
Protect and Stop for as many rounds as the Blue Mage
chooses to keep the spell active. If the Stop status effect
is removed, the Protect also fades.

Blank Gaze (10 MP) Learned From: Ahriman


Target: Single
Type: Status
The target stares into his targets soul, eliminating
magical protection with the power of the Evil Eye. Blank
Gaze removes one beneficial magic effect from a
random enemy, and their M.ARM score is reduced to 0
until the end of the casters turn.

Choco Ball (10 MP) Learned From: Chocobo


Target: Single
Type: Non-elemental
Reflectable
A crackling sphere of yellow energy forms around the
caster, growing in size until it is launched at the target,
inflicting (CHA x 2) + 1d6 damage. Aerial-type monsters
take 200% damage from Choco Ball.

Poison Breath (10 MP) Learned From: Hydra


Target: Single
Type: Status
Resist 11
A morass of multicolored toxins is exhaled in a sickly
plume. The target is affected by Poison.

Homing Laser (10 MP) Learned From: Achelous


Target: Single
Type: Non-elemental
Reflectable
A salvo of searing laser beams arcs out of the casters
body and blasts the target in a spectacular series of
explosions. Homing Laser deals (INT x 2) + 1d6 damage,
and has a 25% chance to cause Confusion.
Homing Laser can be cast at a Long Range.
Flash (40 MP) Learned From: Ochu
Target: Single
Type: Non-elemental, Status
The caster directs a searing pulse of phosphorescent
light at their opponents, inflicting (CHA x 3) + 2d6
damage. Both the caster and affected monsters are then
affected by the negative status effect, Blind.

Laser Eyes (20 MP) Learned From: Anacondaur


Target: Single
Type: Non-elemental
Reflectable
Brilliant beams of energy pulse from the caster's eyes,
slashing into the target for (INT x 3) + 2d6 damage. This
damage is not affected by monsters that have the
Unusual Defense ability.
Revenge (20 MP) Learned From: Bunyip
Target: Single
Type: Non-elemental
A wave of invisible force crashes into the target. For
every 2 points of HP the Blue Mage is missing from his
maximum health, the target takes 1 point of damage.
This is not reduced by M.ARM or Shell.

156

Rank 2
Ultrawaves (40 MP) Learned From: Couerl
Target: Single
Type: Non-elemental, Status
Purple waves of ultrasonic energy ripple from the
casters body, inflicting (INT x 7) + 2d6 damage. In
addition, both the caster and affected monsters are
affected by the negative status effect, Confusion.
Condemned (70 MP) Learned From: Tonberry
Target: Single
Type: Non-elemental
Reflectable
A cackling red skull appears over the target before slowly
fading away. The foe receives the effects of the negative
status effect Curse for 1d3 rounds, and does not receive
a CHA check to resist the status effect.
Electrocute (20 MP) Learned From: Chimera
Target: Single
Type: Elemental (Lightning)
Reflectable
The caster hovers in mid-air, conducting sparks of
energy as green bolts of electrical energy blast through
the air at random intervals to devastating effect. Any
targets caught in the blast are struck for (INT x 6) + 2d6
Lightning damage.
Drill Shot (20 MP) Learned From: Chocobo Eater, Antlion
Target: Single
Type: Non-elemental
The caster jabs at the target, creating a stream of multicolored spheres that rush out towards it and explode on
impact. Make a standard Attack action that deals 100%
damage, ignoring ARM, Protect, and any other statuses
that would reduce the physical damage dealt.
Lv.? Doom (80 MP) Learned From: Deathgaze
Target: Single
Type: Status
Reflectable
Ghostly, fog-colored skulls materialize above the enemy,
letting out a haunting laugh before fading out. When you
cast this spell, roll 1d6 - Lv.? Doom only affects targets
whose Level is a multiple of the number you rolled.
Rolling a 1 means that all targets are affected.
There is no initial effect however, in three rounds, the
HP of a target affected by Lv.? Doom is reduced to zero,
regardless of current Hit Points, ARM, or M.ARM.
Degenerator (100 MP) Learned From: Lost Soul
Target: Single
Type: Non-elemental
Reflectable
The caster emits a single burst of black energy that all
but rips the life energy of out its target. Degenerator
deals (VIT x 4) points of nonelemental damage and has
a 50% chance to instantly reduce the target to 0 HP,
regardless of the target's current HP and Armor rating.

Thrust Kick (80 MP) Learned From: Iron Giant


Target: Single
Type: Non-elemental
The caster launches into an athletic flying kick,
surrounded by a faint nimbus of energy as they slam into
their target with a sound barrier-breaking crash. Make a
normal attack action. If successful, Thrust Kick deals
(STR x 3) + 2d6 damage and the target has a 50%
chance of being knocked back a Long Range directly
upwards. In addition to effectively removing the target
from combat for one round as if the target was afflicted
by Stun, characters who are not immune to falling
damage (from the Defy Gravity ability or a Float spell, for
example) lose 50% of their maximum HP upon colliding
with the ground again on the following turn.
1000 Needles (100 MP) Learned From: Cactuar
Target: Single
Type: Non-elemental
One thousand stinging cactus thorns are shot from the
casters body at the target in rapid succession. A
successful standard attack roll is required. If successful,
1000 Needles inflicts 100 nonelemental points of
damage to the target; Shell, Unusual Defense, and M.
ARM and ARM have no effect on this damage. If the
melee attack roll is a Critical Success, 1000 damage is
inflicted instead of the normal 100. This spell cannot
reduce a target lower than 1 HP.
Aqua Rake (70 MP) Learned From: Chimera
Target: Single
Type: Elemental (Water)
Reflectable
The Blue Mage releases a blast of hurricane force wind
that engulfs their a foe as it carries with it a barrage of
water bubbles that explode upon touching anything,
damaging one enemy for (INT x 3) + 1d6 Water damage
and (INT x 3) + 1d6 Wind damage.
Flamethrower (20 MP) Learned From: Chimera
Target: Single
Type: Elemental (Fire)
Reflectable
The caster releases a blistering stream of fire from their
fingers, scorching their intended target for (INT x 6) +
2d6 Fire damage.
Angel Snack (40 MP) Learned From: Evrae
Target: Local
Type: Non-elemental
A cascade of sparkling blue stars showers down on
everyone in the area both allies and enemies negating all magic in the area. Angels Snack dispels all
Status Conditions, beneficial or otherwise. Further, each
target takes (INT x 4) + 2d6 points of nonelemental
damage for every status effect removed in this fashion.
Angel Snack has no effect on unconscious foes or allies.

157

Rank 3
Wall Change (50 MP)

Stone Breath (120 MP)

Learned From: Gigas

Learned From: Adamantoise

Target: Single
Type: Non-elemental
A shimmering globe of energy encloses the target,
cycling through a series of colors and hues before
vanishing. Wall Change makes the target Resistant to
all elements with the exception of one; roll 1d6 and
consult the table below to determine which one.
The combatant is Weak to
Roll
Weakness
the chosen element. Roll
1
Earth
again every round.
2
Fire
This effect lasts until the end
3
Water
of the current combat, or
4
Wind
until the target falls to 0hp.
5
Ice
6
Lightning
Force Field (50 MP)

Target: Single
Type: Elemental (Earth)
Resist 13
The caster exhales a cloud of creeping gray vapors that
slowly drift to settle over the target. Stone Breath deals
(VIT x 12) + 2d6 points of Earth damage and inflicts the
negative status effect Petrify.
Supernova (150 MP)
Learned From: Atma Weapon

Target: Single
Type: Non-elemental
Reflectable
Pure white light floods the area, turning all combatants
into stark black shadows; a second later, a swarm of
dark particles homes in on the targets, blasting them for
(INT x 20) + 2d6 non-elemental damage.
Supernova can be cast at a Long Range.

Learned From: Behemoth

Target: Single
Type: Non-elemental
The caster is enveloped by a prismatic glow, creating a
rapidly expanding field which summons a flash of
white light to engulf them,
Roll
Immunity
gradually spreading out to
1
Earth
and Fire
cover their allies before
2
Water and Wind
fading. Force Field
3
Ice and Lightning
bestows an Immunity to
4
Shadow
random elements. This
5
Holy
spell lasts until the end of
6
Targets
Choice
combat and may be cast
multiple times on the same
target(s).

Mighty Guard (100 MP)


Learned From: Ultima Weapon

Target: Single
Type: Status
Resist 13
Brilliant green globes of energy form around the caster
and their allies, fading into thin air a second later. Mighty
Guard adds the Status Conditions Haste, Float, Protect,
and Shell to one target.
Roulette (150 MP)
Learned From: Shinryu

Bad Breath (100 MP)


Learned From: Great Malboro

Target: Single
Type: Status
Resist 13
The mage exhales a stream of dark, billowing toxic
smoke, the billowing fume causing varying degrees of
sickness almost instantly. Bad Breath inflicts multiple
Status Conditions on the target. Roll a 1d6 and consult
the table below to determine which Conditions are added
to the target.
Roll
1
2
3
4
5
6

Target: Local
Type: Non-elemental
All natural light suddenly ceases as a single spotlight
begins to spin across the battlefield, drawing in tighter
and tighter circles around the combatants until it stops on
a single target, defeating it instantly. In order to
determine the 'lucky winner' of this grisly fate, all active
combatants should make a 2d6 roll once Roulette is cast.
The lowest rolling combatant is immediately reduced to 0
HP, regardless of their current HP score, Armor or M.
Armor rating. This ability works on all Notorious Monsters
and Bosses, even if they are normally immune to instant
death-inducing attacks. End Bosses remain unaffected.

Status Effects
Berserk, Blind
Berserk, Blind, Poison
Berserk, Blind, Poison, Seal
Berserk, Blind, Poison, Seal, Stop
Berserk, Blind, Poison, Seal, Stop, Zombie
Berserk, Blind, Poison, Seal, Stop, Zombie, Petrify

White Wind (100 MP) Learned From: Wyvern, Dragons


Target: Single
Type: Elemental (Holy)
A dazzling constellation of pearls hovers around the
caster, radiating waves of bright light to restore (Casters
Current HP) HP to one ally of his choice. If combined
with the Blue Mage ability Aura Magic, the 25% HP is
subtracted before the caster and all allies recover health.

158

Time Magic
Rank 1
Burn Ray (10 MP)
Target: Single
Type: Nonelemental
Reflectable
The air around all one enemy condenses, compressing
into a tight ball until it explodes. Burn Ray inflicts (INT x
1) + 1d6 points of nonelemental damage to one enemy.

Sprint (5 MP)
Target: Single
Type: Status
A series of red rings materialize around the targets legs
or equivalent anatomy, glowing with suffused power
before fading away again. The target's movement speed
is doubled for several minutes they can now travel a
Medium range distance instead of a Short range each
round.

Meteorite (20 MP)


Target: Single
Type: Nonelemental
The caster tears a small meteorite free from its path
across the cosmos, pulling it down to earth where it
crashes into all enemies. Meteorite inflicts (INT x 2) +
2d6 points of nonelemental damage to all enemies.

Float (5 MP)
Target: Single
Type: Recovery
Resist 11
Though not a true spell of flight, the caster buoys a target
into the air with anti-gravitational energy, protecting them
from harmful falls and allowing them to hover a few
inches above the ground. It nullifies damage caused by
Earth-based spells and abilities, as well as damage
caused by falling. The target of this spell receives the
positive status effect Float for several rounds.

Analyze (10 MP)


Target: Single
Type: Effect
The user is capable of determining the exact properties
and Tier (if applicable) of any magical item. This ranges
from weapons and armor to accessories and unmarked
potions; even things like magical paintings and
nondescript crystal fragments. For this reason, many
shifty bazaar owners loudly declare that this spells
authenticity is suspect, and that the mundane goods
theyre trying to peddle truly are lost, powerful artifacts.
Legendary Accessories cannot be read with this spell,
and extremely evil items can cause a magical backlash
and cause the caster of Analyze physical harm.
Eject (15 MP)
Target: Single
Type: Effect
Reflectable
With little more than a word and a gesture, the character
reverses gravity around one enemy and sends him
hurtling skyward. The target must make a difficulty 11
DEX check or be caught in the negative gravity zone and
thrown into the air and then smashed back into the
ground when the caster reverses the spell. If successful,
Eject causes any targets vulnerable to falling damage
(creatures without Float, Flight, or Defy Gravity) to lose
50% of their maximum HP upon collision with the ground.
Large creatures are immune to the Eject spell.
Hold (10 MP)
Target: Single
Type: Status
Reflectable
At the casters command, a globe of dull gray energy
encloses the target and reduces its physical movement
and ability to dodge incoming attacks. Thanks to the
heavy gravity-based burden, the targets EVA is treated
as being 0 for several rounds.

Illusion (10 MP)


Target: Local
Type: Effect
The character can create a realistic, moving visual image
that others can see. The spell does not make real, solid
objects, instead conjuring only magical figments and
trickeries. They can move and make noises as long as
the caster is within a Short Range of his illusion, and they
vanish utterly if he ever goes more than a Medium
Range away. Illusion cannot create false textures or
temperatures, and viewers are under no compulsion to
believe the authenticity of what they see; no more than
usual, anyway. In fact, viewers can make a Notice check
(difficulty 11) to realize that the image is semitranslucent.
Illusion cannot be used to change someones
appearance flawlessly, nor can the spells effects occupy
more than several meters of space.
Magnetite Cloud (20 MP)
Target: Local
Type: Status
By forming a magnetic photon field, the caster is able to
restrict the movement of anyone relying on
All enemies and allies who are using Heavy Armor or
composed of magnetic metals (such as iron and steel,
but not orichalcum or adamantite) are inflicted with the
negative status effect Stop. Targets do not receive a
CHA check to avoid the effects of Magnetite Cloud, and
what materials and opponents are magnetic is ultimately
up to the GM.
Magnetite Cloud cannot cause metal-wielding foes to be
Disarmed.

159

Rank 2
Tractor (10 MP)
Target: Single
Type: Status
Gravitational force pulls strongly on the target, dragging it
towards the caster. Tractor cancels out both natural and
magical Float and Flight effects for several rounds, and
drags mundane objects such as keys, tables or bodies
across the ground. Extremely large or heavy objects will
be unaffected by this spell.
Ray Bomb (25 MP)
Target: Single
Type: Status
Reflectable
Prerequisite: Burn Ray
Brilliant spheres of energy appear before the caster,
joining together into a single searing burst of destruction.
Ray Bomb inflicts (INT x 4) + 2d6 points of nonelemental
damage.
Quarter (60 MP)
Target: Single
Type: Status
Reflectable, Resist 12
Spheres of black and violet surge out to enclose one
opponent, crackling with audible force as the gravity
inside the bubbles increases a hundredfold. Quarter
reduces a target's HP by 25% of its maximum.
Time Slip (35 MP)
Target: Single
Type: Status
Reflectable
A current of time swirls around the target, stirring up dust
and decay as it pushes the unfortunate forward into old
age and disability or renders them youthful and strong,
but inexperienced.
Upon casting Time Slip, the targets age will change
rapidly; whether the character will grow Old or Young is
determined randomly. Time Slip lasts for a number of
rounds equal to the casters CHA rating.
Old: The target is affected with Power Break and Speed
Break, causing them to deal half damage with all STR
and DEX based physical attacks. However, all offensive
and healing spells have a 50% increased effect for the
duration.
Young: The target is affected with Magic Break, causing
them to deal half damage with all INT-based magical
attacks and healing spells. However, all physical attacks
Deal an additional 50% damage for the duration.
Invisible (30 MP)
Target: Single
Type: Status
Reflectable
Invisible makes an ally translucent, nearly impossible to
target with melee attacks. The targets EVA score and
Stealth score increase by 6 for several rounds.

Escape (10 MP)


Target: Party
Type: Effect
Acting as a short-range teleport, this spell allows the
party to exit dungeons with convenient swiftness. The
spell returns all party members to the last safe location
on or near the surface.
This magick also doubles as a way to safely flee
dangerous combat, as casting will instantly end combat
and return the likely-wounded characters to the nearest
safe resting location.
Gravity (40 MP)
Target: Single
Type: Nonelemental
Reflectable
The caster launches a dark bubble of energy, wholly
enclosing the target before subjecting it to crushing
gravitational force for a significant period of time.
Gravity deals (INT x 2) + 2d6 points of nonelemental
damage to the target at the start of each of their rounds,
for a number of rounds equal to the casters STR rating.
Furthermore, while Gravity lasts the target finds it difficult
to move or be moved. They are Immune to knockback
effects and can never physically move themselves more
than a Short Range in a single round (though things like
Teleport and Escape spells can bypass this).
Hyperdrive (60 MP)
Target: Local
Type: Effect
A hazy clock face shimmers into existence across the
battlefield, hands shuddering as they begin to slow,
eventually stopping dead. For a moment, the second
hand wavers, almost seeming to move backwards before
the clock explodes in a shower of fragments.
All enemies and allies other than the caster may
immediately take a standard action that doesnt count
towards their maximums for the round. These actions are
presumed to happen simultaneously.
Dimensional Gate (50 MP)
Target: Local
Type: Effect
The fabric of reality ripples and twists, finally creating a
tear in time and space itself Appearing as a black portal
through which an infinite expanse of stars can be seen,
captured moments continually flicker and replay across
the rippling surface of the gate.
If stepped through, the Dimensional Gate can lead the
party to either the Void or the Farplane, depending on
the casters wishes. (See p142. for more information on these
locations.)

This spell cannot be cast in combat, and it closes a


number of hours equal to the casters CHA rating after
being cast trapping anyone who has not yet returned
on the other side, perhaps permanently.

160

Rank 3
Comet (60 MP)
Target: Group
Type: Magical
Prerequisite: Meteorite
The caster reaches towards the heavens, pulling a comet
out of time to crash down in a shower of fire and molten
rock. Comet causes 1d6 meteors to damage foes; each
strike inflicts (INT x 6) + 2d6 nonelemental damage to all
enemies.
Demi (100 MP)
Target: Single
Type: Status
Reflectable
Prerequisite: Quarter, Resist 13
An opaque gray sphere encloses the target; seconds
later, crushing gravitational forces compress, releasing
the target only once the sphere has shrunk to a speck of
its former self. Gravity reduces a target's HP by 50%, not
modified for ARM or M.ARM. Demi still cannot exceed
the normal damage limitation of 999.
Shockwave Pulsar (60 MP)
Target: Single
Type: Magical
Reflectable
Prerequisite: Ray Bomb
Gravity suddenly ceases to function as glowing sphere of
stellar energy and gases materializes above the
battlefield, drawing an adversary into its embrace before
exploding in a violent burst of light and heat. Shockwave
Pulsar inflicts (INT x 7) + 2d6 damage to one enemy.
Temporal Shift (50 MP)
Target: Local
Type: Status
In an instant, the caster is surrounded by ring after ring of
translucent clocks, circling in a slow pattern before
speeding up and shattering. The glittering debris hovers
in mid-air for a moment, drawing the lines of an ethereal
clock face before winking out of existence.
Temporal Shift negates the status effects Stop, Stun,
Slow, and Haste, and no enemy or ally may receive any
of those status effects for the remainder of combat.
Brainstorm (80 MP)
Target: Single
Type: Status
Reflectable, Resist 13 (Special)
Hazy lights encircle the target as it wavers and fades,
body suddenly out of sync with time around it then the
caster assaults the foes mind with waves of energy,
robbing the target of wits and reasoning.
One enemy target is afflicted with the Confuse status.
The enemy does not get a CHA roll to resist the effects
of Brainstorm if they are already afflicted with Stop, Slow,
Stun, or Haste.

Teleport (100 MP)


Target: Party
Type: Effect
Prerequisite: Escape
Much like Escape, Teleport can take the entire party
great distances in the blink of an eye.
This is subject to a few important restrictions.
First, the party cannot be in combat when this spell is
cast. Second, the location can be anywhere in the world,
so long as the caster has been there within the last
several months and is familiar with the location.
Third, the spell will fail if the location is extremely
dangerous, such as submerged under lava or overrun by
monsters.
Finally, Teleport can only transport the party to
geographical locations, never to an object or person.
Disable (80 MP)
Target: Single
Type: Status
Reflectable, Resist 13
The target is encased in a bubble of turquoise light,
freezing time and preventing the target from participating
in combat for one round.
The target is affected by the negative status effect Stun.
Quick (100 MP)
Target: Self
Type: Support
Resist 13
A translucent clock encases the caster, creating a pocket
of localized time. Quick grants the positive status effect
Haste to the caster.
Slow (100 MP)
Target: Single
Type: Status
Reflectable, Resist 13
With target becomes incredibly sluggish, their
movements easily measured in seconds.
The target is afflicted with the negative status effect
Slow.
Advanced Illusion (30 MP)
Target: Local
Type: Effect
Prerequisite: Illusion
This spell is similar to the Illusion magick, but with the
following changes. First, the caster needs not be
anywhere near the spell for it to function, and the spell
now also includes thermal, olfactory and textural
trickeries as well it is completely lifelike in every way.
Viewers can make a Notice check (difficulty 13) to realize
that the image is abnormal, unless the Advanced Illusion
has been cast around an individual to change his
appearance there is no way to detect the spell if it has
been cast in this way.

161

Rank 4
Flight (60 MP)
Target: Single
Type: Status
Prerequisite: Float
A shower of amber lights sparkles around the target,
revealing the faint outline of an angelic pair of wings
before disappearing again. The target recieves the ability
to fly until combat ends. Targets with Flight are immune
to falling damage, Earth damage, and short-ranged
weapons suffer a -4 penalty to hit them (in addition to the
obvious movement bonuses a flying character would
obtain).
Reset (80 MP)
Target: Local
Type: Status
A glittering hourglass appears hovering beside the
caster, filled with the sands of barely-suppressed
temporal energy. After Reset is cast, the Time Mage can
declare any enemy or ally must re-roll any one attack or
check the hourglass shatters on command, sending
everyone back a few precious seconds in the
timestream.
After the Reset spell is cast, the Time Mage can force
this reroll at any time until combat ends, even when it
isnt his turn. Reset lasts until a reroll is caused in this
method, then the spell ends casting the Reset spell a
second time while the first is still active has no additional
effect.
Gravija (100 MP)
Target: Group
Type: Nonelemental
Reflectable
Prerequisite: Gravity
The caster releases a black sphere of pure gravitational
energy, causing thousands of tones of force to press
upon and pulverize his enemies.
Gravija deals (INT x 3) + 2d6 points of nonelemental
damage to the target at the start of each of their rounds,
for a number of rounds equal to the casters STR rating.
Furthermore, while Gravija lasts the target finds it difficult
to move or be moved. They are Immune to knockback
effects and can never physically move themselves more
than a Short Range in a single round (though things like
Teleport and Escape spells can bypass this).
Quasar (120 MP)
Target: Group
Type: Magical
Prerequisite: Shockwave Pulsar
The skies part, drawing down a searing shower of
celestial debris and radiation to bombard the battlefield.
Quasar inflicts (INT x 10) + 2d6 points of nonelemental
damage to all enemies.

Time Stop (130 MP)


Target: Special
Type: Status (Time)
Resist 14
The Time Mage creates a localized pocket of space
around one target, freezing it and everything nearby in
time for a moment.
Time Stop causes the negative status effects Stun and
Stop to one target, as well as all other enemies and allies
within a Short Range of that target.
Vanish (100 MP)
Target: Group
Type: Status
Prerequisite: Invisible
Vanish turns the entire party completely translucent,
allowing them to move without detection and become
nearly impossible to strike in combat. The EVA score and
Stealth score of all party members increase by 8 for
several rounds.
The EVA and Stealth bonuses granted by Vanish do not
stack with other such effects, such as the Invisible spell
or a Ninjas Sunken State ability.
Black Hole (200 MP)
Target: Group
Type: Status
Resist 14
Prerequisite: Demi
A spinning vortex of gravitational energy forms above the
battlefield, crackling as it begins to direct crushing
pressure on all enemies. If unresisted, Black Hole
reduces all foes to 25% of their maximum HP, not
modified for ARM or M.ARM. Black Hole cannot exceed
999 damage.
Haste (120 MP)
Target: Single
Type: Status
Reflectable, Resist 14
The Time Mage slows the entire world with the exception
of one target thus making it seem as though they
possess incredible speed. The target receives the effects
of Haste until combat ends.
X-Zone (60 MP)
Target: Single, Special
Type: Status
The fabric of reality splits open in a flash of white light,
revealing the alien stars beyond for brief instant.
Otherwordly creatures such as Espers are forced back to
their own reality by the casting of this spell.
X-Zone only works on Espers target is instantly
reduced to 0 hit points and removed from the current
combat. Effects that the Esper may possess such as
Auto-Life or Indestructible will not allow the Esper to
remain in combat after X-Zone is used, or summoned
again in the same game session.
X-Zone can be cast at a Long Range.

