COMPLETE EDITION - CORE RULEBOOK
- Page 1
Summary
Introduction ................................................................................................................................................................... 3
Play Basics................................................................................................................................................................. 4
Design Principles and Decisions....................................................................................................................... 5
Glossary...................................................................................................................................................................... 6
Game Setup .................................................................................................................................................................... 7
Group Creation ........................................................................................................................................................ 7
Character Creation .............................................................................................................................................. 10
Character Options...................................................................................................................................................... 12
Quirks ....................................................................................................................................................................... 12
Stats and Skills ..................................................................................................................................................... 15
Jobs ............................................................................................................................................................................ 17
Main Jobs ........................................................................................................................................................... 20
Secondary Jobs ............................................................................................................................................... 43
Spells ........................................................................................................................................................................ 53
Black Magic ...................................................................................................................................................... 53
White Magic ..................................................................................................................................................... 56
Time Magic ....................................................................................................................................................... 59
Blue Magic ........................................................................................................................................................ 62
Other Spells ...................................................................................................................................................... 64
Summoned Monsters ......................................................................................................................................... 65
Geomancy ............................................................................................................................................................... 70
Geotrance .......................................................................................................................................................... 73
Performances ........................................................................................................................................................ 74
Wealth and Items ...................................................................................................................................................... 77
Equipment .............................................................................................................................................................. 79
Armor ................................................................................................................................................................. 79
Weapons ............................................................................................................................................................ 83
Acessories ......................................................................................................................................................... 96
Inventory ........................................................................................................................................................... 98
Game Engine............................................................................................................................................................. 103
Challenges ........................................................................................................................................................... 103
Destiny .................................................................................................................................................................. 104
Combat .................................................................................................................................................................. 106
Game Master's Strategy Guide........................................................................................................................... 111
Creating Adventures ........................................................................................................................................ 111
Character Development and Rewards ...................................................................................................... 113
Antagonists ......................................................................................................................................................... 115
Sample Antagonists .................................................................................................................................... 118
Experience Table................................................................................................................................................ 121
Status Effects....................................................................................................................................................... 124
Summary - Page 2
Introduction
Before presenting this product, I would like
to introduce myself. I am a RPG player and Game
Master since 1994, and one of the people who
were part of the Returners group of since the
creation of FFRPG’s first edition. I followed and
helped to carry out the playtest of all "official"
editions of the game, through the internet relay
chat (IRC) campaigns or playing offline. The
group stayed together until the end of second
edition’s development, around July 2001.
When the development of the famous third
edition started, there began to be disagreements
among the team, leading to the creation of the
first FFRPG "spin-off", called ZODIAC, created by
S Ferguson, which, from 2001 until today (the last
version is dated 2013) , has gone through three
editions. The FFRPG (or Returners' FFRPG, as it
became known to differentiate the ZODIAC
FFRPG) took 8 years to complete the
development of its 3rd edition, being officially
launched in 2009. But even after such a long
development time, it was released with various
problems that generated other versions.
There were the works of Fernanda Parker
in Brazil, who translated the game to Portuguese;
the SeeD group, formed by many of the original
members of the Returners, but already without
the leadership of Samuel Banner, who was project
leader at the time of the 3rd edition, created
another version, the FFRPG SeeD, more focused
on online gaming via IRC: according to the
authors, the game is "impossible" to be played on
a real table without computer assistance; Alan
Wiling and his team created the FFRPG d20,
based on Pathfinder; Scott Tengelin and his team
also started another version, which was finalized
by Dust, who published, in 2010, the third edition
of FFd6 system. Another game published was
Chikago’s Academia Bahamut, a Brazilian cross
between ZODIAC and the original 3rd edition.
Thus, when creating this game, I try to
stand on the shoulders of giants. All creators and
games mentioned above were sources of
inspiration when I build this version. Still, I do not
consider myself writing the final or definitive
version of FFRPG; as well as electronic games,
pen and paper RPG continues to evolve and
incorporate different concepts and reach
different audiences. I hope that this work is just
the kickoff to the fifth edition, sixth edition, and
many others, created by fans of this ageless
masterpiece: Final Fantasy.
This game is not affiliated, owned or
subject to Square Enix or any of their companies
in any way. Much of the material described here is
owned by Square Enix and its various
contributors as Yoshitaka Amano. This work is
licensed under the Creative Commons
Attribution-NonCommercial 4.0 International
License. To view a copy of this license, visit
http://creativecommons.org/licenses/by-nc/4.0/
or send a letter to Creative Commons, PO Box
1866, Mountain View, CA 94042, USA.
Bruno Carvalho
Introduction - Page 3
Acknowledgments
I would like to say thank you to the
playtesters who helped shape this game: Felipe
"Hitoshura" Furtado, Gabriel "Paladin" Sasso,
Anderson "Zada" Tavares, Wyohara, Lucas
Hoffman, Leandro "Maromba" Valente, Pedro
Rodrigues, Rafael Sobreira, Thiago Sobreira,
Pedro Rodstein, Lyaran, Gregory "Gatts", David
Renaud and everyone else. A huge thanks also to
Dust, who graciously gifted her own FFd6 images
and lots of fluffy bits, and Novacat for the
grammar help.
What is Final Fantasy, anyway?
Final Fantasy is a series of more than thirty
console RPGs and two MMORPGs. Though each
story in the series is independent, there are
numerous recurring themes and elements such as
airships and bright yellow avians, well-known
monsters and heroic save-the-world storylines.
Originally inspired by Dungeons and
Dragons, the Final Fantasy series has grown to
take on a flavor all its own. It has become a
setting in which the fundamental well-known
limits of human capability are casually ignored,
where a villain’s strength can be measured by
their androgyny and size of their hair, and where
only a ragtag team of heroes usually under the
age of thirty are competent (or incompetent)
enough to make a difference. These are stories
about good versus evil, twisted technology and
heroic perseverance, duality, self-sacrifice,
camaraderie and love, and taking on truly
legendary enemies with your eight-foot sword
and magical umbrella.
Play Basics
This PDF contains the entirely of the rules
you'll need to know. Like most pen-and-paper
RPGs, you'll also need dice in this case, ten-
sided dice. Most rolls in this system are referred
as a “d100” roll. To do that, roll two ten-sided
dice, usually in two different colors or by rolling
one after another. One die will represent the unit
digit, and the other die will represent ten's digit.
Name what die will be each digit before you roll!
A result of “00” is read as 100. You’ll usually want
two per player but having extras is a good idea.
Setting
The Final Fantasy series has spanned
dozens of worlds from Ivalice, the multiracial
land of mercenaries and adventure, to Cocoon,
the artificial planet nurtured by psychopathic
ancient constructs and rarely do any two of
these worlds operate under the same laws. Some
feature magic that slowly chips away at the minds
of those who use it, and in others death is little
more than a minor inconvenience.
As you can imagine, this means that
creating an universal set of rules, one that covers
everything from the entire Final Fantasy series, is
simply impossible and ignoring this fact would
be irresponsible and downright chaotic at best.
Details about each specific game setting may be
found on the Worldbooks series, each describing
one specific world. At the time of this book, the
Final Fantasy IV Worldbook is already published,
and many more are coming .
That said, this book was designed to give
you and your friends a chance to explore your
own stories, with your own heroes, and very
often, in your own unique Final Fantasy world.
Whether your campaign will be set a familiar
place….or whether it will be set in a post-
apocalyptic city where the last memories of the
deceased are immortalized as whispering magical
crystals….well, that’s all up to you. Are the heroes
tied together by virtue of ancient prophecy or are
they childhood friends? Are they a crew of
gentlemen airship thieves or forced into an
uneasy alliance by the outbreak of war? This is a
chance to let your creativity shine.
Introduction - Page 4
The Game Master
In the video games, Final Fantasy may be
accessed with a cartridge, CD-ROM or DVD. In
FFRPG, however, it is the Game Master (GM) who
unspools the epic saga, acting as both referee and
storyteller. As a storyteller it is their
responsibility to create the quests and storylines
the players become embroiled in, take on the
roles of Non-Player Characters (NPCs), the people
and monsters the heroes encounter in their
travels, and act as the players' eyes and ears
within the game, describing the scenery and
situations. As a referee, the GM enforces the
rules, set outs the challenges, and keeps the
players on task to ensure each session runs as
smoothly as possible. It might seem daunting to
tackle these challenges with the patience and
dedication they deserve, but it is very rewarding.
The Players
Players in the FFRPG step into the shoes of
a character with an unique background,
personality, skills and powers. These protagonist
are know as the Player Characters (PCs), and
ultimately shape the story by virtues of their
actions and decisions. There are some crucial
differences between videogame and tabletop play,
however; each player generally only control one
character, rather than an entire party. As result,
most adventures will see several players
cooperating with each other under the GM's
guidance, working along to create the story. This
game is not a competitive exercise: the players
work together to overcome the challenges they
create and/or the GM presents them, but the
collective goal is to have fun together, not to “win”.
As much as the PC and some NPC may be
enemies, players and the GM have the same
purpose: to collectively have fun while creating a
memorable story.
Kupo! I'm Mog, the moogle, and I'll be your
guide through this book. I'll be presenting you some
examples, hints, and other assorted help so you can
understand more easily the terms and how the game
works. I hope you have fun playing this edition of the
FFRPG!
Quark! I'm Boco, the chocobo. During the
book, I'll bring mechanical advice and optional
rules. There are plenty of ways to use this
system, and you can change it to better suit your
playstyle and your playgroup. So count with me
to bring alternate ways to use this ruleset to
your liking!
Design Principles and Decisions
Recreate the "feeling" of the old JRPGs
The game's core concept is "nostalgia". As
such, the game must be flexible and customizable
enough so each group can emphasize the aspects
they find most relevant to the gaming experience.
Final Fantasy have over 25 years of history and
different gamers had lots of different experiences.
Group Focus
The gaming unit is the group. Use
mechanical rules for the group of adventurers as
design decision. This "group" should take into
account not only the players opinion, but also
the Game Master's.
Introduction - Page 5
Avoid downtime
Downtime is the time that the player
spends "not-playing" during the game. It is
basically caused by the fact that not all players
can effectively act at the same time, due to the
Game Master’s inability to hear everyone at the
same time. During the gaming experience, all
players must be involved in the action as much as
possible.
Quick Production
Translating Final Fantasy to tabletop is a
huge endeavor. It is best to deliver a small
product that can be played with few options than
try to describe all the possible options before
publishing the game. The game should be
modular, with space for "expansions", to allow
quicker production. The specific rules for specific
game settings should be published into each
game module, and the game should be easily
“moddable”.
Create 2 games
Yes. The idea is to two games. If you stop to
coldly analyze what were the JRPGs of the golden
era (8, 16 and 32 bit), you will see that basically
the "RPG" is actually a strategy game and an
exploration game (I'm talking of pure RPGs, not
Action RPGs or Tactical RPGs). The moment of
transition between the two games is the moment
of combat. Thus, in order to emulate this spirit, I
am divorcing the combat system from the "non-
combat" system in order to clearly characterize
the two moments. Actions out of combat will have
another mechanics, and will function differently
from actions in combat.
Tabletop, but not only tabletop
This is a tabletop game and should be
written as such. The rules should be as tabletop-
friendly as possible and should be able to play
with only pencils, paper and dice. However, RPG
evolved with its medium over the time. The rules
must be able to work in other environments, like
computer assisted, chat-based games and the
slower Play-by-Post games.
Glossary
Challenge: An obstacle in the story the
characters must try to overcome. They can be
introduced by player action, but most Challenges
will be crafted by the GM.
Destiny Points: What separates common
men from heroes. A metagame currency to give
the players limited narrative control.
Dice Engine: How to use dice rolls. FFRPG
4
th
Edition is a d100 based, roll over system. This
means you'll be rolling a d100, and must get a
number over a Difficulty to have sucess.
Difficulty: The target number you should
beat to be sucessful at a Challenge. For example, if
the Difficulty is 60, you must roll 61 or greater in
a d100 to overcome it.
Experience: The main currency for
character advancement. Measured in Experience
Points (XP). May be spent to increase a
character's Stats.
Level: A general measure of a character's
power level. A character's Level is the sum of all
his Stat Levels.
Skills: How a character is skilled at a
particular field of knowledge. Having skills will
help that character to accomplish tasks in that
area.
Stats: A measure of the influence of the
four Crystals in each character Earth, Air, Fire
and Water. Stat values are linked to the
character's Level, his Experience, Skills, and
combat abilities.
Introduction - Page 6
Game Setup
Group Creation
An FFRPG 4e Adventure or Campaign is
centered around the Group: the organization or
party which the player characters are a part of,
whose ideals or structure brings the players
much of their general goals or objectives. Group
creation is a joint activity between the players
and GM, and will serve to guide subsequent
creation of individual player characters. This
activity is very important because it defines what
kind of stories will be played. To create the group,
follow the 5 steps below.
1. Choose Traits
These special features are the mechanical
elements that will influence the way the
game is played. Each group has three
Traits, chosen from the list below. Traits
strongly influence how the game will
unfold, and should be chosen very well by
the GM and the players.
2. Choose a Name
Self-explanatory. The Group may have a
name like Returners, Knights of Ivalice,
Heroes of Light, Shin-Ra Inc., SOLDIER, or
any other name.
3. Create the Roots
What links the group? Why was it
founded? What is its reason for existence?
Are they the underground resistance to an
oppressive empire? Are they members of
a kingdom or a corporation? Are they
young people from a village in the
countryside?
4. Create the Evil
Who is the main antagonist? Who
threatens the Group’s existence?
Remember that this antagonist may (and
probably will) change during the course
of a campaign.
5. Write the starting Destiny Points
Destiny Points is a Group feature that can
be used by players to influence the story.
Starting Groups begin with 4 Destiny
Points.
Game Setup - Page 7
Traits
Monster Hunter
This group was founded to kill monsters.
You gain experience points (XP) by winning
battles against beasts and other creatures.
The Good: You may spend Destiny Points
to discover things about monsters.
The Bad: Monsters are always hostile to
you. You need to spend Destiny Points to prevent
a monster from being automatically hostile.
Sense of Duty
This group was founded to follow an
organization. Define what is the specific
organization, which may be a church, a kingdom,
the army, a corporation, or something else. This
Trait can be selected more than once, each time
representing an affiliation to a different
organization. You gain experience points (XP) by
performing missions for the organization.
The Good: You may spend Destiny Points
to receive help from the organization. This special
aid will depend on the chosen organization.
The Bad: You can’t refuse missions from
that organization, even if it goes against the
character’s beliefs, unless you spend Destiny
Points.
People’s Hero
This group was founded to liberate people
from tyranny. You gain experience points (XP) by
removing corrupt officials, protecting the public
and doing good deeds.
The Good: You may spend Destiny Points
to call for assistance of the population. This help
may involve shelter, food, hiding, and other
support within the reach of the common man.
The Bad: You can’t refuse a request for
help from a humble man, unless you spend
Destiny Points.
Relics from the Past
This group was founded to investigate the
secrets of the past, either arcane or technological
(depending on the campaign). You gain
experience points (XP) by investigating ruins,
discovering elder tomes or other ancient artifacts.
The Good: You may spend Destiny Points
to find out stories about artifacts and other
ancient legends.
The Bad: Many of the ancient things have
profound and dire stories, carrying curses. You
may suffer the curse that was upon something
found, unless you spend Destiny Points.
Mercenary
This group was founded to acquire wealth
and power. You gain experience points (XP) by
earning Gil or other material possessions.
The Good: You have contacts that appear
in the most improbable moments. By spending
Destiny Points in any situation, you can find
someone interested in buying or selling you
things, except if this imply risk of life. However,
they may not always charge fair prices, even if
this merchant is a cat-man in the middle of an
inhospitable mountain.
The Bad: People tend not to rely on
mercenaries and will doubt your intentions when
they know your motivations, unless you spend
Destiny Points.
Game Setup - Page 8
Nemesis
This group was founded to fight
something or someone of great power. This
enemy can be a person or organization. This Trait
can be selected more than once, each time
representing a different enemy. You gain
experience (XP) preventing the plans of your
Nemesis or defeating him or his lackeys.
The Good: As much as your Nemesis hate
you, it always seems to leave a hole in his plans.
Whenever you are in a situation of imminent
defeat to your Nemesis, you may spend Destiny
Points to figure out a way to escape, in order to
face it again later. This does not count as
defeating or preventing the nemesis’s plan in any
way: you only save yourself.
The Bad: Your Nemesis know your plans
better than anyone. Whenever you try to spend
Destiny Points to get any advantage over your
Nemesis, you will need to spend twice as many
Destiny Points.
Protégé
This group was founded to protect
something or someone from harm. Although it is
very important for several reasons, this protégé is
unable to defend itself from harm, which can be
physical or not. This Trait can be selected more
than once, each time representing an different
entity to be protected. You gain experience points
(XP) by avoiding harm for the entity or by
restoring it.
The Good: If your protégé is in danger,
you may spend Destiny Points to gain a second
chance on any Challenge that can save it.
The Bad: If the protégé is destroyed or
killed, even if is possible to reconstruct, resurrect
or any other way restore it, you lose Destiny
Points.
Reputation
This group was founded to earn fame and
success. You gain experience points (XP) when
you can spread your reputation and become
better known and loved. Alternatively, you may
decide that your desired reputation is bad
reputation and your goal is to become feared and
hated.
The Good: Your reputation precedes you.
You may spend Destiny Points to impress or even
influence people based on your reputation.
The Bad: It's hard to go incognito. When
you really need to be undercover, you need to
spend Destiny Points, or else you will be
recognized or otherwise affected by your
reputation.
Group creation is really a huge part of campaign
creation. When planning the campaign, you may create
the Group (and its Traits) ahead of time and simply
present it to the players. However, if you can, just
present the setting and try to create the Group along
with your players. Below I'll present two different Group
examples, all within the same setting.
Setting: Wars of Mana. Taken straight from
Seiken Densetsu III (or Secret of Mana 2) storyline,
Wars of Mana takes place on a high fantasy medieval
world, where six great nations fight over control for the
Mana, the magical energy that permeates the world.
1
st
Group's Traits: Relics from the Past, Nemesis
(Ganelon) & Monster Hunter. This group was created to
find a way to stop Ganelon, an evil shapeshifter who is
using political connections, doppelganger minions and
his cunning to force the world into widespread chaos
and war. They believe the key to stop them is solving
the enigma of the finite Mana, discovering a way to
please all the kingdoms. This campaign went with a
political undertone, with the PCs struggling to uncover
Ganelon's emissaries and stop his machinations.
2
nd
Group's Traits: Relics from the Past,
Reputation & Nemesis (The One without a Name). The
players decided they would face a timeless being from
another dimension. A creature so terrible and alien that
no mortal could even speak his name without delving
into the pits of madness. This was even stronger due to
one of the PCs being half-mad due to an encounter with
it. And whats worse, it seems that no one believed them.
This campaign had a very dark horror tone, as the PCs
struggled to earn a Reputation and prove to the world
that an unseen threat exists. The only ones who listened
were the already-corrupted cultists of this Evil God.
Game Setup - Page 9
Character Creation
Each player character has its own
characteristics. They are individually assigned by
the player to his character, based on the concept
the player wants to roleplay. To create a player
character, do the following steps:
1. Choose a Name
Again self-explanatory. Choose a name
that suits the character you want to play.
2. Choose your Traits and Quirks
Each character has a total of 3 Traits and
3 Quirks. 2 of his Traits must be chosen
from his Group’s Traits, and the last one is
chosen from the Trait list, and don’t need
to be one of the Group's Traits. The 3
Quirks must be chosen from the list in the
following chapter, pages 12 to 15. Traits
define how the character will earn
experience points (XP) and evolve during
the game, while the Quirks indicate how it
can earn Destiny Points. Remember that
the Destiny Points are shared by the
Group, hence all Destiny Points income
and expenses will come from the Group's
total Destiny, rather than being individual
characters’ values. In addition, all Traits
grant ways in which the characters may
spend Destiny points.
3. Choose your Jobs
Each player character has two Jobs,
chosen from two different lists. The
combination of Main and Secondary jobs
can allow for a great variety of characters,
each with several unique ways of
contributing in battle, by wielding unique
Abilities against their foes. The jobs are
the following:
Main Jobs: Adept, Archer, Artist, Black
Mage, Druid, Monk, Time Mage, Rogue,
Warrior, White Mage
Secondary Jobs: Alchemist, Berserker,
Defender, Dervish, Fencer, Rune Knight,
Phalanx, Wizard.
More details on Jobs and its Abilities are
in the next chapter, starting at page 17.
4. Spend XP to increase your Stats
In FFRPG 4e, each character has four
Stats, each related to a crystal: Earth, Air,
Fire and Water. More details on these
Stats are in the next chapter, in page 15. A
starting character has a total of 200 (two
hundred) experience points (XP) to spend
on their Stats.
5. Assign your Skills
A character earns 1 Skill point for each 3
Levels he earns. Remember that the total
Character Level is the sum of his Stat
Levels. These skill points may be spent as
the player wish between the skills, but the
Stat Level is the maximum amount of skill
points that may be spent in all skills
linked to that Stat. The skills are:
Earth Skills: Strength, Climbing,
Swimming, Intimidation, Tolerance,
Jumping.
Air Skills: Running, Stealth, Piloting,
Riding, Thievery, Acrobatics.
Fire Skills: Infiltration, Perception,
Medicine, Survival, Technology, Wisdom.
Water Skills: Willpower, Bluff, Handle
Animal, Charisma, Performance, Magic.
The Skill details are in pages 16 and 17.
6. Acquire your Abilities
Each Job offers Core Abilities and
Specialties. A character acquires all Core
Abilities he qualifies for, and may select
one Specialty for each of his Core Abilities,
if he met the required Stat levels. For
more details on Abilities, check the next
chapter, starting at page 20.
7. Buy your Starting Equipment
During character creation, each player can
spend 200 Gil in equipment and items. It
is recommended that you buy at least one
weapon for your starting character. More
details on wealth and equipment may be
found on the Wealth and Items Chapter,
starting at page 77.
Game Setup - Page 10
8. Finishing Touches
Calculate your HP by adding your Earth
value to your Job HP bonus and your MP
by adding your Water value to your Job
MP bonus using your Job's guidelines.
Don't forget to flesh out the character
concept using all the cues you've been
collecting thus far (Traits, Quirks, Jobs,
Skills, etc). Take notes on your character
backstory, motivations, personality and
appearance, as that may help you roleplay
your character to its fullest potential.
JB wants to create a cute-but-dangerous
Geodancer moogle. So he begins with his name, of
course JBMog, and looks at his Group's Traits. The
Returners, as his group calls itself, have the Nemesis
(Empire), People's Hero and Sense of Duty (Banon)
traits. JBMog doesn't like that Banon guy, so he decides
to have the Nemesis (The Empire) and People's Hero
Traits. To round it up, he fetches one last trait: Protégé
(Narshe Mines): He'll fight to protect his people at the
Narshe mines.
Looking at the Quirks, he quickly comes with a
good idea of his character: The Moogle
is mandatory for
him, but the Feral and Fast Quirks also round up his
character. All in all, he's a quick moogle who loves
animal company, but he's a tad shy in human lands.
