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OMEGA FANTASY

BETA 1 20.05.2018
Contents
Introduction 1

Rules 2
Adventuring . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

Characters 8
Character Sheet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Talents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Jobs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30

Game Master 36
Optional Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Worldbuilding . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40

Credits 47
Introduction Players
Players create and roleplay as characters that are
”I don’t have what it takes to make an action game. the heroes of the adventure. Heroes come in many
I think I’m better at telling a story” different shapes and have unique abilities. They
– Hironobu Sakaguchi travel together as a party, who explore the world,
interact with people and fight against enemies.
Therefore, the players take the role of their char-
acters and play the game from their perspective.

Game Master
The Game Master (GM), creates the world the ad-
venture takes place in. During the game, he de-
scribes the environment to the party and how it re-
acts to their actions. Therefore, the GM takes the
role of all non-player characters in the adventure
to narrate conversations and combat. The rules in
this book help the GM determine the outcome of
some actions, though often he will need come up
with his own rules. In boxes like the one below you
Final Fantasy can see some examples of gameplay.
Final Fantasy is a series of fantasy role-playing
video games that has enjoyed great popularity from Example: Roleplaying
its first release in 1987 up until today. Despite
most of the games featuring vastly different char- Hironobu (Game Master): You enter the
acters, worlds and gameplay, they are still easily rec- Thunder Plains, a wasteland covered by fog
ognizable as Final Fantasy titles. This is not only and dark clouds. The locals have erected a few
due to the many recurring elements in the series, towers, that act as lightning rods, but bolts
but also because the basic premise is always about often strike the ground in other places.
heroes who face a great conflict. Omega Fantasy Yoshinori (playing as Wakka) : We head
is a tabletop game system that helps you and your north, not too far from the towers, ya?
friends to create and play in a Final Fantasy adven-
ture of your own. Nobuo (playing as Rikku) : I wanna go
home! I hate lightning! I hate thunder!

Getting Started Tetsuya (playing as Auron) : This storm


never stops. Better to cross quickly.
You only need some dice, paper, pens and this
book to play. Choose one person to be the Hironobu (Game Master) : You can also see
Game Master, who creates the fantasy world and a small building nearby, that looks like an inn.
narrates the adventure, while everyone else plays as
the Adventurers. Accordingly, you need at least Nobuo (playing as Rikku) : Let’s go rest over
2 people to play, but a group of 4 to 6 is rec- there! Please? I’m too young to die!
ommended. However, you do not need any prior Tetsuya (playing as Auron) : Fine, we rest.
knowledge of Final Fantasy or roleplaying in gen- She is worse than the storm.
eral, everything necessary is included here.

1
Rules on the difficulty of the action and the proficiency
of the roller in it. The GM can consider the
”It’s true. I have no authority whatsoever. But character’s attributes, abilities and background for
what I lack in authority, I make up for in friends.” this. However, he should never tell the odds and
– Ardyn only narrate the outcome of the check. The table
below shows some rough categories for DCs.

Difficulty Categories
Action DC
Very Hard 11 - 12
Hard 9 - 10
Medium 6-8
Easy 1-5

Special Checks
Since checks are 2d rolls, the lowest and highest
possible results are 2 and 12 respectively. The GM
may treat these rare results as an unexpectedly
good or bad outcome, which should still be
plausible. He can also decide that a check should
have Advantage or Disadvantage, because the
environment significantly affects the attempted
Dice action. In both cases the check is made with 3d
When uncertain actions are attempted in the game, and with advantage only the two highest and with
we use dice rolls to help decide the outcome. This disadvantage only the two lowest dice count. The
rule can be used in various situations, but the exact GM may enforce other additional rules on checks.
nature of the rolls may differ. The only dice used
in this game are standard 6-sided ones and we use Example: Checks
d shorthand to refer to such a die. Furthermore,
we use for example 4d to describe a roll of 4 dice, Cloud meets Don Corneo in his mansion wearing
where the result is the sum of all rolled dice. a dress and make-up to convince him that he is
a woman. The GM decides that this is a very dif-
Checks ficult task (DC 11), because Cloud did not put
much effort into his disguise. But as the room is
Checks are the main tool to help the GM decide not well lit and the Don had a bit too much to
the outcome of an action. Depending on the drink, he also decides that the check has advan-
situation, he can either ask players for checks or tage. Cloud rolls 3d with the result [6,2,6] and
do them himself in secret. Checks are usually 2d since only the two highest dice count, he rolled
rolls and higher numbers mean a better outcome the best possible outcome! The GM decides that
for the roller. Some rules clearly indicate a mini- Don Corneo is not only convinced that Cloud is
mum result that is required to succeed, but often a woman, but he finds him so irresistible that he
the GM has to decide that cutoff. This cutoff, drags Cloud into his room for some time alone.
which we call Difficulty (DC), should be based

2
Adventuring Experience
”Why not? Nothing to lose but my life... and I got By adventuring and solving conflicts, characters
that for free!” – Setzer gain experience and become stronger and we
express the amount of experience a character has
with Levels. While inexperienced adventurers
start at Level 1, they may progress up to a
maximum of Level 10 where they are considered
renowned heroes. The GM is free to decide
when characters can increase their Level, but it
is recommended that he rewards the party with
Level ups for reaching adventuring Milestones.
Such Milestones could for example be important
character development events, successful battles
against powerful foes, or resolution of major
conflicts.

Exploration Death
The party can explore the environment described When going on dangerous adventures, death is
by the GM at will. They may be looking for some- always a real possibility, especially as a conse-
thing specific or simply wander around, but an ap- quence of unwise decisions by the party. The
propriate amount of time passes while doing so. In adventure is officially over if all party members fall
addition to his descriptions, the GM may draw a unconscious in battle, as this is usually followed
map of the party’s current location for visual aid. by certain death. If you fall in combat, being
He is also free to impose checks on all exploration possibly revived by a party members that are
related actions with a chance of failure, like picking still standing is usually your only hope. However,
a lock or looking for a secret passage. After long characters may also die or leave the party under
days of travelling and fighting, the party will even- special circumstances in which case that character
tually need to rest. They may go to sleep once per unplayable for his player.
day, fully recovering their HP and MP. To gain this
benefit, they have to sleep in a comfortable place
like an Inn or a Tent for at least 5 hours. Example: Experience & Death

Social Interaction Kain decides to betray the party and join their
enemies. He duels his friend and party member
Throughout the adventure, the party will interact Cecil and defeats him and the rest of the party
with different characters in the world. These non- in combat, but chooses to let them stay alive.
player characters are voiced by the GM and accord- The GM takes control of Kain from now on, as
ingly the players talk from the perspective of their he leaves the party and becomes an antagonist.
characters. To avoid confusion, it is important that The party resolves to stop Kain’s plan and his
you make clear whether something you say is from player decides to create a new character that
the perspective of your character or from yours as joins the party to help achieve their goal. The
a player or GM. During conversations, the GM may GM rewards the party with a Level up for reach-
impose checks, for example to decide whether at- ing an important turning point in the adventure.
tempt to convince a character is successful.

3
Combat Combat Flow
”Enough expository banter. It’s time we fight like Combat takes place in a series of Rounds that
men. And ladies. And ladies who dress like men.” take about 10 seconds of time each. During a
– Gilgamesh round, each participant takes one Turn accord-
ing to the turn order. Each battle starts with
an Initiative Check to determine the turn order,
where you add your AGI to the result of a 2d roll
and the higher the score, the earlier your turn is in
every round. Once determined, the turn order does
not change until the end of battle. During your turn
you can move a distance up to your MOV attribute
and take an action, in any order.

Actions
Below, a list of possible actions is shown, but the
GM may allow you to make any other action that
can be completed in one turn:
Attributes Attack: You attack an enemy with your
weapon. He may evade your attack by passing
Your proficiencies in different aspects of combat are an Evasion Check with a DC of 12 minus his
described by the following 8 attributes: AGI. If he fails the check, you reduce the target’s
Hit Points (HP) increase your durability. You HP by your weapon’s DMG plus your STR. If the
have a maximum and a current number of HP, if evader rolled a 2, you make a Critical Hit, dou-
your current HP falls to 0 you fall unconscious. bling your usual damage. If he rolled a 12, not
only your attack misses, but the evader makes an
Mana Points (MP) are the resource required attack on you instead.
for using abilities. Similar to HP, you have a max-
imum and a current number of MP. Magic: You cast a spell by spending
MP, choosing a target within its range and
Strength (STR) increases the damage dealt by concentrating for a duration. While concentrat-
your physical attacks. ing, you cannot take any actions or evade attacks.
After the cast time is up, the effect of the spell
Defense (DEF) increases your resilience against
occurs on the target right before your turn and
physical attacks.
cannot be evaded even if you are not in range
Magic (MAG) increases the potency of your anymore. If the spell deals damage or restores
healing and damage spells. HP, add your MAG to the amount. Every spell’s
description contains information on its cast time,
Resistance (RES) increases your resilience MP cost, target, range and effect.
against magical attacks.
Tech: You use a non-magical technique.
Agility (AGI) allows you to act earlier and evade Techs are used the same way as magic, but their
physical attacks more often. damage is not modified by your attributes.
Movement (MOV) increases your walking and Defend: All physical damage that you receive
running speed. until your next turn is halved.

4
Special Abilities Distances
Apart from spells and techs, your character can also To measure distance, we use units or shorthand
learn the following types of special abilities: u as the basis and 1u is roughly equivalent to
1m or 3ft. Humanoid characters take up a circle
Passives: Provide benefits and effects that of about 1u in diameter in top view and are
are permanently active. classified as Medium sized. Entities that take up
more than twice as much are labelled as Large
Reactions: Allow you to take certain actions and ones that take up less than half as much
on someone else’s turn. are labelled as Small. In the following, most
effects will note their Range and Target distances.
Damage Types Range determines the maximum possible distance
between the caster and the center of the effect.
All damage dealt has a type and usually Attacks
Here an effect with range Self is centered at the
and Techs are of physical type and Magic is of
caster, and one with Weapon has the same range
magical type. DEF protects you from physical
as the used weapon. Target determines the area of
damage, so every time you suffer physical damage,
the effect as a maximum distance from its center,
subtract your DEF from the amount. RES pro-
where an effect with target Entity affects only a
tects you in the same way from magical damage.
single entity. Note that unless stated otherwise, all
Damage sources may also have an additional
entities within the target will be affected including
elemental type, that can for example be caused
your allies!
by the used weapon or spell. Entities may have a
Weakness or Resilience to some of these types.
and when resilient against a type, they only suffer Example: Combat
half of the total damage and when weak against it, Squall (5 STR, 4 DEF, 2 AGI, 1 RES) and
they suffers double the total damage. Whenever Seifer (6 STR, 3 DEF, 4 AGI, 2 MAG) decide
effects like described above, require you to take to duel, so they roll for initiative. Squall rolls
percentages of values, the result is always rounded [4,5] and Seifer rolls [4,4] so their initiatives are
down. Below is a list of possible damage types. 4+5+2=11 and 4+4+4=12 respectively. Both
of them are wielding a gunblade (3d DMG) as
Damage Types their weapon. Seifer takes the first turn and
decides to begin casting ”Fire” (2d DMG) by
Physical
spending 4 MP, choosing Squall as target and
Magical concentrating. Now it is Squall’s turn and he
moves towards Seifer to attack with his weapon.
Fire
Seifer cannot evade while concentrating, so the
Ice attack hits, dealing 3d+5-3 damage. It’s Seifer’s
turn again and as ”Fire” has a cast time of 1
Lightning
round, the spell takes effect and Squall’s HP
Water is reduced by 2d+2-1. Seifer can still take his
turn, so he decides to attack with his weapon.
Wind
Squall can evade by passing a DC 12-2 evasion
Earth check, though by rolling [1,1] he not only fails,
Holy but Seifer scores a critical hit! Seifer hits him
right above the nose with his blade, inflicting
Dark 2x(3d+6-4) damage and leaving a scar.

5
Status Effects
In battle you may suffer multiple status effects, that
significantly alter your combat potency. These ef-
fects may be malicious or beneficial in nature, but
they usually last for a limited amount of time. Sta-
tus effects can be inflicted and removed by certain
spells, techs and items. Some characters and mon-
sters may be Immune to certain statuses, meaning
they have no effect on them. Below, a list of pos-
sible status effects is shown:

KO: You are unconscious and your turns are


skipped. You automatically suffer KO when your
current HP drops to 0 and cannot be increased
until this status is removed. Immunity against
this status only makes you immune against effects
that cause it even when above 0 HP.