162

Rank 5
Hastaga (200 MP)
Target: Party
Type: Status
Reflectable, Resist 15
Prerequisite: Haste
A glowing red clock materializes below the casters allies,
hands spinning at normal speed but increasing by the
second before it fades in a flash, bestowing the Status
Condition Haste on all allies until the end of combat.

Meteo (200 MP)


Target: Group
Type: Magical
With a single motion, the caster splits the skies above
the battlefield to reveal the stars and planets beyond
and a single fiery meteor hurtling towards the battlefield
below, crashing down in a shower of rock and flame.
Meteo deals (INT x 22) + 2d6 points of nonelemental
damage to all enemies.

Flare Star (250 MP)


Target: Group
Type: Magical
Reflectable
Drawing on the forces of the cosmos, the caster bathes
the battlefield in the light of a dying star, searing all
opponents with pure stellar energy.
Flare Star (INT x 3) + 2d6 points of Fire damage, (INT x
3) + 2d6 points of Shadow damage, and (INT x 10) + 2d6
points of Holy damage to all enemies.

Slowga (250 MP)


Target: Group
Type: Status
Reflectable, Resist 15
Prerequisite: Slow
A giant, hazy silver clock appears over the battlefield,
spinning lazily as it slows down by the second. Slowga
afflicted all foes with the negative status effect Slow.

163

Arts
Swift Etude (0 MP)
Normal: The target receives a bonus to their DEX score
equal to the Entertainers Perform skill.
Reversed: The target receives a penalty to their DEX
score equal to the Entertainers Perform skill. The value
may not be reduced below 1.

Explosive Performance (0 MP)


Normal: This Art is capable of destroying a Tier 1 (or
less) weapon, or inflict serious damage on mundane
items no harder than wood. Whether held or unattended,
the nonmagical item instantly splinters and snaps,
rendering it utterly unusable.
Reversed: The Art repairs mundane objects over a
period of several rounds, as long as all the individual
parts of the broken item are nearby. It can also repair
nonmagical weapons destroyed with the normal version
of this Art.

Herculean Etude (0 MP)


Normal: The target receives a bonus to their STR score
equal to the Entertainers Perform skill.
Reversed: The target receives a penalty to their STR
score equal to the Entertainers Perform skill. The value
may not be reduced below 1.

Valor Minuet (0 MP)


Normal: Increases the offensive capabilities of the party.
All nearby allies receive a +2 to their ACC rolls.
Alternatively, Valor Minuet may be used to increase only
one allys ACC score by a value equal to the
Entertainers Perform skill.
Reversed: Reduces the offensive capabilities of all
enemies. All foes receive a -2 to their ACC rolls.
Alternatively, Valor Minuet may be used to decrease only
one enemys ACC score by a value equal to the
Entertainers Perform skill.
Enemies can never have an ACC score lower than +0
with the use of this Art.

Battlefield Etude (0 MP)


Normal: The target receives a bonus to their VIT score
equal to the Entertainers Perform skill.
Reversed: The target receives a penalty to their VIT
score equal to the Entertainers Perform skill. The value
may not be reduced below 1.
Logical Etude (0 MP)
Normal: The target receives a bonus to their INT score
equal to the Entertainers Perform skill.
Reversed: The target receives a penalty to their INT
score equal to the Entertainers Perform skill. The value
may not be reduced below 1.
Soulful Etude (0 MP)
Normal: The target receives a bonus to their CHA score
equal to the Entertainers Perform skill.
Reversed: The target receives a penalty to their CHA
score equal to the Entertainers Perform skill. The value
may not be reduced below 1.
Paeon (0 MP)
Normal: Whilst under the effects of Paeon, an
adventuring troupe needs neither sleep nor rest. The
mental and physical fortitude of the group increases, and
it improves combat defenses accordingly. The party has
an additional +2 to rolls to resist status effects, and are
unaffected by fatigue and tiring travelling conditions.
Reversed: The resistance to negative status effects of
all foes are sharply reduced. All enemies have a -2 to
rolls to resist status effects.
Wake to Life (0 MP)
Normal: With but a song, the Entertainer can imbue
mundane objects with sentience for up to 24 hours. They
become flexible and likely mobile, capable of
understanding simple orders and carrying out basic
tasks. Objects awakened in this way cannot participate in
combat, are generally loyal to the Entertainer that
created them, and are no more resilient than the material
they are made out of.
Reversed: With a Reversal of this Art, the entertainer
may return any object animated in this fashion back to its
former state.

Bladefoe Minuet (0 MP)


Normal: Increases the defensive capabilities of the
party. All nearby allies receive a +2 to their EVA.
Alternatively, Bladefoe Minuet may be used to increase
only one allys EVA score by a value equal to the
Entertainers Perform skill.
Reversed: Reduces the defensive capabilities of all
enemies. All foes receive a -2 to their EVA.
Alternatively, Bladefoe Minuet may be used to decrease
only one enemys EVA score by a value equal to the
Entertainers Perform skill.
Bladefoe Minuet cannot be used in conjunction with the
Addle spell.
Requiem (0 MP)
Normal: This Entertainer Art is indistinguishable from the
Black Mage spell, Lock. A set of ghostly chains wrap
themselves around the target, who cannot be larger than
a typical humanoid. The target may free themselves with
an Escape or Strength check at a difficulty of 13.
Reversed: This Art removes bonds, whether natural or
magical in nature. If physical, they simply slide off the
target, while they simply dissolve if they are magical.
Requiem does not prevent the target from being caught
by the same entrapment a second time.
Routine Performance (0 MP)
Normal: Your Art can truly soothe the savage beasts.
One enemy within Short range of the caster is affected
by the negative status effect Sleep unless they succeed
at a difficulty 13 CHA check.
Reversed: One ally is no longer affected by Sleep

164

Performance of Light (0 MP)


Normal: The Entertainer is capable of exhibiting some
minor control over the element of Holy. The Elemental
Terrain of the current combat becomes Holy. All Holybased spells and attacks in the area whether wielded
by friend or foe do an additional 50%
damage.Reversed: By reversing the Art of Light, the
Entertainer can destroy illusions, magical trickeries and
figments, and see the true form of monsters who have
taken humanoid shape. It also negates the effects of
Holy Elemental Terrain.

Performance of Wind (0 MP)


Normal: The Entertainer is capable of exhibiting some
minor control over the element of Wind. The Elemental
Terrain of the current combat becomes Wind. All Windbased spells and attacks in the area whether wielded
by friend or foe do an additional 50% damage.
Reversed: A Reversal of the Air Threnody negates the
effects of Wind Elemental Terrain.

Performance of Shadow (0 MP)


Normal: The Entertainer is capable of exhibiting some
minor control over the element of Shadow. The
Elemental Terrain of the current combat becomes
Shadow. All Shadow-based spells and attacks in the
area whether wielded by friend or foe do an
additional 50% damage.
Reversed: By reversing this Art, the Entertainer can
slowly close the gap between the realms of the living and
the dead, showing glimpses of the Farplane. Ghostly
animals may approach curiously, or the whispers of the
newly-deceased may be able to impart knowledge to the
party. Of course, it may just as easily be dangerous
many dwellers of the Farplane are unsatisfied, even
angry, and getting too close can often prove
disadvantageous.
Performance of Earth (0 MP)
Normal: The Entertainer is capable of exhibiting some
minor control over the element of Earth. The Elemental
Terrain of the current combat becomes Earth. All Earthbased spells and attacks in the area whether wielded
by friend or foe do an additional 50% damage.
Reversed: A reversal of the Art of Earth will cause the
ground to become calm and still, negating the effects of
Earth Elemental Terrain.
Song of Speed (0 MP)
Normal: Song of Speed instantly grants the positive
status effect Haste to one target.
Reverse: A reversal of this Art causes one target to lose
the effects of Haste (if they had it) and suffer the effects of
Slow instead. This Art has little to no effect on enemies
with the Auto-Haste ability.
Victory March (150 MP)
Special: The ultimate Art, this spell can only be used
once per game session either its normal function or the
reversed version.
Normal: Victory March grants the entertainer and all
allies 1 additional point of EXP or Destiny (individual
players choice) upon defeating a Notorious Monster,
Boss, or End Boss.
Reverse: A reversal of Victory March allows the
Entertainer to transfer one or more points of his Destiny
to another character. If combined with the Entertainers
Fantasia ability, this allows ALL non-Entertainer allies to
receive the same number of Destiny that the character
gave up.

Performance of Fire (0 MP)


Normal: The Entertainer is capable of exhibiting some
minor control over the element of Fire. The Elemental
Terrain of the current combat becomes Fire. All Firebased spells and attacks in the area whether wielded
by friend or foe do an additional 50% damage.
Reversed: A reversal of this Art allows the entertainer to
quench non-magical fires of a reasonable size. The fire
simply acts as though there was no flammable matter left
to consume, dwindling in size and finally vanishing after
several rounds. It also negates the effects of Fire
Elemental Terrain.
Performance of Water (0 MP)
Normal: The Entertainer is capable of exhibiting some
minor control over the element of Water. The Elemental
Terrain of the current combat becomes Water. All Waterbased spells and attacks in the area whether wielded
by friend or foe do an additional 50% damage.
Reversed: With a reversal of this Art, the Entertainer can
cause even the most turbulent waters to become calm
and utterly still. This negates any penalties to Swim
checks the water may have caused, and negates the
effects of Water Elemental Terrain.
Performance of Ice (0 MP)
Normal: The Entertainer is capable of exhibiting some
minor control over the element of Ice. The Elemental
Terrain of the current combat becomes Ice. All Ice-based
spells and attacks in the area whether wielded by
friend or foe do an additional 50% damage.
Reversed: The temperature in frigid areas seems to
warm slightly with the reversal of the Ice Threnody,
turning blistering cold into a bearable chill. It negates the
effects of Ice Elemental Terrain.
Performance of Lightning (0 MP)
Normal: The Entertainer is capable of exhibiting some
minor control over the element of Lightning. The
Elemental Terrain of the current combat becomes
Lightning. All Lightning-based spells and attacks in the
area whether wielded by friend or foe do an
additional 50% damage.
Reversed: Like the other core elemental Threnodies, a
Reversal of this Art ends the effects of Lightning
Elemental Terrain.

165

Summoning

Summoned Beasts, also known as Espers, Avatars, Eidolons, Fayth, Aeons, and a variety of other names across the
worlds, are the core of a Summoner's power.
Espers always deal magical damage, even when attacking with seemingly physical attacks and abilities.
Rank One Summons
Bismarck
Carbuncle
Palidor
Salamander
Siren
Sylph
Valefor

Rank Two Summons


Catoblepas
Ifrit
Leviathan
Pandemonium
Ramuh
Shiva
Titan

Rank Three Summons


Asura
Cerberus
Fenrir
Hades
Phantom
Seraphim
Tritoch

Rank Four Summons


Anima
Atomos
Diabolos
Doomtrain
Knights of the Round
Maduin
Phoenix
Rank Five Summons
Alexander
Bahamut
Odin
Yojimbo

166

Rank One Summons


Bismarck
The haunting melody of a whale song fills the area as Bismarck, the great white humpback whale, swims through the
air and dives into a pool of water that appears on the battlefield. Once submerged, he surfaces and sprays a mist
from his blowhole.
Spells
Water, Vox
Abilities
Attack (0mp): The Great Whale slams his enormous bulk into one foe, doing (VIT x 2) + 1d6 points of damage.
Geyser (10 mp): Bismarck dives beneath the surface, gathering water into his great mouth. The ground beneath the
target ripples as the whale surfaces underneath it, with his blowhole situated beneath the target's feet. With a mighty
blow, Bismarck fires a stream of water up at the foe, sending it flying into the air; just like the Eject spell, targets
without Flight or an immunity to falling damage lose 50% of their maximum HP when they recollide with the ground.
Astral Flow, Azure Crash (30 mp): Bismarcks whale song fills the area as the entire battlefield is flooded with
water. Without warning, he swims rapidly through the field, pulling a current of water with him and doing (VIT x 5) +
2d6 Water elemental damage to all enemies.
Special
Immunity to Water, Vulnerable to Lightning, Resistance to Fire

Carbuncle
The summoner takes a small ruby out of her pocket and tosses it almost casually into the air. As the sun catches the
ruby, a brilliant flash of light occurs. When the light clears, the ruby is clearly lodged in the forehead of a small,
turquoise animal. Carbuncle does a little somersault in the air, glad to be of service to its summoner.
Spells
Dia, Wall, Meteorite
Abilities
Attack (0mp): The tiny gem within Carbuncles forehead sears a foe with ruby energy, doing 2d6 points of nonelemental damage that ignores MARM and Shell.
Ruby Light (10mp): Carbuncle raises its head, causing the light of the sun to reflect off of its ruby brightly. The
reflected light seems to coat one of the Summoner's party members. As the light dies, the affected party member
feels lighter in spirit, as though the light is protecting him. The target gains the positive status effect Reflect for several
rounds.
Astral Flow, Searing Light (40mp): Carbuncle rears up onto its hind legs, staring at the sun. Suddenly, it launches
itself into the air, spinning around quickly. Once it is several feet off the ground, it seems to pause, floating in midair
as it collects the solar rays. Finally, it releases its accumulated light over the Summoner's party, coating each in a
divine light and granting each party member with Reflect and Shell for several rounds, and
restoring 50 MP to all party members, including the Summoner.
Special
Unusual Defense: Physical (Takes 200% damage from all physical sources and 50% from all magical)

Palidor
You feel a hand on your shoulder, and your blood runs cold; standing behind you is a being of roughly twelve feet tall
- Palidor, the Fallen Hero. His two angelic wings appear crumpled and broken extending from his back, and he hides
himself beneath a long, hooded cloak which appears to have once been the purest white, but is now mud-smeared
and tattered. With a nod, he kneels beside you in silent prayer.
Spells
Banish, Cure I, Poisona, Dia, Chivalry
Abilities
Exorcism (0 mp): Raising his blade feebly above his head, Palidor mumbles a few words. A target Undead enemy
takes (CHA x 3) + 2d6 Holy damage. If an undead foe is killed in this way the remains are totally disintegrated,
leaving nothing.

167

Astral Flow, Wrath of Heaven (30 mp): Something seems to come over this crumpled figure before you, and
without a word, he rises staggeringly to his feet and throws back his hood, revealing a humanoid face of indescribable
beauty. His tattered wings attempt to beat once as he extends his rusted blade, and a deafening blast of pure-white
energy erupts from the tip of the sword. All foes take (CHA x 4) + 2d6 Holy damage, and all allies receive the effects
of Brave that is, they are immune to the negative status effect Fear for the remainder of combat and the negative
status effect Zombie is removed from all allies.
Special
Weakness to Shadow, Resistance to Holy

Salamander
The summoner opens her palm to reveal a beautiful flower made of brilliant flame, which she lays on the ground. Out
of this flower crawls a small scarlet lizard with brilliant beads of crimson fire for eyes. Crawling along the ground in
front of the Summoner, it leaves tiny lizard-prints melted into every surface it touches. Though less than a foot long,
this tiny lizard possesses unimaginable power; it is the living manifestation of fire. It is Salamander.
Spells
Fire, Elemental Spikes (Fire)
Abilities
Attack (0mp): The tiny lizard belches forth a sphere of flame, doing (INT x 1) + 2d6 points of Fire damage to one
target.
Fire Breath (20mp) : Salamander opens its mouth and hisses at one poor hapless foe, bathing in it in a stream of
pure elemental Fire and dealing (INT x 4) + 2d6 points of Fire damage.
Unfortunately, as Salamander draws closer to being banished, less and less flame is produced. Fire Breath inflicts full
damage if Salamander has between 100-51% of his total HP remaining; 50% damage if between 50-26%; and a
mere 25% when at or below 25% of maximum HP.
Astral Flow, Crimson Roar (30mp): Salamander unleashes a massive torrent of pure flame, smothering all enemies
in a sea of burning agony - dealing (INT x 7) + 2d6 points of Fire damage.
Unfortunately, as Salamander draws closer to being banished, less and less flame is produced. Crimson Roar inflicts
full damage if Salamander has between 100-51% of his total HP remaining; 50% damage if between 50-26%; and
only 25% when at or below 25% of maximum HP.
Special
Resistance to Fire, Weakness to Water

Siren
Soft harp music permeates the area, catching the attention of all present. Waves lap against the ground as a woman
of unimaginable beauty strides out from the foam, wearing little more than a few strips of fabric and short boots. Her
golden hair flows freely, wafting in even the slightest breeze. Although the harp is a peaceful instrument, something
about Siren's face seems wild and untamed.
Spells
Water, Sleep, Vox
Abilities
Lunatic Voice (10mp): Siren plays her harp and sings a wordless song, her eyes locking on a single target. The
target takes (CHA x 3) + 1d6 points of damage and has a 50% chance to become Berserk, growing angry at the
prospect of not possessing her for his own.
Astral Flow, Siren Song (10 mp): With a coy smile, Siren sings a soothing melody, backed up by her harp. The
entire target group takes (CHA x 5) + 2d6 damage, and each has 50% chance to be instantly smitten with love and
become Confused as they fight friend and foe alike for the rights to Siren's attention.
Special
Resistance to Water

Sylph
A light breeze gusts through the battlefield, carrying sounds of young girls giggling. A small group of mischievous
sprites appears, flitting about in front of the Summoner and leaving showers of pink pixie dust in their wake. It's never
easy to discern just how many are there, as the Sylphs dart to and fro in a mindless dance around their summoner.

168

Spells
Lock, Illusion
Abilities
Sylvan Touch (5mp): A single Sylph separates from the group, flying toward an enemy. With a mischievous giggle,
she taps it lightly on the nose, drawing forth both health and magic. Wings fluttering, she flies back to the party and
swoops around them, distributing the stolen energy in a shower of sparkling pink motes. Sylvan Touch drains both
(DEX x 2) + 2d6 points of HP and MP from the target, then grants all party members (excluding the summoner) the
same amount of HP and MP drained.
Astral Flow, Sylvan Dance (40mp): Instead of a single sprite flying out, the entire cloud of Sylphs swarms the
battlefield, dancing wildly around each of the enemies. After their twirl with the targets, the Sylphs return to the party
and dance around them as well, distributing the health and magic that their first dance had drained. Sylvan Dance
drains both (DEX x 4) + 2d6 points of HP and MP from all targets, then grants all party members (including the
Summoner) the same amount of HP and MP drained.
Special
Resistance to Wind, Auto-Float, Vulnerable to Shadow

Valefor
Descending from the sky on leathery wings, Valefor drifts slowly downwards and hovers in front of the Summoner,
protecting them from those who wish to do her master harm. Valefor is a large avian creature that vaguely resembles
a humanoid bird, with a plumage of red and purple downy feathers. As she hovers and awaits commands, she emits
soft comforting cries from her silvery, steel-like beak.
Spells
Aero, Blizzard, Fire, Thunder, Water
Abilities
Attack (0mp): Valefor swoops in, slashing at the target with hooked claws and her hard-as-steel beak. The attack
deals (STR x 2) + 2d6 points of damage.
Sonic Wings (10mp): Valefor's wings beat slower and slower, seeming to slow time down for a moment. Gusts of
wind caused by this movement blow towards the target, blasting them with (STR x 3) + 2d6 points of Wind damage
and hindering their attacks. There is a 25% chance the target will be affected by the negative status effect Stun until
the start of Valefors next turn.
Astral Flow, Energy Blast (20mp): Soaring high above the battlefield, Valefor collects energy in her beak. With a
burst of intense light the energy is released amidst the enemy group, scorching them for (STR x 5) + 2d6 points of
non-elemental damage. Furthermore, all enemies damaged in this way have a 50% chance to be affected by Armor
Break.
Special
Flight

169

Rank Two Summons


Catoblepas
A thundering of hooves announces the arrival of a great beast, though he seems much less impressive and much
more intimidating up close. Catoblepas charges onto the battlefield from afar, legs flailing as he runs and casting
great clouds of earth up in his wake. The large green-furred beast skids to a halt in front of the summoner, great head
hanging low to the ground despite a very long neck. He snorts, his head very pig-like save for the mane and the
single glowing eye.
Spells
Rasp, Ray Bomb
Abilities
Attack (0mp): The Esper overruns a single target, attempting to trample them with his many hooves. The attack
deals (VIT x 3) + 2d6 points of damage
Medusa's Eye (20mp): Catoblepas lowers his head to the ground and stares intently at the target, his eye glowing a
dull orange. The target's eyes are drawn to the gaze and fixed with terror... then the beast blinks and lifts his head
away from the ground, the look having shocked the system of the target to inflict (VIT x 5) + 2d6 points of damage
and having a 25% chance to Petrify the target for several rounds.
Astral Flow, Devil's Eye (60mp): Catoblepas lowers his head and stares across the battlefield, his single eye
glowing a bright red. Visions of lifeless stones and statues float around his head, and all the targets attempt to break
away from the beast's intent stare. When he finally closes his eye, all enemies are afflicted with the negative status
effect Petrify for several rounds.
Special
Resistance to Earth, Beast Killer

Ifrit
The ground rumbles and shakes as a fountain of magma erupts from the earth, carrying a giant muscular beast. The
magma cools and hardens as Ifrit lands with a loud thud, his massive horns reflecting the ambient light. Flame erupts
from his canine maw as he throws back his head and bellows.
Spells
Fire, Fira
Abilities
Attack (0mp): Ifrit leaps towards one target, tearing into them with wickedly-curved claws. The attack deals (STR x 4)
+ 2d6 points of damage
Meteor Drive (30mp): Ifrit lets out a roar as his claws are engulfed in flames, then leaps toward his victim with insane
speed and pounds upon it with his burning fists. This barrage deals (STR x 6) + 2d6 points of Fire damage
Astral Flow, Hellfire (50mp): Ifrit grabs his victim and hurls it into the sky, then claws out a huge rock from the
ground. The rock is engulfed in fire and melts from the incredible heat. With a powerful roar and a final burst of
flames, Ifrit launches the ball of molten rock at the target to inflict a tremendous amount of Fire damage and a shortrange knockback. Hellfire deals (STR x 8) + 2d6 points of damage.
Special
Absorbs Fire, Weakness to Ice, Vulnerability to Water

Leviathan
A briny smell is in the air as the ground before the summoner turns to water. Suddenly, the pool of water is disturbed
as the sinuous form of Leviathan, lord of the depths, breaches the surface and rises into the air.
Spells
Water, Watera
Abilities
Attack (0mp): Leviathan crashes into a target, moving with superior agility to inflict as much damage as possible with
its sinuous body. The attack deals (DEX x 4) + 2d6 points of damage

170

Jet (30mp): Leviathan unleashes a powerful keen as a wave becomes visible surging towards the enemies. The
wave quickly reaches the monsters, washing over them to inflict (DEX x 5) + 2d6 Water damage to all foes.
Astral Flow, Tidal Wave (40mp): Again, Leviathan keens, but this time, water is suddenly visible on all sides of the
monsters. With a thunderous crash, the oceans of the world slam into the monsters, simultaneously drowning and
crushing them. All monsters on the battlefield take grievous amounts of Water damage and are knocked back a Short
Range; Tidal Wave deals (DEX x 7) + 2d6 points in all and even affects enemies who are Large or otherwise Immune
to knockback.
Special
Immunity to Water, Weakness to Lightning, Resistant to Fire, Resistant to Ice

Pandemonium
Winds begin to whip up the battlefield, quickly condensing into a howling tornado. What looms over the enemy when
all has dispersed looks like something out of a fever dream: a faceless giant, purple skin dappled and mottled with
splashes of pink and white, sizing the field up with an eyeless gaze. As three long tubes slung over one shoulder start
drawing in the surrounding air, what at first appeared to be a tail begins to grow in size, swelling until it is almost
spherical and creaking with tension. Pandemonium, Summon of Wind, is ready to strike.
Spells
Aero, Aerora
Abilities
Attack (0mp): The Esper swirls through the battlefield, leaving destruction in its wake. The attack deals (DEX x 4) +
2d6 points of damage to one enemy.
Aerial Blast (30mp): Pandemonium releases the accumulated contents of his wind-bag in a single violent torrent that
all but blasts the target out of the battle. Aerial Blast inflicts (DEX x 6) + 2d6 points of Wind Elemental damage. The
damage from this attack cannot be reduced with M.ARM or Shell, or affected by Reflect. However, any foe defeated
with Aerial Blast does not drop money or items, having been blown away in the storm.
Astral Flow, Wind Blade (30mp): The 'mouths' of Pandemonium's air-tubes flare wide, unleashing three screaming
torrents of wind that twist and intertwine as they surge towards the enemy. Wind Blade inflicts (DEX x 8) + 2d6 points
of Wind Elemental damage to all eligible combatants in the targeted Group and causes a Long Range knockback.
The damage from this attack cannot be reduced with M.ARM or Shell. However, any foe defeated with Wind Blade
does not drop money or items, having been blown away in the storm.
Special
Absorbs Wind, Auto-Float, Aerial Killer