Then, he notes his jobs. Druid is a quick choice,
for a Geomancer character, but he takes a minute to
ponder about Secondary Jobs. After some debate, he
ends up choosing Fencer to focus on the defense.
Next, the Stats. With his 200 XP, and looking at
the stats, he decide to make Fire his primary stat,
spending 90 XP on that one. This nets him Fire 30, as
shown in the experience table. Then, he proceeds to put
10 XP in Water and 40 XP in Earth - bringing these
Stats to 10 and 20, respectively. The last 60 XP he
proceeds to put in Air, granting him Air 24. His levels
are Earth 2, Air 2, Fire 3 and Water 1. With these
scores, his character level is 8 (2+2+3+1). For Skills, he
decide to grab Perception and Performance.
As for Abilities, he notes down the first level
Core Abilities:
Nature's Path
and
Awakened
(Geomancer)
from the Druid, and
Block Projectiles
from
the Fencer. Due to his Stats, he also chooses a Specialty:
Nature Warrior (Polearms)
, because whats better than a
Polearm-wielder Moogle? He hasn't leveled up enough
to get other Specialties, so he goes to Equipment.
Being a Nature Warrior, he proceeds to get the
heaviest armor around - a Leather Plate (99 Gil) and
an Iron Spear (63 Gil). With the remaining Gil he buys
a Tonic (25 Gil) and pockets the remaining money (13
Gil). Finally, he does his HP (level x3 = 8x3 = 24 + earth
(20) totals 44 HP) and MP (level x2 = 8x2 = 16 + water
(10) totals 26) calculations.
So his character sheet is done! Let's see how it is:
JBMog, 8th level Druid/Fencer
Stat Level Value XP Spent
Earth 2 20 40
Air 2 24 60
Fire 3 30 90
Water 1 10 10
Skills: Perception 1 and Performance 1.
Traits & Quirks: Nemesis (The Empire), People's Hero,
Protégé (Narshe Mines); Moogle, Feral and Fast.
HP 44/44; MP 26/26; ARM 3; MARM 0
Equipment: Iron Spear (Air vs Earth, 6 damage), Leather
Plate
Abilities: Nature's Path [Nature Warrior]; Awakened
(Geomancer); Block Projectiles
Actions: !Geomancy, !Arrow Guard
Game Setup - Page 11
Character Options
Quirks
Quirks are characteristics that define your
character's personality and/or backstory. They
give the player some tips on how to roleplay their
character, and are a tool both to earn Destiny
Points and to use them. Some Quirk also got a
keyword. You may not have more than one quirk
with the same keyword, so you can't be Caustic
and Empathic at the same time. And absolutely no
Half-Viera/Half-Elvaan, please!
Destiny Points are a shared group
resource that may be used to give the players
some control in the narrative. They may be used
to turn a failed Challenge into a successful one, to
give tips and directions, to perform heroic actions
that surpass human capacity and even to cheat
death, among various other uses. Details on how
to earn and how to spend Destiny Points are on
the Game Engine Chapter, starting at page 103.
Quirk List
Arrogant: You don’t back off from
challenges and don’t submit to the will of others.
You may spend Destiny Points to resist
intimidation. However, you do not take insults
lightly and don’t refuse challenges. Earn Destiny
Points when this attitude causes you problems.
Bangaa (racial): A
people of biped
lizard men. They
are as tall as
humans, but
significantly
stronger and
covered with hard
scales. You may use
Destiny Points due to your great strength,
leathery skin and high strength to overcome
physical Challenges. However, your race has a
terrible vision and it is not uncommon for Bangaa
to cover their eyes to focus only on hearing and
smell. Although you can still see, but the lack of
an accurate vision may cause you problems, and if
that happens, earn Destiny Points.
Bottomless Pockets: You usually have
everything always at hand. Spend Destiny Points
to find things you did not expect, as that wrench
you were just looking for! However, sometimes
you simply won’t find something you were sure
that were with you. When this causes you
problems, earn Destiny Points.
Brute (body): You are very strong and
heavy. Spend Destiny Points to overcome
challenges whenever your muscle power really
makes a difference. However, your weight and
lack of reflexes can cause you problems, granting
you Destiny Points.
Caustic (charisma): You attract dislike
and people feel uncomfortable by your side. You
may use Destiny Points to intimidate or otherwise
impose your will on others. You receive Destiny
Points when this lack of sympathy causes you
problems.
Contacts: You have contacts to obtain
information or favors. Decide at character
creation what kind of contacts you have and what
kind of favors they would be willing to do. To use
these favors, spend Destiny Points. However, your
contacts may ask dangerous favors or cause you
problems, granting you Destiny points.
Compulsive Liar (honesty): For some
reason, telling the truth is very hard for you.
Worse, others believe! Use Destiny Points to make
people believe your lies, especially the most
ridiculous, and earn Destiny Points whenever
your lack of honesty causes you
problems.
Dwarf (racial):
Creatures that live
underground in caves and
mines, building great kingdoms
and castles under the rock.
They are generally smaller and
more muscular than humans,
possessing an innate aptitude
Character Options - Page 12
for metallurgy and technology. You may use
Destiny Points in situations involving explosives,
machinery and mining, activities for which
dwarves are renowned. However, the time spent
in the darkness turns sunlight into an ongoing
discomfort, making you feel bad in bright light.
Whenever this causes you problems, earn Destiny
Points.
Elvaan (racial): Proud,
athletic, slender and
towering, Elvaan are known
for their prominent pointed
ears, often stretching ten to
fifteen centimeters to the
sides of their heads. Some
call them the Elves or Elezen.
You may use Destiny Points
in situations that require
courage, confidence and
willpower. However, Elvaan
are famous for their
arrogance and inability to
forgive offenses, whether real or imagined.
Whenever this causes you problems, earn Destiny
Points.
Empathic (charisma): You attract
sympathy and people feel comfortable at your
side. You may use Destiny Points to attract
sympathy and good impressions. However, people
tend to not take you seriously. If this causes you
problems, earn Destiny Points.
Fast (body): You are fast and light. Spend
Destiny Points to use your speed to your
advantage, but earn Destiny Points when your
lack of strength or resistance causes you
problems.
Feral (animal): You were raised by
beasts, monsters or a savage tribe. You relate well
with animals. Use Destiny Points to attract animal
sympathy and calm them. However, you are
unable to get along with other humans and earn
Destiny Points whenever that causes you
problems.
Focused: You are focused on some issues
(decide which). Unfortunately, this leaves you
with little regard for other subjects. You may use
Destiny Points to remember specific knowledge
of your studies. Earn Destiny Points when your
lack of attention to other matters causes you
problems.
Intuitive Magic Elemental: You can
spend Destiny Points to manipulate fire, lightning
and ice, creating small magical effects. Your
magical skills, however, can’t be used in combat.
Sometimes, magic does not work the way or at
the moment you want, and if this causes you
problems, earn Destiny Points.
Intuitive Magic Forces : You can spend
Destiny Points to telekinetically manipulate
objects, as well as air, earth and water, performing
small magical effects. Your magical skills,
however, can’t be used in combat. Sometimes,
magic does not work the way or at the moment
you want, and if this causes you problems, earn
Destiny Points.
Intuitive Magic Illusion: You can spend
Destiny Points to manipulate lights, shadows and
illusions, performing small magical effects. Your
magical skills, however, can’t be used in combat.
Sometimes, magic does not work the way or at
the moment you want, and if this causes you
problems, earn Destiny Points.
Lalafell (racial): These little creatures
are among the
smallest known
races, hardly
reaching more than
a meter tall. In their
own language, they
call themselves
Tarutaru. You may
spend Destiny
Points to make
small magical
effects by
manipulating telekinetically objects as well as to
control light and shadows. Their magical skills,
however, can’t be used in combat. Their small
stature and lack of physical strength can cause
problems when they try to overcome situations
that require strength and endurance. Whenever
this happens, earn Destiny Points.
Lycanthrope: Your senses are much more
acute than usual. You can use Destiny Points to
track by scent or discover things that only your
keen senses would find. But his bestial blood tries
to take control of you, and you have a constant
internal struggle to not act like an animal.
Whenever this cause you problems, earn Destiny
Points.
Moogle (racial): Their appearance is
similar to a humanoid cat, usually white in color,
Character Options - Page 13
with small wings of red or purple color and an
antenna on his head ending in
a red ball (pompom). Their
ears are similar to those of a
cat or a dog. Despite having
wings, they can't fly, but their
pompoms gives almost
telepathic abilities with other
moogle, building what some
scholars call Mognet. You may
spend Destiny Points to gather
information or send messages through Mognet to
other moogle. However, their spoken language
heavily depends on the kupo word, which can
have several meanings depending on the
intonation and body movements. Because of this,
communication with other races is full of
misunderstandings. Whenever this causes you
problems, earn Destiny Points.
Naive Idealist: You see life through the
lens of a personal code of conduct, or some
religious fanaticism, or an ideological utopia.
Either way, you're very attached to that ideals,
and you can draw strength from them. The details
of your ideal code must be fleshed out with the
GM, but you can spend Destiny points to face
incredible odds when adhering to it. However,
you're gullible and easily manipulable, as your
ideals may be used to cause you problems,
earning you Destiny Points.
Natural Hunter (animal): You feel more
comfortable away from civilization. Forests are
your second home. You can use Destiny Points to
hunt, seek shelter and track in natural
environments. However, you are already so used
to kill animals that they avoid you and feel
uncomfortable around you. If this causes you
problems, earn Destiny points.
Nu Mou (racial): They have similarities
with dogs, with elongated snouts, furry tails and
big, floppy, ears. Their
short stature, around a
meter and a half tall, and
their tendency to a
stooped posture, cause
them to be very small.
They have a fragile
constitution, but they are
very intelligent and tend to live three times more
than normal humans. You may use Destiny Points
in situations involving patience, common sense
and obscure knowledge, especially magical
knowledge. They are also slow and not very
athletic. Whenever this causes you problems,
earn Destiny Points.
Paranoid: You're always aware of the
dangers that can arise at any time. Spend Destiny
Points to perceive things that only your keen
senses may notice. However, you suspect
everyone and everything, and if this causes you
problems, earn Destiny Points.
Roegadyn (racial): Also known as Galka,
this race with slightly
ursine appearance has
huge bodies, often over
two meters tall. Despite
their great strength and
power, they are
renowned for self-
knowledge and phlegm.
You may use Destiny
Points in situations
involving self-control and
great physical strength.
But often their overly calm attitude may look like
apathy or simply laziness. Whenever this causes
you problems, earn Destiny Points.
Straight Arrow (honesty): You're a
straight arrow, rarely lie and got a reputation for
honesty. You may spend Destiny Points to make
people believe and trust you. Earn Destiny points
whenever your honesty causes you problems.
Uncommon Beauty: You are very
beautiful and can use your beauty to attract
attention and get good impressions. You may use
Destiny Points to influence other characters who
would feel attracted to you. Whenever your
beauty causes you problems, earn Destiny Points.
Viera (racial):
The Viera have two sub-
races. The most common
live in temperate forests
and has long rabbit ears,
but there is a sub-race
that lives in tropical
jungles and has feline
characteristics rather
than rabbit’s. This sub-
breed is commonly called
Mithra or Miqo'te.
Regardless of the sub-
race, they are mostly
female, with males being only about twenty
Character Options - Page 14
percent of the population. Moreover, they are
closely linked to the forests and jungles where
they live. You may use Destiny Points to
communicate with trees, although their cognitive
ability is very limited. On the other hand, you feel
extremely uncomfortable in urban environments,
and can even become ill if you stay away from the
natural environment for a long time. Whenever
this causes you problems, earn Destiny Points.
Visions: For some reason, you have
visions that can give you tips of the future or just
torture you. Spend Destiny Points for good
visions and earn Destiny Points when flashbacks
cause you trouble.
You may also want to create your own
Quirks. Choose a trait that defines your
character and talk with your GM to turn into a
Quirk. However, there are three guidelines that
should be followed. First, a Quirk must be able
to provide the player ways to spend Destiny
Points to overcome Challenges; second, a quirk
must be able to provide the GM ways to create
problems for the group; and lastly, a quirk may
not influence tactical combat rolls.
Stats and Skills
Characters have four Stats, each
connected to a crystal - Earth, Air, Fire and Water.
Each Stat has a value and levels. For every 10
points in its value, the Stat earns another level.
Stat's value vary from 0 to 255 and, consequently,
between 0 and 25 levels. The sum of a character’s
Stat levels is his Character level.
For example, a 30
th
level character may
have Earth 52 (5
th
level), Air 108 (10
th
level), Fire
80 (8
th
level) and Water 75 (7
th
level). Each Stat
has 6 skills associated to it. The sum of all Skill
levels a character have in all skills linked to a
particular Stat may not be higher than its Stat
level. Thus, the above character have 10 points to
spend in all skills, but may not spend more than 5
points in Earth skills, no more than 8 points in
Fire skills and no more than 7 points in Water
Skills.
Stats are also used in the tactical combat
system. Each roll in combat uses one Offensive
and one Defensive Stat. Earth is usually the
Offensive Stat for attacks that depends on the
user's brute force and physicality, and is the
Defensive Stat to attacks that may be prevented
by the defender's physical strength, health and
muscle power.
Attacks that rely on the user's speed,
finesse and skill use Air as its Offensive Stat. It is
the Defensive Stat against attacks that may be
evaded by the defender's reflexes and agility. A
primarily Offensive Stat, Fire is used in attacks
that rely on the user's intelligence and magical
ability. If an attack may be avoided by the
defender's insight, it uses Fire as it Defensive Stat.
Lastly, attacks that depends on the user's
charisma and willpower to hit uses Water as its
Offensive Stat. However, it is a mainly Defensive
Stat, as attacks that may be resisted by the user's
mental strength and magical defenses should use
it. Besides its offense and defense implications,
players should note that your Earth Value is
added to your hit points (HP) and your Water
value is added to your magic points (MP) value.
Character Options - Page 15
Stats are increased using experience
points. The cost to increase a Stat's value by a
single point is one plus twice the Stat level. Thus,
an Stat costs 1 experience point per Stat point
while at level 0 (value from 0 to 9); 3 experience
points per Stat point while at level 1 (value 10 to
19); 5 XP per Stat point while at level 2 (value 20
to 29); and so on. Starting on page 121, there is a
table with the total XP cost for each Stat value.
Skills
Skills are tools that the characters have to
overcome Challenges. Each Challenge must relate
to a Skill. Each Skill level means the player may
re-roll once a Challenge related to that Skill. For
example, a character with 3 levels in Strength
Skill can re-roll the d100 3 times to overcome
Strength Challenges.
Earth Skills involve brute strength,
toughness, physical prowess and bulk. A
character's Earth level is his limit to spend
points in Strength, Climbing, Swimming,
Intimidation, Tolerance or Jumping.
Air Skills involve movement, finesse and
body coordination. A character's Air level is
his limit to spend points in Running, Stealth,
Piloting, Riding, Thievery or Acrobatics.
Fire Skills involve intelligence, knowledge
and wisdom. A character's Fire level is his
limit to spend points in Infiltration,
Perception, Medicine, Survival, Technology
or Wisdom.
Water Skills involve willpower and
charisma. A character's Water level is his
limit to spend points in Willpower, Bluff,
Handle Animal, Charisma, Performance or
Magic.
Below is a description of each Skill and
examples of Challenges associated with them.
Acrobatics (Air): Ability to perform
acrobatic maneuvers and maintain balance in
difficult situations. Can be used in situations
where the character may lose balance, must walk
on cliffs or wires, or in situations where it hangs
on masts, chandeliers or ropes.
Bluff (Water): Ability to lie, cheat,
conceal and seduce. It can be used in situations to
deceive, pretend, or otherwise attempt to
conceive your true intentions.
Charisma (Water): Personal magnetism
and ability to impress. It can be used in situations
involving the reactions of non-player characters,
sometimes even without any specific action by
the character.
Climbing (Earth): Climbing speed and
technique. It can be used in situations that involve
climbing walls, mountains, trees and other
obstacles.
Handle Animal (Water): Ability to
soothe and train animals and monsters. It can be
used in situations requiring empathy with
animals, to calm wildlife, train animals or prevent
them from attacking someone.
Infiltration (Fire): Ability to open locks
and gain access to locked locations. It can include
both the ability to unlock locks with lock picks as
the ability to fake access cards in more modern
environments.
Intimidation (Earth): Ability to impose
your will through coercion, threats and power
displays. It can be used in situations where the
character wants to impose its will in the most
direct way possible.
Jumping (Earth): Jumping capacity,
involving both the distance as the height. It can be
used in situations involving the ability to
overcome pits or to reach high platforms.
Magic (Water): Knowledge of arcane
magic. It can be used in situations involving
knowledge of the magical forces of the world and
its mysteries.
Medicine (Fire): Knowledge of anatomy,
healing, herbal medicines and medical
techniques. It can be used in various situations
involving diseases, poisonings and remedies.
Perception (Fire): Ability to
distinguish detail with the five
senses. It can be used in
situations involving sight,
hearing, smell, touch or taste.
Performance (Water):
Ability to act, sing, dance or
perform other forms of art. It can
be carried out in situations
involving artistic performances,
such as an opera.
Character Options - Page 16
Piloting (Air): Ability to drive inanimate
machines, ranging from chariots and carriages to
giant robots and aircraft, depending on the
setting’s technology.
Riding (Air): Ability to ride animals such
as chocobos. It can be used in situations involving
the ability to ride animals, in pursuits or to do
mounted maneuvers.
Running (Air): Ability to walk and run
fast and for long distances. It can be used in
situations involving the running speed and
endurance in long distance runs.
Stealth (Air): Ability to hide and move
silently. It can be used in situations when the
character doesn’t want to be noticed.
Strength (Earth): Strength and physical
ability. It can be used in situations involving the
character's ability to lift, pull, push and knock
down things.
Survival (Fire): Ability to relate to the
natural world and get food, water and shelter
outdoors. It can be used in situations where the
character needs to hunt and gather food and
water in wild environments.
Swimming (Earth): Ability to cross
distances by swimming. It can be used in
situations involving the need to cross rivers,
lakes, seas or simply to avoid drowning.
Technology (Fire): Ability to relate to
existing technology on the world, varying
according to the setting’s technology level. It can
vary from gear-operated primitive machines to
the operation and maintenance of sophisticated
computers.
Thievery (Air): Ability to perform hands
tricks, as making small objects exchange owner
without anyone noticing. It can be used in
situations involving theft, traps or sleight of hand.
Tolerance (Earth): Ability to resist hot
and cold environments, hunger, thirst, drowning
and suffocation. It can be used in situations
where the character must overcome physical
hardships.
Willpower (Water): Ability to resist
intimidation, pain, suffering and torture. It can be
used to withstand suffering and to endure the
physical and emotional hardships.
Wisdom (Fire): Common sense and the
ability to distinguish illusions, tricks and
deceptions. It can be used in situations that
require the character’s judgment to avoid being
fooled.
Jobs
Each player character must choose a Main
Job and Secondary Job. Your Main Job determines
your HP and MP bonuses, and the type of gear
you can equip. Also, Main Jobs contain most
active Abilities, giving you different tools to
contribute in your Group, be it offensively,
defensively or by supporting the team. Secondary
Jobs provide reactions, increase your gear
selection and can provide several other abilities
to cover up for your weaknesses or to exploit
your strong points.
Each job has a number of Core and
Specialty Abilities. Core Abilities are gained by all
characters with that Job, as soon as they have the
necessary character levels. Specialty Abilities are
optional choices; each character can choose one
and only one specialty for each of your abilities,
and can do it at any time after getting the
prerequisite levels. However, after choosing a
Specialty, the character can no longer "forget it"
or exchange it for another.
Regardless of its
Job, the HP of a
player character
is equal to its
Earth Stat value,
plus the job
bonus, and the
MP of a player
characters is
equal its Water
Stat value, plus
the job bonus.
Character Options - Page 17
Jobs Summary
The next pages present a summary of the
Jobs. Its capabilities are ranked from “E”, the
lowest rank, to “S”, the highest.
Offense Rank is how good the Job is at
neutralizing enemies. It is the greater between
the Job's Single-Target Damage rank, or how good
the job is at dealing damage to a single target;
Group Damage rank, or how good the job is at
dealing damage to all enemies; and Disabling
rank, or how good the job is at using status effects
to neutralize enemies.
Defense Rank is how good the Job is at
keeping himself alive. It is the greater between
the Job's Passive Defense rank, or how much it
can survive without using reactions; Active
Defense rank or how much it can avoid hits due to
its reactions; and Healing rank, or how good the
job is at healing himself or its allies.
Support Rank is how good the Job is at
helping its allies. It is the greater between the
Job's Offensive Support rank, a measure of how
the Job can help its allies deal damage; Defensive
Support rank, or how good the job is at protecting
its allies; and Misc. Support rank, or how good the
job is at other kinds of support.