Poison: You take damage equal to 10% of


your maximum HP at the end of each turn, but
cannot fall below 1 HP due to this effect.
Example: Status Effects
Blind: Every enemy you that you Attack Noctis and his party fight Malboro. Unfortu-
halves his evasion DC. nately the monster surprises them and uses his
Bad Breath ability, inflicting multiple status ef-
Sleep: Your turns are skipped, but you wake fects on the party. Prompto suffers Sleep and
up immediately if you take any damage. Poison, so he cannot move or take actions, but
before his turn is finished he loses 3 HP, because
Silence: You cannot begin casting Magic or his maximum HP is 37. Noctis suffers Silence
using Techs, but you can still Attack. and Blind, so since he cannot use magic or techs,
he tries to attack Malboro. Malboro (AGI 1)
Immobile: You cannot move, but you can still tries to evade and rolls [3,2] on his evasion check,
take actions as usual. barely passing the DC (12-1)/2 = 5 and the at-
tack misses.
Zombie: Healing effects are reversed. Heal-
ing reduces your HP and effects that remove KO,
cause it instead. Combat Summary
DeATR: The according attribute is On the next page, a Combat Summary is included,
reduced by 3 (but not below 0), e.g. DeMAG which condenses most of the important information
reduces MAG. from this section into a single page. You can copy
or print this summary for quick reference during
EnATR: The according attribute is gameplay, to avoid having to navigate this section
increased by 3, e.g. EnMAG increases MAG. If too frequently. However, whenever you are unsure
both the EnATR and DeATR of the same type is about combat rules, it is recommended that you
applied, both effects negate each other. look up the detailed explanations in this section.

6
Actions Damage Types
Combat takes place in a series of rounds (a round Usually Attacks and Techs deal physical damage and
lasts 10 seconds) and you take a turn each round. On Magic deals magical damage. When taking physical
your turn you may, in any order, move up to your damage, you subtract your DEF, when taking magi-
MOV and take one of the actions below. There are cal damage your RES from the amount. In addition,
also special abilities like Passives ( ) that provide damage may have one of the elemental types listed
permanent effects and Reactions ( ) that allow you below. Resilience against a type you makes you suf-
to take certain actions while it is not your turn. fer half damage, while Weakness makes you suffer
Attack You attack an enemy with your weapon. double damage from it.
He may evade your attack by passing an Fire Ice
Evasion Check with a DC of 12 minus
his AGI. If he fails the check, you reduce Lightning Water
the target’s HP by your weapon’s DMG Wind Earth
plus your STR. If the evader rolled a 2, Holy Dark
you make a Critical Hit, doubling your
usual damage. If he rolled a 12, not only Status Effects
your attack misses, but the evader makes Status Effects provide beneficial or malicious effects,
an attack on you instead. usually for a limited duration. If you are Immune
Magic You cast a spell by spending MP, against an effect, you are unaffected by it.
choosing a target within its range and KO You are unconscious and your turns are
concentrating for a duration. While con- skipped. You suffer KO when your cur-
centrating, you cannot take any actions rent HP drops to 0 and cannot be in-
or evade. After the cast time is up, the creased until this status is removed.
effect of the spell occurs on the target
Poison You take damage equal to 10% of your
right before your turn and cannot be
maximum HP at the end of each turn,
evaded even if you are not in range any-
but cannot fall below 1 HP due to this.
more. If the spell deals damage or restores
HP, add your MAG to the amount. Sleep Your turns are skipped, but you wake
up immediately if you take damage.
Tech Techs are used the same way as magic,
but their damage is not modified by your Silence You cannot begin casting Magic or us-
attributes. ing Techs.
Defend All physical damage that you receive until
Blind Every enemy you Attack halves his eva-
your next turn is halved.
sion DC.
Item You use an item from your inventory with
Immobile You cannot move, but you can still take
a range of 1u.
actions.
Other The GM may allow any other action, if it
can be completed in one turn. Zombie Healing effects are reversed. Healing re-
duces your HP and effects that remove
Distances KO, cause it instead.
Distance is measured in units (u), where a human DeATR The according attribute is reduced by 3
takes up a 1u diameter circle in top view. (but not below 0), e.g. DeMAG reduces
Range Maximum distance between caster and cen- MAG. If both the EnATR and DeATR
ter of effect. An effect with range Self is of the same type is applied, both effects
centered at the caster, one with Weapon has negate each other.
the same range as your weapon. EnATR The according attribute is increased by
Target The area of the effect as a maximum dis- 3, e.g. EnMAG increases MAG. If both
tance from its center, target Entity affects the EnATR and DeATR of the same
only a single entity. Unless stated otherwise, type is applied, both effects negate
everyone in the target area is affected. each other.

Omega Fantasy – Combat Summary


Characters 4. At first your character’s maximum HP is 10, his
MOV is 3 and all his other attributes are 0.
”I am THE Basch fon Ronsenburg!”
– Vaan 5. Choose your characters Talent, which deter-
mines his non-combat proficiency. Read the
Talents subsection for more details.

6. Choose your character’s Job which determines


his combat related proficiencies. He starts the
game at Level 1 where he already learns new abil-
ities and receives bonuses to his attributes de-
pending on the chosen job. Read the Jobs Sub-
section for more details.
All players play as one of the adventurers in the
party. They immerse themselves into their charac- 7. Depending on your character’s job, print or copy
ter and talk and act from their perspective. The the according Ability Sheet to use as the back-
GM also creates and takes the role of many non- side of your Character Sheet. You can find all
player characters throughout the adventure. The Ability Sheets in the Abilities subsection.
step-by-step guide below shows you how to create
a character and all the options you should consider. 8. Discuss with your GM which starting
The steps after step 5 only apply to characters with Equipment makes sense for your charac-
combat proficiency like the player characters. ter. Read the Equipment subsection for more
details.
1. Copy or print out the Character Sheet that is in-
cluded on the next page. The sheet helps you to Example: Character Creation
keep track of important information about your We create a character named ”Vaan”, who is a
character and you can fill it out while following 17-year old, blonde-haired human boy with ath-
this section. There is also an Example of a filled letic appearance. Vaan is an orphan, who gets
out sheet, which you can use as a guideline to by in the big city by stealing from the townsfolk
fill out yours. and often acts as a father figure to other orphans.
He dreams of owning an airship and being a sky
2. Choose the name of your character and give a pirate one day. First, we check with the GM
short Description of him. Here, you should that Vaan fits well enough with the given set-
also communicate with your GM to you can inte- ting and the rest of the party. Then, we choose
grate your character better into the game world. the The Leading Man talent and the Thief job,
For example if different races or tribes exist in which seem to fit Vaan best. From the progres-
the world, your character may be part of one of sion table of the job we read that Vaan gains
them. bonuses to his maximum HP (+1d+6), maxi-
mum MP (+1d+4), AGI (+1), MOV (+1) and
3. Briefly summarize your character’s Story until also learns ”Steal Gil” at Level 1. Finally, we
now and explain his motivation for joining the pick up the Thief Ability Sheet and decide with
party on this adventure. Consider that this is the GM that it makes sense that our poor thief
most likely his first serious adventure, so he prob- has a Mythril Knife, Clothes and 100 Gil as his
ably does not significantly more experienced starting equipment.
than the average person.

8
Status Description
HP: | Name:
MP: |

Strength:
Defense:
Magic:
Resistance:
Agility:
Movement:
Talent:
Status Effects:
Job Story
Level:

Abilities:

Passive:
Reaction:
Equipment Inventory
Weapon: Gil:
Effect:

Armor:
Effect:

Accessory:
Effect:

Accessory:
Effect:

Omega Fantasy – Character Sheet


Status Description
HP: 19 | 87 Name: Lightning
MP: 30 | 39
Age: 21
Strength: 6 Gender: female
Defense: 5 Hair: rose
Magic: 5 Eyes: blue
Resistance: 4 Height: 1.70m
Agility: 3 Traits: determined, cold
Movement: 4
Talent: Former Turk
Status Effects: (half as much sleep is sufficient)
Job Story
Level: 7 Red Mage Both of my parents died when I was
young. I raised my sister Serah and
joined the army where I became a
Abilities: sergeant. But right now Serah is in
Cure, Poison danger, so I have quit the army to
Fire, Blizzara, Thundara find her...
Silence, Esuna, Elemental Strike
”It’s not a question of can or
Passive: Swiftcast can’t. There are some things in life
Reaction: Mana Shield you just do.”
Equipment Inventory
Weapon: Blazefire Saber (Lv. 2) Gil: 1500
Effect: Ranged Attack after Ability
Survival Knife
Armor: Clothes 5x Potion
Effect: DEF +1
3x Remedy
Accessory: Power Armlet 2x Phoenix Down
Effect: STR +1
1x Elixir
Accessory: –
Effect:

Omega Fantasy – Character Sheet (Example)


Talents Mind Awake, Body Asleep: Even while sleep-
ing you are you are still fully conscious and aware
”Sweet Christmas, it’s a talking turtle!” of your surroundings. You can thus, for example
– Bartz not be surprised while sleeping.

Mognet: Once per day, you can send a telepathic


message to a person of your choice. If you cannot
see him, you have to know his approximate loca-
tion and the message may take several hours to
arrive.

O’aka XXIV: Once per day, you can successfully


persuade a trader to either give a discount on all
bought or increase the price of all sold item by
10%.
Talents are non-combat abilities that your char-
acter is especially proficient with. They are very Opera Floozy: You have advantage on all
powerful and unique to your character, which checks that involve acting, singing, dancing or per-
is why you usually ever have one of them, but forming in general.
the GM may allow you to learn more talents
throughout the adventure. Below, some possible Science of Change: Once per day, you can
talents are shown which you can use as given, spend a few minutes of your time to create a Po-
but the GM may also allow you create your own tion or Remedy from ingredients found in nature
talents using the ones given as examples. or in a store.

Chocobo Tamer: You can easily tame and build Simdemehkiym: You are fluent in 2 languages
friendships with friendly animals and monsters like and can learn new ones in a matter of weeks.
Chocobos.
Spoony Bard: You can play any music piece on
Cid’s Apprentice: Given enough time and mate- any music instrument convincingly.
rials you can repair any broken device or gadget.

Former Turk: You can only need half as much Starplayer: You are among the best in the world
sleep as the average person to gain the same ben- in one sport or game of your choice.
efits.
Strange Gourmand: You can prepare a tasty
Hope’s Assistant: Given any object or trace, meal from almost anything that can be found in
you can determine its date of creation accurately. a store or in nature in a matter of minutes.

Lose the Jacket: You can walk twice as long


as the average person without needing to take The Leading Man: Once per day, you have ad-
breaks. Furthermore, you can handle extreme vantage on a check that involves impressing or
weather conditions significantly better than the persuading someone through speech.
average person.

11
Jobs

”Off my seat, Jester. The King sits there.”


– Noctis

Your character’s Job determines his abilities, at-


tributes and equipment expertise, which he can
improve further by gaining experience. These im-
provement are detailed in every job’s Progression
Table, make sure to check it at every Level up.
After deciding for a job, also pick the according
Ability Sheet from the Abilities Subsection. You
can change the job of your character only once
ever, after a Level up. Instead of gaining another
Level in your current job, you start at Level 1 in
your new job and continue to progress in it. You
keep all improvements from before, but you can
only have a total of 10 Levels between both jobs
at most. All available jobs are listed below.

