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

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

The FFRPG originally began life as a project founded by Scott Tengelin in February of 1995.
Development began with a small initial group of designers and administrators consisting of Tengelin,
Martin Drury, Chris Pomeroy, and Matthew Martin.
After many years and changing of hands, it became a fully-realized dream – the current third edition is
hosted at and I highly recommend it.

However, I found that the ruleset presented in the Returner’s FFRPG was too difficult for tabletop use and
frustratingly restrictive. Thus, I began a slow conversion of the rules systems into something that I felt was
more conducive for casual play.
But, as things often do, the more work I put into the system the more complex the rules became, until
finally they took on a life of their own and became a total system modification. I forged on ahead.
I attempted to replicate combat rules that accurately reflected the feel and style of the Final Fantasy
series. I attempted to create a world of epic battles and grand possibilities, but most importantly, a world
of heroic action. Titanic struggles between good and evil for the fate of the world is an accurate summary
of the typical adventurer's day, and that's just before breakfast.

Whether or not I succeeded is up for debate, but I find myself content with this ebook in its current
incarnation. At least for now.

This work is free distribution and not for sale under any circumstances.

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

 The Final Fantasy Role-Playing Game is not affiliated with or owned by Square Enix or any of its affiliated companies. Much of the material here is
 copyrighted by Square Enix and its various contributors such as Yoshitaka Amano. A portion of the copyrighted material that appears here (such as
                                       images) are asserted to be Fair Use under international copyright law.
Chapter 1 – p.1 – Gameplay

Chapter 2 – p.2 – Character Creation

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

Chapter 4 – p.67 – Defining a Hero
          ….…p.67 – Shared Abilities
          ….…p.71 – Skills
          ….…p.78 – Destiny
          ….…p.80 – Traits

Chapter 5 – p.87 – Equipment
          ….…p.91 – Weapons
          ….…p.100 – Legendary Weapons
          ….…p. 104 – Armor
          ….…p. 106 – Sample Adventuring Gear
          ….…p. 109 – Accessories and Ammunition
          ….…p. 112 – Synthesis
          ….…p. 114 – Cooking
          ….…p. 115 – Grafts

Chapter 6 – p.118 – Combat
          ….…p.123 – Status Effects
          ….…p.125 – Leveling Up
          ….…p. 127 – Recovery and Death
          ….…p. 129 – Limit Breaks
          ….…p.133 – Non-Combat Challenges

Chapter 7 – p.135 - The World
          ….…p.138 – Magitek
          ….…p.141 – Judges and the Law
          ….…p.142 – Distant Places

Chapter 8 – p.143 – Magic
          …….p.146 – Black Magic
          ….…p.151 – White Magic
          ….…p.156 – Blue Magic
          ….…p.159 – Time Magic
          ….…p.164 – Arts
          ….…p.166 – Summoning

Chapter 9 – p.173 – Beastiary

A blank character sheet is provided at the end of this book.
For Lilah
                                      CHAPTER I: GAMEPLAY
                                        "Know, and prepare for battle."
                                                            - Prof. Bordam Daravon

The following section offers an overview of the basic mechanics of the FFRPG, and includes many
important concepts and game terms. Although some of these explanations may be familiar to
experienced roleplayers, much of the information presented here will be expanded on in the remainder of
the Core Rulebook. As a result, it is recommended that you familiarize yourself with this material before
moving on.

Like most pen-and-paper RPGs, polyhedral dice are an indispensable part of the FFRPG experience,
determining everything from how much damage a Firaga spell inflicts to whether or not a character is able
to swim against the current. This rulebook abbreviates all dice rolls as d[number of sides]; thus a 6-sided
die would be called a 'd6'. A number before the 'd' indicates that more than one die is used – '2d6' simply
means two six-sided dice are rolled and their totals are added together. A number after the type of die,
like 'd6+2', means that that number is added to the result of the roll. If the d6 comes up as a 5, for
example, the total score would be 7.
All you’ll need to play the FFRPG is this book and a handful of d6’s…usually two per player…and
perhaps a single d4 dice to calculate percentile chances. More on this below.

Random Targets and Percentile Rolls
Often, the FFRPG will call for a random target to be chosen. A fair way to determine this would be to have
all eligible targets roll 2d6, with the lowest roller ending up as the target.
When the system states that an effect has a 50% or 25% or occurring, you could resolve this by rolling a
1d4 or continuing with your normal 2d6 dice. A 25% chance is 9 or more on 2d6, a 50% chance is 7 or
more, and a 75% chance is 5 or more. Use whatever method is easiest for you and your group!

Critical Successes and Failures
In many game systems which use d20s, a result of 1 is a spectacular, automatic failure, where a roll of 20
is an automatic success. In the FFRPG, which uses a 2d6 Roll for the majority of checks, there is a
chance that the result will come up with both dice landing on sixes, for a result of 12. This is known as a
critical success. In Combat, this instant success means that the character performs a never-miss Critical
Hit and possibly a Limit Break. (p.122 and the Limit Break chapter has more information regarding this)
On skill checks, such a roll counts as an automatic success, the strength of which is gauged by a
character’s skill level – the difference between a begrudging admittance of ‘beginner’s luck’ and an
overwhelming, unarguable success. Simultaneously, when both dice land on 1s, this is an automatic
failure. Since Final Fantasy heroes are often beyond beginner’s mistakes, a critical failure often stems
from outside influence - such as the guards coming to investigate what all that noise is about.
In Combat, a critical failure is an automatic miss, but very rarely with more dire consequences.

In the FFRPG, every character belongs to a Job which determines their basic abilities, which are as
diverse as they are many. Black Mages are fearsome users of destructive elemental energies, where
White Mages are healers and protectors. Spear-wielding, gravity-defying Dragoons soar the skies even
as Geomancers tap into the very powers of the earth.

Job Abilities
Each Job is distinguished from others by a unique pool of talents, collectively called Abilities. These range
from the capacity to cast magic, to being call forth various effects with a Gambler’s dice, or steal from a
hapless foe. All Jobs start with four Abilities; two of which are automatic, and specific to each job (known
as Epic and Innate abilities), and two of which are chosen upon character creation – either from the Job
Ability list, or the Shared Ability list which all characters have access to. As they advance in
Their adventuring careers, characters may continue to obtain more abilities from these lists.

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

Step One: Concept
The first and most obvious step is to start giving some thought to the character you are planning on
playing. At this point you will probably be painting with fairly broad strokes -- 'neurotic Black Mage with a
troubled past' or 'narcissistic, charismatic Thief' are some basic examples of concepts that could be spun
out into a well-defined character with a bit of thought. However, a concept is nothing more than the base
of a character -- in order to start fleshing out the person behind the idea, details you should settle on as
early as possible include:

In a universe populated by heroes with monikers like Cloud Strife, Zidane Tribal or Laguna Loire, a good
name can go a long way towards making a memorable character. Ideally, a good name should be
evocative and a little unusual.

Age nearly always equates to 'experience'; often drawing the fine line between a fresh-faced adventurer
brat and a grizzled, world-weary veteran. Most heroes will be of average adulthood for their species,
though there are exceptions on both ends. Young characters, as a result of their age, are generally
weaker but more charismatic. Conversely, older characters tend to be weaker but more knowledgeable.
Aside from the effect this might have on the character's Attributes, characters of either type will encounter
serious social discrimination from same-species people around them; comments like 'old-timer' and
'squirt' are likely to follow them everywhere they go, and some will actually refuse to take them seriously,
regardless of how many times they prove themselves.

                                                               Humes make up the standard population of most
                                                               worlds, but there are many other races that
                                                               populate the worlds of Final Fantasy. Your racial
                                                               choice can have both obvious and less obvious
                                                               repercussions and perks; the most immediate
                                                               effect, however, will be on the character's potential

                                                               A character's chosen Job helps determines his or
                                                               her Abilities, their starting Hit and Magic Points,
                                                               and a whole slew of other factors. For this reason,
                                                               choosing a Job is the most important decision a
                                                               player makes during the character creation
                                                               process. (Jobs are presented in full detail in Chapter 3)

Although a character’s physical features, height, weight, build, and hair, eye and skin color are important,
remember that a character's Appearance as a much a measure of their 'style' as anything else. Do they
lean towards all-concealing black cloth, or a wardrobe consisting entirely of loud pastels? What about
jewelry or other distinguishing features such as tattoos? How does the character carry themselves, and
what impression do the character's general posture and expression give others?

Just as effective at establishing a character as any number of descriptive paragraphs. This can be

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

Step Two: Statistics
Attributes represent a character's physical and mental prowess, and serve as a general indicator of their
capabilities in and out of combat. Characters have a total of five Attributes, each with a numerical value
ranging from 1 to 30 – the higher the value, the better the character’s abilities in that particular category.
The highest maximum value a normal character can possess in any attribute – via magical or physical
enhancements – is generally 30. Truly powerful and experienced characters can bypass this attribute
cap, no longer restricted by a maximum rating. (See the Limit Break chapter for more information on this)
Following is a brief description of each Attribute and its functions.

Strength (STR) - This score is a representation of how much you can physically lift, move, or how much
force you can exert. It reflects overall vigor and muscle mass, and determines how much damage melee
weapons inflict in the character’s hands.
Vitality (VIT) - This score represents endurance and general stamina. Characters with higher Vitality are
naturally more resistant to disease and fatigue. The higher a character’s Vitality, the more Hit Points he
will possess. It also helps characters use the heaviest types of armors.
Dexterity (DEX) - Dexterity measures speed, physical agility and hand-eye coordination, as well as
factoring into damage caused by ballistic weapons such as Guns. A character with a high dexterity score
will evade more attacks than someone with an average dexterity. When multiple characters are racing
towards a goal, the one with the highest Dexterity stat will arrive there first.
Intelligence (INT) - This score represents your capacity for knowledge, your speed of understanding, and
general mental agility. It is used primarily in resolving the effectiveness of spells and granting a higher MP
stat, and it is also used to determine starting number of skill points.
Charisma (CHA) - Charisma represents a sense of self, and an                         Attribute Score    Rating
                                                                                            1             0
understanding how you fit in with the world. Characters with higher                         2             0
charisma may be attractive or suave, but they also are more confident                       3             1
and driven. They have a bloody-mindedness that characters with a lower                      4             1
Charisma simply do not possess. This score is useful for a myriad of                        5             1
                                                                                            6             2
abilities and skills, as well as helping the character shake off detrimental                7             2
status effects.                                                                             8             2
                                                                                          9              3
Each starting character has a total of 30 Attribute Points to divide                     10              3
between the five Attributes - Strength, Vitality, Dexterity, Intelligence, and           11              3
Charisma - as the player chooses. Attribute Points are spent at a one-to-                12              4
                                                                                         13              4
one ratio and start at 0; by placing 6 Attribute Points in Strength, for                 14              4
example, a character would start with a Strength of 6, and a STR Rating                  15              5
of 2.                                                                                    16              5
Your Attribute Rating is the always-positive number which will be used in                17              5
                                                                                         18              6
Skill checks for a given attribute, and is also used to determine things like            19              6
how many times per session certain abilities can be used – but generally,                20              6
your attribute SCORE is the stat that will matter the most. You receive a                21              7
point in an attribute rating for every three points you possess in the                   22              7
                                                                                         23              7
associated attribute. Consult the table to the right for clarification.                  24              8
                                                                                         25              8
A character cannot have a starting attribute score of less than 1.                       26              8
Attributes in the 1-2 range represent a character who is extremely subpar                27              9
                                                                                         28              9
in some way, because in game terms you're going to have a lot of trouble                 29              9
doing something with Attributes that low. Remember, every point counts!                  30             10
                                                                                         Etc...         Etc...

Characters have a maximum ‘cap’ for their attributes upon character creation, known as Racial
Maximums - no starting character may begin the game with any Attribute's rating exceeding these. For
instance, Humes have a maximum starting Strength of 10, and Moogles have a starting racial maximum
of 14 Charisma. Things such as equipment or Grafts, which provide straight attribute bonuses, allow the
character to have a higher-than-maximum value in a given stat upon creation.

After initial character creation, these attribute maximums can be calculated by adding together a Race’s
attribute maximum by your chosen Job’s racial maximum.
For example, An Elvaan Monk wants to be the strongest character she can possibly be. So upon
character creation, she allocates as many points to strength as she can – which is 12, due to the Elvaan
racial maximum for that attribute. Monks have a maximum of another +15 STR, giving her a theoretical
maximum STR of 27 throughout the entire game. Upon hitting level two, this character is sure to continue
adding more points to Strength, giving her 13 points total – still with a maximum cap of 27 in that
Keep in mind that generally, all Attributes have their uses regardless of your chosen Race and Job.

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

Racial Maximums

   Race        STR    VIT    DEX    INT   CHA
   Hume         10    10      10     10    10
  Android       10    10      10     10    6
  Elvaan        12    10      10     8     10
   Galka        10    12       8     10    10
   Viera        10     8      12     8     12
   Tarut         8     8      10     12    12
  Moogle         6     6      10     12    14

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

Wildly diverse and infinitely tenacious, their ability to make a home in even the most inhospitable of
environments has made them the standard against which all other races are measured. Resourceful,
stubborn and proud, their goals and desires are as diverse as they are.

Typical Height
1.6 – 1.8m (Male)
1.5 – 1.7m (Female)

Typical Weight
68 – 102kg (Male)
52 – 91kg (Female)

Hair Colors
Blond, black, brown, auburn, white

Eye Colors
Brown, blue, green


Young is 5 -16 years old.
Average is 17 - 59 years old.
Old is 60 - 90 years old.

As it develops, Hume society inevitably gravitates towards government of the masses headed by a single
leader. In primitive societies, this may be an elder or high priest; in more advanced circles, a President,
King, or Emperor. As a result, the aspects of a given Hume society tend to reflect in its leadership; an
altruistic king begets a benevolent populace, whereas power-hungry emperors typically breed a harsh
and militaristic one.
Stratification is a common feature of Hume civilization, pitting rich against poor, believers against non-
believers, aristocracy against peasantry, education against ignorance. This often leads to deep and
powerful inequalities; ‘class’ can be as much of a identifying and motivating factor as a spark for conflict.

Hume personalities are largely shaped by upbringing and social backgrounds, and can be as varied and
complex as the cultures that spawned them. Background, too, affects choice of profession; characters
from rough-and-tumble surroundings may turn to the sword – or a life of crime – to make ends meet, while
those with wealth and education seek out loftier callings. Interaction between different social strata can be

fraught with tension; for rich sophisticates, the lower classes are ignorant boors, while the poor view the
wealthy as arrogant and utterly detached from reality.

Humes invented the Common Tongue, with regional accents ranging from the mild to the
incomprehensible; a trained ear can often pick out a speaker’s nationality and education with only a
handful of sentences. Hume scholars often dabble in various other languages, and point out how the
Common Tongue has picked up a smattering of slang, curses, and exclamations from different languages
altogether, and incorporated them into everyday speech.

They are adaptable, and there are no doors closed to them. They may pursue any Job choice, and their
attributes suffer no exploitable weaknesses.
Furthermore, Humes are a tough and hardy people. All Humes add an additional +2 HP at first level, and
another +2 HP every level thereafter whenever they level up and calculate maximum hit points.
In addition, they never suffer the effects of racial discrimination or automatic social stigmatism when
traveling – other races have come to the conclusion that Humes are as diverse as they are many, and
one cannot judge a single member of the race by the actions of another.

Common Jobs
Humes run the gamut from sly and crafty to noble and virtuous, and there’s no distinct Job that the race
favors over any other. Gamblers are more commonly Hume than any other race – perhaps this is a direct
link to the carefree, chaotic lives they lead.


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

Typical Height
1.8 – 2.1m (Male)
1.7 – 2.0m (Female)

Typical Weight
51 – 87kg (Male)
45 – 69kg (Female)

Hair Colors
Blond, black, gray, white

Eye Colors
Gray, green, blue


Young is 12 -20 years old.
Average is 21 - 80 years old.
Old is 81 - 120 years old.

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

properties of mythril and adamantite, and created a series of powerful weapons and relics, and were also
the first to domesticate the Chocobo, and can field exceptional cavalry in times of crisis.

Pride is at the root of the Elvaan psyche. From early on, Elvaan are taught to be proud of their race's
accomplishments, the culture and achievements in warfare that predate other races' by centuries at a
time. As a result, they treat other races with a haughty condescension – one that turns to out-and-out fury
should that 'Elvaan superiority' ever be challenged. Tellingly, Elvaan have just as little patience for their
own kind; duels over slights and insults – both real and imagined – are a common occurrence in their
society, and can set the stage for family feuds destined to last for a century or more. Duelists usually
favor the ‘honorable’ sword over more modern implements of war; for this reason, Elvaan Fighters are
both numerous and impeccably skilled.

Elvish is a needlessly complicated language, but an oft-spoken one, though years of study are required to
utter even a single word without deeply offending any Elvaan listeners.

The Elvaan are powerful combatants, with great strength that is virtually unrivaled. They have almost all
received intensive military training, which grants all Elvaan characters the ability to use the Medium Armor
skill regardless of their starting Job. Furthermore, this training provides them with greater speed and
ferocity in combat, and Elvaan characters receive a permanent +1 bonus to their EVA score.
Having been deeply integrated into Hume culture, many racial mannerisms and characteristics are
beginning to dwindle and fade – however, all Elvaan are still members of a noble and proud race, and
they take care of their own. While wayward Viera who leave the woods are generally shunned, and
Humes care little for their own bretheren, Elvaan have started wars over even the smallest of racial
insults; to anger one Elvaan is to anger all of them.

Common Jobs
Elvaan are renowned for their martial combatants – Samurai, Fighters, Monks, Dragoons, and Dark
Knights primarily. Very few Elvaan choose the aesthetic life that comes with a magical upbringing –
though those that do often avoid the ‘pure’ schools of Jobs of White and Black, and choose Red Magic

No self-respecting Elvaan would ever allow himself to dedicate his life to be an amusement to others. An
Elvaan may not choose the Entertainer Job.

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

Typical Height
2.5 – 2.8m

Typical Weight
160 – 220kg

Hair Colors
Black, brown, gray, red

Eye Colors
Blue, green, brown

Deserts, Towns, Underground

Young is 16 -24 years old.
Average is 25 - 50 years old.
Old is 51 – 90+ years old.

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

the course of his life, and sets out into the wilderness. The timing of this journey is carefully calculated
through consultation with the Talekeeper over a period of several weeks, during which time the leave-
taker is invited to speak freely and at length of his life, his insights and achievements in the spirit of
closure. Thus unburdened, the Galka goes on his way, keeping only the clothes on his back and the little
he needs to keep his strength up on the march.
Though the departing adult is never seen again, in time, a juvenile Galka will arrive to seek the
Talekeeper’s counsel, still innocent to the ways of the world and his people. It is the Talekeeper’s
responsibility to ensure the newcomer is suitably indoctrinated, to dispense the knowledge he needs to
eventually fill his predecessor’s shoes. An elder Galka will be assigned to act as the boy’s ‘father,'
providing practical guidance and shelter. As the juvenile grows, he meets with the Talekeeper time and
again, gleaning more of his purpose until he is at last a full member of Galkan society. For their part,
Talekeepers seem to be possessed of almost unnatural longevity, reliably serving their purpose for
generation after generation.

Though sometimes seen as slow-witted or apathetic, Galka are creatures of deep emotion and rigid self-
control. From early on, they are taught to bottle up negative feelings such as anger, frustration, and
hatred, releasing them only in their final meeting with the Talekeeper. In this manner, Galkan wisdom
goes, the race is protected from feelings that could ultimately destroy it. Faced with a potentially infinite
lifespan, Galka try to adopt a detached world-view, outwaiting and outliving hardships instead of tackling
them head-on. To this end, most grievances are simply swallowed and disagreements rarely voiced – a
fact that encourages other races to callously exploit the uncomplaining Galka. Fighting is seen as an
acceptable, albeit temporary outlet for pent-up anger.
Inevitably, Galka that choose to take up arms are the most troubled of their kind, permanently torn
between reason and rage. The fear of death is an unknown terror; though Galka felled by war or disease
are forever gone in both body and memory, with no possibility of replacement, the concept of true and
absolute Death is still a foreign concept for most of the race. For the adventuring Galka, conflict is rarely
avoided and often plunged into head-first, and their self-control after a lifetime...or potentially multiple
lifetimes....finally gives way to unmitigated, ragingly powerful emotions.
The majority adopt their names from the nicknames and epithets given to them by other races rather than
choosing their own, taking monikers such as ‘Vicious Eye,' ‘Hound,’ or ‘Earth Drinker’ – often the first act
of submission a young Galka undertakes. Only a small portion are named by their adoptive parents in
accordance with the old traditions.

Though they have a complex spoken tongue, no written Galkan language exists. When living among
other races, Galka rarely use their own tongue; those who speak it tend to do so in a halting, awkward

Galkan are enormous and possess a stamina from lifetimes of labor that other races can barely
comprehend. In addition, they are legendary artisans, and receive a +2 bonus modifier to Synthesize

Common Jobs
Galkas are a bit of an oddity – despite their peaceful nature and massive bulk, these gentle giants are
common as warrior Jobs such as Samurai and Monk, as well as casters of all types despite their low INT
– especially White Mages.

Galka cannot take the Androgynous trait, as there are no females of their kind to impersonate. Nor can
they take the Sexy trait. They suffer large penalties to Disguise to impersonate other races.
The ever level-headed Galkas also cannot take levels in the Gambler Job class.

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

Typical Height
1.6 – 1.8m (Male/Female, excluding ears)

Typical Weight
49 – 66kg (Male/Female)

Hair Colors
Universally silver or red.

Eye Colors
Silver, red, green, blue

Forests, Plains

Young is 8-17 years old.
Average is 18-90 years old.
Old is 91-180 years old.

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

see the world beyond their villages.
Due to their physical beauty, Viera have little trouble melting into Hume societies; though they rarely
strike up relationships with other races. Many Viera believe that other races are weak, and by establishing
friendship or even staying too long in the company of such creatures, they, too, will become inferior.
Some Viera have been known to become romantically involved with other species; Such relationships are
extremely frowned upon by other members of the Viera race.

Viera are natural adventurers, combining natural curiosity and energy with a wise, thoughtful nature that
makes them amenable company on long journeys. Viera society is low-key, but not uncultured by any
stretch of the imagination; they love games and stories, have an affection for dancing and the theatre,
and a deep-seated respect for skilled raconteurs and artisans.
Though their animalistic nature may lead some to believe that Viera hate water, they are excellent, nimble

Due to the relative simplicity of their own language, Bhasa Mithra, most Viera tend to need a running start
when it comes to learning Common Tongue.

In addition to their unnatural agility, charisma and grace, Viera possess unusually sharp senses that
allows them to track movement with unerring accuracy, and receive a +2 bonus to all Awareness checks
involving sight or sound.

Common Jobs
As one may expect, Viera are at home with Jobs that allow their incredible nimbleness to shine. Thieves
and Rangers are common, as well as Ninjas and Dragoons. Viera Geomancers tend to be the only ones
that rise to positions of power within their tribes.

Viera cannot take the Androgynous trait, as it is difficult for them to blur the gender line – not because
male Viera cannot disguise themselves to appear as the other gender, but because most individuals
assume that any far-from-home Viera they may encounter are likely female.
They may also not take Face In The Crowd or Machine Savvy.

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

Typical Height
0.8 – 1.0m (Male / Female)

Typical Weight
34 – 38kg (Male)
32 – 36kg (Female)

Hair Colors
Brown, blond, red, blue, grey,

Eye Colors
Brown, blue

Forests, Towns

Young is 2 -6 years old.
Average is 7 - 20 years old.
Old is 21 - 40 years old.

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

at best. Because of this, tribes actively jockey for the leadership role, recalling and replacing their
representatives whenever a more suitable candidate emerges.
As may be expected, magic is an everyday fact of Tarut life; it powers mechanical constructs, gives new
life to worn-out fields, enhances crops, and even protects tools and clothing from wear and tear. Though
somewhat menial compared to the glamour of hurling offensive magicks in the name of the Tarut nation,
many able mages make profitable careers out of these mundane applications. Only metalworking is
generally shunned; as a rule, Tarut favor organic materials such as wood and cloth, finding such
resources far easier to alter with magic than their intractable metallic counterparts. As a result, almost
every metal item used by the Tarut tends to be the work of outside hands.

Though childlike in body, Tarut are highly intelligent beings, albeit ones possessed by an inexhaustible
curiosity about anything and everything in life. No self-respecting Tarut will miss the chance to obtain new
knowledge – or show off the fruits of their studies whenever opportunity allows. Though they make little
distinction between the trivial and the life-saving where information is concerned, the little creatures'
intellectual posturing generally comes through when it's most needed.
While not as outright distrustful of advanced technology as the Viera, Tarut do tend to be wary in the
presence of non-magical machinery; to them, grinding gears, steam, and clockwork are ruthless, soul-less
things, lacking the innate warmth and vitality of a magic-driven device.

Many scholars and collectors of ancient lore have dabbled in Tarutaru, despite the convoluted intricacies
of the language. The Tarut themselves use it almost exclusively, finding Common to be simply too lacking
in description for their purposes.

Tarut are a collective of prodigies and intellectuals, and boast a potential IQ that surpasses all other
races. Due to their Small Size, Tarut gain a +1 Modifier on Stealth rolls and other skill checks in situations
where their small stature is beneficial.
More importantly, Tarut are born mages. Any job that uses MP adds an additional +2 MP at first level, and
another +2 MP every level thereafter whenever they level up and calculate maximum magic points.

Common Jobs
Magic is the Tarut way, and accordingly, they boast an impressive array of most types of spellcasters –
Black and White, Red and Summoners. Geomancers are far more rare, but still exist.

Tarut, despite the warriors among them, are never capable of performing truly amazing feats of strength.
They may not take the Inhuman Might trait. In addition, Blue Magic is an abomination to the Tarut people.
Finally, due to their Small Size, a Tarut cannot use Massive weapons unless they also take the Special
Training ability in order to do so.

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

Typical Height
0.9 – 1.2m (Male / Female)

Typical Weight
24 – 30kg (Male / Female)

Fur Colors
White, grey, brown, purple

Deely-Bopper Colors
White, green, red, yellow, purple

Forests, Mountains, Underground, Towns

Young is 1 -10 years old.
Average is 11 - 24 years old.
Old is 25 - 30 years old.

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

anywhere in the world. In spite of their scattered nature, Moogles still manage to maintain a close-knit
social network by regularly trading news and gossip from city to city.

Though mischievous, sassy, and occasionally sarcastic, Moogles are incapable of genuine malice or
cruelty – a rarity among intelligent beings. Base emotions such as hate, greed, and violence are generally
unheard of among the 'primitive' Mogri, and extremely uncommon in expatriates. Because of this,
Moogles are perhaps a little more trusting of others than is strictly warranted, though 'trusting' doesn't
translate to 'stupid' – they have no patience for cheaters and frauds, and will take steps to get even with
anybody who tries to take advantage of their good nature.

Despite the fact that their native tongue uses just a single word, Moogles have a superb aptitude for
languages, and many speak Common Tongue. Their only trouble is a tendency to slip in the word ‘kupo’
in at random intervals, a linguistic quirk that even experienced speakers can't seem to shake.

Moogles possess an intense likeability, an unusual sense of empathy, and natural affability that allows the
Moogles to make themselves welcome anywhere, and their natural Charisma is unmatched. Due to their
Small Size, Moogles gain a +1 Modifier on Stealth rolls and other skill checks in situations where their
small stature is beneficial. And finally, though most cannot fly, Moogles are able to hover and Float when
unencumbered. Doing so while holding any objects is a tiring process, limiting the amount of time a
Moogle can feasibly spend airborne. When wearing equipment or holding any items, a Moogle may Float
for a number of rounds per session equal to their Vitality attribute rating.

Common Jobs
Entertainers make up the VAST majority of the fun-loving Moogle race, especially the sort that focuses on
mystical dances. The charismatic Moogles make exceptional thieves, much to the chagrin of other races,
and they boast an aptitude for Geomancy, Red, Black, and Blue magic.

Moogles are inherently alien to concepts such as hatred and vengeance, and thus, they are unable to
take levels in the Dark Knight job, or take the Vengeful trait. They may also not take the Inhuman Might
trait. Furthermore, a moogle who becomes too Shadow Affiliated may be removed from play. These
innocent, joyous creatures cannot mentally coexistent with malevolence in any of its forms.
And finally, due to their Small Size, a Moogle cannot use Massive weapons unless they also take the
Special Training ability in order to do so.

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

Typical Height
Varies. Usually 1.6 – 1.9m.

Typical Weight
Varies. Generally 200kg+

Hair Colors

Eye Colors


All Androids were constructed at roughly the
same time, and are 200-205 years old.

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

These days, most remaining Androids can be found working for a Guild known as the Unwanted Legion –
a collective of mostly-mechanical soldiers with nothing to live for. They fiercely defend the poor, the sick,
and the empty, but can be found just as often acting as hired muscle, cutting down their foes with
emotionless, robotic efficiency.
Many other Androids can be found working almost as slaves in major metropolitan areas, are to handle
levels of heat, pressure, and severe workloads that other races simply couldn’t deal with. The death of an
Android in an unsafe work environment, as well, is a little-mourned occasion.

The drives and goals of an Android are always peculiar. Some seek love, others, a place to call home.
Some seek to learn more of the Great War, why they were created, and then abandoned. Some have lost
memories, and seek their own pasts. Some adventure simply for the thrills of doing so, to be free of
monotony, no matter how briefly. Still others find themselves filled with a cold rage at their creators, at the
people who have left them to rust. To love, and then, to inevitably lose, often takes its toll on the
remaining psyche of an Android. Many lose themselves to their own natures, and become callous and
hollow, and truly robotic.

Androids speak Common, but many pursue additional languages in attempts to fit in with polite society no
matter where they go. The Binary language, being little more than a series of zeroes and ones, may be
spoken by highly-trained linguists, but never as nearly as fluently as when utilized by an Android.

The perks to being an Android are as many as there are detriments. They do not need to eat or drink, and
the biomechanical Grafts that they each possess allow them to have truly unique weapons and tools at
their disposal.
An Android character starts play with 5 points worth of Grafts – see Chapter 5: Equipment.

Common Jobs
With so few options available to them, most Androids choose the path of the Fighter or Thief, though
there are a surprising number of Android Blue Mages.

Having been forever torn from the embrace of the lifestream, Androids are unable to take levels in the
following Jobs; Red Mage, White Mage, Black Mage, Paladin, Dark Knight, and Geomancer.
(An Android may take levels as a Blue Mage, but he must integrate bits and pieces of slain enemies to
use monster abilities instead of merely learning them.) They suffer a great deal of social aversion, with
other races almost instantly distrustful or dismissive.
Finally, an Android may never take the Famous trait. He's just a robot; who cares what he's done?

Step Four: Calculating Combat Statistics
As their name suggests, Combat Statistics gauge a character's performance in battle, including their
ability to deal and receive damage. FFRPG characters have six Combat Statistics:

Hit Points (HP): A reflection of the character's        Accuracy (ACC): The base likelihood of a
general physical condition. Damage done to a            character being able to land a blow with a
character reduces their Hit Points; if their HP is      conventional weapon. Accuracy is your Weapon
ever reduced to 0 or lower, they fall unconscious –     Skill rating with the equipment you are trying to use
or worse.                                               (such as Axes or Katanas), as well as a bonus
To calculate initial HP, the Formula is HP = 10 +       granted from your Job. Some equipment and
VIT score + Your Job’s HP Modifier                      abilities also grant bonuses to your ACC score
On each level up, you add a permanent value             temporarily.
equal to your Job’s HP score, plus your total VIT
score. (Not the VIT rating!)                            Armor (ARM): A sum of the character's protection
                                                        against physical attack. The higher the rating, the
Magic Points (MP): Magic Points represent a             less damage they will suffer. Whenever a character
character's reservoir of spellcasting energy. Spells    would take physical damage, their ARM score is
and other magical powers reduce a character's MP        subtracted from the amount they would be dealt –
when used.                                              for example, a character with 5 ARM would reduce
To calculate initial MP, the Formula is MP = 10 +       30 damage down to 25.
INT score + Your Job’s MP Modifier                      This attribute is simply calculated by adding up the
On each level up, you add a permanent value             total ARM granted by your equipment.
equal to your Job’s MP score, plus your total INT
score.                                                  Magic Armor (M. ARM): The character’s protection
(Not the rating.) Note that any Job without an MP       against magical attacks. The higher the rating, the
Modifier will always have zero MP, regardless of        less damage they will suffer. Whenever a character
INT.                                                    would take magical damage, their M.ARM score is
                                                        subtracted from the amount they would be dealt –
Evasion (EVA): The character's affinity for             for example, a character with 20 M.ARM would
reflexively dodging or parrying incoming physical       reduce 60 damage down to 40 instead.
attacks.                                                This attribute is simply calculated by adding up the
Evasion is your Dexterity rating combined with the      total M.ARM granted by your equipment.
bonus granted from your Job. Some equipment and
abilities grant bonuses to your EVA score
Whenever an attack roll is made, it must equal or
surpass the target’s Evasion score to have any
effect at all. If the total attack roll including
Accuracy is lower than the target’s Evasion score,
the attack ‘misses’ and nothing happens.
Certain attacks and status effects are capable of
ignoring or nullifying your EVA score temporarily,
but characters retain their Evasion score even if
they don’t know the attack is coming, or where it’s
originating from.

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

All characters start at Neutral unless decided otherwise with the GM, or if automatic alignment points shift
you one way or another. Having a high-end affiliation on either end of the scale will result in taking
different amounts of elemental damage.
When a character’s Affiliation hits certain points on the bar, they will start to develop weaknesses and
resistances to both Holy and Shadow magic.
 -10 Shadow: Weakness to Holy, Immunity to Shadow
-5 Shadow: Vulnerable to Holy, Resistance to Shadow
Neutral: No change
5 Holy: Vulnerable to Shadow, Resistance to Holy
10 Holy: Weakness to Shadow, Absorbs Holy

A ‘Weakness’ means the character takes 200% damage from
attacks of that element.
‘Vulnerable’ means the character takes 150% damage from attacks
of that element.
‘’Resistance’ means the character takes only 50% damage from
attacks of that element.
And ‘Immunity’ means the character takes no damage or effects
from attacks of that element.
And ‘Absorbs’ means that the character gains HP instead of taking

Furthermore, a character who has reached the maximum level of Holy or Shadow affiliation does
additional damage with all spells, abilities and effects of that elemental type. Treat such a character as
having the Holy or Shadow-Enhancer weapon ability at all times (see p.93 for more information on this), meaning
they do 150% damage with all Shadow or Holy based elemental attacks. They also receive an inherent
Immunity to Fear, representing a commanding, unshakable presence that even the most dangerous of
monsters can’t disturb.

A character who has achieved -10 Shadow affiliation can no longer gain EXP.

Unlike other elemental immunities and weaknesses, these effects cannot be lost or altered by any other
means, including powerful boss abilities. Such high Affiliation scores represent an innate connection with
the fundamental powers behind the cosmos.

Step Five: Traits, Job Abilities, and Magic
Choose your Traits to give a little personal flavor to your character (and gain some great bonuses in the
process). Each newly-created character receives two character Traits of your choice, which are Destiny-
activated abilities with various effects.
Traits can change over the course of a game, but it’s not a likely occurrence. You’ll gain two more
additional traits as the game progresses.

Then, consult your Job ability list. You automatically receive the Innate ability and the Epic ability listed
there. Then choose two additional abilities of your choice – these may be either from the list of Job-
specific abilities, or the list of Shared Abilities found on p.67.

Finally, most MP-using classes begin the game with at least one spell, which can be found listed in
Chapter 8. (see p.143)
A typical Job may have a magic-using chart that appears similar to
the one seen here. This means that at levels one the character          Spell Rank          Level
begins play with two ‘Rank one’ spells of his choice. At levels two,         1           1, 1, 3, 2, 4
three and four, the character receives another ‘Rank one’ spell from         2             6, 9, 12
their list. And levels six, nine, and twelve, they can take a ‘Rank          3              15, 18
two’ spell instead if they so choose, and so on.                             4              21, 24
                                                                             5                28

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

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

Black Mage - A spellcaster who possess few tricks –           Engineer – Masters of clockwork contraptions and
only unmatched destructive capability. He assaults his        peculiar inventions, Engineers keep themselves and their
foes with overwhelming elemental attacks and a variety        allies outfitted with fantastic – if improbable – weapons,
of negative status effects. As they grow in power, the        armor and gadgets. Armed with explosive substances
devastation they can unleash is globally feared.              created from defeated enemies, these brilliant heroes
                                                              can replicate even the most powerful of magicks without
Blue Mage - A strange hybrid of both melee and                ever needing to learn a single spell.
spellcaster, Blue Mages are enigmatic power-seekers
better known as the Immortals. They are renowned for          Fighter - A warrior who can wield any weapon with ease.
both their bizarre magicks stolen from the very foes they     His combat abilities allow him to adapt to any situation,
slay, and their rapidly dwindling sanity.                     and his aggressive style spells disaster for anyone who
                                                              gets in his way.
Dark Knight - Combining vicious black magic that drains
life and slams their enemies with vicious status effects,     Gambler - Tempt fate, roll the dice, and shoot first and
these heavily-armored warriors go to every means              ask questions later. These card-wielding swashbucklers
necessary to exploit their target's weaknesses and fill       taunt the powers-that-be with their unique support
their foes with terror.                                       abilities that spell disaster for a party slightly less often
                                                              than they save the day.
Dragoon - The masters of the lance leap into combat
with a unique and fitting companion; a young dragon.          Geomancer – These peaceful casters have formed a
Between their unique aerial maneuvers and their               strange connection to the powers of Creation, able to call
familiar's powerful breath attacks, Dragoons are              forth the very terrain to do their bidding…without
tacticians and commanders of the highest degree.              requiring the use of magical energies. As their influence
                                                              grows, they are able to perform feats that few others
Entertainer - These artisans, mimics and minstrels            could ever hope to match.
contribute far more than just swaying hips to an
adventuring troupe. With a unique brand of magic that is
channeled through their expressive Arts, they can inspire
their allies to new heights of greatness.

Ninja - A subtle warrior who is famed for his ability to         Monk - A melee combatant who seeks to make their
fight flawlessly with two weapons. These swift and               body the ultimate weapon, eschewing the use of armor.
stealthy assassins assault their foes with a nonstop             By channeling Ki through their bodies, they are resilient,
barrage of attacks – ensuring that their victims can             powerful warriors on the way to attaining physical
neither run nor hide.                                            perfection.

Paladin - Though these knights have harnessed the                Thief - These fleet-of-foot combatants walk on the wrong
power of White Magic to provide additional healing and           side of the law and possess a variety of dirty tricks. As
restorative abilities, don't expect them to be sitting on the    comfortable exploring ancient ruins and dungeons as
back lines. With inherent leadership abilities and               they are in an urban setting, Thieves have taken the five-
unrivaled defense, Paladins are holy swordsmen who are           fingered-discount to a whole new level.
often the first to kick down a door and charge into the
fray.                                                            Time Mage – Able to reshape the forces of time and
                                                                 space, these unpredictable cosmic dabblers are as
Ranger - Most comfortable in the wilderness, these self-         powerful as they are scarce. Shrouding themselves in
reliant warriors use bows and guns to deliver accurate           magical barriers, they can cast formidable spells that
and deadly long-ranged attacks to unsuspecting foes.             stretch seconds into hours.

Red Mage – Also known as Rune Knights, and perhaps               White Mage - This dedicated healer is not nearly as
most infamous as the Jack-of-all-Trades. Eschewing the           fragile as his Black Mage opposite, but still prefers to
belief that they need to choose only one path in life,           remain in the back lines as he tosses out nigh-endless
these romantic mages dabble in swordsmanship, Black              healing and resurrection abilities. White Mages are
and White magic, and a peculiar power all their own,             welcomed with open arms to any adventuring party they
capable of draining the magical energies out of the very         join.
air.                                                             White Mages are also able to follow the call of the
Some Red Mages have even unlocked the secrets to                 Summoner – though in these troubled times, few would
Time Magic and Summoning, calling themselves Sages               choose to answer. Still, they may bring forth powerful
and wielding a magical strength that few others can              beings known as Espers into combat and fuse with them,
match.                                                           to wield otherworldly magic the like of which lesser
                                                                 mages can only dream.
Samurai - A noble warrior who follows the strict code of
Bushido, turning simple skill with a blade into an art-form
as exotic and beautiful as it is deadly. Their supernatural
attacks tear through the physical and magical defenses
of foes, and allow them to perform amazing feats as they
travel the land, spreading hope to the downtrodden.

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

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

Max Attribute Modifiers
STR: +5
DEX: +10
VIT: +10
INT: +15
CHA: +15

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

Spell Rank                Level
     1                 1, 1, 3, 4, 5
      2                6, 8, 10, 12
      3                 14, 16, 18
      4                 20, 22, 24
      5                   27, 30

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

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

                                                    Job Abilities
          Elemental Seal – Instant, Self                                 Personal Element – Instant, Self
By activating this ability, a Black Mage is capable of          The character has a deep, personal connection and
ignoring a foe’s magical resistance. Treat the target of        familiarity with one of the world's elements, and is
your next spell as though he had a M.ARM of zero and            capable of wielding it with fierce power. When taking this
ignore the effects of Shell. This ability may be used a         ability, choose one of the six standard combat elements
number of times per session equal to the Black Mage’s           – Fire, Ice, Water, Wind, Earth, or Lightning. By spending
CHA rating.                                                     a moment to concentrate, he will instantly negate the
                                                                damage he would receive from the next offensive spell of
          Coldhearted - Passive                                 the chosen element that would affect him. This ability
The Black Mage specializes in freezing his foes in sub-         may be used a number of times per session equal to the
zero temperatures. The damage step has increased by             Black Mage’s VIT rating, and this ability may be taken
one for all Ice elemental damage dealt by the character.        multiple times, choosing a new element each time.
(If an attack or spell was to do (INT x 1) points of Ice
damage, it would now do (INT x 2) instead, and so on.)                   Pyromaniac - Passive
This ability may be taken multiple times, increasing the        The Black Mage is at his most potent when wielding Fire
damage step by one each time.                                   magic, controlling infernos and blazes with his will alone.
                                                                The damage step has increased by one for all Fire
          Fluid Thought - Passive                               elemental damage dealt by the character. (If an attack or
The Black Mage is naturally drawn to Water-elemental            spell was to do (INT x 1) points of Fire damage, it would
spells, and has mastered their use. The damage step             now do (INT x 2) instead, and so on.) This ability may be
has increased by one for all Water elemental damage             taken multiple times, increasing the damage step by one
dealt by the character. (If an attack or spell was to do        each time.
(INT x 1) points ofWater damage, it would now do (INT x
2) instead, and so on.) This ability may be taken multiple               Earth’s Embrace - Passive
times, increasing the damage step by one each time.             The caster is as stoic and patient as the earth itself; his
                                                                studies reflect this magical preference. The damage step
          Obliterate – Slow                                     has increased by one for all Earth elemental damage
The Black Mage is destruction incarnate, capable of             dealt by the character. (If an attack or spell was to do
imposing his will on colossal inanimate objects (and even       (INT x 1) points of Earth damage, it would now do (INT x
truly powerful magical artifacts and wards), turning them       2) instead, and so on.) This ability may be taken multiple
all into piles of rubble.                                       times, increasing the damage step by one each time.
Normally a character must make a STR check against
the object’s Hardness score to destroy it (see p.133 for                 Resist Curse – Passive
more information on this). Upon using Obliterate, the Black     Powerful spells exist than can place a hex on enemies
Mage may make such a check but with a +4 bonus to the           and turn their most powerful attacks into pathetic
roll, and may use his CHA attribute instead of STR.             annoyances. The Black Mage has researched these
Obliterate can target objects up to Long Range.                 spells extensively, and is now immune to the negative
                                                                status effect Curse. Whenever the Black Mage would
          Eye of the Storm - Passive                            normally become Cursed, they may make an immediate
The Black Mage concentrates on the control of pure              physical or magical Counterattack.
electrical currents. The damage step has increased by
one for all Lightning elemental damage dealt by the                      Unnecessary Force - Passive
character. (If an attack or spell was to do (INT x 1) points    The Black Mage’s spells are so powerful that they can
of Lightning damage, it would now do (INT x 2) instead,         literally blast their opponents away. Upon taking this
and so on.) This ability may be taken multiple times,           ability, the Black Mage may now also add a Medium
increasing the damage step by one each time.                    Range knockback effect to all Tier 3 or higher spells that
                                                                deal damage.
          Counter Magic - Passive
With his supreme mastery of the magical arts, the Black                  Astral Echoes - Passive
Mage is capable of striking back when he’s the target of        The Black Mage is capable of harnessing the natural
an enemy spell. If the Black Mage takes damage from a           elemental strength in an area to fuel their craft. When
spell he knows, cast on him by an enemy, then he may            casting an elemental spell in the appropriate Elemental
return fire with the same spell automatically as a              Terrain (for example, an Ice spell in a raging blizzard or a
Counterattack. The spell still costs MP, but is considered      thunder spell during a severe storm), the character can
an Instant action. The Black Mage can use Counter               choose to spend double the standard MP of the spell in
Magic even if he is occupied with a Slow action of his          order to increase their damage by an additional 50%.
own, but not if the spell was Reflected. (see p.122 for more    This ability may be taken multiple times, increasing the
information on this)                                            damage percentage by 50% each time.

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

Max Attribute Modifiers
STR: +10
DEX: +15
VIT: +5
INT: +10
CHA: +15

HP/level: +3
MP/level: +2
Weapons: Daggers, Katanas, Swords, Staves
Armor: Light
Skill Points: 14
ACC Bonus: 0
EVA Bonus: 7

Spell Rank               Level
      1                1, 1 – 10
      2                 11 – 20
      3                 21 – 30

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

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

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

                                                    Job Abilities
         Chimera’s Blood – Self, Passive                                   Sapphire Seal – Instant, Self
The elements flow deep in the Blue Mage’s monstrous              The magic wielded by a blue mage is not to be trifled
blood, and provide him with additional weaknesses and            with, and is difficult to divert or absorb. After activating
protections. Upon taking this ability, choose one of the         Sapphire Seal, the next spell cast will ignore the effects
seven basic combat elements - Fire, Ice, Water, Wind,            of Reflect, as well as any elemental Resistances,
Earth, Shadow, or Lightning. The Blue Mage now has               Immunities or Absorbencies the foe may possess.
Immunity to that Element, and takes no damage from               This ability may be used a number of times per session
spells or effects of that type. However, he must then            equal to the Blue Mage’s CHA rating.
choose a second element from the list, which he will
forever have a Weakness against, taking 200% damage                        Immortal – Passive
from attacks of that elemental type.                             Blue Mages are renowned for being extraordinarily
The Blue Mage may take this ability up to three times,           difficult to kill. Some say this is because of the beast
choosing new elements for the Immunities and                     blood that runs through their veins, others attribute it to
Weaknesses each time. He may never obtain a                      divine ordinance. Whatever the reason, it’s a well-known
resistance or immunity to the element which he is now            fact that, ever since the first Blue Mage adopted the title
weak to, even through equipment or other job abilities.          of ‘Immortal,’ the name has proved to be frighteningly
         Observe – Passive                                       Whenever a Blue Mage uses Destiny points to ‘Cheat
Durability aside, keen observation and a sharp analytical        Death’ as described in chapter 4, the costs for doing so
mind are the Blue Mage's best friends. By carefully              is reduced by 2. This ability may be taken multiple times,
watching the magic woven by an opponent, they can                but the costs for Cheating Death can never be reduced
gather enough information for a kind of mystical reverse         to less than 3.
engineering, allowing them to Learn monster magic
without putting themselves in harm's way. A Blue Mage                      Deadened Nerves – Passive
with this ability no longer needs to be targeted by a Blue       Capable of shrugging off pain that would stop any normal
Magic spell to acquire it – only see it used during a battle     warrior, Blue Mages are almost globally renowned for
in which the character is an active participant. Observe         their determination in battle. Upon obtaining this job
has no effect if the Blue Mage is Unconscious or affected        ability, the Blue Mage may ignore any effects of
by any of the following Status Conditions: Berserk, Blind,       permanent injury. If he sustains a broken arm, he may
Charm, Confuse, Sleep, Stone, Stop, or Zombie.                   still fight normally with it. If he suffers from a pierced lung,
And again, a Blue Mage may not learn a spell from                no ill effects will be shown. It is entirely possible for a
another Blue Magic user – only from the original                 Blue Mage to be killed from pushing himself too hard
monster.                                                         while in such an injured state.
Several Blue Magic spells are defensive instead of               Furthermore, the Blue Mage now also automatically
aggressive, and are much easier to obtain by someone             succeeds at any non-opposed VIT check, and are
with the Observe ability.                                        Immune to effects from a Ranger’s Disabling Shot ability.

         Absolute Power – Special
Long hours of study and experimentation with monster
magic has left the mage’s body physically weaker, but
                                                                           Resist Death – Passive
                                                                 An Immortal defeated by a single attack? Laughable.
the power that the character gains in trade is perhaps
                                                                 Upon obtaining this Job Ability, the Blue Mage gains
enough to forever deny the grip of death.
                                                                 Immunity to instant-Death-inducing magic and attacks,
Once per game session when a Blue Mage would gain
                                                                 including Doomsday and Lv.? Doom, and many special
one or more points of EXP, a Blue Mage can choose not
                                                                 abilities performed by Summoned Espers. Whenever the
to take any experience points and receive one point of
                                                                 Blue Mage would normally be afflicted with an Instant-
Destiny instead.
                                                                 Death attack, they may now make an immediate physical
                                                                 or magical Counterattack.
         Aura Magic – Instant, Self
Monstrous spells, whilst powerful, are often limiting –                    Chimera’s Soul – Special
most notable in the fact that all Blue Magic is designed to
                                                                 The Blue Mages suffer deep emotional changes on a
battle individual foes and not large groups. With this
                                                                 day-by-day basis, and their personalities are in a state of
ability in his repertoire, the Blue Mage is no longer limited
                                                                 constant flux. After obtaining this ability, the character
in such a fashion.
                                                                 Traits of the mage are no longer static – they can be
After using Aura Magic, a Blue Magic spell becomes
                                                                 changed at will. Before a game session the player may
Group target, allowing their normally one-foe attacks to
                                                                 replace any or all of their Traits, and they are no longer
affect the entire enemy group. However, the Blue Mage
                                                                 denied by racial restrictions.
loses 25% of his maximum HP after the usage of this
ability. This may be used a number of times per session
equal to the Blue Mage’s VIT modifier.

         Mutation – Special
By adopting the magical traits of monsters and learning how to best defeat them, some blue mages have even begun
to succumb to bizarre physical changes. Whenever you take this ability, choose one of the 11 monster categories
below. You are treated as being that type of creature – in addition to Humanoid – for the purposes of job and weapon
abilities. You also receive the bonuses listed. This ability can be taken multiple times. Whenever the Mutation ability
is taken, however, the Blue Mage is moved two steps closer to being Shadow Affiliated, represented by moving
further and further away from the standard morals of humanity.

Aerial – Whether through wings or other means, the character is capable of flight. Although you can’t hover in place
as per the Float status, short-range weapons suffer a -4 penalty to hit you while airborne. The Blue Mage also
automatically gains the Aerial Killer property, dealing 200% damage to flying foes with attacks and spells.

Amorph – The Blue mage begins to lose discernable anatomy and their internal organs begin to liquefy as they
become more slime-like. An Amorph-mutated character acts as if they have the ‘Small Size’ racial ability (gaining a
+1 Modifier on Stealth rolls and checks in situations where the ability to reduce their size would be beneficial) and are
capable of squeezing through openings one-tenth of their normal body size – such as putting an arm through a
keyhole. The Blue Mage also automatically gains the Amorph Killer property, dealing 200% damage to bloblike foes
with attacks and spells.

Arcana – Raw magic flows through the character’s bloodstream. They are immune to opponent’s spells, abilities and
weapon properties that destroy or drain their MP (Aspir, Rasp, Osmose, MP Drain, and so on). The Blue Mage also
automatically gains the Arcana Killer property, dealing 200% damage to purely magical foes with attacks and spells.

Aquan – The Blue Mage is as comfortable in water as he is on land, able to breathe and move normally without
penalty. The character receives +2 to his Swimming skill and never needs to make skill checks to hold his breath
underwater. The Blue Mage also automatically gains the Aquan Killer property, dealing 200% damage to underwater
foes with attacks and spells.

Beast – After becoming more bestial, the character may use his Awareness skill to track down humanoids or
creatures he has met at least once before, able to follow their scent at incredible distances up to hundreds of miles.
The Blue Mage also automatically gains the Beast Killer property, dealing 200% damage to animalistic foes with
attacks and spells.

Construct – The character is as much machine as human, and receives any one Graft of their choice as well as the
Auto-Repair Graft. (see p.115 for more information on this) The Blue Mage also automatically gains the Construct Killer
property, dealing 200% damage to machine foes with attacks and spells.

Dragon – The mage is capable of casting and moving when clad in layers of protection; even the heaviest armor
feels like a second skin. The Blue Mage now treats both the Medium and Heavy Armor skills as though they were Job
skills. The Blue Mage also automatically gains the Dragon Killer property, dealing 200% damage to Dragons with
attacks and spells.

Fiend – A Blue Mage with the Fiend type has completely lost his humanity, sacrificing all remaining integrity and
righteousness for power. The character moves five more points towards Shadow Affiliation, and all monsters with the
Hostile attitude treat the Blue Mage as if they were Wary instead – a representation of the unnatural kinship such evil
beings now feel with the mage. Without provocation, very few monsters will attack the character on sight. The Blue
Mage also automatically gains the Fiend Killer property, dealing 200% damage to Fiends with attacks and spells.

Lizard – The Blue Mage is capable of falling into a deep, hibernal state, healing even the most grievous wounds
while he sleeps. Whenever the character regains HP and MP through Travel Rest, they recover as if it was a Full
Rest instead. (IE; 50% recovery is now 100% recovery. See p.127 for more details on this.) The Blue Mage also automatically
gains the Lizard Killer property, dealing 200% damage to reptilian foes with attacks and spells.

Plant – The character’s skin takes on a greenish tint, allowing them to photosynthesize nourishment. For every hour
the Blue Mage spends outside of combat in direct sunlight, they recover 10% of their total maximum HP and MP back
passively, and never need to eat food to keep up their strength. The Blue Mage also automatically gains the Plant
Killer property, dealing 200% damage to vegetative foes with attacks and spells.

Undead - After an Undead blue mage is killed they return to 100% HP and MP after 24 hours. Certain white magic
spells such as Banish can prevent this. However, they are also afflicted with the curse of the Undead; Cure spells,
restorative items and Healing abilities will now instead deal damage instead of restoring HP. The Blue Mage also
automatically gains the Undead Killer property, dealing 200% damage to undead foes with attacks and spells.

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

Max Attribute Modifiers
STR: +15
DEX: +10
VIT: +15
INT: +10
CHA: +5

HP/level: +4
MP/level: +2
Weapons: Massive, Brawl, Axes, Swords
Armor: Light, Medium, Heavy
Skill Points: 14
ACC Bonus: 1
EVA Bonus: 6

Automatic Affiliation:
The truly despicable and unwholesome drives Dark Knights
onward, serving forces of shadow and despair, and no matter
the cause you fight for, your every action is tainted. All Dark
Knights start the game shifted three points to Shadow.

Spell Rank               Level
     1                   1, 2, 4
      2                  6, 9, 12
      3                  15, 18
      4                  21, 24
      5                     28

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

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

                                                      Job Abilities
         Last Resort – Passive, Self                                       Darkside – Standard, Single
Dark Knights become stronger as they near death - not             The Dark Knight strikes his target, his blade burning with
weaker - and are capable of making truly tremendous               a black fire, fueled by his ceaseless rage. Make a normal
attacks even when they may be too injured to stand.               attack action. If successful, 200% ARM Shadow damage
When the Dark Knight is at 25% or fewer HP he deals               is dealt by the attack. While powerful, Darkside has a
additional damage with all physical attacks. If a weapon          price – if damage is dealt by this attack, the Dark Knight
was to do (STRx1) points of damage, it would now do               suffers damage equal to 25% of the Dark Knight's
(STRx2) instead, and so on.                                       maximum HP. The damage done to the Dark Knight
In addition, all damage dealt while the Dark Knight is at         ignores Armor and all defensive statuses. This is a Short
25% health or less is treated as ARM Shadow damage.               Range attack that may be used a number of times per
This ability may be taken multiple times, increasing the          session equal to the Dark Knight’s VIT rating.
damage step by 1 each time.
                                                                            Night Sword – Slow, Single
         No Mercy – Slow, Single                                  The Dark Knight points his sword at the target, and an
The Dark Knight is capable of performing terrifying               ethereal red spike rips through them from below. Make a
finishing moves, striking fear into the hearts of his foes.       normal attack action, and treat the weapon as though it
Upon obtaining this job ability, a deathblow may be               has the HP Drain ability – the Dark Knight recovers hit
performed on any foe that has been reduced to 0 hit               points equal to 50% of the damage done. This is a
points. The specifics of the move are up to you -                 Medium Range attack.
decapitating the head of an enemy, ripping out his spinal         This ability may be used a number of times per session
column, or worse - but a successful completion of a               equal to the Dark Knight’s INT rating.
deathblow will cause foes who are not Shadow Affiliated
to be afflicted with the negative status effect Fear for one                Deteriorate – Passive
round. This effect may only be used once per combat.              Dark Knights are masters of hitting their enemies where it
Obviously, it will also instantly kill the unconscious target.    hurts. After obtaining this job ability, the difficulty on rolls
                                                                  to resist status effects – such as Blind, Zombie, or
         Resist Poison – Passive                                  Poison - caused by the Dark Knight’s magic or weapon is
Whether from a supernatural gift or simply resilience to          now at a +2 higher difficulty for his enemies. This ability
disease granted from prolonged exposure to various                may be taken multiple times, increasing the difficulty to
poisons, Dark Knights never suffer from the effects of            resist by 2 each time.
toxins. Upon obtaining this Job Ability, the Dark Knight
gains Immunity to Poison in all its forms, including such                   Killing Machine – Passive
things as monster venom and alcohol.                              Some Dark Knights have abandoned the usage of magic
Whenever the Dark Knight would normally become                    entirely, instead allowing the dark elemental energies to
Poisoned, they may make an immediate physical or                  empower their strikes and bodies.
magical Counterattack.                                            Whenever a character with this ability would gain a spell,
                                                                  they can choose to gain a +1 bonus to any attribute
         Dark Harvest – Standard, Local                           instead. Killing Machine still does not allow the Dark
Dark Knights are capable of cutting down their enemies            Knight to ignore the maximum attribute caps.
in great numbers, not needing to pause to deal with
lesser enemies. Make a normal attack action which deals                     Fatal Wound – Slow, Single
50% damage, but strikes every foe within Short Range.             The Dark Knight aims a vicious strike at his foe which
Dark Harvest cannot be a critical hit.                            saps his strength – often causing a slow, agonizing
                                                                  demise. Make a normal attack action. If successful, the
         Blood Weapon - Passive                                   target takes normal ARM damage but has been afflicted
                                                                  by a Fatal Wound. The target takes the same amount of
Serving the forces of shadow and death inevitably means
                                                                  damage each following hour until the wound is attended
that many Dark Knights revel in gore and bloodshed.
                                                                  to with a Healing check (difficulty 11), or the target dies.
Whenever a negative status effect (except
                                                                  The effects of this ability also end if the Dark Knight dies.
Unconsciousness) is applied by the Dark Knight’s
weapon, the status effect will not wear off in several
rounds as per normal, and must be cured with magic or                       Black Sky – Instant, Self
restorative items. For example, the status from an Auto-          The Dark Knight walks hand-in-hand with death and
Poison weapon will not fade after several rounds, but can         destruction. After activating Black Sky, the Dark Knight
still be removed with Antidotes, Poisona, and similar             may turn the effects of the spell Arise, Curse, Poison,
effects.                                                          Blind, Drain, or Zombie into Group target spells as
                                                                  opposed to Single target spells.
                                                                  This ability may be used a number of times per session
                                                                  equal to the Dark Knight’s CHA rating.

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

Max Attribute Modifiers
STR: +10
DEX: +15
VIT: +5
INT: +15
CHA: +10

HP/level: +6
MP/level: N/A
Weapons: Polearms, Swords
Armor: Light, Medium, Heavy
Skill Points: 16
ACC Bonus: 1
EVA Bonus: 8

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

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

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

                                                     Job Abilities
         Jump – Standard, Self                                             Impale – Passive, Group
Dragoons have the unique ability to break the bonds of            Intensive training with a single weapon does have its
gravity and soar into the skies with a single bound. Jump         advantage - a Dragoon is capable of felling multiple
can carry the Dragoon up to a Medium range – vertically,          enemies with a single, powerful strike. A dragoon with
horizontally, or a combination of both. Jump essentially          this ability is treated as having the Follow-Through
functions as a Slow Action; once the Dragoon has                  weapon property on all Polearm weapons he wields.
Jumped, she will land during her next turn. While in the          In addition, when making an Instant attack caused by
air, the Dragoon is Immune to any attacks that target her         their Jump ability, the Dragoon is treated as having the
alone, and can only be affected Group abilities. Status           Triple Critical property on his polearm as well.
Conditions continue to affect the Dragoon ‘in-flight’. As
with any Slow Action, anything that would prevent the                      Scan – Instant, Single
Dragoon from completing the Jump will automatically               For these master tacticians, knowing thy enemy plays a
cancel it, returning her to the field of battle.                  great role in determining the best course of action. With a
When the Dragoon lands they may make an Instant                   moment’s appraisal the Dragoon can judge minute
attack against any target within Short Range, and they            details about any opponent. After using this ability, the
are counted as having ‘charged’ the foe for the purposes          Dragoon can learn the level, species, elemental
of calculating extra damage with a Polearm weapon.                strengths and weaknesses, Job and Traits of a single
The effects of Haste do not change how Jump functions             target. Since monsters lack the latter two statistics, this
in any way, and Jump may be used a number of times                ability works best on humanoid enemies. The target is
per session equal to the Dragoon’s DEX rating.                    aware that he’s being ‘sized up.’ This ability may be used
                                                                  a number of times per session equal to the Dragoon’s
          Dragon’s Eyes – Passive, Self                           INT rating.
Day by day the Dragoon becomes more like the mythical
creature he emulates. After obtaining this ability, the                    Ride the Storm – Passive, Group
Dragoon is immune to the negative status effect Blind             While the elements often pose a threat for large armies,
and can see perfectly in adverse weather conditions and           the Dragoon is a tactical master of the highest degree
pitch blackness – even magical darkness like the sort             and has learned how to use adverse weather to his
caused by a Black Mage’s Twilight spell, and can see              advantage. Whenever the Dragoon fights in weather
through trickeries caused by the Illusion spells.                 conditions that would normally apply a negative modifier
Whenever the Dragoon would normally become Blinded,               to combat rolls (such as a raging blizzard or torrential
they may make an immediate physical or magical                    downpour) these are applied as bonuses instead. The
Counterattack.                                                    effect extends to the Dragoon’s allies as well, and this
                                                                  ability has been the trump card in more than one
          Ancient Circle – Standard, Group                        unwinnable battle over the years.
Intense training has given the Dragoon insight into the
vulnerabilities of the creatures he imitates, and this ability             High Jump – Passive, Self
is the proof. This ability grants the Dragoon and his allies      The Dragoon is a master of the skies, and their Jump
the Dragon Killer ability on any weapon they wield a              ability is now Long range instead of Medium. After using
number of round equal to the Dragoon’s VIT rating.                Jump, the Dragoon no longer needs to land the following
Dragoon Killer allows them to inflict 200% damage                 turn, but may stay airborne nearly indefinitely. Spells and
against Dragon-type monsters with all attacks.                    effects treat the Dragoon as having Flight and Float
This ability may only be used once per session.                   during the duration of High Jump. A character will not
                                                                  take falling damage when using High Jump, and the
         Deep Breathing – Standard, Group                         range does not increase past Long with the Defy Gravity
A Dragoon’s companion, though young, is still capable of          shared job ability. You must have Jump to use this
using its draconic breath attacks to damage foes. Make a          ability.
normal attack action. The effects of Deep Breathing differ
depending on the type of Wyvern.                                           Lancet – Slow, Single
Crystal: White-hot bolts of energy are discharged from            Lancet is a mysterious ability passed on through the
the Wyvern’s mouth, electrocuting all short-range                 ages from Dragon to Dragoon. By utilizing this technique,
enemies for (CHA x 4) + 2d6 points of Lightning damage.           the character may draw forth a foe’s life energy and use
In addition, this ability has a 50% chance to inflict the         it to heal himself and his allies. Make a normal ARM
negative status effect Seal.                                      attack action that deals 50% damage and reduces the
Bone: A cone of black flame jets from the Wyvern’s                target’s HP and MP by the same amount. The damage
mouth, scalding all short-range enemies for (CHA x 4) +           done is then returned to each member of the party in the
2d6 points of Fire damage. In addition, this ability has a        form of both HP and MP. This ability is a Short-Ranged
50% chance to inflict the negative status effect Blind.           attack that may be used a number of times per session
This ability may be used a number of times per session            equal to the Dragoon’s INT rating.
equal to the Dragoon’s CHA rating.


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

Max Attribute Modifiers
STR: +10
DEX: +15
VIT: +10
INT: +15
CHA: +5

HP/level: +3
MP/level: N/A
Weapons: Staff, Gun, Brawl, Weapon Systems
Armor: Light, Medium
Skill Points: 20
ACC Bonus: 1
EVA Bonus: 6

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

Skill         Tool                  Gained Properties
 1      “Auto Crossbow”       The character’s attacks deal normal damage to all enemies instead of a single target.
                              Attacks can be made at Medium Range.
 2        “Bio Blaster”       Whenever the Engineer deals damage to a foe, the target also receives the effects of
                              the negative status effect ‘Poison.’
 3       “Noise Blaster”      Whenever the Engineer deals damage to a foe, the target also receives the effects of
                              the negative status effect ‘Confusion.’
 4            “Drill”         All of the Engineer’s attacks ignore ARM and Protect.
 5           “Flash”          The character deals 200% damage with all attacks. Furthermore, whenever the
                              Engineer deals damage to a foe, the target also receives the effects of the negative
                              status effect ‘Blind.’
 6         “Chainsaw”         The character deals 300% damage with all attacks.
 7        “Air Anchor”        The character deals 200% damage with all attacks, and critical hits reduce the target’s
                              health to 0 instantly. This is a ‘Death’ effect. Attacks can be made at Medium Range.
 8       “Micro Missile”      The character deals 300% damage to all enemies with each attack. Furthermore,
                              attacks can be performed at Long Range and gain the Break Damage Limit and Triple
                              Critical properties.

         Innate Ability: Refine – Special
Refined battle items are the mainstay of the Engineer; while Fighters use special combat moves against the enemies
and mages are helping friends or targeting foes with combat magic, the Engineer is employing technology to turn
defeated foes into useful – and often explosive – items.
At the end of each combat, the Engineer automatically receives one Refined item from the enemy of his choice, so
long as the enemies have been permanently defeated. The character cannot refine items from enemies who fled the
battle, for example!
Refined items can only be used by Engineers, and the complete list of what items can be refined from what monsters
is listed below, as well as a brief description of which spell the item mimicks. Refined items cannot be sold.
All Refined Items take up inventory slots and can generally only be used once, after which time the item is destroyed.
When the Engineer uses an item, the GM rolls 2d6 – anything other than a critical success or failure means the item
works normally, and the listed ‘effect’ is used. On a critical failure, the item explodes – all enemies and allies take
damage equal to 25% of their maximum health. On a critical success, the item works normally but is not ‘used up’,
and remains in the character’s inventory for another try.