Main Jobs
Adept
Offense
B
B Defense
B
B Support
C
C
Single
Target
Damage
B
B Passive
Defense
B
B Offensive
Support
E
E
Group
Damage
B
B Active
Defense
C
C Defensive
Support
C
C
Disabling
B
B Healing
D
D Misc
D
D
Archer
Offense
S
S Defense
E
E Support
C
C
Single
Target
Damage
S
S Passive
Defense
E
E Offensive
Support
D
D
Group
Damage
E
E Active
Defense
E
E Defensive
Support
D
D
Disabling
C
C Healing
E
E Misc
C
C
Artist
Offense
C
C Defense
C
C Support
A
A
Single
Target
Damage
D
D Passive
Defense
E
E Offensive
Support
B
B
Group
Damage
D
D Active
Defense
C
C Defensive
Support
B
B
Disabling
C
C Healing
C
C Misc
A
A
Black Mage
Offense
S
S Defense
D
D Support
D
D
Single
Target
Damage
A
A Passive
Defense
D
D Offensive
Support
D
D
Group
Damage
S
S Active
Defense
E
E Defensive
Support
D
D
Disabling
A
A Healing
D
D Misc
E
E
Druid
Offense
B
B Defense
C
C Support
B
B
Single
Target
Damage
C
C Passive
Defense
D
D Offensive
Support
B
B
Group
Damage
B
B Active
Defense
C
C Defensive
Support
B
B
Disabling
B
B Healing
C
C Misc
C
C
Monk
Offense
C
C Defense
S
S Support
E
E
Single
Target
Damage
C
C Passive
Defense
S
S Offensive
Support
E
E
Group
Damage
C
C Active
Defense
A
A Defensive
Support
E
E
Disabling
D
D Healing
C
C Misc
E
E
Time Mage
Offense
C
C Defense
C
C Support
A
A
Single
Target
Damage
C
C Passive
Defense
D
D Offensive
Support
A
A
Group
Damage
D
D Active
Defense
C
C Defensive
Support
B
B
Disabling
C
C Healing
D
D Misc
B
B
Character Options - Page 18
Rogue
Offense
C
C Defense
D
D Support
S
S
Single
Target
Damage
C
C Passive
Defense
E
E Offensive
Support
A
A
Group
Damage
D
D Active
Defense
D
D Defensive
Support
C
C
Disabling
C
C Healing
E
E Misc
S
S
Warrior
Offense
B
B Defense
A
A Support
D
D
Single
Target
Damage
B
B Passive
Defense
A
A Offensive
Support
C
C
Group
Damage
B
B Active
Defense
D
D Defensive
Support
C
C
Disabling
D
D Healing
E
E Misc
E
E
White Mage
Offense
D
D Defense
S
S Support
C
C
Single
Target
Damage
E
E Passive
Defense
C
C Offensive
Support
D
D
Group
Damage
D
D Active
Defense
D
D Defensive
Support
C
C
Disabling
E
E Healing
S
S Misc
D
D
Secondary Jobs
Alchemist
Offense
C
C Defense
A
A Support
C
C
Single
Target
Damage
C
C Passive
Defense
B
B Offensive
Support
E
E
Group
Damage
C
C Active
Defense
C
C Defensive
Support
D
D
Disabling
D
D Healing
A
A Misc
C
C
Berserker
Offense
A
A Defense
C
C Support
C
C
Single
Target
Damage
A
A Passive
Defense
C
C Offensive
Support
C
C
Group
Damage
C
C Active
Defense
D
D Defensive
Support
D
D
Disabling
E
E Healing
E
E Misc
D
D
Defender
Offense
E
E Defense
B
B Support
A
A
Single
Target
Damage
E
E Passive
Defense
C
C Offensive
Support
E
E
Group
Damage
E
E Active
Defense
C
C Defensive
Support
A
A
Disabling
E
E Healing
B
B Misc
D
D
Dervish
Offense
S
S Defense
C
C Support
E
E
Single
Target
Damage
S
S Passive
Defense
C
C Offensive
Support
E
E
Group
Damage
E
E Active
Defense
D
D Defensive
Support
E
E
Disabling
E
E Healing
E
E Misc
E
E
Fencer
Offense
D
D Defense
S
S Support
D
D
Single
Target
Damage
D
D Passive
Defense
A
A Offensive
Support
E
E
Group
Damage
E
E Active
Defense
S
S Defensive
Support
E
E
Disabling
D
D Healing
E
E Misc
D
D
Rune Knight
Offense
D
D Defense
A
A Support
B
B
Single
Target
Damage
D
D Passive
Defense
D
D Offensive
Support
D
D
Group
Damage
D
D Active
Defense
A
A Defensive
Support
B
B
Disabling
E
E Healing
E
E Misc
C
C
Character Options - Page 19
Phalanx
Offense
D
D Defense
A
A Support
B
B
Single
Target
Damage
D
D Passive
Defense
A
A Offensive
Support
E
E
Group
Damage
E
E Active
Defense
A
A Defensive
Support
B
B
Disabling
E
E Healing
E
E Misc
D
D
Wizard
Offense
B
B Defense
C
C Support
B
B
Single
Target
Damage
B
B Passive
Defense
E
E Offensive
Support
B
B
Group
Damage
B
B Active
Defense
E
E Defensive
Support
B
B
Disabling
D
D Healing
C
C Misc
E
E
These ranks, are, however, just an approximation
of each Job's Abilities. If you want to build your White
Mage as an offensive character, go ahead! Also, they do
not cover each possible interaction between all Main and
Secondary Jobs. An Archer/Rune Knight plays and feels
different in battle than an Archer/Phalanx, for example.
So don't worry about choosing the “right classes” just
pick up the ones you'd like to play and you'll surely will
find good Abilities to use. Also, keep in mind that the
only thing your Job influences is your combat ability
you have no roleplaying or character concept limitation
due to your Job.
Main Jobs
Adept
A mystic who uses his own vital energy to trigger magical
effects. Several Adept actions require you to spend HP based on
your maximum HP. In these cases, you lose current hit points equal
to the value listed in ability, but it does not diminish your maximum
HP. Its main Stats are Fire and Earth. All Adept’s abilities deal
damage based on weapon damage, so equipping a strong weapon is
a must.
Representatives: General Beatrix (FFIX), Agrias Oaks (FFT),
Goffard Gafgarion (FFT), Dark Knight Job (FFX-2,FFXI), Fell Knight
Job (FFT), Mystic Knight Job (FFV), Adelbert Steiner (FFIX), Warrior
Dressphere (FFX-2)
Abilities
Martial Discipline : Core Ability gained at level 1. You can equip heavy armor, and the following
weapons: Claws / Gloves; Heavy Weapon & Shield; Heavy Weapon; Wands and Staves. Your HP bonus is
4 times your level, the multiplier increasing by 1 at levels 15, 30 and 60. Your MP bonus is 1 times your
level, the multiplier increasing by 1 at level 30. Specialties:
Arcane Connection: Requires Fire level 3. You gain one of the following Spell groups:
Fire, Ice, Lightning, Light or Cosmic.
Spirit Strength: Requires Water level 3. Whenever you need to spend HP to use an
action, you may spend an equal amount of MP to prevent the HP loss.
Arcane Fury: Requires Earth level 3. While your current MP is greater than zero and you
have the Berserk status, your !Attack action deal 150% weapon damage.
Arcane Discipline: Core Ability acquired at level 1. You earn one of the three following actions:
Character Options - Page 20
!Elemental Strike is a Slow (1) magical action. To use it, choose Fire, Lightning or Ice. You concentrate
the chosen element and strike a weapon attack causing normal damage, using the chosen element.
!Holy Strike is a Quick magical action. Using your own vital energy as sacred power, you attack with
the force of Light. Spend 10% of your max HP to attack with your weapon. Your attack deals 150%
weapon damage, Light-elemental.
!Shadow Strike is a Quick magic action. Sacrificing your own life force to profane powers, you attack
with the force of Shadow. Spend 10% of your max HP to attack with your weapon. Your attack deals
150% weapon damage, Shadow-elemental.
Regardless of the chosen action, the Specialties are:
Dualism: Requires Air and Water level 5. You gain one of the following actions:
!Elemental Strike, !Holy Strike or !Shadow Strike.
Will Shield: Requires Earth level 6 and Air level 4. You gain the reaction !Will Shield.
You can use this reaction whenever you suffer damage. Conjuring up a protective
magical shield, you avoid injuries. Perform a Water vs (the greater of Earth or Fire)
attack, difficulty 10. If successful, you don’t suffer damage and lose MP equal to half
prevented damage. If you do not have enough MP to lose, this ability fails.
Last Resort: Requires Fire level 7. Whenever an action spends your HP, spend it at the
end of the phase, instead of before making the attack.
Blade Magic: Core Ability acquired at level 15. You gain one of the three following actions:
!Snake Fang is a Ranged Slow (1) magical action. Spend 10% of your max HP to create a snake-shaped
wave of energy. The snake then attacks a target of your choice, a Fire vs Earth attack, difficulty 40. If
successful, the target suffers Bio-elemental weapon damage, and the Poison status until the end of
next round.
!Hallowed Bolt is a Ranged Slow (1) magical action. Spend 10% of your max HP to create a luminous
energy sphere. You send that ball spiraling against a target of your choice, a Fire vs Fire attack,
difficulty 40. If successful, the target suffers Lightning-elemental weapon damage, and the Mute status
until the end the next round.
!Black Sky is a Ranged Slow (1) magical action. Spend 10% of your max HP to invoke a black energy
beam from the sky. The lightning strikes a target of your choice, a Fire vs Air attack, difficulty 40. If
successful, the target suffers Shadow-elemental weapon damage, and the Blind status until the end of
next round.
Regardless of the chosen action, the Specialties are:
Shadow Blade: Requires Air level 6 and Fire level 9. You earn the Quick magical action
!Shadow Blade. Conjuring a tornado of souls, perform a weapon attack against all
other combatants, enemies and allies. You deal 150% weapon damage, Shadow-
elemental, to all characters hit.
Stasis Strike : Requires Earth level 9 and Air level 6. You gain the Ranged Quick magical
action !Stasis Strike. Spend 25% of your max HP to summon a lightning bolt from
heavens. If you are successful in a weapon attack, deal 150% weapon damage, Light-
elemental, and inflict the Immobilize status until the end of your next round on a
target.
Fury Brand : Requires Air level 6 and Water level 9. You gain the Quick magical action
!Fury Brand. Spend 25% of your max HP to create a rune of fury in your weapon and
strike. If you are successful in a weapon attack, deal 150% weapon damage, Fire-
elemental, and inflict the Berserk status until the end of your next round on a target.
Elemental Soul: Core Ability acquired at level 24. Select Fire, Ice, Lightning, Light or Shadow.
You become Immune to all damage of the chosen element. Specialties:
Character Options - Page 21
Night Sword: Requires Fire level 13. You gain the Slow (3) magical action !Night Sword.
Using dark energies in your favor, you drain the life energy of your target. Spend 10% of
your max HP to attack with your weapon. If successful, deal weapon damage, Shadow-
elemental, and you heal HP equal to the damage dealt, after reducing by MARM.
Light’s Judgement: Requires Water level 13. You gain the Slow (3) magical action
!Cleansing Strike. This action creates an arcane seal in the air, at the cost of 25% of
your max HP. You then attack a target with your weapon, destroying the seal and
dealing 150% weapon damage, Ice-elemental, and the Disable status to a until the end
of next round.
Reckless Sacrifice: Requires Earth level 13. When using an Adept action that inflicts a
negative status on a single target, you can choose to automatically hit without
performing an attack roll. If you do, you suffer the same status for the same duration.
Arcane Shock: Core Ability acquired at level 42. You gain the Ranged Slow (3) magical action
!Demi Shock . Concentrating the arcane forces, you try to break the enemy. Do a Fire vs Earth attack,
difficulty 70. If successful, the target loses 50% of their current HP. This counts as a Gravity-type status
effect. The Specialties are:
Mana Safe: Requires Earth level 8 and Water level 10. You can spend any amount of MP
and an action to heal the same amount of MP to an ally. Any ally can spend any amount
of MP and an action to heal on you half that amount of MP.
Dark Pact: Requires Earth and Fire level 11. Whenever you spend HP to use an Adept
action that deals Shadow-elemental damage, you may spend extra 10% of your max HP
to deal extra 50% weapon damage. You must declare this Ability before rolling the
attack, spending the extra HP regardless of hitting or missing.
Elemental Overload: Requires Air level 7 and Fire level 12. Whenever you you spend HP
to use an Adept action that deals Fire-, Ice- or Lightning-elemental, you may double the
HP spent to attack all opponents, rather than just one target.
Staggering Blow: Core Ability acquired at level 60. Whenever you damage a target preparing a
Slow action with an action, you can reduce the damage dealt by half to make the target lose the
prepared action. Specialties:
Shellburst Stab: Requires Earth level 20. You gain the Ranged Quick magical action
!Shellburst Stab. You overload the target with magical energy. Spend 10% of your max
HP to perform an Earth vs Water attack, difficulty 0. If successful, the target takes
Puncture-elemental damage equal to the lesser between its current MP or 999.
Soul Eater: Requires Air level 20. You gain the Ranged Quick magical action !Soul Eater.
Opening a portal to the underworld, you try to drag their opponents into eternal sleep.
Spend 25% of your max HP and do a weapon attack against all enemies , difficulty 70.
All opponents hit are reduced to 0 HP. Treat this as a Fatal type status. If any of the
targets is immune to this effect, you deal weapon damage to it, Shadow-elemental.
Divine Ruination: Requires Water level 20. You gain the Ranged Slow (3) magical action
!Divine Ruination. You show the light of glory to your opponents, who are tempted to
follow you. Spend 25% of your max HP and do a weapon attack against all enemies,
difficulty 70. All opponents hit receive the Charm status. If any of the targets is immune
to this effect, you deal 150% weapon damage to it, Light-elemental.
Character Options - Page 22
Archer
A fighter who controls the battlefield from afar using an
assortment of weapon attacks. They aren’t very tough, but have
the advantage of fighting at a distance. They are true masters of
battlefield control, able to direct the flow of battle and inflict
devastating status effects. Its main stats are dependent on the
weapon that chose to specialize: Earth for throwing weapons,
Air for archery and Fire for rifles and crossbows.
Representatives: Archer Job (FFIII, FFT, FFTA), Ranger
Job (FFXI), Hunter Job (FFV, FFXI, FFTA), Sniper Job (FFTA),
Mustadio Bunanza (FFT), Barret Wallace (FFVII)
Abilities
Sharpshooter: Core Ability acquired at level 1. You can
equip medium armor and the following weapons: Claws / Gloves;
Bows; Rifle / Crossbow; and Throwing Weapons. Your HP bonus is
4 times your level, the multiplier increasing by 1 at levels 15, 30
and 60. Your MP bonus is zero, and increases by 1 times your level
at level 30. Specialties:
Precise Shot: Requires Fire level 3. Whenever you attack with a rifle or crossbow, all
reactions to your attack use Fire as a Defensive Stat instead of the original Defensive
Stat. For example, if someone tries to !Dodge your attack, instead of rolling Air vs Earth
as normal, the enemy will roll Air vs Fire.
Quick Throw: Requires Earth level 5. Whenever you attack with a Throwing Weapon,
you may re-roll the attack once.
Point Blank: Requires Water level 3. Whenever you attack with your weapon, you may
declare a point-blank shot. If you do, your weapon is not Ranged during this attack.
Charge: Core Ability acquired at level 1. You gain the Slow (3) action !Charge. You aim long
enough for an accurate shot. Attack with your weapon, dealing 150% weapon damage if successful.
The Specialties are:
Ambush: Requires Water level 7. Until the end of the first round of each combat, your
Stats count as two levels higher for damage calculation.
Ungarmax: Requires Air and Fire level 8. You gain the Slow (7) action !Great Charge.
Elite hunters learn to wait for the perfect moment to shoot. Attack with your weapon,
dealing 250% weapon damage if successful.
Reflex Shot: Requires Earth level 7 and Water level 9. You gain the reaction !Reflex Shot.
It may be used when you are targeted by an attack while preparing a Slow action.
Attack with your weapon, causing normal damage and applying all equipment effects.
This ability may achieve critical hits, causing double damage. Instead of using a current
phase initiative dice, you may spend any initiative dice to use this reaction.
Nutcracker: Core Ability acquired at level 15. You gain the Slow (3) action !Vitals Aim. Aiming
at your opponent’s weak points, attack with your weapon, dealing normal damage but ignoring the
target's Armor and Magical Armor. Specialties:
Arm Aim: Requires Earth level 8 and Water level 6. You gain the Slow (2) action !Arm
Aim. You may use it to disable the target’s upper body. Attack with your weapon,
difficulty 70. If successful, inflict the Disable status on the target until the end of the
next round.
Character Options - Page 23
Leg Aim: Requires Earth level 5 and Air level 9. You gain the Slow (2) action !Leg Aim.
You may use it to disable the target’s lower members. Attack with your weapon,
difficulty 70. If successful, inflict the Immobilize status on the target until the end of
the next round.
Head Aim: Requires Air level 7 and Fire level 9. You gain the Slow (2) action !Head Aim.
With it, you do a glancing shot on the head that causes disorientation and dizziness on
target. Attack with your weapon, difficulty 70. If successful, inflict the Slow status on
the target until the end of the next round.
Eye Aim: Requires Earth level 8 and Fire level 5. You gain the Slow (2) action !Eye Aim.
You may use it to attack the target’s eyes. Attack with your weapon, difficulty 70. If
successful, inflict the Blind status on the target until the end of the next round.
Mind Strike: Core Ability acquired at level 24. You gain Quick action !Mindblow, a mystic shot
that drains the target’s energy. Attack with your weapon, causing normal damage, but decreasing the
target’s MP instead of HP. The Specialties are:
Patience Shot: Requires Air and Fire level 10. When using an damage-dealing action
neither a Spell neither the !Barrage action, you can make it Slow (4), rather than Quick,
or increase your charge time by 4, if it is already Slow, to increase the damage dealt by
50% weapon damage.
Marked Quarry: Requires Water level 13. Once per round, when you hit a single target
attack, reduce the difficulty of the next attack targeting the same character by 30, to a
minimum of 0.
Wing Aim: Requires Earth level 6 and Air level 10 .You gain the Slow (1) action !Wing
Aim. Using it, you shoot the target’s wings. Attack with your weapon, difficulty 70. If
successful, the target loses the Float and Flight statuses, if any, and can not gain them
until the end of the next round.
Danger Sense: Core Ability acquired at level 42. You're always under the effects of Strengthen
(Speed) status. Specialties:
Deadly Precision:Requires Earth, Air and Fire level 10. Your !Arm Aim,!Leg Aim,!Head
Aim, !Eye Aim, !Wing Aim and !Triple Foul actions deal damage equal to 75% weapon
damage in addition to its effects.
Toolbox: Requires Water level 8. You gain one of the following Specialties: Arm Aim, Leg
Aim, Head Aim, Eye Aim or Aim Wing, even if you haven’t met the requirements and even
if you already chose a Specialty for Nutcracker and/or Mind Strike.
Colossus Slayer: Requires Earth level 15. When you use the action !Vitals Aim, rather
than ignore the target's Armor, you add the target's Armor to the damage dealt instead
of subtracting it.
Always Prepared: Core Ability acquired at level 60. Choose any Specialty from any other Archer
Ability. You gain this Specialty, even if you have chosen another Specialty for this Ability, and even if you
havent met the requirements. This ability’s Specialties are:
Barrage: Requires Air level 20. You gain the physical Slow (5) action !Barrage. Using it,
attack with your weapon, difficulty 10, against a random enemy. This attack doesn't
considers neither your neither the target’s Stats. If you hit, inflict weapon damage and
you may repeat the attack against a random enemy, this time with difficulty 20. As long
as you keep hitting, you can repeat the attack, always adding 10, cumulatively, to the
difficulty, until the difficulty becomes 100 or you miss an attack. This action can’t be
used to start Marked Quarry or benefit from it.
Character Options - Page 24
Crippling Shot: Requires Fire level 20. You gain the Slow (3) action !Triple Foul. This
action is a weapon attack, with difficulty 70. If successful, you inflict all the statuses you
could inflict the following actions: !Arm Aim, !Leg Aim, !Head Aim, !Eye Aim, !Wing
Aim, as if you had used them. You only inflict the statuses based on the Abilities you
have.
Projectile Rain: Requires Earth level 20. Whenever your action or reaction reduce target
to 0 HP, you gain an extra initiative dice with a value equal to the current phase plus
one. You can’t gain initiative die with value 11 or greater.
Artist
For these free souls, life is a stage, and their art can wield
supernatural effects. Its main Stat is Water, but an Artist can find all
four Stats useful. Their skills vary greatly depending on the type of
performances he can use: Dance, Song or Mimicry. The performance
list and its descriptions are below, starting at page 74.
Representatives: Edward Chris van Muir (FFIV), Bard Job
(FFIII, FFV, FFXI, FFT ), Penelo (FFTA2), Dancer Job (FFV, FFT, FFXI),
Songstress Dressphere (FFX-2) , Gogo (FFVI), Mime Job (FFV, FFT)
Abilities
Strength of Character: Core Ability acquired at level 1. You can
equip medium armor, and the following weapons: Claws / Gloves; Light
Swords / Knives; Instruments and Throwing Weapons. Your HP bonus
is 4 times your level, the multiplier increasing by 1 at levels 15, 30 and
60. Your MP bonus is zero, and increases by 1 times your level at level
30. Specialties:
Singular Courage: Requires Air level 3. You gain the Quick action !Hide. Using it, you
courageously search for the nearest hiding place and inflict the Vanish status to
yourself until the end of the round. If you do any other action before the end of the
round, you lose the Vanish status.
Seduction: Requires Water level 4. You gain the reaction !Flirt. It may be used when you
are the sole target of an attack. You perform a Water vs Fire attack, difficulty 0. If
successful, you must designate a new valid target for the attack, chosen among your
allies. In case of a critical hit, the new target does not need to be chosen among your
allies. If there is no other valid target, this reaction automatically fails.
Roll with the Blow: Requires Earth level 5. You resist Crush-elemental damage.
Artistic Niche: Core Ability acquired at level 1. You learn first level performances, and gain one
of the following actions: !Dance, !Sing or !Mimic. This choice will decisively influence your skills.
!Dance gives you access to physical performances focused on your opponents, causing injury, reducing
their ability to fight and helping you to get rid of your enemies. By declaring this action, you can use a
Dance-type known performance.
!Sing gives you access to magical performances focused on your allies, increasing their fighting skills,
protecting them and turning you into a powerful support to your teammates. By declaring this action,
you can use a Song-type known performance.
Character Options - Page 25
!Mimic have performances that allow you to emulate your allies and opponents, being the most
unpredictable of the three actions. The power of a mime is the power of his opponents and teammates,
and he becomes stronger according to the challenges it faces. By declaring this action, you can use a
Mimicry-type known performance.
Regardless of the chosen action, the Specialties are:
Juggler: Requires Air level 3. Choose one of the following weapon types: Staves, Heavy
Weapons, Polearms, or Wands. You may equip it. Also, you gain the Ranged Quick action
!Throw. You throw your weapon, even if it seems impossible! Perform a weapon attack
with a weapon equipped or in your inventory. During this attack, the weapon uses your
Air as its Offensive Stat, instead of the weapon's Offensive Stat, and deal 150% damage.
After the attack, the weapon is lost and can only be recovered at the end of combat. In
case of a critical hit, this Ability deals double weapon damage, rather than 150%.
Illusionist: Requires Fire level 5. Your MP bonus becomes equal to your level (if not
greater). In addition, you gain access to one of the following Spell groups: Images,
Transform, Strengthen, Flight, Weaken or Purify.
Legendary Tale: Requires Earth and Air level 3. You gain the free reaction !Legend. Once
per round, when an ally is successful in an action, you can roll 1d10. If you roll a 1, the
ally’s action fails. If you roll a 9 or 10, the ally’s action becomes a critical hit. You don't
need to spend initiative dice to use this reaction.
Supporting Role: Core Ability acquired at level 15. You learn second level performances.
Specialties:
Eclectic Artist: Requires Fire level 8 and Water level 10. Choose Dance, Song or
Mimicry. You may use first level performances of the chosen type even without the
required action.
Phlegm: Requires Earth level 12. Whenever you are hit by an action which inflicts
negative status, its effects only take place in the start of the next round. The status’
duration is also accordingly increased. This Specialty does not affect damage taken.
Inspiration: Requires Air level 10 in and Water level 7. Once per round, when you deal a
critical hit, gain an extra initiative dice with the value 10.
Fame: Core Ability acquired at level 24. You learn third level performances. Specialties:
Narcissism: Requires Fire and Water level 10. You become immune to the Charm,
Confuse and Sleep statuses.
Perfectionism: Requires Earth, Air and Water level 9. Choose Dance, Song or Mimicry.
You may use second level performances of the chosen type even without the required
action.
Undue Criticism: Requires Earth and Air level 10. You gain the magical Quick action
!Hater. When used, it allows you to show all conceivable defects of your target. Perform
a Water vs Fire attack, difficulty 70. If you are successful, inflict the Berserk status until
the end of the next round.