Black Mage Progression Table


Level Attributes Abilities
1 MAG +2 Fire, Blizzard,
”You sure are a keen observer of the obvious!” Thunder
– Montblanc 2 STR +1 Blind
RES +1
3 AGI +1 Overload
Black magic is a pathway to many abilities some MAG +1
consider to be unnatural. Black Mages are frail 4 STR +1 Bio
in physical combat, but can wipe out multiple en- MAG +1
emies from great distance and inflict nasty status 5 RES +2 Blur
effects. They can thus assert great control over the
6 RES +1 Firaga, Blizzaga,
battlefield and are difficult to ignore for enemies.
DEF +1 Thundaga
7 MAG +2 Quake
8 DEF +1 Flare
Weapon: Staff
MAG +1
Armor: Robe
Maximum HP: +1d+4 per Level 9 RES +2 Doom
Maximum MP: +1d+8 per Level 10 MAG +1 Ultima
RES +1

12
Dragoon Progression Table
Level Attributes Abilities
”Confident bastard, aren’t you?” 1 STR +1 Jump
– Kain RES +1
2 STR +1 Lancet
DEF +1
Dragoons are masters of aerial combat, that strike 3 STR +1 Duelist
their enemies with devastating attacks from the sky. AGI +1
They prefer spears as their weapon and have an
4 DEF +1 Fire Breath
affinity for the fire element. Even though they are
RES +1
humanoid, it is said that every Dragoon has the
5 DEF +1 Dragonheart
soul of a dragon inside him and everyone knows
AGI +1
that fire cannot kill a dragon.
6 STR +2 Double Jump
7 RES +1 Full Thrust
Weapon: Spear AGI +1
Armor: Heavy Armor 8 DEF +2 Roar, Revenge
Maximum HP: +1d+6 per Level 9 RES +2 Dragon Dive
Maximum MP: +1d+4 per Level 10 STR +2 Highwind

Marksman Progression Table


Level Attributes Abilities
1 STR +1 Big Shot
”I play the leading man; who else?” AGI +1
– Balthier 2 DEF +1 Lay Trap
RES +1
3 MOV +1 Concentrate
Marksmen are experts of all kinds of ranged
AGI +1
weapons that strike from great distance. They can
4 STR +2 Libra
see through their enemies, allowing them to know
their strengths and weaknesses. An unhindered 5 MAG +2 Magic Evade
marksman can not only deal significant ranged 6 DEF +2 Pierceshot
damage, but also disable enemies using his special Quick Shot
abilities. For the Marksman there is but one rule: 7 STR +1 Poison Ammo
hunt or be hunted. AGI +1
8 RES +2 Take Aim
Target MP
Weapon: Bow, Gun 9 STR +1 Smoke Bomb
Armor: Light Armor RES +1
Maximum HP: +1d+5 per Level 10 DEF +1 Barrage
Maximum MP: +1d+4 per Level RES +1

13
Monk Progression Table
Level Attributes Abilities
”Now I know why I have these stupid muscles!” 1 STR +2 Boost
– Sabin 2 STR +1 Chakra
DEF +1
3 MOV +1 Lifestream
Monks are adept melee fighters that posses a AGI +1
deadly combination of strength and technique.
4 RES +2 Kick
While they do not have expertise in using magic,
5 MOV +1 Strikeback
Monks can produce similarly incredible effects by
AGI +1
tapping into their inner life force. A skilled monk
absorbs what is useful, discards what is useless and 6 DEF +1 Pummel
adds what is specifically his own. STR +1 Vigilance
7 STR +2 Aurablast
8 AGI +1 Meteor Strike
Weapon: Knuckles STR +1
Armor: Light Armor 9 RES +2 Revive
Maximum HP: +1d+7 per Level 10 AGI +1 Final Heaven
Maximum MP: +1d+4 per Level STR +1

Red Mage Progression Table


Level Attributes Abilities
1 STR +1 Cure
”Oh, I’ll show you how lightning strikes.” MAG +1
– Lightning 2 DEF +1 Poison
RES +1
3 MOV +1 Swiftcast
Red mages are very versatile characters, that pos- AGI +1
sess a wide variety of abilities. They are capable of 4 MAG +1 Fira, Blizzara,
using offensive and defensive spells, but can also DEF +1 Thundara
hold their own in melee combat. Altough they ex-
5 STR +2 Mana Shield
cel in neither discipline, their incredible flexibility
and speed makes them a force to be reckoned with. 6 RES +1 Silence
AGI +1 Esuna
7 MAG +2 Elemental Strike
8 AGI +1 Imperil
Weapon: Staff, Sword RES +1 Wall
Armor: Light Armor, Robe 9 DEF +2 NulElement
Maximum HP: +1d+5 per Level 10 RES +1 Dualcast
Maximum MP: +1d+6 per Level STR +1

14
Sentinel Progression Table
Level Attributes Abilities
1 DEF +2 Guard
”Allow me to shatter your delusions of grandeur.” 2 STR +1 First Aid
– Beatrix RES +1
3 MOV +1 Provoke
DEF +1
Sentinels are masters of defensive combat that will
4 AGI +1 Powerbreak
rarely fall in a battle. Their special abilities allow
STR +1
them to not only withstand incredible amounts of
5 MAG +1 Cover
damage, but also provide protection to their allies.
RES +1
A capable Sentinel is often the last thing standing
between the party and certain death. 6 DEF +2 Mediguard
7 AGI +1 Earth Wall
DEF +1
Weapon: Sword 8 STR +1 Astra
Armor: Heavy Armor RES +1 Threaten
Maximum HP: +1d+8 per Level 9 STR +2 Mow Down
Maximum MP: +1d+3 per Level 10 DEF +2 Omniguard

Summoner Progression Table


Level Attributes Abilities
”I don’t like your plan. It sucks.” 1 MAG +1 Pray
– Yuna RES +1
2 DEF +1 Summon: Ifrit
STR +1
Summoners are powerful spellcasters that can sum- 3 MAG +2 Spiritual Bond
mon magical beasts to aid them in combat. They
4 AGI +1 Summon: Shiva
create a strong bond to their summon allowing the
MAG +1 Blink
summoner to control their incredible powers to his
5 RES +2 Sacrifice
will. While the summoner himself focuses on using
defensive magic, their summons can wreak havoc 6 DEF +1 Toad
unlike any human being. MAG +1
7 STR +1 Summon: Phoenix
RES +1
Weapon: Staff 8 RES +2 Dispel
Armor: Robe 9 MAG +2 Summon: Bahamut
Maximum HP: +1d+4 per Level 10 DEF +1 Twin Summon
Maximum MP: +1d+7 per Level RES +1

15
Thief Progression Table
Level Attributes Abilities
1 MOV +1 Steal Gil
”I PREFER the term ”treasure hunter”! AGI +1
– Locke 2 STR +1 Flee
DEF +1
3 MOV +1 Gilionaire
Thieves are extremely mobile melee fighters, who AGI +1
can quickly traverse the battlefield and are difficult
4 RES +2 Steal Item
to hit with physical attacks. They excel at bor-
5 AGI +1 Counter
rowing items and money from enemies and have
STR +1
a heightened sense for worthwhile business. One
would be advised to be careful when dealing with 6 DEF +1 Vanish
a Thief, they always have one more trick up their RES +1
sleeve than you would expect. 7 STR +2 Mug
Quick Pockets
8 DEF +2 Throw
Weapon: Dagger 9 STR +1 Bribe
Armor: Light Armor AGI +1
Maximum HP: +1d+6 per Level 10 AGI +1 Mimic
Maximum MP: +1d+4 per Level RES +1

Time Mage Progression Table


Level Attributes Abilities
Auron: ”We think, and we wait.” 1 MAG +1 Gravity
Tidus: ”Two things I’m bad at.” RES +1
2 STR +1 Slow
MAG +1
Time Mages are masters of time and space, who un- 3 AGI +1 Momentum
derstand that imagination is more important than RES +1
knowledge. They can the manipulate the flow of
4 DEF +1 Haste
time and bend the fabric of reality to their advan-
MAG +1
tage. While Time Mages rarely fight on their own,
they can greatly influence an ongoing battle with 5 MAG +2 Critical Quicken
their incredible abilities. 6 DEF +1 Graviga
RES +1 Extend
7 RES +2 Warp
Weapon: Staff 8 DEF +1 Quicken
Armor: Robe MAG +1 Float
Maximum HP: +1d+4 per Level 9 MAG +2 Stop
Maximum MP: +1d+8 per Level 10 RES +2 Paradox

16
Warrior Progression Table
Level Attributes Abilities
1 STR +1 Rush
”...Whatever.” DEF +1
– Squall 2 STR +1 Beatdown
AGI +1
3 MOV +1 Adrenaline
Warriors are specialists in melee combat, because DEF +1
of their strong physical offense and defenese. They
4 STR +1 Defensebreak
are proficient with powerful swords and armor, al-
RES +1
lowing them to become even more dangerous and
5 AGI +1 Last Stand
durable. In his pursuit of ever stronger opponents,
DEF +1
the experienced Warrior knows that there is always
a bigger fish. 6 STR +2 Bonecrusher
7 RES +1 Bravery
AGI +1 Focus
Weapon: Sword 8 DEF +2 Razor Gale
Armor: Light Armor, Heavy Armor 9 RES +1 Army of One
Maximum HP: +1d+7 per Level DEF +1
Maximum MP: +1d+3 per Level 10 STR +2 Omnislash

White Mage Progression Table


Level Attributes Abilities
1 RES +2 Cure
”Hey, that’s Cloud’s line! ’...It’s too dangerous, I 2 STR +1 Protect
can’t get you involved...’ Blah blah blah.” DEF +1 Shell
– Aerith
3 AGI +1 Doctor’s Code
MAG +1
4 STR +1 Water
White mages are experts of defensive magic and
RES +1 Aero
boast a variety of recovery and protective spells.
While mediocre in physical combat, they also fea- 5 MAG +1 Absorb MP
ture incredible resistance against magic. Where AGI +1
others will succumb to the God of Death, a skilled 6 RES +1 Sleep
White Mage will face him and say: ”Not today”. DEF +1 Silence
7 MAG +2 Esunaga
Curaga
Weapon: Staff 8 DEF +1 Life
Armor: Robe RES +1
Maximum HP: +1d+4 per Level 9 MAG +1 Holy
Maximum MP: +1d+7 per Level RES +1
10 RES +2 Auto-Life
17
Fire Blizzaga
MP: 4 Time: 1 round MP: 14 Time: 2 rounds
Target: Entity Range: 3u Target: Entity Range: 4u
You deal 2d fire damage to the target. You deal 6d ice damage to the target. You may also
target everyone in an area of 2u with this in spell, in
Blizzard which case the damage dealt is halved.
MP: 4 Time: 1 round
Target: Entity Range: 3u Thundaga

You deal 2d ice damage to the target. MP: 14 Time: 2 rounds


Target: Entity Range: 4u
Thunder You deal 6d lightning damage to the target. You may
also target everyone in an area of 2u with this in spell,
MP: 4 Time: 1 round
in which case the damage dealt is halved.
Target: Entity Range: 3u
You deal 2d lightning damage to the target. Quake

Blind MP: 28 Time: 2 rounds


Target: 4u Range: 8u
MP: 8 Time: 1 round
Target: Entity Range: 3u You deal 8d earth damage to everyone in the target
area.
The target makes a DC 8 check and suffers Blind for
3 rounds upon failure. Flare

Overload MP: 30 Time: 3 rounds


Target: Entity Range: 5u
Every time you begin casting Magic you can choose
You deal 9d+15 fire damage to the target.
to double its range by also doubling the MP cost.

Bio Doom

MP: 12 Time: 1 round MP: 36 Time: 1 round


Target: Entity Range: 3u Target: Entity Range: 5u

The target makes a DC 8 check and suffers 2d dam- The target makes a DC 8 check and suffers KO after
age and Poison for 3 rounds upon failure. 3 rounds upon failure. Some enemies may be Immune
to this effect as decided by the GM.
Blur
Ultima
Every time you get targeted by an Attack, you can
choose to halve your current MP to also halve the MP: 45 Time: 3 rounds
DC of the evasion check. Target: 3u Range: 5u
You deal 10d+20 dark damage only to enemies in the
Firaga target area.
MP: 14 Time: 2 rounds
Target: Entity Range: 4u
You deal 6d fire damage to the target. You may also
target everyone in an area of 2u with this in spell, in
which case the damage dealt is halved.

Omega Fantasy – Black Mage Ability Sheet


Jump Full Thrust
MP: 3 Time: 1 round MP: 10 Time: Instant
Target: Entity Range: 3u Target: 5u (line) Range: Self
When you begin using this tech you jump 4u into the You dash forward in a line up to a distance of 5u.
air from the place you are standing. After the cast Make an Attack on everyone in the way by making
time is up you leap on the target and make an Attack one damage roll that is applied to all targets that fail
on him. to evade.