  Name                   Effect                                                                    Dropped From:
Accelerator            Casts Force Field, granting an ally an Immunity to random elements          Flan, Gilgamesh
Air Gem                Casts Aeroga, dealing (INT x 6) + 2d6 Group Wind damage                     Wyvern
Antarctic Wind         Casts Blizzara, dealing (INT x 4) + 2d6 Ice damage                          Chimera
Arctic Wind            Casts Blizzard, dealing (INT x 2) + 1d6 Ice damage                          Dingo
Bomb Fragment          Casts Fire, dealing (INT x 2) + 1d6 Fire damage                             Bomb
Bracchus Wine          Casts Berserk, turning one target into a mindless combatant                 Imperial Soldier
Cactus Thorn           Casts 1000 Needles, doing 100 or 1,000 damage to a target                   Cactuar
Chef’s Knife           Casts Death, instantly killing an enemy                                     Tonberry
Cherub Down            Casts Float, allowing one ally to hover and avoid Earth damage              Killer Bee
Chocofeather           Casts Quick, granting the Engineer the Haste status                         Chocobo
Dark Matter            Casts Black Hole, reducing a target’s health by 75% of maximum              Demon, War Machine
Deadly Waste           Casts Bio, dealing (INT x 3) + 2d6 damage and Poisoning the target          Antlion, Malboros
Dragon Scale           Casts Watera, dealing (INT x 4) + 2d6 Water damage                          Hydra
Dynamo Stone           Casts Ray Bomb, dealing (INT x 4) + 2d6 nonelemental damage                 Chocobo Eater
Earth Drum             Casts Stone, dealing (INT x 2) + 1d6 Earth damage                           Ogre
Earth Gem              Casts Stonaga, dealing (INT x 6) + 2d6 Group Earth damage                   Mamool Ja
Echo Grass             Casts Vox, removing the Seal status from one companion                      Leafer, Funguar
Electro Marble         Casts Thunder, dealing (INT x 2) + 1d6 Lightning damage                     Larvae
Farplane Shadow        Casts Condemned, causing the target to be Cursed for 1d3 rounds             Lost Soul, Deathgaze
Fish Scale             Casts Water, dealing (INT x 2) + 1d6 Water damage                           Achelous
Grenade                Casts Fira, dealing (INT x 4) + 2d6 Fire damage                             Magic Urn
Hourglass              Casts Hastaga, granting all allies Haste until combat ends                  Various Bosses
Ice Gem                Casts Blizzaga, dealing (INT x 6) + 2d6 Group Ice damage                    Iron Giant
Ink                    Casts Blind, robbing a foe of the ability to see                            Ahriman
Lightning Gem          Casts Thundaga, dealing (INT x 6) + 2d6 Group Lightning damage              Evrae
Lightning Marble       Casts Thundara, dealing (INT x 4) + 2d6 Lightning damage                    Couerl
Lunar Curtain          Casts Barrier, negating all ranged attacks                                  Various Bosses
Molotov                Casts Firaga, dealing (INT x 6) + Group 2d6 Fire damage                     Imperial Commander
Mute Mask              Casts Seal, preventing a target from using spells or job abilities          Mandragora, Exoray
Mystery Fluid          Casts Quarter, reducing a target’s health by 25% of maximum                 Anacondaur
Second Chance          Casts Life, bringing an ally back from unconsciousness with 1 HP            The Four Fiends
Shear Feather          Casts Aero, dealing (INT x 2) + 1d6 Wind damage                             Condor
Smoke Bomb             Casts Escape, allowing the party to flee from battle                        Goblin
Sticky Web             Casts Lock, wrapping the target in layers of webbing.                       Spider, Antlion
Supreme Gem            Casts Supernova, dealing (INT x 20) + 2d6 damage                            Various Bosses
Three Stars            All allies receive the effects of Haste, Protect, Shell and Float           Various End Bosses
Tribal Drum            Casts Stona, dealing (INT x 4) + 2d6 Earth damage                           Ochu
War Gong               Casts Brave, rendering all allies immune to Fear until combat ends          Gigas
Water Gem              Casts Wateraga, dealing (INT x 6) + Group 2d6 Water damage                  Geosgaeno
Windmill               Casts Aerora, dealing (INT x 4) + 2d6 Wind damage                           Zu
Zombie Dust            Casts Zombie, causing one enemy to suffer the curse of the undead           Skeleton, Demonolith

                                                      Job Abilities
          Salvage – Standard, Single                                        Soul of Thamasa – Passive
The Engineer is a master of shutting down dangerous               This illustrious ability is what truly separates Engineer
constructs, and using their spare parts to further his            caftsmen from the merely talented.
arsenal of Refined weapons.                                       For every point of Destiny that the Engineer spends
After making a successful melee attack against a                  when Synthesizing a weapon or armor, the equipment is
Construct type enemy, the Engineer may choose deal 0              treated as being one tier higher than it really is for the
damage and instead, pull out a handful of important parts         purpose of choosing weapon properties. The weapon still
and wires. The Engineer makes a DEX or INT check                  does not receive more than the standard number of
opposed by the opponent’s STR or DEX, whichever is                properties, only gains access to properties that would
higher. If the Engineer wins the construct is reduced to 0        otherwise not be allowed. For example, an Engineer
HP instantly, and they receive one additional Refined             could spend six points of destiny to grant a Tier 2
item when combat ends.                                            weapon the ‘Break Damage Limit’’ property normally
                                                                  reserved for legendary equipment.
            Advanced Arsenal – Passive
Engineers are capable of utilizing rather curious and                       Chemist – Special
unexpected gear to bring low their enemies. Whenever              The character has a natural flair for fiddling with alchemy,
the Engineer wields a weapon that is not on the standard          and is much more adept than most at utilizing potions
list (This list being Axe, Bow, Dagger, Fist, Massive, Katana,    and supplies in the heat of combat.
Gun, Polearm, Staff, Sword, and Weapon Systems) that he           Whenever a character with this ability takes damage, he
has invested skill points in, he does an increased                may use any healing item currently in his inventory as an
damage step. That is, if the weapon was to do (STR x 1)           Instant action. In fact, he may even use this ability when
points of damage, it would now do (STR x 2) instead,              he would normally be prevented from using an item –
and so on. This bonus does not work with improvised               such as taking damage enough to drop him to 0 or below
weapons as they are covered under the Brawl skill.                in order to use a Phoenix Down, or when he would be
                                                                  affected by a negative status effect such as Petrify or
         Maintenance – Passive, Special                           Sleep. This ability may be used a number of times per
Veteran Engineers keep a close eye on their comrades'             session equal to the Engineer’s DEX rating.
equipment, ensuring that it is always in top condition.
Choose one ally – that character receives the                                Gillionaire – Special
Indestructible property on all weapons, accessories and           The Engineer knows how to turn a small profit with his
armor, and is unaffected by the Thief’s Steal ability. The        inventions, able to earn some additional income outside
Engineer may choose to change Maintenance targets                 of the normal amount received for adventuring and
only outside of combat.                                           saving damsels in distress.
                                                                  A character with Gillionaire can make a Trade check
        Efficient Construction – Instant, Special                 (difficulty 11) prior to each game session when in a
Normally, a character who attempts to create something            populated area where he could feasibly sell his designs
from scratch suffers a penalty without proper                     and services. On a successful check, the Engineer
mechanisms and a feasible workspace. The Engineer                 receives (50 x character’s level) gil.
with this ability is able to quickly cobble together his          Regardless of the outcome, Gillionaire can only be
inventions with little more than the tools at hand and            attempted once per game session.
some old-fashioned elbow grease, and never takes
negative penalties to Synthesis checks.                                     Pandora’s Box – Standard, Local
                                                                  The Engineer possesses a strange box that – when
        Junkyard – Instant, Special                               opened – inflicts negative status effects to either every
The Engineer’s exhaustive experience with the inner               enemy or every ally. Although dangerous and unreliable,
working of machines of all types allows him to point out          the Pandora’s Box can be a powerful tool as a last resort.
weak spots to his allies. This ability grants the Engineer        Upon using Pandora’s Box, roll 1d6 and consult the chart
and his allies the Construct Killer ability on any weapon         below for the status ailment. Then flip a coin – calling it
they wield for a number of round equal to the Engineer’s          correctly means the status afflicts all enemies, whereas
INT rating. Construct Killer allows them to inflict 200%          an incorrect call means all allies are affected instead.
damage against Construct-type monsters with all attacks.          This ability may be used only once per combat.
This ability may only be used once per session.
                                                                      Roll   Result
         Twin Accessory – Passive                                     1      Red Spring – Poison
                                                                      2      Blue Screw – Blind
A character with this ability is capable of equipping a total
                                                                      3      Green Gear – Stop
of two accessory-type items at any time, and gaining the
                                                                      4      Silver Disc – Sleep
benefits of both.
                                                                      5      Gold Battery – Haste
                                                                      6      Rainbow Moogletron –Protect and Shell

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

Max Attribute Modifiers
STR: +5
DEX: +15
VIT: +10
INT: +10
CHA: +15

HP/level: +2
MP/level: +2
Weapons: Daggers, Brawl, Staves
Armor: Light
Skill Points: 18
ACC Bonus: 0
EVA Bonus: 6

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

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

                                                       Job Abilities
           Flirt – Standard, Single                                          Mimic – Standard, Varies
The first power many Entertainers learn is the simple flirt.        During battle, an Entertainer can observe others' actions
It is non-magical in nature, and involves the Entertainer           and copy them. When using this ability the character will
making herself look both harmless and friendly towards              perform the last action taken before his turn by an ally –
the target. The character makes an opposed CHA check                this is subject to several important restrictions.
with one enemy. If the Entertainer is successful, the foe           Any rolls for the attack are determined by your stats.
will not directly attack them unless there are no other             Skill-based abilities (such as Steal) use the Acting skill in
targets available. Collateral damage (such as Group or              place of the skill normally be used by the ability. The
randomly targeting attacks) can still happen, but the               action must be performed on the same target(s). If the
monster will not attempt to specifically target the                 Entertainer does not have enough MP to cast a spell,
Entertainer. This effect is broken if the character attacks         then that spell cannot be Mimicked. Any actions that
the creature. This effect lasts for a number of rounds              involve the use of thrown weapons, consumables or
equal to the Entertainer’s CHA rating, and will be useless          items that the user simply does not have, cannot be
against nonintelligent or particularly bestial or malevolent        performed. This ability may be used a number of times
creatures, at the GM’s discretion.                                  per session equal to the Entertainer’s INT rating.
Flirt may be attempted only once per combat.
                                                                             Super Mimic – Passive
          The Last Word – Passive                                   The character has further learned the secrets of the
As a champion of the craft, an Entertainer cannot be                mimes, better able to copy the actions of others. Upon
silenced even in their last moments. When reduced to 0              taking this ability, choose one of the following ways to
or fewer HP by an attack, the Entertainer can switch or             enhance your Mimic ability. The Entertainer may now:
begin an Art as an Instant action. Note that during the             …use the mimicked ability on either himself, the original
effects of this action, the character is considered to be at        target, or the original user.
0 HP and already fallen, and thus cannot use The Last               ….Mimic any action made previously in the round instead
Word while he has the effects of Auto-Life or the like.             of just the prior turn.
Furthermore, the effects of Arts persist even after the             …. Use the ability an infinite number of times per
Entertainer is reduced to 0 hp, and lasts until the                 session. Mimic is no longer restricted by the character’s
remainder of combat even if the character dies.                     INT rating.
                                                                    Super Mimic can be taken multiple times to obtain all
          Resist Seal – Passive                                     three effects.
Though not all Entertainers utilize Arts that require
sound, the magic of the Art itself cannot be quieted by                      Tricks of the Trade – Passive
any means. Upon obtaining this Job Ability, the                     Upon taking this ability the Entertainer receives +1 to
Entertainer gains Immunity to Seal. Whenever the                    either their Negotiate, Disguise, Inquiry or Perform skill,
Entertainer would normally become Sealed, they may                  and can no longer critically fail at their chosen skill. This
make an immediate physical or magical Counterattack.                ability may be taken multiple times. Remember that the
                                                                    Entertainer also receives a new Art upon gaining an
          Smile – Instant, Special                                  additional dot of Perform.
Adding a little more combat prowess to their repertoire,
an Entertainer with this ability is sure to put a smile on                   Spellbound – Slow, Special
the faces of his allies, if not his enemies. After activating       The Entertainer challenges any competitor to test their
Smile the Entertainer may throw up to three Juggling                mettle – or metal – against his superior skills. When this
Balls (or other, unique thrown weapons if the character prefers,    ability is used the Entertainer makes a Perform check
such as pots of paint or heavy books) with a single standard        opposed by the target’s CHA or Perform skill, whichever
action this turn. Remember that Balls generally do (DEX             is higher. If successful, the Entertainer may cast the
x 1)+1d6 damage. This attack may be split between                   Rasp spell (exactly as it appears on p.147) as an Instant
multiple targets, or the Entertainer may choose to do               action, destroying the target’s MP.
damage to only one foe. The attack automatically hits
and the damage dealt is unaffected by ARM. If the
Entertainer chooses to throw the maximum three balls at                      Showstopper – Passive
a single foe, then this ability will also interrupt most            Entertainers were born destined to be in the limelight, the
special techniques that monsters and bosses possess as              stars of their own personal epics. Some live to be the
if the Entertainer used a Teamwork Attack. (See the                 center of attention – whether it be from hundreds of
Bestiary for more information on enemy techniques, and p.121        cheering, screaming fans or merely the result of
for details on Teamwork Attacks.)                                   performing daredevil feats to shock and astonish their
This ability may be used a number of times per session              allies. Whenever the Entertainer critically succeeds on a
equal to the Entertainer’s DEX rating, and has a Medium             Perform check he will receive a point of Destiny as well
Range.                                                              as +2 to combat, skill and ability rolls until all the action
                                                                    has died down.

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

Max Attribute Modifiers
STR: +15
DEX: +10
VIT: +15
INT: +5
CHA: +10

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

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

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

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

                                                     Job Abilities

         Provoke – Standard, Single                                      Wild Swing – Standard, Single
Through the choice use of a few taunts, the Fighter can         The Fighter stands against overwhelming odds, and
stir an enemy into a rage. Make an opposed Charisma             often triumphs. Make a normal attack action.
check. If successful, the target will change tactics            If the attack is successful, and the targeted foe is at least
specifically and exclusively attack the Fighter for several     3 levels higher than the Fighter, a Boss or End Boss,
rounds, or until the Fighter is Unconscious. There is no        200% ARM damage is dealt by the attack. On a
restriction in how the target can do this, but all offensive    successful attack against a foe who does not meet the
attacks must either be directed at the Fighter, or include      level or difficulty criteria, 50% damage is dealt instead.
the Fighter among the targets. If the Fighter cannot be         This ability may be used a number of times per session
targeted, the enemy may attack freely, but will continue        equal to the Fighter's CHA rating.
to go after the Fighter if the opportunity presents itself.
This ability may be used a number of times per session                   Cleave – Standard, Group
equal to the Fighter's CHA rating.                              In a flawless display of speed, strength and accuracy, the
                                                                Fighter delivers a single blow to every foe in range. Make
         Skin of Iron – Passive, Self                           a normal attack action which deals 50% damage, but
A Fighter's body is very resistant to pain – after obtaining    strikes every foe within Short Range. Cleave cannot be a
this ability, whenever a critical hit or Limit Break is         critical hit.
successful against the Fighter, there is a flat 25% chance
for it to be negated, and normal damage is done instead.                 Zodiac Warrior - Passive
This ability may be taken multiple times, increasing the        The Fighter is a master of many combat styles, able to
percentile chance to ignore Critical Hits up to 100%.           shift stances at a moment’s notice. Upon obtaining this
                                                                ability, the Fighter receives an additional +1 to their ACC
         Berserker – Instant, Self                              score for every weapon-based combat skill he possesses
The Fighter has managed to harness his rage, and use it         at 3 or higher. In addition, they will no longer be treated
as a weapon. Using this ability causes the Fighter to gain      as having an EVA score of 0, under any circumstance
the Berserk status until the end of the current combat or       (short of the Time Mage’s epic ability) when using a weapon
situation. However, Berserker can only be used when the         they have 3 or higher skill in.
Fighter is at 50% HP or less.
After obtaining this ability, the Fighter is not limited to               Unstoppable – Instant, Self
only making Attack actions when under the effects of            A Fighter with this ability is a one man army, capable of
Berserk, and can also use Job Abilities. However, he still      wading through hordes of enemies and coming out
may not use any non-combat maneuvers and must                   almost unscathed. Whenever the character or his party is
remain fighting until all foes lie dead. While Berserk, the     outnumbered he can summon reserves of inner strength
Fighter is Immune to the Charm status, and their STR            to receive the effects of Auto-Regen. This effect lasts
rating is doubled for the purposes of lifting, throwing and     until the enemies no longer outnumber the party.
breaking objects, as though they possessed the
Destructive Strike shared ability.
A Berserk status caused in this way ends when combat
                                                                          Trauma – Instant, Self
                                                                The character has trained to fight no matter the condition
completes, or if the character is reduced to 0 HP.
                                                                his body is in, and indeed finds an inner strength through
         Armor Mastery – Instant, Self                          When afflicted with any negative status effect the
A Fighter is a versatile and flexible combatant, able to        Fighter’s damage is increased by one step - if an attack
rapidly change tactics to deal with any type of foe.            was to do (STRx1) points of damage, it would now do
Once per session the Fighter may choose to swap his             (STRx2) instead, and so on.
ARM and MARM armor scores, making himself more                  This ability can be taken multiple times, increasing
resistant to physical damage if wearing Light armor, or         damage by one additional step each time.
more resistant to magical damage if in Heavy armor.
The effects of Armor Mastery cannot be reversed until
they wear off normally at the end of combat.
                                                                         First Strike - Passive
                                                                A trained Fighter learns to prepare themselves for
                                                                combat at any and every opportunity; accordingly, when
          Warcry – Standard, Group                              the time for battle arrives, the Fighter is always amongst
The fighter lets loose a vicious warcry, spurring on the        the first to strike a blow. After obtaining this ability, a
entire party. All allies (including the fighter) have their     Fighter may always act in Pre-emptive combat –
physical and magical damage increased by two steps – if         although he won't always know what's going on.
a weapon was to do (STRx1) points of damage, it would           Furthermore, the Fighter may make an immediate
now do (STRx3) instead, and so on. The effects of the           physical Counterattack whenever they take damage in
Warcry only last until the end of the Fighter’s next turn.      the Pre-Emptive Round.
This ability may only be used once per session.

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

Max Attribute Modifiers
STR: +5
DEX: +15
VIT: +10
INT: +10
CHA: +15

HP/level: +5
MP/level: N/A
Weapons: Daggers, Swords, Guns, Brawl
Armor: Light, Medium
Skill Points: 18
ACC Bonus: 1
EVA Bonus: 7

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

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

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

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

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

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

                                                       Job Abilities

           Wild Card – Passive                                                 Winning Streak - Passive
A Gambler in his element is never truly unarmed. Even if            Whenever the Gambler rolls a Critical Hit or critically
separated from his gear, a Gambler has the ability to use           succeeds on a skill check while in combat, he may
Cards and Dice (see the Equipment section) as Job                   immediately take another Standard action. This does not
weapons. The Gambler uses his Gun weapon skill to hit               ‘stack’ with the Follow-Through weapon property.
with attacks made by either of these weapon types, and
deals damage as though he was using his standard                               Twist Fate – Instant
weapon. Thrown Cards and Dice always use the user’s                 People have often asked why good things happen to bad
DEX to determine damage.                                            people. The answer, of course, is Gamblers.
                                                                    After obtaining this ability, the Gambler can make any
          Save The Day – Slow                                       nearby ally or enemy, including himself, reroll one die.
When things look their most grim, you can always rely on            This ability may be used a number of times per session
a Gambler’s bravado and overconfidence to turn the                  equal to the Gambler's CHA rating, but never multiple
tables. This ability requires the Gambler to make a heroic          times on the same die, even by different Gamblers.
speech or suave one-liner, and when the Slow action
resolves on their following turn, they may immediately                         Showstopper – Passive
make either a skill check with a +4 bonus, or a standard            Many Gamblers share a love of grandstanding and
attack roll that, if it hits, is automatically a critical hit. A    grandeur, and have gone to great lengths to ensure their
Gambler cannot use a Limit Break with this technique.               daredevil feats get the attention they deserve. As a
Upon using Save The Day, the Gambler is noted to                    master of hogging the proverbial limelight from foes and
receive a point of Bad Luck as described in their Epic              allies alike, whenever the Gambler critically succeeds on
Ability.                                                            a on an action deemed by the GM to be of great personal
                                                                    risk or swashbuckler-like daring (for example, kidnapping
          Reload - Passive                                          the star of an opera in the middle of a public
The Gambler is now one with their weapon, able to refill            performance, or leaping through glass from a dazzling
a cartridge of bullets instinctively whilst dodging a hail of       height, guns blazing), he will receive a point of Destiny
gunfire. After obtaining this ability, the Gambler may              as well as +2 to combat, skill and ability rolls until the
move during any round in which they fire a Gun, much                action has died down. This bonus does not apply on the
like a Ranger.                                                      Gambler’s ‘Slots’ abilities, but does work in combination
                                                                    with other job abilities such as Wildfire and Slot Shot.
          Spare Change – Standard, Group                            If there happens to be any source of music in the
As a last ditch effort, the Gambler can use his winnings            surrounding area, whether an Entertainer’s song or a
as a weapon to save his own life. Through a long time of            royal orchestra, the tune immediately changes to be
wheeling and dealing, the Gambler becomes so adept at               upbeat and synched with the Gambler’s actions.
handling gil, that he can now throw it at enemies with
enough skill and aim to inflict heavy damage.                                  Slot Shot – Standard, Self
Every 10 gil thrown equals 1 HP of damage. There is no              With this multipurpose ability a Gambler can imbue his
limit to how much of his gil he can throw at the enemies,           bullet or ranged attacks with random elemental
as long as he has enough gil for the assault. However,              properties. After using Slot Shot, roll 1d6 to determine
the Gambler still must make a ranged attack, else the               the element and treat all ranged damage as though the
gold be scattered and the attack be ineffective. Use the            weapon possessed the corresponding [Element] Strike
Gambler’s Gun skill for this unusual attack.                        weapon property. This lasts for a number of attacks
The damage caused is divided between each target                    equal to the Gambler’s INT rating. (see p.92 for more
within the enemy group. For example, if the Gambler                 information on [Element] Strike)
throws 600 gil total, the Gambler will inflict 20 damage to
each enemy.                                                             Roll Result       Furthermore, all Dice weapons deal
The damage caused in this way is not reduced by ARM                     1 - Earth         an additional 50% more damage
or similar effects.                                                     2 - Wind          whenever elementally-infused by
                                                                        3 - Water         this ability, making them potent,
          Wildfire – Standard, Special                                  4 - Lightning     explosive alternatives against
The Gambler lets loose a wild barrage of attacks, dealing               5 - Ice           physically-resistant foes.
large amounts of damage but with the potential of                       6 - Fire
harming allies…or even himself.                                         7 - Shadow
All enemies and allies roll 2d6, and compare results. The               8 - Holy
two lowest rollers are each targeted by the Gambler’s
Wildfire ability and take 200% normal damage from the

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

Max Attribute Modifiers
STR: +10
DEX: +10
VIT: +15
INT: +15
CHA: +5

HP/level: +4
MP/level: N/A
Weapons: Axes, Brawl, Polearms, Staves
Armor: Light, Medium
Skill Points: 18
ACC Bonus: 0
EVA Bonus: 6

Automatic Affiliation:
Though the forces of creation are often violent and primal, Gaia is the
cause of all life and growth, and is a great reservoir of positive
energy. All Geomancers start the game shifted one point towards

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

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

TOWN                                                              PLAINS
Buildings and areas of habitation constructed by                  Open areas of relatively level and dry ground where
intelligent life. Because of its broad focus, this terrain set    grass and scrubland are the dominant plant life.
encompasses everything from ancient temples to                    Temperatures in this terrain can range from temperate to
bustling metropolitan areas. A building or complex does           sub-tropical. Colder grasslands such as taiga will
not have to be in active use to qualify for this terrain type,    generally use the Snow terrain set, while hotter, drier
but must be in good repair; if it is collapsing or crumbling,     grasslands such as steppe may use the Desert set. This
it should be treated as belonging to the Underground              set is also used for conditions far away from solid
terrain set.                                                      ground, high in the clouds or simply aboard an airship or
                                                                  other flying construct.
Offensive: Plasma
Medium range. A cylinder of multicolored energy rotates           Offensive: Wind Shear
up from the ground, dealing 100% M.ARM nonelemental               Medium range. Multiple blasts of cutting air are launched
damage to a single target.                                        through the sky toward the target, dealing 100% M.ARM
                                                                  Wind damage to a single target.
Defensive: Back Alley
The Geomancer concentrates, moving walls and                      Defensive: Sun Bath
buildings, creating doorways where there was nothing              Golden light shimmers and dances over the battlefield,
before, and shifting the streets and passways around the          providing (INT x 2) + 2d6 healing to all party members.
party. They are instantly separated from their foes, lost in
an urban maze. This Geotrance ability instantly removes           Maelstrom: Tempest
the party from combat, much like the white magic spell            An unstoppable cyclone fills the area, bolts of thunder
Escape.                                                           crisscrossing the sky. The attack has a flat 50% to
                                                                  reduce each enemy in the area to 1HP. In addition, it
Maelstrom: Spirit Flame                                           knocks back foes Medium distance and has all the other
Walls of ivory fire surround the Geomancer, crackling             effects that such a gale would normally cause. This is a
with energy that’s particularly effective against the             Lightning-based magical effect.
undead. The flames deal 300% ARM damage to all foes,              Furthermore, the Elemental Terrain of the current combat
but deal 500% normal damage to Undead enemies and                 then becomes Lightning for several rounds. All Lightning-
has a 25% chance of destroying them instantly. Undead             based spells and attacks in the area – whether wielded
destroyed with Spirit Flame cannot self-resurrect as              by friend or foe – do an additional 50% damage.

FOREST                                                            MOUNTAINS
Terrain marked by extensive tree growth. Forests can              Rocky, elevated terrain with cooler temperatures and
range in size from a small wood to a sprawling rainforest,        spare, if not outright non-existent vegetation. At the
and cover a wide range of climate types. Colder, snow-            highest elevations, air temperature can drop to freezing
blown forests can use the Forest or Snow terrain sets,            levels and sharp winds frequently blow; these conditions
while moist, water-logged jungles qualify as both Forest          may qualify for the Snow terrain set.
and Swamp, depending on the party's current location.
                                                                  Offensive: Local Quake
Offensive: Elf Fire                                               Medium range. The power of the Geomancer causes the
Medium range. Blue-white flames appear in midair                  earth to shake violently, dealing 100% M.ARM Earth
around a single enemy. They dance as they sear the                damage to a single target.
target for 100% M.ARM damage, also causing a 25%
chance to Confuse.                                                Defensive: Soil Evidence
                                                                  With a soft entreaty, the Geomancer convinces the
Defensive: Wild Bear                                              mountain spirits to release their grip on the party. All
A large, blue-furred bear spirit appears, blesses a single        allies receive the effect of Float.
party member, and then vanishes. The spirit's blessing
acts like the Esuna spell, healing the target of all              Maelstrom: Landslide
negative status conditions.                                       This exertion of power causes stones, dirt, and debris of
                                                                  all kinds to be sent cascading across the battlefield. The
Maelstrom: Hell Ivy                                               wave of matter deals 300% Earth M.ARM damage to all
Thick-vined ivy with sharp, barbed thorns sprouts up all          enemies, who are also knocked back a Short range. Any
over the battlefield and strike at every opponent standing        ally affected by the negative status effect Petrify is cured
in Medium range. The vines deal 300% Earth M.ARM                  of this condition, and any enemy who took damage from
damage and cause the opponent to suffer Speed Break               Landslide is afflicted with Stop for several rounds.
for several rounds, which reduces their DEX rating by
50%, rounded up, and also halves their EVA and ACC

DESERT                                                          UNDERGROUND
Dry areas of often intense heat and relatively little plant     Covers subterranean areas both natural and artificial,
growth. Sand and dust are an omnipresent feature of the         including -- but not limited to -- caverns, tunnels, and
landscape, and are easily whipped up by passing winds.          ruined underground complexes. These environments
                                                                tend to see little sunlight, making them both cool and
Offensive: Sandstorm                                            frequently damp. Abandoned buildings above ground
A fierce gust of sharp wind and stinging sands sweeps           may also qualify for this terrain set, provided they are in
up around the Geomancer, lashing out violently at all           an advanced state of disrepair.
targets within Short Range. Roll for damage once –
200% M.ARM Earth damage is dealt to both enemies                Offensive: Snare
and allies alike in range – with the exception of the           Long range. The earth beneath the target’s feet becomes
Geomancer himself.                                              a whirling vortex, sucking it down several feet before re-
                                                                solidifying. On a successful attack roll the target is
Defensive: Quicksand                                            trapped, and inflicted with the negative status effect Stop.
The dune beneath one enemy's feet turns to liquid goo,
which tries to suck the opponent beneath the ground.            Defensive: Earth Heal
This automatically causes Stop and Stun for one round           Greenish-brown dust swirls forth from nowhere and
on a successful attack.                                         settles onto the party members, providing (2xINT)+2d6
Maelstrom: Desert Winds
The desert storms howl, plastering foes with particles of       Maelstrom: Cave-In
sand. Moving becomes difficult as flesh is slowly               With a roar and a rumble, the ceiling of the location
transmuted to stone. The attack causes Petrify to each          begins to collapse, and huge boulders rain down from
enemy in the area. This is an Wind-based magical effect.        overhead. A total of 1d6+2 boulders strike, each one
Furthermore, the Elemental Terrain of the current combat        dealing 200% ARM Earth damage. However, each
then becomes Wind for several rounds. All Wind-based            boulder strikes a randomly-determined target – which
spells and attacks in the area – whether wielded by             includes the allies of the Geomancer, but not the
friend or foe – do an additional 50% damage.                    Geomancer himself.
                                                                Furthermore, the Elemental Terrain of the current combat
                                                                then becomes Earth for several rounds. All Earth-based
                                                                spells and attacks in the area – whether wielded by
                                                                friend or foe – do an additional 50% damage.

SWAMP                                                           LAVA
Low-lying wetlands with relatively little solid ground. A       Areas of extreme heat. Typically volcanic terrain, though
swamp can be composed primarily of mud, slow-moving,            fierce blazes, industrial structures such as blast furnaces
or stationary shallow water, and often features a rich          and magical fire may qualify for this terrain set.
array of vegetation. Jungles with high levels of rainfall or    Offensive: Fire Whip
tree growth close to a body of water can also exhibit           Medium range. A globe of constantly-flickering red,
swamp-like terrain.                                             orange, and yellow streaks across the battlefield, dealing
                                                                100% M.ARM Fire damage to a single target.
Offensive: Will ‘o Wisp
A ghostly, ominous shape slowly materializes from the           Defensive: Shining Air
end of the Geomancer’s weapon. This Short-range                 Clouds of heat and steam fill the area, adding
attack deals 200% Shadow damage on a successful hit,            atmospheric conditions that creatures native to the area
and has a 25% chance to inflict the negative status effect      have never before experienced. Enemies in the Medium-
Zombie.                                                         range area (with the exception of the Geomancer) no
                                                                longer have an Immunity or Resistance to Fire damage.
Defensive: Heavy Dust                                           This effect lasts until the remainder of combat.
An eerie mystical haze rises to envelop the battlefield,
reducing the effectiveness of enemy magical attacks.            Maelstrom: Prominence
The Geomancer gains the effects of Shell for several            White-hot fury begins to explode all around you, searing
rounds, as well as all Shadow-Affiliated companions.            the sky with crimson and boiling the very ground itself. All
                                                                enemies take 400% M.ARM Fire damage.
Maelstrom: Poison Mist                                          Furthermore, the Elemental Terrain of the current combat
A massive cloud of evil, vile-smelling mist rises from the      then becomes Fire for several rounds. All Fire-based
ground to choke out the air itself. To breathe is to suck       spells and attacks in the area – whether wielded by
venom into your lungs, but as the alternative is death,         friend or foe – do an additional 50% damage.
enemies are left with little choice. All enemies are
automatically inflicted with the negative status effect
Poison until they leave the area – a Medium-range zone.

WATER                                                         COSMIC
Large bodies of fresh- or saltwater, ranging from small       This is a catch-all category for terrains that don’t fall
lakes to great rivers and the mighty ocean itself. Smaller    under any of the prior nine categories. Whether in the
water-based features, such as a pond found in a forest or     coldest reaches of space, or a dimensional rift between
a mountain stream, generally do not qualify as Water          worlds, Cosmic energy empowers the Geomancer in
terrain, unless they are prominently involved in a battle.    even the most far-reaching of realities.

Offensive: Sliprain                                           Offensive: Dark Flare
Short range. Bright light refracts in a mysterious pattern    Long range. A cannon blast of shadow energy erupts
through the water, disorienting and damaging an enemy.        from the Geomancer, ripping through a foe with
The attack deals 100% M.ARM Water damage to a                 tremendous force. Dark Flare deals 200% M.ARM
single target, and has a 25% chance to inflict the            Shadow damage to a single target, and 50% M.ARM
negative status effect Blind.                                 Shadow damage to the Geomancer.

Defensive: Waterfall                                          Defensive: Cosmic Embrace
A soft blue glow surrounds all party members, providing       With a word, the Geomancer bathes one ally in the light
(INT x 2) + 2d6 healing.                                      of all creation. The target of this Geotrance receives the
                                                              positive status effect ‘Regen’ for several rounds.
Maelstrom: El Nino                                            Furthermore, all his equipment is treated as having the
The anger of the ocean itself awakes, washing over all        Indestructible weapon property as long as the Regen
enemies in an unstoppable tidal wave. All enemies take        lasts.
300% M.ARM Water damage and are knocked back a
Medium range.                                                 Maelstrom: Great Gospel
Furthermore, the Elemental Terrain of the current combat      The light of Gaia shines down upon the battlefield – if
then becomes Water for several rounds. All Water-based        applicable, this is accompanied by a light rain. Until the
spells and attacks in the area – whether wielded by           remainder of combat, all participants (both friends and
friend or foe – do an additional 50% damage.                  foes) may perform Limit Breaks whenever they roll a
                                                              critical success of their attack roll, regardless of their
                                                              current remaining HP.

Areas of extreme cold, typically at freezing point or
below. Includes environments with high levels of
snowfall, though cold tundra and terrain such as icebergs
and glaciers also qualify for this set.

Offensive: Icicle
Medium range. Blades of extreme cold sweep upwards
from underfoot, dealing 100% M.ARM Ice damage to a
single target.

Defensive: Ice Rabbit
A small floppy-eared snow bunny appears, wiggles it’s
noses in the air, then vanishes. This simple act provides
(INT x 2) + 1d6 healing.

Maelstrom: Freezeblink
Snow, ice, and stinging cold envelop all opponents as a
veritable blizzard begins to form. The attack has a flat
50% to reduce each enemy in the area to 1HP. In
addition, it knocks back foes Medium distance and has
all the other effects that such a blizzard would normally
cause. This is an Ice-based magical effect.
Furthermore, the Elemental Terrain of the current combat
then becomes Ice for several rounds. All Ice-based spells
and attacks in the area – whether wielded by friend or
foe – do an additional 50% damage.

                                                    Job Abilities
         Master of Elements – Passive, Special                          Imbue Equipment – Special
While the Geomancer's most effective powers are best           One of the most-renowned abilities of the Geomancer is
utilized while in combat, Geomancers still have a general      to weave the threads of the elements directly into simple
ability to harness the essence of the world around them        garments. The geomancer chooses one of the following
for their own purposes. This manifests itself as a bonus       elements – Fire, Ice, Water, Wind, Earth, or Lightning –
of +2 to all skill checks in a specific skill for the          and an item – whether it be as common as a magic
Geomancer and all his allies. The skill bonus depends on       sword, simple as a rough copper ring, or extravagant as
the natural terrain around the Geomancer. Consult the          a full set of heavy armor. This is a process that takes
following list.                                                several days at the very minimum, though there have
                                                               been stories of Geomancers taking almost months to
     Plains – Riding       Forest – Acrobatics                 imbue a single item. When the imbuing is complete, the
 Underground –Thievery      Desert – Survival                  wearer of the imbued item has an Immunity to the
    Lava – Synthesis         Town – Vehicles                   chosen element – unless the wearer already possesses
  Mountains - Climbing      Swamp – Stealth                    a Weakness or Vulnerability to the Element in question,
   Snow – Awareness        Water – Swimming                    in which case the imbued item has no effect.
          Cosmic – All Lore skills                             The Geomancer may choose to imbue another item at
                                                               any time, but only one may exist at any given time, and
         Skyforged – Standard, Self                            no single person may have multiple Imbued items in their
The Geomancer can allow the natural energies of a
place flow into his weapon, allowing it to take on the
properties of the surrounding area. Whenever there is an                Primal Might – Self, Passive
Environmental Terrain active, the Geomancer can take a         The Geomancer no longer takes damage from Adverse
standard action to add the same [Element] Strike               environmental conditions, leaves no tracks in natural
property to his weapon. For example, a Geomancer               surroundings, and obtains an Immunity to natural poison.
would receive Fire Strike when in Fire Terrain. This lasts     For example, they may wade through lava without
until the end of combat or until Skyforged is used again.      suffering direct damage, or ignore the harmful gases in a
                                                               poisonous swamp. Natural, hurricane-force winds leave
         Dreamstate – Self, Special                            them untouched. They can breathe underwater with no
                                                               difficulty and will never suffocate in a small, enclosed
By meditating for roughly an hour, the Geomancer is
                                                               space. However, they can still be crushed by falling
capable of entering a trance-like state of transcendence,
                                                               rocks, wounded by made-made poisons or made ill by
where his spirit becomes one with the land itself, and he
                                                               ingesting poisoned food, among other things.
is connected to Creation in a primal, utopic sense.
In game terms, this means that the Geomancer is able to
tell the precise location of every physical object within a             Beastmaster – Self, Passive
Long Range, from the tiniest pebble to a rampaging             The Geomancer can understand and make himself
monster. The Geomancer is no longer required to make           understood by animals simply by speaking his native
Navigation skill checks until he leaves the current area,      tongue. The creatures respond with their own postures
able to always succeed on such checks if he so chooses.        and/or vocalizations – though this doesn’t make critters
Be warned, some extremely powerful magical items and           smarter, calm or loyal, most recognize a Geomancer by
beings have a dangerous resonance that can actually            this ability instantly and have enough respect that they’ll
inflict physical harm upon the meditating Geomancer if         hear the character out before defaulting to aggression,
his spirit comes into direct contact with it.                  panic, or indifference. However, most creatures will
                                                               generally attempt to be helpful. This is different than
         Geowareness – Slow, Local                             knowing the Monster Talk language, which allows
Even in the busiest metropolis, the pulse of creation          players to communicate with creatures that, while
resonates. Upon obtaining this ability, Geotrance can          intelligent, simply cannot speak the Common Tongue.
now be used as a Standard action instead of a Slow             Beastmaster allows the Geomancer to hold intense,
action. Furthermore, the gentlest touches of displaced air     interesting and logical conversations with critters
now warn the Geomancer when danger approaches, and             normally lacking the intelligence to do so.
give ample time to prepare accordingly. This drastically       Additionally, this ability provides a +1 bonus to Ride
reduces the risk of a Preemptive attack.                       checks in most situations.

                                                                        Resist Petrify – Passive
         Intuitive Magic – Special                             Those who can shape the very earth will never find
The Geomancer can call upon the primal force of
                                                               themselves entrapped by it. Upon obtaining this Job
creation itself, commanding the elements for mundane
                                                               Ability, the Geomancer gains Immunity to Petrify.
tasks. They have the ability to use Intuitive Magic as if
                                                               Whenever the Geomancer would normally become
they were a mage, able to mimic any effect they have
                                                               Petrified, they may make an immediate Counterattack,
access to with Geotrance for noncombat functions.
                                                                either a standard physical attack or a Geotrance.

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

Max Attribute Modifiers
STR: +15
DEX: +15
VIT: +15
INT: +15
CHA: +15

HP/level: +6
MP/level: N/A
Weapons: Brawl, Staves
Armor: None
Skill Points: 16
ACC Bonus: 2
EVA Bonus: 6

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

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

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

                                                      Job Abilities
         Shockwave – Standard, Special                                     Martial Mastery – Special
The Monk gathers their Ki, then slams his fist into the           The Monk has studied under various teachers and thus
ground and releases the accumulated energies in a wave            possesses a vast array of techniques. Upon taking
of force, erupting in a shower of rocks and debris.               Martial Mastery, choose an additional type of martial art
The attack can either travel in a straight line and damage        from the Monk’s Innate ability that the character
one target up to a Long range away, or the Monk can               possesses.
use the ability as a Local attack to effect all enemies,          Alternatively, the character has studied under a sensei
allies and objects (excluding himself) within Medium              who taught him an extremely obscure form of martial
Range.                                                            arts, or perhaps he has begun to formulate a style
Regardless of how Shockwave is used, the Monk makes               completely his own. If you so choose, you may work with
a normal attack roll against each target in the blast             your GM to develop a specific style and the bonuses
seperately – if successful, it deals 100% Earth ARM               associated with it.
damage. Furthermore, the monk must also make a                    This ability may be taken multiple times.
Strength check to determine the level of destruction
caused to the surrounding area, based on the path the                      Focus – Passive, Self
Shockwave traveled through. (see p.133 for more                   Using their Ki to supplement a repertoire of already-
information on objects and hardness)                              formidable martial arts, the Monk becomes faster,
This ability may be used a number of times per session            precise, and more accurate. Upon obtaining this ability,
equal to the Monk's STR rating.                                   the Monk recieves a permanent +1 bonus to both their
                                                                  ACC and EVA scores. This ability may be taken multiple
          Counter - Passive                                       times.
Moving with superior speed, the Monk is able to make
devastating counterattacks. Whenever the character is                      Shatter Armor – Standard, Single
dealt ARM damage by an opponent within Short Range,               After making a successful melee attack, the Monk may
he has a 25% chance to Counterattack the enemy that               choose deal 0 damage and instead, destroy the armor or
struck the blow. No attack roll is required, but the              shield the target currently has equipped. The Monk
Counterattack cannot be a critical hit.                           makes a STR check opposed by the opponent’s STR or
Finally, attacks from other Monks cannot be countered.            VIT, whichever is higher. If the Monk wins the armor is
Instead, whenever a Counterattack would take place,               destroyed, and if the foe wins there is no effect. Broken
instead of striking back, the Monk blocks the incoming            equipment can usually be recreated for 25% of their
attack and reduces ARM damage taken to 0.                         normal price – half what it would cost to create armor
This ability can be taken multiple times, increasing the          from base materials. It still takes several days or more,
percentile chance to Counterattack up to 100%.                    and many targets without armor are exceptionally
         Formless Strikes – Passive                               This ability may only be used once per session.
Legends speak of Monks who, in their great age,                   Armor with the Indestructible property is immune to this
possess a sliver of understanding about the greater               attack.
workings of the cosmos. This extraordinarily powerful
ability gives credence to such stories – it is said that                   Chakra – Slow, Self
some Monks can strike at their opponent’s Ki directly,            One of the most renowned abilities of the Monk, they are
brutalizing their foe’s spirit instead of their physical body.    able to tap into their inner strength to cleanse their
A Monk may choose to have his attacks deal                        bodies of impurities and damage. All negative status
nonelemental magical damage instead of physical                   effects are removed and the Monk regains 25% of their
damage if he wishes at any time. The type of damage               total HP. This ability may be taken multiple times,
done must be declared prior to making an attack roll.             increasing the percentage of HP the Monk regains up to
                                                                  100%. This ability can be used a number of times per
         Aura Bolt – Slow, Single                                 session equal to the Monk's INT rating.
The Monk fires a powerful beam of blue-white energy
from their palms, cutting into the target at Medium range.                 Hamedo – Passive
Make a normal attack action which deals 200% Holy                 The Monk has taken the ability to counterattack his foes
M.ARM damage and causes a Medium Range                            to an entirely new level, able to anticipate blows and
knockback. This ability may be used a number of times             respond with brutal retribution even before they land.
per session equal to the Monk's INT rating.                       After obtaining Hamedo, rather than counterattacking
                                                                  after damage is calculated, the character may perform a
                                                                  Counterattack as soon as a foe makes an attack that
                                                                  beats their EVA score, and prior to damage being
                                                                  determined. In addition, Counterattacks made by the
                                                                  Monk now also cause a Short Range knockback. This
                                                                  effectively negates the opponent’s attack.

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

Max Attribute Modifiers
STR: +10
DEX: +15
VIT: +10
INT: +5
CHA: +15

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

Epic Ability: Oblivion - Instant, Self
Ninjutsu is about many things – deception, stealth, and sacrifice – but most importantly, it is about fear. This ability
embodies a ninja’s greatest strength – to forever weaken those who choose to face them in single combat.
Until the end of the current combat, whenever a Ninja deals damage, it also permanently reduces the target’s
maximum health by the same value.

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

                                                        Job Abilities
          Mobility - Passive                                                 Shatter Weapon – Standard, Single
After obtaining this ability, the Ninja receives an                 Ninjas are renowned for a variety of unique – and often
automatic +2 to his Athletics skill.                                dirty – tactics. This ability is one of the most renowned in
If the ninja has a passive Climb skill of 5 or more he can          a ninja’s repertoire.
now ascend almost anything, scaling sheer, vertical cliffs          After making a successful melee attack, the Ninja may
and moving along rooftops without handholds as quickly              choose deal 0 damage and instead, shatter a weapon
as they can run. Gravity is not a factor, and falling is            the target is currently holding. The Ninja makes a STR
almost never a possibility – only spells, abilities and             check opposed by the opponent’s STR or DEX,
attacks that would cause a knockback effect on those                whichever is higher. If the Ninja wins the weapon is
standing on normal terrain will shake the Ninja from his            destroyed, and if the foe wins there is no effect. Broken
perch.                                                              weapons can usually be reforged for 25% of their normal
If the Ninja has a passive Acrobatics skill of 5 or more,           price – half what it would cost to create a weapon from
he can move across the surfaces of water.                           base materials. It still takes several days or more, and
This ability may be taken multiple times, increasing the            many targets without their weapons are helpless indeed.
bonus to Athletics by +2 each time.                                 This ability may only be used once per session.
                                                                    Obviously, weapons with the Indestructible property are
          Shadowbind – Passive                                      immune to this attack.
Though many of a Ninja’s foes will contemplate fleeing,
this ability ensures they stay precisely where the Ninja                     Nightfall – Instant, Special
wants them. After obtaining this maneuver, whenever                 After activating this ability, the Ninja may Throw up to
you successfully damage your foe with the Throw ability             three Shruiken with a single standard action this turn.
or a ranged attack, there is a 25% chance that the target           Remember that Shruiken generally do (DEX x 1) + 1d6
will be inflicted automatically with the negative status            damage. This attack may be split between multiple
effect Stop, lasting until the beginning of your next turn.         targets if the user chooses.
                                                                    No attack roll is needed, and the damage dealt is
          Sunken State – Slow, Self                                 unaffected by ARM. If the Ninja chooses to throw the
After utilizing this ability, the effective Stealth of the Ninja    maximum three Shruiken against a single foe and the
is increased by +1, or +2 if under the cover of darkness            attack succeeds, then this ability will also interrupt most
and shadow. The effects of Sunken State are lost as                 special techniques that monsters and bosses possess,
soon as the Ninja performs a combat-based action (such              such as Unusual Defense, Final Attack, and
as using a different Job ability or attacking), or upon             Counterattack, as if the Ninja used a Teamwork Attack.
taking damage. Furthermore, the EVA score of the ninja              (See the Bestiary for more information on enemy techniques,
is increased by their (newly adjusted) Stealth skill.               and p.121 for details on Teamwork Attacks).
This ability may be used a number of times per session              This ability may be used a number of times per session
equal to the Ninja’s CHA rating, and lasts until broken.            equal to the Ninja’s INT rating and can target foes up to a
                                                                    Medium range.
          Shadow Blade - Passive
The Ninja uses finesse and speed in combat, even with                        Ninjutsu Tool Mastery – Passive
larger weapons that normally require strength to use                A Ninja with this ability specializes in the unique – and
effectively. The character may now calculate damage                 usually illegal – tools and methods passed down from
with DEX instead of STR when using any melee weapon.                clan to clan for generations, and knows where to obtain
                                                                    them through underworld contacts.
                                                                    Smoke Bombs, Skeans, Shruiken and Darts can be
          Return Fire – Passive, Self                               purchased at 50% their normal price. Furthermore, all of
With their superior dexterity, a Ninja can attempt to grab          these items (when carried by the Ninja) act as though
incoming projectile attacks and hurl them back at the               they have the ‘Concealable’ weapon property, making
original thrower. Keep in mind that this Ability can only be        them impossible to spot with anything less than an
used to catch thrown or launched weapons that are                   impressive (difficulty 13) Awareness check.
tangible, such as bullets, shuriken or arrows. Intangible           Lastly, the ninja may carry any number of these items at
items (such as bullets or needles from the 1000 Needles spell)      a time, and they don’t count toward the maximum
cannot be caught, as they are not in a state of matter that         number of items a character may have in his inventory.
can be palmed when they reach the Ninja's grasp.
Every time the Ninja is targeted with a projectile attack,
there is an unmodified 50% chance of catching it before
                                                                             Unspell – Slow, Single
                                                                    With a simple two-fingered gesture, the Ninja strips his
it hits. If successful, the Ninja will take no damage and
                                                                    foe of any magical protections. This ability functions
will immediately use the Throw ability in conjunction with
                                                                    exactly like the Dispel magic, removing all positive status
the caught object as an instant action.
                                                                    effects that currently affect the target, though it requires
This ability may be taken a second time, increasing the
                                                                    no MP to use. This ability can be used once per session
chance to 100%.
                                                                    and can affect targets up to a Medium range.

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

Max Attribute Modifiers
STR: +10
DEX: +5
VIT: +15
INT: +10
CHA: +15

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

Spell Rank               Level
     1                   1, 2, 4
      2                 6, 9, 12
      3                 15, 18
      4                 21, 24
      5                    28

Epic Ability: Invincible – Instant, Self
Of all the powers in all the world, none is as simple, and flawless, and all-encompassing, as the Paladin’s.
By spending 3 or more points of Destiny, a Paladin may instantly negate all damage and effects from all attacks. The
effects of this ability last for a number of rounds equal to the number of Destiny expended in its usage, negating all
damage and negative effects taken for the duration.
In addition, while Invincible is active, all damage dealt from the Paladin is treated as Holy M.ARM damage. All
damage taken from effects such as Cover is also nullified while the Paladin is Invincible.
This Epic Ability may be used at any time, even when it isn’t the Paladin’s turn.

Innate Ability: White Magic– Instant, Self
Though inferior to a true White Mage, a Paladin is capable of wielding a large amount of Holy energy, channeled
through their blades and bodies.

                                                    Job Abilities
         Cover – Instant, Special                                       Pure Soul - Passive
Though a powerful natural combatant, a Paladin's               With this ability, a Paladin gains a powerful resistance to
training also takes into account the well-being of their       enfeebling magic. All negative status effects against the
allies, teaching them to sacrifice themselves if another's     Paladin (except Fear and Unconscious) have an
life is at stake. When using Cover, the Paladin chooses        automatic 25% chance of failure, regardless of
an ally to be covered; for the remainder of the battle, the    circumstance. Whenever the Paladin would normally
Paladin will automatically leap in front of the ally in        become afflicted with a Status Effect that they then
question whenever they are struck by Physical Damage,          negate, they may make an immediate physical
assuming the terrain and distance between the two              Counterattack. This ability may be taken multiple times,
allows for such an action, at the GM's discretion.             up to a maximum of 100%.
All Covered damage that would be taken by the ally is
instead applied to the Paladin (using the original target’s             Astra – Instant, Single
ARM and M.ARM scores), after which point the Paladin           The Paladin is capable of protecting an ally by focusing
will return to their original location. Once Cover has been    his will to create a magical shield. The target ally negates
used, the Paladin has no choice in whether or not they         all effects and damage from the next attack they receive,
wish to take the damage. The Paladin may only Cover            at which point the benefit of Astra is lost. This ability
one ally at any time. Cover may only be initiated on the       cannot be used on the Paladin, nor can more than one
Paladin's turn, and they may only choose to stop               ally have the benefits of this ability at any given time.
Covering their ally or choose a new target to Cover on         However, Astra can be used even when it is not the
their turn, as well.                                           Paladin’s turn.
                                                               This ability may be used once per session.
         Holy Circle – Standard, Local Allies
The Paladin raises his blade to the sky, parting the                    Leadership – Passive, Local
clouds to encase the party in a beam of divine light. This     You will combat evil even to the ends of the earth, and
ability grants the Paladin and his allies the Undead Killer    are a symbol of hope for your comrades. The Paladin, all
ability on any weapon they wield for a number of round         allies and friendly humanoids are Immune to Fear,
equal to the Paladin’s VIT rating. Undead Killer allows        Berserk, and Charm when they are within a Medium
them to inflict 200% damage against Undead-type                Range of you.
monsters with all attacks.                                     A Fighter with the Berserker ability may still use it to
This ability may only be used once per session.                willingly afflict himself with the Berserk status, and former
                                                               foes who have been Charmed to fight on your party’s
         Shield of Light – Instant, Self                       side are also unaffected.
The Paladin glows with a heavenly light and braces
themselves. If the Paladin takes damage before the start                Saint’s Cross – Passive, Local
of their next turn, they retaliate, making an immediate
                                                               The mere presence of the Paladin helps spur allies
counterattack that deals 100% M.ARM Holy damage that
                                                               towards greatness and lessen the damage they take
ignores M.ARM and Shell. If the Paladin has a shield
                                                               from magic-based assaults. The character and all nearby
equipped, the damage is increased to 200%. This ability
                                                               allies receive an automatic bonus to M.ARM equal to the
may be used a number of times per session equal to the
                                                               Paladin’s job level. Furthermore, whenever the Paladin
Paladin’s INT rating.
                                                               or any ally increases their Affiliation to Holy, they move
                                                               one additional step.
         Last Stand – Passive, Self
When the Paladin is at 25% or fewer HP he receives                      Radiant Aura – Instant, Group
200% healing from all White Magic spells and the Auto-
                                                               The Paladin glows with a divine, astral light, causing foes
Regen status. In addition, all damage dealt while the
                                                               to recoil and shield their eyes.
Paladin is at 25% health or less is treated as ARM Holy
                                                               All enemies within a Short Range of the Paladin are
                                                               afflicted with the negative status effect Blind until Radiant
                                                               Aura ends – even if the target is normally Immune to
         Sentinel – Special                                    Blind. Furthermore, while Radiant Aura lasts, the Paladin
More than one Paladin has lamented the difficulty of           gains the Indestructible property on any Heavy Armor he
channeling magic while dealing with monsters intent on         may be using, including Shields.
using you as a toothpick. Whenever a character with this       Radiant Aura lasts for a number of rounds equal to the
ability would lose his Slow-casting spell due to a             Paladin’s CHA rating. This ability may be used once per
knockback, critical hit, etc, he may choose to use             session and may be used at any time, even when it isn’t
Sentinel and continue casting. If multiple sources of          the Paladin’s turn.
damage attempt to interrupt the cast, then Sentinel must
be used multiple times. This ability may be used a
number of times per session equal to the Paladin’s CHA

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

Max Attribute Modifiers
STR: +5
DEX: +15
VIT: +10
INT: +15
CHA: +10

HP/level: +3
MP/level: N/A
Weapons: Bows, Daggers, Guns
Armor: Light, Medium
Skill Points: 16
ACC Bonus: 1
EVA Bonus: 6

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

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

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

                                                       Job Abilities

          Take Aim - Slow, Single                                           X-Fight – Slow, Special
Take Aim uses training and patience to find the perfect            Letting loose with everything he’s got, the Ranger can
moment to attack. The Ranger is able to track his target           unleash a rapid fire volley of attacks to his opponents,
perfectly, capable of landing shots even in situations             firing up to four times. The Ranger makes four normal
where it would seem impossible. When using Take Aim,               attacks, targeted on either one or multiple enemies. Each
the Ranger automatically hits the target for 100% ARM              attack does only 50% of normal damage, however, and
damage. Take Aim cannot be a critical hit.                         none of the attacks can be a critical hit.
This ability can also be used outside of combat for                This ability may be used a number of times per session
precise and silent aimed shots, such as firing a grappling         equal to the Ranger’s STR rating.
gun up a castle wall.
                                                                            Camouflage – Passive
          Charge - Slow, Single                                    The Ranger is at home in his environment, able to deliver
Another method used to increase the effectiveness of a             precise shots without being detected. You may add half
Ranger’s assault is simply to wait for a perfect shot. This        of your Survival skill (rounded up) to your Stealth skill on
is a normal attack action which deals 150% ARM                     all checks.
damage. A hasted Ranger can still choose to perform
Charge as a Slow action if they so choose.                                  Trick Shot – Passive
                                                                   The Ranger is a master marksman, capable of making
          Disabling Shot - Standard, Single                        ranged attacks that initially seem impossible. By
The Ranger fires a well-placed, crippling shot intended to         declaring a Trick Shot, the Ranger is capable of ‘banking’
cripple the target’s fighting ability. Make a normal attack        a ranged attack off of surfaces before it reaches its
action – on a successful hit, the target takes no damage           target. For each surface a Ranger wishes to bounce a
but takes additional penalties depending where the                 shot from, add -1 to the final result of the attack roll.
Ranger was aiming. Obviously, some creatures will be               Thus, a Ranger could shoot around a corner by banking
unaffected by this ability – take size, lack of appendages,        a bullet off of a wall at a -1 penalty, or fire a bullet that
and similar considerations into account.                           bounces off several walls and shatters every source of
Arms: The target drops any contents currently held in              light in the room at a much higher penalty, or other such
one hand, as chosen by the Ranger. This could by a                 feats. This ability, of course, may be used in conjunction
weapon, a shield, or an item. If the target is using a two-        with any other Ranger ability. The Trick Shot is
handed weapon, the chances of the weapon being                     ineffectual if the attack roll misses – in the above
dropped are reduced to 50%. A character usually needs              example, a ranger would not be able to extinguish only
to make a standard action to recover a dropped item; see           one or two light sources on an almost-successful
the Disarm shared job ability for more information.                attempt.
Legs: The Target cannot Escape from combat with
spells or abilities, nor can they attempt to Run Away.                      Blackout – Passive
Vitals: The enemy suffers a -2 penalty to their ACC or             There are a myriad of viable weak spots on an
EVA score, (Ranger’s choice) until the end of combat.              unsuspecting target, but several of them are more
                                                                   appealing targets than others. The Ranger is treated as
          Aerial Maneuver – Passive                                always having the Blind Touch property on any ranged
Though showy and ostentatious, a Ranger with this                  weapon he wields.
ability is capable of making precise shots delivered while
jumping, diving, or free-falling, and ignores all associated                Sidewinder – Instant, Special
penalties when doing so. Furthermore, after being                  The Ranger lets loose a barrage of extremely powerful
affected by a knockback or while in midair (after leaping          missile attacks that send a foe hurtling backwards,
from a great height for example, the ranger cannot, say, hop in    attempting to pin them to a wall or the ground. After
place to obtain this bonus), the Ranger receives a +2 bonus        using Sidewinder, the Ranger’s next successful attack
to his EVA score until the end of his next turn when he            also causes a Medium Range knockback and causes
lands.                                                             Stop for one round. This ability may be used a number of
                                                                   times per session equal to the Ranger’s STR rating, and
          Resist Sleep – Passive                                   can only be used in conjunction with ranged attacks.
Ever-vigilant, a Ranger is far too perpetually alert to find
himself magically coerced into dozing off. After obtaining                  Advice – Standard, Group
this ability, the Ranger is immune to Sleep, and also no           The character takes a moment to locate an enemy’s
longer requires any sort of nightly rest whatsoever. They          weak point and announces it to his allies. Until the end of
can remain awake 100% of the time and suffer no ill                the Ranger’s next turn, all attacks ignore a single foe’s
effects. Whenever the Ranger would normally become                 ARM and M.ARM scores.
afflicted with the Sleep status effect, they may make an           This ability may be used a number of times per session
immediate Counterattack.                                           equal to the Ranger’s INT rating

                                                     RED MAGE
The Red Mage is the classic jack of all trades, a profession whose versatility stands in stark contrast to the
regimented, often restrictive training of other Mage Jobs. Indeed, rather than keeping their examinations confined to a
single school of magic, these versatile spellcasters satisfy curiosity (and often, boredom) by dabbling in a little bit of
everything. Still, as the manifesto goes, they are the jack of all trades - but masters of none. Their versatility comes at
the cost of power; but power is rarely the final goal of a Red Mage, as most prefer to dedicate their lives to the
constant pursuit of the unachievable.

The quintessential free spirits, Red Mages tend to dress elegantly and flamboyantly, using the romantic idealism of
swashbucklers as a template. This carries over into their choice of arms; they are particularly adept with bladed
weapons, preferring to fight with rapiers, sabers, daggers, and other weapons that allow them to take full advantage
of the additional mobility afforded by their light armor. Though other spellcasters may find Red Mages a little too
flighty for their liking, there is no denying that their palette of abilities is a potent one.

Max Attribute Modifiers
STR: +10
DEX: +10
VIT: +5
INT: +15
CHA: +15

HP/level: +2
MP/level: +1
Weapons: Swords, Daggers, Staves
Armor: Light, Medium
Skill Points: 18
ACC Bonus: 1
EVA Bonus: 6

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

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

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

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

                                                     Job Abilities
         Mystical Assembly - Special                                        Runic – Standard, Local.
A character with this ability is an artisan of no small          The Red Mage uses their weapon as a sort of magical
talent, capable of weaving magical energies into                 lightning rod, focusing a spell's own magic power into
weapons, armor and other knickknacks with greater ease           their body. Runic absorbs and negates the first spell cast
than most.                                                       in the Red Mage's presence, be it from friend or foe. Use
Choose a type of Synthesis Skill when you take this              of Runic lasts until the Red Mage either successfully
ability. When using that skill, the total Gil cost is reduced    absorbs a spell or makes another action. Summons
to one-third of the normal item price instead of one-half.       cannot be captured by Runic, nor can Global spells. This
                                                                 ability may be used a number of times per session equal
         Steal Heart – Standard, Self                            to the Red Mage’s VIT rating.
With little more than a tip of his hat and a charming
smile, the Red Mage can get precisely what he or she                      Convert – Passive, Self
wants – even if it means turning a newly-enraptured foe          True masters of Runic are capable of not only forcing the
against their former allies to save the mage’s skin. The         spells they absorb into their own bodies, but converting
character chooses a single Humanoid-type foe of the              the energy into a form usable by them. After obtaining
opposite sex (or otherwise potentially interested),              this ability, after a spell is absorbed by Runic, the Red
designates it to be the target, then makes an opposing           Mage gains MP equal to the spell’s casting cost.
CHA check. If the Red Mage is successful the target is
affected by the status effect Charm until the end of the                  Return Magic - Special
current combat or until the Red Mage has departed. This          Rather than merely being able to absorb a spell to
effect is broken if the Red Mage or any of his allies attack     prevent its effects, the Red Mage may now redirect the
the creature in question.                                        same spell back to its caster. In a situation where the
Steal Heart may be attempted only once per combat, and           Red Mage has absorbed a spell using Runic, he may
a maximum number of times per session equal to the               choose to launch it back upon the original caster, using
Red Mage’s CHA rating.                                           the Red Mage's attribute modifiers instead. Returned
                                                                 spells only affect the original caster, even if it was
         Crimson Seal – Instant, Self                            originally a Group spell. Return Magic cannot activate if
The diverse nature of the Red Mage limits maximum                the Red Mage is Sealed, and counts as a ‘Reflected’
spellcasting capabilities compared to mages dedicated to         spell for the purposes of calculating damage from the
a particular form of magic. To compensate for this, Red          Overwhelm ability.
Mages have developed a method to cast spells much
more rapidly than their single-school brethren. While                     Overwhelm - Special
most spells are Slow actions - that is, they don't activate      Red Mages exult in the sheer power of free flowing
until the start of the user's next turn - Red Mages have         magical energies, and nothing is more ripe for
undergone a great deal of training to speed up their             harnessing than spells that ricochet wildly after bouncing
spellcasting to be superior to other mages. After                off a Reflected target. Even if it isn’t his turn, the Red
activating Crimson Seal, casting any non-summon spell            Mage can declare he’s using Overwhelm whenever any
now takes only a Standard action as opposed to a Slow            spell is Reflected. After doing so, the spell will deal 200%
Action.                                                          of its original damage or healing. This ability may be
This ability may be used a number of times per session           used a number of times per session equal to the Red
equal to the Red Mage’s CHA rating.                              Mage’s INT rating.

         Resist Charm – Passive                                           Natural Aptitude - Special
Amateurs. After obtaining this ability, the Red Mage is          The Red Mage is experienced and worldy, having
immune to the effects of Charm, an Entertainer’s Flirt           dabbled in even the most obscure skills.
ability, and may shrug off coercion to act in a certain way      Whenever the Red Mage employs a skill that he has
when the Sexy trait is targeting the Red Mage. Many Red          invested two or fewer points into, he is treated as having
Mages still allow themselves to be manipulated in these          exactly two points in it instead. This applies to standard
ways, preferring the swashbuckler-like ‘romance’ behind          skills, ‘nonexistant’ skills such as Lore (Tapestries),
it all.                                                          bonuses to accuracy when using an unfamiliar weapon,
                                                                 and even the most obscure Lore and Synthesis types.
         Magic Burst - Passive, Self
Following up a dazzling burst of magic with a physical                    Sagacity- Special
strike is standard fare for these versatile casters.             The character is a Sage, and has dabbled in even the
Whenever the Red Mage makes an attack roll against a             most obscure magical arts. Sages have obtained the
target that was affected by one of their spells in the same      ability to cast Time Magic or utilize Summoning magic.
round, they receive a +2 bonus to their ACC and EVA              (See the White Mage ability of the same name for rules on
score until the start of their next turn.                        Summoning.) This ability can be taken multiple times.

Samurai are tradition-bound warriors with deep beliefs in what is known as Bushido. Literally translating to 'the path of
the brave warrior', the Samurai's code of martial conduct is one which stresses bravery, honor, chivalry and self-
discipline in as well as out of battle. A Samurai is a versatile combatant; though many Samurai are also trained in the
arts of mounted combat and archery, able to engage their opponents up close as well as at a distance, their weapon
of choice is the Great Katana.

Skilled swordsmen, the secret of the Samurai's success with their weapon of choice lies in its construction; the metal
of the katana entraps a nature spirit, or ‘Kami’, bound to the weapon during the forging process. Learning how to free
these imprisoned spirits in order to channel their energies into an attack is an integral and long-winded part of the
Samurai's training; those Samurai who distinguish themselves through their accomplishments in battle will eventually
learn to expand this talent into harnessing the power of free-roaming Kami of earth and the elements into ever-more
devastating effects. They are often seen moving bare-footed over lakes on cushions of water spirits or travelling
through the bitterest cold cloaked by fire Kami; such mastery.

Max Attribute Modifiers
STR: +15
DEX: +15
VIT: +10
INT: +5
CHA: +10

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

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

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

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

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

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

                                                     Job Abilities

         Warding Circle – Standard, Local Allies                          Armor Break – Slow, Single
There is no greater blight on this earth than the Fiends,        A conflagration of blue flames blazes the enemy, searing
creatures of supernatural descent serving the forces of          flesh and bone. Make a normal attack action. If
evil. The warriors of Bushido seek to rectify that. This         successful, the foe is afflicted with Armor Break, which
ability grants the Samurai and his allies the Fiend Killer       reduces his VIT rating by 50%, rounded up. The foe’s
ability on any weapon they wield for a number of round           maximum health is reduced by half. The effects of this
equal to the Samurai’s VIT rating. Fiend Killer allows           last until the end of combat, and some bosses may be
them to inflict 200% damage against Fiend-type                   immune to this ability.
monsters with all attacks. This ability may only be used
once per session.                                                         Third Eye – Instant, Self
                                                                 When used, all damage and effects from a Single-
         Magic Break – Slow, Single                              targeted physical or magical attack will be negated.
The world seems to darken as the Samurai propels a               Ineffective against limit breaks, multi-hit abilities, and
glowing silver sphere of energy at the target. Make a            some Boss abilities.
normal attack action. If successful, the foe is afflicted        This ability may be used at any time, even when it isn't
with Magic Break, which reduces his INT rating by 50%,           the Samurai's turn, and may be used a number of times
rounded up. All magical INT-based damage and healing             per session equal to the Samurai’s INT rating.
is halved. The effects of this last until the end of combat,
and some bosses may be immune to this ability.                            Ikishoten - Passive
                                                                 Of all the types of warriors that scatter the land, none is
         Iaido - Passive                                         more dangerous in single, one-on-one combat than a
Iaido is the smooth, controlled art of drawing a blade           Samurai. Increase all damage by one step - if a
from its sheath, striking an opponent, removing blood            character's attack was to do
from the blade, and then replacing the sword in the              (STR x 1) points of damage, it would now do
scabbard in a single motion.                                     (STR x 2) instead, and so on. This ability is only active if
By learning this art of graceful strikes, a Samurai              all of your allies are unconscious, or you battle a foe
becomes more adept at calling forth a blade’s true power         without their assistance.
without damaging the sword.                                      This ability can be taken multiple times, increasing the
Whenever a Samurai uses Draw-Out, there is now a 25%             damage by one additional step each time.
chance that the katana will not be destroyed and that
Draw-Out can be used again with the same weapon.                          Soul Break – Slow, Single
This ability can be taken multiple times, up to a maximum        Intangible cherry-blossoms swirl around the target,
percentage of 50%.                                               burning into his very soul. Make a normal attack action. If
                                                                 successful, the foe is afflicted with Soul Break, which
         Speed Break – Slow, Single                              reduces his CHA rating by 50%, rounded up. Any
An angry swarm of red and blue energy emerges from               magical resistances, such as Absorbency or Immunity,
the katana, ripping into the Samurai’s foe. Make a normal        are lessened by one step. For example, an Immunity
attack action. If successful, the foe is afflicted with Speed    becomes a Resistance instead. Furthermore, all CHA-
Break, which reduces his DEX rating by 50%, rounded              based damage is halved The effects of this last until the
up. The target’s EVA, ACC, and all DEX-based damage              end of combat, and some bosses may be immune to this
is halved. The effects of this last until the end of combat,     ability.
and some bosses may be immune to this ability.
                                                                          Two-handed Grip - Passive
         Flawless Form – Passive, Special                        Samurai have spent many years learning to fight with
The Samurai eschews the use of armor, garbing himself            their single, chosen weapon, and they can use it to
in humble, simple garments that never hinder the                 deadly effect. A Samurai cannot be disarmed if he does
character’s movements – they use superior                        not choose to be, whether through spells, limit break
swordsmanship to parry and deflect attacks.                      effects, or combat maneuvers. In addition, the weapon
When not wearing Armor of any type, the Samurai is               receives the Indestructible property.
treated as having an ARM and M.ARM score of equal to
double his current level. Thus, a level 8 Samurai would
have 16 ARM and M.ARM. When the character reaches
                                                                          Power Break – Slow, Single
                                                                 An unearthly whisper seems to flow from the Samurai’s
level 20 or higher, the bonus granted from Flawless Form
                                                                 blade which brings even the strongest foes down. Make
is triple the character’s level instead. A level 25 Samurai
                                                                 a normal attack action. If successful, the foe is also
would have 75 ARM and M.ARM.
                                                                 afflicted with Power Break, which reduces his STR rating
Often, the defenses granted from Flawless Form are
                                                                 by 50%, rounded up. All physical STR-based damage is
equal to or better than he would obtain from purchasable
                                                                 halved. The effects of this last until the end of combat,
                                                                 and some bosses may be immune to this ability.

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

Max Attribute Modifiers
STR: +5
DEX: +15
VIT: +10
INT: +10
CHA: +15

HP/level: +3
MP/level: N/A
Weapons: Dagger, Sword, Brawl
Armor: Light, Medium
Skill Points: 18
ACC Bonus: 0
EVA Bonus: 8

Epic Ability: Master Thief - Instant, Self
At the pinnacle of their livelihood, the perks to becoming a Master Thief (even for a moment!) are twofold.
First, the activation of this ability turns the Thief into a blur of motion, capable of evading all physical attacks. They are
treated as having an impossibly high EVA score, but can still be automatically struck (by a critical hit or the Ranger’s
Epic Ability, for example) and damaged by magic.

Secondly, Master Thief allows the user to expand the list of things he can steal from a hapless opponent even further
– whilst this epic ability is active, the user may use their Innate Ability to Steal Exp or Steal HP from their target! Steal
HP and Steal Exp may only be attempted one time each per usage of this Epic Ability, successful or not.
When you successfully Steal HP (with a standard Thievery roll opposed by STR or DEX, as outlined in the Innate Ability
paragraph below) the target loses 50% of their remaining hit points, which are added to the Thief’s total hp directly.

Stealing Exp functions much the same way – the target loses 1 EXP and the Thief gains 1 permanently. If the target
is a monster (who generally do not possess EXP) or the loss of an experience point would cause the target to lose
their most-recently-gained level, the target does not suffer any loss – but the Thief still gains 1 point of experience

This Epic Ability may be used at any time, even when it isn’t the Thief’s turn.
Master Thief lasts until the Thief takes damage.

Innate Ability: Steal - Standard, Single
The hallmark of the Thief is the ability to Steal from anyone, anytime, anywhere - including in the midst of battle. You
may use the Thievery skill to pickpocket in combat, and with a much wider variety of possibilities at the GM’s
discretion; often everything from snatching your opponent's weapon to the clothes off his back, proving once and for
all that the hand is indeed quicker than the eye.

In order to Steal in the midst of combat, an opposed check is required – the Thief rolls his Thievery skill versus the
opponent’s STR or DEX rating, whichever is higher. A success means that the Thief managed to nab his chosen
prize, where a failure means that Steal has no effect.

                                                    Job Abilities

         Flee – Standard, Self                                          Mug – Passive
Nothing – no, NOTHING – catches a Thief. Upon using            No longer content with simple larceny, the Thief has
this ability as a Standard action, the Thief may move a        achieved the pinnacle of armed robbery, able to deliver
Long Range. Alternatively, this ability may also be used       punishing blows to his enemies even as he rifles through
to grant each party member a +2 bonus for one round            unprotected pockets. Whenever you roll a critical hit, you
when making Escape checks to Run Away from combat.             may also steal gil or items from the enemy, at the GM’s
                                                               discretion. Obviously, most non-humanoid creatures will
         Catch – Passive, Self                                 not be carrying currency. Normally, (100 x Enemy’s
An indirect method of stealing, doubling as a means of         Level) gil can be stolen on a successful Mug, though
protection, the Thief can attempt to grab incoming             some foes may be carrying more.
projectile attacks. Keep in mind that this Ability can only
be used to catch thrown or launched weapons that are                    Resist Stop – Passive
tangible, such as bullets, shuriken or arrows. Intangible      The first lesson a Thief learns is simple; never, ever let
items (such as needles from the 1000 Needles spell) cannot     them catch you. Upon obtaining this Job Ability, the Thief
be caught, as they are not in a state of matter that can be    gains Immunity to Stop.
palmed when they reach the Thief's grasp.                      Whenever the Thief would normally become Stopped,
Every time the Thief is successfully targeted with a           they may make an immediate physical Counterattack, or
projectile attack, there is an unmodified 50% chance of        attempt to Steal from the opponent as per their innate job
catching it before it hits. If successful, she will take no    ability.
damage and will now own the caught projectile, if
appropriate. If the attempt fails, the Thief will take                  Assassin's Kiss – Passive
damage as usual, and the item will be unaffected by the        The Thief is capable of taking advantage of helpless
attempt to catch it.                                           foes, and able to perform vicious strikes. When striking a
The Thief must have at least one free hand and be              target who is affected by the negative status effects Stop,
aware of the attack in order to Catch a projectile. This       Stun or Sleep, is unconscious, or otherwise denied their
ability may be taken a second time, increasing the             EVA score, your damage is increased by one step. That
chance to 100%.                                                is, a weapon that would normally do (DEX x 1) points of
                                                               damage would now do (DEX x 2), and so on. Targets
         Treasure Hunter - Passive                             affected by a Thief’s Feint ability fall under this category
The Thief has obtained a sixth-sense, able to spot             as well.
danger – and treasure! – before the rest of his party. You     This ability can be taken multiple times, increasing the
may choose to use your Thievery skill in place of your         damage by one additional step each time.
Alertness skill on all checks.
                                                                        Aura Steal – Special
         Sleight of Hand – Passive                             In an unusual maneuver, the Thief is able to steal even
The Thief is a master of misdirection and deception,           the very protective auras possessed by his foes, and use
capable of directing his target’s attention elsewhere          them as his own.
whilst he rifles through their pockets.                        Upon obtaining Aura Steal, the Thief can now use his
After obtaining this ability, Thievery skill checks cannot     Steal ability to pilfer positive status effects. As always,
be opposed with an Awareness roll – proving that the           the Thief rolls his Thievery skill versus the opponent’s
hand is indeed quicker than the eye. Furthermore, the          STR or DEX rating, whichever is higher. If he succeeds,
Thief gets a +2 bonus to his rolls when using his Steal        one positive status effect – Shell, Protect, Auto-Life,
Innate Ability.                                                Haste, or the like – of the GM’s choice is removed from
                                                               the foe and added to the Thief instead. The remaining
         Feint – Standard, Single                              duration of the status effect does not change.
A Thief is capable of performing a bluff attack to throw
his opponent off-guard, making him easier for his allies to             Preemptive Footwork – Passive
hit. Make an opposed Intelligence check. If you win, your      Using lightning-fast reflexes, the Thief can start moving
opponent will have an effective EVA of 0 until the end of      before the rest of the party. After obtaining this ability, a
your next turn. This ability may be used a number of           Thief may always act in Pre-emptive combat – although
times per session equal to the Thief’s INT rating.             he won't always know what's going on.
                                                               Furthermore, the Thief may make an immediate physical
         Ambush – Passive                                      Counterattack whenever they take damage in the Pre-
                                                               Emptive Round.
The Thief is a master of planning the strategic strike.
With this ability, the Thief and all allies do 200% damage
with all spells and abilities during the Pre-emptive round
of combat.