Protagonist: Core Ability acquired at level 42. You learn fourth level performances. Specialties:
Multitalented: Requires Fire level 10 and Water level 13. Choose Dance, Song or
Mimicry. You may use third level performances of the chosen type even without the
required action.
Encouragement: Requires Earth and Air level 10 and Water level 12. You gain the
reaction !Do Over. Use this action after an ally roll an attack. Your ally re-roll the attack.
Character Options - Page 26
Arcane Heart: Requires Fire level 14. Your MP bonus becomes twice your level (if not
greater). In addition, you gain access to one of the following Spell groups: Shield,
Armor, Regeneration or Divination.
Stardom: Core Ability acquired at level 60. You learn fifth level performances. Specialties:
Artistic Mastery: Requires Water level 20. Choose Dance, Song or Mimicry. You may use
fourth level performances of the chosen type even without the required action.
Powerful Chord: Requires Earth level 20. Whenever you perform the !Attack action, you
can choose whether it will be physical or magical, regardless of the equipped weapon.
In addition, add twice your Earth level to your weapon's damage.
Dedicated Fans: Requires Air level 20. When you suffer damage or an attack, you may, as
reaction, force an ally to use a reaction he could use if he had suffered damage or the
attack. That ally needs not to spend an initiative dice to use his reaction. Also, your
allies may use their reactions when you suffer damage or an attack, as if the damage or
the attack had affected that ally. In both cases, if the ally’s reaction fails, you suffer the
attack’s effects normally.
Black Mage
A magician skilled in elemental magic, master of destructive
energies. Its main Stats are Fire and Water. Its Spells are extremely
offensive, which makes it extremely handy in eliminating the
opposition, but at the same time aren't very versatile. The list of
spells and their description are below, starting at page 53.
Representatives: Black Mage Job (FFI, FFII, FFV, FFX-2, FFXI,
FFT, FFTA), Lulu (FFX), Palom of Mysidia (FFIV), Vivi Ornitier (FFIX)
Abilities
Arcane Power: Core Ability acquired at level 1. You can equip
light armor and the following weapons: Claws / Gloves; Staves; Wands.
Your HP bonus is 3 times your level, the multiplier increasing by 1 at
levels 15, 30 and 60. Your MP bonus is 3 times your level, the multiplier
increasing by 1 at level 30. Specialties:
Arcane Mystery: Flare: Requires Fire level 20 and character level 64. You gain the Flare
Spell.
Arcane Mystery: Ultima: Requires Fire level 20 and character level 64. You gain the
Ultima Spell.
Arcane Mystery: Doomsday : Requires Fire level 20 and character level 64. You gain the
Doomsday Spell.
Elemental Magic: Core Ability acquired at level 1. You gain one Elemental Spell group:
Lightning, Ice or Fire. Specialties:
Elemental Mastery: Requires Fire level 7. You gain all Elemental Spell groups.
Elemental Burst: Requires Earth level 5. Whenever you use an Elemental Spell against a
single target, you may deal 25% of the Spell’s damage to another opponent, chosen
randomly, ignoring their Magic Armor.
Elemental Shock: Requires Air level 8 and Fire level 5. Whenever you deal damage with
Character Options - Page 27
an Elemental Spell, increase all targets’ initiative die value by 1, up to a maximum of 10.
Transmutation: Core Ability acquired at level 1. You gain one Transmutation Spell group:
Death, Transform or Poison. Specialties:
Transmutation Mastery: Requires Fire level 9. You gain one Transmutation Spell group.
Piercing Arcana: Requires Air level 6 and Water level 7. Transmutation Spells ignore the
targets’ status resistance. This has no effect on status immunities.
Magic Resistance: Requires Earth and Fire level 6. You resist all status effects you are
able of inflict with a Transmutation Spell.
Worldly Magic: Core Ability acquired at level 15. You gain one Worldly Spell group: Water,
Earth or Shadow. Specialties:
Worldly Mastery: Requires Earth level 8. You gain one Worldly Spell group.
Worldly Shock : Requires Fire level 10 and Water level 7. Your Worldly Spells ignore half
of targets’ Magic Armor.
Careful Casting: Requires Air level 5 and Water level 8. You may, as you cast a Spell,
make it a Slow (4) action. Doing so will reduce by 30 its difficulty, to a minimum of zero.
All difficulties listed in the Spell are reduced by this effect.
Magical Expert: Core Skill acquired at level 30. You gain one Expert Spell group: Drain, Hex or
Mage Bane. Specialties:
Multi-Expert: Requires Earth, Air and Water level 7. You gain one Expert Spell group.
Obliterate: Requires Fire level 12. When you use an Expert Spell, before applying the
Spell’s effects, if target have the Protect, Shell and/or Reflect statuses, they cease to
affect him until the end of the round.
Favored Element: Requires Air level 9 and Fire level 10. Choose an element. Your attacks
of the chosen element ignore the target’s elemental resistance and deal 50% damage to
immune targets.
Druid
Unlike the other arcane jobs, these mages fuel their
powers from their connection with nature. They are often
overlooked or misunderstood by other magicians. Their power
derives primarily from experimentation with nature and
contact with the monsters and the environment around them.
They are quite different, but typically have high values on Earth
and Water.
Representatives: Yuna (FFX), Summoner Job (FFIII,
FFV, FFT, FFTA) , Rydia of Mist (FFIV) , Strago Magus (FFVI),
Quistis Trepe (FFVIII), Quina Quen (FFIX), Kimahri Ronso
(FFX), Blue Mage Job (FFV, FFXI, FFTA), Gun Mage
Dressphere (FFX-2), Geomancer Job (FFIII, FFV, FFT, FFTA2),
Mog (FFVI), Elementalist Job (FFTA, FFTA2), Orator Job
(FFT), Beastmaster Job (FFV, FFXI, FFTA), Reis Duelar (FFT)
Abilities
Nature’s Path: Core Ability acquired at level 1. You may equip medium armor and the following
weapons: Claws / Gloves; Wands; Throwing Weapons. Your HP bonus is 3 times your level, the
multiplier increasing by 1 at levels 15, 30 and 60. Your MP bonus is 2 times your level, the multiplier
increasing by 1 at level 30. Specialties:
Character Options - Page 28
Primal Arcana: Requires level 1. You may equip light armor. Also, you gain one of the
following Spell groups: Healing, Fire, Ice, Lightning, Poison or Slow.
Nature Warrior: Requires level 1. You may equip heavy armor and one of the following
weapons: Light Swords / Knives, Heavy Weapons & Shield, Polearms or Staves.
Primal Music: Requires level 1. Increase your HP bonus to 4x your level. Also, you may
equip the Instruments weapon type.
Awakened: Core Ability acquired at level 1. Select an option: Blue Mage, Summoner or
Geomancer. This choice determines what defines your abilities and powers.
Blue Mage: You may learn and cast Blue Magic Spells. Learn two Blue Magic Spells at character
creation. Also, whenever you suffer the effects of a Blue Magic Spell and are not reduced to 0 HP, you
permanently learn the Spell. The list and description of the Blue Magic Spells starts at page 62.
Geomancer: You earn the Ranged Quick magical action !Geomancy. The geomancer has the power to
use the terrain to his advantage, invoking magical effects. Their powers vary accordingly to the terrain
where the battle takes place, be it Plains, Forest, Mountain, Snow, Sea, Swamp, Urban, Underground,
Lava, Desert or Cosmic. The rules for these effects and their descriptions are in the Geomancy section,
starting at page 70.
Summoner: You gain the Quick magical action !Tame. To use it, make a Water vs Fire attack, difficulty
40. If successful, you deal non-elemental damage equal to your character level. If the opponent is
reduced to 0 HP by this attack, you capture the enemy’s soul, and can release it later with an action to
have the captured enemy perform his most powerful attack against targets of your choice. !Tame may
also be used as a reaction when an enemy drops to 0 HP. In this case, the enemy's soul is captured if it
hits, regardless of damage. Use the Stats of captured enemy to determine the effects of this action.
While you own a captured soul, you may not use the !Tame action.
Whatever the choice is, the Specialties are:
Air Gust: Requires Air level 6. You gain the Ranged Slow (2) magical action !Air Wave.
Using it, you perform an Air vs Water attack against a target, difficulty 40. If successful,
choose one: You deal 4x Air level Air-elemental damage or grant the Float status until
the end of the round. At 20th level or greater, you may spend 25 MP when using this
action to increase the damage to 12 x Air level or to force the target to lose the Float
and Flight conditions until the end of the next round.
Light Steps: Requires Earth level 6. You are not affected by effects that automatically fail
to hit characters under the Float status effect.
Intimidation: Requires Water level 6. You gain the Ranged Quick magical action
!Intimidation. You attack your enemy’s self confidence with your presence of spirit.
Perform a Water vs Fire attack, difficulty 40. If successful, the target may not score
critical hits regardless of their attack rolls until the end of the next round.
Natural Domain: Core Ability acquired at level 15. You gain an extra ability dependant on your
Awakened ability type:
Blue Mages may roll 1d100 whenever a combatant uses a Blue Magic spell on any ally or foe,
automatically learning the spell if the roll is equal-to or lower than the Blue Mage's level.
Geomancers may now spend MP to increase the power of their !Geomancy action, as indicated under
each terrain section below, starting at page 70.
Summoners gain !Call, allowing them to obtain the help of Summoned Monsters they've obtained in
their adventures. The complete rules for these are in the Summoned Monsters section, starting at page
74. Specialties:
Earth Slash: Requires Earth level 8. You gain the Slow (2) magical action !Earth Slash.
Using it, you perform an Earth vs Water attack against all opponents, difficulty 40. This
Character Options - Page 29
attack automatically fails against targets that are under the Float or Flight status effect.
If successful, deal damage equal to 7x Earth level, Earth-elemental. At 30th level or
greater, you may spend 40 MP when using this action to double the damage.
Weak Point: Requires Water and Air level 5. You gain the action !Advice. It allows you to
choose an ally and point out the weaknesses of the enemy. Until the end of the next
round, whenever the chosen ally perform an attack that can score critical hit, critical
hits happen even if the attack didn’t overcome the difficulty.
Martial Channeling: Requires Fire level 8. Whenever you use a magical action (but not
Spells), you may substitute the attack roll for a weapon attack, maintaining the same
difficulty. You are successful in your action if you succeed with the weapon attack. If you
do succeed, and the action deals damage, you deal weapon damage instead of the
action’s damage. Other than attack roll and damage, this Specialty don't change
anything else in the action.
Natural Mastery: Core Ability acquired at level 30. You gain an extra ability, depending on the
choice made in the Awakened ability. Blue Mages learn Blue Magic Spells after suffering them even if
they are reduced to 0 HP because of its effect, and increase their MP bonus by 1 times their level.
Geomancers gain the !Geotrance action and can use it to cast geomancy effects even if not in the right
terrain, according to the rules in page 74. Summoners gain the Quick magical action !Summon. It may
be used only once per combat. Using it, you choose a Summoned Monster to materialize. Until the end
of the round, you can’t use any Call beyond the summoned. On the other hand, the Summoned Monster,
in addition to its normal Call effects, will also protect you from harm, effectively granting you the Wall
status until the end of the round, and other effects, depending on the Summoned Monster. The complete
rules for this and the description of the Summoned Monsters are below, starting at page 74. Specialties:
Quagmire: Requires Fire level 8 and Water level 10. You gain the Slow (4) magical action
!Quagmire. Using it, you realize a Water vs Water attack against a target, difficulty 40.
This attack automatically fails against targets under the effect of Float or Flight status
effects. If successful, you deal 11x Water level Water-elemental damage and inflict the
Slow status over the next two rounds. At 40th level or greater, you may spend 60 MP to
use this action against a group, rather than a single target.
Monster’s Language: Requires Air level 10 and Fire level 8. You gain the Ranged Quick
magical action !Parley. Speaking the monsters’ language, you can try to convince them
to abandon the fight. Perform a Fire vs Fire attack, difficulty 70. If successful, the target
will use on its next action to !Flee, obtaining automatic success if you want.
Natural Resilience: Requires Earth level 10 and Fire level 8.
Choose Toxic, Seal or Transform. You become immune to
all the negative statuses of the chosen type.
Monk
A mystic who battle with the power of their fists and
spirit. They have many hit points and can evoke elemental
powers. Its main stats are Earth and Fire. Most monks either
devote themselves to the martial arts or to spiritual and magical
pursues, however some masters try to balance these two paths.
Representatives: Amarant Coral (FFIX), Monk Job (FFI,
FFIII, FFV, FFT), Sabin Rene Figaro (FFVI), Tifa Lockheart
(FFVII), Yang Fang Leiden (FFIV), Zell Dincht (FFVIII)
Character Options - Page 30
Abilities
Martial Artist: Core Ability acquired at level 1. You can equip medium armor and the following
weapons: Claws / Gloves; Wands and Throwing Weapons. Your HP bonus is 6 times your level, the
multiplier increasing by 1 at levels 25, 50 and 75. Your MP bonus is zero, and increases by 1 times your
level at level 30. Specialties:
Brawler: Requires Earth level 3. Whenever you use the !Attack action while equipped
with Claws or Gloves, you may re-roll the attack once.
Drunken Dodge: Requires Air level 3. Whenever an enemy fails an attack against you,
you may lower the value of one of your initiative dice by 1, to a minimum of the current
phase.
Elemental Arts: Requires Water level 3. Your MP bonus becomes equal to your level (if
not already higher). In addition, you gain access to one of the following Spell groups:
Gravity, Healing, Poison or Purify
Jutsu: Core Ability acquired at level 1. You earn one of the four types of Jutsu below:
!Katon is a Ranged Slow (3) magical action. Using it, you invoke elemental spirits. Do a Fire vs Fire
attack, difficulty 40. If successful, deal 4x Fire level Fire-elemental damage on a target. This ability can
achieve critical hits; in this case, besides the damage, the target receives the Sleep status until the end
of the next round.
!Suiton is a Ranged Slow (3) magical action. Using it, you invoke elemental spirits. Do a Fire vs Water
attack, difficulty 40. If successful, deal 4x Fire level Water-elemental damage on a target. This ability
can achieve critical hits; in this case, besides the damage, the target receives the Weaken (Mental)
status until the end of the next round.
!Doton is a Ranged Slow (3) magical action. Using it, you invoke elemental spirits. Do a Fire vs Earth
attack, difficulty 40. If successful, deal 4x Fire level Earth-elemental damage on a target. This ability
can achieve critical hits; in this case, besides the damage, the target receives the Poison status until the
end of the next round.
!Fuuton is a Ranged Slow (3) magical action. Using it, you invoke elemental spirits. Do a Fire vs Air
attack, difficulty 40. If successful, deal 4x Fire level Air-elemental damage on a target. This ability can
achieve critical hits; in this case, besides the damage, the target receives the Blind status until the end
of the next round.
Regardless of the chosen Jutsu, at level 20 the damage becomes 8x Fire level, and at level 40 the
damage becomes 12x Fire level. The Specialties are:
Elan: Requires Air level 4 and Fire level 7. Your Jutsus targets a group instead of just one
target.
Vengeful Spirits: Requires Fire level 7 and Water level 4. Whenever your Jutsus are
successful, consider that they had a critical hit.
Lightning Jutsu: Requires Earth level 4 and Fire level 7. You gain the reaction !Raiton. It
may be used whenever you are hit by a damaging action. You conjure the spirits
defensively to interfere with it. Perform an Fire vs Fire attack, difficulty 20. The action
causes no effect if either you have the !Katon jutsu and the action's damage is Water-
elemental; or you have the !Suiton jutsu and the action's damage is Fire-elemental; or
you have the !Doton jutsu and the action's damage is Air-elemental; or you have the
!Fuuton jutsu and the action's damage is Earth-elemental.
Serenity: Core Ability acquired at level 15. You gain resistance to Mental type statuses.
Specialties:
Jutsu Acolyte: Requires Fire level 6. You gain one of the following Jutsu: !Katon, !Suiton,
!Doton or !Fuuton.
Character Options - Page 31
Flurry of Blows: Requires Air level 8. You gain Quick physical action !Punch Rush. It can
be used only if you’re equipped with Claws or Gloves and can perform two actions in
the same phase. Attacking your opponent with superhuman speed, you spend all
initiative dice needed to perform two actions and strike an Earth vs Air attack, difficulty
40. This attack deals 300% weapon damage in one target.
Swivel Kick: Requires Earth level 8. You gain Quick action !Kick. When using it, attack all
opponents with your weapon. After reducing your weapon damage by targets’ Armor or
Magic Armor as usual, reduce the damage by half.
Soul Volley: Core Ability acquired at level 24. You gain one of the following actions:
!Aura Bolt is a Ranged Slow (4) magical action. You release a wave of light against an opponent,
performing a Fire vs Water attack, difficulty 50. If successful, the target takes 13x Fire level Light-
elemental damage. At level 50, the damage becomes 20 x Fire level.
!Dark Bolt is a Ranged Slow (4) magical action. You release a wave of darkness against an opponent,
performing a Fire vs Water attack, difficulty 50. If successful, the target takes 13x Fire level Shadow-
elemental damage. At level 50, the damage becomes 20 x Fire level.
Regardless of the chosen action, the Specialties are:
Awaken Chakra: Requires Earth and Water level 10. You gain the Slow (5) magical action
!Chakra. When using it, you release the healing power of your Chakra to end any
negative statuses affecting you. However, you can’t use this Ability while under the
effect of any Mental type status.
Pressure Points: Requires Air level 6 and Water level 12. You gain the Slow (2) physical
action !Atemi. This action allows you to deliver blows to the correct points to close the
chakra of the target. Do an Earth vs Earth attack, difficulty 70. If successful, inflict the
Immobilize status until the end of the next round.
Suplex: Requires Earth level 13. If you hit the same opponent with the !Attack action
twice in a phase with a Claw or Glove equipped, you inflict the Confuse status until the
end of the round. If you have the Flurry of Blows ability, your !Punch Rush action
inflicts the Confuse status until the end of the round, in addition to damage.
Release Chakra: Core Ability acquired at level 42. Choose one of three advantages below:
1) When using the !Chakra action, you may spend any amount of MP to recover HP equal to double of
that amount, in addition to its effects;
2) When you hit the !Atemi action, you may spend 40 MP to inflict the Disable status to the target
until the end of the next round, in addition to its effects;
3) When using a Jutsu, you may spend 40 MP to increase the damage to 16 x Fire level.
Regardless of the choice, the Specialties are:
Soul Explosion: Requires Earth and Fire level 12. After using the !Aura Bolt or !Dark
Bolt actions, you may discard any number of initiative dice, regardless of their value, to
repeat the attack against a different target.
Zen Awareness: Requires Air level 13. You may use reactions while preparing Slow
actions.
Elemental Field: Requires Earth, Air, Fire and Water level 8. After using a Jutsu, you and
the target gain the Resist status to until the end of the round. The element depends on
the Jutsu used: !Katon confers resistance to Water; !Suiton confers resistance to Fire;
!Doton gives Air resistance; and !Fuuton gives resistance to Earth. If you have the Elan
Ability, all combatants, allies and enemies, gain the Resist status.
Timeless Body: Core Ability acquired Base at level 60. You resist Time type statuses. Specialties:
Character Options - Page 32
Jutsu Master: Requires Fire level 20. You gain two of the following actions: !Katon,
!Suiton, !Doton or !Fuuton. You also gain the Ranged Slow (5) magical action !Kuuton.
Using your mastery of the four elements, roll 1d100 and add your Fire value, comparing
this result to all opponents’ stats. If the result is greater than Earth plus 20, the
opponent takes 6x Fire level Earth-elemental damage. If the result is greater than Air
plus 20, the opponent takes 6x Fire level Air-elemental damage. If the result is greater
than Fire plus 20, the opponent takes 6x Fire level Fire-elemental damage. If the result
is greater than Water plus 20, the opponent takes 6x Fire level Water-elemental
damage. This attack always ignores targets’ Magic Armor.
Elemental Union: Requires Air and Water level 10. Increase your MP bonus by 1 times
your level. You gain one of the following Spell groups: Mage Bane, Regeneration,
Enchantment or Divination.
Phantom Rush: Requires Earth level 20. You gain the Slow (6) physical action !Phantom
Rush, a martial arts secret known as the supreme blow. Using it, do an Earth vs Air
attack, difficulty 30. If successful, deal 33 x Earth level Crush-elemental damage on a
target, ignoring its Armor.
Rogue
An expert in surviving with what life throws at him. The
Rogue makes its own destiny, obtaining resources from where
nobody expects. His main Stats are Air and Water. His skills
strengthen the group, making their allies better prepared to face
their challenges. Many of their skills are related to luck and may
have unpredictable results.
Representatives: Cid Pollendina (FFIV), Edgar Roni
Figaro (FFVI), Setzer Gabbiani (FFVI), Cait Sith (FFVII),
Selphie Tilmitt (FFVIII), Wakka (FFX), Lady Luck Dressphere
(FFX-2), Corsair Job (FFXI), Rikku (FFX), Gadgeteer Job
(FFTA), Mustadio Bunanza (FFT), Locke Cole (FFVI), Yuffie
Kisaragi (FFVII), Rikku (FFX), Thief Job (FFI, FFIII, FFV, FFXI,
FFT, FFTA, FFX-2), Zidane Tribal (FFIX)
Abilities
Survivalist: Core Ability acquired at level 1. You can equip medium armor, and the following
weapons: Polearms; Light Swords / Knives; Rifles / Crossbows and Throwing Weapons. Your HP bonus
is 4 times your level, the multiplier increasing by 1 at levels 15, 30 and 60. Your bonus MP is zero, and
increases by 1 times your level at level 30. Specialties:
Steal: Requires Air level 3. You gain the Quick physical action !Steal. This action allows
you to gain items stealing them of your opponents. Perform an Air vs Air attack,
difficulty 40. If successful, you gain the target’s Common item. In case of a critical hit,
you acquire the Rare item instead. Check the Wealth and Items Chapter, starting at page
77, for more details.
Gilionaire: Requires Water level 3. Whenever you gain a Gil reward, you earn 25% extra
Gil.
Treasure Hunter: Requires level 3 in Fire. Whenever you win a combat, you may roll an
additional time for spoils. This gives you more chances of earning items at the end of
combats. See the Wealth and Items Chapter, starting at page 77, for more details.
Character Options - Page 33
Clinical Eye: Core Ability acquired at level 1. This ability represents the Rogue's ability to find
weak points and details about their opponents. However, each Rogue develops a peculiar point of view,
able to perceive different aspects. You gain one of the following:
!Detect is a Ranged Quick magical action. Using it, perform a Water vs Water attack, difficulty 0. If
successful, you discover the target’s maximum and current HP and MP, its Stat levels, and its status
Vulnerabilities,Resistances and Immunities.
!Peep is a Ranged Quick magical action. Using it, perform a Water vs Water attack, difficulty 0. If
successful, you discover the target’s maximum and current HP and MP, and its elemental
Vulnerabilities, Resistances, Immunities and Absorptions.
!Lucky Odds is also a Ranged Quick magical action. Using it, perform a Water vs Water attack,
difficulty 0. If successful, you discover the target’s maximum and current HP and MP target, and what
their Common and Rare items. You may swap the target‘s Common and Rare items, so the Common
becomes Rare and vice-versa.