Lancet Revenge
MP: 2 Time: 1 round MP: 9 Time: Instant
Target: Entity Range: 3u Target: Entity Range: Weapon
You reduce the target’s HP and MP by 1d and in- Make an Attack on an enemy that has damaged you
crease your HP and MP by the same amount. in the last round. If you hit, you inflict the dam-
age that he dealt to you before on top of the usual
Duelist damage.

Whenever you are in combat and there is only a one


Roar
enemy and no allies within 3u of you gain EnAGI.
MP: 9 Time: Instant
Fire Breath Target: 3u Range: Self

MP: 10 Time: Instant All enemies within the target area make a DC 9 check
Target: 3u (front) Range: Self and suffer Immobile for 1 round upon failure.

You deal 4d fire damage to everyone in the target


Dragon Dive
area.
MP: 18 Time: 2 rounds
Dragonheart Target: 3u Range: 5u
Every time you deal or receive fire damage, you gain When you begin using this tech you jump 4u into
EnSTR and EnDEF for 2 rounds. the air from the place you are standing. After the
cast time is up you leap on the target and deal 7d
Double Jump fire damage to everyone in the target area except
yourself.
MP: 9 Time: 1 round
Target: Entity Range: 4u
Highwind
When you begin using this tech you jump 4u into the
air from the place you are standing. After the cast MP: 28 Time: Instant
time is up you leap on the target and make an Attack Target: Entity Range: Weapon
on him. You can then immediately leap to another When you begin using this tech, you make an Attack
location within 3u. If you land on another enemy in on the target that is guaranteed to hit and then jump
doing so you can make an Attack on him as well. 4u into the air. If he is Small or Medium, the target
is launched 3u into the air as well for 1 round. At
the beginning of your next turn, you dive downwards,
striking the target into the ground and scoring a Crit-
ical Hit on him.

Omega Fantasy – Dragoon Ability Sheet


Big Shot Poison Ammo
MP: 3 Time: Instant MP: 9 Time: Instant
Target: Entity Range: Weapon Target: Entity Range: Weapon
Make an Attack on the target. If you hit, the damage Make an Attack on the target. If you hit, the damage
ignores the target’s DEF. dealt is magical and the target makes a DC 8 check.
Upon failure, he suffers Poison for 3 rounds.
Lay Trap
Take Aim
MP: 4 Time: 1 round
Target: 1u Range: Self MP: 13 Time: 1 round
Target: Entity Range: Weapon
You set a trap where you are standing. An enemy
that walks over it makes a DC 10 check and suffers Make an Attack against the target. If you hit, he
2d damage and Immobile until the end of his next cannot Attack on his next turn.
turn upon failure. The trap disappears once it is
activated. Target MP
MP: 8 Time: 1 round
Concentrate Target: Entity Range: Weapon
Every time you make an Attack, the target’s evasion Make an Attack on the target. If you hit, you reduce
DC is increased by 2. his MP instead of his HP.

Libra Smoke Bomb


MP: 6 Time: 1 round MP: 11 Time: 1 round
Target: Entity Range: 3u Target: 3u Range: 5u
You analyse the target thoroughly and know his Re- You create a smoke cloud that inhibits vision in the
siliences and Weaknesses, as well as his remaining target area for 3 rounds. Everyone inside it suffers
HP and MP. Blind and everyone that tries to target someone in-
side has to make the Attack as if they were Blind.
Magic Evade
You can evade Magic by passing an evasion check, Barrage
the same way you evade Attacks. MP: 25 Time: 1 round
Target: Entity Range: Self
Quick Shot
For up to 3 rounds you make 2 consecutive Attacks
MP: 10 Time: Instant as your action on every turn, but your MOV and AGI
Target: Entity Range: Weapon are halved as long as this effect is active. You can
You make an Attack after which you can immediately choose to end this effect at the start of every turn.
begin casting Magic or using a Tech on the same
turn.

Pierceshot
MP: 8 Time: Instant
Target: 8u (line) Range: Self
You make an Attack against all targets in a line, by
making one damage roll that applies to everyone that
fails to evade.

Omega Fantasy – Marksman Ability Sheet


Boost Vigilance
MP: 3 Time: Instant MP: 7 Time: Instant
Target: Entity Range: Self Target: Entity Range: Self
You gain EnSTR until the end of your next turn. You gain EnAGI until the end of your next turn.

Chakra Aurablast
MP: 7 Time: 1 round MP: 9 Time: 1 round
Target: Entity Range: Self Target: Entity Range: 3u
You regain 1d HP and remove all Status Effects that You deal 4d magical damage to the target.
you are currently suffering.
Meteor Strike
Lifestream MP: 18 Time: Instant
If you do not have enough MP to use an ability you Target: Entity Range: Weapon
can instead choose to reduce your HP by the amount You slam the target into the ground dealing 7d dam-
of its MP cost in order to use it. age. In doing this, you can also leap to a location of
your choice within 3u.
Kick
MP: 8 Time: Instant Revive
Target: 1u Range: Self
MP: 20 Time: 3 rounds
You make an Attack against all enemies within 1u of Target: Entity Range: 1u
you, by making one damage roll that applies to all
You remove KO from the target and increase his HP
affected targets that fail to evade.
by 1.

Strikeback
Final Heaven
Whenever you successfully evade an Attack by an
MP: 28 Time: Instant
enemy, immediately make an Attack on him.
Target: Entity Range: Weapon

Pummel You deal 6d damage to the target and if he is Small


or Medium, you also knock him back by 5u. If he
MP: 10 Time: Instant
hits a wall or a similarly solid object in doing so, deal
Target: Entity Range: Weapon
another 4d damage to him.
You make 2 consecutive Attacks against the target.

Omega Fantasy – Monk Ability Sheet


Cure Esuna
MP: 4 Time: 1 round MP: 8 Time: 1 round
Target: Entity Range: 3u Target: Entity Range: 3u
The target regains 2d HP. You remove all status effects except KO from the
target.
Poison
MP: 8 Time: 1 round Elemental Strike
Target: Entity Range: 3u MP: 5 Time: Instant
Target: Entity Range: Weapon
The target makes a DC 8 check and suffers Poison
for 3 rounds upon failure. Choose an element (e.g. fire) and make an Attack.
If you hit, the damage is of magical type with the
Swiftcast chosen element. This ability activates the effect of
Swiftcast.
Every time you make an Attack, you can immediately
begin casting Magic. Wall
MP: 12 Time: 1 round
Fira
Target: Entity Range: 3u
MP: 9 Time: 1 round
The target gains EnDEF and EnRES for 3 rounds.
Target: Entity Range: 4u
You deal 4d fire damage to the target. Imperil
MP: 12 Time: 1 round
Blizzara
Target: Entity Range: 3u
MP: 9 Time: 1 round
The target suffers DeDEF and DeRES for 3 rounds.
Target: Entity Range: 4u
You deal 4d ice damage to the target. NulElement
MP: 11 Time: 1 round
Thundara Target: Entity Range: 3u
MP: 9 Time: 1 round Choose an element (e.g. fire). The target does
Target: Entity Range: 4u not suffer any damage of the chosen element for 3
You deal 4d lightning damage to the target. rounds.

Mana Shield Dualcast


Every time your HP is reduced, you can instead MP: 4 Time: Instant
choose to reduce your MP by the same amount. Target: Entity Range: Self
You begin casting two spells of your choice simulta-
Silence neously. You need spend the necessary MP for both,
MP: 8 Time: 1 round but you concentrate on both of them at the same
Target: Entity Range: 3u time.

The target makes a DC 8 check and suffers Silence


for 3 rounds upon failure.

Omega Fantasy – Red Mage Ability Sheet


Guard Earth Wall
MP: 3 Time: Instant MP: 10 Time: 1 round
Target: Entity Range: Self Target: 3u (line) Range: 3u
Double your DEF until the start of your next turn. You create a 3u tall and wide wall of earth that blocks
the path. The wall breaks down after 3 rounds or
First Aid upon suffering a total of 20 damage
MP: 6 Time: Instant
Target: Entity Range: 1u Threaten
MP: 8 Time: Instant
Choose a target that has received damage in the last
Target: Entity Range: 3u
minute (6 rounds) and he regains 2d HP.
The target makes a DC 8 check and upon failure, he
Provoke cannot move towards you or target anyone within 1u
of you on his next turn.
Whenever you successfully Attack an enemy, you can
try to provoke him. If you do so, he has to make a
Astra
DC 7 check and upon failure he has to target you
with an action on his next turn. MP: 12 Time: 1 round
Target: Entity Range: 3u
Powerbreak For the next 3 rounds, the target is Immune to all
MP: 10 Time: Instant Status Effects.
Target: Entity Range: Weapon
Mow Down
Make an Attack against the target. If you hit, he
suffers DeSTR and DeMAG for 3 rounds on top of MP: 24 Time: Instant
the damage dealt. Target: Entity Range: Weapon
Make an Attack against the target. If you hit, the
Cover target suffers the difference between your current and
When an ally within 1u is targeted by an Attack or your maximum HP instead of your usual damage.
Tech you can make yourself become its target in-
stead. Omniguard
MP: 32 Time: 1 round
Mediguard Target: Entity Range: Self
MP: 11 Time: 1 round For the next 3 rounds, you cannot suffer any damage.
Target: Entity Range: Self
For the next 2 rounds your DEF is doubled and when
this effect ends, you regain 2d HP.

Omega Fantasy – Sentinel Ability Sheet


Pray Sacrifice
MP: 4 Time: 1 round When damage dealt by an enemy reduces you to 0
Target: 1u Range: Self HP, dismiss your current active summon to use one
of its abilities yourself before suffering KO. The used
Everyone in the target area regains 1d HP.
ability has no cost or cast time.

Summon
Toad
MP: 12 Time: 2 rounds
MP: 18 Time: 2 rounds
Target: Entity Range: Self
Target: Entity Range: 3u
You summon a creature that acts with you on your
The target makes a DC 8 check and is turned into
turn, following your command. The summon is dis-
a toad upon failure for 5 rounds or until he receives
missed when you or it suffers KO, but you can also
any damage.
dismiss it when you want. Once dismissed, you can-
not summon the same creature again on the same
day. All creatures that you can summon at different Dispel
Levels are shown on the Summons Sheet. MP: 20 Time: 2 rounds
Target: Entity Range: 3u
Spiritual Bond
All Resiliences and Immunities of the target are re-
You or your summon may skip his turn to reduce the moved for 3 rounds. Also, all beneficial Status Ef-
cast time of a spell cast by the other by 1 round. fects that are active on the target when this spell
takes effect are completely removed as well.
Blink
Twin Summon
MP: 10 Time: 1 round
Target: 1u Range: 3u MP: 30 Time: 4 rounds
Target: Entity Range: Self
You create a Small or Medium sized illusion of a per-
son or object of your choice, that stays for 3 rounds. You summon two different creatures that both fol-
Most enemies can only understand that it is an illu- low your command and act with you on your turn.
sion once they Attack it or see someone Attack it. The summons are dismissed when you or they suffer
KO, but you can also dismiss them when you want.
Once dismissed, you cannot summon the same crea-
ture again on the same day. All creatures that you
can summon at different Levels are shown on the
Summons Sheet.