Ramuh
Storm clouds gather overhead and the rumble of thunder can be heard in the distance, and bolts of lightning burst
from the clouds and strike the ground in front of the Summoner. When the flash of light and peal of thunder have
faded, the Summoner is accompanied by a wizened man with a long grey beard, dressed in loose green robes and
carrying a gnarled old staff.
Spells
Thunder, Thundara, Elemental Spikes (Lightning)
Abilities
Shock Strike (20mp): Ramuh lifts his staff high, allowing it to be struck by an errant bolt of lightning from the clouds.
Whirling the rod once over his head, he points it at the target and the electrical charge leaps towards it, shocking it
with (INT x 5) + 2d6 points of Lightning damage and carrying 50% chance to dispel all positive status effects currently
bestowed upon the target.
Astral Flow, Judgment Bolt (30mp): Ramuh chants in an arcane language, and the sky grows dark from gathering
clouds. The clouds swirl and twist above the targets, the winds howling and the sound of thunder growing louder with
each second. Suddenly a volley of lightning crashes into the ground amidst the targets, electricity arcing between
their bodies and jolting them all with Lightning damage; (INT x 7) + 2d6 points total. In addition, Judgement Bolt
removes all positive status effects from the target.
Special
Immune to Lightning, Weakness to Water, Auto-float

171

Shiva
Along with a blast of arctic wind a giant block of ice slams into the battle field.
Encased in the ice is a beautiful woman with pale blue skin. Her eyes snap
open and she shatters her frozen carapace, leaving behind the crystalline
form of Shiva.
Spells
Blizzard, Blizzara, Elemental Spikes (Ice)
Abilities
Attack (0mp): The Esper sashays forward before striking one foe
surprisingly hard with an ice-cold palm. The attack deals (CHA x 4) + 2d6
points of damage to one enemy.
Heavenly Strike (20mp): Shiva regards her target with a cool, disdainful
gaze. Judging the foe unworthy of effort, she waves her hand and freezes
the air above the target into an enormous block of ice. The block immediately
drops, delivering a crushing blow that inflicts (CHA x 6) + 2d6 Ice damage.
Astral Flow, Diamond Dust (30mp): Shifting her stance for stability, Shiva
gathers moisture from the air and concentrates it into a dense ball of ice.
When the ball bursts it unleashes a blast of pure frigid might, encasing her
enemies in a tomb of frozen walls. With the snap of her fingers the ice prison
shatters, leaving the enemies of Shiva shivering on the ground and suffering
from a great deal of Ice damage; (CHA x 7) + 2d6 points in all. Furthermore,
all enemies damaged by this attack also receive a Weakness to Ice for the
remainder of combat.
Special
Absorbs Ice, Weakness to Fire

Titan
A deep rumbling is felt in the earth and the battleground is covered with a web of cracks and fissures. An immense
muscular humanoid bursts out, covered with primitive tattoos and clad only with a loincloth. As dust and grit cascade
off his body, Titan bellows with rage and glowers at those who would dare befoul his precious Earth.
Spells
Stone, Stona, Hold
Abilities
Attack (0mp): The Esper marches across the battlefield before slamming its boulder-sized fists into a foe. The attack
deals (VIT x 4) + 2d6 points of damage.
Debris Shower (10mp): Titan raises both arms, causing the earth itself to explode upward in a pillar of boulders and
stone. Debris Shower deals (VIT x 6) + 2d6 points of damage to any enemy with Float or Flight.
Guardian Golem (20mp): The Esper stabilizes its massive bulk and steps in front of one of the Summoners allies,
ready to protect them from harm. This ability functions almost exactly like the Paladin ability, Cover.
For as long as Titan remains on the field, all physical damage that would be taken by the ally is instead applied to
Titan - without modifying for Armor and M.Armor as normal. Titan cannot stop protecting the target once Guardian
Golem has been activated, and must continue to use Guardian Golem on each subsequent round until Dismissed.
Astral Flow, Earthen Fury (30mp): Titan plunges his powerful fists deep into the surface and, with a deep snarling
grunt, rips loose a large slab of rock. Growling and bellowing to express his rage, Titan slams the slab upon the
targets, inflicting tremendous Earth damage to all the Summoner's foes; (VIT x 7) + 2d6 points worth. Earthen Fury
also causes a short-range knockback.
Special
Immune to Earth, Resistant to Lightning, Resistant to Wind, Vulnerable to Water, Regeneration 10

172

Rank Three Summons


Asura
A beautiful woman floats down serenely from the heavens, bringing with her a sense of peace and balance. As she
comes to hover in front of the summoner, it becomes apparent that Asura is actually three bodies and three faces
sharing a single head, all sitting in the lotus position back to back. The first body is that of a lovely blonde woman,
hands folded in her lap. Another is a woman with red skin and hair and a dark scowl on her face, threateningly
brandishing a sword. The final body is a woman with blue skin and light yellow hair, a vacant smile on her face as she
playfully tosses a dagger from one hand to the other. When Asura acts, she spins slowly in front of the party, each
face bestowing a different gift.
Spells
Seal, Invisible, Float, Vox, Stop, Sleep, Wall
Abilities
Blessing (50mp): Roll a 1d6. A roll of 1-2 causes the Face of Yang effect. A roll of 3-4 causes the Face of Yin effect.
A roll of 5-6 causes the Face of Asura effect.
Face of Yang: Asura spins, and the red-skinned woman scowls at the party. A warrior by nature, she points her
sword at them, urging them to defeat their enemies. The magic from this blessing surrounds the party, granting the
Protect status to them until Asura uses her Blessing or Blessings of the Diety ability.
Face of Yin: Asura spins, and the blue-skinned woman with the vacant smile faces the party. She gestures toward
them with her dagger, granting a feeling of peace and happiness. Along with the serenity comes (INT x 6) + 2d6
healing to all party members.
Face of Asura: Asura spins, and the blonde woman looks gracefully upon the party. With a vague nod of her head,
fallen comrades find new hope. Asura casts Life upon all Unconscious allies and has a 50% chance to cast Life on
all defeated foes, as well.
Astral Flow, Blessings of the Deity (0mp): The goddess of both peace and war offers her aid to the strongest,
wisest and most beautiful combatant on the field, all three faces aligning in perfect harmony for only a moment . All
enemies and allies make a STR check, an INT check and a CHA check.
If the same character rolled higher than all other participants on two or more checks, they recover 100% of their HP
and MP instantly, gain Auto-Haste, an Immunity to Critical Hits and an Immunity to all status effects for several
rounds.
Special
Weakness to Holy, Weakness to Shadow

Cerberus
A terrific howling is heard from the core of the earth. A gaping fissure opens in the ground, from which a tremendous
three-headed dog leaps with a hideous snarl. Cerberus lands in front of the party, his three sets of fangs bared in a
snarl.
Spells
Quick, Slow
Abilities
Attack (0mp): Cerberus tears into a foe with sharp teeth, dealing (DEX x 6) + 2d6 points of nonelemental damage.
Ragdoll (0mp): Cerberus grabs one foe and hurls him into another as he rushes through combat, causing chaos in
the enemy ranks. This attack can only be used if at least two enemies exist on the field the first target takes (DEX x
4) + 2d6 points of damage and is knocked back a Short Range. The second target takes (DEX x 8) + 2d6 points of
damage and receives the negative status effect Stop for one round.
Sonic Drive (20mp): All three of Cerberus' heads look towards the same foe. A hideous barking emerges from all
three throats - the sound is so horrendous that the monster suffers from a sudden case of shaky knees and receives
the effects of the negative status effect Stop until Cerberus is dismissed. In addition, he takes a penalty of -2 to his
ACC and EVA scores.
Astral Flow, Counter Rockets (50mp): Cerberus raises all three heads to the sky and unleashes a howl, calling
forth the fighting spirit of the Summoner and his allies. All allies may take an immediate, instant Standard action, even
though it is not their turn. These actions are presumed to happen simultaneously, similar to the Hyperdrive spell.
Special
Arcana Killer

173

Fenrir
Dark clouds gather over the battlefield, turning day to night as a towering column of rock bursts forth from the ground.
Suddenly, a howl rings out from on high. There atop the great rock face stands a majestic horned wolf, violet fur
broken up by whorled tufts of white and gold that almost look like wings by what little light remains. Rearing his head
back, Fenrir gives another howl and prepares to enter the fray.
Spells
Magnetite Field, Sleep
Abilities
Attack (0mp): Fenrir charges down a foe, dealing (VIT x 6) + 2d6 points of damage.
Howling Moon (40mp): The dark clouds part, allowing a pale moon to shimmer into existence over the battlefield.
Beams of light begin pouring down and envelope a single foe in their glow. Howling Moon deals (VIT x 12) + 2d6
points of damage to any foe who is afflicted by the negative status effect Sleep. No damage is dealt otherwise.
Astral Flow, Eclipse (30mp): With a fierce howl, Fenrir leaps from his perch, rocketing towards the Summoner's
foes at such speeds that his very form begins to blur into a comet of green energy. Seconds before striking, the wolf's
body separates into five ghostly images that whirl around the battlefield, creating a vortex to engulf the enemy.
Eclipse inflicts (VIT x 12) + 2d6 points of damage on all eligible combatants in the targeted group. Furthermore, once
Fenrir is dismissed after using this ability, the Summoner gains the effects of Haste for several rounds.
Special
Resistant to Lightning, Beast Killer

Hades
A deep, mournful bell is heard as a thick mist rolls over the Summoner's party. As the mist clears, it reveals the figure
of a skeleton clad in a deep purple robe hunched over a large cauldron. Hades looks gleefully up at the enemy party
as if to let them know their time has come.
Spells
None
Abilities
Devil's Call (0mp): Hades reaches slowly into one of the sleeves of his robe, pulling out a dull iron bell. There is a
50% chance that Devils Call will affect a random enemy, and a 50% chance that it will affect a random ally instead.
As Hades rings the bell the same mournful tone heard during his summoning rings out, and the affected target is filled
with despair over the knowledge of its imminent demise. They are afflicted with the negative status effects Stun and
Fear for three rounds. At the end of the third round the target is reduced to 0 hit points, similar to the Doomsday and
Lv.? Doom spells.
Reanimation (40mp): The skeletal demon draws forth a putrid substance from the cauldron, dripping it onto the form
of a fallen enemy or ally. The target must be unconscious, and regains 1 hit point. They battle as if under the effect of
Charm caused by the Summoner, and are an Undead creature.
Astral Flow, Cursed Mist (0mp): Hades straightens up and begins a hideous chant. As he chants, a pale flame
appears under the cauldron, causing whatever is within to begin bubbling. As the spell reaches its climax, a thick gray
fog begins pouring out of the cauldron, washing over the enemy party and covering them with hideous toxins. The
attack inflicts all enemies with the negative status effects Curse and Poison for several rounds.
Special
Undead

Phantom
An eerie stillness fills the air. Seemingly from nothing, a figure engulfed in dark mist appears and then disappears,
fading in and out of existence. When Phantom can be seen, a translucent cloak covers its entire body, save for two
glowing eyes. Phantom has no fear of Holy energies however, being the long-dead spirit of a great force of good.
Spells
Seal, Invisible, Float, Barrier, Dia, Banish
Abilities
Pearl Light (20mp): Phantom's cloak pulls back slightly from its face and a brilliant white light shines from its eyes.

174

Whomever Phantom stares at with this pure light suffers (INT x 8) + 2d6 points of non-elemental damage.
Astral Flow, Eternal Shroud (30mp): Phantom's cloak spreads out to cover the entire party, granting them the same
ghostly essence that it enjoys. Phantom's essence invigorates the party like a chill breeze, granting all allies Float
until the end of combat. Furthermore, all allies receive a +6 bonus to their EVA score and Stealth skill, as if they were
under the effects of the Invisible spell.
Special
Resistant to Holy, Resistant to Shadow, Auto-Float

Seraphim
The summoner bows her head and closes her eyes, imparting a prayer for assistance to the fates. As she does so, a
golden beam of light shines down from above, and a winged woman wearing a simple white robe descends from the
sky to gently touch down before the summoner.
Spells
Regen, Life, Dia, Escape
Abilities
Healing Rain (30mp): Seraphim gazes hopefully upwards and sings a single note. Light shines from the heavens
and bathes a single party member in warmth, healing them of wounds. The target ally recovers (INT x 6) + 2d6 points
of HP, and also receives the effects of Regen for several rounds.
Astral Flow, Angelic Anthem (100mp): Seraphim spreads her wings and flies high into the air as an angelic chorus
is heard from above. As her wings flap, feathers begin to slowly fall, showering the party. The feathers disappear as
soon as they touch each party member, providing healing for the entire group. All members regain (INT x 10) + 2d6
points of HP, receive the effects of Regen for several round, and are simultaneously cleansed of negative status
effects as per the spell Esuna.
Special
Immune to Holy, Weakness to Shadow, Regeneration 40

Tritoch
With the beating of feathery wings, the rainbow dragon Tritoch swoops down from the skies. Feathers and scales
shimmer red, blue, gold and green in the light as he gently sets down on four short legs, taking your breath away. A
tuft of iridescent fur tips the end of his twitching serpentine tail, a long tongue flicks from a beak-like mouth and battlehardened eyes peer from beneath an ancient bronze helmet.
Spells
Blizzara, Thundara, Fira
Abilities
Elemental Infusion (Special): Whenever Tritoch absorbs a Fire, Ice, or Lightning-based spell or effect, all damage
dealt by Tritoch is increased by two steps until he is dismissed. This bonus is cumulative thus, after the fifth spell
absorbed in this way, Tritoch will deal an additional (STR x 10) damage
Antipode (40mp): Rearing back his head, Tritoch lifts his wings and lets out a roar. Blue and red particles flow from
his mouth, encircling the target in a whirlwind of fire and ice. The particles converge, causing a massive explosion as
raging heat meets freezing cold. Antipode deals either Fire or Ice damage, depending on whichever element the
target is most vulnerable to. Antipode deals (STR x 6) + 2d6 points of damage that ignores MARM. Tritoch may use
this ability on himself.
Sanctuary of Thunder (20mp): Tritoch bestows his elemental gift on all members of the party, filling them with a
strong electrical current and granting them all an Absorbency to Lightning until Tritoch is dismissed.
Tri-Nova (0mp): Taking to the air once more, Tritoch spreads wide his wings and whips his tail downward. Showers
of energy rain from him onto the battlefield, engulfing the enemies first in searing flames, then freezing them in ice
and finally unleashing a blast of thunder to shock the targets. Tri-Nova deals either Fire, Lightning, or Ice damage,
depending on whichever element the target is most vulnerable to. However, there is a price for such a powerful
attack. Tri-Nova deals (STR x 10) + 2d6 points of damage to a target enemy, as well as an equal amount to the
summoner.
Special
Absorbs Fire, Absorbs Ice, Absorbs Lightning, Auto-Protect, Flight

175

Rank Four Summons


Anima
A blackened metal chain plummets out of the sky, plunging into the ground with a thundering jolt. The chain retracts
as it slowly pulls something out of the shadowed depths of the earth. More chains spring out of the earth, pulling
themselves taught around the emerging figure, a strangely fish-like creature who roars in impotent fury as she weeps
boiling blood. This is the dark spirit Anima.
Spells
Zombie, Death, Scourge
Abilities
Spirit of Oblivion (Special): The damage done by Animas abilities is based off the Summoners Affiliation rating. If
the Summoner is -5 points into Shadow or more, then Pain, Splintered Soul and Catastrophe deal 200% normal
damage. If -10 points into Shadow, the attacks do 400% damage instead.
Pain (30mp): Anima cries out to the battlefield as a drop of molten blood is flung from her eye upon the target. As the
dark essence sears away at the target, the pure rage of Anima attacks their very spirit. In addition to causing (CHA x
6) + 2d6 Shadow Elemental damage, Pain has a 25% chance to kill the victim instantly. This secondary effect is
considered a Death effect and may not work on bosses.
Splintered Soul (60mp): Animas lower head lets out a scream of anguish, causing all who hear it to fall to their
knees in agony. The attack deals (CHA x 6) + 2d6 Shadow Elemental damage to enemies and allies alike.
Astral Flow, Catastrophe (50mp): The chain binding Anima to the surface snaps free, sending Anima plunging back
into the earth. The chains themselves drag the enemy party down with her, allowing them to meet Anima's other face,
a monstrous crowned skeleton, whose chains are near breaking point. As the combatants sink deeper into the
darkness, the bindings snap, and Anima's other half is freed. With two gaunt arms she begins to vent all the pain and
suffering of her existence into a single foe, slowly at first before picking up speed, doing (CHA x 14) + 2d6 Shadow
Elemental damage to one enemy.
Special
Resistant to Shadow, Weakness to Holy, Auto-Stop, Auto-Zombie, Auto-Poison

Atomos
A dark shadow envelops the battlefield as demon machine Atomos appears, its body barely more than a giant mouth
hovering in the sky. A singular light glows deep in the void of its gaping maw, seemingly drawing in the surrounding
light and causing the encroaching shadows. Its dark eyes flare open to survey those who the Summoner needs
eliminated from existence, a thunderstorm of unreal proportions crackling across the sky behind it.
Spells
None
Abilities
Devastation (20mp): Atomos massive form encompasses almost the entire sky, and he is capable of reigning
destruction down upon all he sees. Atomos jets forth a series of arcing lasers, striking the ground without aim or
concern. Devastation deals (INT x 4) + 2d6 damage to every person and object in a several mile radius, including the
summoners allies but excluding Atomos himself.
Engulf (80mp): Atomos' hideous body turns to face one target. A powerful vacuum forms as its singularity pulls at the
target, slowly sucking it inside. The target must brace itself quickly to defend against the 25% chance to be sucked
into the dark void of Atomos' stomach and removed from the encounter, as if forced through a Dimensional Gate
spell. Though the target is not truly killed, Engulf is considered a Death effect and some bosses may be immune to
this ability.
Astral Flow, G-Force Infinity (100mp): The singularity inside Atomos is fully revealed as the center of a black hole,
causing an immense pull on all the Summoner's foes. The intense vacuum effect deals (INT x 14) + 2d6 points of
nonelemental damage to all enemies and has a 50% draw them all into the deadly phenomenon, removing them from
the current encounter. Like Engulf, being pulled through the black hole has the same effect as being forced into a
Dimensional Gate spell. Some bosses may be immune to this ability.
Special
Indestructible (Takes zero damage from all sources), Auto-Float, Construct-Killer

176

Diabolos
With a dry, dusty fluttering, a swarm of ethereal bats surround the summoner and fly up to form an immense globe of
pure darkness. Silently, the demonic Diablos descends from this globe and flares his wings as he scans the
battlefield. He hungers, and all are his prey.
Spells
Poison, Blind, Twilight, Bio, Drain, Aspir, Osmose, Shockwave Pulsar
Abilities
Camisado (100mp): Diablos lunges forward, his clawed hands burning with sickly purple flame, and rakes his talons
through his chosen victim. No wounds are caused, but the victim can feel his very soul being shredded away by the
attack. Camisado deals damage equal to (1d6 x 10) percent of the foes maximum health. The enemy can never be
reduced to 0 HP from this attack and will always be left with at least 1 HP. Camisado is considered a Death status
effect.
Astral Flow, Souls of Darkness (0mp): The globe of blackness that acts as Diablos' portal to this realm implodes
back into a swarm of ethereal bats which gracefully pivot and fly through his enemies, causing no physical wounds
but hammering away at their very essence before fading away and taking Diablos with them. Souls of Darkness deals
damage equal to (2d6 x 10) percent of the foes maximum health. The enemy can never be reduced to 0 HP from this
attack and will always be left with 1 HP, even if 100% or more HP loss is rolled. Souls of Darkness is considered a
Death status effect.
Special
Resistant to Shadow, Vulnerable to Holy, Auto-Float

Doomtrain
The ringing of haunting bells suddenly sounds, signaling the approach of the runaway Doomtrain. A series of pale
white traintracks crisscross the battlefield as the ghostly train chugs into view, its many undead passengers engaged
in deep conversation. As Doomtrain carries the departed tothe other sideit has been signaled to stop for a
moment to pick up a few more.
Spells
None
Abilities
The Other Side (Special): Any target brought to 0 hp from Doomtrain is killed instantly. Their spirit boards the
ghostly train wordlessly, never to be seen again.
Last Call (0mp): Doomtrains mere presence begins to close the rift between life and death, bringing the living one
step closer to joining him. The haunting call of Doomtrains whistle deals (DEX x 10) + 2d6 points of Shadow damage
to all characters at 50% health or less, friend or foe alike.
Astral Flow, Grand Train (120mp): The traintracks lead Doomtrain onto a collision course with a targeted enemy.
The phantom train picks up speed before the collision, and ghostly hands reach out from the windows to grab at the
foe and pull him inside the confines of the train. This attack deals (DEX x 14) + 2d6 points of Shadow damage, and
inflicts the negative status effects Blind, Poison, and Berserk on the targeted enemy. If the enemy is at 50% or less
health, the status effects Seal and Stun are also inflicted and all positive status effects are removed. Whether or not
the foe survives such an assault, Doomtrain continues its ghostly journey off into the night.
Special
Resistant to Shadow, Vulnerable to Holy

Knights of the Round


Impressive in their armor, and carrying a fierce variety of weaponry, three warriors enter the field, standing firm before
the summoner. One stands larger than the other two, a white dragons head printed upon the flowing crimson of his
cape. All three hides their faces with thick visors, but you get the impression that theyre smiling jovially.
Spells
Consecrate, Cure II, Life, Protect, Shell
Abilities
Heros Resolve (Special): The damage done by Eschaton and Ultimate End is based off the Summoners Affiliation

177

rating. If 5 points into Holy or more, then the Knights of the Rounds abilities deal 200% normal damage. If 10 points
into Holy, their attacks deal 400% damage instead.
Eschaton (30mp): The call to charge is given and the three warriors advance, striking out with their weapons.
Swords flash, axes swing, spears twirl, and all enemies are struck for (VIT x 8) + 2d6 points of damage.
Champions Call (40mp): The Knights raise their respective weapons high, displaying a confidence and
camaraderie that inspires all who witness it. All allies receive the effects of Brave until the end of combat.
Astral Flow, Ultimate End (90mp): Even legendary warriors can sometimes outdo themselves. One at a time, the
three wade through the enemies ranks and strike with such force that the targets may as well not have any
protection. Eschaton deals (VIT x 14) + 2d6 damage to all enemies, ignoring M.ARM and Shell.
Special
Auto-Protect

Maduin
Proud and strong, Maduin rides into battle on a wave of brilliant light. The humanoid Esper glows with a pale lavender
light, his well-muscled features and clawed appendages reminiscent of Ifrit. However, this unearthly warrior is
peaceful and logical, adopting an oddly martial stance as he awaits for a command
Spells
Haste, Reflect, Flare
Abilities
Riot Blade (20mp): Maduins hand snaps to his waist, drawing forth a thin sword with lightning-fast quickness. He
darts forward and slashes one foe, dealing (STR x 8) + 2d6 points of non-elemental damage and having a 25%
chance to cause the Confusion status.
Trance (150mp): Maduins strongest ability is the power to unlock a humans innermost potential. The Esper absorbs
a copious amount of MP, channeling it directly into a single party member. Until Maduin is dismissed, that ally deals
200% damage with all attacks and spells, acts as though they possess the Break Damage Limit weapon property,
and can utilize Flight at will. Trance can only be applied to one Ally at a time, and can never be used on the
summoner or on Maduin himself.
Astral Flow, Chaos Wing (0mp): Maduin rises in the air and begins to glow with a lavender light, no longer able to
contain the power that exists within him. Streaks of energy jet from his skin, burning the ground around him and all
foes within Short Range for (STR x 14) + 2d6 point of damage. In addition, any weapons or armor the targets may be
wearing are destroyed. When Chaos Wing ends, Maduin is reduced to 0hp and dissipates into a fine purple mist.
Special
Auto-Shell, Auto-Reflect

Phoenix
An ancient, ugly bird lands slowly on the ground before the summoner. It turns one sad eye towards the party before
giving forth a beautiful song. Suddenly, the avian bursts into flames, still singing. Out of the conflagration, a giant bird
covered in gloriously vibrant plumage soars suddenly into the sky. It spreads its wings in front of the summoner, and
a beautiful circular rainbow appears briefly. Phoenix is once again reborn.
Spells
Fira, Firaga, Flight
Abilities
Blaze of Life (60mp): Phoenix begins circling above the battlefield, then dives forward, covering the entire area in a
flame which spreads out from its wings. To the party, the flame does not burn; instead, it soothes the mind and calls
unconscious comrades back to action, casting Life on all party members. The enemy, however, is scorched by the
flame as it burns away their impurities, doing (CHA x 12) + 2d6 Fire elemental damage to all enemies.
Astral Flow, Rebirth (250mp): Phoenix circles above the battlefield again, singing its powerful song. Finally, it dives
again, wreathing its entire body in flame. To the party, the flame feels glorious as it awakens their fallen comrades,
casting Full Life on all party members. To the opponents, it feels as though the sun has descended to incinerate them
for (CHA x 14) + 2d6 Fire elemental damage.
Special
Auto-Life