Regardless of the chosen action, the Specialties are:
Feint: Requires Air and Fire level 5. Whenever an opponent reacts to your action, you
can force him to re-roll the reaction.
Fight Another Day: Requires Air level 6. The difficulty of your !Flee action is reduced to
zero.
Karma: Requires Earth level 7. You gain the reaction !Karma. It may be used when you
suffer the effects of a critical hit. By using, you cast a revenge curse muttered under
your breath against the opponent who struck you. Choose an element: Fire, Ice,
Lightning, Water, Air, Poison, Earth, Light or Shadow. The opponent who attacked
you lose any Absorptions, Immunities and Resistances of the chosen element and gains
Vulnerability to the element. This effect lasts 3 rounds.
Dice: Core Ability acquired at level 15. You gain the Ranged Quick magical action !Dice. This
action casts ghostly die to haunt the target. Choose a number between 1 and 5. Perform that number
Water vs Earth attacks, difficulty 0. The opponent suffers Crush-elemental damage equal to the sum of
d100's result that hit, ignoring their Magic Armor. If any dice is a critical hit, consider the opponent had
a critical hit against you and you suffer Crush-elemental damage component equal to the sum of all
d100 results, considering your Magic Armor as usual. Specialties:
Arcane Trickster: Requires Water level 10. Increase your MP bonus by 1x your level. In
addition, you gain one of the following Spell groups: Transform, Poison, Images,
Teleport, Weaken or Slow.
Dismantle: Requires Fire level 10. You gain the Quick magic action !Dismantle. You use
your machines and technology mastery to disarm threats. Perform a Fire vs Earth
attack, difficulty 70, against a target. If the target is a Construct (such as a golem,
machine or robot), it is instantly reduced to 0 HP. Treat this effect as a Fatal type status.
Gambler: Requires Air level 10. You gain the Ranged Quick action !Moogle Reels. Do 3
Water vs Fire (the greater between opponents’) attacks, difficulty 40. If all fail, you
suffer the Confuse status until the end of the next round. If successful in just one,
perform the !Attack action against a random opponent. If successful in exactly two,
you deal magical damage of a random element in all opponents equal to 10 x Water
level. If successful in all three, you inflict the Confuse, Slow and Poison statuses on all
opponents until the end of the next round.
Invention: Core Ability acquired at level 24. When purchasing weapons and armor, you can
change their properties to equivalent ones. Elemental Damage can be exchanged for any other element.
(Monster) Destroyer and (Monster) Killer may change the type of monster to any other type. Critical
Spell, Spell Weave and Arcane Focus can change its Spell to any other Spell of the same level or lower.
Character Options - Page 34
Auto Resistance, Vulnerability, Immunity or Absorption of Crush, Puncture or Cut can be
exchanged for another of these three elements. Auto Resistance, Vulnerability, Immunity or
Absorption of other elements can be exchanged for another element, except Crush, Puncture or Cut.
The weapons who give extra damage based on a Stat can change it to another Stat, except the weapon’s
Offensive Stat. Finally, Auto-Status, SOS-Status, Status Resistance, Status Immunity, Status Touch and
Status Strike can swap the Status within the following power levels, changing a positive status to
another positive status and a negative status effect to another negative status effect:
I: Sleep, Blind, Strengthen (Speed), Weaken (Speed), Poison, Float.
II: Weaken (Armor), Weaken (Mental), Weaken (Physical), Weaken (Magic), Strengthen (Armor)
Strengthen (Mental), Strengthen (Magic), Strengthen (Physical), Immobilize, Slow.
III: Haste, Condemn, Confuse, Disable, Shell, Protect, Berserk, Image, Reraise, Mute, Premonition,
Virus, Flight.
IV: Charm, Meltdown, Vanish, Death, Wall, Stop, Stone, Reflect, Toad, Zombie.
In addition, at any time out of combat, you can pay half weapon’s or armor’s Gil cost to change
its properties, as if you just had bought that equipment. Specialties:
Steal the Spotlight: Requires Earth level 6 and Water level 11. You can spend allies’
initiative dice to act if that ally allows it.
Lucky Number: Requires Air and Fire level 10. Whenever you roll a result 77 or 07 in a
d100, you are successful, regardless of the difficulty. In addition, you gain the free
reaction !Lucky Seven. Use after your character suffers damage from an attack and if
the last digit of your HP is 7. Attack the opponent who attacked you with a Water vs
Water attack, difficulty 77. If you fail, deal 7 damage. If successful, deal 77 damage. In
case of a critical hit, deal 777 damage. This attack ignores Magic Armor. You don't need
to spend initiative dice to use this reaction. The damage is magical and Cut-elemental.
Abandon Subtlety: Requires Air level 13. Whenever you use the !Steal action, you may
increase the difficulty to 50 to perform, regardless of success in the !Steal attempt, the
!Attack action as a free action against the same target.
Charity’s Lesson: Core Ability acquired at level 42. You gain the Ranged Quick physical action
!Gil Toss. If money is power, the Rogue shows it in the most direct way possible! With this action, you
can throw any number of Gil against your targets. You perform an Air vs Air attack, difficulty 0, against
all opponents. For every 100 Gil spent, deal 1x Air level Puncture-elemental damage, split evenly
among all targets hit. Gil spent this way is irretrievably lost. !Gil Toss can’t deal more than 999 damage
to each target. Specialties:
Jackpot: Requires Air and Fire level 12. Acquire the Ranged Quick action !Chocobo
Reels. Do 3 Water vs Earth (the greater between opponents’) attacks, difficulty 40. If all
fail, you suffer the Condemned status until the end of the next round. If successful in
just one, you cast the Cura Spell, even if you don’t know it. If successful in exactly two,
you deal physical damage of a random element in all opponents equal to 20 x Water
level. If successful in all 3, you inflict the Shell, Protect and Haste statuses in all allies
until the end of the next round.
Counter Theft: Requires Air and Earth level 12. You may use the !Steal action as a
reaction when suffering a melee physical attack, even if you don’t have the Steal
Specialty. You may not perform any other attack during this reaction, even if you have
the Abandon Subtlety Specialty.
Steal Heart: Requires Air and Water level 12. You gain the Ranged Quick magical action
!Steal Heart. With your charm, your opponents become infatuated. Make a Water vs
Fire attack, difficulty 70, inflicting the Charm status on a target until the end of round, if
successful.
Character Options - Page 35
Measured Risks: Core Ability acquired at level 60. Once per round, if your current HP is 25% or
less of your max HP, you may perform a reaction as a free action. If, for any reason, your current HP
become greater than 25% of your max HP, and then drop below that limit again, you may use this
Ability again in the same round. Specialties:
Footwork: Requires Air level 20. At the beginning of each round, you gain an extra
initiative dice with the value 10.
Distract: Requires Fire level 20. You gain the Ranged Quick physical action !Distract.
Distracting the target, you expose its weaknesses. Make a Fire vs Fire attack, difficulty
40. If successful, inflict the Meltdown status until the end of the round.
Magic Reels: Requires Water level 20. You gain the Quick action !Magic Reels. Do 3
Water vs Water (the greater between opponents’) attacks, difficulty 40. If all fail, you
are reduced to 0 HP and your opponents recover HP equal to the amount of HP you lost.
If successful in at least one, you cast a random Spell without spending MP, even if you
don’t know it. Roll 1d10 and compare to the table
below to see what Spell will be cast. For each critical
hit, the Spell is cast again, up to 4 Spell casts if you
obtain 3 critical hits.
D10 roll
1 hit 2 hits 3 hits
1 Demi Quarter Black Hole
2 Speed Up Haste Flight
3 Blizzara Blizzaga Freeze
4 Fira Firaga Meltdown
5 Thundara Thundaga Overcharge
6 Petrify Toad Stone
7 Slow Slowga Stop
8 Bio Venom Virus
9 Aera Aeraga Whirlwind
10 Reset Remove X-Zone
Time Mage
A magician expert in time and cosmic magic,
able to manipulate the battlefield and use spells that
support its allies and hinder its enemies. Like all
magicians, its main stats are Fire and Water. Its spells
can change the flow of battle, but ultimately the power
of the Time Mage relies not in wining the battles
directly, but indirectly giving the party the tools to do
so. The list of Spells and its description are in the Spells
section, starting at page 59.
Representatives: Time Mage Job (FFV, FFT, FFTA)
Character Options - Page 36
Abilities
Arcane Studies: Core Ability acquired at level 1. You can equip light armor and the following
weapons: Claws / Gloves; Light Swords / Knives; Staffs; Wands. Your HP bonus is 3 times your level,
the multiplier increasing by 1 at levels 15, 30 and 60. Your bonus MP is 3 times your level, the
multiplier increasing by 1 at level 30. Specialties:
Arcane Mystery: Old: Requires Fire level 20 and character level 64. You gain the Old
Spell.
Arcane Mystery: Meteor: Requires Fire level 20 and character level 64. You gain the
Meteor Spell.
Arcane Mystery: Time Stop: Requires Fire level 20 and character level 64. You gain the
Time Stop Spell.
Astral Magic: Core Ability acquired at level 1. You gain an Astral Spell group: Cosmic, Teleport
or Gravity. Specialties:
Cosmic Mastery: Requires Fire level 5. You gain one Astral Spell group.
Phase: Requires Water level 5. Gain the reaction !Phase. Use this reaction when you are
hit by a physical attack. Make a Fire vs (the greater of Earth and Air) attack, difficulty
40. If you succeed, you teleport away and the attack has no effect on you.
Arcane Archer: Requires Air level 3. You can equip medium armor and Bows.
Subtle Magic: Core Ability acquired at level 1. You gain one Subtle Spell group: Slow, Weaken,
Strengthen or Flight. Specialties:
Subtle Mastery: Requires Air level 6. You gain one Subtle Spell group.
Levitation: Requires Fire level 5. You gain the Float status permanently.
Procrastination: Requires Earth level 8. Gain the free reaction !Delay. Once per round,
when an ally or opponent cast a Spell, you can use this reaction. The Spell has no effect.
At the start of next round, before initiative is rolled, its effects happen as normal. You
don't need to spend initiative dice to use this reaction.
Void Magic: Core Ability acquired at level 15. You gain one Void Spell Group: Speed or Meteors.
Specialties:
Void Mastery: Requires Fire and Water level 9. You gain one Void Spell group.
Acceleration: Requires Air level 10. After casting a Void Spell, you may reduce one of
your initiative dice’s value by 1, to a minimum of the current phase.
Wild Magic: Requires Fire level 12. You may cast a Spell on its wild form, as an Slow (3)
action. The Spell’s difficulty becomes a d100 roll instead of a fixed number.
Magical Inspiration: Core Ability acquired at level 30. You gain one Inspiration Spell Group:
Regeneration, Paralysis or Divination. Specialties:
Inspiration Mastery: Requires Earth and Air level 7 and Fire level 10. You gain one
Inspiration Spell Group.
Action and Reaction: Requires Water level 12. At the start of each combat, roll two d100.
You can substitute any d100 roll by the result of one of these two dice. If you do, discard
the used dice. This ability may be used on any d100 roll done by any combatant.
Fluid Time: Requires Air level 12. When rolling initiative, roll one extra dice. Before the
first phase starts, discard one of your initiative dice.
Character Options - Page 37
Warrior
A focused fighter in heavy armor, specialist in melee combat. Its main stats are Earth and Air,
with Water as tertiary stat. Regardless of the Stat you focus, Warriors may work offensively or
defensively; they can either focus on causing as much damage as possible or on protecting the group to
by weakening their opponent. Regardless of the chosen skills, it is a simple class to play: buy the best
possible equipment, and you will have enough HP, damage and defenses to defeat any opponent.
Representatives: Dragoon Job (FFIII, FFV, FFXI, FFT, FFTA), Uhlan Job
(FFXIIZJ), Kain Highwind (FFIV), Cid Highwind (FFVII), Ward Zabac (FFVIII),
Freya Crescent (FFIX), Gladiator Job (FFTA), Fighter Job (FFI, FFIII), Squire Job
(FFT), Warrior Job (FFXI), Adelbert Steiner (FFIX), Auron (FFX), Knight Job
(FFIII, FFV, FFT), Leo Cristophe (FFVI), Soldier Job (FFTA), Cyan Garamonde
(FFVI), Cloud Strife (FFVII), Squall Leonhart (FFVIII), Tidus (FFX)
Abilities
Master of Arms: Core Ability acquired at
level 1. You can equip heavy armor and the
following weapons: Light Sword/ Knives;
Claws / Gloves; Heavy Weapon & Shield; Heavy
Weapon; and Polearms. Your HP bonus is 5
times your level, the multiplier increasing by 1
at levels 15, 30 and 60. Your MP bonus is zero,
and increases by 1 times your level at level 30.
Specialties:
Arc: Requires Fire level 3. You gain Quick action !Arc. This action allows you to launch a
wave of Chi energy against your target and carry out an attack with your weapon
causing all the equipment effects normally and to adding Ranged to the attack.
Pommel Strike: Requires Earth level 3. You gain the Quick action !Pommel Strike. You
attack your opponent with your weapons hilt at a time and place where he doesn’t
expect. Do an attack roll with your weapon, causing half of your weapon’s physical
damage. If the target is preparing a Slow action, he loses it.
Dirty Fighting: Requires Air level 3. You gain Quick action !Dirty Fighting. You throw
sand in the eyes of the opponent, attack their genitals or distract them in any way. Do an
attack roll with your weapon, causing normal physical damage. Unlike other attacks, do
not add the units digit to damage. If the target suffer damage, he cannot do Reactions
this phase.
Power Attack: Core Ability acquired at level 1. You earn one of the three Power Attack actions
below:
!Jump is a Quick action. Using it, you jump an incredible height and gain the Flight status. In your next
action, you dive on a target, discarding the initiative die and attacking with your weapon. If you hit,
inflict twice weapon damage. After the attack, you lose the Flight status.
!Mighty Strike is a Quick action. Attacking with all your might, without preparation or any worry
about accuracy, you deliver a devastating attack. Perform an attack with your weapon, but increasing
the difficulty by 30. Your attack does twice weapon damage, plus all the equipment effects as usual.
!Lunge is also a Quick action. You unleash an attack with your weapon, ignoring your defense to cause
as much damage as possible. You inflict twice weapon damage, but over the next 10 phases, lower by
30 points the difficulty of any attack aimed at you. You can’t use this action again until this effect ends.
Regardless of the chosen Power Attack, the Specialty Abilities are:
Character Options - Page 38
Dragon Horn: Requires Earth and Air level 12. After using a Power Attack, you can
discard any number of initiative dice, regardless of their value, to repeat the attack
against the same target. With !Jump, the attacks happen before the character lose the
Flight status. With !Lunge, add the number of phases with decreased difficulty. For
example, if Dragon Horn is used to !Lunge three times, you suffer its effects for the next
30 phases.
Quadra Slam: Requires Earth level 10 and Water level 8. You gain the Slow (4) action
!Quadra Slam. When using it, you move with incredible speed, striking four
consecutive attacks with your weapon with just one action. These attacks target
random enemies and cause half weapon damage each, but ignore the target’s Armor.
Adroit: Requires Earth an Air level 7. Whenever you use a Warrior ability other than a
weapon attack, you can choose to use Earth or Air as Offensive Stat.
Feign Weakness: Core Ability acquired at level 15. You gain the Quick physical action !Life
Break. When using it, focus your chi energy to perform an Earth vs Earth attack, difficulty 40, against a
target. If successful, this action causes Cut-elemental damage equal to (your max HP - your current
HP). Don’t add the units digit to damage. This action ignores the Strengthen (Physical) status and
may not deal over 999 damage. The Specialties are:
Power Break: Requires Earth level 8 and Air level 10. You gain the Quick physical action
!Power Break, which is an attack that weakens the muscle power of the target. Perform
an Earth vs Air attack, difficulty 70. If successful, the target receives the Weaken
(Physical) status until the end of the next round.
Magic Break: Requires Earth level 8 and Water level 10. You gain the Quick physical
action !Magic Break, which is an attack that weakens the magical power of the target.
Perform an Air vs Fire attack, difficulty 70. If successful, the target receives the Weaken
(Magic) status until the end of the next round.
Armor Break: Requires Earth level 10 and Air level 8. You gain the Quick physical action
!Armor Break, which is an attack that weakens the resistance of the target. Perform an
Air vs Earth attack, difficulty 70. If successful, the target receives the Weaken (Armor)
status until the end of the next round.
Mental Break: Requires Earth level 8 and Fire level 10. You gain the Quick physical
action !Mental Break, which is an attack that weakens the magic resistance of the
target. Perform an Earth vs Water attack, difficulty 70. If successful, the target receives
the Weaken (Mental) status until the end of the next round.
Cleave: Core Ability acquired at level 24. You gain a cleaving action, which can be one of the two
below:
!Slash-All is a Slow (2) action. Moving with speed, you can unleash an attack with your weapon against
up to three targets. Each target takes damage equal to 75% of of your weapon damage, plus all the
equipment effects.
!Blade Beam is also a Slow (2) action. You shoot a wave of chi energy at a target, performing an attack
with your weapon that causes normal damage. If it succeeds, you can repeat the attack against two
other targets, but these secondary attacks ignore the target’s Armor and cause 50% of the damage
dealt to the first target, already reduced by the first target’s Armor. All these attacks are Ranged,
regardless of the equipped weapon.
Regardless of the cleaving action chosen, the Specialty Abilities are:
Powerful Cleave: Requires Air and Water level 10. Your cleaving action action deal 100%
weapon damage to all targets instead of the reduced damage.
Wide Cleave: Requires Air and Fire level 10. !Slash-All can targets any number enemies
instead of three. The secondary attacks of the !Blade Beam action can target any
Character Options - Page 39
number of enemies besides the first target.
Mastery of Destruction:Requires Fire and Water level 10. Your !Power Break, !Magic
Break, !Armor Break and !Mental Break actions may target up to three enemies
instead of only one. This Specialty does not give access to any extra actions, only
modifies the actions that you own.
Dragon Breath: Core Ability acquired at level 42. You gain the Quick physical action !Dragon
Breath. This action allows you to use the weakness of your enemy against itself. If you have success in
an Air vs Air attack, difficulty 40, the target is dealt Crush- elemental damage equal to (target’s max HP
target’s current HP). Don’t add the units digit to damage. This action ignores the Strengthen
(Physical) status and may not deal over 999 damage. The Specialties are:
Lethal Blow: Requires Earth level 16. When using !Dragon Breath, reduce the target's
Armor before applying 999 damage limit, instead of after.
Double Cut: Requires Air and Water level 12. You gain the Slow (2) action !Double Cut.
With it, do two attacks with your weapon in quick succession at the target, dealing
weapon damage and effects. This ability may achieve critical hits, causing double
damage.
Martial Versatility: Requires Earth level 11 and Air, Fire and Water level 9. You gain one
of the following Specialties: Power Break, Magic Break, Armor Break or Mental Break,
even if you havent met the requirements and even if you already chose another
Specialty to the Feign Weakness ability.
Unwavering Courage: Core Ability acquired at level 60. You become immune to Weaken (Physical),
Weaken (Magic), Weaken (Armor), Weaken (Mental) and Weaken (Speed). The Specialties are:
Finishing Touch: Requires Air level 20. You gain the Slow (5) action !Finishing Touch.
Make two weapon attacks against the target. If both attacks are successful, inflict the
Stone status. If the target is immune to Stone and/or if only one attack is successful,
you deal double weapon damage. If the enemy is not immune to Fatal-type statuses and
one or both of the blows land a critical hit, reduce your opponent to 0 HP. Treat this last
effect as a Fatal type status.
Shock: Requires Fire level 20. You gain the Ranged Slow (3) physical action !Shock. This
action releases a burst of Chi that affects all your enemies. Perform an Earth vs Fire
attack, difficulty 40. Each affected opponent suffers twice your weapon damage.
Iaijutsu: Requires Water level 20. You gain the Slow (5) physical action
!Cleave. You go through your opponents with a sharp blow. Make an Air
vs Earth attack, difficulty 70, against all your enemies. Instantly reduce
to 0 HP all affected opponents. This effect counts as a Fatal type status.
Character Options - Page 40
White Mage
A magician skilled in healing and protection magic,
master of the beneficial magical energies. Its main stats are
Water and Fire, with Earth as tertiary stats. Your Spells are
primarily defensive in nature, giving you few tools to deal
directly with your enemies. The list of Spells and their
description is in the Spells section, starting at page 56.
Representatives: Porom (FFIV), Rosa Farrell
(FFIV), White Mage Job (FFI, FFIII, FFV, FFX-2, FFXI, FFT,
FFTA)
Abilities
Arcane Devotion: Core Ability acquired at level 1.
You can equip light armor and the following weapons:
Claws / Gloves; Staffs; Wands. You gain the Healing Spell
group. Your HP bonus is 3 times your level, the multiplier
increasing by 1 at levels 15, 30 and 60. Your MP bonus is 3
times your level, the multiplier increasing by 1 at level 30.
Specialties:
Arcane Mystery: Holy: Requires Fire level 20 and character level 64. You gain the Holy
Spell.
Arcane Mystery: Rebirth: Requires Fire level 20 and character level 64. You gain the
Rebirth Spell.
Arcane Mystery: Shield: Requires Fire level 20 and character level 64. You gain the Shield
Spell.
Heavenly Magic: Core Ability acquired at level 1. You gain one Heavenly Spell group: Light, Air
or Purify. Specialties:
Heavenly Mastery: Requires Air level 3. You gain one Heavenly Spell group.
Heavenly Blessing: Requires Fire level 3 and Water level 5. You may target two
characters with a single target Heavenly or Protective Spell if you spend twice the MP
cost.
Heavenly Warrior: Requires Earth level 3. You can equip medium armor and the weapon
Heavy Weapon & Shield. Your HP bonus increases to 4x your level, if it is not already
higher.
Protective Magic: Core Ability acquired at level 15. You gain one Protective Spell group:
Elemental, Life, Armor, Shield or Images. Specialties:
Protective Mastery: Requires Earth level 7. You gain one Protective Spell group.
Magic Shield: Requires Air level 8 and Fire level 5. You can use Protective spells on
yourself as Reaction when an enemy targets you with an action. Spells cast as Reaction
end its effects at the end of the round and can't target other characters.
Mana Armor: Requires Earth and Water level 8. As a free action at the beginning of each
round, you can erect a magical shield on yourself that lasts one round. Whenever you
take damage with this shield on, you lose MP instead of HP. If your MP is zero, you lose
HP as normal.
Character Options - Page 41
Versatile Protection: Core Ability acquired at level 15. You gain another Protective Spell group.
Specialties:
Deep Studies: Requires Fire level 15. Choose a Heavenly, Protective or Psychic Spell
group. You gain that Spell group.
Martial Dabbler. Requires Earth and Air level 8. Choose a weapon type other than
Instruments and Twin Weapons. You may equip weapons of that type.