Omega Fantasy – Summoner Ability Sheet


Ifrit Level 2 Phoenix Level 7
HP: 30 MP: 24 HP: 60 MP: 100
STR: 5 DEF: 3 STR: 0 DEF: 2
MAG: 2 RES: 1 MAG: 7 RES: 7
AGI: 3 MOV: 4 AGI: 3 MOV: 3
Claw: 1d DMG Size: Medium Beak: 1d DMG Size: Medium
Resilience: Weakness: Resilience:
Fire Curaga
MP: 4 Time: 1 round MP: 18 Time: 2 rounds
Target: Entity Range: 3u Target: 1u Range: 3u
You deal 2d ice damage to the target. Everyone in the target area regains 6d HP.
Hellfire Full-Life
MP: 10 Time: 1 round MP: 32 Time: 3 rounds
Target: 2u Range: Self Target: Entity Range: 3u
You deal 3d fire damage to everyone in the target Remove KO from the target and fully heal his HP.
area except yourself.
Bahamut Level 9
Shiva Level 4 HP: 120 MP: 135
HP: 50 MP: 60 STR: 7 DEF: 6
STR: 1 DEF: 2 MAG: 5 RES: 6
MAG: 5 RES: 6 AGI: 2 MOV: 5
AGI: 4 MOV: 3 Claw: 3d DMG, 2u Range Size: Large
Icicle: 2d DMG, 3u Range Size: Medium Immune: All Status Effects Resilience:
Resilience: Weakness: Obliterating Breath
Ice Wall MP: 20 Time: 1 round
MP: 10 Time: 1 round Target: 3u (front) Range: 3u
Target: 3u (line) Range: 3u Everyone in the target area makes a DC 8 check and
You create a 3u tall and wide wall of ice that blocks suffers Poison & Blind for 3 rounds upon failure.
the path for 3 rounds. The wall breaks down after 3 Megaflare
rounds or upon suffering a total of 20 damage. MP: 45 Time: 3 rounds
Diamond Dust Target: 3u (front) Range: Self
MP: 20 Time: 1 round You deal 10d+20 fire damage to the target.
Target: 3u (front) Range: Self Final Attack
All enemies in the target area suffer 4d ice damage If you are about to fall to 0 HP you may use one of
and Immobile for 1 round. your abilities without cost or cast time before falling
Freeze KO.
Every time you successfully Attack an enemy, he can
only move half his usual distance on his next turn.

Omega Fantasy – Summons Sheet


Steal Gil Mug
MP: 2 Time: Instant MP: 7 Time: Instant
Target: Entity Range: Weapon Target: Entity Range: Weapon
Make a DC 7 check and borrow up to 2d times 10 Make an Attack against the target. If you hit, you
Gil from the target if you succeed. kindly ask him for 4d times 10 Gil, which he hands
over voluntarily on top of the damage dealt.
Flee
MP: 5 Time: 1 round Quick Pockets
Target: 2u Range: Self MP: 11 Time: Instant
You and all allies in the target area gain +2 MOV Target: Entity Range: 1u
(( (
when ( (((away
running tactically retreating from ene- You find a loophole in the combat rules, which allows
mies for 3 rounds. you to use an Item, after which you can still make
another action on the same turn.
Gilionaire
Throw
You learn new ways of making worthwhile invest-
ments. Enemies drop twice the amount of Gil as MP: 10 Time: Instant
usual, when slain by you. Target: Entity Range: 4u
You decide to clean up your inventory and let go of
Steal Item one piece of equipment. By accident it hits the target
MP: 6 Time: Instant and deals 7d+5 damage if it is a weapon and 4d+5
Target: Entity Range: Weapon otherwise. You make a DC 8 check and the equip-
ment piece is destroyed in the process upon failure.
Make a DC 7 check and borrow an item from the
target if you succeed. Roll 1d and the item is a
Bribe
Potion on a 1-3, a Remedy on a 4, an Ether on a 5
and a Phoenix Down on a 6. The item may also be MP: 12 Time: 1 round
determined in any way by the GM. Target: Entity Range: 1u
You make a really tremendous deal with the target.
Counter You hand over an amount of Gil of your choice. Make
Every time an enemy hits you with an Attack, you a check with DC 13 minus 1 per every 100 Gil you
return the favor by immediately making an Attack on paid. If you succeed, the target remembers an impor-
him as well. tant appointment and leaves the battlefield. Some
enemies may be Immune to this effect as decided by
Vanish the GM. Either way, no money back!
MP: 12 Time: 2 rounds
Target: Entity Range: Weapon Mimic
MP: 24 Time: Instant
You become invisible for up to 1 minute (6 rounds)
Target: ? Range: ?
and become visible again after you take an action.
While you are invisible, your evasion DC is halved You copy the same action the battle participant
and if you hit an Attack you automatically score a whose turn was right before you made. If the ac-
Critical Hit. tion was an ability, it has no additional MP cost or
cast time and you can choose any target within its
range. You are also sure the whole thing was your
idea in the first place.

Omega Fantasy – Thief Ability Sheet


Gravity Extend
MP: 5 Time: 1 round MP: 8 Time: Instant
Target: Entity Range: 3u Target: Entity Range: 5u
The target suffers 1d damage and can only move half The duration of all Status Effects that the target is
his usual distance on his next turn. If the target is currently suffering is extended by 2 rounds.
Large, the damage is doubled and if he is Small the
damage is halved. Warp
MP: 20 Time: 1 round
Slow Target: 15u Range: Self
MP: 10 Time: 1 round
You teleport to an unoccupied location of your choice
Target: Entity Range: 3u
that you can see within 15u.
For the next 3 rounds the target may on his turn
either move or take an action, but not both. Fur- Quicken
thermore, all of his cast times are increased by 1
MP: 22 Time: Instant
round.
Target: Entity Range: 3u
Momentum The target gets to take an extra turn immediately
after you. This effect does not change the turn order.
Whenever you move at least 1u towards the target
before casting a spell, its range is increased by 1u.
Float

Haste MP: 12 Time: 1 round


Target: Entity Range: 3u
MP: 10 Time: 1 round
Target: Entity Range: 3u The target can levitate up to 3u above the ground
from where he can move his usual distance for 3
For the next 3 rounds the target may on his turn rounds. While this effect is active, the target also
either make an additional movement or action. Fur- cannot suffer any earth damage.
thermore, all of his cast times are reduced by 1 round.
Stop
Critical Quicken
MP: 30 Time: 1 round
Whenever you receive damage that reduces you to
Target: 100u Range: Self
0 HP you take an extra turn immediately after the
attacker before you suffer KO. During that turn, you You freeze time for everyone in the target area except
can cast one spell without cast time or cost. You can yourself for up to 1 minute (6 rounds). Once you
use this effect only once per day. Attack or cast Magic time unfreezes again.

Graviga Paradox
MP: 18 Time: 2 rounds MP: 42 Time: Instant
Target: 2u Range: 4u Target: 100u Range: Self

Everyone in the target area suffers 2d damage and You turn back time inside the target area by 10 sec-
can only move half their usual distance on their next onds (1 round). All entities return to the state (HP,
turn. If an affected target is Large, the damage is MP, Status Effects) and position they were in one
doubled and if he is Small the damage is halved. round ago. Also, all affected targets except you
have no recollection of what has happened in the
last round.

Omega Fantasy – Time Mage Ability Sheet


Rush Bravery
MP: 3 Time: Instant MP: 11 Time: 1 round
Target: Entity Range: Weapon Target: 2u Range: Self
Make an Attack against the target. If you hit, you You and all allies within the target area gain EnSTR
push him back by 1u on top of the damage dealt. and EnMAG for 3 rounds.

Beatdown Focus
MP: 4 Time: Instant MP: 6 Time: 1 round
Target: Entity Range: Weapon Target: Target Range: Self
Make an Attack where the target halves his evasion Every time you make an Attack, the target’s evasion
DC. If you hit, you score a Critical Hit. DC is increased by 2 for the next 3 rounds.

Adrenaline Razor Gale


Every time you reduce an enemy to 0 HP, you can MP: 9 Time: 1 round
immediately take another turn afterwards. Target: Entity Range: 3u
Make a ranged Attack with your melee weapon. The
Defensebreak damage dealt is of wind element.
MP: 10 Time: Instant
Target: Entity Range: Weapon Army of One
Make an Attack against the target. If you hit, he MP: 22 Time: 1 round
suffers DeDEF and DeRES for 3 rounds on top of Target: 5u Range: Self
the damage dealt. Make an Attack against every enemy in the target
area by making one damage roll that applies to all
Last Stand affected targets that fail to evade. You also gain
If any damage would reduce you to 0 HP you remain EnAGI until the start of your next turn.
at 1 HP instead. This effect can only be used once
per day. Omnislash
MP: 36 Time: Instant
Bonecrusher Target: Entity Range: Weapon
MP: 8 Time: Instant Make 4 separate Attacks against the target. Each
Target: Entity Range: Weapon time he rolls 4 or less on an evasion check, you score
Make an Attack against the target. If you hit, he a Critical Hit.
suffers Immobile for 1 round on top of the damage
dealt.

Omega Fantasy – Warrior Ability Sheet


Cure Silence
MP: 4 Time: 1 round MP: 8 Time: 1 round
Target: Entity Range: 3u Target: Entity Range: 3u
The target regains 2d HP. The target makes a DC 8 check and suffers Silence
for 3 rounds upon failure.
Protect
MP: 6 Time: 1 round Esunaga
Target: Entity Range: 3u MP: 12 Time: 1 round
The target gains EnDEF for 3 rounds. Target: 2u Range: 4u
You remove all status effects except KO from every-
Shell one in the target area.
MP: 6 Time: 1 round
Target: Entity Range: 3u Curaga

The target gains EnRES for 3 rounds. MP: 18 Time: 2 rounds


Target: 1u Range: 3u
Doctor’s Code Everyone in the target area regains 6d HP.
Every time you heal a target’s HP you can make a
DC 8 check. If you succeed, you may remove one Life
Status Effect that he is suffering from. MP: 25 Time: 2 rounds
Target: Entity Range: 3u
Water Remove KO status from the target and increase his
MP: 8 Time: 1 round HP by 2d.
Target: Entity Range: 4u
You deal 3d water damage to the target. Holy
MP: 32 Time: 3 rounds
Aero Target: Entity Range: 5u
MP: 8 Time: 1 round You deal 8d+20 holy damage to the target.
Target: Entity Range: 4u
You deal 3d wind damage to the target. Auto-Life
MP: 40 Time: 3 rounds
Absorb MP Target: Entity Range: 3u
Every time you get hit by an ability, increase your You summon a guardian angel that watches over the
MP by half the amount that the caster spent on the target. The next time he falls KO, he is instantly
action. revived with 1 HP.

Sleep
MP: 8 Time: 1 round
Target: Entity Range: 3u
The target makes a DC 8 check and suffers Sleep for
3 rounds upon failure.

Omega Fantasy – White Mage Ability Sheet


Equipment
”Oh, really, don’t you know? These days all it takes Example: Trading
for your dreams to come true is money and power.”
Terra and her party visit an auction house to
– President Shinra
bet on rare items. Today is their lucky day, the
item up for bid is talking Chocobo! The party is
impressed by this talented creature and decides
to bid all of their savings, a total of 10000 Gil!
At first it looks like they are outbidding everyone,
but in the last second a loving father cannot
hold back his desire to make his son happy. He
bids 500000 Gil and acquires the Chocobo as a
present for his son. Maybe the party has better
luck (or more money) next time...

Upgrading Weapons
Another way to improve your potency in combat is Similar to how characters get stronger with
through equipment. While Weapons increase your increased Levels, weapons can be upgraded to
damage dealt, Armor protects you against incom- higher Levels to become more potent. All weapons
ing damage. Accessories are miscellaneous equip- start at Level 1 and upgrading them at leasts
ment parts that you can use to complement your takes an amount Gil and 5 hours of work. The
gear. All equipment parts may also provide boosts GM may enforce additional rules and restrictions
to attributes or other useful effects in addition. Ev- on upgrades, like requiring specific materials or
ery character may wear 1 weapon, 1 armor and 2 expertise to complete them. An upgraded weapon
accessories. While accessories may be worn by ev- keeps its previous effect, usually increases in DMG
eryone, characters can only equip specific weapon and might also change its appearance or name
and armor types as noted in their job description. as decided by the one upgrading it. However,
Apart from that, you can also acquire consumable there may be special rules for some weapon type,
Items, that provide quick benefits like healing, in if this is the case the rule is clarified in a note
and outside of combat. All items and other posses- at the bottom of the type. The players are not
sions are stored in the character’s Inventory. necessarily the only characters with the ability to
upgrade, so higher Level weapons may be found
in your world as well. The table below shows the
Trading DMG and upgrade costs of weapons of different
Levels.
Equipment and items can for example be looted
from defeated foes and treasure chests or earned
as rewards for completing a given task. But often Weapon Upgrades
the party will want to buy or sell specific things Level DMG Upgrade Cost
from shops and merchants. The currency used for 1 1d 1500 Gil
trading is called Gil and typically comes in the form 2 2d 3000 Gil
of coins. You can try buying and selling almost 3 3d Cannot be upgraded.
anything, as long as someone is willing to trade.