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Rank Five Summons


Alexander
The summoner closes her eyes and gives a small prayer, which is answered as a massive mechanical creature rises
up behind her. Alexander, the holy guardian, towers over the battlefield, resplendent in brightly-ornamented silver
armor. It may be humanoid, but nothing below the waist can be seen above the ground. The arms are massive pillars,
leaning against the ground, though no hands are visible. Perhaps the strangest thing about Alexander is what
appears to be a palace on its wide shoulders, with towers sprouting high up over its head.
Spells
Holy, Dispel, Esuna, Regen, Brave, Cure IV
Abilities
Ray of Light (50mp): A thin beam of light shines from Alexander's visor onto a target. The beam pulses with red
energy as it begins to trace a glyph around the target, weaving ever faster. As the glyph has been etched onto the
ground, the beam expands to fill the glyph, burning the target for (VIT x 20) + 2d6 Holy Elemental damage.
Astral Flow, Holy Judgment (120mp): Alexander shudders and clanks as a pair of immense feathered wings
emerge from its back, shattering metal and stone. The wings beat slowly in the air as a ball of Holy energy is formed
in front of Alexander's body. Suddenly the wings stop, and the ball splits into thousands of thin streams of energy,
spiraling around the battlefield until, one by one, each plunges into a different enemy. The energy explodes within the
targets, searing them all for extreme Holy elemental damage; (VIT x 35) + 2d6. Holy Judgement can exceed the
normal limit of 999 damage.
Special
Indestructible (Takes zero damage from all sources), Undead Killer

Bahamut
The beating of massive wings can be heard as Bahamut swoops onto the battlefield and settles in front of the
summoner, unleashing a roar loud enough to break the heavens. The King of Summoned Monsters has come, and
even the strongest of heroes should fall to his knees in awe of such power.
Spells
Tornado, Quake, Brave, Flare
Abilities
Impulse (0mp): Bahamut raises his scaled hands, both of them burning and rippling with surging power. Releasing a
mighty roar, he slams his hands together and directs the unleashed explosive energy over one enemy, crushing it for
(STR x 20) + 2d6 points of non-elemental damage.
Astral Flow, Mega Flare (300mp): The King of
Summoned Monsters opens his jaws and gathers
energy into a ball. Using the force of a deafening roar,
he unleashes his full strength in a blast of raw magical
power that engulfs the enemies in a catastrophic
vortex of energy. The magnitude of the NonElemental damage inflicted is enough to fell even the
strongest foes, doing (STR x 40) + 2d6 damage in
total.
Special
Flight, Humanoid Killer, Resistance to all Elements
except Holy, Break Damage Limit

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Odin
The sky above the Summoner and her allies darkens as the sound of a horse's gallop is heard. Suddenly, a giant
form is seen leaping over the party. The form is slowly revealed to be a muscular, horned man atop an eight-legged
horse. Odin draws his sword, Zantetsuken, ready to cleave his master's enemies in two.
Spells
None
Abilities
Atom Edge (50mp): Odin sizes up one opponent, studying his strengths and weaknesses. In a flash, he urges his
horse Sleipnir into a gallop, slicing into the foe with a force strong enough to cleave a weak monster in two instantly.
When struck, there is a 25% chance for the target to be sliced in half, reducing its HP to 0 regardless of current HP. If
it survives, the force of the blow still does (DEX x 20) + 2d6 damage.
Astral Flow, Zantetsuken (50mp): The sky above the summoner becomes darker as Odin draws his sword and
readies himself. In a flash, he begins galloping forward, using his momentum to deliver a mighty slash to all foes,
inflicting dire damage and possibly slicing his foes in two. There is a 50% chance for every target's HP to be reduced
to 0, regardless of current HP (roll separately for each target). Any strong enough to survive receive (DEX x 35) + 2d6
points of damage.
Special
Atop a Pale Horse: Due to Sleipnir, Odins immortal mount, Odin can utilize Flight at will and can move up to a Long
Range every round while still remaining able to attack.

Yojimbo
A cloud of cherry blossoms fall from the sky as the heavens turn to night and a full moon appears overhead. Out of
nowhere, a deep, guttural bark issues from the distance as a giant dog comes bounding in front of the summoner.
Behind the dog, a giant swordsman wearing a wide-brimmed hat and ornate clothing strides slowly forward, taking a
position in front of the summoner. Yojimbo extends one hand towards his summoner, waiting for payment and
another opportunity to display his mastery of the blade.
Spells
None
Abilities
Tribute: Instead of MP, Yojimbo requires payment for his abilities.
Daigoro (1,000 gil) - Yojimbo is unimpressed by the sum offered and sends his dog to do the job. The ghostly hound
Daigoro leaps at a random target and mauls it to inflict some Physical damage. Each enemy and player roll 2d6 the
attack targets whomever rolls lowest, dealing (CHA x 15) + 2d6 points of damage.
Kozuka (3,000 gil)- Yojimbo is satisfied with the payment offered and accepts the job. Once on the battlefield he
reveals a set of well-made knives that he deftly throws at three random enemy targets, striking each to inflict (CHA x
20) + 2d6 points of damage. This attack is not affected by the targets' M.ARM rating.
Wakizashi (5,000 gil)- Yojimbo is pleased by the payment and agrees to the task. In one fluid motion he draws the
shorter of his two swords and slashes at the targets. He pauses for a moment to wipe the blood from his blade before
sheathing it and awaiting his next command, while the monsters are left to bleed out the inflicted (CHA x 30) + 2d6
points of damage.
Astral Flow, Zanmato (10,000 gil) - Yojimbo is silently elated with the sum offered, and decides to perform his most
impressive technique. He takes a moment to survey the battlefield and assess his enemies, all the while subtly
shifting his stance. With a sudden movement quicker than the eye can perceive, Yojimbo draws his katana and
slashes at his targets, then returns the blade to its sheath. The enemies are motionless for a moment, and then one
by one their heads roll off their shoulders and land at their feet with dull thuds, followed moments later by their
twitching corpses. All normal foes, Notorious Monsters and Bosses are instantly killed by this attack, even if the target
is normally immune to instant-death attacks.
If a Final Boss is immune to this ultimate technique, Yojimbo will not perform Zanmato and will instead revert to
Wakizashi. He will not, however, return the extra Gil required to contract his deadliest skill.
Special
Auto-Life, Fiend Killer

180

CHAPTER IX: BESTIARY


"Hmph. Ive fought worse."
- Gilgamesh

The old adage maintains that good cannot exist without evil. Nowhere is this more true than in the worlds
of Final Fantasy, where the road to ones destiny is paved with the bones of evil, ravening, and outright
bizarre foes. This section contains a sample of sample monsters and villains, as well as rules for
constructing your own.
Level
As with PCs, monsters have a Level from 1 to 30+,
reflecting their overall experience and toughness.
Under most circumstances, the monsters Level will
be equal to the average Level of the Party it is
intended for; a Level 5 Party, for instance, will
generally be best off facing monsters ranging from
Level 4 to Level 6.
Monster Category
Begin by selecting one or more of the fourteen
Monster Categories outlined below; in design terms,
each offers a broad template from which the finer
details of the monster can be worked out. Categories
are not mutually exclusive; dual-category monsters
such as Dragon/Undead are perfectly plausible. In
some cases, however, the Category might not be
immediately obvious, in which event this step can be
postponed until the monsters other characteristics
have been determined.
Abnormal - Generic monsters which fit in no other
category, including unique or one-of-a-kind
creatures.
Aerial - Monsters with the power to defy gravity,
usually through wings, but occasionally through more
exotic means, such as inflated bladders, gas sacs, or
magic. Recommended Abilities: Elemental
Weakness (Wind)
Amorph - Shapeless monsters with no discernible
anatomy; all but impervious against conventional
weapons. Some Amorphs may be capable of shifting
from one form to another. Recommended Abilities: Unusual Defense
Arcana - Monsters created of raw magic.
Aquan - Water-dwelling monsters. Though usually only encountered in their native element, they may
occasionally venture onto dry land to terrorize its denizens. Recommended Abilities: Elemental
Weakness (Lightning), Elemental Resistance (Water)
Beast - The natural inhabitants of the world. Includes monstrous animals and other fauna twisted by
magic.

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Construct - Artificial creations, animated by technology or magic. Includes such series stalwarts as
golems and robots. Recommended Abilities: Elemental Weakness (Lightning), Drain Proof, Status
Immunities
Dragon - Monstrous reptiles with a serpentine bent. Covers the classic winged dragons as well as their
ground-bound relatives.
Fiend - Supernatural opponents serving the cause of evil, generally highly adept with the use of magic.
Recommended Abilities: Elemental Weakness (Holy), Elemental Resistance (Shadow)
Humanoid - Creatures of humanoid proportions and modest intelligence.
Insect - Insects of every shape and size, typically protected by tough, chitinous shells. Recommended
Abilities: Elemental Weakness (Ice)
Lizard - Reptiles who dont readily fall into the Dragon category; typically rely more on natural means of
offense than magical ones. Recommended Abilities: Elemental Weakness (Ice)
Plant - Animated and mutated plant matter as well as natural hazards such as carnivorous plants.
Recommended Abilities: Elemental Weakness (Fire)
Undead - The living dead are creatures reanimated by foul sorcery or supernatural circumstance. After an
Undead creature is defeated, they return to 100% HP and MP after a varied period of time, ranging
anywhere from several minutes to several years although most undead can reanimate merely hours
after their defeat. Certain white magic spells can prevent this, such as Banish.
Recommended Abilities: Undead, Elemental Weakness (Fire), Status Immunities
Location
Where the monster is most likely to be encountered; usually its preferred habitat, or range of habitats.
Basic concept and Category will take most of the guesswork out of this Aquan monsters will be found in
Water locations, where Plants are more at home in places like Swamps and Forests. The environment a
monster lives in also provides a starting point for assigning things like Elemental Resistances and
Immunities later on obviously, a glacier-dwelling monster is more likely to be able to brave Blizzard
Spells than one inhabiting a volcano. The eleven types of Locations are:
Desert - Hot, arid, sandy regions.
Forests - Dense temperate forests and woodlands made up of timber trees. Sometimes includes jungles,
hot and humid areas of tropical rain forest, with heavy rainfall and even heavier vegetation.
Lava Places of extreme heat, such as the inside of a volcano or near the earths core.
Swamp - Alternately known as marshes. Fetid wetlands notorious for their muddy, unstable ground.
Mountains - Rocky highlands characterized by sparser, tougher vegetation and colder temperatures.
Plains - Also called steppe or veldt. Typically large, unbroken stretches of rolling grassland.
Water - Large, natural bodies of flowing or standing freshwater located inland, rivers and lakes.
Towns - Areas of civilization. Though the term town is used, this category applies to settlements of any
size, from tiny hamlets to large cities. It also refers to ancient ruins and dungeon-like civilizations.
Snow - Cold deserts,' tundras marked by sparse vegetation, periodic snowfall and extreme
temperatures.
Underground - Caves, caverns, tunnels, mines, and any other areas characterized by persistent lack of
sunlight and cool, damp environs.
Cosmic Outside the normal boundaries for reality, Cosmic locations are often interdimensional sites for
epic boss confrontations.
Size
The monsters overall size measured in meters. More of a cosmetic consideration than a practical one;
whilst size does give some indication as to the monsters overall resilience and power, small monsters are
just as capable of dealing out grievous damage as large ones, if not moreso.

182

Attributes
Like characters, monsters have five Attributes: Strength, Vitality, Dexterity, Intelligence and Charisma.
Attacks
With the basic properties of the monster settled, its time to move onto its offensive capabilities. Attacks
are the first and simplest of these; offensive, damage-dealing maneuvers carried out as Attack Actions in
combat, and are not affected by the Seal status effect. Regardless of its range of abilities, every monster
will have at least one or two 'natural' melee attacks to fall back on, typically in the form of a bite, punch,
claw or horn. The exact form of the attack is largely dependent on the monsters type. A Humanoid-type
monster, for instance, might have a sword or spear, whilst a Plant-type monster could attack with thorns
or vines.
Reaction
The monsters Reaction gauges how the monster will
react to the players when the inevitable encounter
takes place, and offers a useful yardstick for how the
encounter develops from there. Pick one of the four
categories below:
Friendly monsters offer advice, directions, items, or
healing, depending on the circumstances. Some may
expect compensation for their troubles, while others
help the party for free.
Neutral monsters are passive, and will retaliate only if
threatened themselves. While they wont go out of
their way to help the players, they wont attempt to
hinder them either. If not attacked or otherwise
intimidated and intelligent enough, they may be willing
to barter or offer their assistance in exchange for
payment or some other small favor.
Wary monsters wont pounce on the players outright,
but it wont take much to provoke their ill-will. If they
feel threatened by the Party, they will almost certainly
be the first to attack.
Hostile monsters will attack PCs on sight, regardless
of the circumstances and odds. This may be for a
wide variety of reasons, ranging from territorial
considerations to simple hunger.

Building a Beast
Step One: Concept
As with creating a character, the first step in building a monster is to decide what it is. Is it a small, quick
fairy with magical attacks? Or is it a hulking Behemoth with incredible strength and power?
First, decide if the monster Normal, Notorious, or a Boss.

Normal monsters are cannon fodder, and should make up around 75% of the opponents the Party runs into during
the course of their adventures. However, this does necessarily not mean that the players will have an easy time with
them.
Notorious monsters are a step up, representing grizzled veterans, favored minions, and one-of-a-kind creatures.
Notorious monsters are usually encountered at the end of every other session; the average adventure will usually
have several of these to give the players grief. Unlike normal monsters, Notorious monsters and their superiors can
have quite developed personalities, and should make for a memorable encounter if handled correctly.
Bosses usually appear during an adventure's climax, and should be constructed as a typically epic showdown
requiring a good deal of the Partys resources and wit to overcome.
End Bosses are the players most powerful archenemies. These are typically only encountered after a series of
adventures, if not the end of a full-fledged campaign, and tend to be an integral part of the games ongoing storyline.

183

In game terms, Notorious, Boss, and End Boss monsters will have significantly higher Hit Points and
possess certain Abilities at no additional cost. Several restrictions on attacks and attack modifiers are
also waived for monsters of this kind, allowing them to deal significantly more damage to opponents.
These are discussed in more detail in the relevant sections further along. Once you have chosen a Type,
note down the Base XP and Gil Value given for it below and continue.
Both Bosses and End Bosses are usually immune or at least very resistant to instant-death inducing
attacks, and they always possess the Break Damage Limit ability, allowing them to do more than 999
damage in a single round.
Finally, Notorious Monsters, Bosses and End Bosses all posess the Dark Knights No Mercy ability,
which allows them to permanently kill a player who has fallen to 0 hit points as a Slow action. This is one
of the few ways a Final Fantasy character can truly die. Unlike the standard version of the ability, there is
no limit to the number of times per session that enemies may use No Mercy.
Step Two: Base Stats
Normal Monsters get a total of 30 + (Level * 1) points to allocate between the five stats, the same as characters.
Notorious Monsters get a total of 30 + (Level * 2) points to allocate between the five stats.
Bosses get a total of 30 + (Level * 3) points to allocate between the five stats.
End Bosses may use as many points as the GM sees fit.

Step Three: Derived Stats


In these equations, X is a variable number. For normal monsters, its 1. For Notorious, its 2. For Bosses, its 4. For
End Bosses, 8.
Hit Points are equal to 10 + (VIT * level) + (Level * X). Then, triple the creatures HP.
Magic Points are equal to 10 + (INT * level) + (Level * X).

Step Four: Monster Types, Evasion and Accuracy


Monsters are divided into three further basic types Strong, Fast, and Smart. Decide which type of monster youre
building, then calculate the creatures EVA and ACC scores accordingly.
Strong Monsters have a base EVA of 6, plus their DEX rating. They have a base ACC of 2, plus their STR rating.
Fast Monsters have a base EVA of 8, plus their DEX rating. They have a base ACC of 0, plus their STR rating.
Smart Monsters have a base EVA of 5, plus their DEX rating. They have a base ACC of 3, plus their INT rating.
Notorious Monsters, Bosses and End Bosses receive an additional +1 bonus to their ACC and EVA scores.

Step Five: Abilities


Monsters, like characters, have special and unique powers, and more powerful monsters have stronger,
more powerful abilities.
Multiple Parts: The monster is made up of several
separate parts- the main body, which has normal HP,
and up to three other parts. The total HP of the extra
parts adds up to half the HP of the main body. The
monster dies if the main body is destroyed, but the
additional parts can often make this difficult. Each
additional part has access to one power. If one part is
destroyed, the monster may revive it as a standard
action after at least 1d6 rounds have passed. This
power is recommended for bosses only.

Unusual Defense: Due to some racial characteristic,


the monster takes either half damage from Physical
attacks and double damage from Magical attacks, or vice
versa. As an alternate form of this power, the monster will
automatically reverse its defenses every 1d6 turns - it
shifts from being weak against Physical and strong
against Magical, to being strong against Physical and
weak against Magical.

Weakness: The monster has a Weakness to one or


more elements.

Combination Attack: May only be chosen by a


monster with Multiple Parts. If ALL parts are intact, they
may all combine their actions for the round into one
powerful attack that deals more damage than normal.
Combination Attacks use one of the creatures standard
attacks, but deal 300% damage.

Controlled Defense: As Unusual Defense, but the


monster may shift forms at will as an Instant action.

Flight: The monster is capable of flight, putting it out of


reach of most weapons. Short-range weapons suffer a -4
penalty to hit flying creatures.

Item Use: The monster possesses one healing item it


may use during combat specify the exact item. Note that
the characters will not necessarily find this item if the
monster dies without using it.

184

Final Attack: When killed, the monster unleashes a

Lesser Counterattack: The monster has a 25%

powerful final attack. The attack can only be used when


the monster dies, takes no MP, and is an Instant action.

chance to counterattack any physical attack against it with


a normal attack.

Status Touch: The monster usually causes a

Immunity: The monster has an Immunity to one

negative status condition with its normal attack. 50%


chance to become affected with the negative status
effect.

element.

Resistance: The monster has a Resistance to one

Lesser Magical Counterattack: The monster has a


25% chance to counterattack any magical attack against it
with a magical technique of its own.

element.

Undead: The monster is undead. All drain-type attacks


are reversed, meaning the user loses HP or MP and the
monster gains it. The monster gains Absorbency to
Shadow damage, and a Weakness to Holy damage.
Cure spells and Healing Techs deal damage instead of
restoring HP.
Items and spells that raise comrades at 0 hp or less
such as Life and Phoenix Downs have an opposite
effect on the Undead, destroying them instantly. This
will be ineffective on Notorious Monsters, Bosses, and
End Bosses.

Weak Status Touch: The monster can inflict a


negative status condition with its normal attack. 25%
chance to become affected with the negative status
effect.

Call Minions: The monster can take one turn to call


for one of its minions, who arrives at the end of the
round to join the battle. The monster that is called must
be at least 2 levels lower than the caller. There is
generally a numerical listing beside the name of the
minion; this represents how many appear each time the
Call Minion ability is used.

Regeneration: The monster has a form of Regen,


regaining the listed number of HP per round.

Magical Counterattack: The monster has a 50%


chance to counterattack any magical attack against it
with an Instantly-casted spell.

Call for Help: The monster calls for another monster of


the same type, who arrives at the end of the round to join
the battle. Because the monster must be the same type
as the one that calls for help, boss monsters cannot
choose this power.

Fear: The monster is so powerful that at the beginning of


each round, all of its enemies have a 25% chance to be
Stunned for that round. This can only be used by Bosses.
Reduced HP: The monster does not follow the triple
health rule of regular monsters, for whatever reason, and
either has x1 or x2 instead. This reflects pack monsters,
harmless world critters, or regular racial representatives
such as bandits.

Large: The monster is huge, making it Immune to


Knockback and the action-interruption that knockbacks
normally cause.

Counterattack: The monster has a 50% chance to


counterattack any physical attack against it with a normal
attack.
Two Weapons: Without needing to have Multiple Parts,
the monster has a variety of weapons at its disposal and
can strike simultaneously with them, making its attacks
harder to dodge. Like players who dual-wield, monsters
with Two Weapons roll 3d6 for accuracy, and keep the
best two. They also add the entire 3d6 when calculating
damage instead of the standard 2d6.

Step Six: Rewards


Monsters usually have an amount of gold equal to (Level * 50), and each character who participated in
the combat receives this amount. Bosses often have more than this. Many monsters also leave behind
items when they are defeated, or have items that may be stolen. Usually, the item is related to the
monster or its abilities. For example, while a goblin may drop a short sword when defeated, a giant bird
most likely will not. If a monster has a Drop Item, it has a 50% chance to give up the item when defeated.
Steal Items can only be found by using the Thiefs Steal ability. A monster may have one, neither, or both
types of items, and may have more than one of each.
Likewise, a Refined item is listed which can be obtained only with the Engineers Innate ability.
Step Seven: Review
Double-check your monster to make sure everything is in order. Its the GMs job to play fair, and it might
be tempting to create monsters that could decimate your players in a single round of combat, or be
Immune to everything they could throw at it. Avoid this at all costs, even for bosses!
As the GM, youre the final arbiter of the level of challenge present in the game for your players.

185

Leafer

Killer Bee

Level: 1

Level: 1

The low, baritone hum fills the air even before you see whats causing it.
Then the striped, insectoid predator hovers into sight, its massive
poisoned stinger poised to strike.

The curious albino rabbit looks up at you, with


hindquarters seemingly lodged in a small, leafy bush. It
wiggles its nose at you in annoyance as you approach.
Leafers are one of the world's most common creatures.
They're herbivores and almost entirely harmless,
preferring to spend their days munching greenery to
assaulting travelers. They're an unusual species in that
they dislike foraging for food - instead, they use their
hind feet to carry sources of nourishment around with
them. This acts as both a makeshift bed and ready
protection from predators, as well as always ensuring
nourishment is close at hand.
A leafers preferred source of bedding is Gyshal Greens.
Some children keep Leafers as pets, and the creatures
seem to put up with that with only minor reluctance.
Category: Beast
Location: Forests, Plains, Towns
Size: 9 inches
Reaction: Friendly
HP: 20
MP: 0
STR: 2 (+0)
VIT: 4 (+1)
DEX: 12 (+4)
INT: 2 (+0)
CHA: 9 (+3)

Killer Bees, much like their name would suggest, are vicious members
of a species otherwise normally content with gathering pollen and
making honey. They have a mean streak a mile wide, and can use their
stinger to poison targets over and over without being affected
themselves. Most importantly, Killer Bees rarely travel alone, and a hive
of them the size of a large tree is an intimidating sight indeed.
Category: Aerial, Beast, Insect
Location: Desert, Town, Forest, Swamps
Size: 1ft (1.5ft including wings)
Reaction: Hostile
HP: 42
MP: 15
STR: 5 (+1)
VIT: 3 (+1)
DEX: 16 (+5)
INT: 4 (+1)
CHA: 3 (+1)
Attacks: Claws, 4 ACC, 5+1d6 damage
Stinger, 4 ACC, Inflicts poison, user takes 32+1d6 damage
Magic: Pollen
Special: Weakness to Ice, Weakness to Wind, Vulnerable to Fire, Call
for Help, Auto-Float
Evasion: 10
ARM: 3
MARM: 3
Rewards: 50 gil, Steal: Antidote, Refine: Cherub Down

Attacks: Incisor, 2 ACC, 2+1d6 damage


Magic: None
Special: Weakness to Fire, Reduced HP, Call for Help
Evasion: 12
ARM: 0
MARM: 5
Rewards: 50 gil, Steal: Gyshal Greens, Refine: Echo
Grass

186

Condor

Dingo

Level: 1

Level: 1

The long beak of the avian has a peculiar axe-like


shape, you can only presume is for spearing waterdwelling fish. It seems unconcerned by your presence
however, barely glancing up as you approach
The Condor is almost never dangerous. Though its
exclusively carnivorous diet contains feat and even
carrion, the Condor has never been known to feast on
any of the major races. However, it will defend itself if
provoked.
Category: Aerial, Beast
Location: Desert, Mountains, Plains
Size: 1.2m
Reaction: Neutral
HP: 48
MP: 0
STR: 8 (+2)
VIT: 5 (+1)
DEX: 10 (+3)
INT: 3 (+1)
CHA: 5 (+1)
Attacks: Dive-bomb, 2 ACC, 8+1d6 damage
Magic: None
Special: Vulnerable to Lightning, Weakness to Wind,
Flight
Evasion: 11
ARM: 3
MARM: 3
Rewards: 50 gil, Steal: Potion, Refine: Shear Feather

The brown, mottled skin of the beast does little to conceal the taut
muscles and thick veins just beneath the skins surface. A pair of
gleaming yellow eyes peer at you, as if waiting and hoping for you to
run.
Typically these wild tundra predators are golden-orange in color, and
hunt small game such as rabbits, rodents or lizards. Unlike many other
canine predators, Dingos do not generally form large packs, but instead
live in smaller family group.
A Dingo is characterized by their increasingly-skeletal appearance and
vile smell as they age, to the point that they can be mistakenly be
thought to be undead at first glance.
Though their tactics in combat arent subtle, a Dingo has the unusual
ability to regenerate damage very rapidly. Not only does this advantage
help them overcome stronger foes, but it also means that a wounded
Dingo who flees can return with friends only a few minutes later,
completely healed.
Category: Beast
Location: Mountains, Snow, Plains
Size: 1.7m
Reaction: Hostile
HP: 45
MP: 0
STR: 9 (+3)
VIT: 4 (+1)
DEX: 8 (+2)
INT: 5 (+1)
CHA: 5 (+1)
Attacks: Shred, 5 ACC, 9+1d6 damage
Magic: None
Special: Regeneration 5, Immunity to Ice
Evasion: 8
ARM: 1
MARM: 5
Rewards: 50 gil, Steal: Potion, Refine: Arctic Wind

187

Skeleton

Goblin

Level: 2

Level: 2

The meter-tall creature before you is dressed like a man, but the
large, floppy ears and stout, humpbacked posture dont leave
any room for doubt. It carries a wicked looking blade and its
black, pupilless eyes gleam as it looks you up and down.