                                                     TIME MAGE
Sometimes called ‘Dimension Mages,’ Time Mages tap on the forces of the time and space themselves. In reshaping
the elusive power of the cosmos, they can freeze an opponent in their tracks or rain flaming meteors down upon
them; open gates in time and space, or banish someone into another reality entirely. The most powerful are capable
of folding up history in the blink of an eye or travelling across the eons by sheer willpower alone – a fact that makes
most other spellcasters glad of the Time Mages' relative scarcity.

A Time Mage’s staff is something of an oddity. Due to their natural forgetfulness, many of the founding members of
this magical school chose to attach items of sentimental value to their staves to remind them of the past. Many
fledgling mages have chosen to follow this tradition out of respect to the originators of Time Magic,. Feathers,
wedding rings, articles of clothing of their fallen comrades, all these and more can be found attached to a Time
Mage’s staff, and has served as the punchline for many a joke.

Max Attribute Modifiers
STR: +5
DEX: +10
VIT: +10
INT: +15
CHA: +15

HP/level: +2
MP/level: +3
Weapons: Staff
Armor: Light
Skill Points: 16
ACC Bonus: 0
EVA Bonus: 8

  Spell Rank                Level
       1                 1, 1, 3, 4, 5
        2                6, 8, 10, 12
        3                14, 16, 18
        4                20, 22, 24
        5                   27, 30

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

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

                                                   Job Abilities
           Stasis Sword – Passive                                      Phantom Weapon – Standard, Special
The Time Mage is exceptionally good at neutralizing and        The Time Mage bends and shifts the dimensions, items
paralyzing his foes with magic. Whenever the Time Mage         instantly appearing in the character’s hands out of thin
inflicts the negative status effect Stun on an opponent,       air. A Time Mage with this ability is never caught
the duration of the status effect lasts for one additional     unprepared, and he has access to his Inventory at all
round. This ability can be taken multiple times.               times no matter how far separated from his possessions
                                                               he may be.
         Etherite – Passive
Practical and levelheaded, the Time Mage has                           Critical Blink – Instant, Special
conducted extensive studies on items that restore the          By activating this ability, the Time Mage may
user’s magical potency. This ensures that the character        automatically take a turn and interrupt an enemy’s action.
gets the most out of such concoctions.                         Critical Blink allows the Time Mage to take a Standard
Upon obtaining this ability, the MP recovered by items         action that can only be performed on an enemy’s turn,
such as Ethers used by the Time Mage is doubled.               and the Time Mage must be at 25% or less health to use
                                                               this ability. Critical Blink can be combined with Haste to
          Spell Combo – Passive                                allow the Time Mage to cast spells on enemy turns.
The Time Mage can respond swiftly, reforming his               This ability may be used once per combat.
damaging spells mid-cast so they are better able to
support his allies. A character with this ability can                 Telekinesis – Passive, Special
participate in Teamwork Attacks without needing to             The Time Mage is capable of using nearby objects as a
declare it in advance. Whenever the Time Mage chooses          weapon as skillfully as a monk or master of improvised
to participate in a Teamwork Attack – whether physically       weapons, hurtling them towards foes with the power of
or magically – they no longer take a -2 penalty to their       his mind alone.
attack, nor do they need to declare it a turn in advance       The Time Mage deals damage with improvised weapons
when casting. However, all other characters participating      as though he was using his standard weapon, and uses
in the Teamwork Attack take a -4 penalty to their              the Staff skill instead of the Brawl skill to determine
accuracy roll instead of the standard -2.                      accuracy. Improvised weapons are now considered to be
                                                               medium ranged attacks. (Until the Time Mage also obtains
         Rewind - Special                                      Mind over Matter, he can still not ‘throw’ objects that he could
                                                               not physically lift.)
Being a true master of the time means never having to
say “I wish I would have….” With this awe-inspiring            Furthermore, the Time Mage can Instantly cast the spell
                                                               Tractor for no MP a number of times per session equal to
ability, the Time Mage actually shifts himself and all
                                                               their STR rating.
nearby allies backwards in the timestream. Rewind may
not be used in combat due to the absolute concentration
required.                                                              Mind over Matter – Passive, Special
Upon activation, the Time Mage chooses a number of             The character’s ability to control the flow of gravity and
hours that the party will travel backwards in time. The        the dimensions often allows him to perform feats of
number of hours can be no greater than the Time Mage’s         strength with nothing but the power of his mind.
current level. Be aware that the party only travels in time    The Time Mage may substitute his INT score and rating
and not space, meaning they will arrive at the same            for his STR attribute for the purposes of opposed skill
physical location, merely earlier.                             checks, moving or throwing objects, breaking matter by
The party can never encounter themselves nor cause a           overcoming its hardness, the Gravity and Gravija spells,
paradox, since they have actually rewound reality and          and also for calculating the number of times per session
started over.                                                  they can use abilities tied to the STR rating.
However, there is a very large downside to the usage of
this ability. Upon activating Rewind, the Time Mage                    Magic Shield – Special, Self
instantly ages; the character receives a -2 permanent          Able to twist pure magical plasma into a type of
loss to any one attribute of the GM’s choice and appears       defensive bubble, the Time Mage can lessen the
to be roughly a decade older. A character who is reduced       physical harm caused by enemy attacks.
down to 0 in any attribute is instantly forever torn from      The Time Mage can declare he is using Magic Shield as
reality and lost in time.                                      a Standard action – it then persists until it is cancelled as
                                                               an Instant action, the character’s MP becomes 0, the end
         Levitate – Passive, Self                              of the game session, or when the character is knocked
The Time Mage perpetually hovers several inches above          unconscious.
the ground, and receives the effects of Auto-Float at all      While Magic Shield is active, all enemies who attack the
times. Floating characters take no damage from Earth-          Time Mage are treated as if they had the MP Damage
based spells and abilities, nor do they damage from            weapon property – 50% of the total damage they deal
falling.                                                       targets the Time Mage’s HP, and the other 50% targets
                                                               their MP.

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

Max Attribute Modifiers
STR: +5
DEX: +10
VIT: +10
INT: +15
CHA: +15

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

Spell Rank               Level
     1                1, 1, 3, 4, 5
      2               6, 8, 10, 12
      3                14, 16, 18
      4                20, 22, 24
      5                  27, 30

Epic Ability: Benediction - Instant, Group
Tapping into an immense reservoir of Holy energy, the White Mage becomes a living conduit for healing energy. The
HP of every nearby party member is instantly returned to maximum, and all negative status effects other than Fear
and Unconsciousness are removed. Unconscious characters are revived with 1 hp. All party members other than the
White Mage also regain their maximum MP as soon as Benediction is used.
This Epic Ability may be used at any time, even when it isn’t the White Mage’s turn.

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

                                                    Job Abilities

           Divine Seal – Instant, Self                                   Devotion – Passive, Special
By activating this ability, a White Mage is capable of          The White Mage is a master of smiting her foes, bringing
imbuing her next healing spell with far more magical            even the strongest of evil creatures to their knees. All
energy than normal. If it was to heal a target for (INT x 1)    offensive Holy and Wind spells now do increased
hit points, it would now heal the target for (INT x 2)          damage; if such spells were to do (INT x 1) points of
instead, and so on. This ability may be applied multiple        damage, they would now do (INT x 2) instead, and so on.
times to the same spell, and this ability may be used a         This ability may be taken multiple times, increasing the
number of times per session equal to the White Mage’s           damage step by one each time.
CHA rating.
                                                                         MP Stroll – Passive, Self
          Shieldbearer – Passive, Self                          Simply by keeping their mind and spirit pure, the
Some White Mages have been trained in the use of                lifestream continues to flow into the White Mage,
shields in addition to their basic magical education. Upon      rejuvenating them with magical energies. For every hour
gaining this job ability, White Mages treat all shields as      the White Mage spends outside of combat, they recover
though they were Light Armor or Medium Armor instead            25% of their total maximum magic points back passively.
of Heavy. Furthermore, they may wield a shield and a            Upon taking a Fitful rest or partaking in Travel Rest, the
Staff weapon simultaneously, as though a Staff was a            White Mage also regains 100% of their MP instead of the
one-handed weapon. Staves still deal 2d6 damage.                normal value.

         Peaceful Messenger – Passive                                    Blessed Existence – Instant, Self
The White Mage is welcomed with open arms wherever              The White Mage leads a charmed life, avoiding harm in
they may travel, and their pleas to be heard are enough         mundane, day-to-day activities with unsurprising alacrity.
to give pause to even the coldest hearts. You may add           This same quiet protection can also be extended to the
half of your Healing skill, rounded down, to your Inquiry       White Mage’s allies to protect them from distressing
and Negotiate skills on all checks.                             failure.
                                                                Once per game session, the White Mage can allow
          Martyr – Instant, Single                              themselves or one ally to reroll any Critical Failure die
White Mages are taught that the lives of others are more        result. Blessed Existence cannot be used on any rolls
important than their own, and this Job ability reflects it.     that have been altered by a Gambler’s abilities, nor can it
Upon using this ability, the White Mage sacrifices any          be used to negate automatic critical failures from such
amount of HP. A target of the White Mage’s choice               things as a Gambler’s Bad Luck.
instantly recovers the same amount of HP. The White
Mage may not target themselves.                                          Clear Mind – Instant, Special
This ability may be used a number of times per session          Being a battlefield healer is no easy feat; all too many
equal to the White Mage’s VIT rating.                           White Mages have watched their spells fizzle when their
                                                                allies need it most. To this end, they have learned
         Body and Soul – Special                                methods to empower their magicks by putting more of
The White Mage is capable of using and administering            themselves into their spells.
obscure salves and healing items in conjunction with            Whenever a spell would be interrupted due to
their white magic, able to quickly revive fallen comrades       knockback, limit break, critical hit, or teamwork attack,
once battle has ended.                                          you may activate this ability. By paying the MP cost for
Outside of combat, the White Mage can perform a                 the spell a second time, you may continue casting
Healing skill check (difficulty 9) to return unconscious        uninterrupted and the spell is not cancelled.
allies to 1hp.

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

Upon taking the Summoner ability, the character may choose spells from the Summons magic list as well as the
White Magic list. None of the summons are automatic, and must be earned via various trials. Speak with your GM to
talk about specific Espers that appeal to you, so they can be worked fluidly into the story. The only exception to this
rule is a new character who starts the game with the ‘Summoner’ ability – their first level spell may be any of the rank
one Espers on the list.
New Ability: Summon – Slow, Local
Using intense concentration and magical energy, the Summoner draws a legendary Esper into the physical world with
Summoning. Summoning is a Slow action which costs MP equal to (10 x Esper's Rank). Thus, summoning Bahamut,
a Rank 5 summon, would cost 50 MP.
An Esper's Attributes and Statistics are determined as follows:
Level = Same as the Summoner.
Attributes = Same as the Summoner.
HP = (Summoner's HP) x (Esper's Rank)
MP = As MP is drawn solely from the Summoner, Espers have no independent MP pools.
ARM, MARM, and EVA are zero for all Summoned Beasts, in exchange for their HP bonus.

Many Espers have inherent support abilities, such as an elemental weakness or an Auto-Status. As such, any
inherent effects the Summoner may have on his or her equipment, like an Auto-Status or elemental defense, do not
apply to the Esper. They all have the inherent ability Status-Proof, making them immune to effects such as Slow,
Poison, Zombie and the like. They also cannot be affected with abilities such as Knockback or Disarm, cannot have
their equipment targeted or broken, do not take falling damage, and cannot be swayed or affected by Skills of any
sort, such as an attempt to intimidate or coerce.

A summoner who is under the effects of the negative status effect ‘Charm’ is unable to summon Espers.

An Esper may act immediately upon being Summoned. Any action that costs MP will draw that MP from the
Summoner's pool, and if the Summoner runs out of MP, then the Esper will vanish. While an Esper is in battle, the
Summoner may not be targeted by any Single action, such as attacks or single-target spells, but they will be included
in Group, Local, and Global targeting effects. Any Status Conditions existing at the time of Summoning, such as
Poison, will have their durations suspended until Summoning ends, at which point they will resume taking effect.

The Esper can stay on the battlefield for up to six rounds before automatically being dismissed. An Esper can be
dismissed sooner than this if the battle ends, if it loses all of it’s HP, if the Summoner sends it away, or if the
Summoner is reduced to Unconsciousness. If dismissed by losing all of it's HP, an Esper cannot be Summoned again
in the same game session. An Esper that survives in combat will be returned to 100% HP after the battle. Once an
Esper is dismissed, the Summoner once again becomes an active target for damage and all status conditions
inflicted continue to take effect.
An Esper may not choose to pass their turn and take no action. If the Summoner chooses to take no action with the
Esper, then it is dismissed and returns to the Summoner’s turn.
On the sixth turn, an Esper receives the ability to use one final, powerful ability known as an Astral Flow before
vanishing. These attacks are of immense power, capable of altering entire landscapes with their destructive

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

                                     CHAPTER IV: DEFINING A HERO
                                            "WHOO! HERE WE GO, BABY!"
                                                             - Zell Dincht

Although having a name and a Job is a great start for a character, this chapter will explore how you can
further develop your hero’s uniqueness through skills, Traits, and more – and get some great bonuses
along the way. We’ll start with….

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

         Animal Companion – Passive
The character is accompanied in his journeys by a faithful animal, such as a trained dog or a mount, or something
more exotic such as a summoned creation. The Animal Companion is small or agile enough to avoid damage in
combat; if the character controlling the Animal Companion is reduced to 0 HP or otherwise incapacitated, it will not
act until its owner has been revived.
Attacks from an Animal Companion cause damage which is insignificant enough that they do not bother participating
in combat. Rather, they are versatile and skilled, able to follow simple instructions and relay information to their owner
nonverbally. The exact powers of an Animal Companion are determined by selecting a combination of talents from
the list below totaling 10.

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

Pending GM approval, the player can use the Animal Companion ability to make other allies such as hirelings or
robots. This Ability may be taken multiple times, adding 10 more points to an existing pet each time.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Pending GM approval, the player can use the Special Vehicle ability to make other creations such as drilling
machines or battlecruisers. (see p.133 for more information on average vehicle travel times)
This Ability may be taken multiple times, adding 10 more points to an existing vehicle each time. For example, a
fortified (5) thirty-man (2) airship (5) owned by a notorious gambler (1) and operated ONLY by him (2) and decked out
with powerful weapons (5) with a Movement of 4 (8) would require this Ability to be purchased three times in total.

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

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

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

During the course of the game, situations will arise where a character wishes – or is required – to use an
Attribute or Skill to perform a task. In the case of Skills, the range of tasks each Skill is used for should be
relatively self-explanatory; for Attributes, sample tasks include:

Strength: Lifting or destroying heavy objects, grappling, arm wrestling, pushing or pulling loads.
Vitality: Resisting diseases or poison, fighting fatigue, ignoring the effects of serious wounds or
Dexterity: Catching items, reflexes, outrunning others.
Intelligence: Remembering information, figuring out a logic puzzle, analyzing a situation.
Charisma: Stealing the spotlight, resisting mental torture,

Task Difficulty
Elementary: 5; Spot a Galka in a crowd, get directions to the nearest town
Easy: 7; Create a rudimentary shelter in the wild, pocket an apple in a crowded marketplace.
Average: 9; Pick an average lock, see the Tonberry hidden in the shadows.
Challenging: 11; Cook a banquet for the royal family, Hack a major computer, disarm an ancient trap.
Impressive: 13; Drive a motorcycle across a collapsing bridge, slip out of a pair of locked manacles.
Heroic: 17; Successfully disguise yourself as an NPC's longtime lover, forge and use a powerful weapon.
Godlike: 20; Swim up a waterfall, catch a bullet with your bare hands.
Impossible: 25 or higher; Collapse a fifty-story building by ‘putting your back into it.’

The number of ranks you possess in any given skill is limited to the rating you have in the corresponding
attribute, plus one. For example, a character may wish to take levels in the Riding skill. The attribute for
this particular skill happens to be DEX, and the character, having 12 DEX, has a +4 attribute rating.
Therefore, he may have up to a maximum of 5 skill ranks in Riding.
If the character had an automatic +1 bonus in the Riding Skill – say, from an Animal Companion – then
the maximum number of skills he could he could possess in Riding would be 6 instead, and so on.

Characters receive one skill point at each level up, and at the start of the game, receive a number of skill
points listed by their job, as well as an additional +1 for every point of INT the character possesses.

Social skills such as Acting or Negotiation will never have a direct impact on player characters – a
player’s control over his character’s beliefs and attitude is absolute.
On the following few pages is a list of most common skills and their general usage.

Acrobatics - DEX
The ability to tumble, jump, balance, and take falls. A character with this Skill has refined their
coordination, balance and flexibility to the point of being able to execute complex acrobatic maneuvers as
if they were second nature. On a successful Skill check, you can perform a difficult feat of agility, such as
leaping through a two-foot-square window without hurting yourself.

Acting - CHA
A character with this Skill has the ability to lie, fake emotions and devise new personalities for himself.
With a successful Skill check, the character may attempt to use Acting to bluff, improvise, or simply
enhance a disguise.

Awareness - INT
Characters with this Skill possess a certain sixth sense when it comes to spotting potential dangers or
noticing when something isn’t quite right – whether in the form of a con-man attempting to swindle the
party out of its Gil with counterfeit Elixirs or a dozen slavering beasts waiting in ambush around the

Climbing – STR / DEX
Whether light free-climbing or full-fledged mountaineering, a character with this Skill can scale vertical
surfaces with a reasonable degree of success. One or more Skill checks may be needed for a successful
ascent; in the event of a failure, no progress is made or the character could slip and fall.

Disguise – CHA / INT
The ability for a character to assume a new appearance, ranging from a simple change of clothing to a
full-blown transformation. Note that this only covers the physical appearance; the actions a character
makes while disguised are covered by a separate Skill check via Acting to maintain the illusion. A
Disguise check can also be used to conceal small objects on the character’s person.

Escape – DEX
Everyone gets caught sometimes -- for this reason, the ability to slip out of a tight bind can prove to be a
valuable asset. A character with this Skill can worm his way out of rope, manacles, grapples, or what
have you. Failure simply means a character remains trapped; a critical failure can just as easily result in
injury, tangled bonds, or suspicious captors checking in to see what all the banging around is about…
This skill also allows characters to flee from combat if faced with overwhelming odds, and it’s
recommended that fledgling adventurers invest at least a few points into this skill. (See p.198 for more
information about Running Away in combat.)

Healing - INT
A character with this Skill knows enough about the body and its workings to diagnose and treat most
kinds of sickness and injury. Failure in either could have drastic consequences for the patient. It also
doubles as a helpful tool in allowing an injured party to get a better night’s rest in adverse conditions, or
popping joints back into place in the thick of battle.

Inquiry – INT / CHA
Whether it's the location of an ancient tomb, an obscure local legend, or just the address of the nearest
inn in town, characters with the Inquiry Skill are adept of digging up the information they need as quickly
and painlessly as possible. One Skill check must be made for each piece of information the character
wishes to locate; the amount of time taken for the search can vary between half an hour and several
days, depending on the breadth of resources available to the character. A failure simply means the
character has not been able to locate the information; a critical failure may indicate the character has
stumbled into serious trouble during the course of searching.

Language - INT
With this Skill, a character can understand and communicate in a particular language – at lower levels,
fluently enough to converse with others, at higher levels with the proficiency of a skilled orator and writer.
All newly-created characters automatically start with one language of their choice; generally Common

Tongue, but the decision is ultimately up to the player. Each point spent in the skill allows the character to
obtain one additional language. The standard languages of the world are as follows;
Ancient - The spoken or written tongues of the world’s precursor races, sometimes known as Lufenian or
Lefenish. Ancient languages see very little usage in the world’s day-to-day affairs, particularly in their
spoken forms; these are usually the domain of scholars and adventurers canny enough to realize that
sooner or later everything comes down to mysteriously-inscribed slabs and relics.
Bhasa Mithra - The Mithran/Viera language is constructed around a relatively limited set of words,
placing heavy emphasis on prefixes and context instead. The flowery, flowing language of the Viera is
learned by instinct, not social saturation. This causes the dialect to be hard to learn and follow, as it does
not have roots in any other language.
Common Tongue - The standard Hume tongue, lingua franca on most continents. Most, if not all,
adventurers will be fluent in this language to one degree or another.
Elvaan - Complex and florid, Elvaan has its roots in antiquity; like all other aspects of Elvaan culture, it is
a source of racial pride and jealously guarded against dilution from outside sources.
Galkan - Few Galka are capable of speaking their blunt, unsentimental native language, let alone writing
it; adventurers are most likely to encounter it in ancient, Galkan-built structures and on racial artifacts.
Mogri - The language used by the Moogle race. Though most non-Moogles may wonder how much
communication can be achieved solely using the word ‘Kupo’, Mogri is surprisingly subtle; though
untrained listeners will only hear that one word, those fluent in the language know it's all about slight
variations. Few non-Moogles are fluent in this speech.
Monster Talk - Used to communicate with beasts and intelligent creatures that cannot utilize Common
Tongue, this language is typically non-verbal in nature. Though scholars would balk at calling the
resulting collection of grunts, growls and posturing a ‘language’, there is considerable study involved in
mastering it.
Tarutaru - Used by the enigmatic Tarut, this language sees great use in the scholarly world due to the
vast amounts of lost magical artifacts and rune-embedded treasure which is unearthed.
Planar - This language can only be learned by someone who has dedicated his life to linguistic study -
you must have a minimum of 5 points in Language. This is used by the strange creatures that traverse
the wholly-magical planes.
Binary - Binary is a language of zeros and ones, usually written, but can be spoken with a crude vocal
processor that emits boops and bleeps. Much like Planar, a minimum of 5 points in Language is required
to select this language unless the character is an Android.

Lore - INT
Skills which cover a character's understanding of a particular concept or area, abstract or not – facts,
figures, and essential information relating to a subject the character has studied in at least some detail.
Better skill tests mean the GM can provide more quality, quantity, and detail in terms of information
granted, but you cannot retake Lore tests. A GM makes Lore checks privately, and a failure represents
the information you receive is incorrect as opposed to simply a 'I don't know.' Learning that this particular
species of Dragon is not dangerous to people with a failed Lore roll may be an awkward situation for your
party to find itself in....
Lore (General): Detailed knowledge of the world the characters live in; geography of a particular area,
major landmarks and guilds, current events and local customs.
Lore (History): General knowledge of key events in history, including dates, personalities, and other
minutiae. Also includes popular mythology, ranging from ancient sagas to contemporary 'urban legends'
Lore (Monsters): What is a Malboro's preferred food source? Just how fast does a Cactuar actually run?
A character with Monster Lore is a treasure trove of facts and trivia on the planet's inhuman inhabitants.
Lore (Esper): A primer on the habitats, histories, strengths, weaknesses and personalities of the Esper
society, as well as routes and passages taken on the Summoner's pilgrimage and the like.
Lore (Relics): This covers everything from long-forgotten family heirlooms to the potential magical
properties of a jewel-encrusted sword. This Lore skill allows players to determine the exact magical
properties of a given item, at a difficulty determined by the GM on a case-by-case basis.

Navigation – INT
Through the use of landmarks, the stars, and other environmental features, a character with this Skill can
travel from location to location without losing his way. In addition, the character's well-honed sense of

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

Negotiation – CHA
The fine art of getting your way. A character with this Skill can use their
powers of persuasion to do anything from bartering for an item to
convincing that troublesome Captain of the Guard that, no, they really
aren’t an Imperial sympathizer, thank you all the same. This skill covers
everything from seduction to intimidation to begging for your life.

Perform - CHA
A character with this skill can express himself. Generally, this skill is
utilized by Entertainers - miming, dancing and singing are a big part of
their repertoire. It also is used for checks regarding tuning and
maintaining a particular instrument, as well as having a ready selection
of songs at hand, and related information. For example, a character is
likely to be able to tell a waltz from a gavotte, and knows enough of the
general etiquette and required steps to avoid stepping on people’s toes
in the process.

Riding - DEX
A character with this Skill knows the basics of staying on and controlling a mount like a Chocobo or
Dragon. To interact with animals that you don’t necessarily intent to use as transportation, most GMs will
opt for a straight Charisma skill check instead.

Stealth - DEX
This Skill gives the character a basic understanding of subterfuge, allowing him to secrete himself in
darkened corners to escape detection and sneak around without arousing too much suspicion. It also
allows for sleight-of-hand tricks, forgery, and the like.
In addition, it also covers the art of picking pockets. The ability to sneak small items out of their owners'
possession without them noticing and raising alarm is part of any skilled thief’s repertoire.

Survival - INT
A character with this Skill is able to locate drinking water, forage food and avoid natural hazards that
could easily take the life of a less-experienced traveler. One successful Survival Skill check is required for
a character for each day she attempts to sustain herself in the wilderness; if the character is foraging for
others, additional Skill checks may be needed. This skill also allows players to mask their travels,
preventing others from following.

Swimming – STR / VIT
A character with this Skill has the training to float, swim and dive in water. Skill checks are required if a
character is attempting to reach a particular location underwater, to stay afloat in rough current or for long
periods of time, as well as for actions undertaken underwater. (See p.133 for rules regarding holding one’s breath
and drowning.)

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

even be able to augment their comrades’ abilities in battle with appropriate foods.
Synthesize (Machines): The least useful of the crafting types in day-to-day affairs, Machines covers
huge, many-month projects such as airships, land vehicles, and other large technological leaps.
Synthesize (Tailoring): Tailoring is the Synthesis skill that covers Light Armor of all sorts, as well as
several unique items.
Synthesize (Tinkering): Tinkers create accessories and relics, handle items that increase raw Skills,
produces items which deal in status conditions; both granting beneficial effects and preventing unwanted
ones... and finally, they also have a bizarre assortment of gadgets and inventions at their disposal.
Synthesize (Weaponsmithing): Every Adventurer needs one, and these are the artisans who make it
so. Some famous Artisans have crafted weapons of truly epic proportions.

Systems - INT
A multipurpose Skill which allows a character to work with complex mechanisms, including electrical
wiring, robots, constructs, and computers. A successful Skill check can be used to either set up, interrupt,
or tamper with a system; failure will damage the system but usually allows the character enough leeway
to attempt to repair the problem. It is possible, however, for a critical failure to destroy particularly
complicated systems beyond the point of salvage.

Thievery - DEX
A character with this Skill can open perform all manner of illegal activities with speed and style. They can
open locks on doors, treasure chests and anything else others consider worth securing, given a few
simple tools, a little elbow grease and a successful Skill check. They may rummage through pockets
undetected, cheat at cards, and disarm – or set – traps of varying complexity and lethality.

Trade - CHA
A character with this Skill knows her way around the art of buying cheap and selling high. A successful
Skill check can be used to locate a particular piece of equipment; the amount of time spent tracking the
item down and the final price are placed at the GM's discretion. A similar test can also be made to locate
merchants or shops in a town or city, or to haggle a price with a reluctant dealer. In addition, and possibly
most importantly, a character with Trade will have a good eye for details, and can easily appraise items of
mundane value to determine their true worth and authenticity. Trade does not allow characters to
discover the properties of magical items; Lore: Relics is needed instead.

Vehicles - DEX
This Skill enables a character to helm most
vehicles with a reasonable degree of
reliability, though in adverse conditions, things
might be a little bit more difficult. This skill
governs everything from motorcycles to
Magitek armor to Airships. Special maneuvers
naturally require an advanced level of ability
to pull off without wrecking the vehicle in
question in the process.
It can also be utilized to repair damaged
vehicles to which the Systems skill doesn’t

                                           Weapon Skills
Anyone can swing a stick, but to do so with finesse takes considerable time and dedication on the part of
the wielder. For this reason, Weapon Skills are the bread and butter of virtually all professions, governing
the usage of everything from Swords to Magitek cannons.

Axes - STR/DEX
This Skill covers the usage of the heavy and often cumbersome Axes. They are especially good at cutting
through Plant monsters and cleaving paths through wilderness areas.

Bows - DEX
This Skill allows a character to draw, fire, and reload Bows with speed and accuracy. Characters other
than rangers are unable to move in the same round they fire a bow, forced to take aim to achieve any
kind of result at all. Bows are, for this reason, used almost exclusively by Rangers.
Bows can fire at Medium Range accurately, and at Long Range at a -4 penalty.

Daggers - DEX
This skill covers the smaller, bladed weapons known as Daggers. They can generally be kept hidden from
sight, making them preferred by combatants that value stealth.

Brawl – STR/DEX
Brawl is basic unarmed or improvised combat. Inelegant but effective in a pinch, it allows the character to
rely on their bare hands in a fight if no other weapons are available, as well as teaching the character the
ins and outs of Fist weapons and turning mundane, everyday items to deadly weapons.

Guns - DEX
This Skill covers those technologically sophisticated ranged weapons known as Guns. Characters other
than rangers may not move in the same round they fire a gun, representing the need to reload the
weapon. Guns can fire at Medium Range accurately, and at Long Range at a -4 penalty.

Katanas - DEX
This skill covers both the infamous Ninja weapon and the more noble, larger-sized katana used almost
exclusively by the Samurai. The Katana used by Samurai differ due to the ‘Kami’ spirit which inhabits
them. However, no matter the wielder, Katanas are designed to pierce through armor to make deadly

Massive – STR
This highly unspecialized skill covers any double-handed weapon of immense size, such as scythes,
Greatswords, Buster swords, and more. A character using a Massive weapon can use their powerful
strikes to send foes flying.

Polearms – STR/DEX
This skill allows a character to wield lances, spears, and other Polearms with finesse. Designed for
mounted combat and Dragoons, these weapons can do extra damage with sufficient momentum.

Staves – DEX/INT
This skill covers blunt, bludgeoning rods and cudgels. Though few combatants ever choose to wield a
Staff, there are those who have devised ways to channel innate magical energies into their foes using
these otherwise ordinary poles.

Swords – STR/DEX
This skill covers the staple adventurer’s weapon, the Sword. It's tried and true, and is by far the most
common weapon in the world.

Two Weapons – DEX
This Skill represents the specialized training needed for a character to fight with more than one weapon at
a time, wielding a weapon in each hand. In practice, this means a character may equip a weapon in each
hand, provided a Shield is not equipped and that neither is a two-handed weapon.
When making an Attack Action with Two Weapons, the character rolls 3d6 instead of 2d6, and uses only
the two highest dice to determine ACC – but uses all three to determine damage. In addition, he may use
all of the magical properties of both of his weapons in a single attack roll.
However, their attack bonus is equal to the LOWEST skill of the ones being used - for instance, a
character wanting to use a Dagger and a Katana in conjunction would need skill points in Daggers,
Katanas, and Two Weapons. If he had 3 skill dots in katanas and daggers, but 0 skill points in Two
Weapons, then he would make his attack roll at a +0 bonus. Thus, there is nothing that stops characters
from utilizing multiple weapons, save for the penalties if the Two Weapon skill is not possessed.

In addition, critical hits and limit breaks while dual-wielding calculate their damage using the lowest Tier
weapon currently equipped – thus, the constant money sink of dual-wielding is the primary trade-off for
incredible accuracy and consistently more damage.

Weapon Systems - INT
This Skill governs the use of any weapon too large to be feasibly man-portable – some obvious examples
of this would be a cannon mounted onboard an airship or a Magitek Armor's Tek Missile weapon.

                                             Armor Skills
With so many magically-enhanced sets of bodily protection scattered across the land, it’s no wonder that
specialized training exists. Armor skills help you get the most out of your armor – if your skill is too low,
you’ll be unable to access the special effects offered by armor, and take -2 penalties to all actions when
wearing gear that you simply can’t move well in.
The three types of Armor are expressed below.

Light Armor – DEX / INT
Most often worn by mages, light armor is designed for fluidity and elemental protection. Though it offers
virtually no defense against blades and bullets, these fine garments are notable for their outstanding
Magical resistance.

Medium Armor - DEX
Covering everything from leathery monster hides to thick, multi-layered garments, medium armor is
designed for one thing – mobility. Granting a middle-of-the-road protection to both physical and magical
attacks, Medium armor is best for characters that prefer evasion and speed.

Heavy Armor – STR / VIT
Head-to-toe steel armors provide the best protection by far, allowing the wearer to shrug off physical
blows with ease. However, the magical protection offered by this armor is minimal, and it may even
reduce the wearer’s evasion due to sheer bulk.
Shields are a type of Heavy Armor, and this skill covers their usage as well.

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

Destiny Points are a metagame representation of a Character’s potential impact on the world.

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

Earning Destiny
Though some GMs may choose to alter these methods slightly, the standard ways to receive Destiny are
as follows;
Defeating a Boss or End Boss awards each member of the party one – or more! – points of Destiny,
Members of the ‘Fighter’ Job class always receive an additional point for this due to their innate ability.
Dramatic Heroism, as described above, awards each member of the party one point of Destiny.
Completing Goals allows individual characters to recover Destiny, as well. One point might be awarded
for a small goal, and up to three could be awarded for seeing the end of a lifelong dream (such as
building the world’s first airship or becoming king.

GMs are encouraged to talk with their players to determine what goals the character has in life, to be able
to award Destiny appropriately and fairly.

Spending Destiny
Destiny has five primary uses, discussed below.

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

Synthesizing powerful weapons and armor: The world is filled with people capable of imbuing
otherwise ordinary materials with a little extra something, forging potent and unique gear that could
reshape the world, playing key roles in the rise and fall of heroes and villains, nations and empires.
Whenever a character wishes to Synthesis a piece of equipment with the Special Ability property, one
point of Destiny must be spent per ‘special ability’ the weapon would possess. This does not refer to
standard properties like [Element] Strike or Alchemy, but specifically for when a player wishes to create a
weapon that performs a unique function. This Destiny can be spent by anyone, not necessarily the
crafter. (p.112 has more information on Synthesis)

Using Epic Abilities: Each Job has an ability, obtained naturally at first level, which is unrivaled in terms
of combat deadliness. Epic Abilities cost three points of Destiny to use.

Using Limit Breaks – Upon reaching level 5, characters can create signature attacks that can eventually
be even more powerful than a job’s Epic ability. Able to turn near losses into clear victories, these mighty
attacks can only be accessed when the character is near death. By expending 3 Destiny when their
character is at 25% or fewer Hit Points (but conscious!), a player may use any Limit Break they know as a
standard action on their turn. Regardless of how many Destiny Points the character possesses, this
option may not be used more than once per round.

Cheating death - Death is a fact of life in the worlds
of Final Fantasy – after all, no saga is truly complete
without at least one tragic demise or inspiring
sacrifice. However, the death of a leading character
in a storyline can have major repercussions on the
story as a whole, particularly for the unfortunate
player now left scrambling for a replacement. With at
least 7 points of Destiny, a player can restore their
deceased character to life or escape a situation
which would otherwise kill the character outright.
However, all the character’s Destiny is consumed
when Cheat Death is used, no matter how many
points they had saved up.

Players are encouraged never to announce that they
are Cheating Death – rather, telling the GM in
private by slipping a note or the like is the best way –
it makes for far more dramatic play when the
character reappears.
This ‘resurrection’ will never be an immediate one; if
engaged in a battle, the character will not revive until
after the battle is over and won. If caught in a certain-
death situation, their survival will not be apparent until
some time has passed – and the rest of the party has
already given them up for dead. How the character
manages to escape the Reaper is left to the player to
explain. It’s important to note, however, that cheating
death doesn’t mean the would-be victim gets away
scot-free. Broken bones and lingering wounds may
leave the character bed-ridden or temporarily
incapacitated – the narrow miss can even translate to
permanent physical injuries, such as blindness or a forever crippled arm.

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

Breaking physical and mental limits to accomplish tasks is bread and butter for Final Fantasy heroes, and
Traits are a reflection of this. A Trait is a character-defining personality feature, which can be activated for
special effects at the cost of Destiny.
They represent everything from your character’s true calling or personality, to how others react to them
upon first meetings. For example, an Outsider will always be treated as such instinctively, even in a new
area where he’s never met anyone. A character who has Grand Entrance always seems to have the light
silhouette them perfectly as they appear on the scene at the most dramatic moment – even if they didn’t
spend Destiny! A character with the Coward trait seems to get into fights far more often than most; they
just look like an easy target to push around.

Upon character creation, players choose two Traits to keep for the rest of the game, and will receive two
additional Traits as they gain in experience levels.
By expending a single point of Destiny, a character may use any of his Traits to receive the bonuses
granted. There is no limit to the number of times they can be used consecutively or a maximum number of
uses in a single campaign. Thus, a character could possess the Agile Trait, allowing him to add an extra
1d6 dice to the result of any DEX check. By expending a whopping three points of Destiny, a character
would roll a total of 2d6 dice for his DEX check, allowing him to perform truly superhuman feats.

It is possible for a Trait to be lost – that is, if a Sexy character was horribly burned or maimed, a Famous
character to fake a death and walk the streets in disguise, or the like. In such a situation, the GM is
encouraged to allow the player to take another, fitting Trait in place of the lost one.

Finally, players can call Traits by whatever name they like. While it is unlikely for a persuasive Moogle to
be ‘Sexy,’ it might use its Cuteness or natural Charm to negotiate instead.

The character possesses almost superhuman nimbleness and
Destiny Use - When making a Dexterity check, add an additional d6
dice to your roll.

Through trauma or magic, the character has little – if any – memory of
his own past. People and places of his past will go unrecognized, and
sometimes he won't even know his own name.
Destiny Use - By spending a point, the character treats any skill
check as though he had four points in that Skill.

Special: This Trait may be only taken by Tarut.
The Tarut have a deep connection to the Ancients, the vanished race,
and dealing with the inventions and artifacts of the past sometimes
nudges a long-forgotten racial memory to the surface.
Destiny Use - The character can automatically activate a piece of
Ancient machinery, deduce the function of a mysterious mechanism,
or the like.

Regardless of their true sex, the character blurs the gender lines just enough to leave everybody
guessing – at times to his own advantage.
Destiny Use - The character can successfully Disguise himself as a member of the opposite gender

without penalties or a roll, or they can ignore any penalties to Skill checks normally incurred by their
gender for the remainder of the game session. They may use abilities that require a target to be of the
opposite gender – such as a Red Mage’s ‘Steal Heart’ – regardless of their target’s sexual persuasion.

The character is a gifted craftsman; in his hands, dull metal can become magnificent weapons or amazing
relics and machines. Your work is renowned, no matter the field. Whether a master chef or alchemist, or
tailor or painter or metalworker, your skills are beyond what the average professional can ever hope to
Destiny Use - When making a Synthesis check, add an additional d6 dice to your roll.

The character has notoriously sticky fingers, pocketing and pilfering almost subconsciously. Still, you
never realize how valuable a strategically-bent piece of wire is until you’re staring at the inside of a locked
prison door. In keeping with this philosophy, the character has an odd or end for every situation.
Destiny Use - The character can ‘conjure up’ a mundane item, no questions asked – provided it’s small
enough for them to be carrying around. Even if they have no logical reason to be hauling around armor
polish, ten feet of rope or invisible ink, the rest of the party can rest assured it’ll be there when they need
it the most.

                                 The character is a natural-born genius.
                                 Destiny Use - When making an Intelligence check, add an additional d6
                                 dice to your roll.

                                 CHILD OF THE FOREST
                                 Special: This Trait may be only taken by Viera.
                                 Viera have a close relationship with nature, and you are no exception. By
                                 honoring and respecting the primal forces of creation in your day-to-day
                                 life, you can communicate with nature in a way that no other race
                                 possibly can.
                                 Destiny Use - By spending a point while in a natural forest, the Viera can
                                 obtain information as though from an NPC. For example, they could
                                 discern the location of any object or life form currently within the forest, or
                                 that has recently passed through – but locations obtained in this manner
                                 may be vague rather than direct (“The Beast has passed through the cold
                                 grove into the rift of ancient battle.”) and may require interpretation to be
                                 of any use to the party.

                                 The character is driven to be the BEST, and competition just fuels this
                                 desire. When placed in a situation where he is in competition with another
                                 person, he performs better, and usually comes out on top.
                                 Destiny Use – The character may add an additional d6 dice to any non-
                                 combat opposed rolls.

A confident character is driven, ambitious and motivated. They are certain of their own abilities and can
often sway others to their way of thinking with riveting oratory and an unshakable belief in themselves. In
addition to their uncanny likability, a character with this Trait is often adept at shaking off the effects of
negative statuses.
Destiny Use - When making a Charisma check, add an additional d6 dice to your roll.

Whilst not the most heroic of traits to have, all Cowards know how to save their own hides and live to fight
another day.
Destiny Use – By expending a point of Destiny, the character may instantly be removed from the current
combat. He can take no actions whatsoever until it resolves, and cannot be targeted by offensive actions
or attacks.

                                 Who is that mysterious masked man? A Cryptic character seems to
                                 operate on a different level of reality than the world around him, knowing
                                 things nobody else is privy to.
                                 Destiny Use - The character can request a useful fact or piece of
                                 information regarding the party’s current situation from the GM in private.
                                 This information should be something none of the other characters could
                                 know, even with successful Lore checks. This Traits functions almost
                                 exactly like Intuitive.

                                 Some characters step into adventuring life with a certain measure of
                                 innocence. Others are so hard-bitten and world-weary that nothing can
                                 surprise them anymore.
                                 Destiny Use - The character can identify a ruse or scam. Fake charities,
                                 ‘legendary’ items of dubious authenticity, or robed strangers asking them
to retrieve the Doom Book they need to cure their poor, sick grandmother all apply. When a player states
he's spending a point for his Cynical trait, it's spent; regardless whether or not there's a ruse to detect.

The character has the kind of features that just doesn't stay in the memory; those who see him once will
rarely remember him even five minutes later.
Destiny Use - The character can automatically escape recognition and detection in a situation in which
he is under scrutiny. Alternatively for one point, the character can ensure that no reliable permanent
records are kept on him; photographs and physical descriptions are vague enough to almost guarantee
nobody will ever recognize him on the street.

No matter where you go, it seems like everybody knows who you are – and what you’ve done. While the
baying throngs awaiting you at each and every town may be good for the ego, the well-wishers aren’t the
only ones taking an interest.
Destiny Use - The character can use her celebrity to leverage a favor; Information, front-row seats, or
low-key items from her admirers.

Special: This Trait may be only taken by Galka.
The character is plagued by vivid flashbacks to a past life he can’t entirely remember. So powerful are
these flashbacks that he essentially ‘relives’ the experience, losing all connection to the outside
world…and taking the party with him.
Destiny Use - The character undergoes a flashback imparting some piece of information useful to the
character or party, either immediately or in the near future. Unlike other information-providing Traits like
Cryptic and Mantic, Flashbacks literally pulls the party into an ancient Galkan memory, which may even
include combat or span multiple game sessions. They cannot change the present with their actions.

Special: This Trait may be only taken by Moogles.
The Moogle’s wings are slightly stronger than most belonging to its species, and is capable of allowing
the moogle to lopsidedly fly as opposed to merely hover.
Destiny Use – The character gains flight, with the ability to fly in any direction as a normal move action.
Melee attacks suffer a -4 penalty to hit a Moogle in flight. At the GM’s discretion, certain areas may
reduce the speed of the Moogle due to winds or similar effects. The effects of this Trait last for several
hours after Destiny is spent.

Special: This Trait may be only taken by Humes.
You do not feel restricted by the conventional rules of society or the restraints of 'common sense,' and
often act in a manner that in intentionally provoking, shocking, or supremely deviating from the norm.
You're spontaneous and unpredictable, which often comes in handy.
Destiny Use - After spending the point, your character may act in a way which is totally contrary to his
Affiliation with no ill effects, such as becoming more prone to Shadow or Holy, depending on the action
taken. The effects of this last for an entire game session, and apply to any and all actions taken.
Alternatively, if the user of this trait is a Samurai, they may briefly act against their Code without penalty or
loss of job abilities.

The character is a master of pursuit no matter the vehicle, and his daredevil feats are legendary.
Destiny Use - After using a destiny point, any vehicle in which the character is driving will manage to
miraculously hold together for the duration of the encounter, regardless of how much of a beating it
sustains in the process of a chase or escape. Alternatively, when making a Vehicles check, add an
additional d6 dice to your roll.

Some characters have a knack of arriving at just the right moment.
Destiny Use - By spending a Point, the character can instantly join – or rejoin – a group at any point
during a session; in the middle of a desert, on a battlefield, atop a deserted mountain peak – even if it
was common knowledge that the character was elsewhere. How and why the character happens to be
show up there is left up to the group’s imagination.

You can quickly come to the defense of others. Their survival means more to
you than your own.
Destiny Use - You throw yourself in front of an ally, taking damage in their
stead. This ability only works for physical attacks, or magical attacks with a
Single target. You may not use ARM or M.ARM, or any damage reduction
such as Shell or Protect for the purposes of this ability.

The character has enhanced hearing, smell, or sight, allowing her to spot
things that would normally not be obvious.
Destiny Use - When making an Awareness check, add an additional d6
dice to your roll.

The character possesses incredible physical strength.
Destiny Use - When making a Strength check, add an additional d6
dice to your roll.

Whether through natural curiosity or merely a natural inclination to examine any given situation for
information, an intuitive character can pick up on subtle clues where other people may simply overlook
Destiny Use – The character can request a useful fact or piece of information regarding the party’s
current situation from the GM in private. This Traits functions almost exactly like Cryptic.

The character is ill at ease around the company of others; her poor ability to judge responses and gruff
demeanor tend to cause offense more often than not. They simply don't fit into society properly, and thus
have difficulty in all social interactions. Potential backlashes here is that failures in Negotiation can
become FAR more critical - bartering a room for the night can end up with the Lone Wolf cooling his heels
in prison.
Destiny Use - When a player leaves his group to accomplish something important something on his own,
he can expend a point of Destiny to add an additional d6 dice to his result for any skill check.

You're always on your toes, waiting for the proverbial axe to fall.
Destiny Use - When the GM declares a Preemptive round is beginning, you may expend a point. By
doing so you are able to gather information about what is causing the attack, as well as act in the
Preemptive round even if no other combatant is entitled to do so. In addition, you will receive the first
strike before all other combatants, regardless of circumstance.
Alternatively, you can use this ability to negate damage from a Trap. (Applies to small things like
explosive chests, poison needles and the like, and not to large-scale scenario Traps such as rooms
rapidly filling with water, or walls closing in.)

Some characters are naturally adept around technology, preferring to get involved with machines than
people even if another alternative presents itself. Their grasp of complex devices is simply better than the
average person.
Destiny Use - When making a Systems check, add an additional d6 dice to your roll.

The character can sometimes foresee tiny fragments of the future or inklings of a destiny yet to come, or
read the thoughts of those around him. How the character derives this knowledge varies from person to
person; some may use smoke and tea leaves, and others are simply born with a strange telepathy
Destiny Use - The character can peer into the mind of an NPC, detecting surface thoughts and probing
for information.

The character has an out-and-out dangerous reputation – as a merciless killer, a traitor, an overly-shrewd
diplomat, or simply as a criminal of the highest caliber. Whether justified or just the result of hearsay, this
Notoriety makes his life that much more interesting. Be aware that this Trait can have unusual
backlashes. Innkeepers refusing service, local authorities taking a close interest in the character’s
actions, or howling mobs hounding him out of town are all fair game.
Destiny Use - When making a Negotiation check, add an additional d6 dice to your roll.

The character has managed to make himself highly unwelcome in society, or grew up in the wilderness.
Whether a Wild Child or an outcast from the civilized world, the character knows how to take care of
himself better when immersed in nature than when in a city.
Destiny Use - When making a Survival check, add an additional d6 dice to your roll.

Special: This Trait may be only taken by Androids.
Shifting to backup or auxiliary reserves of power, the Android is capable of far surpassing human
reflexes, speed, and combat expertise for a brief period.
Destiny Use – By expending a point of Destiny, the character receives the effects of Auto-Haste until the
end of combat. Afterwards, the character is drained and must recuperate, and they may only take very
limited, non-physically-demanding actions for a 24-hour period, assuming they are able to walk at all.

People want to believe the best of you. They have no doubts accepting that you are who you say you are.
Destiny Use - When making an Acting check, add an additional d6 dice to your roll.

While the definition of 'attractive' continues to be hotly debated in pubs the world over, a character with
this Trait taps into some timeless, universal standard of beauty that never quite goes out of fashion. Be
aware that this trait can have backlashes. Persistent admirers who will stop at nothing to woo, unwanted
attention, or the inability to blend into a crowd are all fair game.
Destiny Use - The character can use her beauty to obtain a favor or a gift from an admirer, or the
character can add an additional d6 to a Negotiation Skill roll aimed at any willing or plausibly willing

The character has unusually upstanding moral values and disarming honesty – the kind of man who
prides himself on being able to read another’s character off the basis of a handshake. However, the
character’s overwhelming honesty can cause trouble for the party.
Destiny Use - The character can instantly determine the truthfulness of any one statement or person.

The character has spent his entire life in the pursuit of various knowledge, and is a walking library of
obscure facts. In his chosen field, this character is an expert, simply knowing everything there is to know.
Destiny Use – You may roll an additional d6 die for any Skill Test for Lore, even if you do not have the
points in that type of Lore. For example, a Studious character could utilize Lore (Monsters) with a bonus
die, even if he is an herbalist by trade.

The world is a dark, hostile place, where even Heroes succumb to
hopelessness, greed, and hate. The character has found a ray of light
in an otherwise merciless world, and True Love gives him strength
when things seem darkest.
Destiny Use – The character may expend a point of destiny to add
an additional +2 to any roll. It is likely that this trait could be lost with the
death of one’s True Love, but this is not always the case. In
such a situation, the character may only take Vengeful, Lone
Wolf, or Cynic in exchange.

The character is far more tough and pugilistic than most others.
Destiny Use - When making a Vitality check, add an additional d6 dice to your roll.

The character has dedicated himself to the absolute destruction of another person, species, job class,
followers of a certain religious order, etc, that he believes has wronged him greatly in some way. When
he is fighting this type of foe or this specific player, he is determined to win at all costs.
Destiny Use - Declare the target of your revenge when taking this Trait. By spending a point, and
when the player is fighting the Person/Species/Job /etc that he has sworn vengeance against, the
character may continue to fight normally even when he reaches 0 hit points and would otherwise be

incapacitated and unconscious.
After spending the Destiny, this effect lasts for the duration of the combat. The Character may continue to
fight until he reaches negative hit points equal to half of his base HP, at which point he is dead normally.
If the targeted foe is slain while the character is at 0 HP or below, then the character has had his revenge
and is at peace, and becomes incapacitated; and if in negative hit points, begins to die as normal.

“Walking disaster” is as apt a description of the character’s activities as any; he seems literally incapable
of walking into a situation without walking away from it as smoldering rubble. Even when he tries his
hardest to behave, things seem always to react violently, become damaged, or detonate into spectacular
fireballs when this character gets involved.
Destiny Use - You automatically critically succeed any Skill check involving the destruction of a machine,
obstacle, building, magical object, or the like, all at the GM's Discretion.

                                       WEAPON MASTER
                                       Special: This Trait may be only taken by Elvaan.
                                       The character has the fires of battle in his Elvaan blood. To him, a
                                       weapon is a weapon; No matter the shape or size, the function is
                                       always the same. Often, weapon masters are focused and
                                       unrelenting, and only truly feel at home when knee-deep in
                                       Destiny Use - You may use objects - whether intended to be used
                                       as a weapon or not – as though it was your standard weapon for a
                                       combat. A character who has been disarmed and forced to fend off
                                       foes with a spoon and a chair will still do the same damage as he
                                       would with his Tier 6 Axe, for example.
                                       The improvised weapons must be things the character could
                                       feasibly lift, and abilities and effects that the character’s standard
                                       weapon possesses cannot be used. The character rolls 3d6 for
                                       accuracy (as though he was using Two Weapon fighting) when
                                       Weapon Master is active, whether or not he has the ability to Dual
                                       Wield normally.

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

The 500 Gil characters receive during character generation are only the tip of the iceberg; before long,
they'll have the money to set about seriously arming and armoring themselves against the dangers which
await them in their travels. This chapter covers the most essential portions of an adventurer's gear, from
the humblest Longsword to the finest Genji Armor - and beyond.

The Gil (G) is the standard currency of the Final Fantasy universe. Barring inflation, a single gil piece is
pocket change; 10 gil buys a meal for one or a ride on a Chocobo, while 100,000 gil is the going rate for a
well-appointed beachfront house. Prices do, however, fluctuate wildly from world to world - and even from
region to region - in accordance to the demands of scarcity and prosperity.

Countries and nations tend to mint their own individual gil currency; while these may be known by
particular names within that country, at the end of the day, a gil is a gil is a gil - lightweight, easy to spend,
and readily accepted the world over. The latter is due to the gil's composition; traditionally, a gil piece is
made of pure gold - indeed, the name 'gil' itself plays on this tradition. Changing times and growing
populations may force governments to 'water down' the currency, however, replacing the scarcer material
with more common metals such as bronze and silver. Paper bills are also increasing in popularity as an
easily-concealable alternative to the bulky, often inconvenient coins.
                                                                             Where such changes take place,
                                                                             they usually do so on a worldwide
                                                                             scale, ensuring a continued and
                                                                             universal acceptance for the

                                                                                Store Types
                                                                                No matter where you are in the
                                                                                world, specialized stores exist for
                                                                                nearly every form of merchandise
                                                                                imaginable - even in the remotest
                                                                                regions, small traders and
                                                                                traveling merchants will be more
                                                                                than happy to do business with
                                                                                anyone able to afford their goods.
                                                                                Sample types characters may run
                                                                                into over the course of their
                                                                                adventures include:

Weapon Stores stock weapons of all types. A good portion of these stores manufacture their inventory in-
house, incorporating separate forges and workshops beneath the premises.

Armor Stores cover Armor of every type, from Light cloth robes to Heavy plate and shields. As with
Weapon Stores, it is not uncommon to find skilled metalworkers attached to the store's premises,
producing goods for sale.

General Stores service the population at large, selling Recovery and Support Items as well as
miscellaneous equipment. In smaller towns, a General Store may also stock a limited selection of basic
Weapons and Armor if no other stores in the area sell them.

Relic Stores tend to be rarer fixtures in settlements; most of their stock comes from items recovered by
adventurers and explorers. As the name implies, they deal in curios and unusual items, including
Accessories of all shapes and sizes.

Bazaars are stores with a twist – you never know quite what you're going to get. Generally only found in
larger cities, bazaars offer a wide range of strange and unusual goods, ranging from genuine rarities and
powerful artifacts to the buffed-up junk sold by unscrupulous con men looking to make a quick Gil. As with
all shopping, finding a bazaar takes time, though they usually tend to be easier to locate than individual
stores. Unlike normal shops, players don't come to a bazaar with a shopping list – rather, they will get a
number of purchase options, each given a description rather than a firm name. A Mithril Bow found in a
town bazaar might be described as 'a well-polished ancient crossbow, shining like the sun,' while a
normal Staff may be called 'an iron-shod stick made of durable wood.' There are only two ways to
positively identify a good: buy it, or make a successful Trade roll with the appropriate modifiers.

                                                                     So why bother with bazaars? Not only
                                                                     do they hide some amazing pieces of
                                                                     gear, bazaar goods can save players
                                                                     some coin, assuming they're careful
                                                                     enough to avoid the scams – that 'bag
                                                                     of ten dusty bottles with illegible labels'
                                                                     retailing for 50gil could be a budget-
                                                                     priced pack of potions... or simple
                                                                     colored water. Because the GM
                                                                     decides what's on offer, it can be
                                                                     difficult to achieve the right balance
                                                                     between money-wasters and
                                                                     genuinely good buys – aim for
                                                                     unpredictability, but let the players
                                                                     score some bargains if they play their
                                                                     cards right.

Auction Houses are the preferred haunts of the noble and well-to-do, auction houses allow selected
members of the public to bid on a variety of rarities and antiquities. Generally speaking, ordinary
equipment and items are unlikely to end up on the auction block – what's up for grabs tends to run the
gamut from useless bric-a-brac like model airships and collectible porcelain to dungeon keys and artifacts
of mystic significance. Auction house items can easily be the start of a great adventure or change the
course of the current one.
Auction houses are rarely found outside of major cities. Even then, access isn't a given – some houses
may only cater to the upper classes, making it difficult for rough-and-tumble adventurers to get in without
the right connections.

Buying Equipment
It should be fairly obvious that a player cannot just walk into any given weapon store and ring up a dozen
Excaliburs -- Equipment availability also factors into purchases. Simply put, certain types of equipment
will be more or less readily available than others, whether due to rare materials, a particularly complex
manufacturing process or simple technological limitations.
What does all this mean in game terms? Simple. Characters obtain higher tiers of weapons and armor as
the game progresses. And it is nigh-impossible to skirt this.

Rare and Legendary Equipment
While most of a player's equipment will end up coming from over-the-counter sales, the very best items
take a little more effort to obtain - the kind of effort that typically involves going toe-to-toe with demon
lords or traversing ancient, monster-haunted ruins. Rare gear is uncommon but not one-of a kind, but
there are certain items in the universe that are denoted as Legendary gear, and enjoy near-mythical (or
notorious) status. Such equipment is powerful enough to change the course of an entire campaign, turn
the heroes into mortal gods, and are obviously not easy to acquire.

Selling Equipment
As characters upgrade to better equipment, they may wish to sell their older gear to merchants. These
will typically pay around 50% of the listed price for items, rounding down, though this may be adjusted for
wear and tear - or any number of other factors - at the GM's discretion. For example, a dagger purchased
for 3000g would only be worth a maximum of 1500g if sold, provided it was still in good condition at the

Carrying Equipment
In order to simplify the process of carrying equipment, all characters have four basic Equipment 'slots'
which can be filled by various items over the course of the game - in the FFRPG, such items are said to
be equipped, and allow the character to benefit from any and all properties they offer:
Left Hand, Right Hand, Armor, and Accessory.

Accessory is a catchall category for the enchanted rings, pendants, headgear, gauntlets, boots and other
items which fall under the Accessory category. A character can equip only one Accessory at a time to
receive the benefits of it.
All other items which a character may have stocked in his or her pockets, bags and backpack, is known
as a character’s Inventory. Regardless of a character’s strength, any character may only carry a
combined total of 10 items in their inventory; once the limit has been reached, the character must drop or
sell some of their equipment before they are able to take on more.

Beyond the equipment purchased during character creation, a character may have a few items of purely
sentimental or personal value -- a signet ring passed down from generation to generation; a necklace or
locket given to them from a loved one; a lucky coin or talisman; in short, anything that does not have a
price tag as such, but still holds some importance. Such items do not occupy positions within a
character’s limited inventory.

Arms and Armor
There are eleven different types of weapons in the world.

Axe - Heavy, unsubtle and fearsome in the hands of a trained warrior, Axes are particularly favored by
Geomancers, who use them to devastating effect in the close confines of the wilderness or underground.
Axes can be held as either a one or two handed weapon, and deal 1d6 or 2d6 points of damage
respectively. They have the special property ‘Plant Killer,’ meaning that all Axes deal 200% damage to
monster species of the Plant type, such as Malboros.

Bow - Short bows and longbows both require their share of strength and patience to master, but a good
marksman’s ability to deal damage from a distance can prove invaluable in many situations. Bows are
ranged weapons that deal 2d6 damage and use the user's DEX instead of STR to calculate damage.
They can utilize ammunition to add further bonuses, as well.

Dagger - Also known as dirks or knives, Daggers can be easily secreted up a sleeve or underneath a
cloak to give the wielder an unexpected edge in combat, wielded or thrown. A typical dagger measures
between 6" to 10", and are plentiful weapons the world over.
Daggers are one-handed weapons that deal 1d6 damage, and use the user's DEX instead of STR to
calculate damage.
They possess the special property ‘Concealable,’ making them impossible to spot when hidden with
anything less than an Impressive (difficulty 13) Awareness check.

Fist - Whether a simple unarmed strike, a padded leather glove, or foot-long steel claws, Fist weapons
allow a character to put more damage into what would otherwise be an unarmed attack. Fist weapons are
sold as pairs, and are thus treated as a two-handed weapon that deals 2d6 damage.
Unarmed attacks and are treated as Tier 1 weapons that deal 1d6 points of damage.

Massive - The ultimate representation of the physically powerful warrior, years of training are required to
use Massive Weapons with any degree of finesse or elegance. Their weight requires considerable effort

on the wielder’s part to use with any degree of success, but the results can be devastating.
Massive weapons include everything from buster swords to sledges to scythes, and are two-handed
weapons that deal 2d6 damage.
They possess the special property ‘Knockback,’ able to send his foes flying. After making a successful
attack, the wielder of a Massive Weapon may choose deal 50% damage instead and perform a Short
Range knockback on his target. Thus, Massive weapons are renowned for their ability to disrupt and
annihilate pure spellcasters.

Katana – These slightly-curved blades are formed by repeatedly folding a single sheet of metal, creating
a lightweight yet durable weapon designed for graceful movement. Many Samurai consider their weapons
an extension of their own bodies, and thus, consider the art of crafting a Katana to be a noble one indeed.
Katana can be held as either a one or two handed weapon, and deal 1d6 or 2d6 points of damage
respectively. They also possess the special property ‘Piercing Strike,’ allowing the user to treat the
weapon as though it was a Piercing weapon on one attack per session. Piercing weapons completely
ignore their foe’s ARM rating.

Gun - Bulky but powerful, Guns carry a great deal of long-range offensive capacity, able to deliver a
single bullet across great distances. Guns are a ranged one-handed 1d6 damage weapon that can use
the user's DEX instead of STR to calculate damage, and can utilize ammunition which may add further

Polearm - The basic principle behind the Polearm is to inflict damage at a respectable distance in melee
combat -- to this end, Polearms consist of a length of wood or metal 5' to 8' in length, topped by a heavy
blade. Spears, lances, pikes, halberds and naginata are all prime examples of this type of weapon.
Polearms are two-handed weapons that deal 2d6 points of damage. They possess a special property
known as ‘Charging.’ Whenever a polearm wielder moves a Medium range before their attack, they do
an additional level of damage. (STR x 1) becomes (STR x 2), and so on. Some abilities, such as the
Dragoon’s Jump and High Jump attacks, count towards the movement requirement.
The medium range movement must always be TOWARD the enemy. A character cannot, say, charge out
of melee and then back in a single turn, in order to abuse the extra damage on a charging attack.

Staff - Made of bound wood or metal, a Staff can inflict a respectable amount of damage if wielded by a
skilled user, though most contain a small quantity of magic which can be tapped on when wielded by a
mage. They also possess the special property ‘Spell Effect,’ allowing even the most unskilled mages to
imbue such weapons with one of their most commonly-used magicks. Upon a critical hit, the weapon will
cast the pre-set spell for no MP cost, Instantly. The wielder may also choose to cast the spell directly from
the staff as a Standard action, with a 25% chance that the staff will be destroyed beyond repair in the
process. Any one weapon may only have one Spell Effect. (see p.93 for more information about the Spell Effect

Sword - The weapon of choice for adventurers everywhere. While Swords come in many shapes and
sizes, the humble long- or broadsword is by far the most widely-used; the keen edge and versatility of
these weapons go a long way to accounting for their popularity. Swords are a one-handed weapon.
They possess the special property ‘Reliable,’ allowing the user, once per session, to reroll any attack roll
including critical failures.

Weapon Systems – This refers to any weapon too large to be feasibly man-portable, or which is aimed
or operated using a computer interface – some obvious examples of this would be a railgun mounted
onboard an airship or a Magitek cannon. They are often too large to lift, and generally use a character’s
DEX instead of STR to calculate damage.

A character whom has not put a single point into a Weapon Skill for a certain type of equipment may still
use that weapon. They will not receive any bonuses to their accuracy, and weapon damage will be less,
as if the character was using an Improvised weapon. (see p.121 for more information on this)
For example, an tier 3 axe normally does (STR x 3) + 1d6 points of damage – a character who has never
used an axe before will deal (STR x 1 ) + 1d6 points of damage instead.

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

Tier     Cost    Creation Type       Difficulty        Damage Dealt                 Additional Abilities
 1       100g    Weaponsmithing          10          (Attribute x 1) + 2d6    Only standard weapon properties
 2       500g    Weaponsmithing          11          (Attribute x 2) + 2d6     One additional equipment ability
 3      1200g    Weaponsmithing          12          (Attribute x 3) + 2d6     One additional equipment ability
 4      3100g    Weaponsmithing          14          (Attribute x 4) + 2d6     One additional equipment ability
 5      7000g    Weaponsmithing          16          (Attribute x 5) + 2d6    Two additional equipment abilities
 6     15000g    Weaponsmithing          17          (Attribute x 6) + 2d6    Two additional equipment abilities
 7     30000g    Weaponsmithing          18          (Attribute x 7) + 2d6   Three additional equipment abilities
 8        N/A         N/A               N/A          (Attribute x 8) + 2d6   Eight additional equipment abilities

Equipment Abilities
The following list describes all Equipment Abilities that can be chosen for a weapon purchase (and can
sometimes be found on Armor.)
Note that in the case of weapons, offensive special effects only apply for normal Attack Actions, and
cannot be used in conjunction with an Ability unless specifically allowed in the Ability's description - this
remains the case even those which take an Attack Action as a basis, as is the case with Mug.

Attribute Bonus (example; +2 DEX)
Requires a Tier 2 weapon
The item increases the indicated Attribute by +2 as long as it remains equipped - thus, a character with
STR 14 using a +2 STR weapon would have an effective STR of 16. Upon leveling up, weapons and
armor that increase a player’s VIT and INT statistics will also help permanently increase HP and MP
scores respectively. For example, a character who has 10 VIT would gain 10 HP plus the bonus from his
job. With +2 VIT armor equipped, the character has effectively 12 VIT, and would thus gain 12 HP instead
of the usual 10.
This ability can be added multiple times, granting up to +6 to an attribute on a non-legendary weapon.

Requires a Tier 2 weapon
A weapon with this effect causes healing items used by the wielder to have double normal effect. This
only increases the effectiveness of items that restore HP, not MP or restore statuses.

Auto-[Status] (example; Auto-Haste)
Requires a Tier 2/6 weapon
The item adds the indicated Status Condition to the character using it at all times. Status Conditions
added in this manner cannot be removed through the use of Spells or Abilities such as Dispel. The
exception to this is Auto-Life, which cancels as normal if used to resurrect the character and will not be
re-added for the remainder of a battle. A Tier 2 weapon is required for Negative status effects, and a Tier
6 weapon is required for Positive status effects.

Break Damage Limit
Requires a Tier 8 weapon
This ability is only to be found on Artifact-level weapons. It allows the wielder of such a weapon to do
more than 999 damage in a single round, whether the damage be magical or physical (or both!) in nature.

[Element] Enhancer (example; Fire Enhancer)
Requires a Tier 3/5 weapon
The item is sympathetic to a particular kind of elemental energy, dramatically raising the power of all
attacks associated with that element. Any Ability or Spell which deals Elemental damage belonging to the
type enhanced by the item inflicts 150% damage for as long as the item remains equipped; in the case of
Holy Enhancer, this also allows recovery spells to restore 150% HP instead.
Shadow or Holy Enhancer-type weapons require the base equipment to be Tier 5, not Tier 3.

[Element] Proof (example; Fire Proof)
Requires a Tier 4/7 weapon
Such equipment provides total Immunity to a single element. Fire, Ice, Wind, Thunder, Earth and Water
can be negated with Tier 4 or better gear; Tier 7 equipment is required for Holy or Shadow Proof.

[Element] Strike (example; Fire Strike)
Requires a Tier 3/6 weapon
The weapon has an affinity to one of the eight Elements: Fire, Earth, Water, Wind, Lightning, Ice,
Shadow, or Holy, and all damage dealt by the attack is of that elemental type. As a result, a successful
attack with this weapon will inflict 150% damage if the target has a Vulnerability against the listed
element, or 200% if they are Weak to it, etc. Resistances and Immunities also apply.
A Tier 3 or better weapon can be attuned to most of the elemental types, but Holy or Shadow weapons
require a Tier 6 or better piece of equipment.

[Element] Ward (example; Fire Ward)
Requires a Tier 2/4 weapon
Wearing this piece of equipment confers the character Resistance to the indicated Element. A Tier 4
weapon is required to obtain Resistance to Holy or Shadow.

Requires a Tier 4 weapon
On a successful Critical Hit, the wielder may make another immediate attack action on the original target,
or on a second target within Short Range of the first. Follow Through will not activate again if this second
attack is a Critical Hit. Limit Breaks do not activate Follow Through.

Requires a Tier 3 weapon
Weapons and Armor with this ability cannot be destroyed with normal means. No forge can reshape
them, no spell or attack can break them. A Ninja’s Shatter Weapon ability won’t leave so much as a
scratch on an Indestructible target. In some rare cases, such items CAN be destroyed, but the means to
do so are usually campaign-based. Note that all Legendary equipment must have this property.

HP Drain
Requires a Tier 5 weapon
In addition to dealing damage, every successful Attack with this weapon restores the wielder's Hit Points
by an amount equivalent to 50% of the damage inflicted by the Attack after modifying for Armor. Undead
opponents reverse this ability.

MP Drain
Requires a Tier 5 weapon
In addition to dealing damage, every successful Attack with this weapon restores the wielder's Magic
Points by an amount equivalent to 50% of the damage inflicted by the Attack after modifying for Armor.

MP Damage
Requires a Tier 2 weapon
Rather than doing normal damage, each successful Attack made with this weapon inflicts 50% damage to
the target's HP and 50% to its MP after modifying for Armor. If the target does not have an MP score,
then this weapon property is ignored and all combat damage is dealt to HP, as normal.

[Monster] Eater (example; Aerial Eater)
Requires a Tier 2 weapon
Whenever a character equipping a weapon with this ability slays a monster
of the appropriate type, the wielder gains back an amount of HP and MP
equal to the amount of damage done in the same round.

[Monster] Killer (example; Undead Killer)
Requires a Tier 3 weapon
All damage done to creatures of the appropriate type isincreased to
200%, whether magical or physical in nature.

Requires a Tier 6 weapon
It is said that this weapon is tied to its wielder's spirit, and that the color and capabilities of the blade will
shift to reflect the heart and mind of a strong-willed fighter. When using this weapon, a character may
utilize Limit Breaks at 50% or less health, as though they had the Limit Breaker job ability.

Requires a Tier 4 weapon
This weapon is designed to pierce defenses both natural and man-made. When calculating damage
inflicted by any physical Attack using this weapon, the target's ARM rating is ignored.

SOS-[Status] (example; SOS-Reflect)
Requires a Tier 2/3 weapon
The item adds the indicated Status Condition to the character using it if they are reduced to 25% of their
maximum Hit Points during the course of a battle. Status Conditions added in this manner cannot be
removed through the use of Spells or Abilities such as Dispel; they will only be cancelled if the character's
current Hit Points are raised beyond 25% of their maximum value or the battle ends. The exception to this
is SOS-Auto-Life, which cancels as normal if used to resurrect the character and will not be re-added for
the remainder of that battle. Tier 2 weapons are required for negative status effects, and Tier 3 weapons
are required for Positive status effects.

Special Ability
Requires a Tier 2 weapon
The weapon possesses a unique talent outside of those described here. It may allow a character to use a
Job Ability they would not normally have access to, or enhance a current one. As a Special Ability could
be almost anything, it is highly recommended that GMs use cautious judgment when allowing characters
to purchase and describe gear with this weapon property.

Spell Effect
Requires a Tier 3 weapon
Upon a critical hit, the weapon will cast a specific magical spell. The wielder may also choose to cast the
spell directly from the item with a 0 Mp cost, with a 25% chance to destroy the item. Artifact-level
weapons will never be destroyed by releasing the spell within. Any one weapon may only have one Spell
Effect, and a character who purchases a weapon with the Spell Effect property must choose a spell that
he himself can cast, and characters cannot purchase Spell Effect weapons capable of casting Rank 5

[Status] Proof (example; Poison Proof)
Requires a Tier 3/6 weapon
Wearing this piece of equipment confers the character Immunity to the indicated Element or Status
Condition type. A Tier 3 of better weapon can prevent the status effects Berserk, Blind, Confusion, Mini,
Poison, Sleep, Stop, or Zombie. A Tier 6 or better weapon is required for the status effects Petrify, Curse,
Seal, Slow and Charm.