Offensive Barriers: Requires Air level 10 and Fire level 9. Whenever you cast an
Elemental, Armor, Shield or Images spell, you may do it offensively. If you do, increase
the Spell's difficulty to 70. Instead of granting a status effect, an offensively cast spell
removes the status effect from the target. An offensive Shell Spell, for example, removes
the Shell status from the target. This Ability can't remove conditions granted by Auto
Status or SOS – Status.
Psychic Magic: Core Ability acquired at level 30. You gain one Psychic Spell group: Madness,
Enchantment or Vulnerability. Specialties:
Psychic : Requires Fire and Water level 11. You gain one Psychic Spell group.
Asceticism: Requires Earth level 8 and Air level 10. Even if you have the Stone, Berserk
and/or Stop statuses, you can act normally if your action remove the status.
Elemental Blessing: Requires level 8 in Earth and 12 in Fire. Choose an element. You gain
the Resist status for that element permanently.
Character Options - Page 42
Secondary Jobs
Alchemist
Items and potions specialist, able to use consumables with
their full potential. Its main Stat is Water. Be an Alchemist if you want
your character to be more durable, capable of staying alive longer and
use items offensively better.
Representatives: Rikku (FFX), Chemist Job (FFV, FFT, FFTA)
Abilities
Quick Hands: Core Ability acquired at level 1. !Draw is a free
action for you. You still need to spend initiative dice normally to use
items or replace equipment. Specialties:
Combat Medic: Requires Fire level 3. You may equip medium
armor and the following weapons: Rifles / Crossbows.
Impromptu Mage: Requires Water level 5. Whenever you use
an item that casts a Spell, you may use your Water Stat, rather
than the Fire Stat, as Offensive Stat, to hit and deal damage.
Treatment: Requires Earth level 5. You gain access to the Quick action !Treatment.
With it, you suppress bad conditions on a target, helping him to overcome his
discomfort. Suppress all negative status effects on the target until the end of the round.
This does not extend the status’ duration.
Pharmacology: Core Ability acquired at level 19. Whenever you use an item to recover HP or
MP, double its effects. You may add your Air level to your Armor and your Water level to your Magic
Armor. Specialties:
Alchemical Fire: Requires Air level 12. Whenever you use a consumable that deals
damage, the item does 10% extra damage at the end of the round, ignoring Armor or
Magic Armor.
Vaccination: Requires Water level 12. When using an item to cure status, the target is
immune to the cured status effect for 2 rounds.
Poison Distilling: Requires Fire level 12. When using a consumable that inflicts negative
status effects, the inflicted status lasts one extra round.
Distribute: Core Ability acquired at level 35. Whenever you heal someone, the amount that
exceeds its maximum HP is divided evenly between you and all allies except the character that was
initially cured. Distribute does not affect healing effects that target more than one target. Specialties:
Mix: Requires Fire level 16. You gain the Slow (1) action !Mix. You can mix two items
and use them in a single action. If mixing two identical healing items, you generate the
effect of the next higher level item (for example, two Potions turn into a Hi-Potion). If
you mix two different healing items, you generate the effect of the cheapest item in the
whole Group (Mixing a Soft and Tonic creates the effect of Tonic in the Group). If you
mix two identical battle items, you cast the next strongest Spell of the same group (two
Bomb Fragment cast the Spell Fira). If you mix two different battle items, you cast the
Spell from the cheapest item against a Group (using the single target damage if the
spell deals reduced damage to groups). Special cases may be examined individually by
the GM and cause unique effects.
Character Options - Page 43
Alchemical Tenacity: Requires Earth and Water level 14. Increase your HP bonus by 1x
your level and your MP bonus by 1x your level.
Unstable Potion: Core Ability acquired at level 50. At the beginning of each day, you can choose
to sample an unstable potion, using yourself as a guinea pig. If you do, choose one of the
Transformation type negative statuses. You become vulnerable to it and resistant to all other
Transformation type statuses. Any other effects that give you resistance or immunity to the chosen
status automatically fail, even from equipment. This effect lasts the entire day. Specialties:
Double Item: Requires Air level 18. You gain the Quick action !W-Item. With it, you may
use two drawn items with only one action.
Auto-Potion: Requires Earth level 18. You gain the reaction !Auto-Potion. You can use it
when you suffer an attack. You draw an item from your inventory and use it on
yourself. The item’s effects happen after the effects of the attack you suffered.
Berserker
Through offensive maneuvers, a Berserker believes that
the best defense is a good offense, and try to cause as much
damage as quickly as possible. Water is an important Stat to this
class. Be a Berserker if you want to increase your ability to cause
physical damage as soon as possible; after all, dead enemies
don’t fight.
Representatives: Monk Job (FFV, FFT), Cyan
Garamonde (FFVI), Berserker Job (FFV), Viking Job
(FFIII)
Abilities
Counter Attack: Core Ability acquired at level 1.
After suffering the damage of a physical attack, you can
discard any initiative die to perform the !Attack action
against the character who attacked you. Specialties:
Hamedo: Requires Air level 6 and Fire level 5. You gain access to the reaction
!Hamedo. Use after being targeted by an attack. Perform the !Attack action against the
character targeting you. If the target drops to 0 HP or for any reason can not attack you
after suffering your attack, his action is spent without causing any effect.
Riposte: Requires Earth level 6 and Water level 4. After receiving a physical attack, you
may use your Counter Attack even if the attack fails for any reason.
Kharmic Strike: Requires Earth and Air level 5. During your Counter Attack, you ignore
the target’s Flight status. Increase the difficulty of reactions to your Counter Attack by
30.
Provoke: Core Ability acquired at level 19. You gain the Quick magical action !Provoke. Insult
your opponent, causing him to attack you or lose focus. Make a Water vs Fire attack, difficulty 20. If
successful, until the end of the next round, if the targeted enemy doesn’t include you as a target in any
of his attacks, you may perform the !Attack action against him as a free action after the enemy’s action.
You may add your Air level to your Armor and your Water level to your Magic Armor. Specialties:
Ignore the Pain: Requires Earth level 16. Increase your Armor by 50% against attacks
made by enemies under the effect of the !Provoke action.
Character Options - Page 44
Howl: Requires Fire level 10. You gain the Ranged Quick magical action !Howl.
Roaring to intimidate your opponents, you make them more vulnerable to magical
effects. Perform a Water vs Water attack, difficulty 40. This action causes the Weaken
(Mental) status on a target until the end of the next round.
Sovereign Mind: Requires Earth level 9 and Fire level 7. When performing a Counter
Attack or !Hamedo, instead of the !Attack action, you may use any of your actions
that that can target the opponent, provided the action is not Slow.
Fury: Core Ability acquired at level 35. While your current HP is 25% of your max HP or less,
you gain the Strengthen (Physical) status. You lose this status if your current HP is more than 25% of
your max HP for any reason. In addition, you gain the Dispel Spell at level 40. Specialties:
Bloodlust: Requires Water level 12. While your current HP is 25% of your max HP or
less, your allies gain the Strengthen (Physical) status. Your allies lose this status if
your current HP is more than 25% of your max HP for any reason.
Critical Comeback: Requires Air level 14 and Water level 12. Whenever you suffer a
critical hit, gain an extra initiative dice with the value 10.
Unwavering Fury: Core Ability acquired at level 50. Once per round, when you suffer a physical
attack, you can increase or decrease by one the d100 result. Also, once per round, you may use your
Counter Attack as a free action. Specialties:
Furious Madness: Requires Earth level 18. You may, as an action, inflict the Berserk
status on yourself until the end of the round. Also, whenever you are under the
Berserk status, you also gain the Strengthen (Physical) status for the same duration.
Finally, while you are under the Berserk status, you may use the !Attack, !Hamedo,
!Howl and !Provoke actions, if you have them, instead of only the !Attack action.
Rage Magic: Requires Fire level 18. You can use your Counter Attack when hit by Spells
and magical attacks. Also, whenever you use a Spell that deals damage, you may spend
25% extra MP after rolling the spell attack. If you do, the Spell may have critical hits,
dealing twice damage.
Defender
With cover and protective maneuvers, a Defender seeks to
protect its allies against attacks, often placing himself in danger.
Its main Stat is Earth. Be a Defender if you want to protect your
allies, shielding them from damage or negative status effects.
Representatives: Cecil Harvey (FFIV), Paladin Job (FFXI,
FFTA)
Abilities
Cover: Core Ability acquired at level 1. You gain the
reaction !Cover. Use it when an ally is hit by a physical attack. You
suffer the effects of the attack, rather than the ally. As a free
action, you can use another reaction against the attack, if able.
Specialties:
Sentinel: Requires Earth level 5. As a free action,when an ally with current HP equal to
or less than 25% or his max HP undergoes a physical attack, you may suffer the attack
instead of the original target.
Character Options - Page 45
Arcane Defense: Requires Water level 4. You may use !Cover to react when an ally
suffers a magical attack or Spell.
Armor Training: Requires Earth level 3. Choose light, medium or heavy armor. You may
equip the chosen armor.
Share the Pain: Core Ability acquired at level 19. You gain the reaction !Shared Pain. Use when
hit by a Melee physical attack. Do an Earth vs Earth attack, difficulty 70. If successful, after reducing the
damage by your Armor, split the damage evenly between you and the opponent who attacked you,
bypassing the opponent's Armor. You may add your Air level to your Armor and your Water level to
your Magic Armor. Specialties:
Healing Wind: Requires Fire and Water level 5. Increase your MP bonus multiplier by
one. In addition, you gain the Healing Spell group. Your Healing group Spells cost
double MP and target you and all your allies rather than a single target (using single-
target healing value for you and each ally).
Defensive Mastery: Requires Earth, Air and Fire level 8. Reduce by 20 the difficulty of
any reaction you perform.
Noble Sacrifice: Requires Earth level 12. As a free action, when an ally suffer an attack
that inflicts a Fatal type status, you may suffer its effects instead. When using Noble
Sacrifice, ignore your immunities.
Astra: Core Ability acquired Base at level 35. You gain the Astra Spell. Specialties:
Astraga: Requires Earth and Fire level 13. You gain the Astraga Spell.
Perseus’ Mirror: Requires Air and Water level 13. Whenever a status caused by an
opponent is blocked by the Astra Spell, you may spend an initiative dice to repeat the
blocked attack using that opponent as target.
Immortal Body: Core Ability acquired at level 50. At the start of each combat, you gain the
Reraise status. Specialties:
Immortal Soul: Requires Water level 18. You gain the Great Gospel Spell.
Immortal Technique: Requires Air level 18. Choose a reaction from of any Job. You gain
that reaction.
Dervish
Offensive Job, focused on fighting with two weapons
to strike fast and often. Its main Stat is Air. Be a Dervish if you
want to increase the amount and speed of your actions and
be a great physical damage dealer.
Representatives: Edward Geraldine Edge” Eblan
(FFIV), Clyde “ShadowArrowny (FFVI), Ninja Job (FFI, FFIII,
FFV, FFXI, FFT, FFTA
Abilities
Ambidexterity: Core Ability acquired at level 1. You may equip Twin Weapons. Specialties:
Quick Draw: Requires level Air 3. Once per round as a free action, you can draw and
switch weapons.
Killer’s Garments: Requires level 1. You may equip medium armor and Throwing
Weapons.
Character Options - Page 46
Deadly Dance: Requires Air level 5 and Fire level 4. Whenever you hit the !Attack
action, you may lower the value of one of your initiative dice by 1, to a minimum of the
current phase.
Critical Speed: Core Ability acquired at level 19. You may add your Air level to your Armor and
your Water level to your Magic Armor. While your current HP is 25% of your max HP or less, you gain
the Haste status. You lose this status if your current HP is more than 25% of your max HP for any
reason. Specialties:
Blade Barrier: Requires Earth and Water level 6. The best defense is a good offense.
Add your Earth level to your Armor and your Fire level to your Magic Armor.
Danger Zone: Requires Air and Fire level 6. At the beginning of each round, you may
spend HP equal to 25% of your max HP to receive the Haste status during this round.
Two-Weapon Defense: Requires Fire level 9 and Water level 5. You gain the reaction
!Double Parry. Use when hit by a Melee physical attack. Do an (the greater of Air or
Earth) vs Earth attack, difficulty 40. If successful, you ignore the attack’s effects.
Deadly Accuracy: Core Ability acquired at level 35. After rolling an attack, you may reduce or
increase by 1 the d100 result. Specialties:
Deep Cut: Requires Air level 16. When you attain a critical hit with an action that deals
damage, ignore the target’s Armor and Magical Armor.
Zen Focus: Requires Earth, Air, Fire and Water level 8. At the beginning of each round,
you may choose one of your initiative die’s value instead of rolling it.
Fierce Assault: Core Ability acquired at level 50. If, on the same phase, you can act more than
once, you can perform these actions together. If you do and deal damage, you may add all damage dealt
before reducing it by the target‘s Armor or Magic Armor. Regardless of how many attacks you do,
reduce the Armor or Magic Armor only once. Specialties:
Rain of Blows: Requires level 18 in Earth. Once per round,
after being successful with the !Attack action, you may
repeat the action as a free action.
Precise Hits: Requires Fire level 18. Once per round, you may
re-roll an attack when using a physical or magical action.
Fencer
Defensive job that believes that the best way of not dying is being
out of the way of attacks. Its main Stat is Air. Be a Duelist if you want to
dodge the attacks of your opponents, especially their missiles, thus
increasing your and your allies’ survival.
Representatives: Fencer Job (FFTA)
Abilities
Block Projectiles: Core Ability acquired at level 1. You may equip medium armor and gain the
reaction !Arrow Guard. When you are hit by a Ranged attack, make an Air vs Air attack, difficulty 30. If
successful, you don’t attack’s effects. This does not affect Spells. Specialties:
Lightning Strike: Requires Fire level 4. Opponents can not use interrupt actions to react
to your attacks.
Character Options - Page 47
Slim Target: Requires Air level 4. Once per round, you can use a reaction by spending
your lower initiative dice, rather than a current phase dice. In addition, you may equip
Light Sword / Knives.
Swarm Attack: Requires Earth and Water level 3. You gain the Quick physical action
!Swarmstrike. Make an Air vs Earth attack, difficulty 40. If successful, inflict the
Poison status in the target in this and the next two rounds.
Preemptive Attack: Core Ability acquired at level 19. After rolling initiative, you may change one
of your dice’s value to 1. You may add your Air level to your Armor and your Water level to your Magic
Armor. Specialties:
Return Fire: Requires Fire level 12. Whenever you have success with the !Arrow Guard
reaction, you may discard one initiative dice to perform the !Attack action against the
enemy that attacked you.
Coverage: Requires Water level 12. Your !Arrow Guard reaction may be used when an
ally suffer a Ranged attack. If you succeed, your ally doesn’t suffer the attack’s effect.
False Weakness: Requires Earth level 12. When your !Arrow Guard reaction succeeds,
you may force the opponent to discard an initiative dice and repeat the attack against
you.
Slippery: Core Ability acquired at level 35. Whenever you are targeted by a Spell that does not
deals damage, you may increase by 25 the difficulty of that Spell. Specialties:
Divert Attention: Requires Air level 16. You receive the Vanish status during the first 3
phases of each round.
Just a Scratch: Requires Earth level 12 and Fire level 14. The first time in each round
you suffer a critical hit, ignore the effects of critical hit (if any). The attack does its
normal effects. You may still count as if it had been a critical hit for the purposes of
other Abilities.
Total Defense: Core Ability acquired at level 50. You may postpone any number of actions,
instead of only one. Specialties:
Water Dancer: Requires Water level 18. Every time in a round you suffer an attack after
the first, reduce by 5, cumulatively, the difficulty for your reactions. It is irrelevant
whether the attack hit or missed, and if you used a reaction or not. The minimum
difficulty for your reactions is zero. In the start of the next round, the difficulty of your
reactions revert back to normal.
Lethal Precision: Requires Air level 18. If you discard an initiative dice after rolling an
attack that may not have critical hits, you deal double damage in case of a critical hit.
This ability may not be used with Spells.
Character Options - Page 48
Phalanx
Defensive Job, specialized on protecting themselves and
reducing physical damage. His main Stat is Earth. Be a Phalanx if you
want to protect yourself from physical harm, increasing your capacity
to face opponents focused on this type of damage.
Representatives: Auron (FFX), Samurai Job (FFV, FFX-2, FFXI,
FFT)
Abilities
Impenetrable: Core Ability acquired Base at level 1. You may
equip heavy armor and gain the reaction !Third Eye. When you are hit
by a Melee attack, perform an Earth vs Air attack, difficulty 40. If you are
successful, the attack fails. This does not affect Spells. Specialties:
Martial Training: Requires Earth level 3. Choose two
types of weapons: Heavy Weapons, Polearms, Heavy
Weapon & Shield or Throwing Weapons. You may equip
the selected weapons.
Excessive Force: Requires Air level 5. Whenever you deal a critical hit against an
opponent preparing a Slow action, cancel the Slow action.
Willpower: Requires Fire level 4. Your HP bonus becomes equal to 5x your level, if not
already greater.
Tireless: Core Ability acquired at level 19. You may add your Air level to your Armor and your
Water level to your Magic Armor. While your current HP is 25% of your max HP or less, you gain the
Protect status. You lose this status if your current HP is more than 25% of your max HP for any reason.
Specialties:
Inspiring Courage: Requires Earth level 12. While your current HP is 25% of your max
HP or less, your allies gain the Protect status. Your allies lose this status if your current
HP is more than 25% of your max HP for any reason.
Preventive Defense: Requires Water level 15. Your Tireless ability activate when your
current HP is 50% of maximum, instead of 25%.
Bonebreaker: Requires Fire level 10. Once per phase, if your current HP is 25% of your
max HP or less when you use the !Attack action against an opponent that dealt you
physical damage this phase, you deal 150% weapon damage if it is not a critical hit.
Unshakable: Core Ability acquired at level 35. You gain the reaction !Shield Wall. When you and
at least one ally are hit by an attack that deals physical damage, perform an Earth vs Fire attack,
difficulty 70. Your allies don’t suffer the attack’s effects regardless of the die result. If you fail, for each
of the attack’s targets, you suffer the attack’s effects. If you are successful, for each of the attack’s
targets, you suffer the 50% of attack’s damage. If you have a critical hit, you suffer the attack’s effects
only once.
Runic Shield: Requires Fire and Water level 12. You may use your !Shield Wall reaction
against magical damage attacks.
Reinforced Shield: Requires Earth and Air level 13. Whenever you are successful with
the !Shield Wall reaction, you gain the Strengthen (Armor) status until the end of the
round.
Character Options - Page 49
Indestructible: Core Ability acquired at level 50. Whenever you are hit by an effect that gives a
Barrier type positive status, increase by a round its duration. Specialties:
Scream: Requires Earth level 18. You gain the reaction !Scream. Use it when you suffer
an attack that inflicts a negative status effect. Perform a Water vs (the greater between
Air or Fire) attack, difficulty 70. If successful, the attack don’t inflict any negative status
and, if the attack did damage, you recover HP equal to twice the damage dealt.
Uncontrollable: Requires Water level 18. You gain the Slow (3) physical action
!Meatbone Slash. Putting all your weight behind the strike, you perform a weapon
attack. If successful, the target takes damage equal to your maximum HP, or 999,
whichever is less.
Rune Knight
This Job is focused on neutralizing mages, able to prevent
the casting of spells and avoiding its effects. Its main Stat is Fire.
Be a Rune Knight if you want to protect yourself from harmful
magic effects, and have the tools to overcome enemies whose
power comes from magical abilities.
Representatives: Celes Chere (FFVI) Dycedarg Beoulve
(FFT), Zalbaag Beoulve (FFT)
Abilities
Defensive Runes: Ability acquired Base at level 1.
You may equip light armor, and gain the reaction !Runic.
Use it when hit by a Spell or a magical attack. Perform a
Fire vs Fire attack, difficulty 40. If successful, the attack or
Spell has no effect.
Magic Drain: Requires Water level 4. If you succeed with !Runic, recover the same
amount of MP spent by the opponent.
Runic Area: Requires Fire level 5. Your reaction !Runic may also be used when a Spell
or magical attack hits an ally.
Offensive Runes: Requires Air level 4. Your reaction !Runic may also be used when a
Spell or magical attack hits an opponent.
Exotic Runes: Requires Earth level 3. When using your !Runic reaction, you may swap
the Offensive Stat to Air or Water. If you do, reduce the reaction's difficulty by 10.
Spell Protection: Core Ability acquired at level 19. You may add your Air level to your Armor and
your Water level to your Magic Armor. While your current HP is 25% of your max HP or less, you gain
the Shell status. You lose this status if your current HP is more than 25% of your max HP for any
reason. Specialties:
Protection Circle: Requires Earth level 12. While your current HP is 25% of your max
HP or less, your allies gain the Shell status. Your allies lose this status if your current
HP is more than 25% of your max HP for any reason.
Enhanced Protection: Requires Water level 12. Your Spell Protection ability activate
when your current HP is 50% of maximum, instead of 25%.
Character Options - Page 50
Desperate Blow: Requires Fire level 12. You gain the Ranged Quick physical action
!Magic Ruin. You may only use it if your current HP is 25% of your max HP or less and
if you have the Shell status. To use it, you lose the Shell status and launch a wave of
energy. If you succeed in a weapon attack, the target loses MP equal to (your Max HP -
your current HP), ignoring the target's Armor. Regardless of success, your Spell
Protection will not activate during the rest of the combat.
Dispel Magic: Core Ability acquired at level 35. You gain the Slow (1) magical action !Dispel
Strike. Perform a weapon attack. If successful, in addition to damage, you use your runes to absorb the
target’s magic, ending all the target’s positive status effects. If he has Auto-status or SOS-status, these
effects are suppressed until the end of the round.
Selective Dispel: Requires Air level 16. Your !Dispel Strike ends all the target’s statuses,
positive and negative, but you can choose which status effects you want to end and
which will continue.
Anti-Magic Zone: Requires Fire level 14 and Water level 12. When you use your !Dispel
Strike action, you may target all other combatants, allies or enemies, but if you do, the
action does not deals damage.
Return Magic: Core Ability acquired at level 50. When you successfully use !Runic to block a
Spell, you may discard an initiative dice to cast the Spell you just blocked. You spend MP as usual, but
you don’t need to have the Spell. Specialties:
Triple Magic: Requires Water level 18. You gain the reaction !Triple Magic. Use when
suffering the effects of a Spell cast by an enemy. If, after suffering its effects, you may
still cast Spells, spend MP equal to three times the Spell’s cost. If you do, you cast the
Spell three times, each time against a random enemy target. Each target may be hit
more than once. Even if the Spell originally targeted a group, when used with this
reaction, it will affect a single target in each cast.
Spell Ruin: Requires Earth level 18. You gain the Quick physical action !Spell Ruin.
Perform a weapon attack. If successful, deal 150% weapon damage, and then the target
loses a MP amount equal to the HP lost.
Wizard
This arcane Job gives Spells to characters that usually do not
possess magical abilities or strengthens the magicians granting them
more options. Fire is the most important Stat. Be a Wizard if you want
more versatility to choose various Spell effects.