The creature appears to be a set of Hume bones, bleached


white and moving of their own accord. It carries both sword and
shield, and two dim yellow lights flicker in its eye sockets
maliciously as it moves towards you.
Skeletons are the animated remains of the dead by high-level
Black Mages, and when their master dies or dismisses them,
they are left without orders, and shamble off into the world for
reasons unknown. Possessing no real intelligence, these unholy
grunts tend to find safety in areas where most races don't tread,
such as wide deserts or abandoned ruins. They viciously attack
any living thing that stumbles upon them, oblivious to the risks whether this is out of a dim memory of their former master's
orders, or a genuine contempt and envy for the living is
unknown.
Category: Undead
Location: Desert, Town, Underground
Size: 1.7m tall
Reaction: Hostile
HP: 96
MP: 14
STR: 11 (+3)
VIT: 10 (+3)
DEX: 6 (+2)
INT: 1 (+0)
CHA: 5 (+1)
Attacks: Slash, 5 ACC, 11+1d6 damage (Disarmable)
Skeletal Claws, -1 ACC, 11+1d6 damage
Magic: None
Special: Undead

Goblins are a humanoid race in their own right its only the
violent tendencies of several tribes and subspecies such as the
Black Goblins that prevent them from being recognized as such.
They are nomadic creatures with different names across the
globe sometimes referred to as Imps, Baknamies,
Gobbledyguks, Moblins, and Devils.
Because of the vast differences in goblins goals, the race is, as
a whole, unpredictable. You can never tell if the goblin you meet
in the damp corners of an unexplored dungeon will be sticking
his sword into your leg, or trying to haggle a fair price to sell it to
you.
Category: Humanoid
Location: Desert, Forests, Lava, Swamp, Mountains, Plains ,
Towns, Snow, Underground
Size: 0.9m
Reaction: Wary
HP: 108
MP: 20
STR: 7 (+2)
VIT: 12 (+4)
DEX: 6 (+2)
INT: 4 (+1)
CHA: 3 (+1)
Attacks: Shortsword, 4 ACC, 7+1d6 damage (Disarmable)
Unarmed Flail, -1 ACC, 7+1d6 damage
Magic: Goblin Punch, Sleep, Blind
Special: Item Use: Potion, Call for Help, Resistance to Ice
Evasion: 7
ARM: 6 (2 without armor)
MARM: 3 (0 without armor)
Rewards: 100 gil, Drop: Potion, Steal: Tier 1 Weapon, Refine:
Smoke Bomb

Evasion: 8
ARM: 7 (0 without armor)
MARM: 2 (0 without armor)
Rewards: 100 gil, Steal: Buckler, Refine: Zombie Dust

188

Larvae

Funguar

Level: 3

Level: 3

Intense, furious bursts of light and energy surround around what


appears to be an oozing cocoon. The being hovers several feet
in the air, leaving a few drops of still-sizzling multicolored ooze
on the ground below it.
The Larvae is an unusual creature, to be sure. Violent and prone
to magical outbursts, it apparently lacks any goals other than its
own survival. The fiend remains in this larval stage for several
decades after which time it can become dormant for years,
then suddenly re-emerge as a wholly unique fiend. Some
legends even say that Deathgaze was once a Larvae.
Category: Amorph, Fiend
Location: Desert, Lava, Swamp, Mountains, Plains , Water,
Towns, Snow, Underground, Cosmic
Size: 2.5ft
Reaction: Hostile
HP: 111
MP: 55
STR: 2 (+0)
VIT: 8 (+2)
DEX: 3 (+1)
INT: 14 (+4)
CHA: 6 (+2)
Attacks: None
Magic: Elemental Spikes (Lightning), Thunder, Rasp, Aspir
Special: Resistance to Thunder, Flight, Lesser Magical
Counterattack, Auto-Float, Vulnerable to Holy
Evasion: 6
ARM: 4
MARM: 8
Rewards: 150 gil, Steal: Ether, Refine: Electro Marble

A thick stalk supports four large, blood-red leaves, each bearing


a mouth lined with sharp, carnivorous teeth. The roots could
almost be confused with clawed feet and hands at first glance,
and the whole creature moves back and forth with an unnatural
sway.
The Funguar is a deadly vegetative creature that grows in water
of high salinity. Due to their hostile behavior, chemicals are often
produced to prevent these creatures' growth, but all but the most
lethal of mixtures fail to actually kill them.
Those who study the Lore of such creatures have reached a
terrifying conclusion Funguars reproduce through pollination
and can reach adulthood in less than two weeks. Based on
these extraordinary powers of reproduction, many chemists
have pressed for an increase in the use of such chemicals.
Category: Arcana, Plant
Location: Desert, Forests, Swamp, Plains, Towns
Underground
Size: 1.1m
Reaction: Hostile
HP: 111
MP: 43
STR: 5 (+1)
VIT: 8 (+2)
DEX: 7 (+2)
INT: 10 (+3)
CHA: 2 (+0)
Attacks: Bite, 6 ACC, 5+1d6 damage
Spore Rain, 0 ACC, Group, 10+1d6 damage and
inflicts Stun
Magic: Seed Cannon, Fire, Sleep
Special: Weakness to Fire, Vulnerable to Ice, Blind-Proof, Call
for Help
Evasion: 7
ARM: 8
MARM: 4
Rewards: 150 gil, Drop: Dream Dust, Steal: Antidote, Refine:
Echo Grass

189

Spider

Bomb

Level: 3

Level: 4

The floating sphere seems to be made of living flame, bobbing


unsteadily as the nearby air is superheated. Two small
fingerless appendages presumably arms appear to keep it
balanced. The Bombs mouth is wide and grinning, filled with
what appear to be red-hot teeth, and the pupilless orange eyes
stare at you with amusement, intensityand maliciousness.

Your first warning is almost too faint to be recognized a quiet


chittering, similar to the sound of many blades tapping against
stone rhythmically.
These colossal predatorial arthropods are almost perfectly
silent. Because of their size and often broods of thousands
upon thousands of eggs they require much more meat than
most carnivores, and therefore hunt larger prey when capable.
They often wait in ambush, hiding in dark crevices and deep
swamps.

Category: Beast, Insect


Location: Desert, Forests, Swamp, Mountains, Plains, Snow,
Underground
Size: 9.8m
Reaction: Neutral
HP: 111
MP: 0
STR: 10 (+3)
VIT: 8 (+2)
DEX: 11 (+3)
INT: 2 (+0)
CHA: 2 (+0)
Attacks: Bite, 5 ACC, 20+3d6 damage
Spider Wrap, 2 ACC, 10+2d6 damage and Stop
Magic: Web Armor
Special: Weakness to Fire, Weakness to Water, Two Weapons
Evasion: 9
ARM: 7
MARM: 5
Rewards: 150 gil, Steal: Potion, Refine: Sticky Web

Bombs also known as Balloons, Purobolos, Grenades, Mines,


and Pineapples are a common magical creature that thrives in
most areas of the world. They are often astonishingly
aggressive, willing to even detonate themselves in a spectacular
explosion to finish off their enemies. Some species are capable
of what has been dubbed a "Chain-Reaction," where one bomb
can make all the surrounding bombs self-destruct also.
The remnants of a defeated bomb looks like an orange, halfdeflated and featureless balloon, which retains the explosive
and flammable properties that the Bomb did in life.
Category: Aerial, Arcana
Location: Desert, Lava, Mountains, Plains , Towns
Size: 2.5ft
Reaction: Wary or Hostile, depending on species subtype
HP: 138
MP: 26
STR: 9 (+3)
VIT: 8 (+2)
DEX: 11 (+3)
INT: 3 (+1)
CHA: 4 (+1)
Attacks: Bodyslam, 3 ACC, 18+1d6 damage
Magic: Self-Destruct, Fire
Special: Weakness to Ice, Absorbs Fire, Auto-Float, Final
Attack: Self-Destruct, Chain Reaction (Can cause other Bombs
to Self-Destruct at the same time it does, but each Self-Destruct
only deals 30% of the normal amount, for 41 points of Fire
M.ARM damage)
Evasion: 11
ARM: 10
MARM: 3
Rewards: 200 gil, Drop: Bomb Core, Steal: Potion, Refine:
Bomb Fragment

190

Imperial Soldier

Ogre

Level: 4

Level: 5

Thats far enough! Drop your weapons and put your hands in
the air, rebel scum!

The earth rumbles as the green-skinned colossus approaches,


his rancid breath visible in the cool air. The sound of metal
grinding on metal accompanies each footstep thanks to the
things patchwork armor, and it draws a weapon twice as large
as you.

Wherever civilization flourishes, there will always be those who


seek to usurp power these shock troops serve such aspiring
dictators unwaveringly. Their loyalty is absolute, though their
training is minimal and they are best known for their terrible aim.
Imperial Soldiers can be either male or female, generally use
low-technology guns as weapons, and wear helmeted uniforms
of matching colors. They are often cleared for use of heavier
weaponry should the need arise.

Category: Humanoid
Location:
Size: 3.1-4m
Reaction: Hostile

Category: Humanoid
Location: Varies
Size: Varies by race
Reaction: Usually wary

HP: 195
MP: 0
STR: 14 (+4)
VIT: 10 (+3)
DEX: 5 (+1)
INT: 1 (+0)
CHA: 4 (+1)

HP: 26
MP: 0
STR: 3 (+1)
VIT: 3 (+1)
DEX: 3 (+1)
INT: 3 (+1)
CHA: 3 (+1)
Attacks: Bullet, 4 ACC, 15+2d6 damage (Disarmable)
Wave Cannon, -5 ACC, 30+2d6 damage (Disarmable)
Bomb Core, 3 ACC, Group, 20+2d6 Fire M.ARM
Fisticuffs, 0 ACC, 3+1d6 damage
Magic: None
Special: Reduced Attributes, Lesser Counterattack, Call for
Help, Reduced HP, Item Use: Potion
Evasion: 6
ARM: 20 (0 without armor)
MARM: 10 (0 without armor)
Rewards: 100 gil, Drop: Bomb Core, Steal: Potion, Refine:
Bracchus Wine

Ogres are physically imposing enemies found the world over.


Blessed with only rudimentary intelligence, they arm themselves
with weapons from steel mauls and flails, or simply use trees
ripped out of the ground as makeshift clubs.
Even a few Ogres can pose problems for an entire band of
adventurers due to their extremely fast regenerative abilities.

Attacks: Chain Flail, 6 ACC, 28+2d6 damage (Disarmable)


Crushing Finish, 0 ACC, 42+2d6, Short Range
Knockback and has a 25% chance to Shatter Armor
Ogre Pummel, 3 ACC, 14+2d6 damage
Magic: None
Special: Resistance to Fire, Resistance to Ice, Regeneration
10, Lesser Counterattack, Final Attack: Crushing Finish
Evasion: 7
ARM: 13 (3 without armor)
MARM: 7
Rewards: 250 gil, Steal: Any Tier 1 weapon, Refine: Earth Drum

191

Achelous

Flan

Level: 5

Level: 5

The many fins on the strange yellow-orange creature seem to


move independently, giving it a very graceful appearance. The
darker-colored tips of each tentacle-like fin begin to shimmer a
moment later, a sizzling orange laser streaks through the water
towards you, burning through everything in its path.
While at first glance an Achelous could be mistaken for a bizarre
species of fish, these aquatic predators are actually composed
almost entirely of magic.
Ancient cultures revered the Achelous, believing them to be the
spirits that guided the fallen souls to the Farplane which is why
even today, so many burials are done in or near large bodies of
water.
While the Achelous begins to prepare their dangerous, Slowcasting Homing Laser attack, their fins glow with a shimmering
light.
Category: Aquan, Arcana
Location: Water, Snow, Town
Size: 2ft
Reaction: Hostile
HP: 135
MP: 75
STR: 4 (+1)
VIT: 6 (+2)
DEX: 10 (+3)
INT: 12 (+4)
CHA: 3 (+1)
Attacks: Cutting Fins, 1 ACC, 16+1d6 damage
Blinding Barrage, 1 ACC, 8+1d6 damage and inflicts
Blind
Magic: Homing Laser
Special: Lesser Magical Counterattack, Blind-Proof, Weakness
to Lightning, Resistant to Water

The gelatinous, cylindrical creature possesses two large


humanoid eyes and a massive mouth that take up most of their
semisolid surface. It moves slowly, as if having difficulty
remaining in such an upright form, and does not appear to
speak. Elemental energies arc and crackle out from the Flans
surface.
Whether known as Jellies, Puddings, Oozes, Mousse, or the
variety of other names this magical species has been given,
these multicolored slime-like creatures rarely attack on sight.
With no need to consume nourishment, the motivations of these
magic-wielding elemental blobs are mostly unknown.
When attacked, Flans will lash out with everything they have,
using their formidable offensive magic to heal themselves if they
find themselves weakened.
Category: Amorph
Location: Lava, Plains , Water, Towns, Snow, Underground
Size: Varies
Reaction: Wary
HP: 150
MP: 85
STR: 2 (+0)
VIT: 7 (+2)
DEX: 9 (+3)
INT: 14 (+4)
CHA: 3 (+1)
Attacks: Slime Surge, 0 ACC, 4+2d6 damage
Magic: Low-level offensive magic with the Flans same element
(i.e.; Fire, Blizzard)
Special: Unusual Defense: Physical, Call for Help, Absorbs[Element] (Varies)
Evasion: 11
ARM: 15
MARM: 5
Rewards: 150 gil, Steal: Potion, Refine: Accelerator

Evasion: 11
ARM: 5
MARM: 10
Rewards: 250 gil, Steal: Ether, Refine: Fish Scale

192

Chocobo

Hydra

Level: 5

Level: 6 (Notorious Monster)

Kweh!
The lovable, large, and common avian creatures known as
Chocobo have come in many different colors; some yellow,
some blue, black, green, red, white and gold. They are used
as transportation between many major cities, and Chocobo
breeding, racing, digging, and taming has been around for
hundreds of years. Its only in the last few decades that
airships have begun to replace these creatures as a primary
method of travel.
They possess remarkable senses, capable of hearing other
Chocobos from miles away, and smelling buried objects deep
underground.
Though Chocobos are usually extremely friendly, some
subspecies which have remained in the hostile wild for many
years have developed aggressive, survivalist personalities.
Category: Beast
Location: Desert, Forests, Mountains, Plains , Towns, Snow
Size: 1.3m
Reaction: Almost always Friendly
HP: 30
MP: 45
STR: 3 (+1)
VIT: 3 (+1)
DEX: 11 (+3)
INT: 6 (+2)
CHA: 13 (+4)

A long serpentine head begins to pull itself out of the swamp, the
bog water running in long, drool-like rivulets from the beasts
gaping mouth. Then a second head rises, and then a third and a
fourth.
These terrifying multi-headed beasts lurk underwater, waiting for
prey of any sort to draw near. They are fearsome combatants with
an independently-thinking mind located in each of its many heads.
A Hydra hide can fetch a high price, as the thick skin is
waterproof, doesnt conduct electricity, and nearly impossible to
damage with fire however, more than one overconfident
adventuring troupe have met their end to these dangerous beings.
Category: Aquan, Fiend, Lizard
Location: Swamps, Underground
Size: 6-7m
Reaction: Hostile
HP: 282 (Body), 47 (Head)
MP: 0 (Body), 64 (Head)
STR: 8 (+2)
VIT: 12 (+4)
DEX: 10 (+3)
INT: 7 (+2)
CHA: 5 (+1)

Attacks: Peck, 1 ACC, 6+1d6 damage


Choco Guard, grants the user Protect and Shell
Magic: Choco Ball
Special: Reduced HP x1, Vulnerable to Ice, Vulnerable to
Shadow

Attacks: Bite, 5 ACC, 24+2d6 damage (Head Only)


Sulfurous Breath, 16+2d6 Fire damage, has a 50%
chance to inflict Blind (Head Only)
Magic: Poison Breath
Special: Resistant to Water, Large, Resistant to Lightning,
Resistant to Fire, Resistant to Shadow, Multiple Parts,
Combination Attack (Triple Threat, deals 300% damage)

Evasion: 11
ARM: 6
MARM: 0

Evasion: 10
ARM: 10
MARM: 15

Rewards: 0 gil, Steal: Hi-Potion, Refine: Chocofeather

Rewards: 500 gil, Drop: Blood Sword, Steal: Revivify, Refine:


Dragon Scale

193

Ahriman

Bunyip

Level: 6

Level: 6

The bulbous, cycloptic monster is held aloft by two rapidly


beating bat-like wings. Its rubbery skin is the same shade as a
Humes, with other similar features that genuinely disturb you if
you think too much about it.
The Ahriman is a winged, floating creature with a predominant
single eye. Based on its appearance, the creature is often
referred to as the Evil Eye or Float Eye. In Monster Talk, they
refer to themselves as Buer.
Ahrimans were once people, twisted and corrupted in undeath by
fiendish magic. They fight with a great deal of caution and care
for their own life, lashing out with powerful magicks before
retreating to higher ground.
Category: Aerial, Fiend
Location: Desert, Forests, Swamp, Plains , Towns, Snow
Size: 3m wingspan, 1m tall
Reaction: Hostile

The draconic creature seems to possess a hard shell-like skin,


glistening with moisture. Its arms are muscled almost to the
point of being ridiculous, and the squat purple dragon is clearly
upset at the interruption
A Bunyip is, in fact, part of the dragonoid family. They prefer
non-temperate environments where they can have their
privacy, such as tropical rainforests and the middle of deserts.
Extremely territorial, Bunyips rarely meet with others of their
own kind.
Category: Dragon
Location: Desert, Forests, Plains , Snow
Plains, Snow
Size: 1.4m
Reaction: Hostile
HP: 300
MP: 20
STR: 10 (+3)
VIT: 14 (+4)
DEX: 2 (+0)
INT: 6 (+2)
CHA: 4 (+1)

HP: 192
MP: 80
STR: 8 (+2)
VIT: 8 (+2)
DEX: 6 (+2)
INT: 10 (+3)
CHA: 4 (+1)
Attacks: Collision Course, 6 ACC, 16+1d6 damage
Grim Gaze, -2 ACC, instantly reduces a target to 0 HP
Magic: Fira, Thundara, Blizzara, Stona, Rasp, Bio, Drain, Aspir,
Blank Gaze
Special: Defense: Magical, Blind-Proof, Call for Help, Auto-Float
Evasion: 7
ARM: 10
MARM: 10

Attacks: Slam, 5 ACC, 30+2d6 damage


Dump-Tackle, 2 ACC, 20+2d6 damage and the
targets ARM score is reduced to 0 for several
rounds.
Magic: Revenge
Special: Defense: Physical, Resistance Water, and the Fighter
job ability Skin of Iron (50%)
Evasion: 6
ARM: 15
MARM: 5
Rewards: 300 gil, Steal: Potion, Refine: Dragon Scale

Rewards: 300 gil, Drop: Ahrimans Tears, Steal: Eye Drops,


Refine: Ink

194

Zu

Couerl

Level: 7

Level: 8

The gigantic purple-black bird descends to the ground with a


deafening beating of leathery wings, wasting no time before
striking out with its claws and a mouthful of jagged teeth
Fierce and ruthless carnivores, these massive avians are
renowned for their lack of self-preservation when hunting. Its
not unheard of for a Zu to swoop into the middle of a crowded
town and begin to slaughter everyone in the vicinity, paying no
attention to any wounds it may be receiving as well.
Only when the Zu is fully sated will it leave, carrying several stillflailing citizens back with it for a later snack.
Some studiers of monster lore have determined that the Zu and
its cousin, the Garudas, do not feel physical pain. Or at least,
any discomfort they may feel is overwhelmed by the hunger
pains caused by possessing four independent stomachs.
Category: Aerial, Beast
Location: Desert, Forests, Swamp, Mountains, Plains
Size: 6m
Reaction: Hostile
HP: 219
MP: 45
STR: 14 (+4)
VIT: 8 (+2)
DEX: 9 (+3)
INT: 4 (+1)
CHA: 7 (+2)
Attacks: Swoop, 4 ACC, 42+2d6 damage
Titanic Jaws, 2 ACC, 56+2d6 damage and inflicts
Armor Break
Magic: None
Special: Flight, Lesser Counterattack
Evasion: 10
ARM: 10
MARM: 10
Rewards: 350 gil, Steal: Hi-Potion, Refine: Windmill

The orange feline lets out a low, burbling growl, its tail twitching
at your approach. The creatures entire body is tensed and
ready to spring, the two large, multicolored whiskers beginning
to glow softly.
These aggressive predators prefer to take down their foes with a
bombardment of magical attacks from afar before finally closing
in for the feast. They are prideful hunters, and more than one
Couerl has been reported as fleeing from a battle upon being
physically wounded.
They hunt in small packs of 3-4, and apparently communicate by
slight movements in their ribbon-like whiskers. Often, Couerl will
defer to the decisions of an elder of their species.
They use Ultrawaves often in combat, attempting to sow discord
among their opponents while being immune to normal
backlashes of the spell.
Category: Arcana, Beast
Location: Desert, Forests, Plains, Snow
Size: 2m long (not including tail)
Reaction: Wary
HP: 198
MP: 90
STR: 7 (+2)
VIT: 6 (+2)
DEX: 12 (+4)
INT: 9 (+3)
CHA: 4 (+1)
Attacks: Raking Claws, 6 ACC, 21+2d6 damage
Corner the Prey, 4 ACC, 21+2d6 damage and the
target cannot Escape combat
Magic: Ultrawaves, Wall
Special: Absorbs Lightning, Call for Help, Immune to Confusion
Evasion: 9
ARM: 10
MARM: 15
Rewards: 400 gil, Steal: Hi-Ether, Refine: Lightning Marble

195

Mandragora

Lost Soul

Level: 8

Level: 9

The distinctive-looking Mandragora peers up at you, holding


its spherical head in its floppy, fingerless hands. Then it lets
out a squeep and runs into the darkness, as fast as its little
stalk-like legs will carry it.
The Mandragoras are a sentient race of vegetables that live
in a variety of temperate climates. They have a unique and
surprisingly intelligent society (referred to as a patch) and
exhibiting personalities surprisingly similar to ours. They are
ruled by a monarchy and often wear small, tailored garments
to protect them from the cold which is deadly to the
Mandragora people.
There are many types of Mandragora, most of which live
peacefully with one another Alarunes, Pumpkin Heads, Wild
Onions, Nightshades, Topstalks, Tomatoes, and more. If
forced into combat, a Mandragora will usually attempt to call
for help as much as possible, overwhelming larger and more
dangerous foes with sheer numbers. Mandragoras are known
to become hostile and aggressive if they take nourishment
from soil where blood has been spilled.
They are a very chatty species to anyone who possesses the
Monster Talk language.
Mandragoras are edible. They frown upon this.

Category: Plant
Location: Desert, Forests, Swamps, Towns
Size: 0.8ft
Reaction: Neutral
HP: 46
MP: 82
STR: 2 (+0)
VIT: 4 (+1)
DEX: 10 (+3)
INT: 8 (+2)
CHA: 14 (+4)
Attacks: Headbutt, 4 ACC, 30+2d6 damage
Ripe Rampage, 0 ACC, 55+2d6 damage and the
Mandragora is reduced to 0 HP
Magic: None
Special: Weakness to Ice, Vulnerable to fire, Reduced HP
x1, Call for Help, Job ability Preemptive Footwork.
High-ranking representatives of the species may not have
Reduced HP. Higher than standard ACC.