30
Upgrading Armor
Armor can be upgraded to higher Levels in the
same way as weapons and accordingly the same
rules apply to them. Unlike weapons however,
armor increase in the DEF and RES they provide
instead of DMG. The amount provided at Level 1
depends on the type of the armor, as noted at the
bottom of each armor type. For every upgrade,
an armor piece gains DEF +1 and RES +1 in
addition. Instead of armor, characters may also
wear ordinary clothes which only provide DEF +1
and cannot be upgraded. The different upgrade
Levels for all armor are shown below.

Armor Upgrades
Items
Level DEF/RES Upgrade Cost
1 See notes 1000 Gil Name Value Effect
2 +1/+1 2000 Gil Eyedrops 50 Gil Remove Blind.
3 +1/+1 Cannot be upgraded. Antidote 50 Gil Remove Poison.
Echo 50 Gil Remove Silence.
Grass
Legendary Equipment Potion 100 Gil Regain 2d HP.
Apart from normal weapons and armor, there is a Holy 150 Gil Remove Zombie.
special class of equipment that may or may not ex- Water
ist in your game world called the Legendary Equip- Light 200 Gil Gain EnDEF for 3
ment. These are extraordinarily powerful weapons Curtain rounds.
and armor with great relevance and accordingly Lunar 200 Gil Gain EnRES for 3
tremendous effort is required to find them. Leg- Curtain rounds.
endary Equipment pieces are always unique and Remedy 250 Gil Remove all status ef-
cannot be upgraded or upgraded to. fects, except KO.
Ether 300 Gil Regain 2d MP.
Examples Hi-Potion 400 Gil Regain 6d HP.
Phoenix 700 Gil Remove KO status and
In the following, some typical equipment and items
Down regain 1 HP.
are shown. The ranges of all weapons are assumed
to be 1u unless specified otherwise. All Level Mega- 800 Gil Everyone within 1u re-
1 weapons and armor have an inherent value of Potion gains 6d HP.
around 500 Gil except for parts that have no unique Elixir 1000 Gil Fully regain HP and
effects such as those with the Mythril moniker. MP.
The given lists are not exhaustive and the GM is en- Tent 1000 Gil Allows the party to sleep
couraged to make changes and additions to them. outside.
Usually, the party will start the game with some Mega- 2000 Gil Everyone within 1u fully
basic equipment (e.g. Mythril Sword), items (e.g. Elixir regains HP and MP.
Potion) as well as a small amount of Gil.

31
Bows
Name Effect
Mythril Bow –
Elfin Bow When you Attack a target suffering a Status Effect, add 1d to the damage.
Dark Bow Once per day, on hit you can inflict Blind on the target for 3 rounds.
Killer Bow On Critical Hit, the target is instantly reduced to 0 HP. Some enemies may
be immune to this effect as decided by the GM.
Note: Bows have a range of 5u. If you Attack with a bow, you cannot move on the same turn.

Daggers
Name Effect
Mythril Knife –
Gladius Decrease the DC of all checks related to stealing by 1.
Main Gauche If there is an ally of you within 1u of the target, add 1d to the damage dealt.
Assassin’s On Critical Hit, the target is instantly reduced to 0 HP. Some enemies may
Dagger be immune to this effect as decided by the GM.

Guns
Name Effect
Mythril Gun –
Tiny Bee Whenever you Attack, you gain MOV +1 until the end of the turn.
Machine Gun When attacking, you can also inflict 1d damage to anyone within 1u of target.
Fomalhaut Damage dealt by this weapon is of magical type.
Note: Guns have a range of 3u, but their damage is not increased by STR.

Knuckles
Name Effect
Mythril Knuckles –
Cat Claws When making an Attack, the target’s evasion DC is increased by 1.
Tiger Fangs If the target rolls 3 or less on his evasion check, you score a Critical Hit.
Kaiser Knuckles Once per day, on hit you can inflict Immobile on the target for 3 rounds.

Swords
Name Effect
Mythril Sword –
Buster Sword On Critical Hit, quadruple your usual damage.
Save the Queen Once per day, you can completely negate the damage of a spell targeted at
you or an ally within 1u.
Joyeuse Whenever you inflict any Status Effect, increase its duration by 1 round.
Gunblade Every time you use an ability you can make an up to 3u long ranged Attack
in addition. If you do this, you do not add your STR to the damage.

32
Staves
Name Effect
Mythril Staff –
Stardust Staff Once per day, you can cast Magic without MP cost.
Healing Staff Whenever you heal HP, add 1d to the amount.
Elemental Staff This weapon has to be of a specific element (e.g. fire) and can have an
according name (e.g. Flame Staff). Whenever you deal damage of that
element, add 1d to the amount.
Malboro Staff When you use Magic that inflicts malicious Status Effects, the DC the target
needs to pass is increased by 1.
Note: Staves increase the wielder’s MAG by one per weapon Level (e.g. a Level 1 staff gives
MAG +1). In exchange, they do not increase in DMG when upgraded.

Spears
Name Effect
Mythril Spear –
Gae Bolg Add 10 to the result of all your Initiative checks.
Trident This weapon targets both the original target and anyone directly behind him.
Longinus Once per day, on hit you can inflict Poison on the target for 3 rounds.
Note: Spears have a range of 2u.

Light Armor
Name Effect
Mythril Vest –
Kenpo Gi Immunity: Blind
Power Vest STR +1
Mirage Vest Immunity: Immobile
Red Jacket Resilience: fire
Minerva Resilience: ice
Gaia Gear Resilience: earth
Note: All Light Armor provide DEF +1 and RES +1 at Level 1.

Heavy Armor
Name Effect
Mythril Armor –
Diamond Armor Resilience: lightning
Dragon Mail Resilience: fire
Mirror Mail Immunity: Silence
Knight’s Armor STR +1
Note: All Heavy Armor provide DEF +2 at Level 1.

33
Robes
Name Effect
Silk Robe –
White Robe Immunity: Sleep
Black Robe Immunity: Poison
Luminous Robe Resilience: holy
Magus Robe MAG +1
Note: All Robes provide RES +2 at Level 1.

Accessories
Name Value Effect
Power Armlet 500 Gil STR +1
Rune Bracers 500 Gil RES +1
Mythril Shield 500 Gil DEF +1
Star Pendant 750 Gil Immunity: Poison
White Cape 750 Gil Immunity: Silence
Battle Boots 1000 Gil Immunity: Immobile
Protect Ring 1000 Gil Once per day you can gain EnDEF for 3 rounds.
Thief Gloves 2000 Gil Every time you succesfully Steal something, you can borrow
an additional 1d times 10 Gil from the target.
Circlet 3000 Gil RES +1, MAG +1
Champion Belt 3000 Gil STR +1, Immunity: DeATR
Black Belt 4000 Gil Maximum HP +10
Grand Helmet 5000 Gil DEF +2, Immunity: Blind
Hero’s Shield 5000 Gil DEF +1, RES +1, Immunity: Sleep
Feather Boots 6000 Gil You can levitate up to 1u above the ground.
Moogle Charm 6000 Gil Glows when there is a monster within 100u of you.
Hermes Sandals 7000 Gil Initiative +5, MOV +1
Genji Shield 9000 Gil Resilience: physical
Genji Helmet 9000 Gil Resilience: magical
Gold Hairpin 9999 Gil Halve all your MP costs.
Genji Gloves 9999 Gil Every time you make an Attack, you can make another one
immediately after.
Ribbon 9999 Gil Immunity: All Status Effects
Note: For some accessories it does not make sense to wear two of the same type (e.g. shields).

34
Legendary Weapons
Name Type Effect
Knuckle AGI +1
Godhand
Mage Masher Dagger Inflict the same damage on the target’s MP as on his HP.
Nirvana Staff Whenever you cast Magic that causes damage or heals HP,
add 1d to the amount.
Zeus Mace Staff Every time you successfully cast Magic you regain 1d MP.
Death Penalty Gun Every time you use KO an enemy, you can instantly make
another Attack.
Artemis Bow Attacks by this weapon cannot be evaded.
Masamune Sword Damage dealt by this weapon ignores Resilience.
Ragnarok Sword When your HP is below 10% of its maximum, every Attack
that you hit with this weapon is automatically a Critical Hit.
Excalibur Sword On hit, deal 1d holy damage in addition.
Gungnir Spear Every time you leap on an enemy from above, deal 1d addi-
tional lightning damage to him.
Ultima Weapon Any Maximum MP +10.
This weapon can be of any type (e.g. Sword).
Omega Weapon Any Maximum HP +10.
This weapon can be of any type (e.g. Sword).
Note: All Legendary Weapons provide 4d DMG, but are subject to specific rules of their type.

Legendary Armor
Name Type Effect
Genji Armor Heavy Armor MOV +1
Maximillian Heavy Armor Maximum HP +10
Brave Suit Light Armor The effect of EnATR is doubled.
Black Garb Light Armor Initiative +10
Lordly Robes Robe Resilience: All elemental damage
Sage Robe Robe Maximum MP +10
Note: All Legendary Armor provide DEF +4 and RES +4.

35
Game Master Using Checks
Checks are a powerful tool that help you decide the
”Tough...Don’t blame us. Blame yourself or God.”
outcome of uncertain actions. You can ask a player
– Delita
for a check when they try to take such an action by
assigning a secret DC to the task. There are also
situations where you may proactively ask players
to make checks, e.g. to decide whether they notice
a trap or an ambush. The non-player characters
controlled by you may also have to do checks, as
they follow the same rules as the players. However,
you do not always have to use checks, especially if
the outcome reasonably clear.

Time
The amount of time that passes in the game is
often different from the amount of time you are
The Game Master has a very different role com- playing at your table. This is because uneventful
pared to the players, who play the game from the aspects of the adventure can be narrated quickly,
perspective of the protagonists. He creates the while some decisions and events need to be thought
world and setting of the adventure and takes the through carefully. Therefore, in-game time usually
role of all non-player characters that the party in- passes quicker during travel and exploration, the
teracts with. Furthermore, the GM describes the same in conversations and slower during combat.
environment and narrates the outcomes of actions The passage of time has an effect on the entire
by all characters. This section provides some gen- world and not only on the party, which is why you
eral suggestions and guidelines, that help GMs to should try to stay consistent with it. You should
get a better understanding of their role. also be aware of the time of day, as the day and
night cycle usually has a great effect on the towns
and wildlife of the world.
Sessions
An adventure is usually too long to be completed Travel
in a single sitting, so it makes sense to divide it into
multiple sessions. It is enough for you as a GM to Exploration allows the players to get familiar with
prepare the content for the next session instead of the world you have created and can take place at
preparing everything for the adventure in advance. different scales and locations. Travelling by foot is
During gameplay, look out for points where you often not the best choice due to possibly difficult
can gracefully end the ongoing session, for example terrain and weather. Furthermore, a party on foot
after concluding a battle or a mission. You can also is always an easier target for enemies, especially
roughly plan your adventure Milestones according after hours, as nights are often dark and full of ter-
to your sessions from the beginning, planning a rors. Depending on your setting, more comfortable
Level up about every 1-3 sessions is a good rule forms of transportation might be available: ships,
of thumb for this. Still you will never be able to trains, airships, cars or even Chocobos! Usually,
prepare or plan for everything the players might the party will need to employ a service for this, but
want to do, so do not be afraid to improvise when as they become more wealthy, the adventurers may
necessary. try to acquire vehicles of their own.