[Status] Touch
Requires a Tier 2/6 weapon
On a successful Critical hit, the weapon will add the named Status Condition to the target. Status
Conditions afflicted in this way last for only a few rounds.
A Tier 2 or better weapon can cause the status effects Berserk, Blind, Confusion, Poison, Sleep, Stop, or
Zombie. A Tier 6 or better weapon is required for the status effects Petrify, Slow, Curse, Mini, Seal, or

Triple Critical
Requires a Tier 5 weapon
Due to its power, any Critical Hits caused by this weapon inflict 300% damage, rather than the normal

Unusual Weapon Types
These are example weapons that don’t fit into any other single category, but are popular the world over.
Buster Sword: A Buster Sword is a Massive weapon that may, as an instant action, be broken down into
multiple different types of blades – daggers, multiple swords, Katanas, etc - with the same damage die as
a typical weapon of that type would have, but keeping the same weapon properties and abilities. A Buster
Sword can be turned back into a Massive weapon as a Standard action.
Chakram: Chakrams, boomerangs and oversized shuriken all make excellent throwing weapons, with
good range and a keen edge that always returns to the thrower's hand regardless of how far they are
thrown. Boomerangs and Chakram are considered Medium Ranged despite their lack of ‘ammunition’
required to be used, and they may use the thrower's DEX or STR to calculate damage. Chakrams require
the Weapon Training ability, as they don’t fit into any other category.
Fork: Originally used by a long-forgotten race, these outsized Forks are ideal for combat and for roasting
one's food over the fire. They are otherwise identical to a Polearm, and use the same combat skill.
Gunblade: Exactly how it sounds, a character using this weapon in melee combat uses his Sword skill for
accuracy, but may also use it to fire rounds of ammo into combat at a short or medium range, using his or
her Gun skill. Damage dealt from range use the user's DEX instead of STR to calculate damage. A
character who uses a Gunblade must also purchase and utilize gun Ammunition, and gains all the effects
from it when making ranged attacks.
Harpoon Gun: This heavy rifle is armed with peculiar ammunition. When fired, instead of launching a
typical bullet, it instead launches a fifteen-inch silver spear attached to a long, thin rope. Three metal
prongs at the tip of the harpoon snap open upon connection with a target, to prevent the harpoon from
being easily dislodged by pulling or putting pressure on the rope. If the weapon is fired into a living
creature which tries to remove the harpoon, they can do so at the cost of taking the damage from firing a
second time. The rope can hold roughly (Weapon Tier x 200lbs) before
becoming very strained and potentially snapping; in such a situation, the
harpoon gun will need to be repaired before it can be used again.
Grappling Guns are similar, possessing a heavy, hooked head at the
end of the rope, and are useful for scaling parapets and walls much.
Homing Cannon: As Pulse Cannons but with a very important single distinction - they are controlled by a
gunner strapped into a computer targeting system, or are controlled by artificial intelligence.
Homing Cannons use the DEX stat to calculate damage. In addition, they possess the ‘Lock-On’ feature.
After a foe is struck in combat by a ranged attack by a Homing Cannon, the gunner receives a +2
temporary modifier to their attack rolls against that target; until they miss.
Pulse Cannon: Pulse cannons are found on combat vehicles, as main or secondary weapons against
whatever threats the vehicle and its crew may face. They draw their power from the vehicle's reactor,
even though they require a gunner to aim and fire them. Pulse Cannons deal use the gunner’s INT stat to
calculate and determine damage, and Pulse Cannons and their brethren are all made with the Synthesis
– Machines skill.
Whip - Leather whips are constructed by wrapping thin strands of leather into a long tapering lash,
whereas chain whips simply consist of interconnected iron links.
A whip possesses the ‘Disarming’ property. When a character who has the Disarm ability attempts to do
so with a Whip, they have an automatic 25% chance to succeed without needing to make an opposed
roll. Whips require the Weapon Training ability, as they don’t fit into any other category.

Thrown Weapon properties                     Throwing Weapons Cost Creation Type Difficulty
Thrown Weapons are all assumed to                     Dart           200g       Tinkering        10
be Tier 1 ranged weapons, and deal               Juggling Ball        20g       Tinkering         8
(DEX x 1) + 1d6 damage. They are                     Skean           200g        Alchemy         12
most commonly used by Ninjas,                         Dice            10g        Alchemy          8
Gamblers and Entertainers, who have                  Cards            10g        Alchemy          8
special abilities that often incorporate           Shruiken           40g Weaponsmithing         10
such unusual weaponry. Prices given
in the listings are per one item, and attacks with thrown weapons are usually resolved in the same
manner as ones made with any other attack; however, regardless of whether the Attack hits or misses,
the thrown weapon is consumed, destroyed, and removed from the Inventory. Most thrown weapons have
special properties of their own, and a brief description of each is given below.

Dice: Found in gaming establishments all across the world, small plastic dice can be used by Gamblers in
a pinch if no other options are available. Not only do they possess the ‘Concealable’ weapon property
most often found on daggers, but they also cause 50% more damage whenever they are infused with
elemental-based energy from a Gambler’s Slot Shot ability.
Cards: Unlike all other Thrown Weapon categories, the price listed for ‘Cards’ refers to an entire deck of
these potential projectiles. Cards are a one-time purchase that are not consumed when thrown, and can
be used over and over again. Like Dice, they possess the ‘Concealable’ weapon property, but also grant
a +2 bonus to Thievery checks to help the user cheat at card games.
Dart: A popular choice in conjunction with contact poisons, Darts require a considerable amount of
accuracy on the thrower's part to inflict any significant damage. They’re hollow, and have the ability to be
filled with various liquids or gaseous materials, which are released through a hole in the tip upon contact
with a target. Darts, when purchased, are filled with one of three materials; Malboro Poison, which causes
Poison upon damage, Dream Dust, which causes Sleep upon damage, or Loco Weed, which causes
Confuse upon damage, If the damage from the Dart’s attack would be negated due to effects such as
Protect or ARM, or even the Catch job ability, the status effect also automatically fails.
Juggling Ball: Balls are small, solid metal spheres capable of inflicting heavy concussive damage when
thrown with enough force – or skill - at a target. Some types augment this with the addition of spikes,
blades, or elemental magic. As jugglers are common across the world of Ivalice, few guards will bat an
eye at an Entertainer carrying even the most bladed, vicious-looking juggling balls.
Shruiken: A classic Ninja weapon, this is a small, sharp metal disc with multiple cutting edges that can be
thrown at a target in rapid succession. While the damage inflicted is normally far from grievous, a trained
hand can turn them into an accurate and deadly weapon.
Skean: Skeans are double-edged short daggers whose curved blades afford the thrower additional
distance and accuracy, and elemental enchantments ensure optimal stopping power for minimal cost.
Skeans are purchased with an elemental affiliation of Earth, Fire, Water, Wind, Ice or Lightning. They
have the [Element] Strike weapon property accordingly – for example, a Fire Skean would have Fire
Strike, dealing additional damage against targets who are weak or vulnerable to that element.

GM’s Note
The ‘Weapon Training’ shared trait means that characters will have the ability to use almost anything they
can dream up as a weapon, from bells to heavy books to biomechanical blades that
change color depending on the user’s mood. When designing a new weapon
category, remember these simple rules.
First, any weapon can use any attribute for calculating damage – STR, DEX, VIT,
INT and CHA are all fair game if argued well enough.
Secondly, all weapons have one ‘Special Ability’ upon creation. This might be
anything from a +1 bonus to all Lore skills for using a Book, or the ability to dispel
Elemental Terrain when playing on an elementally-aligned Harp or set of Drums.
Ranged weapons are special - the ability to target distant foes IS the weapon’s ability.
Finally, under no circumstances should a unique weapon allow the user to
attack multiple opponents.

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

Devastator                                                   Yoichi Bow
Tier 2 Axe, Plant Killer, Special Ability                    Tier 7 Bow, Fire Strike, Fire Proof, Special Ability
This strange weapon is covered in runes and                  The wooden arrows from this bow only remain
glyphs. It appears to have no special properties             solid until they’re fired – then they burst into jets of
whatsoever except being surprisingly heavy – but             flame, turning the foe into a blazing pincushion.
when used to destroy any non-weapon object –                 These attacks can’t be prevented with the Catch
walls, armor, or what have you – the character is            or Return Fire abilities. Merely possessing the
treated as possessing the Destructive Strike ability.        Yoichi Bow is said to provide its owner with some
                                                             measure of defense against Fire in all its types.
Tier 3 Axe, Plant Killer, Humanoid Killer                    Mage Masher
This wickedly curved axe appears to have a pommel            Tier 2 Dagger, MP Damage
made of several human bones. It was created by a             Though the name might raise a few eyebrows,
twisted artisan thousands of years ago with the              there’s nothing humorous about this weapon. A
intent on wiping out his own species.                        target struck with this weapon feels a hopeless
                                                             sense of longing as their magical energies are torn
Berserker's Axe                                              away, spilling out of them like silvery dust on the
Tier 6 Axe, Plant Killer, Auto-Berserk, +2 STR               wind.
The blade on this axe appears to be in the shape of
a flowing flame, with a handle wrapped in black              Swordbreaker
leather. It seems normal enough until carried into           Tier 4 Dagger, Special Ability
combat, at which point the weapon takes over.                This dagger is favored by one-on-one fighters,
The eyes of the wielder are filled with madness and          especially Elvaan nobles who find themselves
a berserker’s rage, and he will only regain control of       constantly dueling. With just a flick of the wrist, the
his senses when all foes lie dead before him.                Swordbreaker is capable of destroying even the
                                                             mightiest of weapons.
Sky Render                                                   Once per session, the wielder may use the Ninja’s
Tier 5 Bow, Aerial Eater, Aerial Killer                      Shatter Weapon ability as a standard action.
This simple wooden bow appears almost splintered
at both ends, and it takes a keen eye to discover            Assassin’s Knife
that the weapon was designed with that                       Tier 5 Dagger, Humanoid Killer, Special Ability
appearance. It is especially adept at defeating flying       This machete-like weapon seems to be cut from a
enemies.                                                     single piece of obsidian, and grants its wielder the
                                                             Assassin’s Kiss job ability.
Tier 6 Bow, Charm Touch, Piercing                            Dragon Claws
Made of melded wood and gold, this weapon has                Tier 3 Fist, Dragon Killer
caused more than a few fights within adventuring             As the name suggests, these five wickedly-curved
troupes who stumble upon it. Fittingly appropriate,          spikes set into a leather glove are designed for
as the arrows from this bow are capable of melting           piercing the tough hide of draconic monsters.
even the coldest hearts, stirring jealousy and envy,
and ‘encouraging’ even the most wicked of foes to            Kaiser Knuckle
fight alongside you.                                         Tier 5 Fist, +2 Strength, Special Ability
                                                             A staple weapon for well-to-do Monks everywhere,
Destroyers                                                   the Kaiser Knuckle is forged from some long-
Tier 7 Fist, Follow-Through, Overdrive, Auto-Haste           forgotten alloy and weighs close to half a ton
While Final Heaven is a weapon that has achieved              Foes on the receiving end of such a punch
legendary status, the Destroyers – sometimes                 will find themselves hard-pressed to stay
referred to as the ‘God Hand’ – are not far behind.          standing. Whenever a successful attack is
Created from an Orichalum alloy, this glove                  landed, the target receives a Short Range
Has been used by some of the greatest martial                knockback effect.
artists since the dawning of history.

Coffinmaker                                                   Genji Blade
Tier 5 Gun, Seal Touch, Spell Effect: Seal                    Tier 7 Katana, Auto-Regen, Auto-Haste, Follow
This black, crimson and aqua-colored firearm lets             Through
loose bursts of steam and hums with energy                    The Genji period was a short-lived historical
whenever it is reloaded. The guns imbues all of its           period thousands of years ago, named after the
ammunition with the ability to completely Seal all of         master swordsman who used this blade and a suit
its targets magical attacks and special abilities.            of armor to forcibly take the throne. He ruled for
                                                              one year before resigning, leaving the kingdom in
Blackjack                                                     turmoil.
Tier 2 Gun, Special Ability                                   At first glance, the Genji Blade appears to be an
Years of gambling, shuffling cards and rolling dice           enormously powerful weapon; however, there is a
have paid off, and the owner of a Blackjack finds             catch. The Genji Blade may never be used alone,
himself able to better put his foes to the ground             and must be dual wielded with Two Weapons for it
without ever once drawing his firearm. With the               to have any of the above abilities.
Blackjack equipped, a Gambler finds himself better
able to utilize improvised weapons.                           Ironside
All damage dealt by Dice and Cards are increased              Tier 3 Massive, Special Ability
by one step – for example, if a                               Forged from its namesake, this cold iron battleaxe
thrown card was to do (DEX x 1) damage, it will deal          chills to the touch. It seems to drain the very
(DEX x 2) damage instead, and so on.                          warmth from the air. A Dark Knight wielding
                                                              Ironside may now use Night Sword as a Standard
Valiant                                                       action instead of a Slow Action.
Tier 5 Gun, SOS-Protect, Special Ability
It’s a dangerous life, and there’s always someone             Scarecrow
who’ll be wanting to slit your throat when you sleep.         Tier 5 Massive, HP Drain, MP Drain
Presumably, that thought was the driving force                It appears at first glance to be little more than a
behind the creation of the Valiant, a weapon that             common farmer’s scythe, used for harvesting fruits
ensures its owner is never caught unawares.                   and vegetables and weeding gardens. That is, of
With the Valiant equipped, the character is treated           course, until some poor foe finds his life force and
as though he has the Preemptive Footwork job                  magic rapidly dissipating under the unrelenting
ability, and may always act in Preemptive combat              attacks of a Scarecrow.
                                                              The Ogre
Vigilante                                                     Tier 5 Massive, Triple Critical, Special Ability
Tier 2 Katana, Special Ability                                Named after great, hulking beasts of legend, this
A simple katana used by many still in training – or at        double-headed greatsword is almost six feet tall,
least, by the ones who plan on living to see their            and made from a stone blade attached to an iron
training end some day. The bearer of Vigilante                hilt. It is warm to the touch and emanates a low,
receives a +2 bonus to their EVA at the start of              rumbling growl whenever enemies are nearby.
every combat. This effect lasts until they take
damage, after which time the additional bonus is lost         Valhalla
for that encounter.                                           Tier 6 Massive, +4 VIT, Special Ability
                                                              The ability woven into this seven-foot golden
Kotetsu                                                       axe is an unusual one. Whenever the wielder of
Tier 3 Katana, Fiend Killer                                   this weapon would drop to 0 HP or less, they have
This katana was clearly forged by a master of his             a 50% chance to remain at 1 HP instead.
art, the blade sharper than a razor’s edge and
perfectly weighted. It is especially effective against        Colossus
Fiends of all types.                                          Tier 7 Massive, +2 STR, Overdrive, Triple Critical
                                                              This mighty weapon is made entirely of orichalcum
Heaven's Cloud                                                with no decoration whatsoever. It seems plain in
Tier 5 Katana, Earth Proof, Special Ability                   every way save for its immense weight, which can
A warrior equipped with Heaven’s Cloud need not               surprise even the mightiest of warriors.
remain earthbound. The Kami within this blade also
provides any wielder to Instantly receive the effects
of Float for several rounds, once per session.

Illumina                                                       Sage's Staff
Tier 7 Massive, Indestructible, Holy Strike, Auto-Blind        Tier 3 Staff, Spell Effect: Varies
Known in many circles as the Lightbringer, this                There are many Sage’s Staves in the world, each
powerful two-handed greatsword shares several                  with a distinctive spell incorporated into it.
traits with the Excalibur. Illumina exudes constant            Whether White, Black, or Blue magic, these
light in a wide area, bright enough that it is difficult to    wooden tribal-looking rods are often as
look directly at the blade, and foes struck by it are          unpredictable as they are fragile. When casting
often physically blinded by the radiance.                      the Spell Effect directly from a Sage’s Staff, the
Unlike the Excalibur, however, Illumina is a weapon            chance for it to be destroyed by the attempt is
of immense size and weight. It boasts a blade that is          increased to 25%.
almost three feet wide at its base.
Dragon Whisker                                                 Tier 7 Staff, Auto-Life, Alchemy, Special Ability
Tier 2 Polearm, Dragon Eater                                   A pair of pristine ivory wings decorate the top of
The name is no euphemism; this polearm was                     this ruby-studded staff, obviously designed to be
actually created from several massive pieces of                reminiscent of an angel. A single glowing crystal
draconic chin hair, woven together to create a                 has been carefully wrapped into the staff’s tip with
supple rod and topped with a bone tooth or iron                golden bands.
point.                                                         In addition to the very powerful Auto-Life ability,
                                                               Ascalon has an additional function when held by a
Aura Lance                                                     White Mage with the MP Stroll ability. Instead of
Tier 3 Polearm, Spell Effect: Flash                            recovering 25% of the White Mage’s total MP
This glowing polearm is armed with a mysterious                every hour, the mage regains 100% instead.
power – upon command, it can unleash a blast of
illumination capable of damaging and blinding foes.            Regal Cutlass
Flash is a Blue Magic spell.                                   Tier 2 Sword, Special Ability
                                                               This jewel-encrusted blade, often a target for
Obelisk                                                        sticky-fingered thieves, is a sign of royal heritage.
Tier 6 Polearm, Triple Critical, Special Ability               Anyone wielding the Regal Cutlass receives a +2
Often used by Tarut Dragoons, this weapon has one              to all Negotiate checks.
very interesting property; against foes who would
physically overpower the wielder, the Obelisk                  Enhancer
strengthens the wielder accordingly.                           Tier 3 Sword, Special Ability
Whenever battling a foe with a higher STR rating               This thin, dull silver sword appears to have no
than the wielder, all damage dealt by physical                 special properties until the wielder casts a spell.
attacks is increased by one step – for example, if             The sword will then burst to life, glowing with the
the weapon was to do (STR x 6) damage, it will deal            corresponding elemental color, and receive the
(STR x 7) damage instead, and so on.                           corresponding [Element]-Enhancer ability. For
                                                               example, upon casting Firaga, the sword would
Petalchaser                                                    glow a brilliant crimson and would receive the
Tier 2 Staff, Special Ability                                  effects of Fire-Enhancer, causing 150% damage
The reasons for the original creation of this unusual          from all the following fire spells and effects.
weapon have forever been lost in the annals of                 The elemental enhancement will remain
history; we can only speculate. In its regular form,           unchanged for 24 hours, after which time the
the Petalchaser is little more than a flowering rose,          sword will return to its original dull color, and a
small enough to be easily worn in the hair. In this            new spell may be cast, and a new elemental
form the Petalchaser is Indestructible, and it will            enhancement received.
never wilt or show signs of aging. With the slightest
thought, though, the rose can transform itself into a          Blood Sword
full-length staff made of green iron and vegetable             Tier 5 Sword, +2 STR, HP Drain
material, and covered in small thorns.                         Orange light glows from within this rune-covered
The primary function of the Petalchaser these days             blade and the hilt is warm to the touch. The sword
is often as a form of concealed defense for                    is cracked in several places and appears
Entertainers, but many Red Mages have been                     extremely old, but pulsates with a red-hot heat.
spotted with a rose protruding from their
trademarked crimson chapeaus, as well.

Soul Saber                                                  Ancient Sword
Tier 4 Sword, Special Ability                               Tier 6 Sword, Petrify Proof, Petrify Touch
This crystalline sword appears relatively ordinary,         Made from a dull grey stone, this blade seems
save for the magical runes etched into the hilt and         ready to crumble at any moment. Such
blade. However, if the Soul Saber is wielded by a           appearances are obviously deceiving, as the
Red Mage, the character may use the Runic ability           Ancient Sword – created by the long-lost race of
an additional one time per session. Even after the          warrior-mystics – is one of the most powerful of its
character has used Runic his maximum number of              kind. However, there is one large detriment to
times per session, the Red Mage may continue to             using the blade; whenever a foe is afflicted with
use the ability indefinitely, but with a 50% chance         the Petrify status caused from the blade, the
that the sword will shatter each time, becoming lost        wielder will instantly age roughly five years.
forever.                                                    Though growing old in this way will never cause
                                                            premature death, most adventurers are shocked
Defender                                                    at the concept of giving up their youth and vanity
Tier 6 Sword, Holy Enhancer, Auto-Protect                   in exchange for combat prowess.
This thin blade is well-known and used commonly
the world over, as it is one of the most reliable,
useful, and simplistic creations of all the magical
weapons. While designs vary, most feature a set of
golden wings wrapped protectively around the

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

Artemis Bow
Tier 8 Bow
Indestructible, Break Damage Limit, +4 DEX, Beast Killer,
Plant Killer, Spell Effect: Angel Snack, Special Ability
Named after the goddess of the hunt, this crystalline bow
was last wielded by the Viera Ranger, Serenla, in the Second War. It was destroyed in combat and its
pieces were recovered from the battlefield, later returned to the dwarven stronghold deep within the
center of the earth. As the dwarves had forged the weapon, it was concluded that only they could repair it.
Whether or not they succeeded is the stuff of legends.
Among its other properties, the Artemis Bow allows the user to use the Ranger’s epic ability, Sharpshot,
once per game session with no associated Destiny cost.

Tier 8 Sword
Indestructible, Break Damage Limit, Special Property
While the origins of many legendary weapons are shrouded in mystery, the story of
Apocalypse is surprisingly simplistic. It was designed as a weapon to be used in the war
between Ancients and Espers, capable of defeating both sides should the need arise.
When the war ended – presumably to the satisfaction of Apocalypse’s wielder – it was sealed away deep
underground until such time as either side attempted to seize power once again.
What Apocalypse lacks in sheer destructive power it more than makes up for with its unparalleled magical
defenses. The wielder of this blade is immune to all damage from all eight elemental types, as
though it possessed all eight [Element]-Proof properties.
Furthermore, Apocalypse’s owner deals 200% damage to Espers and summoned creatures with all spells
and attacks.

Tier 8 Massive
Indestructible, Break Damage Limit, Shadow Strike, Shadow Enhancer, Immunity to Shadow, HP Drain, SOS-
Berserk, Spell Effect: Death
Many legends surround this ominous scythe, spoken in hushed voices and whispered terrors, and told
and retold by the Galkan Talekeepers. The legends tell of Galkan Dark Knight, Zeid, who was one of the
legendary Heroes that took up arms against the Shadow Lord. Upon their victory he crafted this weapon
from one of the claws of the fallen Lord, tempered in hellfire and cooled it in the waters of the Styx; the
river of death itself. In the aftermath of the Great War - armed with this obsidian-black scythe – Zeid
proclaimed himself to be the Emperor of the Wastes, and took residence atop the throne of the fallen
Shadow Lord. The Demons and monstrosities that did not bow to him were crushed mercilessly, and he
ruled with fear. Some legends say that the Deathbringer brought the Wastes into an unending darkness

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

Death Penalty
Tier 8 Gun
Indestructible, Break Damage Limit, +4 DEX, Death Touch, Auto-Haste, Auto-Protect, Special Ability
Death Penalty has changed hands many times over the years. It resurfaces in history every few millennia
to perform some great – or depraved – mission, and then sinks back into folklore and obscurity. Little is
known about this weapon save for its reputation to live up to its namesake.
In addition to its other properties, whenever the gun is being used to punish the guilty, the immoral, or the
decadent, it does 150% normal damage.

Tier 8 Sword
Indestructible, Break Damage Limit, Holy Enhancer, MP Drain, Auto-Protect, Spell Effect: Holy, Special Ability
Many weapons were carried into battle against the Shadow Lord, but none so hallowed or oft-spoken of
as the Excalibur, the blade of the gods themselves. How it came to be is unknown, for when the gathered
few struck out to the Shadow Lord’s citadel, clad in magic-imbued raiments and with eyes prepared to
see the world pass away, they were accompanied by a dusty-haired youth, innocent and unarmored,
carrying only a sword forged from an unknown metal, and pulsing with white-hot light.
The youth was named Andarius, known today as the greatest Hero to have ever lived.
Stories tell of how, when faced with the unholy magic of the Shadow Lord, and the Heroes of destiny
were wracked with pain and unable to move, Andarius alone had the power to stand, and drove the blade
into the diamond-hard carapace of the ancient demon, the origin of sin, the Shadow Lord himself.
When used by any character who is not Shadow Affiliated, the Excalibur glows with divine radiance, and
the wielder cannot be affected by Disarm or Knockback abilities. In addition, when a Paladin uses the
Holy Circle job ability, the damage is increased to 300% on Undead foes instead of the usual 200%.

Final Heaven
Tier 8 Fist
Indestructible, Break Damage Limit, Follow Through, Auto-Haste, +4 STR, Triple Critical, Overdrive
Monks of great age and wisdom speak freely about this weapon, citing its immense power and ability to
bring much good into the world. When questioned about prior owners, however, they grow silent, insisting
only that “there is much we do not know.”
Unlike all other weapons, the monks say, Final Heaven will
find you – if you are truly worthy to bear its burden.

Tier 8 Axe
Indestructible, Break Damage Limit, Triple Critical, Earth Strike, Plant Killer, Special Ability
Genesis was carried into battle by the geomancer Valken in the Second War. Many foes fell to the might
of Genesis, and when the dust settled, Valken was one of the few heroes left standing. He was put to rest
years later on the outskirts of the Wastes – in an oasis of flowers nestled in the frozen peaks, so the
legends say. Most believe this weapon was buried with him…and that the flowers atop his grave continue

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

Tier 8 Polearm
Indestructible, Break Damage Limit, Piercing, Overdrive, Dragon Eater, +4 ACC, Special Ability
Another dwarf-forged weapon, they have long hailed Gungnir as their finest work. It currently sits
in the Halls of Legend in the dwarven stronghold, deep in the center of the earth. When a Dragoon
wielding Gungnir uses Ancient Circle, the effects of Dragon Killer remain on the Dragoon until the
end of combat, although they fade from all affected party members after several rounds, as normal.
In addition, anyone wielding Gungnir is unaffected when foes utilize EVA-increasing abilities – the
weapon has the uncanny ability to almost always strike its mark. Whether it be a Thief using Master
Thief or an enemy’s special maneuver, you may always treat opponents as if their EVA stat did
not increase from these effects.

Tier 8 Katana
Indestructible, Break Damage Limit, Triple Critical, Piercing, Overdrive, Spell Effect: Barrier,
Special Ability
The Samurai known as Lokus once bore this blade, and the good that he spread in his lifetime is
far more legendary than the weapon itself. It is currently in the treasure trove of the great Wyrm,
Shinryu, who takes great enjoyment from devouring and slaughtering those that seek it out.
The Spirit within the Masamune is a Holy Kami, the only one in existence, and a Samurai who wields this
blade can perform truly incredible feats. It is possible for the Masamune to be destroyed in only one
fashion – a truly legendary Samurai could, in theory, Draw Out the Kami who lives within it, causing the
blade to shatter. However, the raw energy unleashed from such an attack would have no equal, and
many who study the magical arts philosophize that this could cause localized devastation – or beneficial
forces – the like of which the world has never seen.
Anyone who uses the Masamune automatically receives one additional Standard action every round; this
can be combined with the Haste spell to allow a single character three standard actions every turn.

Tier 8 Staff
Indestructible, Break Damage Limit, Magic Enhancer, Special Ability
Created by a White Mage named Auria only eighty years ago, Nirvana is by far the newest weapon of
such power in existence. Nirvana sits in the central chamber of the Council of Four, sealed away with
magical locks and barriers until such time comes as it is required.
Nirvana increases the damage dealt with every sort of magical spell and effect under the sun by 50%,
including non-elemental effects such as Ultima. It practically pulses with energy when held by any casting
Job. Most importantly, Nirvana has the Special Ability ‘One MP Cost’, reducing the MP cost of all Black,
White and Blue spells of Rank 4 and lower to merely one point of MP. Rank 5 spells are unchanged.
A Summoner equipped with Nirvana gains the following benefits as well – first, the cost to Summon any
Esper is reduced to one point of MP, though their individual spells and abilities still require an
expenditure. Secondly, all Espers deal 50% more damage at all times, and also gain the Break Damage
Limit ability.

Tier 8 Massive
Indestructible, Break Damage Limit, Triple Critical, Spell Effect: Flare, Humanoid Killer,
Humanoid Eater, HP Drain, Follow-Through
According to legend, this sword is bloodthirsty to the point that once drawn, it cannot be
returned to its scabbard without having first drawn blood. Despite such claims, the Ragnarok
is still one of the most-sought of all legendary weapons. It was last wielded by Orden del Rios
in the Second War, whose peaceful wishes often went against the sword’s corrupt nature.
Finally, Ragnarok forcefully betrayed it’s master, causing the man later to become known as
the Father of Freedom to commit suicide. The sword’s bloodthrist sated for a time, it was
re-sheathed and hurled into the ocean by a fellow knight, never to be seen since.

Save The Queen
Tier 8 Dagger
Indestructible, Break Damage Limit, +4 DEX, Stop Proof, Auto-Life, Special Ability
Only six inches in length, smaller than most daggers, Save the Queen is by far one of the most delicate
weapon to ever demonstrate usefulness in combat – as well as one of the most powerful.
Created entirely out of a single piece of Orichalum, the current whereabouts and former owners of this
weapon are completely unknown. Upon equipping this weapon, the user may utilize the Paladin's ability
Cover at will. It also increases the wielder's EVA by +2

Tier 8 Katana
Indestructible, Break Damage Limit, Triple Critical, Wind Strike, Follow Through, +4 DEX, Special Ability
Sometimes referred to as ‘The Tempest,’ this blade has never been wielded. Created by the
warmongering Ancients, their civilization is believed to have been destroyed before this blade was put to
use. It was found in the Wastes by a wandering merchant and sold, having exchanged hands many times
since then. It now sits on display at Dragon’s Head Coliseum and waits to be given to one who proves
themselves as the grand master.
In addition to its regular abilities, Zanmato allows the user to use the Disarm ability once per combat as
an Instant action. A character with the Ninja job ability ‘Shatter Weapon’ can now also use that ability as
an Instant action.

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

Angry monsters, unscrupulous soldiers, bandits, rogues, traitors, or the occasional weekend brawl with
the ultimate evil - an adventurer can find themselves in any number of scrapes, given enough time and
surprisingly little effort. In the heat of battle, even the most skilled fighters or demure mages will find
themselves taking the odd hit; whether or not they survive the results is entirely down to their armor.

Light Armor is usable by all Jobs, and allows for rapid movement, stealth, and spellcasting without
impeding the user, but provides only the scantest protection against attacks.

Medium Armor consists of heavier leathers and
light metals, and, though it does not provide the
same level of armor bonuses as Heavy armor,
many adventurers feel safe enough in this type of
garb to charge into melee with powerful foes.

Heavy Armor consists of solid, overlapping plates
of metal or another equally durable material for
optimal protection against physical attacks. The
Heavy Armor skill also includes a character’s
proficiency with Shields.

Regardless of the given name, Armor can look like anything the character wishes. ‘Rainbow Robes’ could
be a snazzy business suit, or Full Plate could be spiked black steel, barely covering a scantily-clad female
The following lists some examples of common, store-bought armor, as well as their estimated prices.
Note that all Legendary armor – like all legendary equipment – has the Indestructible property even
though it isn’t listed.

                                             Light Armor
      Name            Cost     ARM     M.ARM          Effect       Tier    Type       Difficulty
  Cotton Robe         100g       2        6                         1     Tailoring       10
  Temple Cloth        200g       3        7          +1 STR         1     Tailoring       11
    Silk Robe         400g       4        8                         2     Tailoring       11
  Mage’s Robe         600g       5       15          +1 INT         2     Tailoring       12
Chameleon Cape       1000g       8       22       +1 Disguise       3     Tailoring       12
  Snow Muffler       1300g      10       30        Ice Ward         3     Tailoring       13
 Rainbow Robes       2000g      20       40        -2 Stealth       4     Tailoring       13
   Red Jacket        3000g      20       40        Fire Ward        4     Tailoring       14
   Black Cape        4000g      25       50      Shadow Ward        5     Tailoring       14
   White Cape        5000g      25       55        Holy Ward        5     Tailoring       16
 Mirage Clothes      7000g      30       70                         6     Tailoring       16
Farplane Shroud      8000g      30       80         +2 Healing      6     Tailoring       17
  Lumina Robe       10000g      40       90                         7     Tailoring       17
  Protect Cape      12000g      40      120       Auto-Protect      7     Tailoring       18
  Robe of Lords        N/A      50      150        Seal Proof       8       N/A

                                      Medium Armor
      Name            Cost   ARM   M.ARM             Effect             Tier      Type             Difficulty
  Leather Outfit      100g     4      4                                  1     Armorsmithing           10
 Nomad’s Outfit       200g     5      5           +1 EVA                 1     Armorsmithing           11
   Speed Suit         400g     6      6         +1 Escape                2     Armorsmithing           11
   Rubber Suit        600g    10     10       Lightning Ward             2     Armorsmithing           12
 Aurora Clothes      1000g    15     15                                  3     Armorsmithing           12
    Gaia Gear        1300g    20     20         Earth Ward               3     Armorsmithing           13
Scorpion Harness     2000g    25     25                                  4     Armorsmithing           13
   Power Sash        3000g    30     30           +2 STR                 4     Armorsmithing           14
 Windshear Vest      4000g    35     35                                  5     Armorsmithing           14
   Ninja Garb        5000g    40     40     +1 EVA, +1 Thievery          5     Armorsmithing           16
 Reaper’s Garb       7000g    50     50           +2 INT                 6     Armorsmithing           16
   Brave Vest        8000g    55     55         Resist Fear              6     Armorsmithing           17
   Maximillian      10000g    65     65                                  7     Armorsmithing           17
    Force Suit      12000g    80     80          Auto-Shell              7     Armorsmithing           18
   Genji Gear         N/A    100    100           +4 EVA                 8         N/A

                                       Heavy Armor
     Name           Cost     ARM   M.ARM      Effect          Tier       Type          Difficulty
   Chain Vest       100g       6      2                        1      Armorsmithing        10
 Standard Plate     200g       7      3      +1 VIT            1      Armorsmithing        11
 Knight’s Armor     400g       8      4     +1 Riding          2      Armorsmithing        11
   Viking Mail      600g      15      5    SOS-Berserk         2      Armorsmithing        12
    Full Plate      1000g     22      8                        3      Armorsmithing        12
  Regal Armor       1300g     30     10    +2 Negotiate        3      Armorsmithing        13
Adamantite Plate    2000g     35     15                        4      Armorsmithing        13
  Dragon Mail       3000g     40     20      Fire Ward         4      Armorsmithing        14
Diamond Armor       4000g     50     25                        5      Armorsmithing        14
  Kaiser Plate      5000g     55     25       +2 VIT           5      Armorsmithing        16
 Crystal Armor      7000g     70     30                        6      Armorsmithing        16
   Mirror Mail      8000g     80     30     Auto-Reflect       6      Armorsmithing        17
  Grand Armor      10000g     90     40                        7      Armorsmithing        17
    Edincoat       12000g    120     40    Auto-Protect        7      Armorsmithing        18
  Aegis Armor        N/A     150     50     Auto-Life          8          N/A

    Name             Cost    ARM   M.ARM     Effect        Tier         Type          Difficulty
    Buckler           50g      2      2                     1        Armorsmithing        10
  Alert Targe        100g      2      2    Sleep-Proof      1        Armorsmithing        11
 Bronze Shield       250g      3      3                     2        Armorsmithing        11
 Heavy Shield        400g      5      5      -1 EVA         2        Armorsmithing        12
 Gold Buckler        625g      6      6                     3        Armorsmithing        12
 Hero’s Shield       900g      8      0    SOS-Regen        3        Armorsmithing        13
 Mithril Shield     1000g     12     12                     4        Armorsmithing        13
Chemist’s Targe     2000g     12     12     Alchemy         4        Armorsmithing        14
Diamond Shield      3000g     15     15      -1 EVA         5        Armorsmithing        14
  Shell Shield      4000g     15     15    SOS-Shell        5        Armorsmithing        16
 Crystal Shield     4500g     20     20      -1 EVA         6        Armorsmithing        16
Venetian Shield     7000g     20     20      +2 VIT         6        Armorsmithing        17
  Kaiser Wall       8000g     25     25                     7        Armorsmithing        17
  Genji Shield     10000g     30     30    HP Drain         7        Armorsmithing        18
  Aegis Shield        N/A     50     50    Auto-Shell       8            N/A

                                  Sample Adventuring Gear
The following list is by no means complete, but shows a rough idea of what sort of common adventuring
gear may be purchased on or before, or stumbled upon during, any adventure in the land of Ivalice.
The listed prices only apply at character creation; what merchants will charge for these goods can vary
wildly from place to place, assuming they are available at all.

      Name             Cost                         Effect                             Type         Difficulty
  Ahriman Tears         10g             Temporary Immunity to Blind                     N/A            N/A
  Choco Whistle        100g              Calls Chocobos in the area.                 Tinkering           8
Craftsman’s Tools      200g              A necessity for Synthesists.                Tinkering          13
   Dream Dust          100g               Causes foes to fall asleep.                Alchemy            12
    Glowstone           30g        A depleted crystal, provides dim light.              N/A            N/A
  Gyshal Greens         50g                  Food for chocobos!                         N/A            N/A
 Incense, Prayer       500g      Repels lesser hostile monsters for one hour.        Alchemy            16
Incense, Swamp          10g              Repels Insects for one hour.                Alchemy             8
    Kupo Nut            50g            Gives Moogles great strength!                    N/A            N/A
   Loco Weed           100g                  Confuses enemies.                          N/A            N/A
 Malboro Poison        100g            A deadly, foul-smelling poison.                  N/A            N/A
   Oxygen Ball         150g             Allows underwater breathing.                 Tinkering          14
  Tinker’s Tools       200g      Provides a +1 bonus to simple skill checks.         Tinkering          10

Ahriman Tears: The name of this item is a misnomer; the peculiar, cycloptic fiends known as Ahrimans
do not shed tears. Rather, these are juices extracted from the glands behind the creature’s single
monstrous eye, and are used by alchemists in various crafts and studies.
They are best known for their ability to restore vision, and are the primary component used in Eye Drops.
However, by using these ‘Tears’ as a coating over one’s eyes, they grant the wearer Immunity to Blind for
the next 24 hours. The price listed is for only several drops of this unusual liquid, enough for just one

Bomb Core: Quite literally the remnants of a Bomb monster, this translucent crimson gem emanates a
slight heat. When the delicate crystal is shattered, it releases a grenade-like burst of flames, causing
20+2d6 points of automatic M.ARM Fire damage to anyone and everything in a Medium Range, as a
‘Local’ effect. Some objects can provide cover and shelter from the blast. It is to be handled
carefully, as they are extremely delicate, and react dangerously to even slight amounts
of heat – stories abound of the unfortunate, sweaty-palmed adventurer who was killed
as he clutched a Bomb Core just a little too tightly with his warm, bare hands.

Choco Whistle: This ivory whistle is designed to mimic the call of a Chocobo, and blowing it will often
lure one out. As Chocobos are curious and friendly in most regions of the world, it is rare for one to
investigate the sound and then flee upon discovering the trick – and is thus a handy method of procuring
potential transportation. Obviously these whistles do not work in all areas, and furthermore, often take
some time for a nearby Chocobo to arrive.
The loud, high-pitched ‘kweh!’ sound produced can be heard clearly for a mile in each direction.

Craftsman’s Tools: No matter your profession – whether a professional cook, alchemist, blacksmith, or
more – you can purchase a set of tools that have everything an artisan would need for even the most
difficult of Synthesis attempts. Attempting a Synthesis check without appropriate tools will increase the
difficulty. (see p.112 for more information on this)

Dream Dust: This slick, glassy yellow pollen is refined from the bulbous mushroom cap heads of
Funguar. If inhaled, it causes most humanoid races to instantly fall into a deep, coma-like sleep. This
powder is highly illegal, employed mostly by thieves and kidnappers. When used in combat, the target
automatically receives the effects of the negative status effect Sleep until it takes damage, or for several
rounds, whichever comes first.

Glowstone: When a Crystal is depleted of energy, it becomes a worthless shell with little-to-no value.
Oftentimes, the Crystal simply shatters, but when they simply dim, they can be ‘recharged’ slightly,
serving as little more than expensive light sources. A Glowstone is small, blue and translucent, and
radiates a dim light. Though normally reliable and permanent sources of illumination, in areas with high
magical influence, the light often flickers and wanes, or goes out altogether.

Gyshal Greens: These leafy plants are a favorite of the Chocobo, harvested in the fields of Gyshal. They
provide a +1 to your Riding rolls when handling a Chocobo whom has just feasted on these small, bushy
clumps of green leaves. They are not edible by other races, and those who do often find themselves
extremely ill within several hours.

Incense, Prayer: Often used in holy and religious ceremonies, these multicolored candles burn over the
course of an hour, and release a sweet scent. Created in and shipped from the Holy City of Cornelia,
using one acts as the white magic spell ‘Consecrate,’ preventing most hostile creatures from approaching
as long as the candle burns.

Incense, Swamp: The scent released by these green incense candles can hardly be considered
pleasant, but it does serve a special purpose. The strong odor acts as a repellant to most Insects, and
none will approach while the candles burn. Much like their more saintly candle cousins, a stick of Swamp
Incense will only burn for a total of one hour.

Kupo Nut: These large, reddish-brown nuts are in limited supply. The species of tree or plant they belong
to is long extinct, and the Kupo Nuts, whilst delicious, are unable to take root and grow.
All species can eat and enjoy Kupo Nuts, but it’s a delicacy of Moogledom. Moogles have been known to
demonstrate kupo feats of strength after eating, or when tempted by, a kupolicious kupo nut. In game
terms, a Moogle who eats one of these receives a +2 bonus on Strength-based skill checks for several

Loco Weed: Growing only in the vast, uninhabitable plains of the Sinner’s Horizon, these barbed roots
are deadly for lost heroes desperate for food. They cause madness and irrational behavior if ingested,
lasting for hours at a time. Some enterprising black market bazaars have begun selling Loco Weed as a
drug, crushed into a fine, green paste. If ingested, it can cause the negative status effect Confusion for up
to several hours at a time. Like the Dream Dust, buying, selling or carrying Loco Weed carries heavy legal

Malboro Poison: Extracted from the tentacle-like roots of a vicious Malboro, this thick,
green toxin has great effect if ingested or penetrates the skin. Due to its overwhelming
stench, it is nearly impossible for a victim to drink this poison unaware. If consumed, the
user is affected with Poison, with no duration. If applied to a weapon, it causes the user
to automatically causes the negative status effect Poison next time he causes damage
with the blade, after which time the malboro poison ceases to function. It is highly illegal.

Oxygen Ball: An unusual sphere that steadily releases air and, kept in the mouth, allows the user to
breathe underwater. It can last for up to six hours before becoming fully depleted of oxygen and needing
to be replaced. They begin to expel oxygen automatically when submerged – this means that characters
cannot keep extra Oxygen Balls in their inventory in case of emergency, for example.

Tinker’s Tools: The exact properties of each individual item vary greatly, but these are the rates for
equipment created by Tinkers to make the common man’s life easier. Each one provides a +1 bonus to
any skill check of your choice, as long as the difficulty of said check is not 11 or greater.
For example, an extending rod designed to slice through materials such as glass without sound could
provide a +1 bonus to Stealth. Short metal blades that line the fingertips which assist in cutting purse
strings and garments could provide an increased Pickpocket skill. A cleverly-designed ratchet which fits
around a rope, that assists with ascending and descending? Better Climbing. Electronic Net? Survival. An
electronic compass? You get the idea.

                                           Support Items
In addition to equipment, characters have access to a variety of defensive materials which can give a
party a considerable edge in a fight. All the following items are a one-time use, after which time the item is
destroyed and removed it from the Inventory Slot.

    Name           Cost                            Effect                                Type       Difficulty
    Potion          50g        Restores 25 HP to a single, conscious target.            Alchemy          8
   Hi-Potion       100g        Restores 50 HP to a single, conscious target.            Alchemy         10
   X-Potion        500g       Restores 250 HP to a single, conscious target.            Alchemy         12
     Ether          50g             Restores 25 MP to a single target.                  Alchemy          8
   Hi-Ether        200g             Restores 50 MP to a single target.                  Alchemy         10
  Turbo Ether      500g             Restores 100 MP to a single target.                 Alchemy         12
   Eyedrop          10g          Remove the negative status effect 'Blind.'             Alchemy         10
      Soft         100g         Remove the negative status effect 'Petrify.'            Alchemy         10
   Antidote         25g         Remove the negative status effect 'Poison.'             Alchemy         10
   Revivify         50g         Remove the negative status effect 'Zombie.'             Alchemy         10
 Echo Screen       100g          Remove the negative status effect 'Seal.'              Alchemy         10
   Remedy          500g    Remove all negative status effects except Unconscious.       Alchemy         12
Phoenix Down       200g    Restores unconscious character to 10% maximum HP.            Alchemy         12
Phoenix Pinion     500g    Restores unconscious character to 50% maximum HP.            Alchemy         14
     Elixir       3000g        Restores 100% of a character’s HP and MP.                Alchemy         16
   Megalixir        N/A          Restores 100% of the party’s HP and MP.                  N/A          N/A
     Tent          500g         When used, the party may take a Full Rest.              Tailoring       12
 Smoke Bomb        100g           Casts Escape, allowing the party to flee.             Alchemy         10

Elixir: Due to the often detrimental side-effects of Elixir consumption, players may not receive
the effects of this item for than once per game session. Additional Elixirs can be consumed,
but no HP or MP will be restored to the target.

Smoke Bomb: These explosives release thick grey smog, obscuring vision and allowing the user and his
allies to physically escape confrontation as the smoke clears. When used in combat, all party members
have the choice to instantly Escape from combat, as per the white magic spell. Those who choose to exit
combat in this way will not receive experience or gil from the encounter.

In addition to armor and equipment worn in the left and the right hands, each character may utilize one
Accessory. These items have vastly varying functions, costs, and creation types, and are purchasable
from Relic Shops and created by players almost exclusively. They can otherwise be found in dark
dungeons or in Bazaars by merchants that may or may not know their precise worth.

       Name               Cost                       Effect                        Type         Difficulty
   N-Kai Armlet           500g                      +2 STR                        Tailoring         10
   Yellow Scarf           500g                      +2 DEX                        Tailoring         10
   Tiger Mantle           500g                       +2 VIT                       Tailoring         10
  Magician Shoes          500g                       +2 INT                       Tailoring         10
    Prism Cape            500g                      +2 CHA                        Tailoring         10
    Muscle Belt          2000g                      +4 STR                        Tailoring         12
    Hyper Wrist          2000g                      +4 DEX                        Tailoring         12
  Germinas Boots         2000g                       +4 VIT                       Tailoring         12
   Ruby Armlet           2000g                       +4 INT                       Tailoring         12
   Gale Hairpin          2000g                      +4 CHA                        Tailoring         12
   Marvel Shoes          6000g                   +4 All Stats                     Tailoring         14
   Winged Boots          3000g                    Auto-Float                      Tailoring         10
  Chocobo Outfit           20g               Dress like a Chocobo!                Tailoring          8
   Sprint Shoes           200g         +1 to Escape checks when fleeing           Tailoring         10

     Goggles              500g                 Immune to Blind                    Tinkering         10
    Peace Ring            500g                Immune to Berserk                   Tinkering         10
    Rage Ring             100g              Adds the 'Berserk' status             Tinkering          8
   Reflect Ring          3000g              Adds the 'Reflect' status             Tinkering         12
   Barrier Ring          1500g            Grants the SOS-Shell status             Tinkering         12
   Protect Ring          1500g           Grants the SOS-Protect status            Tinkering         12
   Echo Bangle           1000g                  Immune to Seal                    Tinkering         11
   Pod Bracelet          1000g        Immune to Poison and the Bio spell          Tinkering         11
   Gigas Bangle          2000g       Immune to ‘Break’ abilities and effects      Tinkering         12
     Safety Bit          3000g         50% chance for Immunity to death           Tinkering         12
   Gold Hairpin          5000g      Resistance to Fire, Water, Earth and Air      Tinkering         13
    Aegis Ring           8000g         Immune to Blind, Berserk, Petrify,         Tinkering         14
                                       Zombie, Curse, Charm and Sleep
    Angel Ring           6000g              User is capable of Flight            Tinkering          15
   Wonderwatch            500g        Your party goes second in Initiative.      Tinkering          11
   Slave Crown           1200g           Adds the 'Auto-Charm' status.           Tinkering          11
  Tetra Elemental        5000g       Adds ‘Indestructible’ to all equipment.     Tinkering          15
   Atlas Armlet          7000g           Immune to Knockback effects             Tinkering          14
     Gauntlets           4000g             Immune to Disarm effects            Armorsmithing        12

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

                                    Legendary Accessories
In additional to a handful of powerful weapons, rumors speak of strange artifacts that exist in hidden
places across the globe. Any who would possess such a peerless artifact, it is said, would be less like a
man and more like a god.
All legendary accessories possess the Indestructible feature.

Genji Gloves: You may utilize multiple Weapons as though you had the Dual Wield ability. Furthermore,
equipping the Genji Gloves raises your Two Weapons skill to maximum, allowing you to fight flawlessly
while dual-wielding.

Magus Steeple: Black Mage Only. Grants +6 INT, +4 VIT, and reduces the MP cost of all spells by 50%.

Blood Stone: Blue Mage Only. +6 INT, +4 DEX. Once per game session, the user may exchange one
blue magic spell he knows for any other blue magic spell.

Cursed Ring: Dark Knight Only. +6 STR, +4 INT. Whenever the Dark Knight deals damage to an
opponent he may, as an Instant action, reduce the target’s Affiliation by 2. Further, whenever the Dark
Knight deals damage to a foe with an Immunity to Shadow (such as targets reduced to -10 affiliation) he
deals 200% damage.

Rat Tail: Dragoon Only. +6 DEX, +4 STR. After the Dragoon has used his ‘Dragon’s Spirit’ epic ability, he
also treats all skills as if they had 8 points, can activate his Limit Breaks for only 2 points of Destiny
instead of the standard 3, and can use all Job abilities an unlimited number of times per session. This
lasts until combat ends.

Rosetta Ring: Entertainer Only. +6 CHA, +4 DEX. Once per round, a character with the Rosetta Ring
equipped can use any Trait they possess without spending Destiny.

Knight’s Crest: Fighter Only. +6 STR, +4 VIT. A Fighter with the Knight’s Crest may – prior to any game
session – rewrite or change his limit breaks. Further, he receives 40 points to build his level 3 limit break
instead of the standard 30.

Trump Card: Gambler Only. +6 DEX, +4 CHA. Once per round, you may reroll any Slots abilities that
result in a Bust effect.

Flower Crown: Geomancer Only. +6 VIT, +4 INT. The Geomancer may cast the white magic spell
Teleport as an Instant action for no MP once per round. Unlike the standard version of this spell, if used in
combat the geomancer’s foes are teleported as well and the battle continues normally.

Black Belt: Monk Only. +6 STR, +4 DEX. A Monk with the Black Belt equipped takes 0 damage from
improvised weapons, unarmed strikes, and all other attacks that use the Brawl skill to determine
accuracy. Furthermore, all ARM damage he takes from opponents with a STR rating of 4 or less is
reduced to 0 as well.

Sasuke: Ninja Only. +6 DEX, +4 CHA. With Sasuke equipped, the Ninja receives one additional Standard
action per round.

Solomon Ring: Paladin Only. +6 VIT, +4 INT. Invincible lasts an additional number of rounds equal to the
Paladin’s CHA rating.

Artemis Arrow: Ranger Only. +6 DEX, +4 INT. Once per game session, the Ranger may turn one of their
attacks or abilities from a Standard target to a Group target, affecting all enemies. If the Ranger also has
the Artemis Bow equipped, there is no limit to the number of times per session this ability can be used.

Crimson Chapeau: Red Mage Only. +6 CHA, +4 INT. The user of the Crimson Chapeau has their Epic

Ability name changed from Doublecast to X-Magic, and they may now cast four spells instead of two as
Instant actions when using their Epic Ability.

Samantha Soul: Samurai Only. +6 STR, +4 DEX. Whenever a Samurai with the Samantha Soul
equipped uses his Power Break, Speed Break, Soul Break, Armor Break or Magic Break abilities on the
target, the foe also take 200% damage from all sources for several rounds, and attacks made against
them can exceed the normal limit of 999 damage. This additional damage is caused even if the target is
immune to the effects of Break Arts.

Thief Gloves: Thief Only. +6 DEX, +4 CHA. Once per game session, when the user would take damage
that would reduce him to 0hp or less, he may ignore the spell or effect and negate all damage from it.

Minerva Bangle: White Mage Only. +6 INT, +4 CHA. Whenever the user uses a recovery item or healing
spell on an ally, the user also gains the same amount of HP.

Ribbon: This modest-looking red ribbon appears completely unmagical at first glance. The wearer is
Immune to all negative status effects except Unconsciousness and Fear.

Ammunition is required for characters using bows, guns, and the ranged attack from a Gunblade – the
basic form of either bullets or arrows, respectively, is thus highly recommended as a purchased upon
character creation. Characters may swap between any of the ammunition types they have as an Instant
Action, and a character never ‘runs out’ of ammunition.

     Name           Cost                Effect                      Type            Difficulty
Wooden Arrows       100g                 None                   Weaponsmithing          10
  Fire Arrows       500g              Fire Strike               Weaponsmithing          11
Medusa Arrows      2000g          SOS-Petrify Touch             Weaponsmithing          12
 Light Arrows      4000g             Holy Strike                Weaponsmithing          13
 Yoichi Arrows     8000g    +4 Ranged ACC, Follow-Through       Weaponsmithing          14
Bronze Bullets      100g                 None                   Weaponsmithing          10
Spartan Bullets     500g           +2 Ranged ACC                Weaponsmithing          11
  Blindsnipe       2000g             Blind Touch                Weaponsmithing          13
   Riot Shot       4000g           Confusion Touch              Weaponsmithing          13
 Onion Bullets     8000g       +4 Ranged ACC, Piercing          Weaponsmithing          14

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

      Name             Cost                           Effect                           Type       Difficulty
  Airship, Basic      10000g                Large, Flying, Movement 2                 Machines        12
Airship, Luxurious    16000g      Large, Flying, Movement 3, Weapon Systems           Machines        14
   Land Vehicle       5000g                        Movement 3                         Machines        12
M-Tek Mecha Hull      8000g                            None                           Machines        12

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

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

          Condition                   Synth Difficulty Modifiers
      Inadequate tools                            +2
   Inadequate workspace                           +2
Completely infeasible workspace                   +4

Craftsmen’s Tools cost roughly 200g and are purchasable in almost any shop. The tricky part comes, of
course, from bringing them with you. Delicate vials and beakers used in alchemy may not survive intense
combat, and lugging around an anvil all day is hardly wise. It’s up to individual crafters to devise intelligent
solutions to these seemingly complicated problems.
The exact time it takes to complete a Synth varies greatly, and is ultimately left to GM discretion; minutes
for a set of makeshift lockpicks, several hours for foods and alchemical supplies, days for low-tier
equipment, and up to weeks…or even YEARS… for extraordinarily powerful weapons and armor.

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

If, however, the Synthesis is successful, it costs
one point of Destiny to create a weapon or armor
with special abilities. Any player character may
expend the Destiny, not necessarily the person
crafting the item.

Rare Materials
Creating a piece of equipment with unique
properties can sometimes be a little more
complex. The price is still 50% of the normal cost,
but crafting powerful items sometimes requires a
special item to be consumed in the craft
above…and beyond the normal prerequisites.
The difficulty of obtaining this item, of course,
varies based on precisely how powerful the
intended craft would be. A suit of mail with a few
unique abilities might require ore from a nearby
undead-filled mine, whereas a weapon with near-
legendary status might require the horn of a

There is no restriction as to the attributes that may be added to a weapon, and no table to determining
which weapon effects are more powerful than others – GMs are simply expected to work with their
players to create potential synthesis equipment that fits the power level of the campaign, and is an
appropriate reward for the work the player must undergo to create such a weapon.

A player who wishes to create a Tier 2, Indestructible weapon capable of casting Ultima is unrealistic, but
a first level character who wants to make a Tier 7 Sword on par with one of the Legendary weapons
shouldn’t be dismissed outright. The player simply needs to understand that – while possible to create
such a weapon – it would be a life-long goal that may only see fruition near the end of the campaign.
Conversely, if a player manages to obtain a high tier weapon at a far lower level than they should, think
twice before restricting its usage or taking it away altogether. Weapons that grow and evolve as their user
gains in strength are a staple in the Final Fantasy universe, especially for family heirlooms.

                                                               Synthesizing Armor and Ammunition
                                                               The rules don’t specifically state how a
                                                               character would go about crafting up a suit
                                                               of armor or magically-imbued garments,
                                                               and for good reason.

                                                               For those GMs and players who are
                                                               dissatisfied with the options presented
                                                               here, we suggest the following:
                                                               When creating armor or an accessory or
                                                               something more unique with special
                                                               properties, find a current item that’s
                                                               ‘relatively close’ and use that as a
                                                               template. Avoid changing the ARM and
                                                               MARM values on equipment, and
                                                               remember that function is less important
                                                               than interesting.

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

Most food items are fairly mundane -- gingerbread Tonberries, glazed carrot cake and roasted condor
may fill the stomach, but don’t exactly win battles on their own merits. However, truly skilled chefs can put
a little something extra into their creations, turning an otherwise ordinary dish into a repast capable of
spurring even jaded warriors on to greater achievements. In game terms, Cooking may be used to create
items which grant certain positive effects. There are several types of foods which may be prepared:
Snacks, Meals, and Banquets. Snacks may be used in or out of combat, and last for several hours after
eating. Meals last for an entire game session. Banquets are the same as a Meal, except that it will feed
the entire party. Remember, a character can only make one food item at a time. While this may not make
sense in every case, it's done to be consistent with other crafting rules.

Consult the charts below to determine what size of food will
be created, then modify the cost and creation difficulties
accordingly, based on the desired status effects. The ‘Cost Modifier’
is additive; meaning that if a character wanted Healing and Strength Up
on the same item, you would multiply the base cost by x4.

The ‘stat up’ effects increase the chosen attribute by +3, and Status
Guard provides a flat 25% chance for all negative status effects to fail,
with the exception of Unconsciousness.
Healing restores 25% of a character’s maximum health.
You can have multiple Effects on one type of food, and you could,
in theory, eat multiple Meals or Banquets over the course of a
single game session (use your common sense, here) to get multiple,
different effects….such as Strength Up and Status Guard simultaneously.

Type of Meal      Base Cost   Creation Difficulty
   Snack            100g              8
   Meal             150g             10
  Banquet           300g             12

Type of Effect     Cost Modifier     Creation Difficulty
    Healing             x2                  +0
  Strength Up           x2                  +0
   Vitality Up          x2                  +0
  Dexterity Up          x2                  +0
Intelligence Up         x2                  +0
 Charisma Up            x2                  +0
 Status Guard           x5                  +1
  Auto-Regen            x5                  +2
   Auto-Life            x8                  +4

Banquets and Craftsman’s Tools
Characters who attempt to perform Synthesis checks without a set of proper tools increase the difficulty of
Synthesis checks by +2. In Cooking, this is even more pronounced. Characters who lack a set of
Craftsman’s Tools are unable to create Banquet-type meals under any conditions.
For those who are wondering, a set of Craftsman’s Tools for aspiring chefs usually contains the following;
Pots, skillets, cleavers, four kitchen knives, a meat tenderizer, kebab skewers, a whisk, stirring and
serving spoons, an assortment of spices and herbs, and table settings for up to a dozen individuals.
All of these items still only take up one spot in a character’s Inventory, as normal.

Player’s Note: Such remarkable food cannot be purchased in a normal way, and cannot be stored for
long periods of time. Food often spoils 24 hours after its initial creation.

Grafts are biomechanical appendages and weaponry developed by the Magitek Corporation. Most often
used by Androids, they are also purchased (albeit unlawfully) by civilians who have suffered physical
losses. It is highly illegal to purchase or affix a Graft, but there is no law restricting their usage. However,
the connotations still exist, and people who have chosen to remedy their disabilities using this technology
are frowned upon. The market price is roughly 1000 gil per ‘point’ of the Graft’s cost. For example, the
Weapon Attachments are two point grafts – expect to pay 2000gil on the black market for such an item,
plus an additional fee to have it attached. Of course, this is rarely the going rate, but a character with the
Synthesis (Tinkering) skill can use those estimations as guidelines for creating Grafts of their own.

A successful Healing check at difficulty 9 + (Number of Graft points) is required to affix a Graft, for a
difficulty between 10 and 14. They can be created (or repaired!) by a Synthesis – Machines check at the
same difficulty.

All grafts are assumed to have 1 hit point, and are thus very vulnerable. If a character makes a successful
attack against the possessor of a Graft, then the character may choose to deal zero damage and instead
render the robotic appendage or graft inoperable. A graft damaged and rendered usable in this way
provides no bonuses, but retains any penalties the graft may cause.
The same Graft can generally be taken multiple times, but bonuses from identical Grafts are never
Most known Magitek Corp. Grafts are listed below in the following format.

Name: The name of the Graft goes here. The listed point value is for starting Android characters who
need to determine which combination of Grafts they wish to begin play with, since they may only choose
up to 5 points worth.
Location: Which body piece, appendage, or organ is replaced.
Effect: The attribute/skill changes, or the abilities gained after obtaining this Graft.

Synth-Flesh (1pt)
Useful for covering burns as well as allowing Androids to appear more human in appearance. Synth-flesh
is a realistic, pseudo-bio skin.
Location: Anywhere
Effect: If used by an Android, upon becoming damaged, Synth-flesh
will expose the robotic frame underneath, but all Synth-flesh can
grow back in several days. It can even cloak the micro-fusion
emissions and exude standard human body temperature. Thus, heat
detection devices will pick up the Android as human.

Auto-Repair (1pt)
Cherished by non-suicidal androids everywhere, this failsafe repair
system is heavily advised upon.
Location: All grafts
Effect: If a Graft suffers damage and becomes nonoperational, this
built-in organic system will slowly allow them to resume normal functionality
over the course of several hours.

Breathless (1pt)
Whether it be underwater or simply in an area devoid of oxygen, you simply
Can function normally without needing to breathe.
Location: Internal
Effect: The character does not take damage or penalties for functioning
without oxygen.

Sleepless (1pt)
Much like the Breathless Graft listed above, the user of this graft has been hardwired to never require
Location: Internal
Effect: The character never requires rest of any sort, and will never take penalties for functioning without
it. However, this is not the same thing as Sleep Proof, and the character can still be magically coerced
into such a state.

Double-Jointed (2pt)
By replacing several major bodily joints with mechanical parts, such as in the shoulders, kneecaps,
elbows, and the like, the character becomes able to stretch in ways that would otherwise be impossible.
Location: Throughout the entire body
Effect: Adds an additional +1 to a character's Athletics skill.

Data Link (2pt)
The Data Link allows the user to 'plug in' to a computer network via an external port, usually located in the
chest or on an arm.
Location: Varies
Effect: Adds an additional +1 to a character's Systems skill.

Symbiotic Interface (2pt)
More machine than human, the Android is capable of communicating in binary – subconsciously – with
nearby machinery, even without touching it. There are no visual or auditory clues whatsoever that an
Android is utilizing this ability, save perhaps for a rapid flickering of the eyelids as data pulses to and from
his psyche.
Location: Brain implant
Effect: By taking a -2 penalty to his roll, an Android is capable of making a Systems skill test on any
machine within roughly two meters, even if it is not within direct line of sight.

Heavy Arm (2pts)
An enormous, piston-driven robotic arm which provides the user
with a surprising amount of pure, mechanical strength. Still
relatively human, with normal girth and dimensions, and can pass
unnoticed if covered with Synth-Flesh.
Location: Replaces either the left or the right arm, attaches at
the shoulder.
Effect: This graft grants +2 STR and -2 DEX. Also penalizes the
character with an additional -1 to most social rolls unless the
player has taken the Synth-Flesh graft.

Heavy Arm v2.0 (5pts)
A colossal version of Magitek's previous Heavy Arm design,
placing far more emphasis on sheer power and less on the user's
ability to blend in with normal society.
Location: Replaces either the left or the right arm, attaches at
the shoulder, with diodes going all the way down or across a
character's chest.
Effect: This graft grants +4 STR and -4 DEX. Also penalizes the
character with an additional -1 to most social rolls. Cannot be
covered with the Synth-Flesh graft.

Light Arm (2pts)
In direct opposition to their previous line of limb replacement
implants, the Light Arm is thin and dexterous, although easily
damaged, and is often used by quick draws, con men, and the
like. It's vastly different setup causes conflicts with the previous Heavy Arm line, and for this reason, they

cannot be used together.
Location: Replaces either the left or the right arm, attaches at the shoulder.
Effect: This graft grants +2 DEX and -2 VIT. Also penalizes the character with an additional -1 to most
social rolls unless the player has taken the Synth-Flesh graft. Cannot be taken in conjunction with either
Heavy Arm graft

Weapon Attachment: Gun (2pts)
Location: Varies - almost always an arm or hand.
Effect: The character with this Graft is able to use and attach any Gun-type weapon to the specified
location, and use it as an extension of himself. They may be removed and repaired, upgraded and broken
like normal weapons. This has several benefits - first, if combined with the Auto-Repair graft, the weapon
can be repaired after being damaged or destroyed for no cost. It also makes the user immune to the
Disarm ability and effects that would otherwise make the user drop the weapon, such as aimed shots
from a Ranger. Finally, a Gun weapon attached in this way may use the INT stat instead of DEX as the
primary attribute required to level up the skill.
A character who uses Two Weapon fighting only needs to take this Graft once, and it applies to both
weapons. With GM permission, it is possible that a character could use a pulse cannon or other large
magitek weapon instead, choosing to use the Weapon Systems skill instead of the Gun skill.
If this Graft is damaged, the character cannot move and fire in a single round regardless of abilities that
may allow him to do otherwise. This lasts until the Graft is repaired.

Weapon Attachment: Blade (2pts)
Location: Varies - almost always an arm or hand.
Effect: The character with this Graft is able to use and attach any Sword, Katana, or Dagger-type
weapon to the specified location, and use it as an extension of himself. They may be removed and
repaired, upgraded and broken like normal weapons. This has several benefits - first, if combined with the
Auto-Repair graft, the weapon can be repaired after being damaged or destroyed for no cost. It also
makes the user immune to the Disarm ability and effects that would otherwise make the user drop the
weapon, such as aimed shots from a Ranger. Finally, a weapon attached in this way may be drawn back
into the body, making it essentially a Concealed weapon.
A character who uses Two Weapon fighting only needs to take this Graft once, and it applies to both
If this Graft is damaged, the character’s bladed weapon is stuck in a fixed position – if concealed at the
time that the graft was damaged, the weapon cannot be drawn until the Graft is repaired, and vice-versa.

Bionic Eye (2pts)
Through the use of an optic implant, the user has flawless and natural 20/20 vision.
Location: Replaces an eyeball.
Effect: Adds an additional +1 to a character's Awareness skill.

Bionic Eye v2.0 (3pts)
Generally considered to be a vast upgrade over the previous model. In addition to perfect vision, the user
is able to see basic heat signatures and the ultraviolet spectrum.
Location: Replaces an eyeball.
Effect: Adds an additional +1 to a character's Awareness skill, as well as the ability to 'sense' living
creatures nearby with your Awareness checks, even if they’re not in direct line of sight.

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

Given the sheer number of fiendish monsters and evil Empires waiting to be vanquished in the name of
justice, combat is an unavoidable part of day-to-day life in the worlds of Final Fantasy. This section
covers these encounters -- and more importantly, how to emerge from them alive.

What can I do in one round of combat?
In a given round of combat, a character may perform as many Instant actions as they like. They may also
perform one Standard Action, or start a Slow action.

Instant Actions include speech, certain abilities, or non-skill effects that have no major impact on
combat. They can also move up to a Short Range as an instant action, but this is only once per round.

Standard Actions include most job abilities, drinking potions or using a potion on a party member,
switching between weapons, attacking, or moving a Medium Range. Most actions characters take will be
Standard actions.

Slow Actions are longer effects that require concentration, time, or both. A character has to declare that
they are initiating a slow action, which takes their entire turn. Slow Actions then resolve on the following
turn unless interrupted by critical hit, limit break, Teamwork Attack or a knockback effect, and does not
count towards any of the character’s actions on the second turn. Thus, a Black Mage could begin casting
Fire on his first turn and on his second turn, if uninterrupted, the spell would be cast, allowing him to begin
a second Fire spell in the same round. This second cast would finish in the third round of combat, and so

Skills may either be Instant, Slow or Standard actions in combat, depending on the GM ruling. For
example, Riding might be an Instant action because it requires no concentration normally, whereas to
properly aid a fallen comrade with the Healing skill would likely be a Slow action.

A character under the influence of the Haste spell essentially gets an extra half-turn. They may move an
additional range increment OR take a second standard action, OR they may allow a Slow action to begin
and finish in one turn.
Some systems offer characters the ability to ‘Delay’ their actions, giving them time to think and plan or
change the order in which attacks are made. The FFRPG generally frowns upon this, as it detracts from
the fast-paced action that makes for a gripping encounter.

How much damage do I do?
Weapon damage is mostly pre-calculated.
For example, we’ll use a sword that deals (STR x 1) + 1d6 points of damage. If the character wielding this
weapon had 7 STR, then the damage is deals would be read as 7+1d6 in total. If the same character
switched to a (STR x 2) weapon, then such attacks would deal 14+1d6 damage.

The additional damage is based on the weapon’s size, and no additional roll is needed – you use the
same results from your accuracy roll.
One-handed weapons roll 2d6 for accuracy, and one of those d6 die are used for damage. You pick
Two-handed weapons roll 2d6 for accuracy, and both d6 die are also used for additional damage.
When multi-wielding two or more weapons, 3d6 is rolled for accuracy, and the lowest die is discarded and
ignored. The two highest dice are used for both the accuracy, as well as additional damage.

Target Types
Five types of targets exist in combat:
The Party simply consists of the PCs and all immediate allies in the area. The typical Party will have
between three and six members, though larger or smaller Party sizes may be encountered. For magical
effects and spells, a 'Party' should be limited to 10 at most for balance reasons; if the PCs should find
themselves at the head of a 200-strong army, the last thing a GM needs to deal with is Curaga healing an
entire battalion at once.
A Group is a formation of monsters, and can be made up of any combination of monster. If more than a
dozen monsters are occupying the battlefield, you may wish to follow the same rules for magical spells
and effects as mentioned above. Conversely, though, there’s something to be said for the dramatic effect
of smiting tens of thousands of targets with world-shattering magic.
Self is the user of the ability, or the caster of the spell. This type of maneuver can only be used on
Local means the characters, the foes, the terrain in the area, everything within a moderate range is
affected by this blanket spell.
Finally, a Single target is – as the name implies – restricted to only one person, whether friend or foe.
Such targets may be picked out of a larger formation, or exist simply because the Party is fighting against
only one powerful foe.

Running Away!
Not every challenge the PCs encounter will be winnable,
and sometimes discretion really is the better part of valor.
There are a myriad of ways for players to remove
themselves from combat – a Smoke Bomb item, the white
magic spell ‘Escape’, or even the Coward trait. But if magic
and misdirection fail, the players can always try to flee on

A character cannot Run Away by himself – it must be a
group decision. When all conscious (above 0 HP)
characters decide to Run Away, then they must each make
an Escape skill check on their turn at difficulty 8 and take
no other actions. If all players succeed at this roll, then
combat ends, no gil or experience is awarded to the group,
and they manage to escape with all of their fallen

If any character does not manage to beat the difficulty 8
Escape check, then the Run Away attempt fails, and
nothing happens other than the characters lost their turns
for the current round.

If the players Run Away from a Notorious or Boss monster, then it’s assumed that the creature is still out
there, lurking and waiting for them to return. Fleeing from a regular monster group effectively means the
encounter was nullified, and the players probably won’t encounter the same creatures a second time.

Descriptive Attacks
Combat in the FFRPG is fast-paced and furious, often pitting the heroes against near-impossible odds.
The players will need to think quick and stay on their toes.
A player who, on their turn, simply says “I attack” and rolls the dice is a character without strategy, and an
attack without an attempt at description will impose a -2 penalty on the roll.
Sometimes, a player may wish to make highly cinematic attacks, and such actions are to be rewarded for
their creativity and resourcefulness as opposed to reducing the overall effectiveness of the attack. A
character who spends a round climbing up the metal arrows imbedded in a massive dragon to reach a
vital point (then attacking on the following round), might be allowed by the GM to treat the foe as having 0
EVA. A character who runs plunges their Indestructible blade into molten lava before striking should

receive a significant additional Fire damage bonus, and so on. Similarly inspired GMs should be able to
come up with other appropriate rewards.

What’s with these Range increments?
Unlike many other tactical tabletop RPGs, the Final Fantasy game avoids forcing players to think in terms
of ‘movement squares’ or exact numerical measurements to determine movement and range. Instead,
only three types of distance exist.
Short Range refers to anything conceivably the characters could reach or attack without much movement
required beforehand. It generally denotes that an enemy is easily within melee distance.
Short Range weapons are common, and include everything from Massive swords to unarmed brawling
attacks. Such weapons are versatile and plentiful, but limited in situations with much more mobile
combatants – for example, hitting Flying enemies with a Short Range weapon imposes a -4 penalty on
the attack roll. Characters can move a Short Range as an Instant action once per round.
Medium Range is a little harder to measure because it’s exact distance varies for dramatic purposes.
Medium Range is the distance a character can move in a single round at a hard run, or how far a gun or
bow can be comfortably fired. Medium Range could be a city block or from one side of an Airship to the
other, for example. Almost all Ranged and Thrown weapons possess a Medium Range – though there’s
no reason a gun or shruiken couldn’t be used to its fullest at point-blank. It normally takes a character a
Standard action to move a Medium Range, unless they character is riding a fairly swift mount.
Long Range denotes a distance greater than medium range, but still able to be seen. This could
represent anything from a few city blocks to a few miles, depending on circumstance. Characters cannot
normally move a Long Range without beneficial magic or when aboard a vehicle or mount.