The ghost appears both solid and semi-translucent, its body a dull
brown. It possesses two large eyes which it does not seem to
open, but no other facial features.
Then the warmth begins to drain from the air, and the ghost drifts
forward
Lost Souls haunt forlorn and forgotten places, bound to this fate
until finally put to rest. They are purposeless, restless spirits with
no continued reason for existance.
Lost Souls often recall part of their former life, but its personality is
fragmented by death and then manifestation as an undead spirit.
Most Lost Souls have grown angry in the centuries that they have
remained on the mortal plane, and attack any living being that
stumbles upon them.
Category: Undead
Location: Desert, Dungeons, Forests, Swamps, Mountains,
Plains, Towns, Snow, Underground
Size: Varies
Reaction: Varies. Almost always Hostile.
HP: 246
MP: 154
STR: 2 (+0)
VIT: 7 (+2)
DEX: 5 (+1)
INT: 15 (+5)
CHA: 10 (+3)
Attacks: Farplanes Grasp, 0 ACC, inflicts Fear for 1 round
Magic: Blind, Poison, Twilight, Sickness, Blizzara, Rasp, Bio,
Zombie, Fira, Death, Degenerator
Special: Undead, Lesser Magical Counterattack, Blind-Proof,
Auto-Float, Auto-Protect
Evasion: 9
ARM: 10
MARM: 25
Rewards: 450 gil, Steal: Revivify, Refine: Farplane Shadow

Evasion: 11
ARM: 0
MARM: 0
Rewards: 400 gil, Steal: Loco Weed, Refine: Mute Mask

196

Ochu

Anacondaur

Level: 9

Level: 10

The obviously planetoid creature brandishes four thorny


tendrils at you, each tipped with a pair of hooked fingerlike vines. The creatures gaping maw oozes a viscous,
drooling sap, and it lets out a shockingly humansounding scream as it approaches
Ochu are massive, man-eating plantlike Fiends that
seem to possess no real intellect. Lacking a sense of
self, they only seek to feed and destroy. Small tribes of
Mandragoras sometimes revere the Ochu, referring to
them as the Lords of the Wood. Mandragoras will
sometimes even leave out thoughtful makeshift gifts, in
hopes this tribute will be perceived as an act of peace.
The Ochu, not capable of understanding such a gesture,
just eat them anyway.
Category: Fiend, Plant
Location: Forests, Plains
Size: 2.7m tall, tentacles add an additional 1.5m
Reaction: Hostile
HP: 300
MP: 30
STR: 13 (+4)
VIT: 9 (+3)
DEX: 5 (+1)
INT: 2 (+0)
CHA: 10 (+3)
Attacks: Earthquake, 6 ACC, Group, 39+3d6 damage
Drain Vine, 3 ACC, Deals 39+3d6 damage and
drains 39+2d6 MP
Magic: Flash, Sleepaga
Special: Weak Status Touch: Poison, Vulnerable to Fire,
Weakness to Ice, Vulnerable to Holy, ), Flawless Spell
(Flash can be cast Instantly, and costs no MP, once per
round), Two Weapons

The black-skinned creature hisses, slithering forward and leaving long


trails of slime in its wake. You feel yourself compelled to make eye
contact, unable to rip your gaze away from its hypnotic red eyes.
The Anacondaur, despite its appearance, is actually a lizard and not a
snake, closely related to the Basilisk family. They utilize a variety of
attacks in combat, able to turn their foes to stone with a look, crush
them in a strangling embrace, spit a corrosive liquid, and even utilize a
form of unique magic that allows them to strike enemies from afar.
Category: Fiend, Lizard
Location: Desert, Mountains, Plains, Water, Underground
Size: 1.5m tall, 6m fully elongated
Reaction: Hostile
HP: 300
MP: 76
STR: 10 (+3)
VIT: 8 (+2)
DEX: 12 (+4)
INT: 6 (+2)
CHA: 4 (+1)
Attacks: Slithering Strike, 5 ACC, 30+2d6 damage
Poison Spit, 4 ACC, Group, 18+2d6 damage and inflicts
Poison until combat ends
Magic: Laser Eyes
Special: Weak Status Touch: Petrify
Evasion: 9
ARM: 20
MARM: 10
Rewards: 500 gil, Steal: Antidote, Refine: Mystery Fluid

Evasion: 7
ARM: 15
MARM: 15
Rewards: 450 gil, Drop: Hi-Potion, Steal: Ether, Refine:
Tribal Drum

197

Chocobo Eater

Cactuar

Level: 10 (Notorious Monster)

Level: 11

The Cactuar gazes at you with caution, its jointless


arms and legs continually moving in a mockery of a run.

The creature before you is unlike anything youve ever seen. The face is
lizardlike, with cavity-filled molars jutting out in odd directions. The stench
of something rotten is on its breath, and its two colossal arms drag along
the ground beside it, easily twice as long as the beast is tall
As the name suggests, this one-of-a-kind lizard has a very unusual diet,
subsisting entirely off of Chocobo meat. It avoids attacking people unless
cornered, or it must fight for a meal. More than one Chocobo breeder has
put out a reward for the destruction of this beast, although as of yet, it
continues its harvest uninterrupted.
The Chocobo Eaters most deadly attack is its Drill Shot maneuver,
which allows the hulking creature to inflict normal damage despite any
protection the target may have. It often uses Cleave to damage multiple
foes at once.
Category: Abnormal, Lizard,
Location: Desert, Forests, Mountains, Plains
Size: 2.5m tall, 4m arms
Reaction: Neutral, Hostile vs. Chocobos
HP: 564
MP: 100
STR: 17 (+5)
VIT: 14 (+4)
DEX: 3 (+1)
INT: 7 (+2)
CHA: 9 (+3)

The Cactuar are a race of intelligent creatures that


physically resemble cacti, and are stuck in a stiff pose
that resembles a runners movement astute, because
the Cactuar is the fastest species in all of Ivalice.
The Cactuar is known for its characteristic attacks, but
their high evasion and tendency to flee make them
difficult prey.
If a Cactuar takes damage but remains standing, it will
often follow up the following turn by Escaping.
Rumors speak of a Cactuar that has grown larger than
all the rest, easily towering above most buildings. It is
said to possess a curly moustache and a serious
demeanor, though these claims are, as of yet,
unfounded.
Category: Abnormal, Plant
Location: Desert, Plains
Size: 4 inches
Reaction: Neutral
HP: 46
MP: 110
STR: 3 (+1)
VIT: 3 (+1)
DEX: 22 (+7)
INT: 7 (+2)
CHA: 8 (+2)
Attacks: Cactuar Tackle, Never miss, 12+2d6 damage
Magic: 1000 Needles, Flawless Spell (Escape can be
cast Instantly, and costs no MP, once per round),
Special: Counterattack, Reduced HP x1, BerserkProof, Sleep-Proof, Petrify-Proof, Stop-Proof, Immune
to all Magic, Call for Help, Increased EVA

Attacks: Uppercut, 8 ACC, 85+2d6 damage


Shakedown, 4 ACC, 68+2d6 damage, causes a Medium
Range knockback and Disarms the target
Magic: Drill Shot, Eject
Special: Counterattack, Weakness to Fire, Cleave job ability.
Evasion: 8
ARM: 25
MARM: 10
Rewards: 1000 gil, Steal: Hyper Wrist, Refine: Dynamo Stone

198

Evasion: 20
ARM: 0
MARM: 0
Rewards: 1100 gil, Steal: Sprint Shoes, Refine: Cactus
Thorn

Magic Urn

Antlion

Level: 11

Level: 12

The ceramic pot is not itself unusual, but an odd,


erratically-blinking light emanates from it. As you
approach, a small purple head pops out from the jar
and stares at you with large yellow eyes, as if waiting
expectantly for something.
It is said that Magic Urns were once demons of
legendary might, foes unto the gods themselves. The
gods feared them and their power, and so changed
their form to that of a harmless pot. It is further said
that though their strength be stolen and their
temperament cooled by transformation, they still
possess terrible magickal powers.
Whether true or not, more than one adventurer has
made a friend from these otherwise cautious, mute
being by offering it an Elixir.
When a Magic Urn uses the Escape spell in combat
to flee, they soar skyward as if propelled by an
engine.
Category: Abnormal
Location: Varies
Size: 0.6m
Reaction: Friendly
HP: 102
MP: 190
STR: 2 (+0)
VIT: 2 (+0)
DEX: 12 (+4)
INT: 15 (+5)
CHA: 10 (+3)
Attacks: Throw Stone, Never miss, 36+2d6 damage
Magic: Tractor, Drain, Rasp, Aspir, Blizzaga,
Thundaga, Firaga, Sleepaga, Protect, Shell, Seal,
Escape, Mini, Confuse, Curaga, Addle
Special: Controlled Defense, Magical Counterattack,
Reduced EVA, Reward (If the party gives a Magic Urn
an Elixir, they receive 1 additional point of EXP and all
other rewards as if combat resolved normally.)
Evasion: 1
ARM: 0
MARM: 0

Waves of sand burst skyward all around you, and you only have a splitsecond to dive and roll away from the massive orange-brown jaws that
snap at the air. The rest of the creature emerges from the sand pit only
moments later, chittering angrily in some unknown monstrous language.
An antlion has discovered you, and seeks to make you his next meal!
Extremely aggressive carnivorous insects also sometimes known as
Deathclaws, Antlions reside deep underground. They are not fussy eaters
and are known to be able to make a single meal last for weeks. Rending
flesh from their prey with large, envenomed jaws, Antlions are by far the
most common nonmagical type of monster.
Antlions often possess Geomancer abilities
Category: Insect
Location: Underground
Size: 15-16m long
Reaction: Hostile
HP: 498
MP: 0
STR: 13 (+4)
VIT: 12 (+4)
DEX: 10 (+3)
INT: 2 (+0)
CHA: 5 (+1)
Attacks: Spit Venom, 4 ACC, 36+2d6 damage, inflicts Poison
Sandstorm, 2 ACC, Group, 72+2d6 Earth damage
Antlion Bite, 8 ACC, 36+2d6 damage
Magic: Drill Shot
Special: Weakness to Water, Weakness to Ice, Resistant to Earth, Weak
Status Touch (Poison), Large
Evasion: 9
ARM: 15
MARM: 15
Rewards: 600, Steal: Hi-Potion, Refine: Deadly Waste

Rewards: 800 gil, Refine: Grenade

199

Chimera

Deathgaze

Level: 12

Level: 13 (Boss)

The abominations three heads- lion, rooster, and


dragon - look at you simultaneously and let out a low
warning growl.

The sheer size of the creature takes your breath away. Two vast wings
disappear into the clouds above, and its glowing yellow eyes are larger
than buildings. A sense of imminent dread settles deep into your soul at
the very sight.

The Chimera is a monstrous beast with the head of a


lion, rooster, and dragon. Each head has access to a
different element of spell.
The legends say that Chimeras were once mages,
twisted into fell beings by the experiments of a man
who was once called The Alchemist, and later
became known as The Immortal, the first of the Blue
Mages. Whether there is any truth to this rumor or
not, its well-known that Chimeras do possess a
special hatred for mages, especially those that utilize
Blue Magic, and will ignore all other threats to target
mages. Chimera almost always travel in packs.
Category: Abnormal
Location: Desert, Forests, Swamps, Mountains,
Plains, Snow
Size: 2.3m
Reaction: Hostile
HP: 354
MP: 166
STR: 10 (+3)
VIT: 8 (+2)
DEX: 5 (+1)
INT: 12 (+4)
CHA: 7 (+2)
Attacks: Claw, 3 ACC, 40+3d6 damage
Cockatrices Gaze, Never misses, drains
51+2d6 mp and deals no damage.
Magic: Electrocute, Flamethrower, Aqua Rake,
Blizzara, Seal, Quick
Special: Auto-Haste, Resistance to Water,
Resistance to Lightning, Resistance to Fire,
Resistance to Wind, Resistance to Ice, Two
Weapons, Flight, Lesser magical counterattack, can
ignore Provoke abilities and similar effects.

The motives of the colossal winged undead known only as Deathgaze are
a mystery. Every several hundred years it resurfaces to feed, flying from
town to town to slaughter people by the thousands.
Its motives are as inscrutable as the appearance of the monster itself.
In combat, Deathgaze is reported to use his massive wings to knock foes
up to miles away, then drawing targets back to him using Tractor to fight
potential threats individually.
Category: Aerial, Undead
Location: Cosmic
Size: 0.7 miles
Reaction: Friendly, Neutral, Wary, Hostile
HP: 849
MP: 257
STR: 17 (+5)
VIT: 17 (+5)
DEX: 9 (+3)
INT: 15 (+5)
CHA: 11 (+3)
Attacks: Crush, 8 ACC, Group, 68+2d6 damage
Abyssal Scream, 4 ACC, Group, 40+2d6 Shadow damage
and Long Range knockback.
Magic: Lv.? Doom, Blizzaga, Thundaga, Tractor (Long range), X-Zone
Special: Fear, Status Proof, Large, Undead, Flight, Call Minions (10
Larvae), Destructive Strike ability, Skin of Iron job ability. (25%)
Limit Break: Quasar. 85+2d6 M.ARM damage, Random Target and
Debilitate (2) against Shadow.
Evasion: 10
ARM: 25
MARM: 25
Rewards: 0gil, Drop: Ironside, Steal: Rage Ring, Refine: Farplane
Shadow

Evasion: 9
ARM: 15
MARM: 25
Rewards: 600 gil, Steal: Tier 2 armor, Refine:
Antarctic Wind

200

Malboro

Wyvern

Level: 13

Level: 14

The hideous plant possesses brownish-green mottled skin and writhing


tentacles. Its tooth-filled maw is filled with powerfully acidic saliva, and
breathing the miasma that is its foul breath causes your head to pound
and vision to swim. You feel your legs getting weaker for every second
you spend near this accursed being.
The Malboro often known as a Morbol or Oscar - is a mutanous form
of plantlife that lacks the ability of photosynthesis and must feed on
other creatures to survive. The Malboro is a fearsome foe most
despised due to its horrible "Bad Breath" attack which inflicts a vast
amount of status effects, capable of obliterating an entire party in a
matter of seconds.
Oddly, Malboros seem to rapidly petrify as they age, darkening and
hardening their rubbery skin. These elder Malboros are more intelligent
than the rest, and seem to command obedience from the younger
examples of the race.
In combat, a Malboro can use the Blue Mage ability Aura Magic, giving
up 183 HP in order to make Bad Breath a Group-targeting attack.
Category: Plant
Location: Desert, Forests, Swamps, Plains
Size: 2.1m tall, 1.8m tentacles.
Reaction: Hostile
HP: 732
MP: 75
STR: 10 (+3)
VIT: 17 (+5)
DEX: 6 (+2)
INT: 4 (+1)
CHA: 6 (+2)

"The dragons hot breath heats the air, its sharpened


talons digging into the rocky earth. Its arms are feeble,
having been traded for forelimbs at some point in the
creature's eons-long development. Then the Wyvern
takes flight, a blur of motion as it wheels gracefully
through the sky.
These lesser dragons, born inferior to others of their ilk,
are nevertheless a fearsome foe. These species come
in many colors, ranging from a dull mottled brown to a
brilliant turquoise-blue that the Dragoons have emulated
out of reverence.
In ages past they were believed to be emissaries of
some sort of War God, inspiring soldiers on the field to
acts of foolhardy courage and bravery.
Wyverns seem to be able to communicate telepathically
with Dragoons, whom they never attack without
provocation.
Category: Aerial, Dragon
Location: Mountains
Size: 6.5m
Reaction: Varies. Usually wary or Hostile.

Attacks: Tentacle, 5 ACC, 40+2d6 damage


Cloying Breath, 20+2d6 damage and inflicts Seal and Slow
Magic: Bad Breath
Special: Status-Proof, Aura Magic, Growing Threat (At the start of each
combat round, all players take a -1 penalty to their EVA and ACC
scores. This penalty accumulates each successive round.)
Evasion: 8
ARM: 20
MARM: 10
Rewards: 650 gil, Drop: Malboro Poison, Steal: Remedy, Refine:
Deadly Waste

HP: 408
MP: 164
STR: 6 (+2)
VIT: 8 (+2)
DEX: 12 (+4)
INT: 10 (+3)
CHA: 8 (+2)
Attacks: Bite, 2 ACC, 24+2d6 damage
Inhale, 3 ACC, 40+2d6 MP is drained
Magic: White Wind, Firaga, Invisible, Seal, Aeroga,
Regen
Special: Resistant to Wind, Flight
Evasion: 12
ARM: 20
MARM: 30
Rewards: 800 gil, Steal: Dragon Mail, Refine: Air Gem

201

Tonberry

Demonolith

Level: 14

Level: 15

The creature is quite small, two to three feet tall. It has green
skin and a round head, with a small snout and round yellow
eyes. It resembles, to some small degree, a bipedal lizard, and
stands upright. It's wearing a hooded cloak, dull brown, and it
has a dolphin-like tail peeking out from beneath the hem. In its
left hand, it carries a large lantern that illuminates the ground at
its feet, and swings mournfully in time with its silent footsteps. In
the other, the creature holds a long, sharp chef's knife, which
gleams with the hatred of the living.
A Tonberry, also localized as Dingleberry or Pug, is quite small,
usually no larger than two or three feet (sixty to ninety
centimeters) tall. They are truly vicious predators of the highest
degree, believing it is their duty in life to make wandering
adventurer's pay for their sins, and seek vengeance for the
many monsters slain by the humanoid races. It is this lust for
faceless revenge that drives Tonberries, and, though they speak
the Common Tongue, very few have words to share.
Category: Abnormal
Location: Forest, Swamps, Town, Underground
Size: 2ft
Reaction: Hostile
HP: 450
MP: 136
STR: 13 (+4)
VIT: 9 (+3)
DEX: 8 (+2)
INT: 8 (+2)
CHA: 6 (+2)

Demonoliths were created by some twisted, long-forgotten


wizard to protect his valuables. These constructs are fueled with
necromantic energy of the most horrific kind; when a Demonolith
slays a trespasser, it waits many years for the flesh to fall from
the bones before assimilating the victims remnants into itself.
Some truly ancient Demonoliths are more bone than construct,
and are capable of movement most, however, have neither the
strength nor size to escape their stony prison.
Category: Construct, Undead
Location: Towns, Underground
Size: 2.2m tall
Reaction: Hostile

Attacks: Approach, slow action, no effect.


Chefs Knife, 5 ACC, 156+2d6 damage (Disarmable)
Everyones Grudge, Never miss, Group, Deals 100
damage for every Tonberry each target has slain.
Karma, Never Miss, Instantly reduces a mediumrange target to 0 hp. This is considered a Death
status effect.
Magic: Condemned
Special: Status Proof, Slow moving can only move a Short
distance instead of a Medium distance each round.
Tonberry cannot use other attacks until it has used Approach
twice. If Tonberry is affected by a Knockback, it must start over.
Tonberries possess the Dark Harvest and No Mercy job abilities.
Evasion: 7
ARM: 20 (0 without armor)
MARM: 20 (5 without armor)

The monolithic gravestone before you appears to bear words of


sympathy for the fallen, listing many names. Several humanshaped bones appear to have been inserted into the grave
during its construction, poking out at unusual angles.
As you move in to inspect the epitaph further, the bones
suddenly begin to stir and knit together of their own accord,
slashing at the air where you stood only a moment ago

HP: 480
MP: 220
STR: 11 (+3)
VIT: 9 (+3)
DEX: 1 (+0)
INT: 13 (+4)
CHA: 11 (+3)
Attacks: Raking Claw, 7 ACC, 55+2d6 damage
Pharaohs Curse, 5 ACC, Medium Range, deals
26+2d6 damage and inflicts Petrify
Magic: Stona, Stonaga, Tractor, Lock
Special: Status Touch: Curse, Undead, Auto-Stop, Mini Proof,
Curse Proof
Evasion: 0
ARM: 30
MARM: 20
Rewards: 750 gil, Drop: Revivify, Refine: Zombie Dust

Rewards: 700 gil, Steal: Safety Bit, Refine: Chefs Knife

202

Mamool Ja

Imperial Captain

Level: 16

Level: 16

The beast before you is an unusual one balancing on taloned,


three-toed feet is a lizardlike creature clad in well-made warriors
garb. It brandishes a scimitar and approaches you with loathing
and pity in its milky, slanted eyes.
A militaristic tribe of demihumans, the Mamool Ja are
philosophers, poets, warriors and religious fanatics that seek
nothing less than total domination over all other races.
In their own tongue, Mamool Ja means 'brethren of the shining
scale.' They are lead by an Autarch, a totalitarian, two-headed
leader that rules with an oppressive iron fist.
Category: Humanoid, Lizard
Location: Varies, usually Jungles
Size: 1.7-2.1m
Reaction: Hostile, some rulers can be Neutral.
HP: 498
MP: 214
STR: 9 (+3)
VIT: 9 (+3)
DEX: 8 (+2)
INT: 12 (+4)
CHA: 8 (+2)
Attacks: Vorpal Blade, 3 ACC, 45+3d6 damage (Disarmable)
Somersault Kick, 7 ACC, 36+2d6 damage, Short
Range knockback
Fanatics Fervor, grants the user Haste
Magic: Zombie, Arise, Protect, Shell, Seal, Stop, Brave,
Confuse, Aerora, Aeroga, Vox, Life, Cura, Addle
Special: Lesser Magical Counterattack (Seal), Two Weapons,
Humanoid Killer, Item Use: Dream Dust
Evasion: 10
ARM: 24 (10 without armor)
MARM: 10
Rewards: 800 gil, Steal: Dream Dust, any Tier 2 weapon,
Refine: Earth Gem

Open fire! Leave no survivors!


Imperial Commanders, Captains and Generals are squad
leaders for a handful of Imperial Soldiers they use large
serrated swords in combat as well as guns, often more
advanced weaponry possessed by the rest of their team.
Imperial Captains are often quite powerful and are not to be
underestimated. They have undergone rigorous selection
procedures to become the pride of the Imperial Army.
Some possess Android grafts, allowing them to see even in
pitch blackness or communicate with other Systems across a
distance. They possess the Warcry, First Strike and Leadership
job abilities, making any Imperial Soldiers even more
dangerous.
Category: Humanoid
Location: Varies
Size: Varies by race
Reaction: Varies, often Wary
HP: 200
MP: 55
STR: 4 (+1)
VIT: 5 (+1)
DEX: 5 (+1)
INT: 4 (+1)
CHA: 3 (+1)
Attacks: Gatling Sword, 6 ACC, 75+2d6 damage (Disarmable)
Superior Firepower, 4 ACC, 64+2d6 damage,
inflicts Seal (Disarmable)
Right Hook, 2 ACC, 4+2d6 damage
Magic: Wall, Firaga
Special: Reduced Attributes, Reduced HP, Increased ACC,
Construct Killer, Weak Status Touch (Seal), Call Minions (4
Imperial Soldiers), Call for Help, Warcry, First Strike, and
Leadership job abilities
Evasion: 9
ARM: 50 (0 without armor)
MARM: 40 (0 without armor)
Rewards: 800 gil, Steal: Full Plate, Refine: Molotov

203

Geosgaeno

Gigas

Level: 16 (Notorious Monster)

Level: 17

The humanoid construct has been forged from Darksteel, with


gaping holes in the side of its body where whirring gears and
strange devices can be clearly seen. Despite its apparent
minimal intelligence, this great horned warmachine shakes the
ground as it approaches.