36
Combat Casino: The party finds an extravagant Casino,
which offers various gambling games. Although it
During combat, you play the role of all non-player
does not look like it at first, you will never find
characters and all Combat Rules apply to them.
a more wretched hive of scum and villainy. If
Unlike the players, you may keep most informa-
the party wants to play a game, you can use very
tion about them secret, like abilities, remaining HP
hard checks to decide the outcome. However, all
& MP and dice rolls. While playing as an enemy
games are rigged against the player in some way,
group, you should take actions from their perspec-
so making a profit here is almost impossible.
tive without using your own knowledge. When
creating combat encounters, the most important Chocobo Farm: The party finds a chocobo farm.
factor to properly balance are the number of par- The farmer is nice and apologizes for not being
ticipants on both sides. Large hordes of weaker able to rent out his chocobos currently. He men-
monsters will often overwhelm the party, while a tions that some of them them have been disap-
lone strong enemy usually does not stand a chance. pearing at night and he is desperate to resolve
A healthy mix of different types of enemies keeps the mystery.
combat more interesting and balanced. Although
not strictly necessary, it is recommended that you
Coliseum: The party finds the Coliseum, an
arena where adventurers fight monsters and other
use some for of visual aid like a map to keep track
adventurers for entertainment. The owner of the
of the battlefield during combat.
establishment offers generous rewards to the party
for participating. If they accept, the party has
Rewards
to fight multiple consecutive battles where failure
Rewards are a good way to give players an incentive means certain death.
to complete certain tasks. Solving tasks allows play-
Master Craftsman: The party finds a workshop
ers to experience more content of the game world,
run by a man named Cid. Cid is a master crafts-
but also progresses the development of their char-
man, he can for example be a mechanic or a smith.
acter. Consider that there are often different ways
He complains to the party about not being able
to solve a task, so even unconventional methods
to work, because he is not getting any material
that the players come up with may be valid. Most
deliveries. He offers his services to them if they
commonly, characters may find or be awarded Gil,
manage to bring him a set of rare materials.
Items and Equipment for their efforts, but for pass-
ing major aspects of the adventure, you should give Mystery Cave: The party meets two soldiers
them a Level up. Characters can have a maximum named Biggs and Wedge. The two were tasked
of Level 10 and they should usually reach this point with finding a group of researchers who have gone
towards the end of a long adventure. missing in a cave nearby. Apparently they are very
scared, so they offer the party half of the reward
Random Encounters for their help. They seem to know more about
this incident than they are letting on.
While the adventure should generally strive towards
solving the central conflict, it makes sense to have Zone Eater: The party gets surprised by a much
a digressing session every now and then to relieve larger version of the Abyss Worm called Zone
tension. The list on the right shows some ideas for Eater. Despite any effort, the party gets in-
such short side adventures, which you can place haled by the beast and the adventurers find them-
almost anywhere in your world. You can of course selves inside its apparently endless stomach. They
pick any one you like but you could also roll a die quickly realize that they are not the first to suffer
to decide for you. this fate, as many monsters, treasures and even
other people are stuck with them.

37
Optional Rules Survival
”Listen up! Teamwork means staying out of my The rules of Omega Fantasy do not focus on real-
way. It’s a Squad B rule.” ism and survival, and they should generally come
– Seifer second to the fantasy elements in this game. How-
ever, with some small additions you can make your
world significantly more unforgiving:
• The inventory capacity of characters is limited
to a total of 10 items or equipment pieces.
• Characters who have not eaten properly in one
day suffer DeATR for all attributes except MOV,
until they do so.
• At night or inside unlit areas, characters perma-
nently suffer Blind.

Challenges
For some adventures it might be a fun challenge
to play with rules that increase the difficulty far be-
yond the usual. This can be achieved either by lim-
iting the progression of characters or by introducing
new difficulties. The rules below give examples for
both categories:
You may decide to change the existing rules or add • A character or monster that receives damage
new rules depending on your or the players prefer- while KO is permanently dead.
ences. However, be aware that the content of this
• Characters do not increase any of their at-
game is designed around the given rules, so we can-
tributes at Level up.
not guarantee that everything will work well once
you modify them. Therefore, we only recommend • All negative Status Effects last until they are
such changes to GMs that are already experienced explicitly removed (e.g. by an Item).
in Omega Fantasy or other similar games. Never-
theless, this subsection gives you some examples Quick Battles
of interesting rule changes and additions that you
may want to consider. Use them at your own risk. The following rules allow you to speed up less im-
portant battles significantly at the cost of balance:
Unlimited Progression • Movement is omitted and all combat partici-
pants are always within range of each other. Ef-
Characters usually cannot to increase in Levels past
fects that target an area, either target all allies
a total of 10, but you may want to remove this lim-
or all enemies.
itation to allow further progression. In doing so,
characters will be able to change their job multi- • Every die on a damage related roll is automati-
ple times becoming masters in different aspects of cally treated as a 4.
combat. Accordingly, only the most powerful an-
• Participants can use their action to try to flee
tagonists will be able to provide a challenge to such
the battle by passing a DC 8 check.
a high Level party.

38
Worldbuilding Map
”World very simple place. World only have two A good way to start building an adventure is to es-
things: things you can eat and things you no can tablish what the playable world looks like on a map.
eat.” Begin by creating its natural layout including land-
– Quina mass, water, forests, mountains and deserts where
the lone and level sands stretch far away. After-
wards, place and mark places that could be inter-
esting for players to visit, like cities, dungeons or
ruins. Then add more detail only to the places that
the players will likely visit in the beginning, you can
do the rest later on. You may provide the players
with this map at some point in the game to make
them aware of these locations you have created.

Non-Player Characters
After creating some detailed locations, think about
who are what might live in these places and try
to create its population. These non-player char-
acters are not part of the party and accordingly
are roleplayed by you when interacting with them.
They live their own lives, independent of the play-
ers and have their own personalities, goals, abilities
Building a world is one of the most difficult, but and outlooks on life. They often have knowledge
also most rewarding parts of being a GM. The play- about the world that the players do not and they
ers will be part of your world, where they interact may be allied, neutral or enemies of party depend-
with the environment and change it through their ing on the circumstances. For creating detailed
actions and decisions. Therefore, the world should non-player characters, you may use the Character
catch the players curiosity by offering interesting Creation Guide, but usually it is sufficient to take
content and allowing meaningful choices with ac- some notes on them.
cording consequences. This subsection gives some
suggestions on how to create such a world, which Magic
you can use as a starting point.
Omega Fantasy does not put many limits on what
kind of world you can create but, there are two
Central Conflict
fantasy elements that are deeply ingrained into the
Most adventures revolve around a central conflict, system: magic and monsters. For magic it is im-
which the party aims to solve as the goal of their ad- portant to establish its sources and what role it
venture. Traditionally, this conflict involves multi- plays in the world. In Final Fantasy for example,
ple forces with different interests and the adventur- Crystals are often portrayed as powerful sources of
ers can be part of one of these sides. Accordingly, magic and are thus at the center of many conflicts.
there is also an opposing side, a common enemy or Often there are also magical beings called Espers,
antagonist that acts against the party. As a GM, who represent the different forces of nature and are
you take the role of characters on different sides of connected to the Crystals. Monsters are usually are
this conflict, so you should consider their different connected to the magic sources in some way as well,
perspectives. so they are able to use magic.

39
Monsters Skeleton Level 1
”With each passing day, the world finds new and HP: 13 MP: 0
exciting ways to kill a man.” STR: 2 DEF: 2
– Balthier MAG: 0 RES: 0
AGI: 2 MOV: 3
Sword: 1d DMG Weak:
Drops: 1d x 10 Gil Size: Medium
Undead
You permamently suffer the Zombie status.

Goblin Level 1
HP: 11 MP: 0
STR: 1 DEF: 1
MAG: 0 RES: 0
AGI: 3 MOV: 4
Monsters are wild beings similar to animals, that in-
habit uncivilized places in the world. They usually Knife: 1d DMG
have a natural habitat where they try to survive, Drops: 2d x 10 Gil Size: Medium
so on contact with the party they will feel threat-
ened and attack. Therefore, different types of mon- Bat Level 1
ster will generally work together against the party,
HP: 9 MP: 0
though this might not always be the case. There
STR: 0 DEF: 0
are also some powerful monsters that are very in-
MAG: 0 RES: 2
telligent and accordingly have more complex goals.
AGI: 4 MOV: 5
The party may have to fight monsters on their ad-
ventures frequently, as they are often part or cause Teeth: 1d DMG
of ongoing conflicts in the world. Drops: 1d x 10 Gil Size: Small
Absorb
Examples On every successful Attack you regain 1d HP.
In the following, some examples of monsters are
given that might be encountered in your world. Ev- Cockatrice Level 2
ery monster has a Level, which vaguely indicates HP: 14 MP: 16
the Level the party needs to be to successfully fight STR: 2 DEF: 1
it. Furthermore, monsters drop Gil upon defeat, MAG: 0 RES: 2
which you may substitute with equipment, items or AGI: 4 MOV: 4
materials of similar value. Monsters are classified
as Medium if they take up roughly 1u in diame- Beak: 1d DMG Weak:
ter, as Large if they take up more than 2u and as Drops: 2d x 10 Gil Size: Medium
Small if they take up less than 12 u when viewed Blind
from above. The given list is not exhaustive and MP: 8 Time: 1 round
you are encouraged to make changes to existing Target: Entity Range: 3u
monsters or create your own. The target makes a DC 8 check and suffers Blind
for 3 rounds upon failure.

40
Coeurl Level 2 Chocobo Level 3
HP: 18 MP: 10 HP: 23 MP: 24
STR: 3 DEF: 2 STR: 2 DEF: 1
MAG: 1 RES: 3 MAG: 3 RES: 2
AGI: 3 MOV: 4 AGI: 4 MOV: 5
Claw: 1d DMG Beak: 1d DMG
Drops: 2d x 10 Gil Size: Medium Drops: 2d x 10 Gil Size: Medium
Blaster Cure
MP: 5 Time: 1 round MP: 4 Time: 1 round
Target: Entity Range: 5u Target: Entity Range: 3u
The target makes a DC 7 check and suffers Im- The target regains 2d HP.
mobile for 3 rounds upon failure. Esuna
MP: 8 Time: 1 round
Sahagin Level 2 Target: Entity Range: 3u
HP: 14 MP: 12 You remove all status effects from the target
STR: 3 DEF: 2 except KO.
MAG: 1 RES: 1
Bomb Level 3
AGI: 2 MOV: 3
HP: 22 MP: 12
Spear: 1d DMG
STR: 3 DEF: 2
Resilient: Weak:
MAG: 2 RES: 1
Drops: 2d x 10 Gil Size: Medium
AGI: 3 MOV: 4
Water
Tackle: 1d DMG
MP: 8 Time: 1 round
Resilient: Weak:
Target: Entity Range: 4u
Drops: 2d x 10 Gil Size: Medium
You deal 3d water damage to the target.
Self-Destruct
MP: 0 Time: 1 round
Ghoul Level 2
Target: 2u Range: Self
HP: 17 MP: 12 Inflict KO on yourself to deal 5d fire damage to
STR: 3 DEF: 2 everyone within the target area.
MAG: 1 RES: 3
AGI: 2 MOV: 3 Blue Flan Level 3
Claw: 1d DMG Immune: HP: 12 MP: 30
Weak: Resilient: STR: 0 DEF: 6
Drops: 2d x 10 Gil Size: Medium MAG: 5 RES: 1
Bite AGI: 1 MOV: 2
MP: 3 Time: Instant Tackle: 1d DMG
Target: Entity Range: 1u Resilient: Weak:
The target takes 1d damage and has to make a Drops: 2d x 10 Gil Size: Medium
DC 8 check. Upon failure, he suffers Zombie for Blizzard
1 hour. MP: 4 Time: 1 round
Undead Target: Entity Range: 3u
You permamently suffer the Zombie status. You deal 2d ice damage on the target.

41
Killer Bee Level 3 Gargoyle Level 4
HP: 18 MP: 0 HP: 40 MP: 0
STR: 2 DEF: 1 STR: 4 DEF: 0
MAG: 1 RES: 3 MAG: 0 RES: 1
AGI: 5 MOV: 5 AGI: 2 MOV: 4
Sting: 1d DMG Immune: Claw: 2d DMG Resilient:
Drops: 1d x 30 Gil Size: Small Drops: 1d x 30 Gil Size: Medium
Poisontouch
Every time you successfully Attack a target he Imp Level 4
makes a DC 8 check and suffers Poison for 3 HP: 30 MP: 30
rounds upon failure. STR: 1 DEF: 2
MAG: 5 RES: 4
AGI: 4 MOV: 4
Antlion Level 4
Claw: 2d DMG Resilient:
HP: 42 MP: 16 Drops: 1d x 30 Gil Size: Small
STR: 3 DEF: 3
Confuse
MAG: 0 RES: 1
MP: 10 Time: 1 round
AGI: 3 MOV: 4
Target: 3u Range: Entity
Bite: 2d DMG The target makes a DC 8 check and upon failure
Resilient: Immune: you take control of him on his next turn. You
Drops: 1d x 30 Gil Size: Medium can command him to move towards and Attack
Sandstorm any target of your choice including himself.
MP: 8 Time: 1 round
Target: 3u Range: Self Chimera Level 5
All enemies in the target area take 2d earth dam- HP: 68 MP: 80
age, make a DC 7 check and suffer Blind for 3 STR: 1 DEF: 2
rounds upon failure. MAG: 4 RES: 3
AGI: 2 MOV: 5
Claw: 2d DMG Resilient:
Ahriman Level 4
Drops: 2d x 50 Gil Size: Large
HP: 28 MP: 15
Firaga
STR: 0 DEF: 1
MP: 14 Time: 2 rounds
MAG: 4 RES: 4
Target: 2u Range: 4u
AGI: 5 MOV: 5
You deal 6d fire damage on the target.
Beam: 2d DMG, 3u Range
Blizzaga
Drops: 1d x 30 Gil Size: Small
MP: 14 Time: 2 rounds
Eerie Soundwave Target: 2u Range: 4u
MP: 5 Time: 1 round You deal 6d ice damage on the target.
Target: Entity Range: 3u
Thundaga
The target takes 2d damage, makes a DC 7
MP: 14 Time: 2 rounds
check and suffers Silence for 3 rounds upon fail-
Target: 2u Range: 4u
ure.
You deal 6d lightning damage on the target.