Representatives: Garnet 'Dagger' Alexandros XVII (FFIX), Eiko
Carol (FFIX), FuSoYa (FFIV), Sage Job (FFIII), Tellah (FFIV), Red Mage
Job (FFI, FFIII, FFV, FFXI, FFTA)
Abilities
Arcane Adept: Core Ability acquired at level 1. Your MP bonus
becomes equal to your level (if not already greater). Additionally, you gain
one of the following a Spell groups: Lightning, Ice, Fire, Death,
Transform, Poison, Light, Air, Purify, Healing, Cosmic, Teleport,
Gravity, Slow, Weaken, Strengthen or Flight. Specialties:
Armored Mage: Requires Earth level 3. You may equip heavy armor and Polearms.
Character Options - Page 51
Residual Energies: Requires Water level 6. Whenever you use a spell, residual energies
permeate the environment for a round. You may consume them when casting a Spell
to reduce it’s cost by 25%. Spells that consumed residual energies do not release
residual energies.
Vital Sacrifice: Requires Air level 6 and Water level 4. Once per round, if you don’t have
enough MP to use a Spell, you can spend HP equal to its MP cost to cast it. If you do
that, and the Spell's effect heals the target, it deals Puncture-elemental damage instead
of healing. This ability can't be used with the Renew Spell.
Counter Magic: Core Ability acquired at level 19. You may add your Air level to your Armor and
your Water level to your Magic Armor. After suffering the effects of a Spell or magical attack done by an
enemy, you can discard any initiative die to perform the !Attack action against the enemy who hit you.
Arcane Warrior: Requires Earth level 12. Once per round, after casting a Spell, you may
perform the !Attack action against one of the Spell’s targets as a free action.
Dispel Barriers: Requires Water level 12. You gain the Ranged Slow (2) magical action
!Shieldbreak. Firing pure magical energy waves, you destroy the defenses of allies and
enemies. Make a Fire vs Water attack, difficulty 65. All affected combatants, allies and
enemies, lose the Shell and Reflect statuses.
Persistent Curses: Requires Air level 12. When a status effect you inflicted with a Spell
effect ends at the end of a round, you may repeat the Spell's attack roll. If you hit,
extend its duration by one round. This ability may not extend Spell effects already
extended by this ability.
Silent Spell: Core Ability acquired at level 35. Once per round, even if suffering the Mute status,
you may cast Spells normally.
Shape Elements: Requires Earth and Air level 14. When casting a Spell that deals
damage, you may pay 25% extra MP to change its element to any other of your choice.
Force of Thought: Requires Fire and Water level 14. Choose and gain a Spell group.
Arcane Master: Ability acquired Base at level 50. Choose and gain a Spell group. Specialties:
Twincast: Requires Air level 18. You gain the Slow (1) action !W-Magic. Using it, you
cast two Spells with one action. !W-Magic may not be used to cast spells whose MP
costs, added, exceed 150.
Forbidden Arcana: Requires Water level 18 and character level 64. Choose an Arcane
Mysteries Specialty of any Mage Job. You gain this Ability, even if you do not met the
requirements.
Character Options - Page 52
Spells
The Spells are listed below, separated by group. The vast majority of them asks for a Fire vs
Water roll to be successful, but you may automatically succeed if the Spell’s target voluntarily want it.
The caster may roll anyway, if he wishes to add the unit dice to the damage dealt or value healed.
Whenever a Spell targets a group, the caster chooses whether it will target all enemies or himself and
all allies.
Black Magic
Fire Group: Elemental Spells whose main
purpose is to deal Fire-elemental damage. There
are four Fire spells:
Fire, acquired at level 1, costs 8 MP. Roll
Fire vs Water, difficulty 0. If you hit, deal 5 x Fire
level Fire-elemental magical damage to a target.
Fira, acquired at level 19, costs 24 MP. Roll
Fire vs Water, difficulty 0. If successful, deal 11 x
Fire level magical damage level to a target, or 7 x
Fire level magical damage level to a group. This
damage is Fire-elemental.
Firaga, acquired at level 37, costs 58 MP.
Roll Fire vs Water, difficulty 0. If successful, deal
17 x Fire level magical damage level to a target, or
10 x Fire level magical damage level to a group.
This damage is Fire-elemental.
Meltdown, acquired at level 55, costs 110
MP. Roll Fire vs Water, difficulty 0. If successful,
deal 23 x Fire level Fire-elemental magical
damage level to a target. Also, if your roll
overcomes difficulty 70, inflict the Meltdown
status on the target until the end of the round.
Ice Group: Elemental Spells whose main
purpose is to deal Ice-elemental damage. There
are four Ice spells:
Blizzard, acquired at level 1, costs 8 MP.
Roll Fire vs Water, difficulty 0. If successful, deal 5
x Fire level Ice-elemental magical damage to a
target.
Blizzara, acquired at level 19, costs 24 MP.
Roll Fire vs Water, difficulty 0. If successful, deal
11 x Fire level magical damage level to a target, or
7 x Fire level magical damage level to a group.
This damage is Ice-elemental.
Blizzaga, acquired at level 37, costs 58 MP.
Roll Fire vs Water, difficulty 0. If successful, deal
17 x Fire level magical damage level to a target, or
10 x Fire level magical damage level to a group.
This damage is Ice-elemental.
Freeze, acquired at level 55, costs 110 MP.
Roll Fire vs Water, difficulty 0. If successful, deal
23 x Fire level Ice-elemental magical damage
level to a target. Also, if your roll overcomes
difficulty 70, inflict the Stop status on the target
until the end of the round.
Lightning Group: Elemental Spells whose
main purpose is to deal Lightning-elemental
damage. There are four Lightning spells:
Thunder, gained at level 1, costs 8 MP. Roll
Fire vs Water, difficulty 0. If successful, deal 5 x
Fire level Lightning-elemental magical damage to
a target.
Thundara, acquired at level 19, costs 24
MP. Roll Fire vs Water, difficulty 0. If successful,
deal 11 x Fire level magical damage level to a
target, or 7 x Fire level magical damage level to a
group. This damage is Lightning-elemental.
Thundaga, acquired at level 37, costs 58
MP. Roll Fire vs Water, difficulty 0. If successful,
deal 17 x Fire level magical damage level to a
target, or 10 x Fire level magical damage level to a
group. This damage is Lightning-elemental.
Overcharge, acquired at level 55, costs 110
MP. Roll Fire vs Water, difficulty 0. If successful,
deal 23 x Fire level Lightning-elemental magical
damage level to a target. Also, if your roll
overcomes difficulty 70, inflict the Berserk status
on the target until the end of the round.
Death Group: Transmutation Spells
whose primary purpose is to remove combat
opponents as quickly as possible, or interfere
with the target's ability to recover HP. There are
four Death Spells:
Character Options - Page 53
Sleep, acquired at level 1, costs 7 MP. Roll
Fire vs Water, difficulty 70. If successful, inflict the
Sleep status on the target until the end of the
next round.
Zombie, acquired at level 19, costs 20
MP. Roll Fire vs Water, difficulty 70. If
successful, inflict the Zombie status on the
target until the end of the next round.
Condemn, acquired at level 37, costs 60
MP. Roll Fire vs Water, difficulty 70. If successful,
inflict the Condemn status on the target until the
end of the next round.
Death, acquired at level 55, costs 122 MP.
Roll Fire vs Water, difficulty 70. If successful, the
target is reduced to 0 HP. Treat this as a Fatal
type status.
Transform Group: Transmutation Spells
whose primary purpose is to change the
opponent’s form, in order to weaken it and
reduce its combat power. There are four
Transform Spells:
Blind, acquired at level 1, costs 6 MP. Roll
Fire vs Water, difficulty 70. If successful, inflict the
Blind status on the target until the end of the
next round.
Petrify, acquired at level 19, costs 23 MP.
Roll Fire vs Water, difficulty 70. If successful,
inflict the Stone status on the target at end of the
next round.
Toad, acquired at level 37, costs 54 MP.
Roll Fire vs Water, difficulty 70. If successful,
inflict the Toad status on the target until the end
of the next round. This spell may also be used to
remove the Toad status from a target, instead.
Stone, acquired at level 55, costs 106 MP.
Roll Fire vs Water, difficulty 70. If successful,
inflict the Stone status on the target.
Poison Group: Transmutation Spells
whose primary purpose is to deal Bio damage.
The more HP your enemy have, the more effective
these Spells are. There are four Poison Spells:
Poison, acquired at level 1, costs 10 MP.
Roll Fire vs Water, difficulty 40. If successful, deal
5 x Fire level Bio-elemental magical damage to a
target, and inflict the Poison status on the target
until the end of the next round.
Bio, acquired at level 19, costs 25 MP. Roll
Fire vs Water, difficulty 40. If successful, deal 11 x
Fire level Bio-elemental magical damage to a
target, and inflict the Poison status on the target
until the end of the next round.
Venom, acquired at level 37, costs 62 MP.
Roll Fire vs Water, difficulty 40. If successful, deal
17 x Fire level Bio-elemental magical damage to a
target, and inflict the Poison status on the target
until the end of the next round.
Virus, acquired at level 55, costs 100 MP.
Roll Fire vs Water, difficulty 70. If successful,
inflict the Poison and Virus statuses on the
target.
Water Group: Worldly Spells whose main
purpose is to deal Water-elemental damage.
There are three Water spells:
Water, acquired at level 10, costs 15 MP.
Roll Fire vs Water, difficulty 0. If successful, deal 8
x Fire level Water-elemental magical damage to a
target.
Waterga, acquired at level 28, costs 40 MP.
Roll Fire vs Water, difficulty 0. If successful, deal
14 x Fire level magical damage level to a target, or
8 x Fire level magical damage level to a group.
This damage is Water-elemental.
Storm, acquired at level 46, costs 80 MP.
Roll Fire vs Water, difficulty 0. If successful, deal
20 x Fire level magical damage level to a target, or
12 x Fire level magical damage level to a group.
This damage is Water-elemental. Also, if your roll
overcomes difficulty 70, inflict the Sleep status
on the targets during this and the next two
rounds.
Earth Group: Worldly Spells whose main
purpose is to deal Earth-elemental damage. There
are three Earth spells:
Magnitude, acquired at level 10, costs 14
MP. Roll Fire vs Water, difficulty 0. If successful,
deal 8 x Fire level Earth-elemental magical
damage to all combatants who do not have the
Float or Flight statuses. This Spell ignores
Reflect.
Quake, acquired at level 28, costs 43 MP.
Roll Fire vs Water, difficulty 0. If successful, deal
14 x Fire level Earth-elemental magical damage to
all combatants who do not have the Float or
Flight statuses. This Spell ignores Reflect.
Break, acquired at level 46, costs 84 MP.
Roll Fire vs Water, difficulty 0. If successful, deal
20 x Fire level Earth-elemental magical damage
Character Options - Page 54
level to a target. Also, if your roll overcomes
difficulty 70, inflict the Stone status on the target
until the end of the next round.
Shadow Group: Worldly Spells whose
main purpose is to deal Shadow-elemental
damage. There are three Shadow spells:
Dark, acquired at level 10, costs 15 MP.
Roll Fire vs Water, difficulty 0. If successful, deal 8
x Fire level Shadow-elemental magical damage to
a target.
Scourge, acquired at level 28, costs 39 MP.
Roll Fire vs Water, difficulty 0. If successful, deal
14 x Fire level magical damage level to a target, or
8 x Fire level magical damage level to a group.
This damage is Shadow-elemental.
Scathe, acquired at level 46, costs 85
MP. Roll Fire vs Water, difficulty 0. If
successful, deal 20 x Fire level magical
damage level to a target, or 12 x Fire level
magical damage level to a group. This damage
is Shadow-elemental. Also, if your roll
overcomes difficulty 70, inflict the Blind
status on the targets during this and the next
two rounds.
Mage Bane Group: Expert Spells whose
main purpose is to manipulate MP, weakening
enemy magicians, and to restore the user's MP.
There are two Mage Bane Spells:
Rasp, acquired at level 30, costs 42 MP.
Roll Fire vs Water, difficulty 0. If successful, deal
14 x Fire level non-elemental magical damage to a
target. This Spell damages MP instead of HP.
Osmosis, acquired at level 50, costs 45 MP.
Roll Fire vs Water, difficulty 50. If successful, deal
16 x Fire level non-elemental magical damage to a
target. This Spell damages MP instead of HP. The
caster recovers MP equal to the damage dealt.
Drain Group: Expert Spells whose main
purpose is to recover the user's HP, through the
ability to steal the target’s life. There are two
Drain Spells:
Drain, acquired at level 30, costs 42 MP.
Roll Fire vs Water, difficulty 0. If successful, deal
14 x Fire level Puncture-elemental magical
damage to a target. 50% of damage dealt is
recovered in HP by the user.
Syphon, acquired at level 50, costs 90
MP. Roll Fire vs Water, difficulty 0. If
successful, deal 20 x Fire level Puncture-
elemental magical damage to a target. 50% of
damage dealt is recovered in HP by the user.
Hex Group: Expert Spells whose main
purpose is to weaken the target, causing several
negative statuses at the same time. There are two
Hex Spells:
Pain, acquired at level 30, costs 40 MP.
Roll Fire vs Water, difficulty 70. If successful,
inflict the Blind, Poison and Slow statuses on the
target until the end of next round.
Curse, acquired at level 50, costs 96 MP.
Roll Fire vs Water, difficulty 70. If successful,
inflict the Mute, Immobilize and Disable
statuses on the target until the end of next round.
Black Mysteries: Black magic arcane
mysteries are the most destructive. All of them
deal damage, being the most damaging spells
available to any mage. Mysteries are not a Spell
group and can not be chosen as such.
Doomsday, acquired at level 64, cost 160
MP. Roll Fire vs Water, difficulty 0. If successful,
deal 28 x Fire level Shadow-elemental magical
damage to a group. Also, if your roll overcomes
difficulty 70, the targets are reduced to 0 HP.
Treat this as a Fatal type status. This spell
ignores Reflect.
Flare, acquired at level 64, costs 150 MP.
Roll Fire vs Water, difficulty 0. If successful, deal
35 x Fire level non-elemental magical damage to a
target. This spell ignores Reflect, Shell and the
target’s Magic Armor.
Ultima, acquired the 64 level, cost 170 MP.
Roll Fire vs Water, difficulty 0. If successful, deal
30 x Fire level non-elemental magical damage to a
group. This spell ignores Reflect and Shell.
Character Options - Page 55
White Magic
Healing Group: These spells restore lost
HP. They are the hallmark of White Mages. These
Spells have no effect on targets with with exactly
zero HP. There are four Healing Spells:
Cure, acquired at level 1, costs 9 MP. Roll
Fire vs Water, difficulty 0. On success, restore 5 x
Fire level HP on a target.
Cura, acquired at level 19, costs 28 MP.
Roll Fire vs Water, difficulty 0. On success, restore
11 x Fire level HP on a target or 7x Fire level HP
on a group.
Curaga, acquired at level 37, costs 65 MP.
Roll Fire vs Water, difficulty 0. On success, restore
17 x Fire level HP on a target or 10x Fire level HP
on a group.
Renew, acquired at level 55, costs 115 MP.
Roll Fire vs Water, difficulty 0. If successful, the
target is healed an amount of HP equal to its
maximum HP. If the target is under the Zombie
status effect, the difficulty is increased to 50 and
this spell reduce the target’s current HP to 1.
Purify Group: Heavenly Spells that
remove negative statuses. They are an important
aid to keep the group’s fighting condition. There
are four Purify Spells:
Poisona, acquired at level 1, costs 6 MP.
Roll Fire vs Water, difficulty 0. If successful, the
target loses the Poison and Virus statuses.
Basuna, acquired at level 19, costs 20 MP.
Roll Fire vs Water, difficulty 0. If successful, the
target loses the Stone, Blind, Mute, Disable and
Immobilize statuses.
Esuna, acquired at level 37, costs 65 MP.
Roll Fire vs Water, difficulty 0. If successful, the
target loses all negative statuses.
Vaccine, acquired at level 55, costs 130
MP. Roll Fire vs Water, difficulty 0. If successful,
the group loses all negative statuses.
Air Group: Heavenly Spells whose main
purpose is to deal Air-elemental damage. There
are four Air spells:
Aero, acquired at level 1, costs 8 MP. Roll
Fire vs Water, difficulty 0. If successful, deal 5 x
Fire level Air-elemental magical damage to a
target.
Aera, acquired at level 19, costs 24 MP.
Roll Fire vs Water, difficulty 0. If successful, deal
11 x Fire level magical damage level to a target, or
7 x Fire level magical damage level to a group.
This damage is Air-elemental.
Aeraga, acquired at level 37, costs 58 MP.
Roll Fire vs Water, difficulty 0. If successful, deal
17 x Fire level magical damage level to a target, or
10 x Fire level magical damage level to a group.
This damage is Air-elemental.
Whirlwind, acquired at level 55, costs 120
MP. Roll Fire vs Water, difficulty 0. If successful,
deal 20 x Fire level Air-elemental magical damage
to a group.
Light Group: Heavenly Spells whose main
purpose is to deal Light-elemental damage. There
are four Light spells:
Banish, acquired at level 1, costs 8 MP. Roll
Fire vs Water, difficulty 0. If successful, deal 5 x
Fire level Light-elemental magical damage to a
target.
Banishra, acquired at level 19, costs 24
MP. Roll Fire vs Water, difficulty 0. If successful,
deal 11 x Fire level magical damage level to a
target, or 7 x Fire level magical damage level to a
group. This damage is Light-elemental.
Banishga, acquired at level 37, costs 58
MP. Roll Fire vs Water, difficulty 0. If successful,
deal 17 x Fire level magical damage level to a
target, or 10 x Fire level magical damage level to a
group. This damage is Light-elemental.
Fade, acquired at level 55, costs 110 MP. If
successful, deal 23 x Fire level Light-elemental
magical damage level to a target. Also, if your roll
overcomes difficulty 70, inflict the Mute status on
the target until the end of the next round.
Elemental Group: Protective Spells
whose main purpose is to protect the mage and
his allies from elemental damage. Whenever you
cast these Spells, choose an element: Fire, Ice,
Lightning, Water, Earth, Shadow, Bio, Air or Light.
There are four Elemental spells:
Resist, acquired at level 10, costs 14 MP.
Roll Fire vs Water, difficulty 0. On success, grant
the Resist (chosen element) status to a target
until the end of the next round.
Character Options - Page 56
Immune, acquired at level 28, costs 35 MP.
Roll Fire vs Water, difficulty 0. On success, grant
the Immune (chosen element) status to a target
until the end of the next round.
Absorb, acquired at level 46, costs 75 MP.
Roll Fire vs Water, difficulty 0. On success, grant
the Absorb (chosen element) status to a target
until the end of the next round.
Life Group: Protective Spells whose main
purpose is to keep the mage and his allies alive,
rendering them able to fight after falling to 0 HP.
There are three Life Spells:
Raise, acquired at level 10, costs 19 MP.
Roll Fire vs Water, difficulty 0. If successful, the
zero HP target is healed to 10% of its maximum
HP. If used on a target with the Zombie status,
the difficulty is 90 instead of 0, and, if successful,
the target is reduced to zero HP instead of healed.
Reraise, acquired at level 28, costs 50 MP.
Roll Fire vs Water, difficulty 0. If successful, grant
the Reraise status to target during this and the
next two rounds.
Arise, acquired at level 46, costs 100 MP.
Roll Fire vs Water, difficulty 0. If successful, the
zero HP target is healed to 100% of its maximum
HP. If used on a target with the Zombie status,
the difficulty is 60 instead of 0, and, if successful,
the target is reduced to zero HP instead of healed.
Armor Group: Protective Spells whose
main purpose is to defend the mage and his allies
from physical damage. There are three Armor
Spells:
Protect, acquired at level 10, costs 14 MP.
Roll Fire vs Water, difficulty 0. If successful, grant
the Protect status to a target until the end of next
round.
Protectga, acquired at level 28, costs 40
MP. Roll Fire vs Water, difficulty 0. If successful,
grant the Protect status to a group until the end
of next round.
Wall, acquired at level 46, costs 92 MP.
Roll Fire vs Water, difficulty 0. If successful, grant
the Wall status to a target until the end of next
round.
Shield Group: Protective Spells whose
main purpose is to defend the mage and his allies
from magical damage. There are three Shield
Spells:
Shell, acquired at level 10, costs 14 MP.
Roll Fire vs Water, difficulty 0. If successful, grant
the Shell status to a target until the end of next
round.
Shellga, acquired at level 28, costs 40 MP.
Roll Fire vs Water, difficulty 0. If successful, grant
the Shell status to a group until the end of next
round.
Reflect, acquired at level 46, costs 92 MP.
Roll Fire vs Water, difficulty 0. If successful, grant
the Reflect status on a target until the end of next
round.
Images Group: Protective Spells whose
main purpose is to defend the mage and his allies,
making them harder to hit. It is more effective in
stopping high difficulty attacks. There are three
Images Spells:
Blink, acquired at level 10, costs 14
MP. Roll Fire vs Water, difficulty 0. If
successful, grant the Blink status to a target
until the end of next round.
Ruse, acquired at level 28, costs 40 MP.
Roll Fire vs Water, difficulty 0. If successful, grant
the Blink status to a group until the end of next
round.
Vanish, acquired at level 46, costs 82 MP.
Roll Fire vs Water, difficulty 0. If successful, grant
the Vanish status to a target until the end of next
round.
Enchantment Group: Psychic Spells
whose main purpose is to prevent your
opponents from using spells or special actions. It
is an effective tool to facilitate the fighting by
removing enemies’ options. There are two
Enchantment Spells:
Silence, acquired at level 30, costs 30 MP.
Roll Fire vs Water, difficulty 70. If successful,
inflict the Mute status on the target until the end
of the next round.
Berserk, acquired at level 50, costs 84 MP.
Roll Fire vs Water, difficulty 70. If successful,
inflict the Berserk status on the target until the
end of the next round.
Madness Group: Psychic Spells whose
main purpose is to confuse opponents, causing
them to fight in favor of the caster. Although
powerful, they are easily undone. There are two
Madness Spells:
Confuse, acquired at level 30, costs 38 MP.
Character Options - Page 57
Roll Fire vs Water, difficulty 70. If successful,
inflict the Confuse status on the target until the
end of the next round.
Charm, acquired at level 50, costs 89 MP.
Roll Fire vs Water, difficulty 70. If successful,
inflict the Charm status on the target until the
end of the next round.
Vulnerability Group: Psychic Spells
whose main purpose is to find or create
elemental weaknesses. They aren’t powerful
offensive Spells by themselves, but can greatly
increase the damage of other attacks. There are
two Vulnerability Spells:
Scan, acquired at level 30, costs 30 MP.
Roll Fire vs Water, difficulty 40. If successful,
you discover the maximum and current HP
and MP of the target as well as their Stat
levels, their status effects Vulnerabilities,
Resistances and Immunities and their
elemental Vulnerabilities, Resistances and
Immunities and Absorptions.
Weaken, acquired at level 50, costs 82 MP.
Roll Fire vs Water, difficulty 70. If successful,
choose an element: Fire, Ice, Lightning, Water,
Earth, Shadow, Bio, Air or Light. The target
receives the status Vulnerability to the chosen
element to the end of the next round.