An unearthly roar fills the cavern, cutting through the murky


water like a blade. Moments later, a massive fish-like Fiend
bursts forth from the depths, two curved claws snapping out at
you. Swords and arrows can be seen lodged in this creatures
rocky skin, resembling those employed in ancient warfare. You
can only assume how long this dangerous creature has lived
The Geosgaeno is said to be the father of all Fiends, protecting
his twisted offspring with a cold, calculating human mind. It was
long thought that the Geosgaeno was merely a myth, until one
brave adventurer ventured to find proof though the mans life
was lost in the attempt, the existence of this centuries-old threat
was confirmed at last.
Portions of the Geosgaenos body has petrified, becoming
harder than stone. It prefers to remain in the deepest parts of
the ocean, unable to exist on land.
Category: Amorph, Aquan, Fiend
Location: Underground
Size: 16.1m
Reaction: Hostile
HP: 702
MP: 234
STR: 12 (+4)
VIT: 12 (+4)
DEX: 16 (+5)
INT: 12 (+4)
CHA: 10 (+3)
Attacks: Furious Charge, 7 ACC, 75+2d6 damage
Magic: Zombie, Bio, Drain, Rasp, Osmose, Scourge, Death,
Haste, Confuse, Dispel
Special: Controlled Defense, Regeneration 10, Seal Proof,
Immune to Float, Final Attack: Injection (launches poisoned
spines into one foe, which contain Geosgaenos fiendish DNA.
The target will slowly metamorph into a new if smaller Geosgaeno over the course of two weeks unless healed,
becoming a Fiend.)
Evasion: 12
ARM: 30
MARM: 20

According to legend, the Gigases were weapons built by the


Ancients, developed for no function other than the eradication of
life. They were later sealed away in a holy shrine at the cost of
many lives. Though the truth of such legends cannot be
ascertained, more than one aspiring Tinker has agreed that the
craftsmanship involved in these hostile entities far surpasses
anything that has been created in recent centuries.
They can randomly alter their one elemental weakness at will,
and attempt to neutralize more threatening foes by shattering
weapons and hurling them aside.
Category: Construct
Location: Snow, Underground
Size: 2.7m
Reaction: Hostile
HP: 897
MP: 0
STR: 17 (+5)
VIT: 16 (+5)
DEX: 6 (+2)
INT: 4 (+1)
CHA: 4 (+1)
Attacks: Crush Punch, 8 ACC, 102+2d6 damage
Grab and Toss, 5 ACC, 51+2d6 damage, Long Range
knockback, and causes the target to be Disarmed.
Magic: Wall Change
Special: Counterattack, Regen 20, Flawless Spell (Wall Change
can be cast Instantly, and costs no MP, once per round), and
the Fighter job ability Skin of Iron (50%) and the Ninja Shatter
Weapon ability.
Evasion: 8
ARM: 20
MARM: 40 (0 without armor)
Rewards: 850 gil, Steal: Muscle Belt, Refine: War Gong

Rewards: 1600 gil, Drop: Defender, Steal: Elixir, Refine: Water


Gem

204

Evrae and Evrae Altana


Level: 18 (Notorious Monster)

You recognize the dragon before you instantly. How could you not, having been told tales of the Dragon of Ruin since as long as
you can remember. It moves with an almost godlike grace, and in an instant all the heroism you possess rushes out from you. All
that remains is terror, absolute horror at confronting the being before you; Evrae, The World Destroyer.
Evrae has been known by many names. The Lindwyrm, the World Destroyer, the Dragon of Ruin. It ruled all other dragons
save for the great Shinryu for centuries, until its power alone drove it to madness. In the end, when it became a threat to even
the other dragons, it was driven from its home and vanished for eons.
Until now.
Evrae has existed for so long that it has learned a few tricks from various Job Classes it can use the Dragoons Scan ability to
instantly learn its enemies elemental weaknesses, and it can also utilize the Red Mages Runic and Return Magic to launch a
foes own spells against him. One of Evraes favorite tactics is to grab an opponent in its clawed hands, then drop them from a
great height or drag them through water until they drown.
Category: Aerial, Aquan, Arcana, Dragon
Location: Underground, Water
Size: 18.5m long
Reaction: Neutral
HP: 840
MP: 298
STR: 7 (+2)
VIT: 13 (+4)
DEX: 20 (+6)
INT: 14 (+4)
CHA: 12 (+4)
Attacks: Bodyslam, 9 ACC, 42+2d6 damage, Short-range Knockback
Grab, 2 ACC, 0 damage, Stopped until Evrae chooses to end the attack
Magic: Angel Snack, Cure IV, Reflect, Aeroga, Invisible, Curse, Nuke, Blizzaga, Thundaga, Wateraga, Zombie
Special: Flight, Large, Magical Counterattack, Fear, Seal-Proof, Destructive Strike ability, Final Attack: Rebirth (When Evrae is
reduced to 0 hit points, it becomes Evrae Altana. HP and MP are restored to full, all negative status effects are cleared, and the
battle continues. Evrae Altana has all the same abilities as Evrae, with the addition that it is an Undead type creature.) Has job
abilities including Scan, Runic, Return Magic, and Sunken State.
Limit Break: Twilight Breaker. 140+2d6 M.ARM damage, Random Target. Inflicts Zombie and then Auto-Life on the target.

Evasion: 15
ARM: 20
MARM: 30
Rewards: 1800 gil, Steal: Sky Render, Refine: Lightning Gem

205

Iron Giant

Gilgamesh

Level: 19

Level: 20 (Boss)

Enough expository banter. It's time we fight like men. And ladies.
And ladies who dress like men. For Gilgamesh...IT IS MORPHING
TIME!
The hulking metal brute seemed to have been crafted from
iron and adamantite, with pure veins of the blue mineral
running through its silver skin. Adamantite crystals produce
from the creatures shoulders and hands, and you can only
speculate how much this humanoid golem would be
WORTH if you melted it down.
Your speculations are interrupted, unfortunately, by a whirr
of anger coming from the core of the machine, and it raises
its massive axe-shaped arm high.
The origins of the Iron Giants are unknown. They hail from
the Wastes, deep in the coldest reaches of the eternal
tundra. They never seem to tire, marching across the
Wastes hidden within the raging blizzards, annihilating
every living thing they come across.
In combat, they prefer to destroy their opponents weapons
and keep mages out of combat via Thrust Kick.
Category: Arcana, Construct
Location: Snow, Underground
Size: 4.1m
Reaction: Hostile
HP: 1170
MP: 0
STR: 13 (+4)
VIT: 19 (+6)
DEX: 7 (+2)
INT: 6 (+3)
CHA: 4 (+1)
Attacks: Iron Weapon, 6 ACC, 78+3d6 damage
Ruin, 5 ACC, 52+2d6 damage and ignores ARM
Magic: Thrust Kick
Special: Lesser Counterattack, Two Weapons, Destructive
Strike ability, Call Minions (1 Gigas), Flawless Spell (Thrust
Kick can be cast Instantly, and costs no MP, once per
round), Skin of Iron (75%) and Shatter Weapon job abilities.
Evasion: 8
ARM: 50
MARM: 20
Rewards: 950 gil, Steal: Any Tier 4 weapon, Refine: Ice
Gem

This grey-skinned, colorfully-dressed masked man possesses six


arms, each of which is holding a different blade. He appears to be a
dimension traveler, a collector of rare and powerful weapons, and a
physically powerful fighter. Gilgamesh is accompanied at all times by
his great hound, Enkidu.
Though he seems fierce and single-minded, it should be noted that
Gilgamesh has a softer side, displaying a sense of humor, a
willingness to help the weak, and the capacity to break the fourth
wall. Gilgamesh is quite aware that he is a villain in a tabletop RPG.
Category: Abnormal, Humanoid
Location: Desert, Forests, Swamps, Mountains, Plains, Towns,
Snow, Underground
Size: 1.2m
Reaction: Neutral
HP: 1470
MP: 0
STR: 22 (+7)
VIT: 20 (+6)
DEX: 24 (+8)
INT: 10 (+3)
CHA: 16 (+5)
Attacks: Excalipoor, 8 ACC, 1 damage, ignores ARM (Disarmable)
Enkidu, 8 ACC, 110+3d6 damage, inflicts Berserk
Mastermune, 8 ACC, 132+3d6 damage (Disarmable)
Monarch Sword, 4 ACC, 154+3d6 damage, Long-range
Knockback (Disarmable)
Magic: None
Special: Counterattack, Death-Proof , Two Weapons, Petrify-Proof,
Defense: Magical, Item Use: Remedy, Item Use: Elixir (once),
Destructive Strike ability, Final Attack: Escape (When Gilgamesh is
defeated, hell flee from the battlefield.) Job abilities include Wall
Run, Return Fire, and Preemptive Footwork.
Limit Break: Gilgamesh Super-Special Destructo-Technique.
Completely random target could even affect Gilgamesh.154+2d6
ARM damage. Break Stats reduces STR, DEX, INT, CHA, VIT,
damage, EVA, ACC, maximum health and magical resistances by
half.
Evasion: 17
ARM: 40
MARM: 40 (0 without Armor)
Rewards: 5000 gil, Drop: Genji Gloves, Steal: Genji Blade, Refine:
Accelerator

206

Adamantoise

Behemoth

Level: 21 (Notorious Monster)

Level: 22 (Notorious Monster)

The tortoise-like creature moves slowly, as if every moment


is a testament to its age. Every scale has been honed to a
razors edge, and the lumbering Adamantoise pivots to
meet your gaze with a proud, almost challenging look.

Looking upon the behemoth, you have no doubt that the stories
were true, and it was a creature fashioned by the gods during the
creation of heaven and earth. Its muscles look as hard as steel, and
its purple skin is pulled taut over its flesh as though the core of the
beast is straining to escape the confines of skin.

Hunted almost to extinction for the Adamantite-filled shells


for which the creature is named after, the few that remain
have descended almost uniformly into the deepest parts of
the earth. Even in these days of man-made alloys, the
quality and strength of Adamantite is almost peerless.
In combat, an Adamantoise will attempt to encase foes in
stone before crushing them into a fine dust.
Category: Abnormal, Beast, Lizard
Location: Desert, Mountains, Plains, Snow, Underground
Size: 6.2m
Reaction: Hostile
HP: 2238
MP: 0
STR: 20 (+6)
VIT: 32 (+10)
DEX: 5 (+1)
INT: 9 (+3)
CHA: 6 (+2)
Attacks: Crush, 9 ACC, Group, 140+2d6 damage
Particle Breath, 5 ACC, 70+2d6 damage, Blinds
and Dispels
Magic: Stone Breath
Special: Lesser Counterattack, Auto-Protect, Large, MiniProof, Skin of Iron (100%) job ability.
Evasion: 8
ARM: 80
MARM: 20
Rewards: 2100 gil, Steal: Kaiser Plate, Refine: Lunar
Curtain

A man whom has never seen a Behemoth would describe it as such;


it is a large, purple beast that uses its horns and magic to kill its
opponents. It is estimated to be ten to twelve feet tall when standing.
When attacking, it normally dashes on all fours, but when returning to
an idle state it will usually stand upright. In battle, it will counterattack
with a powerful horn rush and Thunder magic attacks.
Anyone who HAS seen a Behemoth is person will have a very
different description indeed, speaking in hushed tones about how the
creatures skin did not seem to heal, how it was covered with scars
from every adventurer it had ever slain. How the beasts entire form
was a tribute to its awesome strength, and how it fought as if it drew
knowledge from the dead souls trapped forever within its veins.
The latter description is slightly more accurate.
Category: Abnormal, Arcana, Beast
Location: Mountains, Plains, Snow
Size: 10-12ft tall
Reaction: Hostile
HP: 1542
MP: 250
STR: 18 (+6)
VIT: 21 (+7)
DEX: 15 (+5)
INT: 10 (+3)
CHA: 10 (+3)
Attacks: Crush, 7 ACC, Group, 180+2d6 damage
Gore, 12 ACC, 108+2d6 damage and Stun
Magic: Force Field, Thundaga, Osmose, Haste, Reflect, Esuna
Special: Lesser Counterattack, Mini-Proof, Large, Lesser Magical
Counterattack, Seal Proof, Final Attack: Flare, Destructive Strike
ability.
Evasion: 12
ARM: 30
MARM: 50
Rewards: 2100 gil, Steal: Destroyers, Refine: Lunar Curtain

207

Great Malboro

Atma Weapon

Level: 22

Level: 24 (Boss)

The Malboros head is topped with a gleaming golden


crown, and the air the creature breaths is so foul that
inhaling is impossible in its presence. It is a Malboro that
has gained rank in the vegetative hierarch, as it were, and
the plants monstrous breath brings uncontrollable tears to
your eyes.
The Great Malboro sometimes referred to as the King is the highest rank of malboro, and wears a crown to
prove it. It is still unknown how it came to wear its crown,
or who, indeed, made it. There is a rumor which claims
that, should a man slay the creature and don its crown, he
will be at once transformed into a malboro king. Should
this be true, it could very well mean that the crown is
cursed with the vilest of magicks, and the beast that wears
it was once was a man.
The Great Malboro leads its lessers with a calculating
intellect and a ruthless demeanor. In combat, a Great
Malboro can use the Blue Mage ability Aura Magic, giving
up 297 HP in order to make Bad Breath a Group-targeting
attack.

Category: Plant
Location: Desert, Forests, Swamps
Size: 4.8m tall, 2.9m tentacles.
Reaction: Hostile
HP: 1188
MP: 154
STR: 14 (+4)
VIT: 17 (+5)
DEX: 7 (+2)
INT: 6 (+2)
CHA: 12 (+3)
Attacks: Tentacle, 6 ACC, 112+2d6 damage
Sour Mouth, 0 ACC, 98+2d6 damage, inflicts
Slow and drains 50% of the targets MP
Magic: Bad Breath
Special: Status Proof, Aura Magic, Call Minions (2
Malboro), Growing Threat (At the start of each combat
round, all players take a -1 penalty to their EVA and ACC
scores. This penalty accumulates each successive round.)
Evasion: 8
ARM: 20
MARM: 40

My name is.....Atma...... I ampure energy.and as ancient as the


cosmos...left here since birth... Forgotten in the river of time... I've
had an eternity to... ponder the meaning of things..And now I have
an answer...
The Atma Weapon is a strange entity. Partially biomechanical and
partially undiluted energy, it was originally a weapon of war created by
the Ancients. This is hardly a secret, as it's body is set with
machineries and weaponry of a far higher order than anything made
today. Though Atma is a construct, it was built with the ability to grow,
and so it has evolved like a living creature.
In combat, Atma uses massive damage to overwhelm foes and force
them to fight defensively, relying on its enormous HP total to take
whatever is thrown at it. Atmas Supernova spell is more than enough
to destroy almost any adventurer with but a single cast.
Category: Abnormal. Construct
Location: Cosmic
Size: Roughly 29m
Reaction: Hostile
HP: 1974
MP: 874
STR: 16 (+5)
VIT: 23 (+7)
DEX: 16 (+4)
INT: 32 (+10)
CHA: 15 (+5)
Attacks: Mind Blast, Never miss, 128+2d6 damage, adds Petrify
Diffusion, Same effect as the Black Mage Obliterate ability
Soul Extraction, Never miss, Drains 160+2d6 MP
Magic: Flare, Quake, Demi, Supernova, Flare Star, X-Zone, Addle
Special: Final Attack: Flare Star, Fear, Large, Death Proof, Immune to
all Status Effects except Poison and Stop, Destructive Strike ability,
Vulnerable to Holy. Atma Weapon will be destroyed instantly if
reduced to 0 MP.
Evasion: 13
ARM: 40
MARM: 50
Rewards: 4500 gil, Drop: Ancient Sword and any legendary
accessory, Steal: Megalixir, Refine: Hourglass

Rewards: 2000 gil, Drop: Remedy, Steal: Malboro Poison,


Refine: Deadly Waste

208

War Machine

Demon

Level: 24

Level: 25

The encumbered hulk of a battlemech lumbers towards


you, twin cannons beginning to hum dangerously
The two-legged Imperial machines sometimes
codenamed GEMINI are fully-automated offensive
juggernauts capable of going toe-to-toe with even the
worlds most ferocious beasts and dragons. Designed by
the ever-popular Magitek Corp, the War Machines are
said to have three settings; patrol, eradicate, and total
genocide.
It has been equipped with a device that allows it to absorb
thunder-elemental magic with no ill-effects.
Category: Construct
Location: Unknown
Size: 3.1m
Reaction: Hostile or Neutral
HP: 966
MP: 0
STR: 22 (+7)
VIT: 12 (+4)
DEX: 18 (+6)
INT: 0 (N/A)
CHA: 2 (+0)
Attacks: Gemini Gun, 9 ACC, 132+3d6 damage, can
attack two different targets (Disarmable)
Surge Beam, 7 ACC, 90+2d6 damage, inflicts
Blind and Berserk (Disarmable)
Metal Kick, 9 ACC, 110+2d6 damage, causes a
Short Range knockback
Magic: None
Special: Poison Proof, Fear Proof, Two Weapons, Final
Attack (Surge Beam), Controlled Defense, Weakness to
Earth, Resistance to Fire, Absorbs Thunder, SOSBerserk
Evasion: 12
ARM: 30
MARM: 30
Rewards: 1200 gil, Steal: Potion, Refine: Dark Matter

Cinders and a thick black smoke fill the air even as the soil beneath
your feet crumbles and gives way. An arm is the first thing to emerge
jet-black skin and sickle-like claws, gripping the ground as it pulls
itself out fully. It is impossible to mistake the being before you as
anything but a Demon, an abhorrent creation spun from the evil
powers of The Void itself.
Born from negative energy, Demons are long-forgotten servitors of
shadow that are often sent to carry out important, world-changing
tasks. They often use their Advanced Illusion spell to impersonate a
Hume, serving as someone with political sway - an advisor to a king or
a commander in a war, for example. In combat they are capable of
counterattacking with the fearsome Death spell, quickly dispatching
unprepared heroes.
Category: Humanoid, Fiend
Location: Underground
Size: 2.1m - 2.3m
Reaction: Hostile
HP: 1005
MP: 460
STR: 13 (+4)
VIT: 12 (+4)
DEX: 12 (+4)
INT: 17 (+5)
CHA: 11 (+3)
Attacks: Chaos Blade, 8 ACC, 85+2d6 damage, inflicts Berserk and
Charm (Disarmable)
Poison Spines, 5 ACC, Group, 75+2d6 damage, inflicts
Poison and Blind.
Magic: Sickness, Bio, Drain, Arise, X-Zone, Scourge, Curse, Death,
Flare, Advanced Illusion, Zombie, Addle
Special: Weakness to Holy, Resistance to Fire, Fear Proof, Charm
Proof, Absorbs Shadow, Poison Proof, Curse Proof, Stun Proof,
Petrify Proof, Lesser Magical Counterattack (Death), Regeneration 20,
Humanoid Killer
Evasion: 10
ARM: 40
MARM: 20
Rewards: 1300 gil, Steal: Hi-Potion, Refine: Dark Matter

209

Elemental Dragons
Level: 25 (Notorious Monsters)
The Six Elemental dragons are said to possess great interest in humanity, awakening from their slumber every several hundred
years to observe the ways of manbefore satisfying their endless hunger by devouring some and returning to their reclusive ways.
They were some of the first beings to walk to planet, and have primal ties to the crystals and even the origins of magic.
Often humorless and stoic creatures, the Dragons are quick to anger and quicker still to take offense.
Category: Dragon
Location: Varies by Elemental Type
Size: Varies. Often 16-18m long
Reaction: Wary

Water Dragon

HP: 1080
MP: 660
STR: 12 (+4)
VIT: 12 (+4)
DEX: 16 (+5)
INT: 24 (+8)
CHA: 16 (+5)
Attacks: Flash Rain, 12 ACC, Group, 120+2d6 Water
damage, 50% chance to inflict Blind
Water Wing, 10 ACC, 92+2d6 Water damage,
causes a Long Range knockback
Magic: Analyze, Illusion, Hyperdrive, Watera, Wateraga,
White Wind
Special: Large, Flight, Absorbs Water, Weakness to
Thunder, Seal Proof, Mini Proof, Curse Proof, Charm
Proof, Lesser Magical Counterattack

Earth Dragon

HP: 2280
MP: 360
STR: 16 (+5)
VIT: 28 (+9)
DEX: 8 (+2)
INT: 12 (+4)
CHA: 16 (+5)
Attacks: Magnitude 8, 8 ACC, Group, 160+2d6 Earth damage
Shockwave, 4 ACC, 128+2d6 damage and inflicts Petrify
and Stun
Magic: Analyze, Illusion, Hyperdrive, Stona, Stonaga, Quake, White
Wind
Special: Large, Flight, Absorbs Earth, Weakness to Wind, Seal Proof,
Mini Proof, Curse Proof, Charm Proof, Lesser Magical Counterattack
Evasion: 9
ARM: 60
MARM: 40
Rewards: 2,500 gil, Steal: Elixir, Refine: Supreme Gem

Evasion: 11
ARM: 40
MARM: 60
Rewards: 2,500 gil, Steal: Elixir, Refine: Supreme Gem

210

Ice Dragon

HP: 1080
MP: 510
STR: 12 (+4)
VIT: 12 (+4)
DEX: 10 (+3)
INT: 18 (+5)
CHA: 26 (+8)
Attacks: Absolute Zero, 9 ACC, 108+2d6 Ice damage and
inflicts Stop
Freezing Dust, never miss, 216+2d6 damage.
Only usable on enemies affected by Stop.
Hailstorm, 4 ACC, Group, 96+2d6 Ice damage
and has a 25% chance to Shatter Armor
Magic: Analyze, Illusion, Hyperdrive, Blizzara, Blizzaga,
Freeze, White Wind
Special: Large, Flight, Absorbs Ice, Weakness to Fire,
Seal Proof, Mini Proof, Curse Proof, Charm Proof, Lesser
Magical Counterattack
Evasion: 11
ARM: 50
MARM: 50

Fire Dragon

HP: 1380
MP: 335
STR: 24 (+8)
VIT: 16 (+5)
DEX: 15 (+5)
INT: 11 (+3)
CHA: 14 (+4)
Attacks: Molten Claw, 11 ACC, 144+2d6 damage and has a 25%
chance to Shatter Weapon
Blaze, 6 ACC, Group, 120+2d6 Fire damage
Magic: Analyze, Illusion, Hyperdrive, Fira, Firaga, Flare, White Wind
Special: Large, Flight, Absorbs Fire, Weakness to Water, Seal Proof,
Mini Proof, Curse Proof, Charm Proof, Lesser Magical Counterattack
Evasion: 12
ARM: 60
MARM: 40
Rewards: 2,500 gil, Steal: Elixir, Refine: Supreme Gem

Rewards: 2,500 gil, Steal: Elixir, Refine: Supreme Gem

211

Thunder Dragon

HP: 1455
MP: 435
STR: 16 (+5)
VIT: 17 (+5)
DEX: 16 (+5)
INT: 15 (+5)
CHA: 16 (+5)
Attacks: Electrode, 8 ACC, 96+2d6 damage and Thunder
Dragon recovers 100% of damage done as HP.
Gigavolt, 6 ACC, Group, 120+2d6 Thunder
Damage and has a 25% chance to inflict Stun.
Magic: Analyze, Illusion, Hyperdrive, Thundara,
Thundaga, White Wind
Special: Large, Flight, Absorbs Thunder, Weakness to
Earth, Seal Proof, Mini Proof, Curse Proof, Charm Proof,
Lesser Magical Counterattack
Evasion: 12
ARM: 50
MARM: 50
Rewards: 2,500 gil, Steal: Elixir, Refine: Supreme Gem

Wind Dragon

HP: 1305
MP: 360
STR: 16 (+5)
VIT: 15 (+5)
DEX: 24 (+8)
INT: 12 (+4)
CHA: 13 (+4)
Attacks: Cyclonic, 6 ACC, has a 50% chance to reduce the target to 1
HP instantly. Causes a medium range knockback
Gale Breath, 5 ACC, Group, 96+2d6 damage
Magic: Analyze, Illusion, Hyperdrive, Aerora, Aeroga, Tornado, White
Wind
Special: Large, Flight, Absorbs Wind, Weakness to Ice, Seal Proof,
Mini Proof, Curse Proof, Charm Proof, Lesser Magical Counterattack
Evasion: 17
ARM: 40
MARM: 60
Rewards: 2,500 gil, Steal: Elixir, Refine: Supreme Gem

212

Shinryu

Garland

Level: 26 (End Boss)

Level: 26 (End Boss)

You impertinent fools.You miserable INSECTS! I, Garland, will


KNOCK YOU ALL DOWN!!
I am that which follows.Omega
Shinryu is a greatwyrm of colossal size, the father of all
Dragons. He was the first of his species and fully intends
on being the last. In recent years, Shinryu has taken to
collecting powerful weapons and items from those who
challenge him and fail. Its most prized possession currently
is the Masamune, implying that Shinryu took the life of one
of bravest, most noble warriors seen in. Among other
things, Shinryu has the Paladin job ability Sentinel,
allowing it to ignore spell interruption up to 24 times.
Category: Dragon
Location: Unknown
Size: Roughly 24m end-to-end
Reaction: Hostile
HP: 3150
MP: 1024
STR: 36 (+12)
VIT: 32 (+10)
DEX: 29 (+9)
INT: 31 (+10)
CHA: 44 (+24)
Attacks: Atomic Ray, 15 ACC, 288+2d6 damage, removes
all elemental Resistances and Immunities
Magic: Flare, Haste, Regen, Confuse, Protect, Shell,
Meltdown, Curse, Thundara, Thundaga, X-Zone, Roulette
Special: Fear, Death Proof, Immune to Dispel, Curse
Proof, Charm Poof, Large, Destructive Strike ability, Call
Minions (8 Wyvern), Skin of Iron (50%) and Sentinel job
abilities.
Limit Break: Eraser. One target immediately loses 100%
of his HP, which is returned to Shinryu as MP.
Evasion: 16
ARM: 60
MARM: 60
Rewards: 10,000 gil, Drop: Masamune, Steal: Megalixir,
Refine: Supreme Gem

Garland was an orphan raised as a genetic experiment, enhancing


his abilities until he had the strength to become a knight and a hero of
the people. But his mind had been twisted from the infusions, and he
turned against the kingdom that had so honored him. Upon his defeat
he was swallowed up by The Void and reborn in a different time,
where he has begun anew.
Confident that his defeat will only cause his inevitable rebirth, Garland
is reckless and headstrong, with a love for bloodlust and war.
Garland has a handful of abilities from melee jobs, including Shatter
Weapon, Shatter Armor, Warcry, Dark Harvest and Berserker.
Category: Fiend
Location: Unknown
Size: 6.8ft
Reaction: Hostile
HP: 2994
MP: 530
STR: 36 (+12)
VIT: 30 (+10)
DEX: 21 (+7)
INT: 12 (+4)
CHA: 21 (+7)
Attacks: Crushing Strikes, 15 ACC, 288+2d6 damage.
Psychokinesis, 10 ACC, 252+2d6 damage and inflicts
Confuse, and has a 25% chance to cause Armor Break
Magic: Quake, Barrier, Dispel
Special: Resistance to Shadow, Immune to Knockback,
Counterattack, Curse Proof, Charm Poof, Mini Proof, Item Use:
Megalixir, Garland causes a Short-Rage knockback whenever he
deals damage, and possesses many different Job Abilities.
Limit Break: Soul of Chaos. By releasing his inner demons and
turmoil, Garland increases all STR-based damage he does by 5
steps. (An additional 180 damage on all melee attacks.)
Evasion: 14
ARM: 80
MARM: 30
Rewards: 8,000 gil, Drop: Megalixir, Steal: Colossus, Refine: Three
Stars

213

Emperor Mateus

Xande

Level: 27 (End Boss)

Level: 28 (End Boss)

"Reluctance to forgive has long been a human failing. It is


man's nature to sin, yet you answer sin with violence upon
violence. Is that not itself a sin?"
The ruler of a small kingdom who aims to conquer the
entire world. Calm, patient and frighteningly intelligent, the
Emperior has absolute faith in his plots inability to fail. His
mastery of White Magic has given him an abnormally long
lifespan in which to dissect the secrets of the Void, and use
the powers of that dark dimension to make his sovereignty
unquestionable and unchallengeable.
Category: Humanoid
Location:
Size: 5.9ft
Reaction: Wary
HP: 1650
MP: 928
STR: 16 (+5)
VIT: 12 (+4)
DEX: 22 (+7)
INT: 26 (+8)
CHA: 31 (+10)
Attacks: Starfall, 12 ACC, 160+2d6 Holy damage
Step Mine, 4 ACC, 128+2d6 damage, Long
Range knockback, 25% chance to Shatter
both the targets Weapon and Armor
Hellburst, 8 ACC, Group, 130+2d6 Fire damage
Magic: All Tier 1-4 White Magic spells, Dimensional Gate
Special: Curse Proof, Charm Poof, Mini Proof, Resistance
to Holy, Resistance to Shadow, Blood Magic (Whenever
Mateus deals damage with Step Mine, Starfall, or Flames
of Hell, he recovers 100% of the damage done as HP)
Limit Break: Absolute Dominion. Mateus makes an
attack roll against all Humanoid enemies, ACC 8. If
successful, they are affected with Charm, Seal, Power
Break, Magic Break, Speed Break, and Soul Break.
Evasion: 13
ARM: 40
MARM: 70

"Once you are gone, eternal life will be mine."