As a standard action, a character may go into a defensive stance. This reduces all damage taken for by
50%, and lasts until the start of the character’s next turn. The 50% reduction is applied last, after armor
and status effects and the like.

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

Initiative Order
Many game systems determine in which order combatants act by rolling. This is not the case in the
FFRPG – after the Pre-emptive round of combat, the ‘heroes’ (generally the player characters) always go
first. After all the PCs have taken their turns the monsters attack, after which the next round begins.
If neither side is clearly the ‘good side’ – due to party infighting, for example – then you can settle who
acts first by having the character with the highest DEX on each team make an opposed DEX roll.

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

Knockbacks and Aerial Combat
Quite a few weapons and abilities have the capability to cause a ‘knockback’ of various distances, which
– in addition to making battle sequences much more dramatic – are incredibly useful to interrupt and
cancel Slow actions. As a rule of thumb, creatures much, MUCH larger than the player attempting to
cause a knockback are Immune to the effects, both to the movement and the loss of their action.
A character who is affected by a Knockback does not land until the end of his next turn. This has no real
in-game effect other than for the sake of description. Final Fantasy heroes are well-known for their ability
to fight flawlessly even in mid-air, almost appearing to hover as they clash with foes a few dozen feet
above the ground.

Combat Multipliers
This rule is brief, but important. Often, characters will gain large bonuses to their damage – a critical hit
(200% damage) with Fire against an enemy weak to fire (200% damage) for example. These bonuses are
additive; in this situation, 400% damage would be dealt. However, no attack may ever gain a total combat
multiplier of higher than 500% for any reason.

Attacking Multiple Foes
Some Job abilities and special attacks affect more than one enemy, and call for the player to make a
‘normal attack roll’ to see if the ability works. In such situations, determine which foe is the most difficult to
hit – usually due to a high EVA rating – and make the attack roll against that number. On a miss, none of
the foes are affected, even the ones with much lower evasion scores.

Difficult Terrain
In addition to the normal dangers in combat, characters may be faced with other challenges. Perhaps a
cluster of bomb cores sits in the middle of the room, capable of causing a massive explosion if accidently
nicked with a Fire-based spell or attack. Perhaps the area is crowded with screaming, fleeing pedestrians,
making firing a ranged weapon almost impossible.
One of the most common complications, though, is Difficult Terrain. This could be anything from lava
(causing damage to those who move through or into it) or high winds, sandtraps, or the like. Such difficult
terrain often causes negative modifiers (usually between -2 and -4) to specific checks, or sometimes even
all skill checks.

Improvised Weapons and Unarmed Combat
A hero who is unprepared, disarmed, or otherwise being forced to rely on his fists and crude, temporary
weapons follows some special rules.
Unless the character is a Monk, Gambler, or utilizing the Weapon Master trait, Improvised weapons and
unarmed strikes deal damage as though they were one-handed Tier 1 weapons – thus, STR + 1d6 points
of ARM damage – with no special properties. They use the Brawl skill to determine accuracy.
Improvised Weapons have the weapon property ‘Fragile,’ meaning they break after several rounds of
normal use and are automatically destroyed if targeted by Arm Shot, Disarm or Shatter Weapon abilities.

Teamwork Attacks
It is assumed that all attacks in a round happen nearly simultaneously. However, two or more players can
coordinate their attacks against a single foe, attempting to ruin his concentration and leave him (or it)
staggered from the flurry of attacks.
On their turn, players must simply declare and describe the teamwork attack. All players involved take a
-2 penalty to their melee and ranged ACC, and, if a minimum of two attacks simultaneously strike the
target, the Teamwork Attack was successful.
Spellcasters may take part in Teamwork Attacks as well, but they must declare it ahead of time, and are
treated as having an effective EVA score of 0 until the spell is cast.
A successful Teamwork Attack will nullify most special techniques that monsters and bosses possess,
such as Unusual Defense, Final Attack, and Counterattack. See the Bestiary for more information on
enemy techniques.

Two Weapon Fighting
Characters who use the Two Weapons skill gain some fantastic bonuses, increasing their accuracy so
that it’s almost impossible to completely miss a foe. They also gain the magical enhancements on both
weapons. The following restrictions do apply, however.
First, the character cannot use dual-wield two handed weapons, such as Staves, Polearms, Weapon
Systems, and the Massive category. (Fighters are the one exception to this rule, able to dual-wield Massive
Secondly, Disarmed effects cause the player to lose both weapons instead of just one – they don’t simply
default back to the standard 2d6 instead of 3d6 for attack and damage rolls. Until they recover both
weapons, the character is in serious trouble.
Finally, characters who fight with two weapons cannot ‘stack’ weapon properties to get double the effect.
For example, a character could not have HP Drain on both weapons to gain 100% of the damage inflicted
back as health. Nor could they gain quadruple healing instead of double healing when utilizing two
weapons with Alchemy, and so on. Having +2 STR on each weapon for a total of +4 is fair game.

Critical Hits
When a character rolls a critical success on his accuracy roll, the hit is assumed to automatically land and
deal 200% damage, also knocking the target back a Short range. If the character is at 25% or less heath,
they may perform a Limit Break instead. (see p.129 for more information on Limit Breaks)
Unimportant NPCs – such as nameless soldiers and city residents – do not have the ability to land critical
hits, and are instantly reduced to 0hp when they are critically hit, no matter how much damage is dealt.

Sometimes, weapon or abilities calls for a monster or creature to make a Counterattack. This means that
the individual may use an ability, spell or attack Instantly, and on the opponent’s turn, against the foe that
caused a counterattack to occur. Counterattacks are taken after the event that causes a counterattack –
for example, a Black Mage will first be damaged by the opponent’s spell, then may respond with one of
their own.
No attack roll is required for Counterattacks, but only one Counterattack may take place each turn. A
character cannot counterattack themselves or an ally under any circumstances.

Unusual Maneuvers
Some tabletop systems have a myriad of other combat techniques that players may utilize to get the
upper hand over foes; grappling, trips, shoving, and the like. No rules are specified in the FFRPG for such
maneuvers. GMs should handle such situations on a case-by-case basis, possibly calling for opposed
attribute checks. However, they are encouraged to remember that in the Final Fantasy universe, even
heavily encumbered warriors are capable of incredible speed, rapidity and technique, able to often ignore
such mundane combat techniques or situations like prone fighting.

Just as players will develop highly elaborate plans and methods for defeating your foes, so will the GM
have to think fast in order to allow for spectacular results that don’t physically defeat foes without having
to engage in standard combat.

For example, if a player decides to crash an airship into a Behemoth. It’s the GM’s responsibility to make
sure that this mechanical sacrifice isn’t worthless, but also that players don’t get into the habit of evading
combat through such spectacular stunts.

The world of Final Fantasy is filled with enemies as diverse as they are dangerous. While some battle
with fists of iron, poisonous spines and magical blasts, other foes – especially Humanoids - use tools as
their primary means of attack. Whether this is a great tree torn out of the ground or a set of futuristic guns
attached to a hulking mech, characters with the Disarm shared ability (p.68) can separate their opponents
from their weapons.
If the disarming character is not using a two-handed weapon and has a hand free, they can hang on to
the item. Otherwise, the weapon is merely knocked aside, generally a Short Range away.
There are no rules set in stone for how long an opponent remains without his weapon after being
Disarmed, and GMs are encouraged to determine this on a case-by-case basis. For example, there is
generally nothing stopping the disarmed opponent from moving to his lost weapon and retrieving it as a
Standard action on the following turn. However, the player may state that they attempt to send their
opponent’s sword hurtling, lodging it in a nearby tree; in such a situation the GM may rule that a STR
check is required. If the weapon is knocked off the side of a mountain or into lava, retrieving it will prove
more difficult; it may even be destroyed. Using the above example, if the character ‘disarmed’ an M-Tek
mecha of it’s double arm-cannons, the warmachine has no way of even picking them back up, much less
re-attaching its weaponry. Use common sense and fairness when dictating the results of a Disarm.

GM’s Note: Combat Rewards!
A party’s main source of Gil is from successfully defeating monsters. It may also come in the form of
treasure obtained during the course of an adventure, or money given to the party by NPCs and other
allies in exchange for services and other tasks. The income from these three combined should have the
characters making around 100 x (Character Level) gil, apiece, per session.

Thus, a level two party with five members should receive roughly 1,000 gil per session. A level two
character should expect to make 200 gil per session.

If more Gil are made available, bear in mind that this means that characters will have access to better
equipment and more healing, decreasing the challenge level of future encounters. In games where Gil is
scarcer, on the other hand, the death of money means the party will be less prepared to face battles. As a
result, the difficulty level of the game rises accordingly.

There are many different things that can happen to a character besides taking damage. Negative Status
Effects can do anything from inconvenience your character to completely crippling him.
Generally, when a spell attempts to cause a Status Effect, the victim may make an immediate Charisma
check to ‘shake it off.’ The difficulty of this check is (10 + Tier level of the spell used) for spells. Spells that
cause status effects usually include a ‘Resistable’ descriptor and the target number to beat with a CHA
check, for quick reference purposes.
The list of negative status effects follow.

Berserk: You go berserk, and can do nothing on your turn but attack the nearest enemy. This will not cause you to
mistake friend for foe.
Blind: You now use only roll 1d6 for combat accuracy rolls, regardless of dual-wielding or any other modifiers. Cured
by Eyedrops.
Charm: You fight on your enemy's side until the effect wears off. The player retains control of the character, but will
battle against his former allies. Charmed characters still retain their understanding of the world and basic principles
such as danger, and will rarely act foolishly or put themselves in harm’s way needlessly. Taking damage has a 25%
chance of removing the Charm status. Cure: Receive Damage
Confusion: You are confused and disoriented, causing you to take random actions each round. You may attack your
friends, heal your enemies, or perform completely nonsensical actions, such as trying to use Inquiry on a tree or a
Phoenix Down on yourself. The GM may determine the character’s random actions, or he may allow the player to do
so. Taking damage has a 25% chance of removing the Confusion status.

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

Luckily, not all status effects are bad. Positive status effects, often granted by white magic, can bestow
great advantages on your character- while they last. If your character is knocked unconscious, any
positive status effects disappear immediately. All positive status effects have a duration of "Temporary."
If a character wishes, they can prevent themselves from receiving a positive status effect with the same
sort of Charisma check listed above. While rare, situations where such normally beneficial spells are a
hindrance DO pop up…such as a Zombied character trying not to receive the effects of Regen.
It should be noted that even a character with Immunities to status effects can choose to be affected by
them if he or she wishes. Thus, a character with a Ribbon equipped – and thus Immune to all statuses –
could still operate under the effects of Protect and Haste if they liked, or even allow themselves to be

Protect: All physical damage dealt to you is halved for the duration of the effect. The damage is halved after ARM
reduces the initial amount.
Shell: All magical damage dealt to you is halved for the duration of the effect. The damage is halved after M.ARM
reduces the initial amount.
Haste: You have time for an additional Standard action in the same turn. Slow actions begin and end on the same
turn. Haste overwrites and cancels the Slow status.
Auto-Life: If your HP is reduced to 0 while under an Auto-Life spell, you are immediately revived with 1 HP.
Reflect: Most magic that would otherwise affect you is instead reflected towards a random target on the opposite
side. For example, this means that casting Cure on a Reflected enemy will result in you or one of your allies being
Regen: The literal opposite of Poison. While under the effects of Regen, a character gains 10% of his max HP at the
end of each of his turns.
Float: Floating characters take no damage from Earth-based spells and abilities, and hover several inches above the
ground. They also take no damage from falling, but they don’t receive the same benefits to avoid Short Range attacks
that truly Flying characters have.

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

Upon gaining a level, the character chooses one Attribute and raises it by one point, and also receives
one additional skill point.

At level 3, and every 3 levels thereafter (3, 6, 9, etc) an additional Attribute is raised by one point.
(Assuming this would not attribute may rise above the character's Maximum).
At level 4, and every 4 levels thereafter (8, 12, 16, etc), a character obtains a new Job Ability of his
At levels 10 and 20, a character obtains a new Trait of his choice.
At levels 5, 15, and 25, a character receives a new Limit Break.

Use the following chart as a reference tool.

 Level    Additional Benefits
   1      Standard
   2      Standard
   3      +1 to different Attribute
   4      Job Ability
   5      Limit Break #1
   6      +1 to different Attribute
   7      Standard
   8      Job Ability
   9      +1 to different Attribute
  10      New Trait
  11      Standard
  12      +1 to different Attribute, Job Ability
  13      Standard
  14      Standard
  15      +1 to different Attribute ,Limit Break #2
  16      Job Ability
  17      Standard
  18      +1 to different Attribute
  19      Standard
  20      Job Ability, New Trait
  21      +1 to different Attribute
  22      Standard
  23      Standard
  24      +1 to different Attribute, Job Ability
  25      Limit Break #3
  26      Standard
  27      +1 to different Attribute
  28      Job Ability
  29      Standard
  30      +1 to different Attribute

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

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

                                                       Combat - 1 EXP
                                                       To defeat your foes, whether through direct
                                                       combat, a successful plan, or other means awards
                                                       1 EXP. Sometimes sneaking past foes will not
                                                       award this exp, as they were not 'Defeated,' merely
                                                       temporarily overcome. No exp will be usually
                                                       awarded if the foes were greatly below your level,
                                                       not fighting back, or Charmed. Outsmarting your
                                                       foes to overcome the challenge also generally
                                                       counts as deserving of an EXP reward, at the GM's

                                                       Bosses - 1 or 2 EXP
                                                       To defeat a long-running or major campaign villain
                                                       in an epic struggle will award an additional point of
                                                       experience, or two if the villain was a truly titanic,
                                                       save-the-world level End Boss. The foe must be
                                                       defeated permanently for this exp to be retrieved -
                                                       in a skirmish in which a Boss manages to flee, this
                                                       exp will not be received – however, the party does
                                                       still receive the normal 1 EXP for Combat.

                                                       Quest - 1 EXP
                                                       To complete a story arc or a major quest will award
                                                       1 points of experience.

                                                       Session - 1 EXP
                                                       At the end of every single gaming session, all
                                                       players who attended will be awarded 1 point of

Heroism or Villainy - 1-3 EXP
Sometimes, a character performs an act of goodness that ends up saving the lives of many, or the life of
one at the cost of self-sacrifice. This is the ultimate expression of the definition of being a Hero, and
characters who follow a selfless moral code often have their names such through the ages as true Heroes
of their time.
Choosing to lead an army into a losing battle may award one point of Heroism EXP, but choosing to
defend city gates alone against an oncoming army to save the lives of hundreds would definitely grant
more; up to three points. Be aware that Heroism can often be scoffed at as 'foolhardy' - which indeed, it
often is.
Similarly, Villainy experience points can be awarded if a character does something so blasphemous, so
inherently horrifying that even evil gods would tip a hat to. Whether it be as grand as the destruction of an
entire city by your hand or as localized as torturing a heroic character to insanity. Plain old cold-blooded
murder, whilst definitely evil, is usually too common an event to receive this bonus, though certain
situations may apply - again, at the GM's discretion.

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

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

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

The ability to recover lost Hit Points is crucial to a party’s long-term survival. Magic and items can patch
up injuries on the go, but can drain the party's resources if there's a lot of hurt to go around. The
alternative is to let injuries heal up the natural way – with rest.

To rest, characters need just two things: time and space. Time is self-explanatory – the longer the party
has to kick back and relax, the more beneficial the rest will be. In order to benefit from a rest period, a
character cannot undertake any complex or physically exerting activities during that time period unless
they are directly related to the recovery process. In other words, taking the time to make splints and
sewing wounds is fine; forging a sword or clearing boulders is not.

Space is a little trickier. The default space requirement for rest is an area where the party can stretch out
without fear of being attacked by marauding monsters and the like. In practical terms, this means that
long stretches of rest are impossible in the middle of a dungeon thick with enemies unless the party can
find some way to keep itself completely protected during that time - it's difficult to really relax when there's
a perpetual fear of monster ambush.

Full Rest (Inn)
Well-furnished and comfortable, most
Inns have also taken to hiring a few White
Mages to tend the many adventurers that
pass through, and are thus the highest
form of luxury recovery available to a
party, though prices can be a deterrent.
After staying at an Inn for a full night, all
characters – including Unconscious ones
– will be restored to maximum HP and
MP, and all Status Conditions currently
affecting the Party, both positive and
negative, will be canceled.
Using a Tent always ensures the party
gets a Full Rest, as long as the party
spends at least a few hours doing so.
Time Taken: 7 to 8 hours

Travel Rest
Travel Rest is typical of the kind of night's sleep a party will get on the road. Assuming the party can rest
for a full night without interruptions, they recover 50% of their maximum HP and MP. No Status
Conditions afflicting the party are cancelled during this time, and Unconscious characters are not revived.
Time Taken: 7 to 8 hours

Fitful Rest
Fitful Rest can be defined as either sleeping fewer than the usual seven or eight hours or being
interrupted in the night by a monster attack. At the end of a Fitful Rest period, all party members regain
25% of their maximum HP and MP values.
Time Taken: 3 to 6 hours

Healing Skill
Characters with the Healing Skill can use their talents to assist the natural healing process, increasing
recovery gains in both the short and long term. During rest periods, characters may make a Skill Check at
varying difficulties – usually 11 – to speed up the healing process. If the Check is successful, the party's
recovery gains at the end of the rest period will be equal to the next-highest grade of rest. If the
characters took a Fitful Rest, they'll get the benefits of Travel Rest, if they took Travel Rest, they'll get the
benefits of Full Rest. The only thing that changes in this case is the actual recovery benefit; no additional
time or resources are consumed.
Failure means the character’s ministrations actually have the opposite effect, bumping the effects of
resting down to the next-lowest grade. This means that a Fitful Rest actually has no impact on the party.

Consecrated Areas
Ordinarily, resting in the middle of a dangerous dungeon is out of the question. But in some cases, the
PCs may discover small patches of consecrated ground in otherwise dangerous territory, usually marked
by unusual features or simply a noticeable aura of magic energy. In addition, Paladins and White Mages
have the ability to consecrate the earth. Such areas naturally repel monsters and other hostile creatures,
making it possible to rest there for at least short periods of time.

                                           Critical Injuries
                                           All characters suffer a few scratches and scrapes during the
                                           course of their career, but some injuries can’t just be shrugged off
                                          with a Potion and a good night’s sleep. Things like broken arms,
                                         trauma and severed vocal cords are all examples of these kinds
                                        of Critical Injuries. Critical Injuries can bestow negative attributes
                                      as determined by the GM for as long a period as the injury remains.
                                     It can usually be treated by a mid-level White Mage or High-level
                                    Paladin, and lesser injuries such as broken bones heal in weeks of
                                    game time.

                                      When a character is reduced to zero health, they are incapacitated,
                                      unconscious, and unable to act in any way. There are a variety of
                                     ways to resurrect a comrade fallen in this way; Phoenix Downs, the
                                    Life spell, and more, can all return a character from near-death to life.
                                    An incapacitated character cannot take further damage.

                                  There are two ways for death to occur in the Final Fantasy RPG. The
                                  first is for the entire party to be knocked Unconscious. Most of the time,
                                  this doesn’t mean the end for the party; rather, they’ll wake up in a
                                  nearby safe location, lacking all EXP and Destiny they had saved up.
                                  Against Bosses and End Bosses however, this does often mark the end
                                  of the campaign.
                                 The second method is if a single character falls, and the opponents use
                               the No Mercy ability on him. All Bosses and End Bosses have this ability,
                             able to permanently end a character’s existence with a Slow Action.
                        There is absolutely no resurrection for Dead characters without spending Destiny.

Enemies and Death
When foes are brought to 0hp, they are considered ‘defeated.’
What this MEANS, exactly, is up to the player and the GM to come to a conclusion on together.
Deceased? Unconscious? Lacking any will to fight? Generally, foes are killed – but players shouldn’t feel
this is morally wrong. The Farplane assures that existence after death is peaceful and pleasing for all
races, and defeated monstrosities are dissolved into the universal holy energy of the cosmos.

                                         Limit Breaks
                     "You just don’t get it at all. THERE ISN’T A THING I DON’T CHERISH!!"
                                                          - Cloud Strife

Limit Breaks are special abilities, which require no MP to use and are only accessible after a character
sustains a substantial amount of damage. Some powerful foes may possess Limit Breaks, but this is rare.
There are two ways to perform a Limit Break.

First, they can be randomly accessed while making your attack's attack accuracy roll. When a character
rolls a pair of sixes – a critical success - this represents a Critical Hit, and a possible Limit Break. If the
character has 25% of his maximum health remaining or less, the character may use a Limit Break of their
choice instead of his regular attack. Characters with the Shared Ability ‘Limit Breaker’ may perform such
techniques at 50% or less of their health instead.

Secondly, a character can use a Limit Break by spending three points of Destiny, the same as it would
cost to perform their Epic Ability. Limit Breaks used in this way require a standard action to perform and
can only be used on the character’s turn. Regardless of how the Limit Break is used, a character may
only use one Limit Break per round.

A Limit Break may have almost any effect. It may heal, revive, cause physical damage, magical damage,
status effects, or any number of other things. Characters retain older Limit Breaks when they gain a new
one. Thus, the character may choose to use any one of the Limit Breaks in his possession when they
become accessible.

At the GM's discretion, the characters might not gain their final Limit Breaks when they achieve level 25.
Instead, the characters must find a specific item (usually in a side quest) or achieve a longstanding
personal goal that gives them that Limit Break. However, should the character find his item early, he may
not learn it until he would be able to acquire the limit normally.

When a character achieves his third Limit Break, he is no longer restricted by the maximum Attribute
restrictions, and may raise any statistic as high as he likes.

The Limit Creation System is used to create the set Limit Breaks that your character will learn over the
course of his career. It uses a point-buy method to determine the exact effects of a given Limit Break; A
Rank 1 limit break (obtained at character level 5) gives you 10 points to work with. A rank 2 (obtained at
level 15) gives you 20, and a rank 3 gives you 30.
Point costs are listed in each section, and vary from effect to effect. A complete list follows over the
following pages.

Area Effect (5 Points)
The limit break affects either all enemies or all allies. This ability cannot be combined with Healing.

Attack (Physical) (3 Points)
The Limit is designed to inflict heavy damage on the target, using your equipped weapon. This sort of Limit break
always deals physical damage, and uses your normal attack to determine how much damage is dealt – with some
modifications. Consult the chart below.

Limit Break Rank      STR/DEX Modifier
        1                   +1
        2                   +3
        3                   +5

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

Attack (Magic) (3 Points)
Attack (Magic) is the magical version of Attack (Physical). Rather than elaborate blade dances or crushing axe blows,
you use the power of magic to burn, freeze, disintegrate, or otherwise destroy your foes in spectacular ways. This
primary effect functions almost exactly the same way as Attack (Physical) – howver, you use your INT or CHA
instead of STR or DEX to determine the damage dealt, Also, Attack (Magic) always deals magical damage, rather
than physical damage, and is affected by M.ARM.
Damage dealt in this way is Non-elemental unless you also take the Elemental effect.
Limit breaks are considered to be Medium-range attacks, no matter the weapon with which they are performed.

Backfire (3 Point Refund)
The limit break is dangerous to its user as well as to his enemies, for every time the power is used, there is a 25%
chance that it backfires affecting the user instead of its intended target. May not be combined with beneficial Primary
Effects such as Revive, Healing or Esuna, and may not be used in conjunction with Random Target. If combined with
Area Effect, a Backfire causes all allies to be affected.

Break Arts (4 Points)
Similar to Status Effects, Break Arts damage an opponent's stats in battle. Multiple Break Arts of the same type are
not cumulative. 5 points will allow any of the following, of your choice. All ratings reduced by 50% are rounded up.
 Power Break reduces a foe's STR by 50% and halves all STR-based damage.
Magic Break reduces a foe's INT by 50% and halves all INT-based damage and healing.
Speed Break reduces a foe's DEX by 50% and halves the foe’s EVA, ACC, and DEX-based damage.
Armor Break reduces a foe's VIT by 50% and the foe’s maximum health is reduced by half.
Soul Break reduces a foe's CHA by 50%. Magical Resistances, Absorbencies and Immunities are lessened (reduced
by one step) and all CHA-based damage is halved

Death Attack (10 Points)
Attacks a single opponent with an attack that reduces the enemy's HP by 50% of its current value. Taking this ability
twice reduces the opponent’s health to 0 instantly. This is considered an instant Death effect.

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

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

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

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

Elemental Mastery (2 or 6 Points)
Grants one target Absorbency to one element for two
rounds. All damage dealt by that element is reversed,
restoring HP instead of reducing it. The element must be
chosen when the ability is learned, and has no effect on
Undead targets. For 6 points, the Absorbency lasts
until the end of combat.

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

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

Movement (1, 2, or 5 Points)
The Limit Break causes either the user or its target to move a distance based on the number of points spent – Short
Range for one point, Medium Range for 3 points, and Long Range for 5 points.
This can be used to knockback opponents, but also to get allies out of harm’s way or perform attacks at extreme
distances. Allies do not have Slow actions interrupted when friendly characters perform beneficial Limit Breaks
involving them, including Movement.

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

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

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

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

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

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

Self-Only (1 Point Refund)
The effect, which must be beneficial in nature, works in such a way so that it can only affect its user- no other ally
may be targeted. May not be used in conjunction with Area Effect, Random Target, or Specialized Target (Humanoid

Short Range (1 Point Refund)
Normally, all Limit Breaks are considered Medium Ranged, meaning they can target flying creatures or without
penalty. However, with this effect the attack or is restricted to melee range. Must be combined with an offensive
ability and cannot be combined with Self-Only.

Specialized Target (1 or 4 Point Refund)
One or more types of monster is unaffected by attack. For one point, choose one type of creature from the following
list that is Immune to the Limit Break; Abnormal, Aerial, Amorph, Arcana, Aquan, Beast, Construct, Dragon, Fiend,
Insect, Lizard, Plant, or Undead.
For a 4 point refund, ALL types of monsters are Immune to the attack except for one chosen category.
Specialized Target cannot be taken more than once.

Stat Booster (6 points)
Stat Boosters are effects that augment the subject's normal abilities, making him stronger, faster, smarter, and more
powerful. Multiple Stat Boosters of the same type are not cumulative. When taking this effect, choose an attribute
such as DEX or STR or INT, and increase the damage dealt by all attacks of that type by one step. For example, if a
weapon was to do STR x1 points of damage, it will now do STR x 2 instead, and so on. This effect remains until the
end of combat and may not be combined with Backfire.

Status Effect (Varies, consult chart below)
The limit break bestows one or more positive or negative status effects on the target. Positive effects will always
work, but negative effects require a successful attack roll. Each negative status effect also grants a negative modifier
to the attack roll. If multiple status effects are used – say, Poison and Petrify – only the largest attack penalty is used.
In that case, -4.

                                  Status Effect                   Point Cost          Attack Modifier
                                  Poison, Sleep                       2                      -1
                             Confusion, Seal, Flight                  4                      -1
                            Mini, Stun, Float, Reflect                5                      -2
                           Curse, Stop, Slow, Zombie                  6                      -2
                 Petrify, Charm, Protect, Shell, Haste, Auto-Life     8                      -4

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

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

                           Non-Combat Challenges
Not every difficulty the PCs will face can be as easily defined as a horde of evil foes brandishing
weapons. This section discusses Traps, Social challenges, and more.

Social Challenges
A smart group of adventurers doesn't get in a fight with every living thing they meet. Unfortunately, there
are times when others block the way forward – uncooperative guards, recalcitrant informants, enemy
spies, and prowling monsters will test the characters’ bartering, sneaking, and roleplaying skills to the
limit. Unlike physical challenges, social challenges hinge on what a character says as much as how they
roll. If a PC attempts to use a persuasive Skill like Negotiation, the player must act out the attempt as well
as simply rolling for it. Good performances net the player a bonus or waive the roll entirely, assuming this
is in character; no amount of smooth talking on the player's part can compensate for a critical failure on
that Negotiation roll. Because many social challenges take the form of Opposed Checks, the PCs'
opponents must have Skill Ratings of their own.

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

Traps can give a party plenty of headaches without ever straining their sword arms. If overcome, traps
and hazards reward the party with Experience Points. They can deal damage directly, inflict statuses,
sound alarms that summon or release monsters for the PCs to fight, and more.
A common trap is a ‘Monster-In-A-Box’, a creature of almost any type that lives within the dark confines of
a treasure chest, bursting out to attack unsuspecting adventurers.

Note that these are only rough estimates, and        Travel Type                        Speed
can vary depending on a number of factors –          Walking (Normal)                  25km /day
reliability of transportation, problems              Walking (Hard March)              50km /day
encountered on the road, weather, terrain. For       Chocobo (Normal)                  280km /day
instance, pouring rain could easily halve the        Chocobo (Racing/War)              400km /day
amount of ground the party normally covers in a      Wheeled Vehicle (Primitive)       300km /day
day's time.                                          Wheeled Vehicle (Modern)          700km /day
                                                     Ship (Sail)                       170km /day
Submersion and Drowning                              Ship (Steam)                      960km /day
At times Final Fantasy heroes will find it           Airship (Primitive)               1200km /day
necessary to travel underwater to arrive             Airship (Modern)                  9000km /day
at their destination, or battle foes beneath the waves. A simple (if rather difficult to believe) rule covers
such situations – a character can hold their breath for a total number of rounds equal to (1 + their
Swimming Skill + their VIT rating), after which time they are rendered Unconscious. A character can only
be killed by prolonged submersion and suffocation under extreme conditions, such as an hour or more.

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

object or structure if they succeed at a Strength skill test. Thus, objects cannot slowly weaken under a
continued assault of attacks; it’s all or nothing.
The difficulty of breaking an object is referred to as its ‘Hardness’ – the character must make a STR check
equal to or greater than this value to destroy it. Consult the chart below for information on typical – and
not-so-typical – materials and objects.
Equippable items – armor, shields, weapons, accessories, etc – cannot be broken or damaged with a
simple STR check.

 Object                     Hardness
 Glass                           5
 Wooden door or table            7
 A typical Graft                11
 Metal bars                     15
 A thick stone wall             17
 An Airship’s steel hull        19
 Mythril                        21
 Adamantite                     25
 Fifty-story building           40
 Orichalcum                     50

Elemental Terrain
From howling snowstorms to blistering heat, the
environments that players will find themselves
fighting in is nearly endless. But such conditions
mean more than just running the risk of developing a
case of heatstroke or the sniffles. Other chapters
mention Difficult Terrain, and the suggested ruling of
-2 to -4 to a particular skill check, or even all skill and
accuracy rolls the character makes. But particularly
strong weather or terrain conditions – like the inside
of a volcano or in the middle of a hurricane – can
warp and accumulate large concentrations of
Elemental energy. Magical attacks made in Elemental Terrain have their damage increased by 50% if
they share the same element. For example, characters battling in the freezing tundra might discover their
Ice elemental spells or Ice-Strike weapons deal additional damage.

Alternative uses for Magic
Aside from causing direct damage, inflicting status effects and healing allies, characters may also use the
power of the elements to manipulate the environment. Possible effects include:
Earth: Can cause tremors that can quickly damage and destroy smaller environmental features, opening
up previously inaccessible sections.
Fire: Setting things on fire is the easiest way to make a battle a little more interesting. Structures and
vegetation burn up slowly enough that they’ll most probably be ablaze for the rest of the battle;
combatants, however, are far less durable. Anyone caught in the middle of a fire will suffer Fire Elemental
damage equal to 10% of their maximum Hit Points for each Round spent in the fire. Environmental
features set on fire and then rigged to fall on opponents do Fire Elemental rather than Physical damage.
Ice: Ice Elemental attacks have the ability to freeze bodies of water or ice over soggy ground, turning
previously traversable areas into Difficult Terrain. Fire is capable of melting through most ice formations.
Lightning: Capable of powering – or overloading – heavy machinery and electronic devices. The exact
results of such actions depend on the device in question, but could easily range from destroying a shield
generator protecting a major villain to activating an elevator to high ground.
Water: Can sweep smaller environmental features out of the way and soak into solid ground, turning it
into muddy and Difficult Terrain.
Wind: Knock things over or blow smaller objects away – a good way for retrieving things that would
normally be beyond the party's reach. It may also disperse other atmospheric conditions, like snow and

                                    CHAPTER VII: THE WORLD
             “No matter how dark the night, the morning always comes. And our journey begins anew."
                                                                       - Balthier Mid Bunansa

Though the standard campaign setting for the FFRPG is a technologically advanced land called Ivalice, in
reality, you can base the game in any location or world you wish. More than one Final Fantasy game has
seen the cast board a shuttle to the moon or descend deep into the dwarven caves beneath the earth.

If, however, you do choose to play in the land of Ivalice presented here, the following chapter contains
suggestions for major landmarks, places, people and organizations across the globe.

                                         Locations of Interest
Grand City of Rios
Rios is the most massive and most technologically-advanced metropolis in the world, bar none.
It is the undisputed hub for free trade, as racial tensions mean little in a city filled with thousands of
representatives from each of the major humanoid races.
The city is built vertically, essentially composed of several mile-wide magical discs attached at a central
hub known as the Spire. Thus, the layers of the city are built atop each other, and the entire city of half a
million residents lives, works, and spends their days among the thirty levels of the city structure.

Normally, transport among the levels would be difficult, but Trams (Essentially magically-animated floating
platforms that follow clearly-marked, predetermined paths) move through the major streets of the city at
regular intervals and can be boarded at a nominal fee. One of these trams runs along the middle of the
Spire and to the Lower City, where paupers and low-class citizens make their homes on the ground in the
shade of the elevated city. The soil there is devoid of life and caked due to lack of sunshine and rain, and
the citizens live in near-perpetual darkness.
In addition to the Trams, most of the levels of the city have an Airship hub near the outer edge, allowing
those who wish to travel to do so in style. They are rather luxurious vessels, appealing to the wealthy.
                                                                The city is ruled by a quartet of leaders, the
                                                                Council of Four. Individually, they are most
                                                                commonly known as Dukes, and are
                                                                appointed by their peers. Once appointed,
                                                                they can be elected out of office and
                                                                replaced with an 85% or higher vote.
                                                                However, by law, there can never be less
                                                                than four ruling Dukes, and in a situation
                                                                where the Dukes oppose the actions of one,
                                                                only a vote by the people can change who
                                                                occupies the seats in the Council. Thus, a
                                                                charismatic, people-pleasing leader, despite
                                                                his relation to the other Dukes, can remain in
                                                                office and virtually untouchable until his

                                                                 Rios is home to several famous guilds, the
most well-known of which is the aptly-named Adventurer’s Guild. Composed of hundreds of mercenaries,
this guild dispatches it’s members to handle problems across the globe. Due to the sometimes-untrained
nature of the members of this guild, they are under a strict magical pact, making them entirely unable to
cause extensive damage within city limits and to prevent harm from coming to Rios’ countless innocent
civilians. Ironically, the current leader of the Adventurer’s Guild is a Duke himself.

Adventurer’s Guild
The Adventurer's Guild is an organization dedicated to assisting the paying customer, no matter what.
The Guild allows enterprising individuals to 'lease' their employees for various uses. It is located on one of
the highest levels of the Grand City of Rios, and subject to an ever-changing membership as new
members are hired and discarded daily.
The guild hall boasts dormitories, a training hall, a medical center, an enormous library, a pub, and the
Hall of Heroes - part museum, part hall of fame, and part shrine to the departed.
Officially, the Adventurer's Guild has a plethora of rules and regulations, though 99% of them are
summarily ignored by everyone. Only one rule is enforced and abided with absolute dedication: Your
fellow guild members are your family. To turn your back on a guild member in need is to find yourself out
on your ass.
In addition to the above, the guild also has no use for members who accept payment for an incomplete
job. What the customer pays for, the customer gets. Come hell or high water. Though, if the customer
decides to backstab the Guild, the members are free to return the favor.
The Adventurer's Guild is both globally-renowned and idealized; it's common for children to yell "An
Adventurer!" when asked what they want to grow up to be. However, parents of such tykes make it
perfectly clear that as nice a Guild as the Adventurer's Guild may (or may not) be, their members can be
dangerous fellows who one should not anger.

Cornelia, City of Dreams
Nestled deep within the mountains northeast of
The Wastes - amidst the destruction and
desolation of the area - lies Cornelia, a holy city
of purest white. It is governed by a small ruling
body of priests, known as the Virtues. Trade to
and from the city is virtually nil. Candles and
prayer beads are sent out in exchange for
various foreign foods and clean water, but little
else. In fact, even visitors are often denied
entry by apologetic guards, explaining that their
faith is not yet absolute. Those rare souls who
are allowed into the City of Dreams find
themselves escorted – weaponless - by
esoteric Monks and silent, bare-footed priests, all the while humbly explaining the necessity of the
accompaniment. Having been built within and atop the mountains, the city is filled with stairways and
outcroppings, and the ground is bare and rocky. At the highest point in the city lies the Cornelia’s castle, a
mysterious building where the Virtues are said to reside, as well as a collection of powerful relics and

Sinner’s Horizon
The endless wastes of the Sinner’s
Horizon spell death for the unprepared.
At almost six thousand miles across, this
massive expanse of desert is viewable
clearly from space. Nomadic tribes of
Cactuars make their homes here, as well
as a surprisingly large variety of other
creatures. Whirling sandpits often drag
unprepared travelers under, into the
ready grips of a hungry Antlion, or
deposited in sunken ruins built in ages
long forgotten. The only foliage here is
Loco Weed, which hungry, lost
wanderers often consume…and
subsequently find themselves driven

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

Wind from Mt. Ordeals makes the air currents
here notoriously unstable, creating land routes
as popular as those of the sky for neighboring
cities. In the past, villagers in the region erected
windmills to catch the winds from the Naldoan
Sea, and used them to mill the grain from the
harvest. The windmills were destroyed long ago,
and now stand merely as a reminder of the past.
A surprising number of monsters make these
lands their home. Those who study the Lore of
monsters often speculate that Gyshal is a haven
for beasts that do not enjoy the detached,
isolated lives that others of their kind lead.
Others say that it’s merely a pheromonal stimulus, and monsters flock here to mate with others of their
species – or sometimes outside of their own race.
Gyshal’s most noteworthy feature, however, has nothing to do with monsters or windmills. Rather, it’s the
local vegetation that makes these plains so famous. These lands are the growing place for the crop
known as Gyshal Greens, a chocobo’s favorite food. Many unusual breeds of these birds flock to these
areas to live and grow, happily munching away on the local delicacy.

Mount Ordeals
Mount Ordeals is a set of temperate rocky
peaks far to the north of the Gyshal. To climb
the mountain externally is to invite death, and
a great many passageways have been carved
up within the peak to allow travelers seeking
enlightenment or holy guidance to reach the
The Cave of Ordeals is well-known for its odd
rock formations: overhangs forming roofs over
the mountain paths, and lone spires of rock
jutting toward the sky.

Magitek, commonly abbreviated M-tek, is a global and controversial company that deals primarily with the
fusion of magic and machinery. Magitek originally worked in medical research before expanding into
prosthetics, which evolved into the less-morally-acceptable Grafts. During the Second War, Magitek was
the manufacturer of the Androids. They now dabble in a wide variety of projects; many of which are
shrouded in mystery.
Magitek is perhaps best known for their line of war machines powered by an ingenious invention known
simply as the M-tek engine. Within an M-tek engine, the global energy of Creation in converted into a
pure energy that is nearly as potent as nuclear power.

In system terms, a mage can expend MP (the exact amount varies from item to item) to generate a
charge. This charge can then be used to power its M-tek Cannon, or any other M-tek item as the GM
sees fit. To charge up the M-tek Mecha, there is a small cover on the left side of its torso that conceals a
palm indentation. All the user has to do is put their hand on it and concentrate.
The Strength and defensive capabilities of a
Magitek Mecha varies depending on the model,
while any rolls calling for other stats (such as
Intelligence for the cannon attacks, or opposed rolls
when the user of such a vehicle is in combat) uses
the driver's statistics instead.

M-tek Mecha
The most well known use for M-tek power is that of
the large robotic war machines. The tallest of the 5
used here is 15' tall, and while deadly to the normal
person, they can be destroyed by mundane means.

Each Mecha is divided into several individual
pieces – usually Arms, Legs and Body. These
sections are Multiple Parts of the same foe. If it
loses all the hit points in a certain area, then that
part is destroyed beyond repair and will need to be
replaced. When all sections of the mecha are
trashed, it’s probably only good for spare parts.

An M-Tek Mecha with destroyed Legs is obviously
unable to pursue foes, and is afflicted with the
negative status effect ‘Stop.’

Each M-Tek Mecha part can be destroyed with a sufficiently high STR check like most inanimate objects,
and the Destructive Strike ability thus provides a huge onus when battling these clockwork creations.

All M-tek mecha come equipped with a basic radio receiver- known as the Communications Array - that
allows the pilots to communicate with each other and their squadron leader. The basic radio has a range
of roughly 2km and is fitted into the soldier's helmet.

Also, for those looking to get through M-teks as fast as possible, All M-teks save for the scout have
possibly one true weakness- the pilot's head and upper body is uncovered. The pilot counts as being a
Ranged target for the purposes of calculating accuracy – thus, non-ranged weapons will generally take a
-4 penalty to hit the poor bastard. This also results in taking out the M-tek without harming the machine
itself. Resourceful M-tek pilots often try to block such attacks with one of the Mecha's arms.

Accuracy for all of an M-Tek mecha’s non-magical attacks use the driver’s Weapon Systems skill.

The Grunt-class M-Tek Armor                                          The Gladiator-class M-Tek Armor
The Grunt is a large semi-humanoid war machine                       The Gladiator is a heavier armored variant of the
that resembles some 9' headless squat being. The                     Grunt. It's bigger and more sluggish than the
torso is oversized compared to its stubby legs and                   original, but it can pack a mean wallop with its fists,
arms that usually scrape the ground. Nonetheless,                    which are often reinforced with heavy Adamantite.
the Grunt is fast and agile for its appearance. The                  The missile pods are located in the Gladiator’s
M-force cannon is located within the gut of the                      legs, and this M-Tek grants the rider an additional
machine. The Grunt grants the rider an additional                    30 ARM and MARM.
20 ARM and MARM.
                                                                     Category: Construct
Category: Construct                                                  Size: 12ft
Size: 9ft                                                            MP Cost to Activate: 40
MP Cost to Activate: 30
                                                                     HP: 350 (Main Body), 100 (Arms), 100 (Legs)
HP: 250 (Main Body), 80 (Arms), 80 (Legs)                            STR: 24 (+8)
STR: 18 (+6)                                                         DEX: 4 (+1)
DEX: 7 (+2)
                                                                     Attacks: ‘Medium’ M-Tek Missiles, 40+2d6 Fire damage,
Attacks: ‘Light’ M-Tek Missiles, 20+2d6 Fire damage, Local                    Local or Group target (Legs)
         or Group target (Body)                                               Steel Crush, 48+2d6 damage, target must succeed
         Punch, 36+2d6 damage (Arms)                                          at an opposed STR check to prevent a Medium
         Metal Kick, 36+2d6 damage, target must succeed                       Range Knockback. (Arms)
         at an opposed STR check to prevent a Medium
         Range Knockback. (Legs)                                     Magic: M-Tek Pulse Cannon, deals (INT x 5) + 2d6 damage,
                                                                     costs 40 MP
Magic: M-Tek Cannon, deals (INT x 3) + 2d6 damage, costs 20          Special: Multiple Parts, Counterattack, Status Touch: Stun,
MP                                                                   Vulnerability to Lightning
Special: Multiple Parts, Counterattack, Vulnerability to Lightning
                                                                     Evasion: 8
Evasion: 9                                                           ARM: 0, +30 to Rider
ARM: 0, +20 to Rider                                                 MARM: 0, +30 to Rider
MARM: 0, +20 to Rider

The Goliath-class M-Tek Armor                                        The Scout-class M-Tek Armor
The Goliath is the heaviest of M-teks ever created                   A small, rapid unit, equipped only with a small gun
standing, at 15' tall and 3 tons in weight. They can                 and no M-tek cannon. It is used, as its name
easily crush humanoid races in their opposable                       suggests, for scouting and reconnaissance and
hands, which are fitted with enormous claws that                     comes equipped with a state-of-the-art cloaking
drag along the ground as it moves. The Goliath                       device. However, the cockpit of the Scout-class
grants the rider an additional 50 ARM and MARM.                      Armor is fully visible, making driving it a risk.
                                                                     The Scouts grants no additional ARM to the rider,
Category: Construct
Size: 15ft
                                                                     but is generally loaded with Fog Bombs and Chaos
MP Cost to Activate: 80                                              Gas to sow discord during serious skirmishes.

HP: 500 (Main Body), 150 (Arms), 250 (Legs)                          Category: Construct
STR: 30 (+10)                                                        Size: 7.5ft
DEX: 2 (+0)                                                          MP Cost to Activate: 20

Attacks: ‘Heavy’ M-Tek Missiles, 80+2d6 Fire damage,                 HP: 150 (Main Body), 100 (Legs)
         Local or Group target (Body)                                STR: 10 (+3)
         Claws, 90+2d6 damage (Arms)                                 DEX: 17 (+5)
Magic: Wave Cannon, deals (INT x 7) + 2d6 damage, costs 60
MP                                                                   Attacks: Submachine Gun, 30+2d6 Group damage (Body)
Special: Multiple Parts, Counterattack, Magical Counterattack,       Magic: None
Vulnerability to Lightning                                           Special: Multiple Parts, Reduced HP, Vulnerability to Lightning,
                                                                     Sunken State job ability.
Evasion: 7
ARM: 0, +50 to Rider                                                 Evasion: 7
MARM: 0, +50 to Rider                                                ARM: 0
                                                                     MARM: 0

Magitek Equipment
Although M-tek mecha provides a superior defense to most conventional armor, it also qualifies as a
mobile weapon platform capable of doing incredible damage to everything in its way. With very few
exceptions, all Magitek Mecha come equipped with a Magitek Cannon. Some special models are
equipped with support weapons such as magitek laser cannons and Missile pods.

Magitek cannons
These awesome weapons create beams of pure magical energy. They generally have a diameter of 4’
and can fire a Medium Range with perfect accuracy.

M-tek Missiles
The nastiest M-tek weapons are arguably the missiles, capable of destroying everything in a large radius.
Their main drawback is the fairly limited usage available - a pod loaded with small rockets only has a
payload of 8 missiles. Consult the following chart for more details on each potential type of missile. The
Capacity refers to the maximum number that can be ‘held’ in a missile pod at any given type. A pod
cannot mix-and-match, and all listed missiles can be fired from Medium Range. As a vehicle-mounted
weapon, the Weapon Systems skill is required to use M-Tek missiles as well.

Type           Damage           Capacity
Light          20+2d6           8
Medium         40+2d6           5
Heavy          80+2d6           1
Bio-Bomb       30+2d6           4
Fog Bomb       ---              4
Chaos Gas      ---              4

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

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

                            Level: 14

Category: Humanoid
Location: Anywhere
Size: 2ft
Reaction: Neutral

HP: 450
MP: 136
STR: 13 (+4)
VIT: 9 (+3)
DEX: 8 (+2)
INT: 8 (+2)
CHA: 6 (+2)

Attacks: Arbiter’s Blade, 8 ACC, 65+2d6 damage (Disarmable)
          Imprison, 6 ACC, target is inflicted with the
          Lock spell and reduced to 0 HP. Imprison can
          only be used against targets that have
          knowingly broken Ivalician Law.
Magic: Escape, Tractor, Advanced Law (20mp, all
          Local targets are affected by the Seal status.)
Special: Final Attack: Escape (A Judge can teleport
         safely out of combat instantly when defeated,
         taking any Imprisoned targets with them),
         Seal Proof

Evasion: 10
ARM: 30 (0 without Armor)
MARM: 15

Rewards: None.

Almost all judges possess the ‘Straight Arrow’ trait, allowing them to instantly determine the truthfulness
of any one statement or person by expending a point of destiny.

While a disturbing concept, corrupted Judges do exist, allowing their unconditional and nearly omnipotent
form of impartial justice to be swayed by money and power.
Corrupt judges are tried in the Court of Order, given the same treatment as any common lawbreaker, and
tried by a jury of their peers. A corrupt Judge is almost always sentenced to immediate execution.

Despite their array of powers, Judges are in no way omnipotent. They do not possess any sort of
precognition, and they lack the capacity to magically sniff out and track down lawbreakers. They are
limited to mundane methods of pursuing the guilty, aided with a vast network of tentative allies.

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

The Void
The Void refers to as an actual, physical dimension that can often take a form familiar to those who
traverse it, or can be reshaped at will by the current denizens thereof. Entire deserts, fortresses, forests,
caverns and so forth have been birthed within the Void, interconnected through a series of passages that
often seem to contradict logic. The rules of space and time do not necessarily seem to apply the same
way as they do in the normal world, and time does not seem to flow at all for any inhabitants of this place.
In its unchanged state, the Void is a dimension of infinite nothingness.

The Void is known to be a connective dimension, through which other realities and worlds can be
reached. Due to this fascinating feature about the Void, countless numbers of power-hungry mages have
sought to control it and wield the dimension as a cosmic weapon – and at times, they have come close to
succeeding. The Void seems to possess the power to distort or destroy matter, consuming it utterly.
The rampant nihilistic attitude of those seeking to make use of its power is well-recorded. Often times, this
starts out as a simple desire for incredible power but inevitably leads to an intense desire to reduce all of
everything to a state of non-existence. Some scholars speculate that this is because The Void is an
intelligent, sentient being instead of this merely being the result of gaining use of such destructive power;
they speculate that the Void controls its users just as much as they influence control over it.

Entrance to the Void is as simple as stepping through a Dimensional Gate created with the Time Magic
spell of the same name. However, leaving has always been much more difficult, which makes the Void a
suitable prison…frozen in time…for the most fearsome beasts in existence.
Some beings – such as Ultima Weapon and Gilgamesh – reside within the Void and use the powers of
the dimension to hop between worlds.

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

                                        CHAPTER VIII: MAGIC
                                            “……..You can DO that?”
                                                   -Tseng, FFVII

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

Active wielders of magical power vary wildly in shape and scope. With sufficient training or natural talent,
many people can channel elemental flows into their lives in tiny ways, from making the garden grow just a
little larger, to knowing when to fold in a game of cards. Such people are rarely aware of their own talents.
However, a true Mage's talent lies in their ability to actively twist and focus raw flows of magic into
physical, visible forms; dark mists, freezing gales, howling storms and scorching waves of fire, and far
more impressive feats.
Paladins and Dark Knights are unique casters – instead of channeling the elemental energies from the
world around them, they contain a reservoir of spiritually-aligned magic within; sheer potential.

The Elements of Magic
The compartmentalization and classification of magic in its many and diverse forms has occupied
scholars for centuries; even to this day, the finer details of magical taxonomy can be fuel for considerable
debate. Certain aspects, however, are considered to be universally agreed on. Among them is the fact
that Energy is the basic building-block of magic; though further diversified and refined, raw Energy itself
can be used to drive a wide variety of helpful and harmful effects. From here, all magic can be broadly
broken up into three major forces – Elemental, Cosmic and Life. Every stands in opposition to its siblings,
but the total sum of their parts forms of the base of all practical magic.

The Elemental forces are sometimes also called ‘natural forces’, deriving that designation from the fact
that they are inextricably tied to natural phenomena. The most common of these involve the four basic
elements – Earth, Fire, Air and Water – which in turn combine to form the distinctive ‘para-elements’ of
Lightning and Ice. The collective grouping of these six – Earth, Fire, Air, Water, Lightning, and Ice – is
generally known as the Combat Elements; spells focusing their power are intended for harm and
destruction more often than not.

Completing this pantheon is Life Magic - Holy and Shadow. The inclusion of these is a bone of contention
for those who see them as supernatural rather than mundane forces. In some quarters they are not
considered elements at all, and simply excised from the reckoning.
Without any doubt, Holy is the dominating force in the magical world, and in experimental conditions,
advanced practitioners of the Arcane have come to the conclusion that the name itself is actually a bit of a
misnomer - Holy, visually seen as a bright flash of white light, is actually pure and undiluted magical
energy from the core of Creation itself, untainted by the color spectrum of fire, earth, air, and the like.
Shadow, on the other hand, is Holy magic which has become tainted or corrupted through various means.
Holy magic is incredibly rarer than the other venues of magical means, and is often treated with an
intrinsic level of respect.

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

Elemental Affinities
Many creatures, weapons, and relics have an affinity to a particular element. This means that they draw
strength from that element, and often have a weakness to an opposing element. There are eight different
elemental types; they are:

- Earth is the essence of the planet itself. Electricity-using monsters are typically weak against Earth.
- Fire is the essence of heat and flame. Plants, insects, undead, and cold-using monsters are typically
weak against Fire.
- Water is the essence of the ocean and of healing. Flame-using creatures are typically weak against
- Air is the essence of the sky and movement. Flying creatures are typically weak against Air.
- Ice is the essence of cold and frost. Reptiles and flame-using monsters are typically weak against Ice.
- Lightning is the essence of electricity and energy. Metallic and water-dwelling creatures are typically

weak against Lightning.
- Shadow is the essence of darkness and evil. Angels and other strongly good creatures are typically
weak against Shadow.
- Holy is the undiluted, untampered light of Creation itself. Undead, demons, and strongly evil creatures
are typically weak against Holy.

Sometimes, a monster is so strongly aligned with a particular element that it is impervious to harm from
that element, or even grows stronger from exposure to it. On the other hand, such a monster is often at
the mercy of the opposing element. Certain Relics can also grant elemental affinities to player characters.
There are five levels of elemental affinities:

- Weakness means the character takes 200% damage from attacks of that element.
- Vulnerable means the character takes 150% damage from attacks of that element.
- Resistance means the character takes only 50% damage from attacks of that element.
- Immunity means the character takes no damage or effects from attacks of that element.
- Absorb means the character takes no damage from attacks of that element, and instead regains an
amount of HP equal to half the damage rolled.

Intuitive Magic
A Red Mage stands on the crown of a hill, his crimson hat rippling in the wind as the sky overhead slowly
clouds over. Below, the village watches the skies with awe as the season's drought draws to a dramatic
Many miles away, a Black Mage bends over the pile of twigs and kindling, starting the party campfire with
a word and the slightest effort of will.
Meanwhile, in the depths of a sunken library long lost to mortal man, a Blue Mage pores tirelessly over
volume after volume of forgotten lore, the force of her magic gently turning pages that would crumble to
dust under the pressure of her fingers.
Elsewhere, a Paladin spends many weeks cleansing an evil artifact, infusing it with the powers of Holy,
never needing to rest or sleep.

Intuitive Magic is exactly that; magic used outside of combat to perform mundane (and not-so-mundane)
tasks. The usefulness of Intuitive Magic is limited by the creativity of the player and the allowances by the
GM. Intuitive magic performed by extremely high-level characters should be likewise powerful. A White
Mage could dam a river with a magical wall, or a Dark Knight could corrupt the same river, making it
poisonous to drink.

How to read the spell lists
Black and White magic are laid out in the following format:

Spell Name (- MP)
Target: Single, Group, Self, Local, Global
Type: Elemental, Non-elemental, Skill, Status, Effect, Recovery
Reflectable, Resistable 11

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

                                                      Black Magic
                                                           Rank 1

Blind (8 MP)                                                      Thunder (6 MP)
Target: Single                                                    Target: Single
Type: Status                                                      Type: Elemental (Lightning)
Reflectable, Resist 11                                            Reflectable
A blinding cloud of thick black fog surrounds the target,         A brilliant bolt of lightning tears down from the sky,
robbing it of all senses. The target is inflicted with Blind.     striking the target with barely-contained energy. Thunder
                                                                  inflicts (INT x 2) + 1d6 points of Lightning damage to the
Blizzard (6 MP)                                                   target.
Target: Single
Type: Elemental (Ice)                                             Stone (6 MP)
Reflectable                                                       Target: Single
A flurry of high-speed ice particles are launched at the          Type: Elemental (Earth)
target, inflicting (INT x 2) + 1d6 points of Ice damage to        Reflectable
the target.                                                       Several large chunks of earth rise from the ground at the
                                                                  caster’s feet, then hurl themselves at a nearby foe with
Twilight (2 MP)                                                   surprising force. Stone inflicts (INT x 2) + 1d6 points of
Target: Local                                                     Earth damage to the target.
Type: Effect
A darkness creeps outwards, reducing the illumination in          Water (6 MP)
the area. Bright light becomes shadowy, shadowy                   Target: Single
becomes dark, dark becomes pitch black. Penalties and             Type: Elemental (Water)
Bonuses granted by this abrupt change in illumination is          Reflectable
ultimately decided by the GM, but generally a -2 to attack        Water begins to filter out of the air, forming a solid ball
rolls for those unable to see is appropriate. The effects of      around the target that lifts it off the ground before
this spell last for several rounds.                               bursting in a shower of liquid. Water inflicts (INT x 2) +
                                                                  1d6 points of Water damage to the target.
Fire (6 MP)
Target: Single                                                    Poison (8 MP)
Type: Elemental (Fire)                                            Target: Single
Reflectable                                                       Type: Status
A burning sphere of fire rushes towards the target,               Reflectable, Resist 11
exploding on impact. Fire inflicts (INT x 2) + 1d6 points of      A frothing cloud of sickly violet bubbles swarms over the
Fire damage to the target.                                        target with suffocating force, and the target is inflicted by
Sleep (6 MP)
Target: Single                                                    Lock (2 MP)
Type: Status                                                      Target: Single
Reflectable, Resist 11                                            Type: Status
Clouds of light mist play around the target as the                Reflectable
apparition of a moon appears overhead to shower soft              A set of ghostly chains or similar shackles wrap around
starlight upon it. The target is affected with Sleep.             the target, causing the negative status Stop. The effect of
                                                                  Lock ends when the target makes a Difficulty 11 Escape
Sickness (3 MP)                                                   or Strength check as a Standard action.
Target: Single
Type: Elemental (Shadow)                                          Elemental Spikes (8 MP)
By casting this loathsome spell, the mage can cause               Target: Self
natural illness and diseases possessed by their target            Type: Elemental (Varies)
worsen. For example, if this ability was used on an               The mage is surrounded by globes of elemental energy.
individual with a faint cold, it would later cause the            Declare which of three elements the Spikes will be tied to
afflicted to become bed-ridden with a hacking, infectious         – Fire, Ice or Lightning – when casting this Spell. Anyone
cough for several days. Proper Healing checks can help            striking someone protected by Elemental Spikes will take
offset this, but it is still magical in nature. When used on      elemental damage equal to the target’s CHA score.
targets with far more serious illnesses, such as fatal            Spells or abilities that increase the damage steps of
diseases, the severity is ultimately decided by the GM.           elemental spells have no effect here. The effects of this
                                                                  spell last until the end of combat.

                                                            Rank 2
Blizzara (30 MP)                                                Watera (30 MP)
Target: Single                                                  Target: Single
Type: Elemental (Ice)                                           Type: Elemental (Water)
Reflectable                                                     Reflectable
Prerequisite: Blizzard                                          Prerequisite: Water
The air around the target condenses to freezing point in        The ground buckles and cracks as a column of water
an instant, encasing it in a towering spire of ice. Blizzara    erupts, violently immersing an enemy before dispersing
inflicts (INT x 4) + 2d6 points of Ice damage to the target.    again. Watera inflicts (INT x 4) + 2d6 points of Water
                                                                damage to the target.
Fira (30 MP)
Target: Single                                                  Zombie (30 MP)
Type: Elemental (Fire)                                          Target: Single
Reflectable                                                     Type: Status
Prerequisite: Fire                                              Reflectable, Resist 12
A furious explosion tears through the air as a column of        The target disappears, swallowed by a wave of miasmic
incandescent fire erupts under the target. Fira inflicts        green smoke seeking to steal away its life force. The
(INT x 4) + 2d6 points of Fire damage to the target.            negative status effect Zombie is applied to the target.

Thundara (30 MP)                                                Bio (35 MP)
Target: Single                                                  Target: Single
Type: Elemental (Lightning)                                     Type: Status
Reflectable                                                     Reflectable, Resist 12
Prerequisite: Thunder                                           Prerequisite: Poison
An electric-blue thunderbolt crashes into the ground,           Virulent green orbs begin to bubble out of the ground,
creating a deadly array of ball lightning to encircle the       quickly overwhelming the area with a deadly puddle of
target. Thundara inflicts (INT x 4) + 2d6 points of             toxins. Bio inflicts (INT x 3) + 2d6 points of damage to the
Lightning damage to the target.                                 target, and inflicts the negative status effect Poison.
                                                                Unlike normal Poison, however, this does not wear off
Tractor (10 MP)                                                 after several rounds, and must be cured with a spell or
Target: Single                                                  item.
Type: Effect
Gravitational force pulls strongly on the target, dragging it   Drain (25 MP)
towards the caster. Tractor cancels out both natural and        Target: Single
magical Float and Flight effects for several rounds, and        Type: Elemental (Shadow)
drags mundane objects such as keys, tables or bodies            Blood-red orbs circle the target, growing larger and more
across the ground. Extremely large or heavy objects will        livid as they draw out the very essence of the target's life;
be unaffected by this spell.                                    once full, the orbs return to the caster, releasing their
                                                                payload of stolen vitality on contact. Drain inflicts (INT x
Stona (30 MP)                                                   3) + 2d6 points of Shadow damage to the target, and the
Target: Single                                                  caster regains a number of Hit Points equal to the
Type: Elemental (Earth)                                         amount lost by the target.
Prerequisite: Stone                                             Aspir(1 MP)
Fingers of stone burst forth from the ground, snatching         Target: Single
shut around the target in a shower of flying stones and         Type: Elemental (Shadow)
dirt before shattering. Stona inflicts (INT x 4) + 2d6 points   Orbs of blinding pink energy form around the target,
of Earth damage to the target.                                  growing larger and more luminous as they draw magical
                                                                energies from the target; once full, the orbs return to the
Rasp (Special)                                                  caster, transferring the stolen energy upon contact. Aspir
Target: Single                                                  destroys (INT x 1) + 2d6 points of the target’s MP, and
Type: Elemental (Shadow)                                        the caster regains a number of Magic Points equal to the
Inexorably drawn by the lure of magical power,                  amount lost by the target.
translucent spheres of violet energy spiral in towards the
target, sapping the target’s energies before rushing
away. The target’s MP is reduced by the same amount
used to cast the spell.

                                                           Rank 3
Blizzaga (50 MP)                                                  Arise (40 MP)
Target: Group                                                     Target: Single
Type: Elemental (Ice)                                             Type: Effect
Reflectable                                                       Prerequisite: -5 Affiliation
Prerequisite: Blizzara                                            This spell is shunned by white mages and most
Particles of frost and snow accelerate towards the target,        individuals with even the basest of morals. The caster is
rapidly sealing it in layer after layer of solid ice before the   capable of raising a recently-deceased creature of any
entire edifice shatters. Blizzaga inflicts (INT x 6) + 2d6        size or race as a Skeleton, which serves the caster
points of Ice damage to all enemies.                              loyally. Though the creature does not retain any of their
                                                                  old attributes, skill, abilities or the like, and instead uses
Firaga (50 MP)                                                    the low-level Skeleton monster stats, the size and shape
Target: Group                                                     of the creature remains. They lack free will or any
Type: Elemental (Fire)                                            memories of their old life.
Reflectable                                                       Creatures without bones, such as cactuars, flans, and
Prerequisite: Fira                                                beings composed entirely of magic, cannot be raised
A colossal sphere of white-hot fire crashes onto the              with this ability.
target, sparking a furious explosion that engulfs it in a
cloud of ash and cinders. Firaga inflicts (INT x 6) + 2d6         Sleepaga (30 MP)
points of Fire damage to all enemies.                             Target: Group
                                                                  Type: Status
Stonaga (50 MP)                                                   Reflectable, Resist 13
Target: Group                                                     The air is suddenly filled with a strange fragrance,
Type: Elemental (Earth)                                           compelling entire groups of otherwise vicious foes to let
Reflectable                                                       their guard down, and rest a moment….
Prerequisite: Stona                                               All targets in the enemy Group are affected by the
An enormous stalagmite rips through the ground beneath            negative status effect Sleep.
the feet of the foes, impaling them on razor-sharp blades
of rock. Stonaga inflicts (INT x 6) + 2d6 points of Earth         Death (140 MP)
damage to all enemies.                                            Target: Single
                                                                  Type: Status
Thundaga (50 MP)                                                  Reflectable, Resist 13
Target: Group                                                     Prerequisite: Caster must be Shadow Affiliated
Type: Elemental (Lightning)                                       A decaying, hooded figure emerges from the ground in a
Reflectable                                                       cloud of dark smoke, raising a massive scythe to cleave
Prerequisite: Thundara                                            the target’s life force in twain before fading away with a
A deafening peal of thunder rolls across the battlefield as       blood-curdling laugh. The target’s HP is reduced to zero.
lightning bolt after lightning bolt crashes to earth,             This spell does not work on many bosses.
trapping all targets in a sizzling sphere of electrical
energy before dissipating again. Thundaga inflicts (INT x         Paralyze (80 MP)
6) + 2d6 points of Lightning damage to all enemies.               Target: Single
                                                                  Type: Status
Wateraga (50 MP)                                                  Reflectable, Resist 13
Target: Group                                                     Waves of energy wrap around the foe in order to
Type: Elemental (Water)                                           constrict movement and prevent the target from
Reflectable                                                       participating in combat for one round.
Prerequisite: Watera                                              The target is affected by the negative status effect, Stun.
Winding streams of airborne water race towards all
targets, quickly enclosing them in an immense liquid              Berserk (60 MP)
dome before dissolving into a foaming tidal wave.                 Target: Single
Wateraga inflicts (INT x 6) + 2d6 points of Water damage          Type: Status
to all enemies.                                                   Reflectable, Resist 13
                                                                  The caster fills their target’s mind with thoughts of hatred
                                                                  and fury, attempting to release the beast within.
                                                                  The target is affected by the negative status effect

                                                           Rank 4
X-Zone (60 MP)                                                     Flare (140 MP)
Target: Single, Special                                            Target: Single
Type: Status                                                       Type: Non-elemental
Even as Summoners seek to unite the lifestream and                 Reflectable
overlap the magical realms with our own, Black Mages               Prerequisite: Firaga, Blizzaga, Thundaga
angrily confront the very notion. The mages’ intense               Globes of pure magical energy blast into the target in a
dislike for the powerful beings known as Espers is                 relentless stream, setting off one chaotic explosion after
enough that one of them crafted a spell with no purpose            another before rushing out again. Flare inflicts (INT x 12)
other than to banish the ‘abominations’ of summoned                + 2d6 points of Non-Elemental damage to a single
creatures back to their home plane.                                enemy.
Upon successfully casting X-Zone, a dimensional hole is            Flare can be cast at a Long Range.
ripped open and the Esper is hurled through it, instantly
reduced to 0 hit points and removed from the current               Quake (80 MP)
combat. Effects that the Esper may possess – such as               Target: Local
Auto-Life or Indestructible – will not allow the Esper to          Type: Elemental (Earth)
remain in combat after X-Zone is used, or summoned                 Prerequisite: Stonaga
again in the same game session.                                    A violent tremor tears through the length of the
X-Zone can be cast at a Long Range.                                battlefield, breaking up the ground into shuddering,
                                                                   crumbling fragments and yawning crevasses. Floating
Scourge (100 MP)                                                   and Flying targets are immune to its effects. Quake
Target: Group                                                      inflicts (INT x 10) + 2d6 points of Earth damage to all
Type: Elemental (Shadow)                                           enemies and allies.
Prerequisite: Twilight, caster must be Shadow Affiliated
A long shadow creeps over the ground, darkening the                Curse (110 MP)
area as wicked spikes of unholy energy burst through to            Target: Single
skewer all targets. Scourge inflicts (INT x 8) + 2d6 points        Type: Status
of Shadow damage to all enemies.                                   Reflectable, Resist 14
                                                                   A sinister black circle materializes under the target,
Freeze (80 MP)                                                     streaming multi-colored lights and gasses before winking
Target: Single                                                     shut. The negative status effect Curse is applied to the
Type: Elemental (Ice)                                              target.
Prerequisite: Blizzaga, Wateraga                                   Doomsday (250 MP)
Chilly vapors float over the battlefield as fragments of           Target: Group
blue ice cascade down on the target, forming a jagged,             Type: Status
glacial prison to imprison it entirely. Freeze inflicts (INT x     Resist 14
10) + 2d6 points of Ice damage to a single enemy.                  Prerequisite: Death, -5 Affiliation
                                                                   The sky darkens and black clouds roil above, and
Nuke (80 MP)                                                       silently-screaming faces protrude from the sky like boils
Target: Single                                                     on creation.
Type: Elemental (Fire)                                             There is no initial effect – however, in three rounds, the
Reflectable                                                        HP of all affected enemies is reduced to zero, regardless
Prerequisite: Thundaga, Firaga                                     of current Hit Points, ARM, or M.ARM.
Spheres of orange flame rush towards the target,
engulfing it in an ever-growing explosion with the heat            Osmose (1 MP)
and fury of a newborn star. Nuke inflicts (INT x 10) + 2d6         Target: Single
points of Fire damage to a single enemy.                           Type: Elemental (Shadow)
Nuke can be cast at a Long Range.                                  Prerequisite: Aspir
                                                                   Spheres of white light erupt from the target as their
                                                                   magical reserves are stolen. Osmose destroys (INT x 5)
                                                                   + 2d6 points of the target’s MP, and the caster regains a
                                                                   number of Magic Points equal to the amount lost by the

                                                          Rank 5
Meltdown (250 MP)                                                Scathe (230 MP)
Target: Single                                                   Target: Group
Type: Elemental (Fire)                                           Type: Elemental (Shadow)
Reflectable                                                      Prerequisite: Scourge, -5 Affiliation
Prerequisite: Flare                                              An agglomeration of shadowy energy flashes into
A high-speed stream of heat and energy assails the               existence above the battlefield, gathering before
target, immersing it in furious, bone-searing                    beginning its descent to earth, crackling with malevolent
temperatures. Meltdown inflicts (INT x 16) + 2d6 points          energy as it crashes down. Scathe inflicts (INT x 16) +
of Fire or non-elemental damage to a single enemy                2d6 points of Shadow damage to all enemies.
(whichever is more effective), and is unaffected by
M.ARM and Shell.                                                 Break (200 MP)
                                                                 Target: Single
Ultima (Special rules)                                           Type: Elemental (Earth)
Target: Group                                                    Reflectable, Resist 15
Type: Non-elemental                                              Prerequisite: Quake
Prerequisite: Any Rank 5 spell.                                  The ground beneath the target explodes in a seismic
An eerie calm falls over the battlefield as the sky grows        nightmare of dust, soil and rocky spires. The negative
dark, shading the combatants in blue and black. Only             status effect Petrify is applied to a single target –
one sound breaks the silence; a single note, gaining in          furthermore, there’s a 25% chance that the violent
pitch as a dome of purest blue energy forms in the sky           shaking will have shattered the petrified combatant,
above the caster, growing outwards in an unstoppable,            reducing the target to 0 HP instantly.
destructive rush that engulfs the area whole. The Black
Mage becomes a conduit for the power of Ultima, the
catastrophic spell radiating outwards from him. The
sound reaches ear-splitting frequencies, and all of
existence within the sphere begins to implode on itself
.Every molecule, every atom within the reach of Ultima
detonates at the speed of light, before Ultima finally
flickers out of existence and leaves the shattered
landscape still once more. This is a spell spoken of in
hushed whispers. It is a power capable of destroying
continents, of shattering stars. It is not to be used lightly.
The casting of Ultima requires the Black Mage to have
maximum MP, all of which is spent upon casting this
It also requests the expenditure of 3 additional points of
Destiny – though this is not strictly REQUIRED,
choosing not to pay the 3 Destiny for this spell will cause
it to become a Local instead of Group spell, and thus
deal damage not only to the enemy group, but also to
the caster, all allies, and every creature and structure for
hundreds of miles.
Ultima deals (INT x 40) + 2d6 points of nonelemental
damage to all foes. Heat beyond description rips through
living entities, disintegrating flesh and bone instantly.
Death caused in this way is painless and instantaneous.
If used as a Local spell, the damage is dealt to all
structures, terrain, and living creatures in a 500-mile
radius. This is damage enough to destroy entire cities,
and leave the ground barren and lifeless for decades, if
not centuries, to follow. The devastation caused by an
uncontrolled Ultima is unrivaled and globally feared.