42
Magic Pot Level 5 Cactuar Level 6
HP: 1 MP: 1 HP: 32 MP: 20
STR: 0 DEF: 99 STR: 1 DEF: 1
MAG: 0 RES: 99 MAG: 4 RES: 10
AGI: 0 MOV: 1 AGI: 7 MOV: 5
Immune: All Status Effects Tackle: 1d DMG Immune:
Drops: 2000 Gil Size: Small Drops: 2d x 100 Gil Size: Small
Gimme! 1000 Needles
When given a beneficial item you disappear MP: 5 Time: Instant
(KO), dropping Gil. Otherwise, you make a DC Target: Entity Range: 1u
8 check and upon failure you suffer KO to deal You deal 10d damage to the target.
8d damage in 3u around you, dropping no Gil.
Mindflayer Level 6
Wyvern Level 5 HP: 75 MP: 120
STR: 1 DEF: 2
HP: 70 MP: 50
MAG: 6 RES: 7
STR: 3 DEF: 3
AGI: 1 MOV: 2
MAG: 2 RES: 3
AGI: 3 MOV: 5 Staff: 1d DMG Immune:
Claw: 2d DMG Weak: Resilient:
Drops: 1d x 50 Gil Size: Medium Drops: 1d x 100 Gil Size: Medium
Aero Waterga
MP: 8 Time: 1 round MP: 18 Time: 2 rounds
Target: 4u Range: Entity Target: 4u Range: 2u
You deal 3d wind damage to the target. You deal 6d water damage to everyone in the
target area.
Dive
Every time you Attack a target by descending Mind Blast
on him from above, he makes a DC 8 check and MP: 20 Time: 1 round
suffers Immobile for 1 round upon failure. Target: 3u Range: 1u
All enemies in the target area suffer 3d dark dam-
age and Immobile for 1 round.
Gigas Level 5
HP: 85 MP: 30 Iron Giant Level 6
STR: 6 DEF: 4 HP: 108 MP: 24
MAG: 1 RES: 2 STR: 5 DEF: 2
AGI: 1 MOV: 4 MAG: 0 RES: 4
Fist: 2d DMG, 2u Range AGI: 3 MOV: 4
Drops: 2d x 50 Gil Size: Large Giant Sword: 3d DMG Resilient:
Headbutt Drops: 1d x 100 Gil Size: Large
MP: 10 Time: Instant Sweep
Target: Entity Range: 2u MP: 12 Time: 1 round
You deal 5d+5 damage to the target and knock Target: 3u (front) Range: Self
him back 3u. Make an Attack against all enemies in target.

43
Zu Level 7 Malboro Level 7
HP: 250 MP: 80 HP: 140 MP: 80
STR: 7 DEF: 5 STR: 2 DEF: 4
MAG: 3 RES: 6 MAG: 5 RES: 7
AGI: 1 MOV: 4 AGI: 1 MOV: 3
Claw: 3d DMG Immune: Tentacle: 2d DMG
Drops: 2d x 200 Gil Size: Large Immune: All Status Effects Weak:
Tornado Drops: 2d x 100 Gil Size: Large
MP: 20 Time: 1 round Bad Breath
Target: 9u (line) Range: Self MP: 20 Time: 1 round
You create a tornado with a 2u diameter that Target: 3u (front) Range: Self
travels 3u in a line per round for the next 3 All enemies in the target area make a DC 8 check
rounds. Anyone except you that gets into con- and are suffer Sleep, Poison, Silence and Blind
tact with it suffers 4d wind damage and Immo- for 3 rounds upon failure.
bile for 1 round. Gastric Juice
Auto-Regen MP: 10 Time: 1 round
You regain 25 HP at the start of each turn. Target: 2u Range: 8u
All enemies in the target area suffer 5d damage
and make a DC 8 check. Every one that fails
suffers DeSTR and DeMAG for 5 rounds.
Demon Wall Level 8
HP: 430 MP: 200
STR: 9 DEF: 6
MAG: 5 RES: 6 Behemoth Level 8
AGI: 2 MOV: 3 HP: 380 MP: 200
Swords: 3d DMG, 2u Range Size: Large STR: 10 DEF: 5
Immune: All Status Effects Drops: 2000 Gil MAG: 5 RES: 4
AGI: 4 MOV: 5
Sleepga
MP: 24 Time: 2 rounds Claw: 3d DMG, 2u Range Immune:
Target: 2u Range: 5u Drops: 1d x 500 Gil Size: Large
All enemies within the target area make a DC 8 Flare
check and suffer Sleep upon failure. MP: 30 Time: 3 rounds
Wall Rush Target: Entity Range: 5u
MP: 20 Time: 1 round You deal 9d+15 fire damage to the target.
Target: 5u (line) Range: Self Heave
You charge forward in a line for up to 5u, dealing MP: 20 Time: Instant
8d damage to everyone in the path and knocking Target: Entity Range: 2u
them back by 3u. If you crush an enemy between You deal 7d+8 damage to the target and knock
yourself and a wall, they instantly suffer KO. him 3u into the air for 1 round.
Heavy Turn Counter
Every time you change direction, everyone Every time an enemy within 2u targets you
within 2u suffers 6d damage, but you cannot with an action, immediately make an Attack on
take an action on the same turn. him.

44
Abyss Worm Level 7 Tonberry Level 9
HP: 220 MP: 120 HP: 450 MP: 100
STR: 7 DEF: 4 STR: 12 DEF: 8
MAG: 5 RES: 6 MAG: 3 RES: 7
AGI: 0 MOV: 2 AGI: 4 MOV: 3
Acid: 3d DMG, 3u Range Immune: Knife: 4d DMG Immune:
Drops: 2d x 100 Gil Size: Large Drops: 1 x 1000 Gil Size: Small
Quake Grudge
MP: 28 Time: 3 rounds Every time you Attack an enemy, he has to make
Target: Entity Range: 5u a DC 7 check and suffers KO upon failure.
You deal 8d earth damage to everyone in the Karma
target area. Every time an enemy that is more than 3u away
Inhale from you reduces your HP, inflict 8d dark dam-
MP: 20 Time: 1 round age back to him.
Target: Entity Range: 3u
You inhale the target, removing him from the
Lich Level 9
battle. At the beginning of every turn he may
try to free himself by passing a DC 9 check. HP: 500 MP: 400
STR: 4 DEF: 5
MAG: 10 RES: 8
Adamantoise Level 9 AGI: 1 MOV: 3
HP: 600 MP: 400 Beam: 4d DMG, 3u Range
STR: 10 DEF: 7 Immune: All Status Effects
MAG: 8 RES: 6 Weak: Resilient:
AGI: 1 MOV: 4 Drops: 5000 Gil Size: Large
Trample: 4d DMG, 2u Target Size: Large Zombify
Drops: 1d x 1000 Gil Immune: MP: 22 Time: 1 round
Ultima Target: 2u Range: 5u
MP: 45 Time: 3 rounds Everyone in the target makes a DC 8 check and
Target: 3u Range: 5u suffers Zombie for 1 hour upon failure.
You deal 10d+20 dark damage only to enemies Poisonga
in the target area. MP: 24 Time: 1 round
Roar Target: 2u Range: 5u
MP: 20 Time: 1 round Everyone in the target area makes a DC 8 check
Target: 2u Range: 5u and suffers Poison for 3 rounds upon failure.
All enemies within the target area make a DC Doom
9 check and suffer Immobile for 3 rounds upon MP: 36 Time: 1 round
failure. Target: Entity Range: 5u
Regenerate The target makes a DC 8 check and suffers KO
When reduced below 100 HP, you are unable to after 3 rounds upon failure.
move or act. You regenerate 50 HP per round Greater Undead
for 3 rounds after which you can act and move You permamently suffer Zombie, but are im-
again. mune to effects that cause or cure KO.

45
PuPu Level ??? Ochu Level 8
HP: 10 MP: 10 HP: 300 MP: 100
STR: 0 DEF: 0 STR: 7 DEF: 5
MAG: 0 RES: 0 MAG: 6 RES: 4
AGI: 2 MOV: 3 AGI: 0 MOV: 2
Drops: All abducted objects Size: Small Vines: 3d DMG, 3u Range Size: Large
Abduct Drops: 1d x 500 Gil Immune:
MP: 0 Time: 1 round Pollen
Target: Entity Range: 5u MP: 15 Time: 1 round
An object that you can see within range disap- Target: 3u Range: Self
pears to an unknown location. Enemies in the target make a DC 8 check and
Potion Please! suffer Sleep & Poison for 3 rounds on failure.
Ask your enemies to give you a Potion, if they
comply make a DC 8 check. If you succeed you Omega Level ???
disappear to an unknown location (KO), other- HP: 999 MP: 999
wise you keep asking for more Potions. STR: 14 DEF: 10
MAG: 13 RES: 10
Shinryu Level 10 AGI: 5 MOV: 6
HP: 800 MP: 800 Laser: 5d DMG, 5u Range
STR: 12 DEF: 10 Resilient: All Damage Types Drops: ???
MAG: 14 RES: 9 Immune: All Status Effects Size: Large
AGI: 3 MOV: 5 Meltdown
Tail: 5d DMG, 4u Range MP: 50 Time: 1 round
Immune: All Status Effects Target: 12u (front) Range: Self
Drops: 50000 Gil Size: Large A system vulnerability forces you to leak re-
stricted memory content and lava. Deal 8d+25
Tidal Wave
fire damage on the target, including yourself.
MP: 35 Time: 2 rounds
Target: 12u (front) Range: Self Wave Cannon
All enemies in target area take 9d+10 water MP: 45 Time: 1 round
damage and suffer Immobile for 2 rounds. Target: 8u Range: Self
You inflict 10d dark damage and DeDEF, DeRES
Atomic Rays
and DeAGI for 5 rounds on the target area.
MP: 45 Time: 2 rounds
Target: 8u Range: Self Auto-Regen
All enemies in the target area take 8d+9 fire Regain 25 HP at the start of every turn.
damage and suffer Poison for 3 rounds. Critical Surge
Adapt Element When your HP is below 25% of its maximum,
At the start of every turn, choose one element you gain EnSTR, EnMAG, EnDEF, EnRES.
(e.g. fire). You gain Resilience against the ele- ”Man forges a weapon to fell the gods: Omega.
ment until the start of your next turn. The weapon knows nothing of compassion - only
Final Attack destruction! Its might knows no equal. The wise
When you fall to 0 HP, you can instantly cast a dare not cross its path, lest they meet their end.”
spell without MP cost before suffering KO. – Gentiana

46
Credits
Wally Zielinski
Chris Giannoukos
Joshua Davis
Bruno Carvalho
TastyRedTomato
Netzacoatl
Red7394
Eldi13
TaintedBalance
GM_3826

Special Thanks
all /r/omegafantasy staff
...and all fans of Omega Fantasy

Final Fantasy, its themes, art, and other affiliated content are owned by Square Enix Co., Ltd.
Omega Fantasy is a fan project under the Creative Commons License (CC BY-NC-SA 4.0) 2018.
It is willing to submit itself to any demands from the original IP owner, Square Enix Co., Ltd.
As a fan project it will never charge for its products or services, or make any commercial interactions.

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