Master Xande was originally one of three students to a great sage
named Noah. When Noah died, both of the other apprentices were
given great magical powers. Master Xande was given a much
stranger gift; the gift of mortality. Xande was quickly driven mad by
the thought of dying, and in a blind rage, sought to disrupt the flow of
time itself. He believes that if he is capable of permanently ending
time itself he will no longer have to fear death.
Category: Abnormal
Location:
Size: 5.5ft
Reaction: Hostile
HP: 1962
MP: 1270
STR: 7 (+2)
VIT: 15 (+5)
DEX: 18 (+6)
INT: 37 (+12)
CHA: 24 (+8)
Attacks: Crystal Cortex, 16 ACC, 185+2d6 damage of a random
elemental type
Curse of Mortality, Group, 2 ACC, all affected targets
permanently suffer a -1 loss to all attributes.
Magic: All Tier 1-4 Time Magic spells, Protect, Shell, Meteo, Quake,
Thundaga, Firaga, Blizzaga, Osmose, Rasp
Special: Curse Proof, Charm Poof, Mini Proof, Weakness to fire
Limit Break: Particle Beam. Xande teleports a Long Range into the
sky, receiving the postitive status effect Float. He releases a powerful
beam which reduces one random enemy to 0 hit points, then deals an
ADDITIONAL 481+2d6 damage, likely disintegrating them instantly.

Evasion: 12
ARM: 40
MARM: 40
Rewards: 11,000 gil, Refine: Three Stars

Rewards: 8,000 gil, Steal: Ascalon, Refine: Three Stars

214

ExDeath

Kuja

Level: 28 (End Boss)

Level: 28 (End Boss)

All the hatred in existence would not be enough to defeat


me. Soon, the power of the Void will completely be mine,
and the entire earth will kneel!"
Hundreds of years ago, the Hume people turned to an
alternative solution to purge their land of corruption and
terror. They found a single tree and attempted to turn it into
a solitary prison for the malevolent souls of the restless
dead to inhabit. However, this taint spread throughout the
branches of the ancient oak and it became self-aware.it
took a human-like form and walked the land, as evil as the
many souls that composed him. Thus, the monster
Exdeath was born.
Category: Plant, Fiend
Location: Forests, Cosmic
Size: 115m
Reaction: Hostile
HP: 4062
MP: 822
STR: 19 (+6)
VIT: 40 (+13)
DEX: 4 (+1)
INT: 21 (+7)
CHA: 36 (+12)
Attacks: Almagest, 9 ACC, 133+2d6 Shadow damage
White Hole, 4 ACC, Group, deals 361+2d6
damage, only to Shadow Affiliated targets
Magic: Elemental Spikes (Shadow), Paralyze, X-Zone,
Osmose, Doomsday, Flare, Seal, Addle, Reflect, Barrier,
Dispel, Wall Change, Dimensional Gate, Time Stop.
Special: Large, Curse Proof, Charm Poof, Mini Proof,
Humanoid Killer, Weakness to Holy, Absorbs Shadow,
Soul Drain (Whenever a character is reduced to 0 HP by
ExDeath they also lose 3 points of Destiny)
Limit Break: Grand Cross. Exdeath makes an attack roll
at 5 ACC against each Humanoid opponent. If successful,
they are afflicted with Petrify, Zombie, Slow, Poison and
Curse.
Evasion: 8
ARM: 50
MARM: 60
Rewards: Steal: Ancient Sword, Refine: Three Stars

"The weak lose their freedom to the strong. Such is the way of the
strong. And it is the providence of nature that only the strong survive.
That is why I needed strength."
Kuja is a cybernetic creation given a soul, created by an ancient race
of people that believed in the eradication of all life. Kuja follows this
function absolutely, believing it unfair that the world could someday
exist without him. He is an exceptional summoner with a love for
luxury and elegance, with a highly metaphorical and poetic manner of
speech. In combat, Kuja uses the Atomos summon almost
exclusively to rain death down upon his foes.
Category: Humanoid, Construct
Location: Unknown
Size: 5.8ft
Reaction: Varies. Usually Hostile.
HP: 2214
MP: 1310
STR: 6 (+2)
VIT: 20 (+6)
DEX: 21 (+7)
INT: 42 (+14)
CHA: 36 (+12)
Attacks: Regal Cutlass, 18 ACC, 48+2d6 damage
Magic: All Art magic (Perform skill 6), all Tier 1-2 Summons, and the
Atomos, Odin, and Bahamut summons. None of Kujas espers have
the Indestructible property.
Special: Vulnerable to Holy, Destructive Strike ability, Curse Proof,
Charm Poof, Mini Proof
Limit Break: Star Shield. Kuja receives Elemental Mastery
(Absorbency) to all 8 Elements as well as the effects of Esuna.
Evasion: 13
ARM: 20
MARM: 90
Rewards: 12,000 gil, Drop: Any legendary accessory, Steal: Regal
Cutlass, Refine: Three Stars

215

Exoray

King Behemoth

Level: 28

Level: 28 (Notorious Monster)

The three snapping pink jaws of the Exoray begin to make


an awful screeching sound and the creature waves its
stalks as if attempting to communicate but not with you,
you realize, watching the independently-moving stem-faces
converse amongst themselves.
Sometimes casually referred to as Plant Brains, Exorays
are patches of evil vegetation capable of taking over entire
forests. Possessing surprising magical aptitude and speed,
these cunning floral formations debilitate their enemies with
overwhelming status attacks before using their bodies as .
They often have a tribe of Mandragora acting as unhappy
servants, or even Malboros.
Category: Plant
Location: Forests
Size: Varies drastically from 2-3ft to 9-11m
Reaction: Hostile
HP: 702 (Core), 132 (Tendril)
MP: 598 (Core), 0 (Tendril)
STR: 2 (+0)
VIT: 7 (+2)
DEX: 17 (+5)
INT: 20 (+6)
CHA: 12 (+4)
Attacks: Mycotoxin, 9 ACC, 100+2d6 damage and inflicts
Slow and Poison
Silver Powder, 4 ACC, Group, 80+2d6 damage,
has a 50% chance to inflict Charm
Magic: Addle, Bio, Zombie, Paralyze, Death, Stonaga,
Berserk, X-Zone, Reflect, Osmose, Advanced Illusion,
Brainstorm, Seal
Special: Weakness to Fire, Weakness to Ice, Resistant to
Wind, Seal Proof, Blind Proof, Poison Proof, Multiple Parts,
Combination Attack (Vampire, deals 300% damage),
Magical Counterattack (Brainstorm)
Evasion: 10
ARM: 30
MARM: 30

This is the end. This is the end of everything.


No other single creature is as globally feared as the King Behemoth.
Presumably named for its regal, fluttering mane and triumphant roars
(violent enough to shake the earth itself), King Behemoths have been
known to speak Common and mock adversaries before shredding
them. Legends say that a Behemoth who has subsumed the souls of
enough heroes has almost ascended to godhood these omnipotent
predators are the Kings of their kind.
Category: Abnormal, Arcana, Beast
Location: Mountains, Plains, Snow
Size: 21-24ft tall
Reaction: Hostile
HP: 1962
MP: 514
STR: 22 (+7)
VIT: 21 (+7)
DEX: 15 (+5)
INT: 16 (+5)
CHA: 12 (+4)
Attacks: Reaping Slash, 10 ACC, Group, 220+2d6 damage
Atomic Breath, 10 ACC, 176+2d6 damage and inflicts Stun
Magic: Force Field, Thundaga, Osmose, Haste, Reflect, Esuna,
Meteor, Flare, Slowga
Special: Counterattack, Magical Counterattack, Final Attack: Meteor,
Destructive Strike ability, Large, Curse Proof, Death Proof, Charm
Poof, Mini Proof, Terrorize (Whenever the King Behemoth reduces a
character to 0 HP, all characters have a 50% chance to be Stunned
and Feared for one round)
Limit Break: Comet Blast. One enemy is afflicted with Power Break,
Magic Break, Speed Break, Soul Break, and Armor Break, then takes
208+2d6 points of Fire M.ARM damage. There is a 25% chance for
this ability to backfire and affect King Behemoth instead of the
intended target.
Evasion: 12
ARM: 60
MARM: 60
Rewards: 5000 gil, Steal: Megalixir, Refine: Supreme Gem

Rewards: 1500g, Steal: Elixir, Refine: Mute Mask

216

Kefka

Sephiroth

Level: 30 (End Boss)

Level: 30 (End Boss)

Nothing beats the sweet music of hundreds of voices


screaming in unisonUwee-hee-hee!
Kefka is loud, short-tempered, maniacal and destructive.
He possesses a deep hatred of nearly everything on the
planet and an infamously sadistic sense of humor. His
trademark laugh a high-pitched sociopathic cackle is
feared by the many magitek-infused henchmen that
accompany him at nearly all times. In combat, Kefka often
starts with the spell Doomsday, quickly ending the fight if
his foes arent prepared. Failing this, he lets loose a
magical assault at a distance before fleeing, often shouting
out a taunting quip as he runs.
Category: Humanoid
Location: Varies. Avoids Deserts if possible.
Size: 5.6ft
Reaction: Hostile
HP: 1875
MP: 1240
STR: 4 (+1)
VIT: 20 (+6)
DEX: 26 (+8)
INT: 33 (+11)
CHA: 51 (+17)
Attacks: Morningstar, 15 ACC, 32+2d6 damage
Magic: All Tier 1-4 Black Magic spells
Special: Controlled Defense, Death Proof, Auto-Protect,
Auto-Shell, Vulnerable to Holy, Curse Proof, Charm Poof,
Mini Proof, Call Minions (3 War Machines), X-Magic (Kefka
can cast 4 spells as a Slow action, dealing 50% damage
with each. Kefka is Immune to Knockback effects while
using X-Magic.)
Limit Break: Forsaken. Debilitate (2) causes a weakness
to Holy to all foes, followed by 462+2d6 Holy M.ARM
damage to each enemy. Healing 2, Recovers MP to full.
Evasion: 14
ARM: 10
MARM: 120
Rewards: 12,000 gil, Drop: Any legendary accessory,
Steal: Slave Crown, Refine: Three Stars

Only death awaits you all, but do not fear. For it is through death that
a new spirit energy is born. Soon, you will live again as part of me.
Sephiroth is a half-human soldier, the results of genetic experiments
involving an extra-terrestrial entity. Raised to be part of an elite
military organization, he later followed his own ruthless agenda.
Having recently ascended to a new level of existence, his strength
and agility can be referred to as godlike.
He possesses job abilities from a variety of different Jobs, including a
Ninjas Shatter Weapon, the Black Mage Obliterate, almost all of the
Samurai abilities, and a fair few from the Fighter list as well.
Sephiroths largest and possibly only weakness is his
disinclination to use magic.
Category: Humanoid
Location: Unknown
Size: 6ft
Reaction: Varies. Usually Wary.
HP: 4450
MP: 0
STR: 48 (+16)
VIT: 41 (+13)
DEX: 52 (+17)
INT: 22 (+7)
CHA: 44 (+14)
Attacks: Signature Blade, 17 ACC, 432+2d6 damage
Havoc Wing, 12 ACC, 216+2d6 damage, ignores
ARM and Protect, causes a Short Range knockback
Magic: None.
Special: Physical Counterattack, Flight, Death Proof, Flight, AutoHaste, Vulnerable to Holy, Curse Proof, Charm Poof, Mini Proof,
Destructive Strike ability, Sephiroth can move faster than any being
alive, and can move a Long range in a single round. Sephiroth
possesses any and all job abilities the GM sees fit to grant him.
Limit Break: Heartless Angel. Demi Attack. 576+2d6 damage. Until
the end of combat, Dephiroth does an additional 48 damage with all
attacks.
Evasion: 26
ARM: 60
MARM: 70
Rewards: 0 gil, Drop: Any legendary accessory, Refine: Three Stars

217

Ultima Weapon
Level: 30 (End Boss)

"A thousand years it has been since a challenger stood before me. Show me the power you possess. Defeat me if you can."
The Ultima Weapon is a terrifying blend of monster and machine, created in ancient times by a race of people who sought to use it
as an agent of peace. The remainder of Ultimas origin is unknown only that he still exists and the Ancients do not. And the
creatures motives are just as mysterious; Ultima has sealed itself deep within the earth, waiting with infinite patience to be disturbed
once again.
In combat, Ultima Weapon uses X-Fight to attack four times with either Ultima Drive or Celestial Beam at 50% effectiveness each,
dealing upwards of 700 damage per round. If he manages to gain Haste, the party can expect to be vaporized in short order.
Category: Abnormal, Fiend
Location: Unknown
Size: 11-12m tall
Reaction: Hostile
HP: 7955
MP: 1720
STR: 48 (+16)
VIT: 50 (+16)
DEX: 52 (+17)
INT: 49 (+16)
CHA: 51 (+17)
Attacks: Ultima Drive, 19 ACC, 480+2d6 damage
Diffractive Laser, Never-miss, 392 + 2d6 nonelemental M.ARM damage
Celestial Beam, 19 ACC, 336 + 2d6 damage that ignores ARM and Protect
Cosmic Realignment, Ultima Weapon recovers 100% MP.
Magic: Mighty Guard, All Tier 1-4 White, Time, and Black magic spells, Meteo, Slowaga, Meltdown and Ultima. If any of Ultima
Weapons spells are absorbed by Runic, the character is reduced to 0 HP instantly. This is NOT considered a Death status effect.
Special: Fear, Death Proof, Immune to Spell Interruption, Large, Weakness to Holy, Resistance to Shadow, X-Fight and any and all
other job abilities the GM sees fit to give him.
Limit Break: Particle Rain. 637+2d6 nonelemental M.ARM damage to all enemies. Revenge, recovers 100% of the damage dealt
as health.
Evasion: 24
ARM: 100
MARM: 100
Rewards: 80,000 gil, Drop: All job-specific legendary accessories, Steal: Ribbon, Refine: Three Stars

218

Four Fiends
Level: Varies (Bosses)

My true strength lies in deathtaste my power, and die!


Join mein a watery hell
I will not underestimate you!
I will restore your strength. Nowbring it on!
The Four Fiends are a set of four demons which represent the negative aspects of the four classical elements. They were brought
into being at the same time as the four Crystals, but the exact correlation between them is unknown.
The fiends are known as Scarmiglione of Earth, Cagnazzo of Water, Barbariccia of Wind, and Rubicante of Fire.
Category: Fiend, Humanoid
Location: Varies
Size: Varies
Reaction: Hostile.

Scarmiglione, the Blighted Despot

Cagnazzo, the Drowned King

Level: 8 (Boss)

Level: 12 (Boss)

HP: 340
MP: 86
STR: 18 (+6)
VIT: 10 (+3)
DEX: 8 (+2)
INT: 9 (+3)
CHA: 5 (+1)

HP: 780
MP: 130
STR: 12 (+4)
VIT: 21 (+7)
DEX: 10 (+3)
INT: 8 (+2)
CHA: 12 (+4)

Attacks: Slash, 8 ACC, 54+2d6 damage


Evil Gas, causes Curse and Seal.
Magic: Poison, Bio, Stone, Stona, Sickness, Arise
Special: Weak to Fire, Zombie-Touch, Undead, Petrify Proof,
Charm Proof, Confuse Proof, Vulnerable to Holy, Final Attack:
True Form (When Scarmiglione is reduced to 0 hit points, HP
and MP are restored to 50% of their maximums, all negative
status effects are cleared, and the battle continues.)
Limit Break: Warpath. Causes Soul Break and Speed Break to
one opponent, then deals 72+2d6 ARM damage to them. (Only
after using Final Attack: True Form and only works on
Humanoids.)

Attacks: Bodyslam, 6 ACC, 48+2d6 damage


Shell Defend, When Defending in combat, Cagnazzo
also regains 78hp per round.
Magic: Watera, Wateraga, Protect, Shell, Seal
Special: Immune to Ice, Weak to Lightning, Petrify Proof,
Charm Proof, Large, Curse Proof, Mini Proof, Absorbs Water,
Vulnerable to Holy, Skin of Iron (25%) job ability.
Limit Break: Tsunami. 60+2d6 Water M.ARM damage to all
opponents, causing a Short-Range knockback.

Evasion: 8
ARM: 20
MARM: 10

Evasion: 9
ARM: 20
MARM: 15
Rewards: 2000 gil, Steal: Protect Ring, Refine: Second Chance

Rewards: 1200 gil, Steal: Rage Ring, Refine: Second Chance

219

Barbariccia, the Empress of the Winds

Rubicante, the Autarch of Flame

Level: 15 (Boss)

Level: 18 (Boss)

HP: 750
MP: 280
STR: 8 (+2)
VIT: 12 (+4)
DEX: 26 (+8)
INT: 14 (+4)
CHA: 15 (+5)

HP: 870
MP: 568
STR: 19 (+6)
VIT: 11 (+3)
DEX: 14 (+4)
INT: 27 (+9)
CHA: 15 (+5)

Attacks: Strike, Never miss, 32+2d6 damage


Kiss, 2 ACC, Charm for several rounds
Wind Shield, applies Protect to self for one round and
Counterattacks with Thundara.
Magic: Invisible, Protect, Haste, Seal, Cure II, Confuse,
Thundara, Thundaga, Addle
Special: Immune to Lightning, Weak to Fire, Flight, Auto-Shell,
Charm Proof, Curse Proof, Absorbs Wind, Vulnerable to Holy.
Limit Break: Sensory Overload. Casts Haste on self, then
Seal and Confuse on all foes. 5 ACC on attack roll to do so.

Attacks: Flaming Blade, 8 ACC, 95+2d6 damage


Cloak of Cinders, Never miss, 57+2d6 damage and
gains Absorb Fire and Absorb Ice for one round.
Magic: Fira, Firaga, Protect, Shell, X-Zone, Cure III
Special: Absorbs Fire, Weak to Ice, Weak to Water, Charm
Proof, Auto-Haste, Vulnerable to Holy.
Limit Break: Inferno. Short Range and all enemies. Neutralize,
Strength Break and Dexterity Break. 189+2d6 Fire M.ARM
damage.

Evasion: 16
ARM: 20
MARM: 30

Evasion: 9
ARM: 30
MARM: 30
Rewards: 3600 gil, Drop: Tetra Elemental, Steal: Marvel Shoes,
Refine: Second Chance

Rewards: 3000 gil, Steal: Barrier Ring, Refine: Second Chance

220

CONCLUSION
"It was time to bring the world once more into the light."
- Final Fantasy

I would like to thank the following contributors for their artwork and assistance:
P. Kwon
P. Shricker
Lovelydagger of deviantart.com
K. William
B. Jador
RJ. Palmer
J. Bowers
L. Shayson

Chris Hunsberger (questingraven.deviantart.com) graciously provided the images for the Hume, Elvaan,
Galka, Moogle, and Tarut racial profiles.
Beta testing of this system took place on rpol.net. Id like to take this opportunity to thank the following
users for their support, interest, and feedback throughout.

kckolbe
False Truce
Iron Pyrite
Dark Siren Sally

Shei-kun
Ironox
Kazuki
Shogunboy

ArenTrel
Yurim
Jack of Sticks
Irish Ninja

Extra special thanks to Steph, Gabe, Josh and Joe, among others. Your constant support and feedback
made this thing a reality. No thanks whatsoever to Troy.
And of course, none of this would have been possible without the original Final Fantasy RPG by The
Returners, available at http://www.returnergames.com/
And that, as they say, is that.

221

Name:
Race/Job:

Level:

Attribute Current Rating Maximum


STR
DEX
VIT
INT
CHA
HP:

HP/Level:
MP/Level:
Base ACC:

MP:

ARM:
M.ARM:
EVA:

Attack Type

Accuracy

Damage

Special Properties

Tier

Attack Type

Accuracy

Damage

Special Properties

Tier

Acrobatics DEX
Acting CHA
Awareness INT
Climbing STR / DEX
Disguise CHA / INT
Escape DEX
Healing INT
Inquiry INT / CHA
Language INT
Lore (________) INT
Navigation INT
Negotiation CHA
Perform CHA
Riding DEX
Stealth DEX
Survival INT
Swimming STR / DEX
Synthesis (_____) - INT
Synthesis (_____) - INT
Synthesis (_____) - INT
Systems INT
Thievery DEX
Trade CHA
Vehicles DEX
(____________)
(____________)
(____________)

Axes STR / DEX


Bows - DEX
Daggers DEX
Brawl STR / DEX
Guns DEX
Katanas DEX
Massive STR
Polearms STR / DEX
Staves DEX / INT
Swords STR / DEX
Two Weapons DEX
Weapon Systems - INT
(____________)
(____________)

Light Armor DEX / INT


Medium Armor DEX
Heavy Armor STR / VIT

EXP

Destiny

Gil

Job Abilities

Inventory
(10 Items Max)

Traits

Armor / Accessory

Languages

Affiliation

Limit Breaks
Name

Description

Name

Description

Name

Description

Gender:
Weight:
Birthdate:

Height:
Age:

Quote:

Appearance:

- Rank 1 Spells Name

MP

- Rank 2 Spells -

Description

Name

- Rank 3 Spells Name

MP

MP

Description

- Rank 4 Spells -

Description

Name

- Rank 5 Spells
Name

MP

Description

MP

Description

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