                                                   White Magic
                                                        Rank 1
Banish (10 MP)                                                 Aero (15 MP)
Target: Single                                                 Target: Single
Type: Elemental, Holy                                          Type: Elemental (Wind)
Beams of white light radiate from the caster’s                 Reflectable
outstretched hands, basking the area in a flickering white     Gale-force winds slam into the target, the first of a very
light. Banish inflicts (INT x 1) + 1d6 points of Holy          unique set of offensive White Magic spells. Aero inflicts
damage to an undead target – all other foes are                (INT x 1) + 1d6 points of Wind damage to the target.
unaffected. In addition, this spell can be used to destroy
the remains of fallen undead foes utterly – remnants           Vox (5 MP)
crumble to dust, and thus preventing any Undead from           Target: Single
self-resurrecting as normal.                                   Type: Recovery
Cure I (10 MP)                                                 There are few things more vulnerable than a mage
Target: Single                                                 unable to cast – this simple (if oddly-named) spell
Type: Recovery                                                 prevents that. The target is no longer affected by the
Reflectable                                                    negative status effect Seal.
Small, glittering particles of light twinkle down upon the
target, filling their lungs and bathing their wounds in        Float (10 MP)
white. Cure I restores (INT x 1) + 1d6 points of HP to any     Target: Single
conscious target.                                              Type: Recovery
                                                               Resist 11
Dia (5 MP)                                                     Though not a true spell of flight, the caster is able to alter
Target: Single                                                 the air currents slightly, protecting allies from harmful
Type: Elemental, Holy                                          falls and allowing them to hover a few inches above the
Reflectable                                                    ground. It nullifies damage caused by Earth-based spells
Pinpricks of white light circle the target rapidly, blasting   and abilities, as well as damage caused by falling. The
away with tiny beams of light for a moment before              target of this spell receives the positive status effect Float
dissipating. Dia inflicts (INT x 1) points of Holy damage,     for several rounds.
and removes magically-granted Invisibility and natural
Stealth from the enemy, as it is now dimly outlined with a     Chivalry (0 MP)
white glow. Foes who have taken damage from the Dia            Target: Party
spell cannot successfully make Stealth rolls until the end     Type: Effect
of combat, and their EVA score does not increase from          Prerequisite: Caster must be Holy Affiliated
the Invisible or Vanish spells or the Sunken State job         The caster of Chivalry is the last line of defense for her
ability.                                                       allies, holding even the most vicious and vile foes at bay
                                                               while her comrades escape.
Stop (10 MP)                                                   Upon casting Chivalry, all willing party members and
Target: Single                                                 allies other than the caster are instantly removed from
Type: Status                                                   combat and returned to the nearest safe location, as if
Reflectable, Resist 11                                         they performed an Escape action successfully. They may
The joints of the target bend and lock suddenly, leaving       not re-engage in the same encounter.
the target unable to move. While definitely                    If the caster of Chivalry defeats the remaining opponents,
uncomfortable, the paralyzing effects of this spell are        all party members – even those who did not participate in
completely painless and cause no lasting damage. The           the encounter – gain experience points, items and gil as
target is affected by the negative status effect Stop.         normal.

Poisona (5 MP)                                                 Faith (10 MP)
Target: Single                                                 Target: Single
Type: Recovery                                                 Type: Effect
By concentrating for a moment, the caster is able to           Proving once and for all that faith in one’s own abilities is
neutralize the poisons and venoms within the body. The         the key to success, the caster’s unwavering belief in her
target is no longer affected by the negative status effect     comrades allows them to instill one friend with self-
Poison. Although some truly potent poisons are                 confidence and conviction.
unaffected by this spell, it remains a tried-and-true          The target of Faith receives an automatic +2 bonus to his
favorite amongst adventurers everywhere.                       next skill check, opposed roll, or attack.

                                                         Rank 2
Consecrate (10 MP)                                               Shell (40 MP)
Target: Local                                                    Target: Single
Type: Effect                                                     Type: Status
Prerequisite: Caster must be Holy Affiliated                     Reflectable, Resist 12
Consecrated ground, blessed with holy energy, naturally          A semitranslucent, multifaceted sphere of pale light
repels monsters and other hostile, shadow-affiliated             encases an ally, protecting them from the brunt of hostile
creatures for short periods of time. Though some foes            magical attacks.
are unaffected by Consecrate, lesser enemies will find it        Shell bestows the effects of the positive status ‘Shell’ on
difficult to pass onto the sacred ground, and it will            one target. All magical damage they take (after M.ARM is
become possible for a party to rest there undisturbed            calculated) is halved. This effect lasts until combat ends.
until the spell ceases with little fear of random monster
attacks in the night.                                            Seal (20 MP)
The effects of this spell last until the caster leaves the       Target: Single
consecrated ground, and do not repel extremely powerful          Type: Status
creatures or ones with a Resistance to Holy.                     Reflectable, Resist 12
                                                                 Near-invisible bands of force clasp around the target’s
Aerora (30 MP)                                                   limbs and mouth, making it impossible to use abilities or
Target: Single                                                   spells. The target is affected with the negative status
Type: Elemental (Wind)                                           effect Seal. This prevents monsters from using Job
Reflectable                                                      Abilities, spells,
Prerequisite: Aero
A tempest storm throws a single foe into the air, buffeting      Escape (10 MP)
their body with nonlethal force. Aerora inflicts (INT x 3) +     Target: Party
2d6 points of Wind damage to the target.                         Type: Effect
                                                                 Acting as a short-range teleport, this spell allows the
Cure II (25 MP)                                                  party to exit dungeons with convenient swiftness. The
Target: Single                                                   spell returns all party members to the last safe location
Type: Recovery                                                   on or near the surface.
Reflectable                                                      This magick also doubles as a way to safely flee
Droplets of astral light seem to fall from the skies,            dangerous combat, as casting will instantly end combat
mending injuries and closing wounds instantly. Cure II           and return the likely-wounded characters to the nearest
restores (INT x 2) + 2d6 points of HP to any conscious           safe resting location.
                                                                 Wall (50 MP)
Life (40 MP)                                                     Target: Single
Target: Single                                                   Type: Effect
Type: Recovery                                                   The user of this spell is capable of forming a shimmering
A smiling cherubim descends from the heavens and                 barrier of magical force, strong enough to deflect and
basks an unconscious ally in a golden glow – no matter           absorb most projectile attacks.
how close to their demise the target may have been, they         All attacks made against the target of a Wall spell from a
find themselves whisked safely from the brink of death.          Medium Range or Long Range are negated. Short
This spell may only be cast on allies with 0 HP or less,         Range attacks are unaffected, and the spell ends if the
and returns them to 1 HP.                                        Walled character is ever the target of a Critical Hit or
                                                                 Limit Break, regardless of distance.
Protect (40 MP)                                                  This spell is not a status effect and cannot be removed
Target: Single                                                   with Dispel or similar methods.
Type: Status
Reflectable, Resist 12
A barricade of blue light explodes into existence in front
of an ally, gleaming brightly. Protect bestows the effects
of the positive status ‘Protect’ on one target. All physical
damage they take (after ARM is calculated) is halved.
This effect lasts until combat ends.

                                                           Rank 3
Cure III (40 MP)                                                Mini (40 MP)
Target: Single                                                  Target: Single
Type: Recovery                                                  Type: Status
Reflectable                                                     Reflectable, Resist 13
Green baubles of water and light shimmer around the             With this unusual magick, even the most colossal of
target, restoring (INT x 4) + 2d6 points of HP to any           creatures can be shrunk down to the size of a small
conscious target.                                               woodland critter. A single target is afflicted with the Mini
                                                                status, which causes them to deal only half damage with
Life II (50 MP)                                                 physical attacks, and take an additional 50% damage for
Target: Single                                                  the duration. Inanimate objects cannot be affected by this
Type: Recovery                                                  spell.
A pillar of faint holy energy illuminates the ground around     Some mages give this spell a little additional flair, using it
the fallen target, helping them to return to their feet as if   to turn their foes into literal frogs for the duration.
carried aloft by invisible hands. An unconscious or dying
target is returned to a semblance of fighting form. The         Stona (30 MP)
target recovers (INT x 2) + 2d6 points of HP, and this          Target: Single
spell may only be cast on allies with 0 HP or less.             Type: Recovery
                                                                Often referred to as simply ‘Soft’, this spell is able to
Aeroga (50 MP)                                                  restore someone who has been turned to stone. The
Target: Group                                                   target is no longer affected by the negative status effect
Type: Elemental (Wind)                                          Petrify.
Prerequisite: Aerora                                            Regen (70 MP)
A hurricane-like blast of air is launched from the              Target: Single
outstretched hands of the caster, quickly turning into a        Type: Recovery
cyclone that sweeps through the area. Aeroga inflicts           Reflectable, Resist 13
(INT x 5) + 2d6 points of Wind damage to all enemies.           Wounds mend, injuries knit, and bones re-set extremely
                                                                rapidly with this powerful spell. The target receives the
Curaga (50 MP)                                                  positive status effect Regen, recovering 10% of their max
Target: Party                                                   hit points every round. This spell has no effect on
Type: Recovery                                                  Unconscious targets.
Rings of dancing green lights surround the caster and all       Teleport (100 MP)
his allies, restoring (INT x 3) + 2d6 points of HP to all       Target: Party
conscious members of the party.                                 Type: Effect
                                                                Prerequisite: Escape
Brave (30 MP)                                                   Much like Escape, Teleport can take the entire party
Target: Party                                                   great distances in the blink of an eye.
Type: Status                                                    This is subject to a few important restrictions.
Prerequisite: Caster must be Holy affiliated                    First, the party cannot be in combat when this spell is
The caster fills his allies’ hearts with hope, rendering        cast. Second, the location can be anywhere in the world,
them Immune to the negative status effect Fear until            so long as the caster has been there within the last
combat ends.                                                    several months and is familiar with the location.
                                                                Third, the spell will fail if the location is extremely
Addle (80 MP)                                                   dangerous, such as submerged under lava or overrun by
Target: Single                                                  monsters.
Type: Status                                                    Finally, Teleport can only transport the party to
Another attempt by White Mages at combat                        geographical locations, never to an object or person.
aggressiveness, Addle affects both the body and mind of
an enemy in order to cause them to react slower to              Confuse (60 MP)
attacks. Upon casting Addle, one target’s EVA score is          Target: Single
reduced by a number of points equal to the caster’s INT         Type: Status
rating. A foe’s Evasion score can never drop to less than       Reflectable, Resist 13
0, and the effects of Addle last until the end of combat.       This spell allows the caster to blur the mental line
If a target is reduced to 0 EVA by this spell, they also        between friend and foe – a single target is afflicted with
take (INT x 4) + 2d6 points of nonelemental damage as           the Confuse status.
their joints stiffen and muscles seize up.
Addle cannot be used in conjunction with the ‘Bladefoe
Minuet’ Entertainer Art.

                                                           Rank 4
Cure IV (150 MP)                                               Haste (120 MP)
Target: Single                                                 Target: Single
Type: Recovery                                                 Type: Status
Reflectable                                                    Reflectable, Resist 14
The most powerful of the standard Cure spells, invoking        A six-faceted crystal of pure energy appears around the
this magic surrounds one ally with globes of sapphire          target, shattering in a brilliant confusion of mirror images.
iridescence that mend even the most grevious of                The target moves faster than he ever has before thanks
wounds. Cure IV restores (INT x 10) + 2d6 points of HP         to this spell, and receives the effects of Haste until
to any conscious target.                                       combat ends.

Tornado (100 MP)                                               Esuna (60 MP)
Target: Group                                                  Target: Single
Type: Elemental (Wind)                                         Type: Recovery
Reflectable                                                    Reflectable
Prerequisite: Aeroga                                           A standard spell in almost every healer’s repertoire,
A maelstrom of hurricane-force winds touch down,               Esuna fully cleanses the target of all negative status
convalescing into a vortex of localized destruction. While     effects, with the exception of Unconsciousness and the
some magic is notable for collateral damage, Tornado is        countdown caused by the ‘Doomsday’ and ‘Lv.? Doom’
surprising and unique in this fashion. Despite the             spells. Particularly powerful magical effects, such as
massive injuries it can cause to foes, the windstorm           eons-long Petrification, or bloodline Curses, may be
doesn’t even uproot a single blade of grass or concern a       outside the powers of this spell. At the GM’s discretion,
single creature other than its intended targets. Tornado       Esuna may also remove the ongoing effects of other
inflicts (INT x 10) + 2d6 points of Wind damage to all         unhelpful spells, such as Addle or Gravity.
                                                               Barrier (100 MP)
Reflect (40 MP)                                                Target: Group
Target: Single                                                 Type: Effect
Type: Status                                                   A stronger version of the Wall spell, evoking the magic of
Reflectable, Resist 14                                         Barrier creates an impenetrable shield of light around the
A shower of green light splashes over the target,              user and all allies.
solidifying into layer after layer of shimmering magical       Barrier negates all damage and effects from all Medium
protection. This powerful spell creates an anti-magic          Range and Long Range attacks against the party. A
barrier around a target and grants them the effects of         Critical Hit or Limit Break will end a Barrier spell before
Reflect until combat ends.                                     damage is calculated, but the spell is not a status effect
                                                               and cannot be Dispelled or removed with similar
Auto-Life (130 MP)                                             methods.
Target: Single
Type: Recovery                                                 Aura (150 MP)
Reflectable                                                    Target: Single
Prerequisite: Life II, caster must be Holy Affiliated          Type: Recovery
White magic teaches not only to mend wounds, but to            Reflectable, Resist 14
begin the healing process even before the injuries are         Spheres of white light surround and imbue the target,
inflicted. The target receives the positive status effect      filling them with strength and the ability to stand against
Auto-Life, returning them to 1 HP as soon as a spell or        even the most powerful of fiends.
effect would reduce them to 0 or less.                         The target receives the positive status effect Regen, but
If Auto-Life is cast on an Undead or Zombied foe, they         they recover 50% of their max hit points every round
are immediately reduced to 0 HP instead of the usual           instead of the normal 25%. If the target is already under
effect.                                                        the effects of Regen, Aura overwrites the prior recovery
                                                               rate and causes the target to gain 50% HP per round
Dispel (90 MP)                                                 instead.
Target: Single                                                 This spell has no effect on Unconscious targets.
Type: Status
Reflectable                                                    Curaga II (100 MP)
A shimmering blue mist engulfs the target, its power           Target: Party
tearing away beneficial enchantments in an instant.            Type: Recovery
Dispel removes all the following effects from a single         Reflectable
target; Protect, Shell, Haste, Auto-Life, Reflect, Regen,      Twelve pearls of softly-glowing light enclose all allies in
and Float.                                                     twinned hexagons, restoring (INT x 8) + 2d6 points of HP
                                                               to the caster and all nearby conscious allies.

                                                         Rank 5
Full-Life (300 MP)                                                Holy (300 MP)
Target: Party                                                     Target: Single
Type: Recovery                                                    Type: Elemental (Holy)
Prerequisite: +5 Affiliation                                      Reflectable
All living allies – even characters with 0 or less HP - are       Prerequisite: +5 Affiliation
returned to maximum health upon the casting of this               Spheres of white energy descend from the heavens,
spell. Though Full-Life does not remove detrimental               spinning around the foe quickly. These pearls of light
status effects, it is nonetheless one of the most powerful        encapsulate the target in silver glow, humming slowly
spells in any healer’s arsenal.                                   and musically. Then the heavens part, and a brilliant
                                                                  blast of energy sears into them, burning his retinas with
Holy Shield (200 MP)                                              pure Holy energy and evaporating sinful flesh and bone.
Target: Group                                                     Holy deals (CHA x 20) + 2d6 points of Holy damage to a
Type: Status                                                      single foe.
Reflectable, Resist 15
Holy Shield combines two of the most powerful White
Magic spells, granting all allies the positive status effects
Protect and Shell. These statuses last until the end of

                                                     Blue Magic
                                                        Rank 1
Goblin Punch (5 MP) Learned From: Goblin                        Seed Cannon (10 MP) Learned From: Funguar
Target: Single                                                  Target: Single
Type: Non-elemental                                             Type: Elemental (Earth)
The caster launches themselves at an opponent with              The caster tenses up before firing a heavy seed pod,
unusual speed and suddenness, eschewing the use of              pummeling the target. Seed Cannon inflicts (VIT x 2) +
his weapon. Make a standard Attack action; calculate            1d6 Earth damage.
damage as normal unless the target is of a lower level
than the caster; in this case, the attack inflicts 300%         Self-Destruct (20 MP) Learned From: Bomb
damage.                                                         Target: Single
                                                                Type: Non-elemental
Pollen (10 MP) Learned From: Killer Bee                         The caster instantly converts their life force into explosive
Target: Single                                                  energy, creating a cataclysmic blast that rips through the
Type: Non-elemental                                             enemy for a number of points of M.ARM Fire damage
A light dust drifts around the group, which is inhaled to       equal to the caster’s maximum Hit Points. After damage
leave the target slightly refreshed. Pollen restores (CHA       has been resolved, the Caster is automatically reduced
x 2) + 2d6 HP and MP to one target.                             to 0 HP.

Web Armor (5 MP) Learned From: Spider                           Blank Gaze (10 MP) Learned From: Ahriman
Target: Self                                                    Target: Single
Type: Non-elemental                                             Type: Status
Strands of thin, translucent material wrap themselves           The target stares into his target’s soul, eliminating
around the caster's arms and legs, giving the caster            magical protection with the power of the Evil Eye. Blank
Protect and Stop for as many rounds as the Blue Mage            Gaze removes one beneficial magic effect from a
chooses to keep the spell active. If the Stop status effect     random enemy, and their M.ARM score is reduced to 0
is removed, the Protect also fades.                             until the end of the caster’s turn.

Choco Ball (10 MP) Learned From: Chocobo                        Poison Breath (10 MP) Learned From: Hydra
Target: Single                                                  Target: Single
Type: Non-elemental                                             Type: Status
Reflectable                                                     Resist 11
A crackling sphere of yellow energy forms around the            A morass of multicolored toxins is exhaled in a sickly
caster, growing in size until it is launched at the target,     plume. The target is affected by Poison.
inflicting (CHA x 2) + 1d6 damage. Aerial-type monsters
take 200% damage from Choco Ball.                               Laser Eyes (20 MP) Learned From: Anacondaur
                                                                Target: Single
Homing Laser (10 MP) Learned From: Achelous                     Type: Non-elemental
Target: Single                                                  Reflectable
Type: Non-elemental                                             Brilliant beams of energy pulse from the caster's eyes,
Reflectable                                                     slashing into the target for (INT x 3) + 2d6 damage. This
A salvo of searing laser beams arcs out of the caster’s         damage is not affected by monsters that have the
body and blasts the target in a spectacular series of           Unusual Defense ability.
explosions. Homing Laser deals (INT x 2) + 1d6 damage,
and has a 25% chance to cause Confusion.                        Revenge (20 MP) Learned From: Bunyip
Homing Laser can be cast at a Long Range.                       Target: Single
                                                                Type: Non-elemental
Flash (40 MP) Learned From: Ochu                                A wave of invisible force crashes into the target. For
Target: Single                                                  every 2 points of HP the Blue Mage is missing from his
Type: Non-elemental, Status                                     maximum health, the target takes 1 point of damage.
The caster directs a searing pulse of phosphorescent            This is not reduced by M.ARM or Shell.
light at their opponents, inflicting (CHA x 3) + 2d6
damage. Both the caster and affected monsters are then
affected by the negative status effect, Blind.

                                                        Rank 2
Ultrawaves (40 MP) Learned From: Couerl                        Thrust Kick (80 MP) Learned From: Iron Giant
Target: Single                                                 Target: Single
Type: Non-elemental, Status                                    Type: Non-elemental
Purple waves of ultrasonic energy ripple from the              The caster launches into an athletic flying kick,
caster’s body, inflicting (INT x 7) + 2d6 damage. In           surrounded by a faint nimbus of energy as they slam into
addition, both the caster and affected monsters are            their target with a sound barrier-breaking crash. Make a
affected by the negative status effect, Confusion.             normal attack action. If successful, Thrust Kick deals
                                                               (STR x 3) + 2d6 damage and the target has a 50%
Condemned (70 MP) Learned From: Tonberry                       chance of being knocked back a Long Range – directly
Target: Single                                                 upwards. In addition to effectively removing the target
Type: Non-elemental                                            from combat for one round as if the target was afflicted
Reflectable                                                    by Stun, characters who are not immune to falling
A cackling red skull appears over the target before slowly     damage (from the Defy Gravity ability or a Float spell, for
fading away. The foe receives the effects of the negative      example) lose 50% of their maximum HP upon colliding
status effect Curse for 1d3 rounds, and does not receive       with the ground again on the following turn.
a CHA check to resist the status effect.
                                                               1000 Needles (100 MP) Learned From: Cactuar
Electrocute (20 MP) Learned From: Chimera                      Target: Single
Target: Single                                                 Type: Non-elemental
Type: Elemental (Lightning)                                    One thousand stinging cactus thorns are shot from the
Reflectable                                                    caster’s body at the target in rapid succession. A
The caster hovers in mid-air, conducting sparks of             successful standard attack roll is required. If successful,
energy as green bolts of electrical energy blast through       1000 Needles inflicts 100 nonelemental points of
the air at random intervals to devastating effect. Any         damage to the target; Shell, Unusual Defense, and M.
targets caught in the blast are struck for (INT x 6) + 2d6     ARM and ARM have no effect on this damage. If the
Lightning damage.                                              melee attack roll is a Critical Success, 1000 damage is
                                                               inflicted instead of the normal 100. This spell cannot
Drill Shot (20 MP) Learned From: Chocobo Eater, Antlion        reduce a target lower than 1 HP.
Target: Single
Type: Non-elemental                                            Aqua Rake (70 MP) Learned From: Chimera
The caster jabs at the target, creating a stream of multi-     Target: Single
colored spheres that rush out towards it and explode on        Type: Elemental (Water)
impact. Make a standard Attack action that deals 100%          Reflectable
damage, ignoring ARM, Protect, and any other statuses          The Blue Mage releases a blast of hurricane force wind
that would reduce the physical damage dealt.                   that engulfs their a foe as it carries with it a barrage of
                                                               water bubbles that explode upon touching anything,
Lv.? Doom (80 MP) Learned From: Deathgaze                      damaging one enemy for (INT x 3) + 1d6 Water damage
Target: Single                                                 and (INT x 3) + 1d6 Wind damage.
Type: Status
Reflectable                                                    Flamethrower (20 MP) Learned From: Chimera
Ghostly, fog-colored skulls materialize above the enemy,       Target: Single
letting out a haunting laugh before fading out. When you       Type: Elemental (Fire)
cast this spell, roll 1d6 - Lv.? Doom only affects targets     Reflectable
whose Level is a multiple of the number you rolled.            The caster releases a blistering stream of fire from their
Rolling a 1 means that all targets are affected.               fingers, scorching their intended target for (INT x 6) +
There is no initial effect – however, in three rounds, the     2d6 Fire damage.
HP of a target affected by Lv.? Doom is reduced to zero,
regardless of current Hit Points, ARM, or M.ARM.               Angel Snack (40 MP) Learned From: Evrae
                                                               Target: Local
Degenerator (100 MP) Learned From: Lost Soul                   Type: Non-elemental
Target: Single                                                 A cascade of sparkling blue stars showers down on
Type: Non-elemental                                            everyone in the area – both allies and enemies -
Reflectable                                                    negating all magic in the area. Angel’s Snack dispels all
The caster emits a single burst of black energy that all       Status Conditions, beneficial or otherwise. Further, each
but rips the life energy of out its target. Degenerator        target takes (INT x 4) + 2d6 points of nonelemental
deals (VIT x 4) points of nonelemental damage and has          damage for every status effect removed in this fashion.
a 50% chance to instantly reduce the target to 0 HP,           Angel Snack has no effect on unconscious foes or allies.
regardless of the target's current HP and Armor rating.

                                                              Rank 3
 Wall Change (50 MP)                                             Stone Breath (120 MP)
 Learned From: Gigas                                             Learned From: Adamantoise
 Target: Single                                                  Target: Single
 Type: Non-elemental                                             Type: Elemental (Earth)
 A shimmering globe of energy encloses the target,               Resist 13
 cycling through a series of colors and hues before              The caster exhales a cloud of creeping gray vapors that
 vanishing. Wall Change makes the target Resistant to            slowly drift to settle over the target. Stone Breath deals
 all elements with the exception of one; roll 1d6 and            (VIT x 12) + 2d6 points of Earth damage and inflicts the
 consult the table below to determine which one.                 negative status effect Petrify.
 The combatant is Weak to
 the chosen element. Roll         Roll      Weakness             Supernova (150 MP)
 again every round.                 1         Earth              Learned From: Atma Weapon
 This effect lasts until the end    2         Fire               Target: Single
 of the current combat, or          3         Water              Type: Non-elemental
 until the target falls to 0hp.     4         Wind               Reflectable
                                    5         Ice                Pure white light floods the area, turning all combatants
                                    6         Lightning          into stark black shadows; a second later, a swarm of
 Force Field (50 MP)                                             dark particles homes in on the targets, blasting them for
 Learned From: Behemoth                                          (INT x 20) + 2d6 non-elemental damage.
 Target: Single                                                  Supernova can be cast at a Long Range.
 Type: Non-elemental
 The caster is enveloped by a prismatic glow, creating a         Mighty Guard (100 MP)
 rapidly expanding field which summons a flash of                Learned From: Ultima Weapon
 white light to engulf them,                                     Target: Single
 gradually spreading out to     Roll      Immunity
                                                                 Type: Status
 cover their allies before       1     Earth and Fire
                                                                 Resist 13
 fading. Force Field             2    Water and Wind
                                                                 Brilliant green globes of energy form around the caster
 bestows an Immunity to          3   Ice and Lightning
                                                                 and their allies, fading into thin air a second later. Mighty
 random elements. This           4       Shadow
                                                                 Guard adds the Status Conditions Haste, Float, Protect,
 spell lasts until the end of    5         Holy
                                                                 and Shell to one target.
 combat and may be cast          6 Target’s Choice
 multiple times on the same                                      Roulette (150 MP)
 target(s).                                                      Learned From: Shinryu
                                                                 Target: Local
Bad Breath (100 MP)                                              Type: Non-elemental
Learned From: Great Malboro                                      All natural light suddenly ceases as a single spotlight
Target: Single                                                   begins to spin across the battlefield, drawing in tighter
Type: Status                                                     and tighter circles around the combatants until it stops on
Resist 13                                                        a single target, defeating it instantly. In order to
The mage exhales a stream of dark, billowing toxic               determine the 'lucky winner' of this grisly fate, all active
smoke, the billowing fume causing varying degrees of             combatants should make a 2d6 roll once Roulette is cast.
sickness almost instantly. Bad Breath inflicts multiple          The lowest rolling combatant is immediately reduced to 0
Status Conditions on the target. Roll a 1d6 and consult          HP, regardless of their current HP score, Armor or M.
the table below to determine which Conditions are added          Armor rating. This ability works on all Notorious Monsters
to the target.                                                   and Bosses, even if they are normally immune to instant
                                                                 death-inducing attacks. End Bosses remain unaffected.
Roll   Status Effects
 1      Berserk, Blind                                           White Wind (100 MP) Learned From: Wyvern, Dragons
 2      Berserk, Blind, Poison                                   Target: Single
 3      Berserk, Blind, Poison, Seal                             Type: Elemental (Holy)
 4      Berserk, Blind, Poison, Seal, Stop                       A dazzling constellation of pearls hovers around the
 5      Berserk, Blind, Poison, Seal, Stop, Zombie
                                                                 caster, radiating waves of bright light to restore (Caster’s
 6      Berserk, Blind, Poison, Seal, Stop, Zombie, Petrify
                                                                 Current HP) HP to one ally of his choice. If combined
                                                                 with the Blue Mage ability ‘Aura Magic’, the 25% HP is
                                                                 subtracted before the caster and all allies recover health.

                                                      Time Magic
                                                           Rank 1
Burn Ray (10 MP)                                                  Sprint (5 MP)
Target: Single                                                    Target: Single
Type: Nonelemental                                                Type: Status
Reflectable                                                       A series of red rings materialize around the target’s legs
The air around all one enemy condenses, compressing               or equivalent anatomy, glowing with suffused power
into a tight ball until it explodes. Burn Ray inflicts (INT x     before fading away again. The target's movement speed
1) + 1d6 points of nonelemental damage to one enemy.              is doubled for several minutes – they can now travel a
                                                                  Medium range distance instead of a Short range each
Meteorite (20 MP)                                                 round.
Target: Single
Type: Nonelemental                                                Float (5 MP)
The caster tears a small meteorite free from its path             Target: Single
across the cosmos, pulling it down to earth where it              Type: Recovery
crashes into all enemies. Meteorite inflicts (INT x 2) +          Resist 11
2d6 points of nonelemental damage to all enemies.                 Though not a true spell of flight, the caster buoys a target
                                                                  into the air with anti-gravitational energy, protecting them
Analyze (10 MP)                                                   from harmful falls and allowing them to hover a few
Target: Single                                                    inches above the ground. It nullifies damage caused by
Type: Effect                                                      Earth-based spells and abilities, as well as damage
The user is capable of determining the exact properties           caused by falling. The target of this spell receives the
and Tier (if applicable) of any magical item. This ranges         positive status effect Float for several rounds.
from weapons and armor to accessories and unmarked
potions; even things like magical paintings and                   Illusion (10 MP)
nondescript crystal fragments. For this reason, many              Target: Local
shifty bazaar owners loudly declare that this spell’s             Type: Effect
authenticity is suspect, and that the mundane goods               The character can create a realistic, moving visual image
they’re trying to peddle truly are lost, powerful artifacts.      that others can see. The spell does not make real, solid
Legendary Accessories cannot be ‘read’ with this spell,           objects, instead conjuring only magical figments and
and extremely evil items can cause a magical backlash             trickeries. They can move and make noises as long as
and cause the caster of Analyze physical harm.                    the caster is within a Short Range of his illusion, and they
                                                                  vanish utterly if he ever goes more than a Medium
Eject (15 MP)                                                     Range away. Illusion cannot create false textures or
Target: Single                                                    temperatures, and viewers are under no compulsion to
Type: Effect                                                      believe the authenticity of what they see; no more than
Reflectable                                                       usual, anyway. In fact, viewers can make a Notice check
With little more than a word and a gesture, the character         (difficulty 11) to realize that the image is semitranslucent.
reverses gravity around one enemy and sends him                   Illusion cannot be used to change someone’s
hurtling skyward. The target must make a difficulty 11            appearance flawlessly, nor can the spell’s effects occupy
DEX check or be caught in the negative gravity zone and           more than several meters of space.
thrown into the air – and then smashed back into the
ground when the caster reverses the spell. If successful,         Magnetite Cloud (20 MP)
Eject causes any targets vulnerable to falling damage             Target: Local
(creatures without Float, Flight, or Defy Gravity) to lose        Type: Status
50% of their maximum HP upon collision with the ground.           By forming a magnetic photon field, the caster is able to
Large creatures are immune to the Eject spell.                    restrict the movement of anyone relying on
                                                                  All enemies and allies who are using Heavy Armor or
Hold (10 MP)                                                      composed of magnetic metals (such as iron and steel,
Target: Single                                                    but not orichalcum or adamantite) are inflicted with the
Type: Status                                                      negative status effect Stop. Targets do not receive a
Reflectable                                                       CHA check to avoid the effects of Magnetite Cloud, and
At the caster’s command, a globe of dull gray energy              what materials and opponents are magnetic is ultimately
encloses the target and reduces its physical movement             up to the GM.
and ability to dodge incoming attacks. Thanks to the              Magnetite Cloud cannot cause metal-wielding foes to be
heavy gravity-based burden, the target’s EVA is treated           Disarmed.
as being 0 for several rounds.

                                                         Rank 2
Tractor (10 MP)                                                 Escape (10 MP)
Target: Single                                                  Target: Party
Type: Status                                                    Type: Effect
Gravitational force pulls strongly on the target, dragging it   Acting as a short-range teleport, this spell allows the
towards the caster. Tractor cancels out both natural and        party to exit dungeons with convenient swiftness. The
magical Float and Flight effects for several rounds, and        spell returns all party members to the last safe location
drags mundane objects such as keys, tables or bodies            on or near the surface.
across the ground. Extremely large or heavy objects will        This magick also doubles as a way to safely flee
be unaffected by this spell.                                    dangerous combat, as casting will instantly end combat
                                                                and return the likely-wounded characters to the nearest
Ray Bomb (25 MP)                                                safe resting location.
Target: Single
Type: Status                                                    Gravity (40 MP)
Reflectable                                                     Target: Single
Prerequisite: Burn Ray                                          Type: Nonelemental
Brilliant spheres of energy appear before the caster,           Reflectable
joining together into a single searing burst of destruction.    The caster launches a dark bubble of energy, wholly
Ray Bomb inflicts (INT x 4) + 2d6 points of nonelemental        enclosing the target before subjecting it to crushing
damage.                                                         gravitational force for a significant period of time.
                                                                Gravity deals (INT x 2) + 2d6 points of nonelemental
Quarter (60 MP)                                                 damage to the target at the start of each of their rounds,
Target: Single                                                  for a number of rounds equal to the caster’s STR rating.
Type: Status                                                    Furthermore, while Gravity lasts the target finds it difficult
Reflectable, Resist 12                                          to move or be moved. They are Immune to knockback
Spheres of black and violet surge out to enclose one            effects and can never physically move themselves more
opponent, crackling with audible force as the gravity           than a Short Range in a single round (though things like
inside the bubbles increases a hundredfold. Quarter             Teleport and Escape spells can bypass this).
reduces a target's HP by 25% of its maximum.
                                                                Hyperdrive (60 MP)
Time Slip (35 MP)                                               Target: Local
Target: Single                                                  Type: Effect
Type: Status                                                    A hazy clock face shimmers into existence across the
Reflectable                                                     battlefield, hands shuddering as they begin to slow,
A current of time swirls around the target, stirring up dust    eventually stopping dead. For a moment, the second
and decay as it pushes the unfortunate forward into old         hand wavers, almost seeming to move backwards before
age and disability – or renders them youthful and strong,       the clock explodes in a shower of fragments.
but inexperienced.                                              All enemies and allies other than the caster may
Upon casting Time Slip, the target’s age will change            immediately take a standard action that doesn’t count
rapidly; whether the character will grow Old or Young is        towards their maximums for the round. These actions are
determined randomly. Time Slip lasts for a number of            presumed to happen simultaneously.
rounds equal to the caster’s CHA rating.
Old: The target is affected with Power Break and Speed          Dimensional Gate (50 MP)
Break, causing them to deal half damage with all STR            Target: Local
and DEX based physical attacks. However, all offensive          Type: Effect
and healing spells have a 50% increased effect for the          The fabric of reality ripples and twists, finally creating a
duration.                                                       tear in time and space itself Appearing as a black portal
Young: The target is affected with Magic Break, causing         through which an infinite expanse of stars can be seen,
them to deal half damage with all INT-based magical             captured moments continually flicker and replay across
attacks and healing spells. However, all physical attacks       the rippling surface of the gate.
Deal an additional 50% damage for the duration.                 If stepped through, the Dimensional Gate can lead the
                                                                party to either the Void or the Farplane, depending on
Invisible (30 MP)                                               the caster’s wishes. (See p142. for more information on these
Target: Single                                                  locations.)
Type: Status                                                    This spell cannot be cast in combat, and it closes a
Reflectable                                                     number of hours equal to the caster’s CHA rating after
Invisible makes an ally translucent, nearly impossible to       being cast – trapping anyone who has not yet returned
target with melee attacks. The target’s EVA score and           on the other side, perhaps permanently.
Stealth score increase by 6 for several rounds.

                                                         Rank 3
Comet (60 MP)                                                   Teleport (100 MP)
Target: Group                                                   Target: Party
Type: Magical                                                   Type: Effect
Prerequisite: Meteorite                                         Prerequisite: Escape
The caster reaches towards the heavens, pulling a comet         Much like Escape, Teleport can take the entire party
out of time to crash down in a shower of fire and molten        great distances in the blink of an eye.
rock. Comet causes 1d6 meteors to damage foes; each             This is subject to a few important restrictions.
strike inflicts (INT x 6) + 2d6 nonelemental damage to all      First, the party cannot be in combat when this spell is
enemies.                                                        cast. Second, the location can be anywhere in the world,
                                                                so long as the caster has been there within the last
Demi (100 MP)                                                   several months and is familiar with the location.
Target: Single                                                  Third, the spell will fail if the location is extremely
Type: Status                                                    dangerous, such as submerged under lava or overrun by
Reflectable                                                     monsters.
Prerequisite: Quarter, Resist 13                                Finally, Teleport can only transport the party to
An opaque gray sphere encloses the target; seconds              geographical locations, never to an object or person.
later, crushing gravitational forces compress, releasing
the target only once the sphere has shrunk to a speck of        Disable (80 MP)
its former self. Gravity reduces a target's HP by 50%, not      Target: Single
modified for ARM or M.ARM. Demi still cannot exceed             Type: Status
the normal damage limitation of 999.                            Reflectable, Resist 13
                                                                The target is encased in a bubble of turquoise light,
Shockwave Pulsar (60 MP)                                        freezing time and preventing the target from participating
Target: Single                                                  in combat for one round.
Type: Magical                                                   The target is affected by the negative status effect Stun.
Prerequisite: Ray Bomb                                          Quick (100 MP)
Gravity suddenly ceases to function as glowing sphere of        Target: Self
stellar energy and gases materializes above the                 Type: Support
battlefield, drawing an adversary into its embrace before       Resist 13
exploding in a violent burst of light and heat. Shockwave       A translucent clock encases the caster, creating a pocket
Pulsar inflicts (INT x 7) + 2d6 damage to one enemy.            of localized time. Quick grants the positive status effect
                                                                Haste to the caster.
Temporal Shift (50 MP)
Target: Local                                                   Slow (100 MP)
Type: Status                                                    Target: Single
In an instant, the caster is surrounded by ring after ring of   Type: Status
translucent clocks, circling in a slow pattern before           Reflectable, Resist 13
speeding up and shattering. The glittering debris hovers        With target becomes incredibly sluggish, their
in mid-air for a moment, drawing the lines of an ethereal       movements easily measured in seconds.
clock face before winking out of existence.                     The target is afflicted with the negative status effect
Temporal Shift negates the status effects Stop, Stun,           Slow.
Slow, and Haste, and no enemy or ally may receive any
of those status effects for the remainder of combat.            Advanced Illusion (30 MP)
                                                                Target: Local
Brainstorm (80 MP)                                              Type: Effect
Target: Single                                                  Prerequisite: Illusion
Type: Status                                                    This spell is similar to the Illusion magick, but with the
Reflectable, Resist 13 (Special)                                following changes. First, the caster needs not be
Hazy lights encircle the target as it wavers and fades,         anywhere near the spell for it to function, and the spell
body suddenly out of sync with time around it – then the        now also includes thermal, olfactory and textural
caster assaults the foe’s mind with waves of energy,            trickeries as well – it is completely lifelike in every way.
robbing the target of wits and reasoning.                       Viewers can make a Notice check (difficulty 13) to realize
One enemy target is afflicted with the Confuse status.          that the image is abnormal, unless the Advanced Illusion
The enemy does not get a CHA roll to resist the effects         has been cast around an individual to change his
of Brainstorm if they are already afflicted with Stop, Slow,    appearance – there is no way to detect the spell if it has
Stun, or Haste.                                                 been cast in this way.

                                                          Rank 4
Flight (60 MP)                                                    Time Stop (130 MP)
Target: Single                                                    Target: Special
Type: Status                                                      Type: Status (Time)
Prerequisite: Float                                               Resist 14
A shower of amber lights sparkles around the target,              The Time Mage creates a localized pocket of space
revealing the faint outline of an angelic pair of wings           around one target, freezing it and everything nearby in
before disappearing again. The target recieves the ability        time for a moment.
to fly until combat ends. Targets with Flight are immune          Time Stop causes the negative status effects Stun and
to falling damage, Earth damage, and short-ranged                 Stop to one target, as well as all other enemies and allies
weapons suffer a -4 penalty to hit them (in addition to the       within a Short Range of that target.
obvious movement bonuses a flying character would
obtain).                                                          Vanish (100 MP)
                                                                  Target: Group
Reset (80 MP)                                                     Type: Status
Target: Local                                                     Prerequisite: Invisible
Type: Status                                                      Vanish turns the entire party completely translucent,
A glittering hourglass appears hovering beside the                allowing them to move without detection and become
caster, filled with the sands of barely-suppressed                nearly impossible to strike in combat. The EVA score and
temporal energy. After Reset is cast, the Time Mage can           Stealth score of all party members increase by 8 for
declare any enemy or ally must re-roll any one attack or          several rounds.
check – the hourglass shatters on command, sending                The EVA and Stealth bonuses granted by Vanish do not
everyone back a few precious seconds in the                       stack with other such effects, such as the Invisible spell
timestream.                                                       or a Ninja’s Sunken State ability.
After the Reset spell is cast, the Time Mage can force
this reroll at any time until combat ends, even when it           Black Hole (200 MP)
isn’t his turn. Reset lasts until a reroll is caused in this      Target: Group
method, then the spell ends – casting the Reset spell a           Type: Status
second time while the first is still active has no additional     Resist 14
effect.                                                           Prerequisite: Demi
                                                                  A spinning vortex of gravitational energy forms above the
Gravija (100 MP)                                                  battlefield, crackling as it begins to direct crushing
Target: Group                                                     pressure on all enemies. If unresisted, Black Hole
Type: Nonelemental                                                reduces all foes to 25% of their maximum HP, not
Reflectable                                                       modified for ARM or M.ARM. Black Hole cannot exceed
Prerequisite: Gravity                                             999 damage.
The caster releases a black sphere of pure gravitational
energy, causing thousands of tones of force to press              Haste (120 MP)
upon and pulverize his enemies.                                   Target: Single
Gravija deals (INT x 3) + 2d6 points of nonelemental              Type: Status
damage to the target at the start of each of their rounds,        Reflectable, Resist 14
for a number of rounds equal to the caster’s STR rating.          The Time Mage slows the entire world with the exception
Furthermore, while Gravija lasts the target finds it difficult    of one target – thus making it seem as though they
to move or be moved. They are Immune to knockback                 possess incredible speed. The target receives the effects
effects and can never physically move themselves more             of Haste until combat ends.
than a Short Range in a single round (though things like
Teleport and Escape spells can bypass this).                      X-Zone (60 MP)
                                                                  Target: Single, Special
Quasar (120 MP)                                                   Type: Status
Target: Group                                                     The fabric of reality splits open in a flash of white light,
Type: Magical                                                     revealing the alien stars beyond for brief instant.
Prerequisite: Shockwave Pulsar                                    Otherwordly creatures such as Espers are forced back to
The skies part, drawing down a searing shower of                  their own reality by the casting of this spell.
celestial debris and radiation to bombard the battlefield.        X-Zone only works on Espers – target is instantly
Quasar inflicts (INT x 10) + 2d6 points of nonelemental           reduced to 0 hit points and removed from the current
damage to all enemies.                                            combat. Effects that the Esper may possess – such as
                                                                  Auto-Life or Indestructible – will not allow the Esper to
                                                                  remain in combat after X-Zone is used, or summoned
                                                                  again in the same game session.
                                                                  X-Zone can be cast at a Long Range.

                                                       Rank 5
Hastaga (200 MP)                                              Meteo (200 MP)
Target: Party                                                 Target: Group
Type: Status                                                  Type: Magical
Reflectable, Resist 15                                        With a single motion, the caster splits the skies above
Prerequisite: Haste                                           the battlefield to reveal the stars and planets beyond –
A glowing red clock materializes below the caster’s allies,   and a single fiery meteor hurtling towards the battlefield
hands spinning at normal speed but increasing by the          below, crashing down in a shower of rock and flame.
second before it fades in a flash, bestowing the Status       Meteo deals (INT x 22) + 2d6 points of nonelemental
Condition Haste on all allies until the end of combat.        damage to all enemies.

Flare Star (250 MP)                                           Slowga (250 MP)
Target: Group                                                 Target: Group
Type: Magical                                                 Type: Status
Reflectable                                                   Reflectable, Resist 15
Drawing on the forces of the cosmos, the caster bathes        Prerequisite: Slow
the battlefield in the light of a dying star, searing all     A giant, hazy silver clock appears over the battlefield,
opponents with pure stellar energy.                           spinning lazily as it slows down by the second. Slowga
Flare Star (INT x 3) + 2d6 points of Fire damage, (INT x      afflicted all foes with the negative status effect Slow.
3) + 2d6 points of Shadow damage, and (INT x 10) + 2d6
points of Holy damage to all enemies.

Swift Etude (0 MP)                                            Explosive Performance (0 MP)
Normal: The target receives a bonus to their DEX score        Normal: This Art is capable of destroying a Tier 1 (or
equal to the Entertainer’s Perform skill.                     less) weapon, or inflict serious damage on mundane
Reversed: The target receives a penalty to their DEX          items no harder than wood. Whether held or unattended,
score equal to the Entertainer’s Perform skill. The value     the nonmagical item instantly splinters and snaps,
may not be reduced below 1.                                   rendering it utterly unusable.
                                                              Reversed: The Art repairs mundane objects over a
Herculean Etude (0 MP)                                        period of several rounds, as long as all the individual
Normal: The target receives a bonus to their STR score        parts of the broken item are nearby. It can also repair
equal to the Entertainer’s Perform skill.                     nonmagical weapons destroyed with the normal version
Reversed: The target receives a penalty to their STR          of this Art.
score equal to the Entertainer’s Perform skill. The value
may not be reduced below 1.                                   Valor Minuet (0 MP)
                                                              Normal: Increases the offensive capabilities of the party.
Battlefield Etude (0 MP)                                      All nearby allies receive a +2 to their ACC rolls.
Normal: The target receives a bonus to their VIT score        Alternatively, Valor Minuet may be used to increase only
equal to the Entertainer’s Perform skill.                     one ally’s ACC score by a value equal to the
Reversed: The target receives a penalty to their VIT          Entertainer’s Perform skill.
score equal to the Entertainer’s Perform skill. The value     Reversed: Reduces the offensive capabilities of all
may not be reduced below 1.                                   enemies. All foes receive a -2 to their ACC rolls.
                                                              Alternatively, Valor Minuet may be used to decrease only
Logical Etude (0 MP)                                          one enemy’s ACC score by a value equal to the
Normal: The target receives a bonus to their INT score        Entertainer’s Perform skill.
equal to the Entertainer’s Perform skill.                     Enemies can never have an ACC score lower than +0
Reversed: The target receives a penalty to their INT          with the use of this Art.
score equal to the Entertainer’s Perform skill. The value
may not be reduced below 1.                                   Bladefoe Minuet (0 MP)
                                                              Normal: Increases the defensive capabilities of the
Soulful Etude (0 MP)                                          party. All nearby allies receive a +2 to their EVA.
Normal: The target receives a bonus to their CHA score        Alternatively, Bladefoe Minuet may be used to increase
equal to the Entertainer’s Perform skill.                     only one ally’s EVA score by a value equal to the
Reversed: The target receives a penalty to their CHA          Entertainer’s Perform skill.
score equal to the Entertainer’s Perform skill. The value     Reversed: Reduces the defensive capabilities of all
may not be reduced below 1.                                   enemies. All foes receive a -2 to their EVA.
                                                              Alternatively, Bladefoe Minuet may be used to decrease
Paeon (0 MP)                                                  only one enemy’s EVA score by a value equal to the
Normal: Whilst under the effects of Paeon, an                 Entertainer’s Perform skill.
adventuring troupe needs neither sleep nor rest. The          Bladefoe Minuet cannot be used in conjunction with the
mental and physical fortitude of the group increases, and     Addle spell.
it improves combat defenses accordingly. The party has
an additional +2 to rolls to resist status effects, and are   Requiem (0 MP)
unaffected by fatigue and tiring travelling conditions.       Normal: This Entertainer Art is indistinguishable from the
Reversed: The resistance to negative status effects of        Black Mage spell, Lock. A set of ghostly chains wrap
all foes are sharply reduced. All enemies have a -2 to        themselves around the target, who cannot be larger than
rolls to resist status effects.                               a typical humanoid. The target may free themselves with
                                                              an Escape or Strength check at a difficulty of 13.
Wake to Life (0 MP)                                           Reversed: This Art removes bonds, whether natural or
Normal: With but a song, the Entertainer can imbue            magical in nature. If physical, they simply slide off the
mundane objects with sentience for up to 24 hours. They       target, while they simply dissolve if they are magical.
become flexible and likely mobile, capable of                 Requiem does not prevent the target from being caught
understanding simple orders and carrying out basic            by the same entrapment a second time.
tasks. Objects awakened in this way cannot participate in
combat, are generally loyal to the Entertainer that           Routine Performance (0 MP)
created them, and are no more resilient than the material     Normal: Your Art can truly soothe the savage beasts.
they are made out of.                                         One enemy within Short range of the caster is affected
Reversed: With a Reversal of this Art, the entertainer        by the negative status effect Sleep unless they succeed
may return any object animated in this fashion back to its    at a difficulty 13 CHA check.
former state.                                                 Reversed: One ally is no longer affected by Sleep

Performance of Light (0 MP)                                       Performance of Wind (0 MP)
Normal: The Entertainer is capable of exhibiting some             Normal: The Entertainer is capable of exhibiting some
minor control over the element of Holy. The Elemental             minor control over the element of Wind. The Elemental
Terrain of the current combat becomes Holy. All Holy-             Terrain of the current combat becomes Wind. All Wind-
based spells and attacks in the area – whether wielded            based spells and attacks in the area – whether wielded
by friend or foe – do an additional 50%                           by friend or foe – do an additional 50% damage.
damage.Reversed: By reversing the Art of Light, the               Reversed: A Reversal of the Air Threnody negates the
Entertainer can destroy illusions, magical trickeries and         effects of Wind Elemental Terrain.
figments, and see the true form of monsters who have
taken humanoid shape. It also negates the effects of              Performance of Fire (0 MP)
Holy Elemental Terrain.                                           Normal: The Entertainer is capable of exhibiting some
                                                                  minor control over the element of Fire. The Elemental
Performance of Shadow (0 MP)                                      Terrain of the current combat becomes Fire. All Fire-
Normal: The Entertainer is capable of exhibiting some             based spells and attacks in the area – whether wielded
minor control over the element of Shadow. The                     by friend or foe – do an additional 50% damage.
Elemental Terrain of the current combat becomes                   Reversed: A reversal of this Art allows the entertainer to
Shadow. All Shadow-based spells and attacks in the                quench non-magical fires of a reasonable size. The fire
area – whether wielded by friend or foe – do an                   simply acts as though there was no flammable matter left
additional 50% damage.                                            to consume, dwindling in size and finally vanishing after
Reversed: By reversing this Art, the Entertainer can              several rounds. It also negates the effects of Fire
slowly close the gap between the realms of the living and         Elemental Terrain.
the dead, showing glimpses of the Farplane. Ghostly
animals may approach curiously, or the whispers of the            Performance of Water (0 MP)
newly-deceased may be able to impart knowledge to the             Normal: The Entertainer is capable of exhibiting some
party. Of course, it may just as easily be dangerous –            minor control over the element of Water. The Elemental
many dwellers of the Farplane are unsatisfied, even               Terrain of the current combat becomes Water. All Water-
angry, and getting too close can often prove                      based spells and attacks in the area – whether wielded
disadvantageous.                                                  by friend or foe – do an additional 50% damage.
                                                                  Reversed: With a reversal of this Art, the Entertainer can
Performance of Earth (0 MP)                                       cause even the most turbulent waters to become calm
Normal: The Entertainer is capable of exhibiting some             and utterly still. This negates any penalties to Swim
minor control over the element of Earth. The Elemental            checks the water may have caused, and negates the
Terrain of the current combat becomes Earth. All Earth-           effects of Water Elemental Terrain.
based spells and attacks in the area – whether wielded
by friend or foe – do an additional 50% damage.                   Performance of Ice (0 MP)
Reversed: A reversal of the Art of Earth will cause the           Normal: The Entertainer is capable of exhibiting some
ground to become calm and still, negating the effects of          minor control over the element of Ice. The Elemental
Earth Elemental Terrain.                                          Terrain of the current combat becomes Ice. All Ice-based
                                                                  spells and attacks in the area – whether wielded by
Song of Speed (0 MP)                                              friend or foe – do an additional 50% damage.
Normal: Song of Speed instantly grants the positive               Reversed: The temperature in frigid areas seems to
status effect Haste to one target.                                warm slightly with the reversal of the Ice Threnody,
Reverse: A reversal of this Art causes one target to lose         turning blistering cold into a bearable chill. It negates the
the effects of Haste (if they had it) and suffer the effects of   effects of Ice Elemental Terrain.
Slow instead. This Art has little to no effect on enemies
with the Auto-Haste ability.                                      Performance of Lightning (0 MP)
                                                                  Normal: The Entertainer is capable of exhibiting some
Victory March (150 MP)                                            minor control over the element of Lightning. The
Special: The ultimate Art, this spell can only be used            Elemental Terrain of the current combat becomes
once per game session – either its normal function or the         Lightning. All Lightning-based spells and attacks in the
reversed version.                                                 area – whether wielded by friend or foe – do an
Normal: Victory March grants the entertainer and all              additional 50% damage.
allies 1 additional point of EXP or Destiny (individual           Reversed: Like the other core elemental Threnodies, a
player’s choice) upon defeating a Notorious Monster,              Reversal of this Art ends the effects of Lightning
Boss, or End Boss.                                                Elemental Terrain.
Reverse: A reversal of Victory March allows the
Entertainer to transfer one or more points of his Destiny
to another character. If combined with the Entertainer’s
Fantasia ability, this allows ALL non-Entertainer allies to
receive the same number of Destiny that the character
gave up.


Summoned Beasts, also known as Espers, Avatars, Eidolons, Fayth, Aeons, and a variety of other names across the
worlds, are the core of a Summoner's power.
Espers always deal magical damage, even when attacking with seemingly physical attacks and abilities.

                Rank One Summons                                         Rank Two Summons
                     Bismarck                                                Catoblepas
                     Carbuncle                                                   Ifrit
                      Palidor                                                 Leviathan
                    Salamander                                              Pandemonium
                       Siren                                                   Ramuh
                       Sylph                                                    Shiva
                      Valefor                                                   Titan

               Rank Three Summons                                        Rank Four Summons
                      Asura                                                     Anima
                     Cerberus                                                  Atomos
                      Fenrir                                                   Diabolos
                      Hades                                                   Doomtrain
                     Phantom                                             Knights of the Round
                     Seraphim                                                  Maduin
                      Tritoch                                                  Phoenix

                                             Rank Five Summons

                                          Rank One Summons
The haunting melody of a whale song fills the area as Bismarck, the great white humpback whale, swims through the
air and dives into a pool of water that appears on the battlefield. Once submerged, he surfaces and sprays a mist
from his blowhole.

Water, Vox

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

Immunity to Water, Vulnerable to Lightning, Resistance to Fire

The summoner takes a small ruby out of her pocket and tosses it almost casually into the air. As the sun catches the
ruby, a brilliant flash of light occurs. When the light clears, the ruby is clearly lodged in the forehead of a small,
turquoise animal. Carbuncle does a little somersault in the air, glad to be of service to its summoner.

Dia, Wall, Meteorite

Attack (0mp): The tiny gem within Carbuncle’s forehead sears a foe with ruby energy, doing 2d6 points of non-
elemental damage that ignores MARM and Shell.
Ruby Light (10mp): Carbuncle raises its head, causing the light of the sun to reflect off of its ruby brightly. The
reflected light seems to coat one of the Summoner's party members. As the light dies, the affected party member
feels lighter in spirit, as though the light is protecting him. The target gains the positive status effect Reflect for several
Astral Flow, Searing Light (40mp): Carbuncle rears up onto its hind legs, staring at the sun. Suddenly, it launches
itself into the air, spinning around quickly. Once it is several feet off the ground, it seems to pause, floating in midair
as it collects the solar rays. Finally, it releases its accumulated light over the Summoner's party, coating each in a
divine light and granting each party member with Reflect and Shell for several rounds, and
restoring 50 MP to all party members, including the Summoner.

Unusual Defense: Physical (Takes 200% damage from all physical sources and 50% from all magical)

You feel a hand on your shoulder, and your blood runs cold; standing behind you is a being of roughly twelve feet tall
- Palidor, the Fallen Hero. His two angelic wings appear crumpled and broken extending from his back, and he hides
himself beneath a long, hooded cloak which appears to have once been the purest white, but is now mud-smeared
and tattered. With a nod, he kneels beside you in silent prayer.

Banish, Cure I, Poisona, Dia, Chivalry

Exorcism (0 mp): Raising his blade feebly above his head, Palidor mumbles a few words. A target Undead enemy
takes (CHA x 3) + 2d6 Holy damage. If an undead foe is killed in this way the remains are totally disintegrated,
leaving nothing.

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

Weakness to Shadow, Resistance to Holy

The summoner opens her palm to reveal a beautiful flower made of brilliant flame, which she lays on the ground. Out
of this flower crawls a small scarlet lizard with brilliant beads of crimson fire for eyes. Crawling along the ground in
front of the Summoner, it leaves tiny lizard-prints melted into every surface it touches. Though less than a foot long,
this tiny lizard possesses unimaginable power; it is the living manifestation of fire. It is Salamander.

Fire, Elemental Spikes (Fire)

Attack (0mp): The tiny lizard belches forth a sphere of flame, doing (INT x 1) + 2d6 points of Fire damage to one
Fire Breath (20mp) : Salamander opens its mouth and hisses at one poor hapless foe, bathing in it in a stream of
pure elemental Fire and dealing (INT x 4) + 2d6 points of Fire damage.
Unfortunately, as Salamander draws closer to being banished, less and less flame is produced. Fire Breath inflicts full
damage if Salamander has between 100-51% of his total HP remaining; 50% damage if between 50-26%; and a
mere 25% when at or below 25% of maximum HP.
Astral Flow, Crimson Roar (30mp): Salamander unleashes a massive torrent of pure flame, smothering all enemies
in a sea of burning agony - dealing (INT x 7) + 2d6 points of Fire damage.
Unfortunately, as Salamander draws closer to being banished, less and less flame is produced. Crimson Roar inflicts
full damage if Salamander has between 100-51% of his total HP remaining; 50% damage if between 50-26%; and
only 25% when at or below 25% of maximum HP.

Resistance to Fire, Weakness to Water

Soft harp music permeates the area, catching the attention of all present. Waves lap against the ground as a woman
of unimaginable beauty strides out from the foam, wearing little more than a few strips of fabric and short boots. Her
golden hair flows freely, wafting in even the slightest breeze. Although the harp is a peaceful instrument, something
about Siren's face seems wild and untamed.

Water, Sleep, Vox

Lunatic Voice (10mp): Siren plays her harp and sings a wordless song, her eyes locking on a single target. The
target takes (CHA x 3) + 1d6 points of damage and has a 50% chance to become Berserk, growing angry at the
prospect of not possessing her for his own.
Astral Flow, Siren Song (10 mp): With a coy smile, Siren sings a soothing melody, backed up by her harp. The
entire target group takes (CHA x 5) + 2d6 damage, and each has 50% chance to be instantly smitten with love and
become Confused as they fight friend and foe alike for the rights to Siren's attention.

Resistance to Water

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

Lock, Illusion

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

Resistance to Wind, Auto-Float, Vulnerable to Shadow

Descending from the sky on leathery wings, Valefor drifts slowly downwards and hovers in front of the Summoner,
protecting them from those who wish to do her master harm. Valefor is a large avian creature that vaguely resembles
a humanoid bird, with a plumage of red and purple downy feathers. As she hovers and awaits commands, she emits
soft comforting cries from her silvery, steel-like beak.

Aero, Blizzard, Fire, Thunder, Water

Attack (0mp): Valefor swoops in, slashing at the target with hooked claws and her hard-as-steel beak. The attack
deals (STR x 2) + 2d6 points of damage.
Sonic Wings (10mp): Valefor's wings beat slower and slower, seeming to slow time down for a moment. Gusts of
wind caused by this movement blow towards the target, blasting them with (STR x 3) + 2d6 points of Wind damage
and hindering their attacks. There is a 25% chance the target will be affected by the negative status effect Stun until
the start of Valefor’s next turn.
Astral Flow, Energy Blast (20mp): Soaring high above the battlefield, Valefor collects energy in her beak. With a
burst of intense light the energy is released amidst the enemy group, scorching them for (STR x 5) + 2d6 points of
non-elemental damage. Furthermore, all enemies damaged in this way have a 50% chance to be affected by Armor


                                        Rank Two Summons

A thundering of hooves announces the arrival of a great beast, though he seems much less impressive and much
more intimidating up close. Catoblepas charges onto the battlefield from afar, legs flailing as he runs and casting
great clouds of earth up in his wake. The large green-furred beast skids to a halt in front of the summoner, great head
hanging low to the ground despite a very long neck. He snorts, his head very pig-like save for the mane and the
single glowing eye.

Rasp, Ray Bomb

Attack (0mp): The Esper overruns a single target, attempting to trample them with his many hooves. The attack
deals (VIT x 3) + 2d6 points of damage
Medusa's Eye (20mp): Catoblepas lowers his head to the ground and stares intently at the target, his eye glowing a
dull orange. The target's eyes are drawn to the gaze and fixed with terror... then the beast blinks and lifts his head
away from the ground, the look having shocked the system of the target to inflict (VIT x 5) + 2d6 points of damage
and having a 25% chance to Petrify the target for several rounds.
Astral Flow, Devil's Eye (60mp): Catoblepas lowers his head and stares across the battlefield, his single eye
glowing a bright red. Visions of lifeless stones and statues float around his head, and all the targets attempt to break
away from the beast's intent stare. When he finally closes his eye, all enemies are afflicted with the negative status
effect Petrify for several rounds.

Resistance to Earth, Beast Killer

The ground rumbles and shakes as a fountain of magma erupts from the earth, carrying a giant muscular beast. The
magma cools and hardens as Ifrit lands with a loud thud, his massive horns reflecting the ambient light. Flame erupts
from his canine maw as he throws back his head and bellows.

Fire, Fira

Attack (0mp): Ifrit leaps towards one target, tearing into them with wickedly-curved claws. The attack deals (STR x 4)
+ 2d6 points of damage
Meteor Drive (30mp): Ifrit lets out a roar as his claws are engulfed in flames, then leaps toward his victim with insane
speed and pounds upon it with his burning fists. This barrage deals (STR x 6) + 2d6 points of Fire damage
Astral Flow, Hellfire (50mp): Ifrit grabs his victim and hurls it into the sky, then claws out a huge rock from the
ground. The rock is engulfed in fire and melts from the incredible heat. With a powerful roar and a final burst of
flames, Ifrit launches the ball of molten rock at the target to inflict a tremendous amount of Fire damage and a short-
range knockback. Hellfire deals (STR x 8) + 2d6 points of damage.

Absorbs Fire, Weakness to Ice, Vulnerability to Water

A briny smell is in the air as the ground before the summoner turns to water. Suddenly, the pool of water is disturbed
as the sinuous form of Leviathan, lord of the depths, breaches the surface and rises into the air.

Water, Watera

Attack (0mp): Leviathan crashes into a target, moving with superior agility to inflict as much damage as possible with
its sinuous body. The attack deals (DEX x 4) + 2d6 points of damage

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

Immunity to Water, Weakness to Lightning, Resistant to Fire, Resistant to Ice

Winds begin to whip up the battlefield, quickly condensing into a howling tornado. What looms over the enemy when
all has dispersed looks like something out of a fever dream: a faceless giant, purple skin dappled and mottled with
splashes of pink and white, sizing the field up with an eyeless gaze. As three long tubes slung over one shoulder start
drawing in the surrounding air, what at first appeared to be a tail begins to grow in size, swelling until it is almost
spherical and creaking with tension. Pandemonium, Summon of Wind, is ready to strike.

Aero, Aerora

Attack (0mp): The Esper swirls through the battlefield, leaving destruction in its wake. The attack deals (DEX x 4) +
2d6 points of damage to one enemy.
Aerial Blast (30mp): Pandemonium releases the accumulated contents of his wind-bag in a single violent torrent that
all but blasts the target out of the battle. Aerial Blast inflicts (DEX x 6) + 2d6 points of Wind Elemental damage. The
damage from this attack cannot be reduced with M.ARM or Shell, or affected by Reflect. However, any foe defeated
with Aerial Blast does not drop money or items, having been blown away in the storm.
Astral Flow, Wind Blade (30mp): The 'mouths' of Pandemonium's air-tubes flare wide, unleashing three screaming
torrents of wind that twist and intertwine as they surge towards the enemy. Wind Blade inflicts (DEX x 8) + 2d6 points
of Wind Elemental damage to all eligible combatants in the targeted Group and causes a Long Range knockback.
The damage from this attack cannot be reduced with M.ARM or Shell. However, any foe defeated with Wind Blade
does not drop money or items, having been blown away in the storm.

Absorbs Wind, Auto-Float, Aerial Killer

Storm clouds gather overhead and the rumble of thunder can be heard in the distance, and bolts of lightning burst
from the clouds and strike the ground in front of the Summoner. When the flash of light and peal of thunder have
faded, the Summoner is accompanied by a wizened man with a long grey beard, dressed in loose green robes and
carrying a gnarled old staff.

Thunder, Thundara, Elemental Spikes (Lightning)

Shock Strike (20mp): Ramuh lifts his staff high, allowing it to be struck by an errant bolt of lightning from the clouds.
Whirling the rod once over his head, he points it at the target and the electrical charge leaps towards it, shocking it
with (INT x 5) + 2d6 points of Lightning damage and carrying 50% chance to dispel all positive status effects currently
bestowed upon the target.
Astral Flow, Judgment Bolt (30mp): Ramuh chants in an arcane language, and the sky grows dark from gathering
clouds. The clouds swirl and twist above the targets, the winds howling and the sound of thunder growing louder with
each second. Suddenly a volley of lightning crashes into the ground amidst the targets, electricity arcing between
their bodies and jolting them all with Lightning damage; (INT x 7) + 2d6 points total. In addition, Judgement Bolt
removes all positive status effects from the target.

Immune to Lightning, Weakness to Water, Auto-float

Along with a blast of arctic wind a giant block of ice slams into the battle field.
Encased in the ice is a beautiful woman with pale blue skin. Her eyes snap
open and she shatters her frozen carapace, leaving behind the crystalline
form of Shiva.

Blizzard, Blizzara, Elemental Spikes (Ice)

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

Absorbs Ice, Weakness to Fire

A deep rumbling is felt in the earth and the battleground is covered with a web of cracks and fissures. An immense
muscular humanoid bursts out, covered with primitive tattoos and clad only with a loincloth. As dust and grit cascade
off his body, Titan bellows with rage and glowers at those who would dare befoul his precious Earth.

Stone, Stona, Hold

Attack (0mp): The Esper marches across the battlefield before slamming it’s boulder-sized fists into a foe. The attack
deals (VIT x 4) + 2d6 points of damage.
Debris Shower (10mp): Titan raises both arms, causing the earth itself to explode upward in a pillar of boulders and
stone. Debris Shower deals (VIT x 6) + 2d6 points of damage to any enemy with Float or Flight.
Guardian Golem (20mp): The Esper stabilizes its massive bulk and steps in front of one of the Summoner’s allies,
ready to protect them from harm. This ability functions almost exactly like the Paladin ability, Cover.
For as long as Titan remains on the field, all physical damage that would be taken by the ally is instead applied to
Titan - without modifying for Armor and M.Armor as normal. Titan cannot stop protecting the target once Guardian
Golem has been activated, and must continue to use Guardian Golem on each subsequent round until Dismissed.
Astral Flow, Earthen Fury (30mp): Titan plunges his powerful fists deep into the surface and, with a deep snarling
grunt, rips loose a large slab of rock. Growling and bellowing to express his rage, Titan slams the slab upon the
targets, inflicting tremendous Earth damage to all the Summoner's foes; (VIT x 7) + 2d6 points worth. Earthen Fury
also causes a short-range knockback.

Immune to Earth, Resistant to Lightning, Resistant to Wind, Vulnerable to Water, Regeneration 10

                                       Rank Three Summons
A beautiful woman floats down serenely from the heavens, bringing with her a sense of peace and balance. As she
comes to hover in front of the summoner, it becomes apparent that Asura is actually three bodies and three faces
sharing a single head, all sitting in the lotus position back to back. The first body is that of a lovely blonde woman,
hands folded in her lap. Another is a woman with red skin and hair and a dark scowl on her face, threateningly
brandishing a sword. The final body is a woman with blue skin and light yellow hair, a vacant smile on her face as she
playfully tosses a dagger from one hand to the other. When Asura acts, she spins slowly in front of the party, each
face bestowing a different gift.

Seal, Invisible, Float, Vox, Stop, Sleep, Wall

Blessing (50mp): Roll a 1d6. A roll of 1-2 causes the Face of Yang effect. A roll of 3-4 causes the Face of Yin effect.
A roll of 5-6 causes the Face of Asura effect.
Face of Yang: Asura spins, and the red-skinned woman scowls at the party. A warrior by nature, she points her
sword at them, urging them to defeat their enemies. The magic from this blessing surrounds the party, granting the
Protect status to them until Asura uses her Blessing or Blessings of the Diety ability.
Face of Yin: Asura spins, and the blue-skinned woman with the vacant smile faces the party. She gestures toward
them with her dagger, granting a feeling of peace and happiness. Along with the serenity comes (INT x 6) + 2d6
healing to all party members.
Face of Asura: Asura spins, and the blonde woman looks gracefully upon the party. With a vague nod of her head,
fallen comrades find new hope. Asura casts Life upon all Unconscious allies – and has a 50% chance to cast Life on
all defeated foes, as well.
Astral Flow, Blessings of the Deity (0mp): The goddess of both peace and war offers her aid to the strongest,
wisest and most beautiful combatant on the field, all three faces aligning in perfect harmony for only a moment . All
enemies and allies make a STR check, an INT check and a CHA check.
If the same character rolled higher than all other participants on two or more checks, they recover 100% of their HP
and MP instantly, gain Auto-Haste, an Immunity to Critical Hits and an Immunity to all status effects for several

Weakness to Holy, Weakness to Shadow

A terrific howling is heard from the core of the earth. A gaping fissure opens in the ground, from which a tremendous
three-headed dog leaps with a hideous snarl. Cerberus lands in front of the party, his three sets of fangs bared in a

Quick, Slow

Attack (0mp): Cerberus tears into a foe with sharp teeth, dealing (DEX x 6) + 2d6 points of nonelemental damage.
Ragdoll (0mp): Cerberus grabs one foe and hurls him into another as he rushes through combat, causing chaos in
the enemy ranks. This attack can only be used if at least two enemies exist on the field – the first target takes (DEX x
4) + 2d6 points of damage and is knocked back a Short Range. The second target takes (DEX x 8) + 2d6 points of
damage and receives the negative status effect Stop for one round.
Sonic Drive (20mp): All three of Cerberus' heads look towards the same foe. A hideous barking emerges from all
three throats - the sound is so horrendous that the monster suffers from a sudden case of shaky knees and receives
the effects of the negative status effect Stop until Cerberus is dismissed. In addition, he takes a penalty of -2 to his
ACC and EVA scores.
Astral Flow, Counter Rockets (50mp): Cerberus raises all three heads to the sky and unleashes a howl, calling
forth the fighting spirit of the Summoner and his allies. All allies may take an immediate, instant Standard action, even
though it is not their turn. These actions are presumed to happen simultaneously, similar to the Hyperdrive spell.

Arcana Killer

Dark clouds gather over the battlefield, turning day to night as a towering column of rock bursts forth from the ground.
Suddenly, a howl rings out from on high. There atop the great rock face stands a majestic horned wolf, violet fur
broken up by whorled tufts of white and gold that almost look like wings by what little light remains. Rearing his head
back, Fenrir gives another howl and prepares to enter the fray.

Magnetite Field, Sleep

Attack (0mp): Fenrir charges down a foe, dealing (VIT x 6) + 2d6 points of damage.
Howling Moon (40mp): The dark clouds part, allowing a pale moon to shimmer into existence over the battlefield.
Beams of light begin pouring down and envelope a single foe in their glow. Howling Moon deals (VIT x 12) + 2d6
points of damage to any foe who is afflicted by the negative status effect ‘Sleep.’ No damage is dealt otherwise.
Astral Flow, Eclipse (30mp): With a fierce howl, Fenrir leaps from his perch, rocketing towards the Summoner's
foes at such speeds that his very form begins to blur into a comet of green energy. Seconds before striking, the wolf's
body separates into five ghostly images that whirl around the battlefield, creating a vortex to engulf the enemy.
Eclipse inflicts (VIT x 12) + 2d6 points of damage on all eligible combatants in the targeted group. Furthermore, once
Fenrir is dismissed after using this ability, the Summoner gains the effects of Haste for several rounds.

Resistant to Lightning, Beast Killer

A deep, mournful bell is heard as a thick mist rolls over the Summoner's party. As the mist clears, it reveals the figure
of a skeleton clad in a deep purple robe hunched over a large cauldron. Hades looks gleefully up at the enemy party
as if to let them know their time has come.


Devil's Call (0mp): Hades reaches slowly into one of the sleeves of his robe, pulling out a dull iron bell. There is a
50% chance that Devil’s Call will affect a random enemy, and a 50% chance that it will affect a random ally instead.
As Hades rings the bell the same mournful tone heard during his summoning rings out, and the affected target is filled
with despair over the knowledge of its imminent demise. They are afflicted with the negative status effects Stun and
Fear for three rounds. At the end of the third round the target is reduced to 0 hit points, similar to the Doomsday and
Lv.? Doom spells.
Reanimation (40mp): The skeletal demon draws forth a putrid substance from the cauldron, dripping it onto the form
of a fallen enemy or ally. The target must be unconscious, and regains 1 hit point. They battle as if under the effect of
Charm caused by the Summoner, and are an Undead creature.
Astral Flow, Cursed Mist (0mp): Hades straightens up and begins a hideous chant. As he chants, a pale flame
appears under the cauldron, causing whatever is within to begin bubbling. As the spell reaches its climax, a thick gray
fog begins pouring out of the cauldron, washing over the enemy party and covering them with hideous toxins. The
attack inflicts all enemies with the negative status effects Curse and Poison for several rounds.


An eerie stillness fills the air. Seemingly from nothing, a figure engulfed in dark mist appears and then disappears,
fading in and out of existence. When Phantom can be seen, a translucent cloak covers its entire body, save for two
glowing eyes. Phantom has no fear of Holy energies however, being the long-dead spirit of a great force of good.

Seal, Invisible, Float, Barrier, Dia, Banish

Pearl Light (20mp): Phantom's cloak pulls back slightly from its face and a brilliant white light shines from its eyes.

Whomever Phantom stares at with this pure light suffers (INT x 8) + 2d6 points of non-elemental damage.
Astral Flow, Eternal Shroud (30mp): Phantom's cloak spreads out to cover the entire party, granting them the same
ghostly essence that it enjoys. Phantom's essence invigorates the party like a chill breeze, granting all allies Float
until the end of combat. Furthermore, all allies receive a +6 bonus to their EVA score and Stealth skill, as if they were
under the effects of the Invisible spell.

Resistant to Holy, Resistant to Shadow, Auto-Float

The summoner bows her head and closes her eyes, imparting a prayer for assistance to the fates. As she does so, a
golden beam of light shines down from above, and a winged woman wearing a simple white robe descends from the
sky to gently touch down before the summoner.

Regen, Life, Dia, Escape

Healing Rain (30mp): Seraphim gazes hopefully upwards and sings a single note. Light shines from the heavens
and bathes a single party member in warmth, healing them of wounds. The target ally recovers (INT x 6) + 2d6 points
of HP, and also receives the effects of Regen for several rounds.
Astral Flow, Angelic Anthem (100mp): Seraphim spreads her wings and flies high into the air as an angelic chorus
is heard from above. As her wings flap, feathers begin to slowly fall, showering the party. The feathers disappear as
soon as they touch each party member, providing healing for the entire group. All members regain (INT x 10) + 2d6
points of HP, receive the effects of Regen for several round, and are simultaneously cleansed of negative status
effects as per the spell ‘Esuna.’

Immune to Holy, Weakness to Shadow, Regeneration 40

With the beating of feathery wings, the rainbow dragon Tritoch swoops down from the skies. Feathers and scales
shimmer red, blue, gold and green in the light as he gently sets down on four short legs, taking your breath away. A
tuft of iridescent fur tips the end of his twitching serpentine tail, a long tongue flicks from a beak-like mouth and battle-
hardened eyes peer from beneath an ancient bronze helmet.

Blizzara, Thundara, Fira

Elemental Infusion (Special): Whenever Tritoch absorbs a Fire, Ice, or Lightning-based spell or effect, all damage
dealt by Tritoch is increased by two steps until he is dismissed. This bonus is cumulative – thus, after the fifth spell
absorbed in this way, Tritoch will deal an additional (STR x 10) damage
Antipode (40mp): Rearing back his head, Tritoch lifts his wings and lets out a roar. Blue and red particles flow from
his mouth, encircling the target in a whirlwind of fire and ice. The particles converge, causing a massive explosion as
raging heat meets freezing cold. Antipode deals either Fire or Ice damage, depending on whichever element the
target is most vulnerable to. Antipode deals (STR x 6) + 2d6 points of damage that ignores MARM. Tritoch may use
this ability on himself.
Sanctuary of Thunder (20mp): Tritoch bestows his elemental gift on all members of the party, filling them with a
strong electrical current and granting them all an Absorbency to Lightning until Tritoch is dismissed.
Tri-Nova (0mp): Taking to the air once more, Tritoch spreads wide his wings and whips his tail downward. Showers
of energy rain from him onto the battlefield, engulfing the enemies first in searing flames, then freezing them in ice
and finally unleashing a blast of thunder to shock the targets. Tri-Nova deals either Fire, Lightning, or Ice damage,
depending on whichever element the target is most vulnerable to. However, there is a price for such a powerful
attack. Tri-Nova deals (STR x 10) + 2d6 points of damage to a target enemy, as well as an equal amount to the

Absorbs Fire, Absorbs Ice, Absorbs Lightning, Auto-Protect, Flight

                                       Rank Four Summons
A blackened metal chain plummets out of the sky, plunging into the ground with a thundering jolt. The chain retracts
as it slowly pulls something out of the shadowed depths of the earth. More chains spring out of the earth, pulling
themselves taught around the emerging figure, a strangely fish-like creature who roars in impotent fury as she weeps
boiling blood. This is the dark spirit Anima.

Zombie, Death, Scourge

Spirit of Oblivion (Special): The damage done by Anima’s abilities is based off the Summoner’s Affiliation rating. If
the Summoner is -5 points into Shadow or more, then Pain, Splintered Soul and Catastrophe deal 200% normal
damage. If -10 points into Shadow, the attacks do 400% damage instead.
Pain (30mp): Anima cries out to the battlefield as a drop of molten blood is flung from her eye upon the target. As the
dark essence sears away at the target, the pure rage of Anima attacks their very spirit. In addition to causing (CHA x
6) + 2d6 Shadow Elemental damage, Pain has a 25% chance to kill the victim instantly. This secondary effect is
considered a Death effect and may not work on bosses.
Splintered Soul (60mp): Anima’s lower head lets out a scream of anguish, causing all who hear it to fall to their
knees in agony. The attack deals (CHA x 6) + 2d6 Shadow Elemental damage to enemies and allies alike.
Astral Flow, Catastrophe (50mp): The chain binding Anima to the surface snaps free, sending Anima plunging back
into the earth. The chains themselves drag the enemy party down with her, allowing them to meet Anima's other face,
a monstrous crowned skeleton, whose chains are near breaking point. As the combatants sink deeper into the
darkness, the bindings snap, and Anima's other half is freed. With two gaunt arms she begins to vent all the pain and
suffering of her existence into a single foe, slowly at first before picking up speed, doing (CHA x 14) + 2d6 Shadow
Elemental damage to one enemy.

Resistant to Shadow, Weakness to Holy, Auto-Stop, Auto-Zombie, Auto-Poison

A dark shadow envelops the battlefield as demon machine Atomos appears, its body barely more than a giant mouth
hovering in the sky. A singular light glows deep in the void of its gaping maw, seemingly drawing in the surrounding
light and causing the encroaching shadows. Its dark eyes flare open to survey those who the Summoner needs
eliminated from existence, a thunderstorm of unreal proportions crackling across the sky behind it.


Devastation (20mp): Atomos’ massive form encompasses almost the entire sky, and he is capable of reigning
destruction down upon all he sees. Atomos jets forth a series of arcing lasers, striking the ground without aim or
concern. Devastation deals (INT x 4) + 2d6 damage to every person and object in a several mile radius, including the
summoner’s allies but excluding Atomos himself.
Engulf (80mp): Atomos' hideous body turns to face one target. A powerful vacuum forms as its singularity pulls at the
target, slowly sucking it inside. The target must brace itself quickly to defend against the 25% chance to be sucked
into the dark void of Atomos' stomach and removed from the encounter, as if forced through a Dimensional Gate
spell. Though the target is not truly killed, Engulf is considered a Death effect and some bosses may be immune to
this ability.
Astral Flow, G-Force Infinity (100mp): The singularity inside Atomos is fully revealed as the center of a black hole,
causing an immense pull on all the Summoner's foes. The intense vacuum effect deals (INT x 14) + 2d6 points of
nonelemental damage to all enemies and has a 50% draw them all into the deadly phenomenon, removing them from
the current encounter. Like Engulf, being pulled through the black hole has the same effect as being forced into a
Dimensional Gate spell. Some bosses may be immune to this ability.

Indestructible (Takes zero damage from all sources), Auto-Float, Construct-Killer

With a dry, dusty fluttering, a swarm of ethereal bats surround the summoner and fly up to form an immense globe of
pure darkness. Silently, the demonic Diablos descends from this globe and flares his wings as he scans the
battlefield. He hungers, and all are his prey.

Poison, Blind, Twilight, Bio, Drain, Aspir, Osmose, Shockwave Pulsar

Camisado (100mp): Diablos lunges forward, his clawed hands burning with sickly purple flame, and rakes his talons
through his chosen victim. No wounds are caused, but the victim can feel his very soul being shredded away by the
attack. Camisado deals damage equal to (1d6 x 10) percent of the foe’s maximum health. The enemy can never be
reduced to 0 HP from this attack and will always be left with at least 1 HP. Camisado is considered a ‘Death’ status
Astral Flow, Souls of Darkness (0mp): The globe of blackness that acts as Diablos' portal to this realm implodes
back into a swarm of ethereal bats which gracefully pivot and fly through his enemies, causing no physical wounds
but hammering away at their very essence before fading away and taking Diablos with them. Souls of Darkness deals
damage equal to (2d6 x 10) percent of the foe’s maximum health. The enemy can never be reduced to 0 HP from this
attack and will always be left with 1 HP, even if 100% or more HP loss is rolled. Souls of Darkness is considered a
‘Death’ status effect.

Resistant to Shadow, Vulnerable to Holy, Auto-Float

The ringing of haunting bells suddenly sounds, signaling the approach of the runaway Doomtrain. A series of pale
white traintracks crisscross the battlefield as the ghostly train chugs into view, it’s many undead passengers engaged
in deep conversation. As Doomtrain carries the departed to…the other side…it has been signaled to stop for a
moment to pick up a few more….


The Other Side (Special): Any target brought to 0 hp from Doomtrain is killed instantly. Their spirit boards the
ghostly train wordlessly, never to be seen again.
Last Call (0mp): Doomtrain’s mere presence begins to close the rift between life and death, bringing the living one
step closer to joining him. The haunting call of Doomtrain’s whistle deals (DEX x 10) + 2d6 points of Shadow damage
to all characters at 50% health or less, friend or foe alike.
Astral Flow, Grand Train (120mp): The traintracks lead Doomtrain onto a collision course with a targeted enemy.
The phantom train picks up speed before the collision, and ghostly hands reach out from the windows to grab at the
foe and pull him inside the confines of the train. This attack deals (DEX x 14) + 2d6 points of Shadow damage, and
inflicts the negative status effects Blind, Poison, and Berserk on the targeted enemy. If the enemy is at 50% or less
health, the status effects Seal and Stun are also inflicted and all positive status effects are removed. Whether or not
the foe survives such an assault, Doomtrain continues its ghostly journey off into the night.

Resistant to Shadow, Vulnerable to Holy

Knights of the Round
Impressive in their armor, and carrying a fierce variety of weaponry, three warriors enter the field, standing firm before
the summoner. One stands larger than the other two, a white dragon’s head printed upon the flowing crimson of his
cape. All three hides their faces with thick visors, but you get the impression that they’re smiling jovially.

Consecrate, Cure II, Life, Protect, Shell

Hero’s Resolve (Special): The damage done by Eschaton and Ultimate End is based off the Summoner’s Affiliation

rating. If 5 points into Holy or more, then the Knights of the Round’s abilities deal 200% normal damage. If 10 points
into Holy, their attacks deal 400% damage instead.
Eschaton (30mp): The call to charge is given and the three warriors advance, striking out with their weapons.
Swords flash, axes swing, spears twirl, and all enemies are struck for (VIT x 8) + 2d6 points of damage.
Champion’s Call (40mp): The Knights raise their respective weapons high, displaying a confidence and
camaraderie that inspires all who witness it. All allies receive the effects of Brave until the end of combat.
Astral Flow, Ultimate End (90mp): Even legendary warriors can sometimes outdo themselves. One at a time, the
three wade through the enemies’ ranks and strike with such force that the targets may as well not have any
protection. Eschaton deals (VIT x 14) + 2d6 damage to all enemies, ignoring M.ARM and Shell.


Proud and strong, Maduin rides into battle on a wave of brilliant light. The humanoid Esper glows with a pale lavender
light, his well-muscled features and clawed appendages reminiscent of Ifrit. However, this unearthly warrior is
peaceful and logical, adopting an oddly martial stance as he awaits for a command…

Haste, Reflect, Flare

Riot Blade (20mp): Maduin’s hand snaps to his waist, drawing forth a thin sword with lightning-fast quickness. He
darts forward and slashes one foe, dealing (STR x 8) + 2d6 points of non-elemental damage and having a 25%
chance to cause the Confusion status.
Trance (150mp): Maduin’s strongest ability is the power to unlock a human’s innermost potential. The Esper absorbs
a copious amount of MP, channeling it directly into a single party member. Until Maduin is dismissed, that ally deals
200% damage with all attacks and spells, acts as though they possess the Break Damage Limit weapon property,
and can utilize Flight at will. Trance can only be applied to one Ally at a time, and can never be used on the
summoner or on Maduin himself.
Astral Flow, Chaos Wing (0mp): Maduin rises in the air and begins to glow with a lavender light, no longer able to
contain the power that exists within him. Streaks of energy jet from his skin, burning the ground around him and all
foes within Short Range for (STR x 14) + 2d6 point of damage. In addition, any weapons or armor the targets may be
wearing are destroyed. When Chaos Wing ends, Maduin is reduced to 0hp and dissipates into a fine purple mist.

Auto-Shell, Auto-Reflect

An ancient, ugly bird lands slowly on the ground before the summoner. It turns one sad eye towards the party before
giving forth a beautiful song. Suddenly, the avian bursts into flames, still singing. Out of the conflagration, a giant bird
covered in gloriously vibrant plumage soars suddenly into the sky. It spreads its wings in front of the summoner, and
a beautiful circular rainbow appears briefly. Phoenix is once again reborn.

Fira, Firaga, Flight

Blaze of Life (60mp): Phoenix begins circling above the battlefield, then dives forward, covering the entire area in a
flame which spreads out from its wings. To the party, the flame does not burn; instead, it soothes the mind and calls
unconscious comrades back to action, casting Life on all party members. The enemy, however, is scorched by the
flame as it burns away their impurities, doing (CHA x 12) + 2d6 Fire elemental damage to all enemies.
Astral Flow, Rebirth (250mp): Phoenix circles above the battlefield again, singing its powerful song. Finally, it dives
again, wreathing its entire body in flame. To the party, the flame feels glorious as it awakens their fallen comrades,
casting Full Life on all party members. To the opponents, it feels as though the sun has descended to incinerate them
for (CHA x 14) + 2d6 Fire elemental damage.


                                          Rank Five Summons
The summoner closes her eyes and gives a small prayer, which is answered as a massive mechanical creature rises
up behind her. Alexander, the holy guardian, towers over the battlefield, resplendent in brightly-ornamented silver
armor. It may be humanoid, but nothing below the waist can be seen above the ground. The arms are massive pillars,
leaning against the ground, though no hands are visible. Perhaps the strangest thing about Alexander is what
appears to be a palace on its wide shoulders, with towers sprouting high up over its head.

Holy, Dispel, Esuna, Regen, Brave, Cure IV

Ray of Light (50mp): A thin beam of light shines from Alexander's visor onto a target. The beam pulses with red
energy as it begins to trace a glyph around the target, weaving ever faster. As the glyph has been etched onto the
ground, the beam expands to fill the glyph, burning the target for (VIT x 20) + 2d6 Holy Elemental damage.
Astral Flow, Holy Judgment (120mp): Alexander shudders and clanks as a pair of immense feathered wings
emerge from its back, shattering metal and stone. The wings beat slowly in the air as a ball of Holy energy is formed
in front of Alexander's body. Suddenly the wings stop, and the ball splits into thousands of thin streams of energy,
spiraling around the battlefield until, one by one, each plunges into a different enemy. The energy explodes within the
targets, searing them all for extreme Holy elemental damage; (VIT x 35) + 2d6. Holy Judgement can exceed the
normal limit of 999 damage.

Indestructible (Takes zero damage from all sources), Undead Killer

The beating of massive wings can be heard as Bahamut swoops onto the battlefield and settles in front of the
summoner, unleashing a roar loud enough to break the heavens. The King of Summoned Monsters has come, and
even the strongest of heroes should fall to his knees in awe of such power.

Tornado, Quake, Brave, Flare

Impulse (0mp): Bahamut raises his scaled hands, both of them burning and rippling with surging power. Releasing a
mighty roar, he slams his hands together and directs the unleashed explosive energy over one enemy, crushing it for
(STR x 20) + 2d6 points of non-elemental damage.
Astral Flow, Mega Flare (300mp): The King of
Summoned Monsters opens his jaws and gathers
energy into a ball. Using the force of a deafening roar,
he unleashes his full strength in a blast of raw magical
power that engulfs the enemies in a catastrophic
vortex of energy. The magnitude of the Non-
Elemental damage inflicted is enough to fell even the
strongest foes, doing (STR x 40) + 2d6 damage in

Flight, Humanoid Killer, Resistance to all Elements
except Holy, Break Damage Limit

The sky above the Summoner and her allies darkens as the sound of a horse's gallop is heard. Suddenly, a giant
form is seen leaping over the party. The form is slowly revealed to be a muscular, horned man atop an eight-legged
horse. Odin draws his sword, Zantetsuken, ready to cleave his master's enemies in two.


Atom Edge (50mp): Odin sizes up one opponent, studying his strengths and weaknesses. In a flash, he urges his
horse Sleipnir into a gallop, slicing into the foe with a force strong enough to cleave a weak monster in two instantly.
When struck, there is a 25% chance for the target to be sliced in half, reducing its HP to 0 regardless of current HP. If
it survives, the force of the blow still does (DEX x 20) + 2d6 damage.
Astral Flow, Zantetsuken (50mp): The sky above the summoner becomes darker as Odin draws his sword and
readies himself. In a flash, he begins galloping forward, using his momentum to deliver a mighty slash to all foes,
inflicting dire damage and possibly slicing his foes in two. There is a 50% chance for every target's HP to be reduced
to 0, regardless of current HP (roll separately for each target). Any strong enough to survive receive (DEX x 35) + 2d6
points of damage.

Atop a Pale Horse: Due to Sleipnir, Odin’s immortal mount, Odin can utilize Flight at will and can move up to a Long
Range every round while still remaining able to attack.

A cloud of cherry blossoms fall from the sky as the heavens turn to night and a full moon appears overhead. Out of
nowhere, a deep, guttural bark issues from the distance as a giant dog comes bounding in front of the summoner.
Behind the dog, a giant swordsman wearing a wide-brimmed hat and ornate clothing strides slowly forward, taking a
position in front of the summoner. Yojimbo extends one hand towards his summoner, waiting for payment and
another opportunity to display his mastery of the blade.


Tribute: Instead of MP, Yojimbo requires payment for his abilities.
Daigoro (1,000 gil) - Yojimbo is unimpressed by the sum offered and sends his dog to do the job. The ghostly hound
Daigoro leaps at a random target and mauls it to inflict some Physical damage. Each enemy and player roll 2d6 – the
attack targets whomever rolls lowest, dealing (CHA x 15) + 2d6 points of damage.
Kozuka (3,000 gil)- Yojimbo is satisfied with the payment offered and accepts the job. Once on the battlefield he
reveals a set of well-made knives that he deftly throws at three random enemy targets, striking each to inflict (CHA x
20) + 2d6 points of damage. This attack is not affected by the targets' M.ARM rating.
Wakizashi (5,000 gil)- Yojimbo is pleased by the payment and agrees to the task. In one fluid motion he draws the
shorter of his two swords and slashes at the targets. He pauses for a moment to wipe the blood from his blade before
sheathing it and awaiting his next command, while the monsters are left to bleed out the inflicted (CHA x 30) + 2d6
points of damage.
Astral Flow, Zanmato (10,000 gil) - Yojimbo is silently elated with the sum offered, and decides to perform his most
impressive technique. He takes a moment to survey the battlefield and assess his enemies, all the while subtly
shifting his stance. With a sudden movement quicker than the eye can perceive, Yojimbo draws his katana and
slashes at his targets, then returns the blade to its sheath. The enemies are motionless for a moment, and then one
by one their heads roll off their shoulders and land at their feet with dull thuds, followed moments later by their
twitching corpses. All normal foes, Notorious Monsters and Bosses are instantly killed by this attack, even if the target
is normally immune to instant-death attacks.
If a Final Boss is immune to this ultimate technique, Yojimbo will not perform Zanmato and will instead revert to
Wakizashi. He will not, however, return the extra Gil required to contract his deadliest skill.

Auto-Life, Fiend Killer

                                     CHAPTER IX: BESTIARY
                                         "Hmph. I’ve fought worse."
                                                             - Gilgamesh

The old adage maintains that good cannot exist without evil. Nowhere is this more true than in the worlds
of Final Fantasy, where the road to one’s destiny is paved with the bones of evil, ravening, and outright
bizarre foes. This section contains a sample of sample monsters and villains, as well as rules for
constructing your own.

 As with PCs, monsters have a Level from 1 to 30+,
 reflecting their overall experience and toughness.
 Under most circumstances, the monster’s Level will
 be equal to the average Level of the Party it is
 intended for; a Level 5 Party, for instance, will
 generally be best off facing monsters ranging from
 Level 4 to Level 6.

 Monster Category
 Begin by selecting one or more of the fourteen
 Monster Categories outlined below; in design terms,
 each offers a broad template from which the finer
 details of the monster can be worked out. Categories
 are not mutually exclusive; dual-category monsters
 such as Dragon/Undead are perfectly plausible. In
 some cases, however, the Category might not be
 immediately obvious, in which event this step can be
 postponed until the monster’s other characteristics
 have been determined.

 Abnormal - ‘Generic’ monsters which fit in no other
 category, including unique or one-of-a-kind

 Aerial - Monsters with the power to defy gravity,
 usually through wings, but occasionally through more
 exotic means, such as inflated bladders, gas sacs, or
 magic. Recommended Abilities: Elemental
 Weakness (Wind)

 Amorph - Shapeless monsters with no discernible
 anatomy; all but impervious against conventional
 weapons. Some Amorphs may be capable of shifting
 from one form to another. Recommended Abilities: Unusual Defense

 Arcana - Monsters created of raw magic.

 Aquan - Water-dwelling monsters. Though usually only encountered in their native element, they may
 occasionally venture onto dry land to terrorize its denizens. Recommended Abilities: Elemental
 Weakness (Lightning), Elemental Resistance (Water)

 Beast - The ‘natural’ inhabitants of the world. Includes monstrous animals and other fauna twisted by

Construct - Artificial creations, animated by technology or magic. Includes such series stalwarts as
golems and robots. Recommended Abilities: Elemental Weakness (Lightning), Drain Proof, Status

Dragon - Monstrous reptiles with a serpentine bent. Covers the classic winged dragons as well as their
ground-bound relatives.

Fiend - Supernatural opponents serving the cause of evil, generally highly adept with the use of magic.
Recommended Abilities: Elemental Weakness (Holy), Elemental Resistance (Shadow)

Humanoid - Creatures of humanoid proportions and modest intelligence.

Insect - Insects of every shape and size, typically protected by tough, chitinous shells. Recommended
Abilities: Elemental Weakness (Ice)

Lizard - Reptiles who don’t readily fall into the ‘Dragon’ category; typically rely more on natural means of
offense than magical ones. Recommended Abilities: Elemental Weakness (Ice)

Plant - Animated and mutated plant matter as well as natural hazards such as carnivorous plants.
Recommended Abilities: Elemental Weakness (Fire)

Undead - The living dead are creatures reanimated by foul sorcery or supernatural circumstance. After an
Undead creature is defeated, they return to 100% HP and MP after a varied period of time, ranging
anywhere from several minutes to several years – although most undead can reanimate merely hours
after their defeat. Certain white magic spells can prevent this, such as Banish.
Recommended Abilities: Undead, Elemental Weakness (Fire), Status Immunities

Where the monster is most likely to be encountered; usually its preferred habitat, or range of habitats.
Basic concept and Category will take most of the guesswork out of this – Aquan monsters will be found in
Water locations, where Plants are more at home in places like Swamps and Forests. The environment a
monster lives in also provides a starting point for assigning things like Elemental Resistances and
Immunities later on – obviously, a glacier-dwelling monster is more likely to be able to brave Blizzard
Spells than one inhabiting a volcano. The eleven types of Locations are:
Desert - Hot, arid, sandy regions.
Forests - Dense temperate forests and woodlands made up of timber trees. Sometimes includes jungles,
hot and humid areas of tropical rain forest, with heavy rainfall and even heavier vegetation.
Lava – Places of extreme heat, such as the inside of a volcano or near the earth’s core.
Swamp - Alternately known as marshes. Fetid wetlands notorious for their muddy, unstable ground.
Mountains - Rocky highlands characterized by sparser, tougher vegetation and colder temperatures.
Plains - Also called steppe or veldt. Typically large, unbroken stretches of rolling grassland.
Water - Large, natural bodies of flowing or standing freshwater located inland, rivers and lakes.
Towns - Areas of civilization. Though the term ‘town’ is used, this category applies to settlements of any
size, from tiny hamlets to large cities. It also refers to ancient ruins and dungeon-like civilizations.
Snow - ‘Cold deserts,' tundras marked by sparse vegetation, periodic snowfall and extreme
Underground - Caves, caverns, tunnels, mines, and any other areas characterized by persistent lack of
sunlight and cool, damp environs.
Cosmic – Outside the normal boundaries for reality, Cosmic locations are often interdimensional sites for
epic boss confrontations.

The monster’s overall size measured in meters. More of a cosmetic consideration than a practical one;
whilst size does give some indication as to the monster’s overall resilience and power, small monsters are
just as capable of dealing out grievous damage as large ones, if not moreso.

Like characters, monsters have five Attributes: Strength, Vitality, Dexterity, Intelligence and Charisma.

With the basic properties of the monster settled, it’s time to move onto its offensive capabilities. Attacks
are the first and simplest of these; offensive, damage-dealing maneuvers carried out as Attack Actions in
combat, and are not affected by the Seal status effect. Regardless of its range of abilities, every monster
will have at least one or two 'natural' melee attacks to fall back on, typically in the form of a bite, punch,
claw or horn. The exact form of the attack is largely dependent on the monster’s type. A Humanoid-type
monster, for instance, might have a sword or spear, whilst a Plant-type monster could attack with thorns
or vines.
                                                      The monster’s Reaction gauges how the monster will
                                                      react to the players when the inevitable encounter
                                                      takes place, and offers a useful yardstick for how the
                                                      encounter develops from there. Pick one of the four
                                                      categories below:

                                                          Friendly monsters offer advice, directions, items, or
                                                          healing, depending on the circumstances. Some may
                                                          expect compensation for their troubles, while others
                                                          help the party for free.
                                                          Neutral monsters are passive, and will retaliate only if
                                                          threatened themselves. While they won’t go out of
                                                          their way to help the players, they won’t attempt to
                                                          hinder them either. If not attacked or otherwise
                                                          intimidated and intelligent enough, they may be willing
                                                          to barter or offer their assistance in exchange for
                                                          payment or some other small favor.
                                                          Wary monsters won’t pounce on the players outright,
                                                          but it won’t take much to provoke their ill-will. If they
                                                          feel threatened by the Party, they will almost certainly
                                                          be the first to attack.
                                                          Hostile monsters will attack PCs on sight, regardless
                                                          of the circumstances and odds. This may be for a
                                                          wide variety of reasons, ranging from territorial
                                                          considerations to simple hunger.

Building a Beast
Step One: Concept
As with creating a character, the first step in building a monster is to decide what it is. Is it a small, quick
fairy with magical attacks? Or is it a hulking Behemoth with incredible strength and power?
First, decide if the monster Normal, Notorious, or a Boss.
Normal monsters are cannon fodder, and should make up around 75% of the opponents the Party runs into during
the course of their adventures. However, this does necessarily not mean that the players will have an easy time with
Notorious monsters are a step up, representing grizzled veterans, favored minions, and one-of-a-kind creatures.
Notorious monsters are usually encountered at the end of every other session; the average adventure will usually
have several of these to give the players grief. Unlike normal monsters, Notorious monsters and their superiors can
have quite developed personalities, and should make for a memorable encounter if handled correctly.
Bosses usually appear during an adventure's climax, and should be constructed as a typically epic showdown
requiring a good deal of the Party’s resources and wit to overcome.
End Bosses are the players’ most powerful archenemies. These are typically only encountered after a series of
adventures, if not the end of a full-fledged campaign, and tend to be an integral part of the game’s ongoing storyline.

In game terms, Notorious, Boss, and End Boss monsters will have significantly higher Hit Points and
possess certain Abilities at no additional cost. Several restrictions on attacks and attack modifiers are
also waived for monsters of this kind, allowing them to deal significantly more damage to opponents.
These are discussed in more detail in the relevant sections further along. Once you have chosen a Type,
note down the Base XP and Gil Value given for it below and continue.
Both Bosses and End Bosses are usually immune – or at least very resistant – to instant-death inducing
attacks, and they always possess the ‘Break Damage Limit’ ability, allowing them to do more than 999
damage in a single round.
Finally, Notorious Monsters, Bosses and End Bosses all posess the Dark Knight’s ‘No Mercy’ ability,
which allows them to permanently kill a player who has fallen to 0 hit points as a Slow action. This is one
of the few ways a Final Fantasy character can truly die. Unlike the standard version of the ability, there is
no limit to the number of times per session that enemies may use No Mercy.

Step Two: Base Stats
Normal Monsters get a total of 30 + (Level * 1) points to allocate between the five stats, the same as characters.
Notorious Monsters get a total of 30 + (Level * 2) points to allocate between the five stats.
Bosses get a total of 30 + (Level * 3) points to allocate between the five stats.
End Bosses may use as many points as the GM sees fit.

Step Three: Derived Stats
In these equations, X is a variable number. For normal monsters, it’s 1. For Notorious, it’s 2. For Bosses, it’s 4. For
End Bosses, 8.
Hit Points are equal to 10 + (VIT * level) + (Level * X). Then, triple the creature’s HP.
Magic Points are equal to 10 + (INT * level) + (Level * X).

Step Four: Monster Types, Evasion and Accuracy
Monsters are divided into three further basic types – Strong, Fast, and Smart. Decide which type of monster you’re
building, then calculate the creature’s EVA and ACC scores accordingly.

Strong Monsters have a base EVA of 6, plus their DEX rating. They have a base ACC of 2, plus their STR rating.
Fast Monsters have a base EVA of 8, plus their DEX rating. They have a base ACC of 0, plus their STR rating.
Smart Monsters have a base EVA of 5, plus their DEX rating. They have a base ACC of 3, plus their INT rating.

Notorious Monsters, Bosses and End Bosses receive an additional +1 bonus to their ACC and EVA scores.

Step Five: Abilities
Monsters, like characters, have special and unique powers, and more powerful monsters have stronger,
more powerful abilities.

Multiple Parts: The monster is made up of several             Unusual Defense: Due to some racial characteristic,
separate parts- the main body, which has normal HP,           the monster takes either half damage from Physical
and up to three other parts. The total HP of the extra        attacks and double damage from Magical attacks, or vice
parts adds up to half the HP of the main body. The            versa. As an alternate form of this power, the monster will
monster dies if the main body is destroyed, but the           automatically reverse its defenses every 1d6 turns - it
additional parts can often make this difficult. Each          shifts from being weak against Physical and strong
additional part has access to one power. If one part is       against Magical, to being strong against Physical and
destroyed, the monster may revive it as a standard            weak against Magical.
action after at least 1d6 rounds have passed. This
power is recommended for bosses only.                         Weakness: The monster has a Weakness to one or
                                                              more elements.
Combination Attack: May only be chosen by a
monster with Multiple Parts. If ALL parts are intact, they    Flight: The monster is capable of flight, putting it out of
may all combine their actions for the round into one          reach of most weapons. Short-range weapons suffer a -4
powerful attack that deals more damage than normal.           penalty to hit flying creatures.
Combination Attacks use one of the creature’s standard
attacks, but deal 300% damage.                                Item Use: The monster possesses one healing item it
                                                              may use during combat – specify the exact item. Note that
Controlled Defense: As Unusual Defense, but the               the characters will not necessarily find this item if the
monster may shift forms at will as an Instant action.         monster dies without using it.

Final Attack: When killed, the monster unleashes a           Lesser Counterattack: The monster has a 25%
powerful final attack. The attack can only be used when      chance to counterattack any physical attack against it with
the monster dies, takes no MP, and is an Instant action.     a normal attack.

Status Touch: The monster usually causes a                   Immunity: The monster has an Immunity to one
negative status condition with its normal attack. 50%        element.
chance to become affected with the negative status
effect.                                                      Lesser Magical Counterattack: The monster has a
                                                             25% chance to counterattack any magical attack against it
Resistance: The monster has a Resistance to one              with a magical technique of its own.
                                                             Call for Help: The monster calls for another monster of
Undead: The monster is undead. All drain-type attacks        the same type, who arrives at the end of the round to join
are reversed, meaning the user loses HP or MP and the        the battle. Because the monster must be the same type
monster gains it. The monster gains Absorbency to            as the one that calls for help, boss monsters cannot
Shadow damage, and a Weakness to Holy damage.                choose this power.
Cure spells and Healing Techs deal damage instead of
restoring HP.                                                Fear: The monster is so powerful that at the beginning of
Items and spells that raise comrades at 0 hp or less –       each round, all of its enemies have a 25% chance to be
such as Life and Phoenix Downs – have an opposite            Stunned for that round. This can only be used by Bosses.
effect on the Undead, destroying them instantly. This
will be ineffective on Notorious Monsters, Bosses, and
                                                             Reduced HP: The monster does not follow the ‘triple
End Bosses.
                                                             health’ rule of regular monsters, for whatever reason, and
                                                             either has x1 or x2 instead. This reflects pack monsters,
Weak Status Touch: The monster can inflict a                 harmless world critters, or regular racial representatives
negative status condition with its normal attack. 25%        such as bandits.
chance to become affected with the negative status
                                                             Large: The monster is huge, making it Immune to
                                                             Knockback and the action-interruption that knockbacks
Call Minions: The monster can take one turn to call          normally cause.
for one of its minions, who arrives at the end of the
round to join the battle. The monster that is called must
                                                             Counterattack: The monster has a 50% chance to
be at least 2 levels lower than the caller. There is
                                                             counterattack any physical attack against it with a normal
generally a numerical listing beside the name of the
minion; this represents how many appear each time the
Call Minion ability is used.
                                                             Two Weapons: Without needing to have Multiple Parts,
Regeneration: The monster has a form of Regen,               the monster has a variety of weapons at its disposal and
                                                             can strike simultaneously with them, making its attacks
regaining the listed number of HP per round.
                                                             harder to dodge. Like players who dual-wield, monsters
                                                             with Two Weapons roll 3d6 for accuracy, and keep the
Magical Counterattack: The monster has a 50%                 best two. They also add the entire 3d6 when calculating
chance to counterattack any magical attack against it        damage instead of the standard 2d6.
with an Instantly-casted spell.

Step Six: Rewards
Monsters usually have an amount of gold equal to (Level * 50), and each character who participated in
the combat receives this amount. Bosses often have more than this. Many monsters also leave behind
items when they are defeated, or have items that may be stolen. Usually, the item is related to the
monster or its abilities. For example, while a goblin may drop a short sword when defeated, a giant bird
most likely will not. If a monster has a Drop Item, it has a 50% chance to give up the item when defeated.
Steal Items can only be found by using the Thief’s Steal ability. A monster may have one, neither, or both
types of items, and may have more than one of each.
Likewise, a ‘Refined’ item is listed which can be obtained only with the Engineer’s Innate ability.

Step Seven: Review
Double-check your monster to make sure everything is in order. It’s the GM’s job to play fair, and it might
be tempting to create monsters that could decimate your players in a single round of combat, or be
Immune to everything they could throw at it. Avoid this at all costs, even for bosses!
As the GM, you’re the final arbiter of the level of challenge present in the game for your players.

                       Leafer                                                             Killer Bee
                        Level: 1                                                             Level: 1

                                                             The low, baritone hum fills the air even before you see what’s causing it.
                                                                Then the striped, insectoid predator hovers into sight, its massive
                                                                                poisoned stinger poised to strike.

                                                              Killer Bees, much like their name would suggest, are vicious members
                                                                 of a species otherwise normally content with gathering pollen and
                                                             making honey. They have a mean streak a mile wide, and can use their
                                                                   stinger to poison targets over and over without being affected
                                                             themselves. Most importantly, Killer Bees rarely travel alone, and a hive
    The curious albino rabbit looks up at you, with
                                                                   of them the size of a large tree is an intimidating sight indeed.
hindquarters seemingly lodged in a small, leafy bush. It
wiggles its nose at you in annoyance as you approach.
                                                             Category: Aerial, Beast, Insect
                                                             Location: Desert, Town, Forest, Swamps
Leafers are one of the world's most common creatures.
                                                             Size: 1ft (1.5ft including wings)
    They're herbivores and almost entirely harmless,
                                                             Reaction: Hostile
  preferring to spend their days munching greenery to
assaulting travelers. They're an unusual species in that
                                                             HP: 42
  they dislike foraging for food - instead, they use their
                                                             MP: 15
 hind feet to carry sources of nourishment around with
                                                             STR: 5 (+1)
   them. This acts as both a makeshift bed and ready
                                                             VIT: 3 (+1)
 protection from predators, as well as always ensuring
                                                             DEX: 16 (+5)
               nourishment is close at hand.
                                                             INT: 4 (+1)
A leafer’s preferred source of bedding is Gyshal Greens.
                                                             CHA: 3 (+1)
Some children keep Leafers as pets, and the creatures
   seem to put up with that with only minor reluctance.
                                                             Attacks: Claws, 4 ACC, 5+1d6 damage
                                                                        Stinger, 4 ACC, Inflicts poison, user takes 32+1d6 damage
Category: Beast
                                                             Magic: Pollen
Location: Forests, Plains, Towns
                                                             Special: Weakness to Ice, Weakness to Wind, Vulnerable to Fire, Call
Size: 9 inches
                                                             for Help, Auto-Float
Reaction: Friendly
                                                             Evasion: 10
                                                             ARM: 3
HP: 20
                                                             MARM: 3
MP: 0
STR: 2 (+0)
                                                             Rewards: 50 gil, Steal: Antidote, Refine: Cherub Down
VIT: 4 (+1)
DEX: 12 (+4)
INT: 2 (+0)
CHA: 9 (+3)

Attacks: Incisor, 2 ACC, 2+1d6 damage
Magic: None
Special: Weakness to Fire, Reduced HP, Call for Help

Evasion: 12
ARM: 0
Rewards: 50 gil, Steal: Gyshal Greens, Refine: Echo

                       Condor                                                               Dingo
                        Level: 1                                                            Level: 1

                                                             The brown, mottled skin of the beast does little to conceal the taut
                                                             muscles and thick veins just beneath the skin’s surface. A pair of
                                                             gleaming yellow eyes peer at you, as if waiting – and hoping – for you to
   The long beak of the avian has a peculiar axe-like        run.
  shape, you can only presume is for spearing water-
 dwelling fish. It seems unconcerned by your presence         Typically these wild tundra predators are golden-orange in color, and
     however, barely glancing up as you approach             hunt small game such as rabbits, rodents or lizards. Unlike many other
                                                             canine predators, Dingos do not generally form large packs, but instead
  The Condor is almost never dangerous. Though it’s                                 live in smaller family group.
  exclusively carnivorous diet contains feat and even        A Dingo is characterized by their increasingly-skeletal appearance and
 carrion, the Condor has never been known to feast on           vile smell as they age, to the point that they can be mistakenly be
 any of the major races. However, it will defend itself if                      thought to be undead at first glance.
                       provoked.                              Though their tactics in combat aren’t subtle, a Dingo has the unusual
                                                             ability to regenerate damage very rapidly. Not only does this advantage
Category: Aerial, Beast                                       help them overcome stronger foes, but it also means that a wounded
Location: Desert, Mountains, Plains                              Dingo who flees can return with friends only a few minutes later,
Size: 1.2m                                                                               completely healed.
Reaction: Neutral
                                                             Category: Beast
HP: 48                                                       Location: Mountains, Snow, Plains
MP: 0                                                        Size: 1.7m
STR: 8 (+2)                                                  Reaction: Hostile
VIT: 5 (+1)
DEX: 10 (+3)                                                 HP: 45
INT: 3 (+1)                                                  MP: 0
CHA: 5 (+1)                                                  STR: 9 (+3)
                                                             VIT: 4 (+1)
Attacks: Dive-bomb, 2 ACC, 8+1d6 damage                      DEX: 8 (+2)
Magic: None                                                  INT: 5 (+1)
Special: Vulnerable to Lightning, Weakness to Wind,          CHA: 5 (+1)
                                                             Attacks: Shred, 5 ACC, 9+1d6 damage
Evasion: 11                                                  Magic: None
ARM: 3                                                       Special: Regeneration 5, Immunity to Ice
                                                             Evasion: 8
Rewards: 50 gil, Steal: Potion, Refine: Shear Feather        ARM: 1
                                                             MARM: 5

                                                             Rewards: 50 gil, Steal: Potion, Refine: Arctic Wind

                         Skeleton                                                                 Goblin
                            Level: 2                                                               Level: 2

                                                                     The meter-tall creature before you is dressed like a man, but the
                                                                      large, floppy ears and stout, humpbacked posture don’t leave
                                                                       any room for doubt. It carries a wicked looking blade and it’s
                                                                         black, pupilless eyes gleam as it looks you up and down.

                                                                       Goblins are a humanoid race in their own right – it’s only the
                                                                     violent tendencies of several tribes and subspecies such as the
                                                                     Black Goblins that prevent them from being recognized as such.
 The creature appears to be a set of Hume bones, bleached              They are nomadic creatures with different names across the
white and moving of their own accord. It carries both sword and             globe – sometimes referred to as Imps, Baknamies,
   shield, and two dim yellow lights flicker in its eye sockets                     Gobbledyguks, Moblins, and Devils.
             maliciously as it moves towards you.                    Because of the vast differences in goblin’s goals, the race is, as
                                                                     a whole, unpredictable. You can never tell if the goblin you meet
 Skeletons are the animated remains of the dead by high-level         in the damp corners of an unexplored dungeon will be sticking
  Black Mages, and when their master dies or dismisses them,         his sword into your leg, or trying to haggle a fair price to sell it to
  they are left without orders, and shamble off into the world for                                   you.
reasons unknown. Possessing no real intelligence, these unholy
grunts tend to find safety in areas where most races don't tread,    Category: Humanoid
such as wide deserts or abandoned ruins. They viciously attack       Location: Desert, Forests, Lava, Swamp, Mountains, Plains ,
any living thing that stumbles upon them, oblivious to the risks -   Towns, Snow, Underground
   whether this is out of a dim memory of their former master's      Size: 0.9m
     orders, or a genuine contempt and envy for the living is        Reaction: Wary
                                                                     HP: 108
Category: Undead                                                     MP: 20
Location: Desert, Town, Underground                                  STR: 7 (+2)
Size: 1.7m tall                                                      VIT: 12 (+4)
Reaction: Hostile                                                    DEX: 6 (+2)
                                                                     INT: 4 (+1)
HP: 96                                                               CHA: 3 (+1)
MP: 14
STR: 11 (+3)                                                         Attacks: Shortsword, 4 ACC, 7+1d6 damage (Disarmable)
VIT: 10 (+3)                                                                   Unarmed Flail, -1 ACC, 7+1d6 damage
DEX: 6 (+2)                                                          Magic: Goblin Punch, Sleep, Blind
INT: 1 (+0)                                                          Special: Item Use: Potion, Call for Help, Resistance to Ice
CHA: 5 (+1)
                                                                     Evasion: 7
Attacks: Slash, 5 ACC, 11+1d6 damage (Disarmable)                    ARM: 6 (2 without armor)
         Skeletal Claws, -1 ACC, 11+1d6 damage                       MARM: 3 (0 without armor)
Magic: None
Special: Undead                                                      Rewards: 100 gil, Drop: Potion, Steal: Tier 1 Weapon, Refine:
                                                                     Smoke Bomb
Evasion: 8
ARM: 7 (0 without armor)
MARM: 2 (0 without armor)

Rewards: 100 gil, Steal: Buckler, Refine: Zombie Dust

                            Larvae                                                               Funguar
                            Level: 3                                                               Level: 3

Intense, furious bursts of light and energy surround around what
                                                                       A thick stalk supports four large, blood-red leaves, each bearing
 appears to be an oozing cocoon. The being hovers several feet
                                                                         a mouth lined with sharp, carnivorous teeth. The roots could
 in the air, leaving a few drops of still-sizzling multicolored ooze
                                                                        almost be confused with clawed feet and hands at first glance,
                       on the ground below it.
                                                                       and the whole creature moves back and forth with an unnatural
The Larvae is an unusual creature, to be sure. Violent and prone
to magical outbursts, it apparently lacks any goals other than its
                                                                       The Funguar is a deadly vegetative creature that grows in water
 own survival. The fiend remains in this larval stage for several
                                                                       of high salinity. Due to their hostile behavior, chemicals are often
  decades – after which time it can become dormant for years,
                                                                       produced to prevent these creatures' growth, but all but the most
   then suddenly re-emerge as a wholly unique fiend. Some
                                                                                    lethal of mixtures fail to actually kill them.
     legends even say that Deathgaze was once a Larvae.
                                                                         Those who study the Lore of such creatures have reached a
                                                                        terrifying conclusion – Funguars reproduce through pollination
Category: Amorph, Fiend
                                                                          and can reach adulthood in less than two weeks. Based on
Location: Desert, Lava, Swamp, Mountains, Plains , Water,
                                                                          these extraordinary powers of reproduction, many chemists
Towns, Snow, Underground, Cosmic
                                                                          have pressed for an increase in the use of such chemicals.
Size: 2.5ft
                                                                       Category: Arcana, Plant
Reaction: Hostile
                                                                       Location: Desert, Forests, Swamp, Plains, Towns
HP: 111
                                                                       Size: 1.1m
MP: 55
                                                                       Reaction: Hostile
STR: 2 (+0)
VIT: 8 (+2)
                                                                       HP: 111
DEX: 3 (+1)
                                                                       MP: 43
INT: 14 (+4)
                                                                       STR: 5 (+1)
CHA: 6 (+2)
                                                                       VIT: 8 (+2)
                                                                       DEX: 7 (+2)
Attacks: None
                                                                       INT: 10 (+3)
Magic: Elemental Spikes (Lightning), Thunder, Rasp, Aspir
                                                                       CHA: 2 (+0)
Special: Resistance to Thunder, Flight, Lesser Magical
Counterattack, Auto-Float, Vulnerable to Holy
                                                                       Attacks: Bite, 6 ACC, 5+1d6 damage
                                                                                Spore Rain, 0 ACC, Group, 10+1d6 damage and
Evasion: 6
                                                                                inflicts Stun
ARM: 4
                                                                       Magic: Seed Cannon, Fire, Sleep
                                                                       Special: Weakness to Fire, Vulnerable to Ice, Blind-Proof, Call
                                                                       for Help
Rewards: 150 gil, Steal: Ether, Refine: Electro Marble
                                                                       Evasion: 7
                                                                       ARM: 8
                                                                       MARM: 4

                                                                       Rewards: 150 gil, Drop: Dream Dust, Steal: Antidote, Refine:
                                                                       Echo Grass

                            Spider                                                                   Bomb
                            Level: 3                                                                 Level: 4

                                                                           The floating sphere seems to be made of living flame, bobbing
                                                                                unsteadily as the nearby air is superheated. Two small
                                                                           fingerless appendages – presumably arms – appear to keep it
                                                                            balanced. The Bomb’s mouth is wide and grinning, filled with
 Your first warning is almost too faint to be recognized – a quiet         what appear to be red-hot teeth, and the pupilless orange eyes
 chittering, similar to the sound of many blades tapping against             stare at you with amusement, intensity…and maliciousness.
                          stone rhythmically.
                                                                       Bombs – also known as Balloons, Purobolos, Grenades, Mines,
   These colossal predatorial arthropods are almost perfectly          and Pineapples – are a common magical creature that thrives in
 silent. Because of their size – and often broods of thousands               most areas of the world. They are often astonishingly
 upon thousands of eggs – they require much more meat than             aggressive, willing to even detonate themselves in a spectacular
 most carnivores, and therefore hunt larger prey when capable.         explosion to finish off their enemies. Some species are capable
  They often wait in ambush, hiding in dark crevices and deep          of what has been dubbed a "Chain-Reaction," where one bomb
                             swamps.                                       can make all the surrounding bombs self-destruct also.
                                                                         The remnants of a defeated bomb looks like an orange, half-
                                                                         deflated and featureless balloon, which retains the explosive
Category: Beast, Insect                                                       and flammable properties that the Bomb did in life.
Location: Desert, Forests, Swamp, Mountains, Plains, Snow,
Underground                                                            Category: Aerial, Arcana
Size: 9.8m                                                             Location: Desert, Lava, Mountains, Plains , Towns
Reaction: Neutral                                                      Size: 2.5ft
                                                                       Reaction: Wary or Hostile, depending on species subtype
HP: 111
MP: 0                                                                  HP: 138
STR: 10 (+3)                                                           MP: 26
VIT: 8 (+2)                                                            STR: 9 (+3)
DEX: 11 (+3)                                                           VIT: 8 (+2)
INT: 2 (+0)                                                            DEX: 11 (+3)
CHA: 2 (+0)                                                            INT: 3 (+1)
                                                                       CHA: 4 (+1)
Attacks: Bite, 5 ACC, 20+3d6 damage
         Spider Wrap, 2 ACC, 10+2d6 damage and Stop                    Attacks: Bodyslam, 3 ACC, 18+1d6 damage
Magic: Web Armor                                                       Magic: Self-Destruct, Fire
Special: Weakness to Fire, Weakness to Water, Two Weapons              Special: Weakness to Ice, Absorbs Fire, Auto-Float, Final
                                                                       Attack: Self-Destruct, Chain Reaction (Can cause other Bombs
Evasion: 9                                                             to Self-Destruct at the same time it does, but each Self-Destruct
ARM: 7                                                                 only deals 30% of the normal amount, for 41 points of Fire
MARM: 5                                                                M.ARM damage)

Rewards: 150 gil, Steal: Potion, Refine: Sticky Web                    Evasion: 11
                                                                       ARM: 10
                                                                       MARM: 3

                                                                       Rewards: 200 gil, Drop: Bomb Core, Steal: Potion, Refine:
                                                                       Bomb Fragment

                    Imperial Soldier                                                               Ogre
                            Level: 4                                                              Level: 5

                                                                        The earth rumbles as the green-skinned colossus approaches,
                                                                          his rancid breath visible in the cool air. The sound of metal
 “That’s far enough! Drop your weapons and put your hands in              grinding on metal accompanies each footstep thanks to the
                      the air, rebel scum!”                             thing’s patchwork armor, and it draws a weapon twice as large
                                                                                                    as you….
 Wherever civilization flourishes, there will always be those who
  seek to usurp power – these shock troops serve such aspiring         Ogres are physically imposing enemies found the world over.
   dictators unwaveringly. Their loyalty is absolute, though their    Blessed with only rudimentary intelligence, they arm themselves
training is minimal and they are best known for their terrible aim.    with weapons from steel mauls and flails, or simply use trees
   Imperial Soldiers can be either male or female, generally use                ripped out of the ground as makeshift clubs.
 low-technology guns as weapons, and wear helmeted uniforms              Even a few Ogres can pose problems for an entire band of
    of matching colors. They are often cleared for use of heavier       adventurers due to their extremely fast regenerative abilities.
                 weaponry should the need arise.
                                                                      Category: Humanoid
Category: Humanoid                                                    Location:
Location: Varies                                                      Size: 3.1-4m
Size: Varies by race                                                  Reaction: Hostile
Reaction: Usually wary
                                                                      HP: 195
HP: 26                                                                MP: 0
MP: 0                                                                 STR: 14 (+4)
STR: 3 (+1)                                                           VIT: 10 (+3)
VIT: 3 (+1)                                                           DEX: 5 (+1)
DEX: 3 (+1)                                                           INT: 1 (+0)
INT: 3 (+1)                                                           CHA: 4 (+1)
CHA: 3 (+1)
                                                                      Attacks: Chain Flail, 6 ACC, 28+2d6 damage (Disarmable)
Attacks: Bullet, 4 ACC, 15+2d6 damage (Disarmable)                             Crushing Finish, 0 ACC, 42+2d6, Short Range
         Wave Cannon, -5 ACC, 30+2d6 damage (Disarmable)                       Knockback and has a 25% chance to Shatter Armor
         Bomb Core, 3 ACC, Group, 20+2d6 Fire M.ARM                            Ogre Pummel, 3 ACC, 14+2d6 damage
         Fisticuffs, 0 ACC, 3+1d6 damage                              Magic: None
Magic: None                                                           Special: Resistance to Fire, Resistance to Ice, Regeneration
Special: Reduced Attributes, Lesser Counterattack, Call for           10, Lesser Counterattack, Final Attack: Crushing Finish
Help, Reduced HP, Item Use: Potion
                                                                      Evasion: 7
Evasion: 6                                                            ARM: 13 (3 without armor)
ARM: 20 (0 without armor)                                             MARM: 7
MARM: 10 (0 without armor)
                                                                      Rewards: 250 gil, Steal: Any Tier 1 weapon, Refine: Earth Drum
Rewards: 100 gil, Drop: Bomb Core, Steal: Potion, Refine:
Bracchus Wine

                         Achelous                                                                  Flan
                            Level: 5                                                              Level: 5

                                                                           The gelatinous, cylindrical creature possesses two large
                                                                        humanoid eyes and a massive mouth that take up most of their
                                                                           semisolid surface. It moves slowly, as if having difficulty
                                                                          remaining in such an upright form, and does not appear to
                                                                        speak. Elemental energies arc and crackle out from the Flan’s
 The many fins on the strange yellow-orange creature seem to                                        surface.
 move independently, giving it a very graceful appearance. The
darker-colored tips of each tentacle-like fin begin to shimmer – a      Whether known as Jellies, Puddings, Oozes, Mousse, or the
 moment later, a sizzling orange laser streaks through the water        variety of other names this magical species has been given,
      towards you, burning through everything in its path.             these multicolored slime-like creatures rarely attack on sight.
                                                                      With no need to consume nourishment, the motivations of these
While at first glance an Achelous could be mistaken for a bizarre           magic-wielding elemental blobs are mostly unknown.
 species of fish, these aquatic predators are actually composed        When attacked, Flans will lash out with everything they have,
                      almost entirely of magic.                       using their formidable offensive magic to heal themselves if they
 Ancient cultures revered the Achelous, believing them to be the                          find themselves weakened.
spirits that guided the fallen souls to the Farplane – which is why
even today, so many burials are done in or near large bodies of       Category: Amorph
                                water.                                Location: Lava, Plains , Water, Towns, Snow, Underground
  While the Achelous begins to prepare their dangerous, Slow-         Size: Varies
 casting Homing Laser attack, their fins glow with a shimmering       Reaction: Wary
                                                                      HP: 150
Category: Aquan, Arcana                                               MP: 85
Location: Water, Snow, Town                                           STR: 2 (+0)
Size: 2ft                                                             VIT: 7 (+2)
Reaction: Hostile                                                     DEX: 9 (+3)
                                                                      INT: 14 (+4)
HP: 135                                                               CHA: 3 (+1)
MP: 75
STR: 4 (+1)                                                           Attacks: Slime Surge, 0 ACC, 4+2d6 damage
VIT: 6 (+2)                                                           Magic: Low-level offensive magic with the Flan’s same element
DEX: 10 (+3)                                                          (i.e.; Fire, Blizzard)
INT: 12 (+4)                                                          Special: Unusual Defense: Physical, Call for Help, Absorbs-
CHA: 3 (+1)                                                           [Element] (Varies)

Attacks: Cutting Fins, 1 ACC, 16+1d6 damage                           Evasion: 11
           Blinding Barrage, 1 ACC, 8+1d6 damage and inflicts         ARM: 15
           Blind                                                      MARM: 5
Magic: Homing Laser
Special: Lesser Magical Counterattack, Blind-Proof, Weakness          Rewards: 150 gil, Steal: Potion, Refine: Accelerator
to Lightning, Resistant to Water

Evasion: 11
ARM: 5
MARM: 10

Rewards: 250 gil, Steal: Ether, Refine: Fish Scale

                       Chocobo                                                              Hydra
                          Level: 5                                             Level: 6 (Notorious Monster)


 The lovable, large, and common avian creatures known as        A long serpentine head begins to pull itself out of the swamp, the
 Chocobo have come in many different colors; some yellow,         bog water running in long, drool-like rivulets from the beast’s
some blue, black, green, red, white and gold. They are used     gaping mouth. Then a second head rises, and then a third and a
 as transportation between many major cities, and Chocobo                                   fourth….
 breeding, racing, digging, and taming has been around for
   hundreds of years. It’s only in the last few decades that     These terrifying multi-headed beasts lurk underwater, waiting for
airships have begun to replace these creatures as a primary     prey of any sort to draw near. They are fearsome combatants with
                      method of travel.                         an independently-thinking mind located in each of its many heads.
 They possess remarkable senses, capable of hearing other             A Hydra hide can fetch a high price, as the thick skin is
Chocobos from miles away, and smelling buried objects deep       waterproof, doesn’t conduct electricity, and nearly impossible to
                        underground.                                damage with fire – however, more than one overconfident
   Though Chocobos are usually extremely friendly, some         adventuring troupe have met their end to these dangerous beings.
subspecies which have remained in the hostile wild for many
 years have developed aggressive, survivalist personalities.    Category: Aquan, Fiend, Lizard
                                                                Location: Swamps, Underground
Category: Beast                                                 Size: 6-7m
Location: Desert, Forests, Mountains, Plains , Towns, Snow      Reaction: Hostile
Size: 1.3m
Reaction: Almost always Friendly                                HP: 282 (Body), 47 (Head)
                                                                MP: 0 (Body), 64 (Head)
HP: 30                                                          STR: 8 (+2)
MP: 45                                                          VIT: 12 (+4)
STR: 3 (+1)                                                     DEX: 10 (+3)
VIT: 3 (+1)                                                     INT: 7 (+2)
DEX: 11 (+3)                                                    CHA: 5 (+1)
INT: 6 (+2)
CHA: 13 (+4)                                                    Attacks: Bite, 5 ACC, 24+2d6 damage (Head Only)
                                                                          Sulfurous Breath, 16+2d6 Fire damage, has a 50%
Attacks: Peck, 1 ACC, 6+1d6 damage                                        chance to inflict Blind (Head Only)
         Choco Guard, grants the user Protect and Shell         Magic: Poison Breath
Magic: Choco Ball                                               Special: Resistant to Water, Large, Resistant to Lightning,
Special: Reduced HP x1, Vulnerable to Ice, Vulnerable to        Resistant to Fire, Resistant to Shadow, Multiple Parts,
Shadow                                                          Combination Attack (Triple Threat, deals 300% damage)

Evasion: 11                                                     Evasion: 10
ARM: 6                                                          ARM: 10
MARM: 0                                                         MARM: 15

Rewards: 0 gil, Steal: Hi-Potion, Refine: Chocofeather          Rewards: 500 gil, Drop: Blood Sword, Steal: Revivify, Refine:
                                                                Dragon Scale

                          Ahriman                                                                Bunyip
                            Level: 6                                                              Level: 6

                                                                       The draconic creature seems to possess a hard shell-like skin,
                                                                        glistening with moisture. It’s arms are muscled almost to the
   The bulbous, cycloptic monster is held aloft by two rapidly         point of being ridiculous, and the squat purple dragon is clearly
 beating bat-like wings. It’s rubbery skin is the same shade as a                          upset at the interruption…
 Hume’s, with other similar features that genuinely disturb you if
                   you think too much about it.                         A Bunyip is, in fact, part of the dragonoid family. They prefer
                                                                           non-temperate environments where they can have their
 The Ahriman is a winged, floating creature with a predominant         privacy, such as tropical rainforests and the middle of deserts.
    single eye. Based on its appearance, the creature is often          Extremely territorial, Bunyips rarely meet with others of their
  referred to as the Evil Eye or Float Eye. In Monster Talk, they                                   own kind.
                     refer to themselves as Buer.
Ahrimans were once people, twisted and corrupted in undeath by         Category: Dragon
 fiendish magic. They fight with a great deal of caution and care      Location: Desert, Forests, Plains , Snow
    for their own life, lashing out with powerful magicks before       Plains, Snow
                      retreating to higher ground.                     Size: 1.4m
                                                                       Reaction: Hostile
Category: Aerial, Fiend
Location: Desert, Forests, Swamp, Plains , Towns, Snow                 HP: 300
Size: 3m wingspan, 1m tall                                             MP: 20
Reaction: Hostile                                                      STR: 10 (+3)
                                                                       VIT: 14 (+4)
HP: 192                                                                DEX: 2 (+0)
MP: 80                                                                 INT: 6 (+2)
STR: 8 (+2)                                                            CHA: 4 (+1)
VIT: 8 (+2)
DEX: 6 (+2)                                                            Attacks: Slam, 5 ACC, 30+2d6 damage
INT: 10 (+3)                                                                       Dump-Tackle, 2 ACC, 20+2d6 damage and the
CHA: 4 (+1)                                                                        target’s ARM score is reduced to 0 for several
Attacks: Collision Course, 6 ACC, 16+1d6 damage                        Magic: Revenge
          Grim Gaze, -2 ACC, instantly reduces a target to 0 HP        Special: Defense: Physical, Resistance Water, and the Fighter
Magic: Fira, Thundara, Blizzara, Stona, Rasp, Bio, Drain, Aspir,       job ability ‘Skin of Iron’ (50%)
Blank Gaze
Special: Defense: Magical, Blind-Proof, Call for Help, Auto-Float      Evasion: 6
                                                                       ARM: 15
Evasion: 7                                                             MARM: 5
ARM: 10
MARM: 10                                                               Rewards: 300 gil, Steal: Potion, Refine: Dragon Scale

Rewards: 300 gil, Drop: Ahriman’s Tears, Steal: Eye Drops,
Refine: Ink

                                Zu                                                                   Couerl
                             Level: 7                                                                 Level: 8

  The gigantic purple-black bird descends to the ground with a
  deafening beating of leathery wings, wasting no time before
    striking out with its claws and a mouthful of jagged teeth           The orange feline lets out a low, burbling growl, it’s tail twitching
                                                                           at your approach. The creature’s entire body is tensed and
     Fierce and ruthless carnivores, these massive avians are            ready to spring, the two large, multicolored whiskers beginning
  renowned for their lack of self-preservation when hunting. It’s                                  to glow softly.
  not unheard of for a Zu to swoop into the middle of a crowded
 town and begin to slaughter everyone in the vicinity, paying no         These aggressive predators prefer to take down their foes with a
        attention to any wounds it may be receiving as well.             bombardment of magical attacks from afar before finally closing
Only when the Zu is fully sated will it leave, carrying several still-     in for the feast. They are prideful hunters, and more than one
            flailing citizens back with it for a later snack.              Couerl has been reported as fleeing from a battle upon being
Some studiers of monster lore have determined that the Zu and                                    physically wounded.
  its cousin, the Garudas, do not feel physical pain. Or at least,       They hunt in small packs of 3-4, and apparently communicate by
   any discomfort they may feel is overwhelmed by the hunger             slight movements in their ribbon-like whiskers. Often, Couerl will
     pains caused by possessing four independent stomachs.                        defer to the decisions of an elder of their species.
                                                                         They use Ultrawaves often in combat, attempting to sow discord
Category: Aerial, Beast                                                         among their opponents while being immune to normal
Location: Desert, Forests, Swamp, Mountains, Plains                                             backlashes of the spell.
Size: 6m
Reaction: Hostile                                                        Category: Arcana, Beast
                                                                         Location: Desert, Forests, Plains, Snow
HP: 219                                                                  Size: 2m long (not including tail)
MP: 45                                                                   Reaction: Wary
STR: 14 (+4)
VIT: 8 (+2)                                                              HP: 198
DEX: 9 (+3)                                                              MP: 90
INT: 4 (+1)                                                              STR: 7 (+2)
CHA: 7 (+2)                                                              VIT: 6 (+2)
                                                                         DEX: 12 (+4)
Attacks: Swoop, 4 ACC, 42+2d6 damage                                     INT: 9 (+3)
          Titanic Jaws, 2 ACC, 56+2d6 damage and inflicts                CHA: 4 (+1)
          Armor Break
Magic: None                                                              Attacks: Raking Claws, 6 ACC, 21+2d6 damage
Special: Flight, Lesser Counterattack                                             Corner the Prey, 4 ACC, 21+2d6 damage and the
                                                                                  target cannot Escape combat
Evasion: 10                                                              Magic: Ultrawaves, Wall
ARM: 10                                                                  Special: Absorbs Lightning, Call for Help, Immune to Confusion
MARM: 10
                                                                         Evasion: 9
Rewards: 350 gil, Steal: Hi-Potion, Refine: Windmill                     ARM: 10
                                                                         MARM: 15

                                                                         Rewards: 400 gil, Steal: Hi-Ether, Refine: Lightning Marble

                      Mandragora                                                                Lost Soul
                           Level: 8                                                                Level: 9

The distinctive-looking Mandragora peers up at you, holding
it’s spherical head in its floppy, fingerless hands. Then it lets
 out a squeep and runs into the darkness, as fast as it’s little
                  stalk-like legs will carry it.

  The Mandragoras are a sentient race of vegetables that live
  in a variety of temperate climates. They have a unique and
  surprisingly intelligent society (referred to as a ‘patch’) and    The ghost appears both solid and semi-translucent, it’s body a dull
 exhibiting personalities surprisingly similar to ours. They are       brown. It possesses two large eyes which it does not seem to
ruled by a monarchy and often wear small, tailored garments                          open, but no other facial features.
     to protect them from the cold – which is deadly to the           Then the warmth begins to drain from the air, and the ghost drifts
                       Mandragora people.                                                        forward…
    There are many types of Mandragora, most of which live
peacefully with one another – Alarunes, Pumpkin Heads, Wild           Lost Souls haunt forlorn and forgotten places, bound to this fate
   Onions, Nightshades, Topstalks, Tomatoes, and more. If            until finally put to rest. They are purposeless, restless spirits with
 forced into combat, a Mandragora will usually attempt to call                         no continued reason for existance.
 for help as much as possible, overwhelming larger and more         Lost Souls often recall part of their former life, but it’s personality is
dangerous foes with sheer numbers. Mandragoras are known             fragmented by death and then manifestation as an undead spirit.
  to become hostile and aggressive if they take nourishment          Most Lost Souls have grown angry in the centuries that they have
             from soil where blood has been spilled.                   remained on the mortal plane, and attack any living being that
They are a very chatty species to anyone who possesses the                                     stumbles upon them.
                      Monster Talk language.
         Mandragoras are edible. They frown upon this.              Category: Undead
                                                                    Location: Desert, Dungeons, Forests, Swamps, Mountains,
                                                                    Plains, Towns, Snow, Underground
Category: Plant                                                     Size: Varies
Location: Desert, Forests, Swamps, Towns                            Reaction: Varies. Almost always Hostile.
Size: 0.8ft
Reaction: Neutral                                                   HP: 246
                                                                    MP: 154
HP: 46                                                              STR: 2 (+0)
MP: 82                                                              VIT: 7 (+2)
STR: 2 (+0)                                                         DEX: 5 (+1)
VIT: 4 (+1)                                                         INT: 15 (+5)
DEX: 10 (+3)                                                        CHA: 10 (+3)
INT: 8 (+2)
CHA: 14 (+4)                                                        Attacks: Farplane’s Grasp, 0 ACC, inflicts Fear for 1 round
                                                                    Magic: Blind, Poison, Twilight, Sickness, Blizzara, Rasp, Bio,
Attacks: Headbutt, 4 ACC, 30+2d6 damage                             Zombie, Fira, Death, Degenerator
           Ripe Rampage, 0 ACC, 55+2d6 damage and the               Special: Undead, Lesser Magical Counterattack, Blind-Proof,
           Mandragora is reduced to 0 HP                            Auto-Float, Auto-Protect
Magic: None
Special: Weakness to Ice, Vulnerable to fire, Reduced HP            Evasion: 9
x1, Call for Help, Job ability Preemptive Footwork.                 ARM: 10
High-ranking representatives of the species may not have            MARM: 25
Reduced HP. Higher than standard ACC.
                                                                    Rewards: 450 gil, Steal: Revivify, Refine: Farplane Shadow
Evasion: 11
ARM: 0

Rewards: 400 gil, Steal: Loco Weed, Refine: Mute Mask

                        Ochu                                                           Anacondaur
                        Level: 9                                                            Level: 10

                                                              The black-skinned creature hisses, slithering forward and leaving long
The obviously planetoid creature brandishes four thorny        trails of slime in its wake. You feel yourself compelled to make eye
tendrils at you, each tipped with a pair of hooked finger-      contact, unable to rip your gaze away from its hypnotic red eyes.
like vines. The creature’s gaping maw oozes a viscous,
    drooling sap, and it lets out a shockingly human-        The Anacondaur, despite its appearance, is actually a lizard and not a
            sounding scream as it approaches                   snake, closely related to the Basilisk family. They utilize a variety of
                                                               attacks in combat, able to turn their foes to stone with a look, crush
   Ochu are massive, man-eating plantlike Fiends that        them in a strangling embrace, spit a corrosive liquid, and even utilize a
  seem to possess no real intellect. Lacking a sense of        form of unique magic that allows them to strike enemies from afar.
 self, they only seek to feed and destroy. Small tribes of
 Mandragoras sometimes revere the Ochu, referring to         Category: Fiend, Lizard
   them as the ‘Lords of the Wood.’ Mandragoras will         Location: Desert, Mountains, Plains, Water, Underground
 sometimes even leave out thoughtful makeshift gifts, in     Size: 1.5m tall, 6m fully elongated
 hopes this tribute will be perceived as an act of peace.    Reaction: Hostile
The Ochu, not capable of understanding such a gesture,
                   just eat them anyway.                     HP: 300
                                                             MP: 76
Category: Fiend, Plant                                       STR: 10 (+3)
Location: Forests, Plains                                    VIT: 8 (+2)
Size: 2.7m tall, tentacles add an additional 1.5m            DEX: 12 (+4)
Reaction: Hostile                                            INT: 6 (+2)
                                                             CHA: 4 (+1)
HP: 300
MP: 30                                                       Attacks: Slithering Strike, 5 ACC, 30+2d6 damage
STR: 13 (+4)                                                          Poison Spit, 4 ACC, Group, 18+2d6 damage and inflicts
VIT: 9 (+3)                                                           Poison until combat ends
DEX: 5 (+1)                                                  Magic: Laser Eyes
INT: 2 (+0)                                                  Special: Weak Status Touch: Petrify
CHA: 10 (+3)
                                                             Evasion: 9
Attacks: Earthquake, 6 ACC, Group, 39+3d6 damage             ARM: 20
          Drain Vine, 3 ACC, Deals 39+3d6 damage and         MARM: 10
          drains 39+2d6 MP
Magic: Flash, Sleepaga                                       Rewards: 500 gil, Steal: Antidote, Refine: Mystery Fluid
Special: Weak Status Touch: Poison, Vulnerable to Fire,
Weakness to Ice, Vulnerable to Holy, ), Flawless Spell
(Flash can be cast Instantly, and costs no MP, once per
round), Two Weapons

Evasion: 7
ARM: 15
MARM: 15

Rewards: 450 gil, Drop: Hi-Potion, Steal: Ether, Refine:
Tribal Drum

                          Chocobo Eater                                                                 Cactuar
                    Level: 10 (Notorious Monster)                                                        Level: 11

                                                                                    The Cactuar gazes at you with caution, it’s jointless
                                                                                  arms and legs continually moving in a mockery of a run.

                                                                                      The Cactuar are a race of intelligent creatures that
                                                                                   physically resemble cacti, and are stuck in a stiff pose
                                                                                  that resembles a runner’s movement – astute, because
                                                                                       the Cactuar is the fastest species in all of Ivalice.
                                                                                   The Cactuar is known for its characteristic attacks, but
                                                                                      their high evasion and tendency to flee make them
                                                                                                           difficult prey.
 The creature before you is unlike anything you’ve ever seen. The face is
                                                                                   If a Cactuar takes damage but remains standing, it will
lizardlike, with cavity-filled molars jutting out in odd directions. The stench
                                                                                         often follow up the following turn by Escaping.
of something rotten is on its breath, and it’s two colossal arms drag along
                                                                                   Rumors speak of a Cactuar that has grown larger than
        the ground beside it, easily twice as long as the beast is tall
                                                                                    all the rest, easily towering above most buildings. It is
                                                                                       said to possess a curly moustache and a serious
 As the name suggests, this one-of-a-kind lizard has a very unusual diet,
                                                                                         demeanor, though these claims are, as of yet,
subsisting entirely off of Chocobo meat. It avoids attacking people unless
cornered, or it must fight for a meal. More than one Chocobo breeder has
  put out a reward for the destruction of this beast, although as of yet, it
                                                                                  Category: Abnormal, Plant
                    continues its harvest uninterrupted.
                                                                                  Location: Desert, Plains
   The Chocobo Eater’s most deadly attack is its Drill Shot maneuver,
                                                                                  Size: 4 inches
  which allows the hulking creature to inflict normal damage despite any
                                                                                  Reaction: Neutral
 protection the target may have. It often uses Cleave to damage multiple
                                 foes at once.
                                                                                  HP: 46
                                                                                  MP: 110
Category: Abnormal, Lizard,
                                                                                  STR: 3 (+1)
Location: Desert, Forests, Mountains, Plains
                                                                                  VIT: 3 (+1)
Size: 2.5m tall, 4m arms
                                                                                  DEX: 22 (+7)
Reaction: Neutral, Hostile vs. Chocobos
                                                                                  INT: 7 (+2)
                                                                                  CHA: 8 (+2)
HP: 564
MP: 100
                                                                                  Attacks: Cactuar Tackle, Never miss, 12+2d6 damage
STR: 17 (+5)
                                                                                  Magic: 1000 Needles, Flawless Spell (Escape can be
VIT: 14 (+4)
                                                                                  cast Instantly, and costs no MP, once per round),
DEX: 3 (+1)
                                                                                  Special: Counterattack, Reduced HP x1, Berserk-
INT: 7 (+2)
                                                                                  Proof, Sleep-Proof, Petrify-Proof, Stop-Proof, Immune
CHA: 9 (+3)
                                                                                  to all Magic, Call for Help, Increased EVA
Attacks: Uppercut, 8 ACC, 85+2d6 damage
                                                                                  Evasion: 20
         Shakedown, 4 ACC, 68+2d6 damage, causes a Medium
                                                                                  ARM: 0
         Range knockback and Disarms the target
                                                                                  MARM: 0
Magic: Drill Shot, Eject
Special: Counterattack, Weakness to Fire, Cleave job ability.
                                                                                  Rewards: 1100 gil, Steal: Sprint Shoes, Refine: Cactus
Evasion: 8
ARM: 25
MARM: 10

Rewards: 1000 gil, Steal: Hyper Wrist, Refine: Dynamo Stone

                   Magic Urn                                                               Antlion
                      Level: 11                                                            Level: 12

  The ceramic pot is not itself unusual, but an odd,
  erratically-blinking light emanates from it. As you
 approach, a small purple head pops out from the jar
and stares at you with large yellow eyes, as if waiting
               expectantly for something.

    It is said that Magic Urns were once demons of           Waves of sand burst skyward all around you, and you only have a split-
legendary might, foes unto the gods themselves. The          second to dive and roll away from the massive orange-brown jaws that
 gods feared them and their power, and so changed            snap at the air. The rest of the creature emerges from the sand pit only
 their form to that of a harmless pot. It is further said    moments later, chittering angrily in some unknown monstrous language.
      that though their strength be stolen and their          An antlion has discovered you, and seeks to make you his next meal!
   temperament cooled by transformation, they still
            possess terrible magickal powers.                   Extremely aggressive carnivorous insects also sometimes known as
  Whether true or not, more than one adventurer has         Deathclaws, Antlions reside deep underground. They are not fussy eaters
  made a friend from these otherwise cautious, mute         and are known to be able to make a single meal last for weeks. Rending
                being by offering it an Elixir.              flesh from their prey with large, envenomed jaws, Antlions are by far the
 When a Magic Urn uses the Escape spell in combat                           most common nonmagical type of monster.
     to flee, they soar skyward as if propelled by an                       Antlions often possess Geomancer abilities
                                                            Category: Insect
Category: Abnormal                                          Location: Underground
Location: Varies                                            Size: 15-16m long
Size: 0.6m                                                  Reaction: Hostile
Reaction: Friendly
                                                            HP: 498
HP: 102                                                     MP: 0
MP: 190                                                     STR: 13 (+4)
STR: 2 (+0)                                                 VIT: 12 (+4)
VIT: 2 (+0)                                                 DEX: 10 (+3)
DEX: 12 (+4)                                                INT: 2 (+0)
INT: 15 (+5)                                                CHA: 5 (+1)
CHA: 10 (+3)
                                                            Attacks: Spit Venom, 4 ACC, 36+2d6 damage, inflicts Poison
Attacks: Throw Stone, Never miss, 36+2d6 damage                        Sandstorm, 2 ACC, Group, 72+2d6 Earth damage
Magic: Tractor, Drain, Rasp, Aspir, Blizzaga,               Antlion Bite, 8 ACC, 36+2d6 damage
Thundaga, Firaga, Sleepaga, Protect, Shell, Seal,           Magic: Drill Shot
Escape, Mini, Confuse, Curaga, Addle                        Special: Weakness to Water, Weakness to Ice, Resistant to Earth, Weak
Special: Controlled Defense, Magical Counterattack,         Status Touch (Poison), Large
Reduced EVA, Reward (If the party gives a Magic Urn
an Elixir, they receive 1 additional point of EXP and all   Evasion: 9
other rewards as if combat resolved normally.)              ARM: 15
                                                            MARM: 15
Evasion: 1
ARM: 0                                                      Rewards: 600, Steal: Hi-Potion, Refine: Deadly Waste

Rewards: 800 gil, Refine: Grenade

                    Chimera                                                            Deathgaze
                      Level: 12                                                       Level: 13 (Boss)

  The abomination’s three heads- lion, rooster, and          The sheer size of the creature takes your breath away. Two vast wings
dragon - look at you simultaneously and let out a low       disappear into the clouds above, and it’s glowing yellow eyes are larger
                   warning growl.                           than buildings. A sense of imminent dread settles deep into your soul at
                                                                                         the very sight.
The Chimera is a monstrous beast with the head of a
lion, rooster, and dragon. Each head has access to a       The motives of the colossal winged undead known only as Deathgaze are
                 different element of spell.                a mystery. Every several hundred years it resurfaces to feed, flying from
   The legends say that Chimeras were once mages,                      town to town to slaughter people by the thousands.
  twisted into fell beings by the experiments of a man       Its motives are as inscrutable as the appearance of the monster itself.
     who was once called The Alchemist, and later          In combat, Deathgaze is reported to use his massive wings to knock foes
 became known as The Immortal, the first of the Blue        up to miles away, then drawing targets back to him using Tractor to fight
   Mages. Whether there is any truth to this rumor or                             potential threats individually.
    not, it’s well-known that Chimeras do possess a
special hatred for mages, especially those that utilize    Category: Aerial, Undead
 Blue Magic, and will ignore all other threats to target   Location: Cosmic
    mages. Chimera almost always travel in packs.          Size: 0.7 miles
                                                           Reaction: Friendly, Neutral, Wary, Hostile
Category: Abnormal
Location: Desert, Forests, Swamps, Mountains,              HP: 849
Plains, Snow                                               MP: 257
Size: 2.3m                                                 STR: 17 (+5)
Reaction: Hostile                                          VIT: 17 (+5)
                                                           DEX: 9 (+3)
HP: 354                                                    INT: 15 (+5)
MP: 166                                                    CHA: 11 (+3)
STR: 10 (+3)
VIT: 8 (+2)                                                Attacks: Crush, 8 ACC, Group, 68+2d6 damage
DEX: 5 (+1)                                                            Abyssal Scream, 4 ACC, Group, 40+2d6 Shadow damage
INT: 12 (+4)                                                           and Long Range knockback.
CHA: 7 (+2)                                                Magic: Lv.? Doom, Blizzaga, Thundaga, Tractor (Long range), X-Zone
                                                           Special: Fear, Status Proof, Large, Undead, Flight, Call Minions (10
Attacks: Claw, 3 ACC, 40+3d6 damage                        Larvae), Destructive Strike ability, Skin of Iron job ability. (25%)
           Cockatrice’s Gaze, Never misses, drains         Limit Break: Quasar. 85+2d6 M.ARM damage, Random Target and
           51+2d6 mp and deals no damage.                  Debilitate (2) against Shadow.
Magic: Electrocute, Flamethrower, Aqua Rake,
Blizzara, Seal, Quick                                      Evasion: 10
Special: Auto-Haste, Resistance to Water,                  ARM: 25
Resistance to Lightning, Resistance to Fire,               MARM: 25
Resistance to Wind, Resistance to Ice, Two
Weapons, Flight, Lesser magical counterattack, can         Rewards: 0gil, Drop: Ironside, Steal: Rage Ring, Refine: Farplane
ignore ‘Provoke’ abilities and similar effects.
Evasion: 9
ARM: 15
MARM: 25

Rewards: 600 gil, Steal: Tier 2 armor, Refine:
Antarctic Wind

                               Malboro                                                                  Wyvern
                                 Level: 13                                                              Level: 14

“The hideous plant possesses brownish-green mottled skin and writhing
 tentacles. It’s tooth-filled maw is filled with powerfully acidic saliva, and
 breathing the miasma that is its foul breath causes your head to pound
 and vision to swim. You feel your legs getting weaker for every second
                    you spend near this accursed being.”

 The Malboro – often known as a Morbol or Oscar - is a mutanous form
   of plantlife that lacks the ability of photosynthesis and must feed on         "The dragon’s hot breath heats the air, it’s sharpened
      other creatures to survive. The Malboro is a fearsome foe most             talons digging into the rocky earth. It’s arms are feeble,
   despised due to its horrible "Bad Breath" attack which inflicts a vast         having been traded for forelimbs at some point in the
   amount of status effects, capable of obliterating an entire party in a          creature's eons-long development. Then the Wyvern
                              matter of seconds.                                    takes flight, a blur of motion as it wheels gracefully
   Oddly, Malboros seem to rapidly petrify as they age, darkening and                                  through the sky.”
 hardening their rubbery skin. These elder Malboros are more intelligent
    than the rest, and seem to command obedience from the younger                These lesser dragons, born inferior to others of their ilk,
                             examples of the race.                                are nevertheless a fearsome foe. These species come
In combat, a Malboro can use the Blue Mage ability ‘Aura Magic’, giving           in many colors, ranging from a dull mottled brown to a
    up 183 HP in order to make Bad Breath a Group-targeting attack.              brilliant turquoise-blue that the Dragoons have emulated
                                                                                                        out of reverence.
Category: Plant                                                                     In ages past they were believed to be emissaries of
Location: Desert, Forests, Swamps, Plains                                         some sort of War God, inspiring soldiers on the field to
Size: 2.1m tall, 1.8m tentacles.                                                            acts of foolhardy courage and bravery.
Reaction: Hostile                                                                Wyverns seem to be able to communicate telepathically
                                                                                       with Dragoons, whom they never attack without
HP: 732                                                                                                   provocation.
MP: 75
STR: 10 (+3)                                                                     Category: Aerial, Dragon
VIT: 17 (+5)                                                                     Location: Mountains
DEX: 6 (+2)                                                                      Size: 6.5m
INT: 4 (+1)                                                                      Reaction: Varies. Usually wary or Hostile.
CHA: 6 (+2)
                                                                                 HP: 408
Attacks: Tentacle, 5 ACC, 40+2d6 damage                                          MP: 164
          Cloying Breath, 20+2d6 damage and inflicts Seal and Slow               STR: 6 (+2)
Magic: Bad Breath                                                                VIT: 8 (+2)
Special: Status-Proof, Aura Magic, Growing Threat (At the start of each          DEX: 12 (+4)
combat round, all players take a -1 penalty to their EVA and ACC                 INT: 10 (+3)
scores. This penalty accumulates each successive round.)                         CHA: 8 (+2)

Evasion: 8                                                                       Attacks: Bite, 2 ACC, 24+2d6 damage
ARM: 20                                                                                   Inhale, 3 ACC, 40+2d6 MP is drained
MARM: 10                                                                         Magic: White Wind, Firaga, Invisible, Seal, Aeroga,
Rewards: 650 gil, Drop: Malboro Poison, Steal: Remedy, Refine:                   Special: Resistant to Wind, Flight
Deadly Waste
                                                                                 Evasion: 12
                                                                                 ARM: 20
                                                                                 MARM: 30

                                                                                 Rewards: 800 gil, Steal: Dragon Mail, Refine: Air Gem

                          Tonberry                                                             Demonolith
                            Level: 14                                                              Level: 15

   The creature is quite small, two to three feet tall. It has green
    skin and a round head, with a small snout and round yellow
 eyes. It resembles, to some small degree, a bipedal lizard, and
  stands upright. It's wearing a hooded cloak, dull brown, and it
  has a dolphin-like tail peeking out from beneath the hem. In its
 left hand, it carries a large lantern that illuminates the ground at
its feet, and swings mournfully in time with its silent footsteps. In
   the other, the creature holds a long, sharp chef's knife, which      The monolithic gravestone before you appears to bear words of
                 gleams with the hatred of the living.                   sympathy for the fallen, listing many names. Several human-
                                                                          shaped bones appear to have been inserted into the grave
 A Tonberry, also localized as Dingleberry or Pug, is quite small,           during its construction, poking out at unusual angles.
      usually no larger than two or three feet (sixty to ninety             As you move in to inspect the epitaph further, the bones
 centimeters) tall. They are truly vicious predators of the highest       suddenly begin to stir and knit together of their own accord,
    degree, believing it is their duty in life to make wandering           slashing at the air where you stood only a moment ago…
   adventurer's pay for their sins, and seek vengeance for the
  many monsters slain by the humanoid races. It is this lust for           Demonoliths were created by some twisted, long-forgotten
faceless revenge that drives Tonberries, and, though they speak         wizard to protect his valuables. These constructs are fueled with
      the Common Tongue, very few have words to share.                  necromantic energy of the most horrific kind; when a Demonolith
                                                                         slays a trespasser, it waits many years for the flesh to fall from
Category: Abnormal                                                       the bones before assimilating the victim’s remnants into itself.
Location: Forest, Swamps, Town, Underground                              Some truly ancient Demonoliths are more bone than construct,
Size: 2ft                                                               and are capable of movement – most, however, have neither the
Reaction: Hostile                                                                 strength nor size to escape their stony prison.
HP: 450                                                                 Category: Construct, Undead
MP: 136                                                                 Location: Towns, Underground
STR: 13 (+4)                                                            Size: 2.2m tall
VIT: 9 (+3)                                                             Reaction: Hostile
DEX: 8 (+2)
INT: 8 (+2)                                                             HP: 480
CHA: 6 (+2)                                                             MP: 220
                                                                        STR: 11 (+3)
Attacks: Approach, slow action, no effect.                              VIT: 9 (+3)
           Chef’s Knife, 5 ACC, 156+2d6 damage (Disarmable)             DEX: 1 (+0)
           Everyone’s Grudge, Never miss, Group, Deals 100              INT: 13 (+4)
           damage for every Tonberry each target has slain.             CHA: 11 (+3)
           Karma, Never Miss, Instantly reduces a medium-
           range target to 0 hp. This is considered a ‘Death’           Attacks: Raking Claw, 7 ACC, 55+2d6 damage
           status effect.                                                        Pharaoh’s Curse, 5 ACC, Medium Range, deals
Magic: Condemned                                                                 26+2d6 damage and inflicts Petrify
Special: Status Proof, Slow moving – can only move a Short              Magic: Stona, Stonaga, Tractor, Lock
distance instead of a Medium distance each round.                       Special: Status Touch: Curse, Undead, Auto-Stop, Mini Proof,
Tonberry cannot use other attacks until it has used Approach            Curse Proof
twice. If Tonberry is affected by a Knockback, it must start over.
Tonberries possess the Dark Harvest and No Mercy job abilities.         Evasion: 0
                                                                        ARM: 30
Evasion: 7                                                              MARM: 20
ARM: 20 (0 without armor)
MARM: 20 (5 without armor)                                              Rewards: 750 gil, Drop: Revivify, Refine: Zombie Dust
Rewards: 700 gil, Steal: Safety Bit, Refine: Chef’s Knife

                        Mamool Ja                                                         Imperial Captain
                            Level: 16                                                             Level: 16

 The beast before you is an unusual one – balancing on taloned,
three-toed feet is a lizardlike creature clad in well-made warrior’s                   “Open fire! Leave no survivors!”
 garb. It brandishes a scimitar and approaches you with loathing
               – and pity – in its milky, slanted eyes.                    Imperial Commanders, Captains and Generals are squad
                                                                           leaders for a handful of Imperial Soldiers – they use large
     A militaristic tribe of demihumans, the Mamool Ja are                   serrated swords in combat as well as guns, often more
 philosophers, poets, warriors and religious fanatics that seek             advanced weaponry possessed by the rest of their team.
     nothing less than total domination over all other races.            Imperial Captains are often quite powerful and are not to be
In their own tongue, Mamool Ja means 'brethren of the shining              underestimated. They have undergone rigorous selection
scale.' They are lead by an Autarch, a totalitarian, two-headed               procedures to become the pride of the Imperial Army.
          leader that rules with an oppressive iron fist.                 Some possess Android grafts, allowing them to see even in
                                                                        pitch blackness or communicate with other Systems across a
Category: Humanoid, Lizard                                             distance. They possess the Warcry, First Strike and Leadership
Location: Varies, usually Jungles                                             job abilities, making any Imperial Soldiers even more
Size: 1.7-2.1m                                                                                      dangerous.
Reaction: Hostile, some rulers can be Neutral.
                                                                       Category: Humanoid
HP: 498                                                                Location: Varies
MP: 214                                                                Size: Varies by race
STR: 9 (+3)                                                            Reaction: Varies, often Wary
VIT: 9 (+3)
DEX: 8 (+2)                                                            HP: 200
INT: 12 (+4)                                                           MP: 55
CHA: 8 (+2)                                                            STR: 4 (+1)
                                                                       VIT: 5 (+1)
Attacks: Vorpal Blade, 3 ACC, 45+3d6 damage (Disarmable)               DEX: 5 (+1)
          Somersault Kick, 7 ACC, 36+2d6 damage, Short                 INT: 4 (+1)
          Range knockback                                              CHA: 3 (+1)
          Fanatic’s Fervor, grants the user Haste
Magic: Zombie, Arise, Protect, Shell, Seal, Stop, Brave,               Attacks: Gatling Sword, 6 ACC, 75+2d6 damage (Disarmable)
Confuse, Aerora, Aeroga, Vox, Life, Cura, Addle                                  Superior Firepower, 4 ACC, 64+2d6 damage,
Special: Lesser Magical Counterattack (Seal), Two Weapons,                       inflicts Seal (Disarmable)
Humanoid Killer, Item Use: Dream Dust                                            Right Hook, 2 ACC, 4+2d6 damage
                                                                       Magic: Wall, Firaga
Evasion: 10                                                            Special: Reduced Attributes, Reduced HP, Increased ACC,
ARM: 24 (10 without armor)                                             Construct Killer, Weak Status Touch (Seal), Call Minions (4
MARM: 10                                                               Imperial Soldiers), Call for Help, Warcry, First Strike, and
                                                                       Leadership job abilities
Rewards: 800 gil, Steal: Dream Dust, any Tier 2 weapon,
Refine: Earth Gem                                                      Evasion: 9
                                                                       ARM: 50 (0 without armor)
                                                                       MARM: 40 (0 without armor)

                                                                       Rewards: 800 gil, Steal: Full Plate, Refine: Molotov

                       Geosgaeno                                                                  Gigas
               Level: 16 (Notorious Monster)                                                     Level: 17

                                                                        The humanoid construct has been forged from Darksteel, with
  An unearthly roar fills the cavern, cutting through the murky
                                                                        gaping holes in the side of its body where whirring gears and
  water like a blade. Moments later, a massive fish-like Fiend
                                                                          strange devices can be clearly seen. Despite it’s apparent
bursts forth from the depths, two curved claws snapping out at
                                                                        minimal intelligence, this great horned warmachine shakes the
 you. Swords and arrows can be seen lodged in this creature’s
                                                                                           ground as it approaches.
rocky skin, resembling those employed in ancient warfare. You
can only assume how long this dangerous creature has lived…
                                                                         According to legend, the Gigases were weapons built by the
                                                                      Ancients, developed for no function other than the eradication of
The Geosgaeno is said to be the father of all Fiends, protecting
                                                                       life. They were later sealed away in a holy shrine at the cost of
his twisted offspring with a cold, calculating human mind. It was
                                                                            many lives. Though the truth of such legends cannot be
long thought that the Geosgaeno was merely a myth, until one
                                                                      ascertained, more than one aspiring Tinker has agreed that the
brave adventurer ventured to find proof – though the man’s life
                                                                         craftsmanship involved in these hostile entities far surpasses
was lost in the attempt, the existence of this centuries-old threat
                                                                              anything that has been created in recent centuries.
                      was confirmed at last.
                                                                        They can randomly alter their one elemental weakness at will,
   Portions of the Geosgaeno’s body has petrified, becoming
                                                                        and attempt to neutralize more threatening foes by shattering
 harder than stone. It prefers to remain in the deepest parts of
                                                                                       weapons and hurling them aside.
                the ocean, unable to exist on land.
                                                                      Category: Construct
Category: Amorph, Aquan, Fiend
                                                                      Location: Snow, Underground
Location: Underground
                                                                      Size: 2.7m
Size: 16.1m
                                                                      Reaction: Hostile
Reaction: Hostile
                                                                      HP: 897
HP: 702
                                                                      MP: 0
MP: 234
                                                                      STR: 17 (+5)
STR: 12 (+4)
                                                                      VIT: 16 (+5)
VIT: 12 (+4)
                                                                      DEX: 6 (+2)
DEX: 16 (+5)
                                                                      INT: 4 (+1)
INT: 12 (+4)
                                                                      CHA: 4 (+1)
CHA: 10 (+3)
                                                                      Attacks: Crush Punch, 8 ACC, 102+2d6 damage
Attacks: Furious Charge, 7 ACC, 75+2d6 damage
                                                                                Grab and Toss, 5 ACC, 51+2d6 damage, Long Range
Magic: Zombie, Bio, Drain, Rasp, Osmose, Scourge, Death,
                                                                                knockback, and causes the target to be Disarmed.
Haste, Confuse, Dispel
                                                                      Magic: Wall Change
Special: Controlled Defense, Regeneration 10, Seal Proof,
                                                                      Special: Counterattack, Regen 20, Flawless Spell (Wall Change
Immune to Float, Final Attack: Injection (launches poisoned
                                                                      can be cast Instantly, and costs no MP, once per round), and
spines into one foe, which contain Geosgaeno’s fiendish DNA.
                                                                      the Fighter job ability ‘Skin of Iron’ (50%) and the Ninja ‘Shatter
The target will slowly metamorph into a new – if smaller -
                                                                      Weapon’ ability.
Geosgaeno over the course of two weeks unless healed,
becoming a Fiend.)
                                                                      Evasion: 8
                                                                      ARM: 20
Evasion: 12
                                                                      MARM: 40 (0 without armor)
ARM: 30
MARM: 20
                                                                      Rewards: 850 gil, Steal: Muscle Belt, Refine: War Gong
Rewards: 1600 gil, Drop: Defender, Steal: Elixir, Refine: Water

                                              Evrae and Evrae Altana
                                               Level: 18 (Notorious Monster)

You recognize the dragon before you instantly. How could you not, having been told tales of the Dragon of Ruin since as long as
you can remember. It moves with an almost godlike grace, and in an instant all the heroism you possess rushes out from you. All
            that remains is terror, absolute horror at confronting the being before you; Evrae, The World Destroyer.

  Evrae has been known by many names. The Lindwyrm, the World Destroyer, the Dragon of Ruin. It ruled all other dragons –
save for the great Shinryu – for centuries, until its power alone drove it to madness. In the end, when it became a threat to even
                              the other dragons, it was driven from its home and vanished for eons.
                                                              Until now.
Evrae has existed for so long that it has learned a few tricks from various Job Classes – it can use the Dragoon’s ‘Scan’ ability to
instantly learn its enemies elemental weaknesses, and it can also utilize the Red Mage’s ‘Runic’ and ‘Return Magic’ to launch a
 foe’s own spells against him. One of Evrae’s favorite tactics is to grab an opponent in its clawed hands, then drop them from a
                                      great height or drag them through water until they drown.

Category: Aerial, Aquan, Arcana, Dragon
Location: Underground, Water
Size: 18.5m long
Reaction: Neutral

HP: 840
MP: 298
STR: 7 (+2)
VIT: 13 (+4)
DEX: 20 (+6)
INT: 14 (+4)
CHA: 12 (+4)

Attacks: Bodyslam, 9 ACC, 42+2d6 damage, Short-range Knockback
            Grab, 2 ACC, 0 damage, Stopped until Evrae chooses to end the attack
Magic: Angel Snack, Cure IV, Reflect, Aeroga, Invisible, Curse, Nuke, Blizzaga, Thundaga, Wateraga, Zombie
Special: Flight, Large, Magical Counterattack, Fear, Seal-Proof, Destructive Strike ability, Final Attack: Rebirth (When Evrae is
reduced to 0 hit points, it becomes Evrae Altana. HP and MP are restored to full, all negative status effects are cleared, and the
battle continues. Evrae Altana has all the same abilities as Evrae, with the addition that it is an Undead type creature.) Has job
abilities including Scan, Runic, Return Magic, and Sunken State.
Limit Break: Twilight Breaker. 140+2d6 M.ARM damage, Random Target. Inflicts Zombie and then Auto-Life on the target.

Evasion: 15
ARM: 20
MARM: 30

Rewards: 1800 gil, Steal: Sky Render, Refine: Lightning Gem

                      Iron Giant                                                           Gilgamesh
                         Level: 19                                                        Level: 20 (Boss)

                                                                  “Enough expository banter. It's time we fight like men. And ladies.
                                                                  And ladies who dress like men. For Gilgamesh...IT IS MORPHING

                                                                   This grey-skinned, colorfully-dressed masked man possesses six
The hulking metal brute seemed to have been crafted from         arms, each of which is holding a different blade. He appears to be a
  iron and adamantite, with pure veins of the blue mineral        dimension traveler, a collector of rare and powerful weapons, and a
running through its silver skin. Adamantite crystals produce     physically powerful fighter. Gilgamesh is accompanied at all times by
from the creature’s shoulders and hands, and you can only                                his great hound, Enkidu.
    speculate how much this humanoid golem would be               Though he seems fierce and single-minded, it should be noted that
                WORTH if you melted it down.                          Gilgamesh has a softer side, displaying a sense of humor, a
Your speculations are interrupted, unfortunately, by a whirr       willingness to help the weak, and the capacity to break the ‘fourth
of anger coming from the core of the machine, and it raises      wall.’ Gilgamesh is quite aware that he is a villain in a tabletop RPG.
            its massive axe-shaped arm high….
                                                                 Category: Abnormal, Humanoid
 The origins of the Iron Giants are unknown. They hail from      Location: Desert, Forests, Swamps, Mountains, Plains, Towns,
    the Wastes, deep in the coldest reaches of the eternal       Snow, Underground
     tundra. They never seem to tire, marching across the        Size: 1.2m
   Wastes hidden within the raging blizzards, annihilating       Reaction: Neutral
              every living thing they come across.
In combat, they prefer to destroy their opponent’s weapons       HP: 1470
and keep mages out of combat via Thrust Kick.                    MP: 0
                                                                 STR: 22 (+7)
Category: Arcana, Construct                                      VIT: 20 (+6)
Location: Snow, Underground                                      DEX: 24 (+8)
Size: 4.1m                                                       INT: 10 (+3)
Reaction: Hostile                                                CHA: 16 (+5)
HP: 1170                                                         Attacks: Excalipoor, 8 ACC, 1 damage, ignores ARM (Disarmable)
MP: 0                                                                      Enkidu, 8 ACC, 110+3d6 damage, inflicts Berserk
STR: 13 (+4)                                                               Mastermune, 8 ACC, 132+3d6 damage (Disarmable)
VIT: 19 (+6)                                                               Monarch Sword, 4 ACC, 154+3d6 damage, Long-range
DEX: 7 (+2)                                                                Knockback (Disarmable)
INT: 6 (+3)                                                      Magic: None
CHA: 4 (+1)                                                      Special: Counterattack, Death-Proof , Two Weapons, Petrify-Proof,
                                                                 Defense: Magical, Item Use: Remedy, Item Use: Elixir (once),
Attacks: Iron Weapon, 6 ACC, 78+3d6 damage                       Destructive Strike ability, Final Attack: Escape (When Gilgamesh is
           Ruin, 5 ACC, 52+2d6 damage and ignores ARM            defeated, he’ll flee from the battlefield.) Job abilities include Wall
Magic: Thrust Kick                                               Run, Return Fire, and Preemptive Footwork.
Special: Lesser Counterattack, Two Weapons, Destructive          Limit Break: Gilgamesh Super-Special Destructo-Technique.
Strike ability, Call Minions (1 Gigas), Flawless Spell (Thrust   Completely random target – could even affect Gilgamesh.154+2d6
Kick can be cast Instantly, and costs no MP, once per            ARM damage. Break Stats – reduces STR, DEX, INT, CHA, VIT,
round), Skin of Iron (75%) and Shatter Weapon job abilities.     damage, EVA, ACC, maximum health and magical resistances by
Evasion: 8
ARM: 50                                                          Evasion: 17
MARM: 20                                                         ARM: 40
                                                                 MARM: 40 (0 without Armor)
Rewards: 950 gil, Steal: Any Tier 4 weapon, Refine: Ice
Gem                                                              Rewards: 5000 gil, Drop: Genji Gloves, Steal: Genji Blade, Refine:

                   Adamantoise                                                              Behemoth
             Level: 21 (Notorious Monster)                                       Level: 22 (Notorious Monster)

                                                                  “Looking upon the behemoth, you have no doubt that the stories
The tortoise-like creature moves slowly, as if every moment      were true, and it was a creature fashioned by the gods during the
 is a testament to its age. Every scale has been honed to a    creation of heaven and earth. Its muscles look as hard as steel, and
   razor’s edge, and the lumbering Adamantoise pivots to        its purple skin is pulled taut over its flesh as though the core of the
    meet your gaze with a proud, almost challenging look.                 beast is straining to escape the confines of skin.”

Hunted almost to extinction for the Adamantite-filled shells   A man whom has never seen a Behemoth would describe it as such;
 for which the creature is named after, the few that remain        it is a large, purple beast that uses its horns and magic to kill its
have descended almost uniformly into the deepest parts of      opponents. It is estimated to be ten to twelve feet tall when standing.
   the earth. Even in these days of man-made alloys, the       When attacking, it normally dashes on all fours, but when returning to
   quality and strength of Adamantite is almost peerless.      an idle state it will usually stand upright. In battle, it will counterattack
 In combat, an Adamantoise will attempt to encase foes in                 with a powerful horn rush and Thunder magic attacks.
         stone before crushing them into a fine dust.               Anyone who HAS seen a Behemoth is person will have a very
                                                               different description indeed, speaking in hushed tones about how the
Category: Abnormal, Beast, Lizard                               creature’s skin did not seem to heal, how it was covered with scars
Location: Desert, Mountains, Plains, Snow, Underground          from every adventurer it had ever slain. How the beast’s entire form
Size: 6.2m                                                     was a tribute to its awesome strength, and how it fought as if it drew
Reaction: Hostile                                                  knowledge from the dead souls trapped forever within its veins.

HP: 2238                                                                   The latter description is slightly more accurate.
MP: 0
STR: 20 (+6)                                                   Category: Abnormal, Arcana, Beast
VIT: 32 (+10)                                                  Location: Mountains, Plains, Snow
DEX: 5 (+1)                                                    Size: 10-12ft tall
INT: 9 (+3)                                                    Reaction: Hostile
CHA: 6 (+2)
                                                               HP: 1542
Attacks: Crush, 9 ACC, Group, 140+2d6 damage                   MP: 250
          Particle Breath, 5 ACC, 70+2d6 damage, Blinds        STR: 18 (+6)
          and Dispels                                          VIT: 21 (+7)
Magic: Stone Breath                                            DEX: 15 (+5)
Special: Lesser Counterattack, Auto-Protect, Large, Mini-      INT: 10 (+3)
Proof, Skin of Iron (100%) job ability.                        CHA: 10 (+3)

Evasion: 8                                                     Attacks: Crush, 7 ACC, Group, 180+2d6 damage
ARM: 80                                                                  Gore, 12 ACC, 108+2d6 damage and Stun
MARM: 20                                                       Magic: Force Field, Thundaga, Osmose, Haste, Reflect, Esuna
                                                               Special: Lesser Counterattack, Mini-Proof, Large, Lesser Magical
Rewards: 2100 gil, Steal: Kaiser Plate, Refine: Lunar          Counterattack, Seal Proof, Final Attack: Flare, Destructive Strike
Curtain                                                        ability.

                                                               Evasion: 12
                                                               ARM: 30
                                                               MARM: 50

                                                               Rewards: 2100 gil, Steal: Destroyers, Refine: Lunar Curtain

                  Great Malboro                                                          Atma Weapon
                        Level: 22                                                         Level: 24 (Boss)

   The Malboro’s head is topped with a gleaming golden
   crown, and the air the creature breaths is so foul that
 inhaling is impossible in its presence. It is a Malboro that
has gained rank in the vegetative hierarch, as it were, and
the plant’s monstrous breath brings uncontrollable tears to
                         your eyes.                             “My name is.....Atma...... I am…pure energy…….and as ancient as the
                                                                cosmos…...…left here since birth... Forgotten in the river of time... I've
The Great Malboro – sometimes referred to as the ‘King’ -        had an eternity to... ponder the meaning of things…..And now I have
    is the highest rank of malboro, and wears a crown to                                       an answer...”
 prove it. It is still unknown how it came to wear its crown,
  or who, indeed, made it. There is a rumor which claims           The Atma Weapon is a strange entity. Partially biomechanical and
that, should a man slay the creature and don its crown, he      partially undiluted energy, it was originally a weapon of war created by
  will be at once transformed into a malboro king. Should             the Ancients. This is hardly a secret, as it's body is set with
    this be true, it could very well mean that the crown is       machineries and weaponry of a far higher order than anything made
cursed with the vilest of magicks, and the beast that wears     today. Though Atma is a construct, it was built with the ability to grow,
                       it was once was a man.                                   and so it has evolved like a living creature.
  The Great Malboro leads it’s lessers with a calculating        In combat, Atma uses massive damage to overwhelm foes and force
   intellect and a ruthless demeanor. In combat, a Great           them to fight defensively, relying on its enormous HP total to take
Malboro can use the Blue Mage ability ‘Aura Magic’, giving      whatever is thrown at it. Atma’s Supernova spell is more than enough
up 297 HP in order to make Bad Breath a Group-targeting                  to destroy almost any adventurer with but a single cast.
                                                                Category: Abnormal. Construct
                                                                Location: Cosmic
Category: Plant                                                 Size: Roughly 29m
Location: Desert, Forests, Swamps                               Reaction: Hostile
Size: 4.8m tall, 2.9m tentacles.
Reaction: Hostile                                               HP: 1974
                                                                MP: 874
HP: 1188                                                        STR: 16 (+5)
MP: 154                                                         VIT: 23 (+7)
STR: 14 (+4)                                                    DEX: 16 (+4)
VIT: 17 (+5)                                                    INT: 32 (+10)
DEX: 7 (+2)                                                     CHA: 15 (+5)
INT: 6 (+2)
CHA: 12 (+3)                                                    Attacks: Mind Blast, Never miss, 128+2d6 damage, adds Petrify
                                                                           Diffusion, Same effect as the Black Mage ‘Obliterate’ ability
Attacks: Tentacle, 6 ACC, 112+2d6 damage                                   Soul Extraction, Never miss, Drains 160+2d6 MP
           Sour Mouth, 0 ACC, 98+2d6 damage, inflicts           Magic: Flare, Quake, Demi, Supernova, Flare Star, X-Zone, Addle
           Slow and drains 50% of the target’s MP               Special: Final Attack: Flare Star, Fear, Large, Death Proof, Immune to
Magic: Bad Breath                                               all Status Effects except Poison and Stop, Destructive Strike ability,
Special: Status Proof, Aura Magic, Call Minions (2              Vulnerable to Holy. Atma Weapon will be destroyed instantly if
Malboro), Growing Threat (At the start of each combat           reduced to 0 MP.
round, all players take a -1 penalty to their EVA and ACC
scores. This penalty accumulates each successive round.)        Evasion: 13
                                                                ARM: 40
Evasion: 8                                                      MARM: 50
ARM: 20
MARM: 40                                                        Rewards: 4500 gil, Drop: Ancient Sword and any legendary
                                                                accessory, Steal: Megalixir, Refine: Hourglass
Rewards: 2000 gil, Drop: Remedy, Steal: Malboro Poison,
Refine: Deadly Waste

                   War Machine                                                              Demon
                        Level: 24                                                            Level: 25

 The encumbered hulk of a battlemech lumbers towards
  you, twin cannons beginning to hum dangerously…
                                                                Cinders and a thick black smoke fill the air even as the soil beneath
       The two-legged Imperial machines – sometimes            your feet crumbles and gives way. An arm is the first thing to emerge
     codenamed GEMINI – are fully-automated offensive           – jet-black skin and sickle-like claws, gripping the ground as it pulls
    juggernauts capable of going toe-to-toe with even the        itself out fully. It is impossible to mistake the being before you as
 world’s most ferocious beasts and dragons. Designed by           anything but a Demon, an abhorrent creation spun from the evil
   the ever-popular Magitek Corp, the War Machines are                                    powers of The Void itself.
   said to have three settings; patrol, eradicate, and total
                          genocide.                              Born from negative energy, Demons are long-forgotten servitors of
It has been equipped with a device that allows it to absorb      shadow that are often sent to carry out important, world-changing
         thunder-elemental magic with no ill-effects.           tasks. They often use their Advanced Illusion spell to impersonate a
                                                               Hume, serving as someone with political sway - an advisor to a king or
Category: Construct                                              a commander in a war, for example. In combat they are capable of
Location: Unknown                                               counterattacking with the fearsome Death spell, quickly dispatching
Size: 3.1m                                                                              unprepared heroes.
Reaction: Hostile or Neutral
                                                               Category: Humanoid, Fiend
HP: 966                                                        Location: Underground
MP: 0                                                          Size: 2.1m - 2.3m
STR: 22 (+7)                                                   Reaction: Hostile
VIT: 12 (+4)
DEX: 18 (+6)                                                   HP: 1005
INT: 0 (N/A)                                                   MP: 460
CHA: 2 (+0)                                                    STR: 13 (+4)
                                                               VIT: 12 (+4)
Attacks: Gemini Gun, 9 ACC, 132+3d6 damage, can                DEX: 12 (+4)
          attack two different targets (Disarmable)            INT: 17 (+5)
          Surge Beam, 7 ACC, 90+2d6 damage, inflicts           CHA: 11 (+3)
          Blind and Berserk (Disarmable)
          Metal Kick, 9 ACC, 110+2d6 damage, causes a          Attacks: Chaos Blade, 8 ACC, 85+2d6 damage, inflicts Berserk and
          Short Range knockback                                           Charm (Disarmable)
Magic: None                                                               Poison Spines, 5 ACC, Group, 75+2d6 damage, inflicts
Special: Poison Proof, Fear Proof, Two Weapons, Final                     Poison and Blind.
Attack (Surge Beam), Controlled Defense, Weakness to           Magic: Sickness, Bio, Drain, Arise, X-Zone, Scourge, Curse, Death,
Earth, Resistance to Fire, Absorbs Thunder, SOS-               Flare, Advanced Illusion, Zombie, Addle
Berserk                                                        Special: Weakness to Holy, Resistance to Fire, Fear Proof, Charm
                                                               Proof, Absorbs Shadow, Poison Proof, Curse Proof, Stun Proof,
Evasion: 12                                                    Petrify Proof, Lesser Magical Counterattack (Death), Regeneration 20,
ARM: 30                                                        Humanoid Killer
MARM: 30
                                                               Evasion: 10
Rewards: 1200 gil, Steal: Potion, Refine: Dark Matter          ARM: 40
                                                               MARM: 20

                                                               Rewards: 1300 gil, Steal: Hi-Potion, Refine: Dark Matter

                                                 Elemental Dragons
                                              Level: 25 (Notorious Monsters)

  The Six Elemental dragons are said to possess great interest in humanity, awakening from their slumber every several hundred
years to observe the ways of man…before satisfying their endless hunger by devouring some and returning to their reclusive ways.
      They were some of the first beings to walk to planet, and have primal ties to the crystals and even the origins of magic.
               Often humorless and stoic creatures, the Dragons are quick to anger and quicker still to take offense.

Category: Dragon
Location: Varies by Elemental Type
Size: Varies. Often 16-18m long
Reaction: Wary

                 Water Dragon                                                      Earth Dragon

                                                           HP: 2280
                                                           MP: 360
                                                           STR: 16 (+5)
HP: 1080                                                   VIT: 28 (+9)
MP: 660                                                    DEX: 8 (+2)
STR: 12 (+4)                                               INT: 12 (+4)
VIT: 12 (+4)                                               CHA: 16 (+5)
DEX: 16 (+5)
INT: 24 (+8)                                               Attacks: Magnitude 8, 8 ACC, Group, 160+2d6 Earth damage
CHA: 16 (+5)                                                         Shockwave, 4 ACC, 128+2d6 damage and inflicts Petrify
                                                                     and Stun
Attacks: Flash Rain, 12 ACC, Group, 120+2d6 Water          Magic: Analyze, Illusion, Hyperdrive, Stona, Stonaga, Quake, White
          damage, 50% chance to inflict Blind              Wind
          Water Wing, 10 ACC, 92+2d6 Water damage,         Special: Large, Flight, Absorbs Earth, Weakness to Wind, Seal Proof,
          causes a Long Range knockback                    Mini Proof, Curse Proof, Charm Proof, Lesser Magical Counterattack
Magic: Analyze, Illusion, Hyperdrive, Watera, Wateraga,
White Wind                                                 Evasion: 9
Special: Large, Flight, Absorbs Water, Weakness to         ARM: 60
Thunder, Seal Proof, Mini Proof, Curse Proof, Charm        MARM: 40
Proof, Lesser Magical Counterattack
                                                           Rewards: 2,500 gil, Steal: Elixir, Refine: Supreme Gem
Evasion: 11
ARM: 40
MARM: 60

Rewards: 2,500 gil, Steal: Elixir, Refine: Supreme Gem

                    Ice Dragon                                                       Fire Dragon

HP: 1080
MP: 510                                                     HP: 1380
STR: 12 (+4)                                                MP: 335
VIT: 12 (+4)                                                STR: 24 (+8)
DEX: 10 (+3)                                                VIT: 16 (+5)
INT: 18 (+5)                                                DEX: 15 (+5)
CHA: 26 (+8)                                                INT: 11 (+3)
                                                            CHA: 14 (+4)
Attacks: Absolute Zero, 9 ACC, 108+2d6 Ice damage and
          inflicts Stop                                     Attacks: Molten Claw, 11 ACC, 144+2d6 damage and has a 25%
          Freezing Dust, never miss, 216+2d6 damage.                  chance to Shatter Weapon
          Only usable on enemies affected by Stop.                    Blaze, 6 ACC, Group, 120+2d6 Fire damage
          Hailstorm, 4 ACC, Group, 96+2d6 Ice damage        Magic: Analyze, Illusion, Hyperdrive, Fira, Firaga, Flare, White Wind
          and has a 25% chance to Shatter Armor             Special: Large, Flight, Absorbs Fire, Weakness to Water, Seal Proof,
Magic: Analyze, Illusion, Hyperdrive, Blizzara, Blizzaga,   Mini Proof, Curse Proof, Charm Proof, Lesser Magical Counterattack
Freeze, White Wind
Special: Large, Flight, Absorbs Ice, Weakness to Fire,      Evasion: 12
Seal Proof, Mini Proof, Curse Proof, Charm Proof, Lesser    ARM: 60
Magical Counterattack                                       MARM: 40
Evasion: 11                                                 Rewards: 2,500 gil, Steal: Elixir, Refine: Supreme Gem
ARM: 50
MARM: 50

Rewards: 2,500 gil, Steal: Elixir, Refine: Supreme Gem

               Thunder Dragon                                                     Wind Dragon

HP: 1455
MP: 435
STR: 16 (+5)
                                                           HP: 1305
VIT: 17 (+5)
                                                           MP: 360
DEX: 16 (+5)
INT: 15 (+5)                                               STR: 16 (+5)
                                                           VIT: 15 (+5)
CHA: 16 (+5)
                                                           DEX: 24 (+8)
                                                           INT: 12 (+4)
Attacks: Electrode, 8 ACC, 96+2d6 damage and Thunder
          Dragon recovers 100% of damage done as HP.       CHA: 13 (+4)
          Gigavolt, 6 ACC, Group, 120+2d6 Thunder
                                                           Attacks: Cyclonic, 6 ACC, has a 50% chance to reduce the target to 1
          Damage and has a 25% chance to inflict Stun.
                                                                     HP instantly. Causes a medium range knockback
Magic: Analyze, Illusion, Hyperdrive, Thundara,
                                                                     Gale Breath, 5 ACC, Group, 96+2d6 damage
Thundaga, White Wind
Special: Large, Flight, Absorbs Thunder, Weakness to       Magic: Analyze, Illusion, Hyperdrive, Aerora, Aeroga, Tornado, White
Earth, Seal Proof, Mini Proof, Curse Proof, Charm Proof,   Wind
Lesser Magical Counterattack                               Special: Large, Flight, Absorbs Wind, Weakness to Ice, Seal Proof,
                                                           Mini Proof, Curse Proof, Charm Proof, Lesser Magical Counterattack
Evasion: 12
ARM: 50                                                    Evasion: 17
MARM: 50                                                   ARM: 40
                                                           MARM: 60
Rewards: 2,500 gil, Steal: Elixir, Refine: Supreme Gem
                                                           Rewards: 2,500 gil, Steal: Elixir, Refine: Supreme Gem

                       Shinryu                                                              Garland
                 Level: 26 (End Boss)                                                 Level: 26 (End Boss)

                                                                  “You impertinent fools.You miserable INSECTS! I, Garland, will
                                                                                    KNOCK YOU ALL DOWN!!”

                                                                 Garland was an orphan raised as a genetic experiment, enhancing
          “I am that which follows….Omega……”                   his abilities until he had the strength to become a knight and a hero of
                                                                the people. But his mind had been twisted from the infusions, and he
  Shinryu is a greatwyrm of colossal size, the father of all   turned against the kingdom that had so honored him. Upon his defeat
 Dragons. He was the first of his species and fully intends       he was swallowed up by The Void and reborn in a different time,
   on being the last. In recent years, Shinryu has taken to                            where he has begun anew.
   collecting powerful weapons and items from those who        Confident that his defeat will only cause his inevitable rebirth, Garland
challenge him and fail. Its most prized possession currently        is reckless and headstrong, with a love for bloodlust and war.
is the Masamune, implying that Shinryu took the life of one      Garland has a handful of abilities from melee jobs, including Shatter
    of bravest, most noble warriors seen in. Among other           Weapon, Shatter Armor, Warcry, Dark Harvest and Berserker.
     things, Shinryu has the Paladin job ability ‘Sentinel’,
    allowing it to ignore spell interruption up to 24 times.   Category: Fiend
                                                               Location: Unknown
Category: Dragon                                               Size: 6.8ft
Location: Unknown                                              Reaction: Hostile
Size: Roughly 24m end-to-end
Reaction: Hostile                                              HP: 2994
                                                               MP: 530
HP: 3150                                                       STR: 36 (+12)
MP: 1024                                                       VIT: 30 (+10)
STR: 36 (+12)                                                  DEX: 21 (+7)
VIT: 32 (+10)                                                  INT: 12 (+4)
DEX: 29 (+9)                                                   CHA: 21 (+7)
INT: 31 (+10)
CHA: 44 (+24)                                                  Attacks: Crushing Strikes, 15 ACC, 288+2d6 damage.
                                                                          Psychokinesis, 10 ACC, 252+2d6 damage and inflicts
Attacks: Atomic Ray, 15 ACC, 288+2d6 damage, removes                      Confuse, and has a 25% chance to cause Armor Break
           all elemental Resistances and Immunities            Magic: Quake, Barrier, Dispel
Magic: Flare, Haste, Regen, Confuse, Protect, Shell,           Special: Resistance to Shadow, Immune to Knockback,
Meltdown, Curse, Thundara, Thundaga, X-Zone, Roulette          Counterattack, Curse Proof, Charm Poof, Mini Proof, Item Use:
Special: Fear, Death Proof, Immune to Dispel, Curse            Megalixir, Garland causes a Short-Rage knockback whenever he
Proof, Charm Poof, Large, Destructive Strike ability, Call     deals damage, and possesses many different Job Abilities.
Minions (8 Wyvern), Skin of Iron (50%) and Sentinel job        Limit Break: Soul of Chaos. By releasing his inner demons and
abilities.                                                     turmoil, Garland increases all STR-based damage he does by 5
Limit Break: Eraser. One target immediately loses 100%         steps. (An additional 180 damage on all melee attacks.)
of his HP, which is returned to Shinryu as MP.
                                                               Evasion: 14
Evasion: 16                                                    ARM: 80
ARM: 60                                                        MARM: 30
MARM: 60
                                                               Rewards: 8,000 gil, Drop: Megalixir, Steal: Colossus, Refine: Three
Rewards: 10,000 gil, Drop: Masamune, Steal: Megalixir,         Stars
Refine: Supreme Gem

                 Emperor Mateus                                                                   Xande
                  Level: 27 (End Boss)                                                     Level: 28 (End Boss)

"Reluctance to forgive has long been a human failing. It is
man's nature to sin, yet you answer sin with violence upon
            violence. Is that not itself a sin?"
                                                                                "Once you are gone, eternal life will be mine."
    The ruler of a small kingdom who aims to conquer the
                                                                      Master Xande was originally one of three students to a great sage
 entire world. Calm, patient and frighteningly intelligent, the
                                                                     named Noah. When Noah died, both of the other apprentices were
 Emperior has absolute faith in his plots’ inability to fail. His
                                                                         given great magical powers. Master Xande was given a much
 mastery of White Magic has given him an abnormally long
                                                                     stranger gift; the gift of mortality. Xande was quickly driven mad by
lifespan in which to dissect the secrets of the Void, and use
                                                                    the thought of dying, and in a blind rage, sought to disrupt the flow of
 the powers of that dark dimension to make his sovereignty
                                                                      time itself. He believes that if he is capable of permanently ending
            unquestionable and unchallengeable.
                                                                                 time itself he will no longer have to fear death.
Category: Humanoid
                                                                    Category: Abnormal
Size: 5.9ft
                                                                    Size: 5.5ft
Reaction: Wary
                                                                    Reaction: Hostile
HP: 1650
                                                                    HP: 1962
MP: 928
                                                                    MP: 1270
STR: 16 (+5)
                                                                    STR: 7 (+2)
VIT: 12 (+4)
                                                                    VIT: 15 (+5)
DEX: 22 (+7)
                                                                    DEX: 18 (+6)
INT: 26 (+8)
                                                                    INT: 37 (+12)
CHA: 31 (+10)
                                                                    CHA: 24 (+8)
Attacks: Starfall, 12 ACC, 160+2d6 Holy damage
                                                                    Attacks: Crystal Cortex, 16 ACC, 185+2d6 damage of a random
            Step Mine, 4 ACC, 128+2d6 damage, Long
                                                                              elemental type
            Range knockback, 25% chance to Shatter
                                                                              Curse of Mortality, Group, 2 ACC, all affected targets
            both the target’s Weapon and Armor
                                                                              permanently suffer a -1 loss to all attributes.
            Hellburst, 8 ACC, Group, 130+2d6 Fire damage
                                                                    Magic: All Tier 1-4 Time Magic spells, Protect, Shell, Meteo, Quake,
Magic: All Tier 1-4 White Magic spells, Dimensional Gate
                                                                    Thundaga, Firaga, Blizzaga, Osmose, Rasp
Special: Curse Proof, Charm Poof, Mini Proof, Resistance
                                                                    Special: Curse Proof, Charm Poof, Mini Proof, Weakness to fire
to Holy, Resistance to Shadow, Blood Magic (Whenever
                                                                    Limit Break: Particle Beam. Xande teleports a Long Range into the
Mateus deals damage with Step Mine, Starfall, or Flames
                                                                    sky, receiving the postitive status effect Float. He releases a powerful
of Hell, he recovers 100% of the damage done as HP)
                                                                    beam which reduces one random enemy to 0 hit points, then deals an
Limit Break: Absolute Dominion. Mateus makes an
                                                                    ADDITIONAL 481+2d6 damage, likely disintegrating them instantly.
attack roll against all Humanoid enemies, ACC 8. If
successful, they are affected with Charm, Seal, Power
Break, Magic Break, Speed Break, and Soul Break.
                                                                    Evasion: 12
                                                                    ARM: 40
Evasion: 13
                                                                    MARM: 40
ARM: 40
MARM: 70
                                                                    Rewards: 11,000 gil, Refine: Three Stars
Rewards: 8,000 gil, Steal: Ascalon, Refine: Three Stars

                       ExDeath                                                                    Kuja
                 Level: 28 (End Boss)                                                   Level: 28 (End Boss)

“All the hatred in existence would not be enough to defeat
 me. Soon, the power of the Void will completely be mine,
              and the entire earth will kneel!"

    Hundreds of years ago, the Hume people turned to an
   alternative solution to purge their land of corruption and
terror. They found a single tree and attempted to turn it into     "The weak lose their freedom to the strong. Such is the way of the
   a solitary prison for the malevolent souls of the restless    strong. And it is the providence of nature that only the strong survive.
  dead to inhabit. However, this taint spread throughout the                          That is why I needed strength."
 branches of the ancient oak and it became self-aware….it
 took a human-like form and walked the land, as evil as the       Kuja is a cybernetic creation given a soul, created by an ancient race
      many souls that composed him. Thus, the monster              of people that believed in the eradication of all life. Kuja follows this
                       Exdeath was born.                          function absolutely, believing it ‘unfair’ that the world could someday
                                                                    exist without him. He is an exceptional summoner with a love for
Category: Plant, Fiend                                           luxury and elegance, with a highly metaphorical and poetic manner of
Location: Forests, Cosmic                                              speech. In combat, Kuja uses the Atomos summon almost
Size: 115m                                                                    exclusively to rain death down upon his foes.
Reaction: Hostile
                                                                 Category: Humanoid, Construct
HP: 4062                                                         Location: Unknown
MP: 822                                                          Size: 5.8ft
STR: 19 (+6)                                                     Reaction: Varies. Usually Hostile.
VIT: 40 (+13)
DEX: 4 (+1)                                                      HP: 2214
INT: 21 (+7)                                                     MP: 1310
CHA: 36 (+12)                                                    STR: 6 (+2)
                                                                 VIT: 20 (+6)
Attacks: Almagest, 9 ACC, 133+2d6 Shadow damage                  DEX: 21 (+7)
          White Hole, 4 ACC, Group, deals 361+2d6                INT: 42 (+14)
          damage, only to Shadow Affiliated targets              CHA: 36 (+12)
Magic: Elemental Spikes (Shadow), Paralyze, X-Zone,
Osmose, Doomsday, Flare, Seal, Addle, Reflect, Barrier,          Attacks: Regal Cutlass, 18 ACC, 48+2d6 damage
Dispel, Wall Change, Dimensional Gate, Time Stop.                Magic: All Art magic (Perform skill 6), all Tier 1-2 Summons, and the
Special: Large, Curse Proof, Charm Poof, Mini Proof,             Atomos, Odin, and Bahamut summons. None of Kuja’s espers have
Humanoid Killer, Weakness to Holy, Absorbs Shadow,               the Indestructible property.
Soul Drain (Whenever a character is reduced to 0 HP by           Special: Vulnerable to Holy, Destructive Strike ability, Curse Proof,
ExDeath they also lose 3 points of Destiny)                      Charm Poof, Mini Proof
Limit Break: Grand Cross. Exdeath makes an attack roll           Limit Break: Star Shield. Kuja receives Elemental Mastery
at 5 ACC against each Humanoid opponent. If successful,          (Absorbency) to all 8 Elements as well as the effects of Esuna.
they are afflicted with Petrify, Zombie, Slow, Poison and
Curse.                                                           Evasion: 13
                                                                 ARM: 20
Evasion: 8                                                       MARM: 90
ARM: 50
MARM: 60                                                         Rewards: 12,000 gil, Drop: Any legendary accessory, Steal: Regal
                                                                 Cutlass, Refine: Three Stars
Rewards: Steal: Ancient Sword, Refine: Three Stars

                        Exoray                                                        King Behemoth
                        Level: 28                                               Level: 28 (Notorious Monster)

                                                                           “This is the end. This is the end of everything.”
 The three snapping pink jaws of the Exoray begin to make
   an awful screeching sound and the creature waves its          No other single creature is as globally feared as the King Behemoth.
 stalks as if attempting to communicate – but not with you,     Presumably named for its regal, fluttering mane and triumphant roars
you realize, watching the independently-moving stem-faces       (violent enough to shake the earth itself), King Behemoths have been
               ‘converse’ amongst themselves.                     known to speak Common and mock adversaries before shredding
                                                                them. Legends say that a Behemoth who has subsumed the souls of
  Sometimes casually referred to as Plant Brains, Exorays       enough heroes has almost ascended to godhood – these omnipotent
 are patches of evil vegetation capable of taking over entire                    predators are the Kings of their kind.
forests. Possessing surprising magical aptitude and speed,
these cunning floral formations debilitate their enemies with   Category: Abnormal, Arcana, Beast
 overwhelming status attacks before using their bodies as .     Location: Mountains, Plains, Snow
 They often have a tribe of Mandragora acting as unhappy        Size: 21-24ft tall
                servants, or even Malboros.                     Reaction: Hostile
Category: Plant                                                 HP: 1962
Location: Forests                                               MP: 514
Size: Varies drastically from 2-3ft to 9-11m                    STR: 22 (+7)
Reaction: Hostile                                               VIT: 21 (+7)
                                                                DEX: 15 (+5)
HP: 702 (Core), 132 (Tendril)                                   INT: 16 (+5)
MP: 598 (Core), 0 (Tendril)                                     CHA: 12 (+4)
STR: 2 (+0)
VIT: 7 (+2)                                                     Attacks: Reaping Slash, 10 ACC, Group, 220+2d6 damage
DEX: 17 (+5)                                                                Atomic Breath, 10 ACC, 176+2d6 damage and inflicts Stun
INT: 20 (+6)                                                    Magic: Force Field, Thundaga, Osmose, Haste, Reflect, Esuna,
CHA: 12 (+4)                                                    Meteor, Flare, Slowga
                                                                Special: Counterattack, Magical Counterattack, Final Attack: Meteor,
Attacks: Mycotoxin, 9 ACC, 100+2d6 damage and inflicts          Destructive Strike ability, Large, Curse Proof, Death Proof, Charm
          Slow and Poison                                       Poof, Mini Proof, Terrorize (Whenever the King Behemoth reduces a
          Silver Powder, 4 ACC, Group, 80+2d6 damage,           character to 0 HP, all characters have a 50% chance to be Stunned
          has a 50% chance to inflict Charm                     and Feared for one round)
Magic: Addle, Bio, Zombie, Paralyze, Death, Stonaga,            Limit Break: Comet Blast. One enemy is afflicted with Power Break,
Berserk, X-Zone, Reflect, Osmose, Advanced Illusion,            Magic Break, Speed Break, Soul Break, and Armor Break, then takes
Brainstorm, Seal                                                208+2d6 points of Fire M.ARM damage. There is a 25% chance for
Special: Weakness to Fire, Weakness to Ice, Resistant to        this ability to backfire and affect King Behemoth instead of the
Wind, Seal Proof, Blind Proof, Poison Proof, Multiple Parts,    intended target.
Combination Attack (Vampire, deals 300% damage),
Magical Counterattack (Brainstorm)                              Evasion: 12
                                                                ARM: 60
Evasion: 10                                                     MARM: 60
ARM: 30                                                         Rewards: 5000 gil, Steal: Megalixir, Refine: Supreme Gem
MARM: 30

Rewards: 1500g, Steal: Elixir, Refine: Mute Mask

                         Kefka                                                             Sephiroth
                 Level: 30 (End Boss)                                                 Level: 30 (End Boss)

                                                               “Only death awaits you all, but do not fear. For it is through death that
  “Nothing beats the sweet music of hundreds of voices          a new spirit energy is born. Soon, you will live again as part of me.”
         screaming in unison…Uwee-hee-hee!”
                                                               Sephiroth is a half-human soldier, the results of genetic experiments
 Kefka is loud, short-tempered, maniacal and destructive.        involving an extra-terrestrial entity. Raised to be part of an elite
 He possesses a deep hatred of nearly everything on the          military organization, he later followed his own ruthless agenda.
   planet and an infamously sadistic sense of humor. His        Having recently ascended to a new level of existence, his strength
 trademark laugh – a high-pitched sociopathic cackle – is                    and agility can be referred to as godlike.
    feared by the many magitek-infused henchmen that           He possesses job abilities from a variety of different Jobs, including a
accompany him at nearly all times. In combat, Kefka often      Ninja’s Shatter Weapon, the Black Mage Obliterate, almost all of the
 starts with the spell Doomsday, quickly ending the fight if       Samurai abilities, and a fair few from the Fighter list as well.
    his foes aren’t prepared. Failing this, he lets loose a          Sephiroth’s largest – and possibly only – weakness is his
magical assault at a distance before fleeing, often shouting                         disinclination to use magic.
               out a taunting quip as he runs.
                                                               Category: Humanoid
Category: Humanoid                                             Location: Unknown
Location: Varies. Avoids Deserts if possible.                  Size: 6ft
Size: 5.6ft                                                    Reaction: Varies. Usually Wary.
Reaction: Hostile
                                                               HP: 4450
HP: 1875                                                       MP: 0
MP: 1240                                                       STR: 48 (+16)
STR: 4 (+1)                                                    VIT: 41 (+13)
VIT: 20 (+6)                                                   DEX: 52 (+17)
DEX: 26 (+8)                                                   INT: 22 (+7)
INT: 33 (+11)                                                  CHA: 44 (+14)
CHA: 51 (+17)
                                                               Attacks: Signature Blade, 17 ACC, 432+2d6 damage
Attacks: Morningstar, 15 ACC, 32+2d6 damage                               Havoc Wing, 12 ACC, 216+2d6 damage, ignores
Magic: All Tier 1-4 Black Magic spells                                    ARM and Protect, causes a Short Range knockback
Special: Controlled Defense, Death Proof, Auto-Protect,        Magic: None.
Auto-Shell, Vulnerable to Holy, Curse Proof, Charm Poof,       Special: Physical Counterattack, Flight, Death Proof, Flight, Auto-
Mini Proof, Call Minions (3 War Machines), X-Magic (Kefka      Haste, Vulnerable to Holy, Curse Proof, Charm Poof, Mini Proof,
can cast 4 spells as a Slow action, dealing 50% damage         Destructive Strike ability, Sephiroth can move faster than any being
with each. Kefka is Immune to Knockback effects while          alive, and can move a Long range in a single round. Sephiroth
using X-Magic.)                                                possesses any and all job abilities the GM sees fit to grant him.
Limit Break: Forsaken. Debilitate (2) causes a weakness        Limit Break: Heartless Angel. Demi Attack. 576+2d6 damage. Until
to Holy to all foes, followed by 462+2d6 Holy M.ARM            the end of combat, Dephiroth does an additional 48 damage with all
damage to each enemy. Healing 2, Recovers MP to full.          attacks.

Evasion: 14                                                    Evasion: 26
ARM: 10                                                        ARM: 60
MARM: 120                                                      MARM: 70
Rewards: 12,000 gil, Drop: Any legendary accessory,            Rewards: 0 gil, Drop: Any legendary accessory, Refine: Three Stars
Steal: Slave Crown, Refine: Three Stars

                                                       Ultima Weapon
                                                       Level: 30 (End Boss)

    "A thousand years it has been since a challenger stood before me. Show me the power you possess. Defeat me if you can."

 The Ultima Weapon is a terrifying blend of monster and machine, created in ancient times by a race of people who sought to use it
    as an agent of peace. The remainder of Ultima’s origin is unknown – only that he still exists and the Ancients do not. And the
creature’s motives are just as mysterious; Ultima has sealed itself deep within the earth, waiting with infinite patience to be disturbed
                                                             once again.
 In combat, Ultima Weapon uses X-Fight to attack four times with either Ultima Drive or Celestial Beam at 50% effectiveness each,
    dealing upwards of 700 damage per round. If he manages to gain Haste, the party can expect to be vaporized in short order.

Category: Abnormal, Fiend
Location: Unknown
Size: 11-12m tall
Reaction: Hostile

HP: 7955
MP: 1720
STR: 48 (+16)
VIT: 50 (+16)
DEX: 52 (+17)
INT: 49 (+16)
CHA: 51 (+17)

Attacks: Ultima Drive, 19 ACC, 480+2d6 damage
           Diffractive Laser, Never-miss, 392 + 2d6 nonelemental M.ARM damage
           Celestial Beam, 19 ACC, 336 + 2d6 damage that ignores ARM and Protect
           Cosmic Realignment, Ultima Weapon recovers 100% MP.
Magic: Mighty Guard, All Tier 1-4 White, Time, and Black magic spells, Meteo, Slowaga, Meltdown and Ultima. If any of Ultima
Weapon’s spells are absorbed by Runic, the character is reduced to 0 HP instantly. This is NOT considered a ‘Death’ status effect.
Special: Fear, Death Proof, Immune to Spell Interruption, Large, Weakness to Holy, Resistance to Shadow, X-Fight and any and all
other job abilities the GM sees fit to give him.
Limit Break: Particle Rain. 637+2d6 nonelemental M.ARM damage to all enemies. Revenge, recovers 100% of the damage dealt
as health.

Evasion: 24
ARM: 100
MARM: 100

Rewards: 80,000 gil, Drop: All job-specific legendary accessories, Steal: Ribbon, Refine: Three Stars

                                                       Four Fiends
                                                   Level: Varies (Bosses)

                                    “My true strength lies in death…taste my power, and die!”
                                                     “Join me…in a watery hell…”
                                                    “I will not underestimate you!”
                                          “I will restore your strength. Now…bring it on!”

The Four Fiends are a set of four demons which represent the negative aspects of the four classical elements. They were brought
into being at the same time as the four Crystals, but the exact correlation between them is unknown.
The fiends are known as Scarmiglione of Earth, Cagnazzo of Water, Barbariccia of Wind, and Rubicante of Fire.

Category: Fiend, Humanoid
Location: Varies
Size: Varies
Reaction: Hostile.

         Scarmiglione, the Blighted Despot                                     Cagnazzo, the Drowned King
                      Level: 8 (Boss)                                                   Level: 12 (Boss)

HP: 340                                                           HP: 780
MP: 86                                                            MP: 130
STR: 18 (+6)                                                      STR: 12 (+4)
VIT: 10 (+3)                                                      VIT: 21 (+7)
DEX: 8 (+2)                                                       DEX: 10 (+3)
INT: 9 (+3)                                                       INT: 8 (+2)
CHA: 5 (+1)                                                       CHA: 12 (+4)

Attacks: Slash, 8 ACC, 54+2d6 damage                              Attacks: Bodyslam, 6 ACC, 48+2d6 damage
           Evil Gas, causes Curse and Seal.                                 Shell Defend, When Defending in combat, Cagnazzo
Magic: Poison, Bio, Stone, Stona, Sickness, Arise                           also regains 78hp per round.
Special: Weak to Fire, Zombie-Touch, Undead, Petrify Proof,       Magic: Watera, Wateraga, Protect, Shell, Seal
Charm Proof, Confuse Proof, Vulnerable to Holy, Final Attack:     Special: Immune to Ice, Weak to Lightning, Petrify Proof,
True Form (When Scarmiglione is reduced to 0 hit points, HP       Charm Proof, Large, Curse Proof, Mini Proof, Absorbs Water,
and MP are restored to 50% of their maximums, all negative        Vulnerable to Holy, Skin of Iron (25%) job ability.
status effects are cleared, and the battle continues.)            Limit Break: Tsunami. 60+2d6 Water M.ARM damage to all
Limit Break: Warpath. Causes Soul Break and Speed Break to        opponents, causing a Short-Range knockback.
one opponent, then deals 72+2d6 ARM damage to them. (Only
after using Final Attack: True Form and only works on             Evasion: 9
Humanoids.)                                                       ARM: 20
                                                                  MARM: 15
Evasion: 8
ARM: 20                                                           Rewards: 2000 gil, Steal: Protect Ring, Refine: Second Chance
MARM: 10

Rewards: 1200 gil, Steal: Rage Ring, Refine: Second Chance

      Barbariccia, the Empress of the Winds                                    Rubicante, the Autarch of Flame
                      Level: 15 (Boss)                                                    Level: 18 (Boss)

HP: 750                                                              HP: 870
MP: 280                                                              MP: 568
STR: 8 (+2)                                                          STR: 19 (+6)
VIT: 12 (+4)                                                         VIT: 11 (+3)
DEX: 26 (+8)                                                         DEX: 14 (+4)
INT: 14 (+4)                                                         INT: 27 (+9)
CHA: 15 (+5)                                                         CHA: 15 (+5)

Attacks: Strike, Never miss, 32+2d6 damage                           Attacks: Flaming Blade, 8 ACC, 95+2d6 damage
          Kiss, 2 ACC, Charm for several rounds                                Cloak of Cinders, Never miss, 57+2d6 damage and
          Wind Shield, applies Protect to self for one round and               gains Absorb Fire and Absorb Ice for one round.
          Counterattacks with Thundara.                              Magic: Fira, Firaga, Protect, Shell, X-Zone, Cure III
Magic: Invisible, Protect, Haste, Seal, Cure II, Confuse,            Special: Absorbs Fire, Weak to Ice, Weak to Water, Charm
Thundara, Thundaga, Addle                                            Proof, Auto-Haste, Vulnerable to Holy.
Special: Immune to Lightning, Weak to Fire, Flight, Auto-Shell,      Limit Break: Inferno. Short Range and all enemies. Neutralize,
Charm Proof, Curse Proof, Absorbs Wind, Vulnerable to Holy.          Strength Break and Dexterity Break. 189+2d6 Fire M.ARM
Limit Break: Sensory Overload. Casts Haste on self, then             damage.
Seal and Confuse on all foes. 5 ACC on attack roll to do so.
                                                                     Evasion: 9
                                                                     ARM: 30
Evasion: 16                                                          MARM: 30
ARM: 20
MARM: 30                                                             Rewards: 3600 gil, Drop: Tetra Elemental, Steal: Marvel Shoes,
                                                                     Refine: Second Chance
Rewards: 3000 gil, Steal: Barrier Ring, Refine: Second Chance

                             "It was time to bring the world once more into the light."
                                                                         - Final Fantasy

I would like to thank the following contributors for their artwork and assistance:
P. Kwon                 P. Shricker         Lovelydagger of
K. William              B. Jador            RJ. Palmer
J. Bowers               L. Shayson

Chris Hunsberger ( graciously provided the images for the Hume, Elvaan,
Galka, Moogle, and Tarut racial profiles.

Beta testing of this system took place on I’d like to take this opportunity to thank the following
users for their support, interest, and feedback throughout.
kckolbe                Shei-kun            ArenTrel
False Truce            Ironox              Yurim
Iron Pyrite            Kazuki              Jack of Sticks
Dark Siren Sally       Shogunboy           Irish Ninja

Extra special thanks to Steph, Gabe, Josh and Joe, among others. Your constant support and feedback
made this thing a reality. No thanks whatsoever to Troy.

And of course, none of this would have been possible without the original Final Fantasy RPG by The
Returners, available at

And that, as they say, is that.

Race/Job:                            Level:

Attribute Current Rating Maximum


HP:                                              HP/Level:                ARM:
                                                 MP/Level:                M.ARM:
MP:                                              Base ACC:                EVA:
   Attack Type            Accuracy            Damage              Special Properties   Tier

   Attack Type            Accuracy            Damage              Special Properties   Tier

Acrobatics – DEX                                   Axes – STR / DEX
Acting – CHA                                       Bows - DEX
Awareness – INT                                    Daggers – DEX
Climbing – STR / DEX                               Brawl – STR / DEX
Disguise – CHA / INT                               Guns – DEX
Escape – DEX                                       Katanas – DEX
Healing – INT                                      Massive – STR
Inquiry – INT / CHA                                Polearms – STR / DEX
Language – INT                                     Staves – DEX / INT
Lore (________) – INT                              Swords – STR / DEX
Navigation – INT                                   Two Weapons – DEX
Negotiation – CHA                                  Weapon Systems - INT
Perform – CHA                                      (____________)
Riding – DEX                                       (____________)
Stealth – DEX
Survival – INT
Swimming – STR / DEX                               Light Armor – DEX / INT
Synthesis (_____) - INT                            Medium Armor – DEX
Synthesis (_____) - INT                            Heavy Armor – STR / VIT
Synthesis (_____) - INT
Systems – INT
Thievery – DEX                                              EXP           Destiny
Trade – CHA
Vehicles – DEX
(____________)                                                      Gil
                             Job Abilities

                              (10 Items Max)

               Traits                          Armor / Accessory



Limit Breaks
 Name          Description

 Name          Description

 Name          Description
Gender:                         Height:
Weight:                         Age:



  - Rank 1 Spells -                                 - Rank 2 Spells -
 Name        MP   Description                      Name      MP   Description

  - Rank 3 Spells -                                 - Rank 4 Spells -
 Name        MP   Description                      Name      MP   Description

                                  - Rank 5 Spells –
                                Name      MP   Description

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