White Mysteries: White magic arcane
mysteries protect and attack, and can complete
the White Mage's arsenal, either going specialist
or generalist. Mysteries are not a Spell group and
can not be chosen as such.
Holy, acquired at level 64, cost 155 MP.
Roll Fire vs Water, difficulty 0. If successful, deal
30 x Fire level Light-elemental magical damage to
a target.
Rebirth, acquired at level 64, cost 160 MP.
Choose a group. Roll Fire vs Water, difficulty 0. All
characters hit in that group who have zero HP are
healed to 100% of their maximum HP. For each
character in that group with the Zombie status,
the difficulty is 60 instead of 0, and, if successful,
the target is reduced to zero HP instead of healed.
Shield, acquired at level 64, cost 150 MP.
Roll Fire vs Water, difficulty 0. If successful, the
target becomes immune to all damage until the
end of next round.
Character Options - Page 58
Time Magic
Cosmic Group: Astral Spells whose main
purpose is to deal Cut-elemental damage. It is the
only reliable Spell a Time Mage may use to deal
group-target damage. There are four Astral spells:
Burn Ray, acquired at level 1, costs 8 MP.
Roll Fire vs Water, difficulty 0. If successful, deal 5
x Fire level Cut-elemental magical damage to a
target.
Ray Bomb, acquired at level 19, costs 24
MP. Roll Fire vs Water, difficulty 0. If successful,
deal 11 x Fire level magical damage level to a
target, or 7 x Fire level magical damage level to a
group. This damage is Cut-elemental.
Quasar, acquired at level 37, costs 58 MP.
Roll Fire vs Water, difficulty 0. If successful, deal
17 x Fire level magical damage level to a target, or
10 x Fire level magical damage level to a group.
This damage is Cut-elemental.
Shockwave Pulsar, acquired at level 55,
costs 112 MP. Roll Fire vs Water, difficulty 0. If
successful, deal 23 x Fire level magical damage
level to a target, or 17 x Fire level magical damage
level to a group. This damage is Cut-elemental.
Teleport Group: Astral Spells whose
main purpose is to avoid combat. It may be used
either to escape fights or to teleport away the
opponents. There are four Teleport Spells:
Escape, acquired at level 1, costs 7 MP.
Teleports you to a location that can see at a
maximum distance of 2 x Fire level meters. If used
in combat, you can flee if succeed in a Fire vs Air
roll, difficulty 0. Treat this as using the !Flee
action.
Teleport, acquired at level 19, costs 21 MP.
Your group teleports to a location that you can
see at a maximum distance of 5 x Fire level
meters. If used in combat, your group can flee if
you succeed in a Fire vs Air roll, difficulty 0. Treat
this as using the !Flee action.
Remove, acquired at level 37, costs 50 MP.
Roll Fire vs Water, difficulty 70. If successful, the
target is teleported to an unknown location away
from the combat.. This counts as if it had fled the
battle. Treat this effect a Time-type negative
status effect.
X-Zone, acquired at level 55, costs 103 MP.
Roll Fire vs Water, difficulty 70. If successful, the
enemy group is teleported to an unknown
location away from the combat. This counts as if
they had fled the battle. Treat this effect a Time-
type negative status effect.
Gravity Group: Astral Spells whose main
purpose is to deal damage. Damage is based on
the target’s current HP, being more efficient the
less damage the target has suffered. As it count as
status effects rather than as damage, it can be
easily canceled by immunities or resistances.
There are four Gravity Spells:
Gravity, acquired at level 1, costs 9 MP.
Roll Fire vs Water, difficulty 25. If successful, the
target loses 25% of its current HP. This is a
Gravity status effect.
Demi, acquired at level 19, costs 27 MP.
Roll Fire vs Water, difficulty 50. If successful, the
target loses 50% of its current HP. This is a
Gravity status effect.
Quarter, acquired at level 37, costs 63 MP.
Roll Fire vs Water, difficulty 75. If successful, the
target loses 75% of its current HP. This is a
Gravity status effect.
Black Hole, acquired at level 55, costs 123
MP. Roll Fire vs Water, difficulty 99. If successful,
the target is reduced to exactly 1 HP. This is a
Gravity status effect.
Slow Group: Subtle Spells whose main
purpose is to prevent the target’ actions. Unable
to act, the target becomes easy prey because it
can not attack and/or defend. There are four Slow
Spells:
Yawn, acquired at level 1, costs 6 MP. Roll
Fire vs Water, difficulty 70. If successful, inflict the
Weaken (Speed) status on the target over the
next two rounds. When casting, you may reduce
the spell's duration by 1 round to increase all
target's current initiative dice's values by 1, to a
maximum of 10.
Slow, acquired at level 19, costs 22 MP.
Roll Fire vs Water, difficulty 70. If successful,
inflict the Slow status on the target over the next
two rounds.
Slowga, acquired at level 37, costs 54 MP.
Roll Fire vs Water, difficulty 70. If successful,
Character Options - Page 59
inflict the Slow status on the group over the next
two rounds.
Stop, acquired at level 55, costs 101 MP.
Roll Fire vs Water, difficulty 70. If successful,
inflict the Stop status on the target until the end
of next round.
Weaken Group: Subtle Spells whose main
purpose is to decrease the damage dealt or
endured by the target. Thus it is a versatile group,
possessing a blend of offensive and defensive
spells. There are four Weaken Spells:
Mental Down, acquired at level 1, costs 20
MP. Roll Fire vs Water, difficulty 70. If successful,
inflict the Weaken (Mental) status on the target
until the end of next round.
Armor Down, acquired at level 19, costs 20
MP. Roll Fire vs Water, difficulty 70. If successful,
inflict the Weaken (Armor) status on the target
until the end of next round.
Power Down, acquired at level 37, costs 50
MP. Roll Fire vs Water, difficulty 70. If successful,
inflict the Weaken (Physical) status on the target
until the end of next round.
Magic Down, acquired at level 55, costs 50
MP. Roll Fire vs Water, difficulty 70. If successful,
inflict the Weaken (Magic) status on the target
until the end of next round.
Strengthen Group: Subtle Spells whose
main purpose is to increase the damage dealt or
endured by the target. Thus it is a versatile group,
possessing a blend of offensive and defensive
spells. There are four Strengthen Spells:
Mental Up, acquired at level 1, costs 20
MP. Roll Fire vs Water, difficulty 0. If successful,
grant the Strengthen (Mental) status to the
target until the end of next round.
Armor Up, acquired at level 19, costs 20
MP. Roll Fire vs Water, difficulty 0. If successful,
grant the Strengthen (Armor) status to the
target until the end of next round.
Power Up, acquired at level 37, costs 50
MP. Roll Fire vs Water, difficulty 0. If successful,
grant the Strengthen (Physical) status to the
target until the end of next round.
Magic Up, acquired at level 55, costs 50
MP. Roll Fire vs Water, difficulty 0. If successful,
grant the Strengthen (Magic) status to the target
until the end of next round.
Flight Group: Subtle Spells whose main
purpose is to deal with winged opponents. With
these spells, you can stuck a flying opponent to
the ground or have an ally fly out of reach of its
opponents. There are four Flight Spells:
Speed Up, acquired at level 1, costs 6 MP.
Roll Fire vs Water, difficulty 0. If successful, grant
the Strengthen (Speed) status to the target until
the end of next round. When casting, you may
reduce the spell's duration by 1 round to reduce
all target's current initiative dice's values by 1, to
a minimum of the current phase.
Float, acquired at level 19, costs 23 MP.
Roll Fire vs Water, difficulty 0. If successful, grant
the Float status to the group until the end of next
round.
Tractor, acquired at level 37, costs 50 MP.
Roll Fire vs Water, difficulty 40. If successful, the
target loses the Float and Flight statuses and
may not gain them until the end of the next
round.
Flight, acquired at level 55, costs 95 MP.
Roll Fire vs Water, difficulty 0. If successful, grant
the Flight status to the target until the end of
next round.
Meteor Group: Void Spells whose main
purpose is to deal Crush-elemental damage. It is
especially powerful against enemies with high
magical defense, as they ignore the target’s Magic
Armor. There are three Meteor Spells:
Meteorite, acquired at level 10, costs
15 MP. Roll Fire vs Water two times, difficulty
0. For each success, deal 4 x Fire level Crush-
elemental magical damage to a random
enemy. This spell ignores Reflect and the
target’s Magic Armor
Comet, acquired at level 28, costs 41 MP.
Roll Fire vs Water three times, difficulty 0. For
each success, deal 4 x Fire level Crush-elemental
magical damage to a random enemy. This spell
ignores Reflect and the target’s Magic Armor.
Meteo, acquired at level 46, costs 79 MP.
Roll Fire vs Water five times, difficulty 0. For each
success, deal 4 x Fire level Crush-elemental
magical damage to a random enemy. This spell
ignores Reflect and the target’s Magic Armor.
Speed Group: Void Spells whose main
purpose is to allow more actions to your allies.
Increasing the amount of target’s initiative dice,
Character Options - Page 60
you can multiply your effectiveness in combat.
There are three Speed Spells:
Haste, acquired at level 10, costs 17 MP.
Roll Fire vs Water, difficulty 0. If successful, grant
the Haste status to the target over the next two
rounds.
Hastega, acquired at level 28, costs 42
MP. Roll Fire vs Water, difficulty 0. If
successful, grant the Haste status to the
group over the next two rounds.
Quicken, acquired at level 46, costs 91
MP. You gain two extra initiative dice, with
value equal to the current phase.
Regeneration Group: Inspiration Spells
whose main purpose is to heal and protect. It is a
balanced group who may be used both offensively
and defensively. There are two Regeneration
Spells:
Regen, acquired at level 30, costs 30 MP.
Roll Fire vs Water, difficulty 0. If successful, grant
the Regen status to the target on this and the
next two rounds.
Temporal Shift, acquired at level 50, costs
80 MP. Roll Fire vs Water, difficulty 0. On success,
all combatants, enemies and allies, lose their
Time type status effects, whether positive or
negative.
Paralysis Group: Inspiration Spells
whose main purpose is to prevent the opponent
to attack or react. It is a highly defensive group,
reducing the target’s ability to fight. There are
two Paralysis spells:
Immobilize, acquired at level 30, costs 33
MP. Roll Fire vs Water, difficulty 70. If successful,
inflict the Immobilize status on the target until
the end of next round.
Disable, acquired at level 50, costs 76 MP.
Roll Fire vs Water, difficulty 70. If successful,
inflict the Disable status on the target until the
end of next round.
Divination Group: Inspiration Spells
whose main purpose is to increase the success of
the target’s actions. It is a primarily offensive
group, lessening the failure chance of your allies’
actions. There are two Divination Spells:
Reset, acquired at level 30, costs 31 MP.
Roll Fire vs Water, difficulty 0. If successful, grant
the Premonition status to the target until the
end of next round.
Return, acquired at level 50, costs 75 MP.
Roll Fire vs Water, difficulty 0. If successful, grant
the Premonition status to the group until the
end of next round.
Time Mysteries: Time magic arcane
mysteries are mostly offensive, although only one
of them deal damage. The Time Wizard should
choose the mystery that better complements its
function to support his teammates, which varies
depending on the group’s composition and
personality. Mysteries are not a Spell group of and
may not be chosen as such.
Meteor, acquired the 64 level, cost 155 MP.
Roll Fire vs Water eight times, difficulty 0. For
each success, deal 4 x Fire level Crush-elemental
magical damage to a random enemy. This spell
ignores Reflect and the target’s Magic Armor.
Old, acquired the 64 level, cost 150 MP.
Roll Fire vs Water, difficulty 70. If successful, the
target takes the statuses Weaken (Speed),
Weaken (Armor), Weaken (Mental), Weaken
(Magic) and Weaken (Physical) during this and
the next two rounds.
Time Stop, acquired the 64 level, cost 160
MP. Roll Fire vs Water, difficulty 70. If successful,
inflict the Stop status on the group until the end
of next round.
Character Options - Page 61
Blue Magic
Blue Magic is classified in four main types, from the weakest to the strongest: Initiate, Acolyte,
Master and Ancient. Unlike other Spells, they do not have minimum levels and may be cast as soon as
the character learn the Spell, regardless of their level. They also may not be cast by Arcane Focus, Spell
Weave or Critical Spell.
Initiate Spells
When creating a Druid character that
casts Blue Magic, your starting spells must come
from this category. They are appropriate for 1st to
15th levels.
Choco Ball costs 7 MP. Roll Fire vs Water,
difficulty 0. If successful, deal 5 x Fire level Crush-
elemental magical damage to a target.
Death Force costs 12 MP. Roll Fire vs
Water, difficulty 0. If successful, the target
becomes resistant to all Fatal-type status effects
until the end of next round.
Flash costs 14 MP. Roll Fire vs Water,
difficulty 0. If successful, deal 5 x Fire level Light-
elemental magical damage to a target. Also, if
your roll overcomes difficulty 70, inflict the Blind
status on the target until the end the round.
Goblin Punch costs 1 MP. Perform a
weapon attack, difficulty 50. If successful, deal
weapon damage to a target. If you have the same
character level as the target, deal extra damage
equal to three times weapon damage. This Spell
does physical damage, can’t hit targets under the
Flight status unless you have the same status and
ignores the Reflect status.
Hastebreak costs 8 MP. Roll Fire vs Water,
difficulty 70. If the target has the Strengthen
(Speed) status, it loses this status and receives
the Weaken (Speed) status over the next two
rounds. If the target has the Haste status, he loses
this status and receives the Slow status over the
next two rounds. This spell has no effect on
targets that doesn’t have the two above
mentioned status effects.
Nightsong costs 20 MP. Roll Fire vs Water,
difficulty 70. If successful, inflict the Sleep status
on a group until the end of the next round.
Poison Gas costs 16 MP. Roll Fire vs Water,
difficulty 70. If successful, inflict the Poison
status on a group until the end of the next round.
Red Feast costs 10 MP. Make a weapon
attack, difficulty 0. If successful, deal 5x Fire level
Puncture-elemental damage. You recover HP
equal to half damage dealt. This Spell can’t hit
targets under the Flight status unless you have
the same status and ignores the Reflect status.
Self-Destruct costs 1 MP. Roll Fire vs
Water, difficulty 0. If successful, deal non-
elemental magic damage equal to your current
HP to the target. After using this Spell, you lose
the Reraise status and are reduced to 0 HP. No
immunities can prevent you from being reduced
to 0 HP in this way. Do not add the d100’s unit
digit data to the damage dealt.
Transfusion costs 1 MP. Roll Fire vs Water,
difficulty 0. If successful, restore a HP amount
equal to your current HP to the target. After using
this Spell, you lose the Reraise status and are
reduced to 0 HP. No immunities can prevent you
from being reduced to 0 HP in this way. Do not
add the d100’s unit digit data to the HP healed.
Acolyte Spells
These more powerful spells begin to
reveal the true power of Blue Mage. They are
appropriate for 16th to 30th levels.
1000 Needles costs 35 MP. Roll Fire vs
Water, difficulty 0. If successful, the target suffers
100 damage. This Spell ignores the target’s magic
armor, Shell and Reflect.
Acid costs 63 MP. Roll Fire vs Water,
difficulty 0. If successful, deal 18 x Fire level Bio-
elemental magical damage on a target. Also, if
your roll overcomes difficulty 70, inflict the
Weaken (Mental) and Weaken (Armor) on the
target until the end of the next round.
Degenerator costs 32 MP. Roll Fire vs
Water, difficulty 70. If successful, until the end of
the next round, every time the target perform a
physical attack it loses HP equal to 10% of his
current HP and each time the target performs a
magical attack or Spell it loses MP equal to 10%
of his current MP. Ignore armor, magic armor and
Character Options - Page 62
any of the target’s status when it suffers this
damage. This counts as a Toxic-type status.
Dragon Force costs 45 MP. Roll Fire vs
Water, difficulty 0. If successful, grant the Resist
(Fire, Ice and Lightning) status to a group until
the end of next round.
Flame Thrower costs 24 MP. Roll Fire vs
Water, difficulty 0. If successful, deal 12 x Fire
level Fire-elemental damage to a target.
Force Field costs 35 MP. Roll Fire vs Water,
difficulty 0, against a group. Roll 1d10: 1: Fire; 2:
Ice; 3: Lightning; 4: Earth; 5: Air; 6: Water; 7: Bio;
8: Light; 9: Shadow; 0: None. Grant the (Element)
Immune status for each character hit based on
the d10 roll, until the end of the next round.
Magic Hammer costs 30 MP. Roll Fire vs
Water, difficulty 50. If successful, deal magical
damage to the target equal to half of its current
MP. The target loses MP instead of HP when
suffering this Spell. This spell ignores the target’s
Magic Armor.
Matra Magic cost 55 MP. Roll Fire vs
Water, difficulty 0. If successful, deal 17 x Fire
level damage to a target, or 10x Fire level damage
to a group. This Spell does Fire-elemental magical
damage.
Seed Cannon costs 22 MP. Roll Fire vs
Water, difficulty 0. If successful, deal 11 x Fire
level damage to a target, or 7x Fire level damage
to a group. This Spell does Puncture-elemental
physical damage and ignores the Reflect status.
Stare costs 60 MP. Roll Fire vs Water,
difficulty 70. If successful, inflict the Confuse
status to a group until the end of the next round.
Master Spells
At this level there are some of the most
powerful Blue Magic Spells, showcasing all the
power of nature. They are appropriate to 31st to
50th levels.
Aqua Rake costs 85 MP. Roll Fire vs Water,
difficulty 0. If successful, deal 13 x Fire level
Water-elemental magical damage level to a group.
This Spell ignores the Reflect status.
Death Claw costs 110 MP. Roll Fire vs
Water, difficulty 80. If successful, the target's HP
is reduced to the d100’s unit digit, considering 0
as 10. Treat this as a Gravity status effect.
Earth Shake costs 67 MP. Roll Fire vs
Water, difficulty 0. Roll Fire vs Water, difficulty 0.
If successful, deal 13 x Fire level Earth-elemental
magical damage level to a group. This Spell
ignores the Reflect status and automatically fails
against targets under the Float or Flight status
effects.
Electrocute costs 85 MP. Roll Fire vs Water,
difficulty 0. If successful, deal 13 x Fire level
Lightning-elemental magical damage level to a
group. This Spell ignores the Reflect status.
Frog Song costs 100 MP. Roll Fire vs
Water, difficulty 70, twice, against a group. Heal
from or inflict the Toad status until the end of the
next round on each target hit by the first roll.
Inflict the Sleep status until the end of the next
round on each target hit by the second roll.
Level 3 Confuse costs 65 MP. Roll Fire vs
Water, difficulty 30. Inflict the Confuse status
until the end of the next round on all enemies hit
whose level is a multiple of three. This Spell
ignores the Reflect status.
Rippler costs 74 MP. Roll Fire vs Water,
difficulty 40. If successful, you and the target
exchange any status effects, keeping their
respective durations. For example, a Blind Druid
use this spell on a Haste and Immobilize target
becomes Haste and Immobilize, while the target
becomes Blind. This spell does not affect status
effects that are caused by permanent effects, such
as equipment with Auto-Status or SoS-Status or
permanent Abilities.
Roulette costs 80 MP. Roll Fire vs Water,
difficulty 40. If successful, a random combatant is
reduced to 0 HP. Treat this as a Fatal type status.
This Spell ignores the Reflect status.
Wall Change costs 72 MP. Roll Fire vs
Water, difficulty 70. If successful, grant the target
the (Element) Resist to all elements, except one
random element. He also receives the (Element)
Vulnerable to all elements it does not have
resistance. The element to which the target is
vulnerable randomly changes every five phases.
This effect lasts this and the next two rounds.
White Wind costs 99 MP. Roll Fire vs
Water, difficulty 0. On success, all allies recover a
HP amount equal to your current HP. You do not
recover HP with this Spell.
Character Options - Page 63
Ancient Spells
These spells are usually found only at very
high levels, representing the maximum power of
Blue Magic. They are appropriate from 51st level
onward.
Bad Breath costs 130 MP. Roll Fire vs
Water, difficulty 70 against the enemy group. For
each enemy hit, roll 1d10. Inflict all status listed
below to each enemy until the end of next round
according to its d10 roll.
1-2: Immobilize, Mute, Poison, Meltdown.
3-4: Blind, Disable, Poison, Slow.
5-6: Confuse, Slow, Virus, Toad.
7-8: Confuse, Condemn, Slow, Poison,
9-0: Berserk, Blind, Poison, Zombie.
Grand Train costs 160 MP. Roll Fire vs
Water, difficulty 0. If successful, deal 30 x Fire
level non-elemental magical damage to a group.
This Spell ignores the Reflect status.
Level 2 Old cost 155 MP. Roll Fire vs Water,
difficulty 70. If successful, inflict the Weaken
(Armor), Weaken (Mental), Weaken (Magic)
and Weaken (Physical) status effects on all even
level enemies until the end of the next round. This
Spell ignores the Reflect status.
Level 4 Flare costs 145 MP. Roll Fire vs
Water, difficulty 0. If successful, deal 33 x Fire
level non-elemental magical damage to all
enemies whose level is a multiple of four. This
Spell ignores the Shell and Reflect status effects.
Level 5 Death costs 130 MP. Roll Fire vs
Water, difficulty 30. All enemies hit whose level is
a multiple of five are reduced to 0 HP. Treat this as
a Fatal type status. This Spell ignores the Reflect
status.
Magic Breath costs 120 MP. Roll Fire vs
Water, difficulty 0, three times, against a group.
Deal 8 x Fire level Fire-elemental magical damage
on each target hit by the first roll. Deal 8 x Fire
level Ice-elemental magical damage on each
target hit by the second roll. Deal 8 x Fire level
Lightning-elemental magical damage on each
target hit by the third roll. This Spell ignores the
target’s Magic Armor.
Mighty Guard costs 140 MP. You and all
your allies gain the Haste, Protect, and Shell
status effects during this and the next two
rounds.
Shadow Flare costs 161 MP. Roll Fire vs
Water, difficulty 0. If successful, deal 33 x Fire
level Shadow-elemental magical damage to a
target.
Stone Breath costs 115 MP. Roll Fire vs
Water, difficulty 80, against a group. Inflict the
Stone status until the end of the next round on
each target hit.
Supernova costs 175 MP. Roll Fire vs
Water, difficulty 0. If successful, deal 8 x character
level non-elemental magical damage to a group.
This Spell ignores the Reflect status.
Other Spells
Other Spells: These spells give some
specific Secondary Jobs some capabilities that
complement their skills. The Berserker learn one
of these Spells at advanced level, and the
Defender may eventually learn one, two or even
three of these Spells. These Spells are not a Spell
group of and may not be chosen as such.
Astra, acquired at level 30, costs 35 MP.
Roll Fire vs Water, difficulty 0. If successful, the
target becomes immune to all negative status
effects until the end of the round.
Dispel, acquired the 40 level, costs 60 MP.
Roll Fire vs Water, difficulty 40. If successful, the
target loses all the positive status effects. If he has
Auto-Status or SOS-Status, these effects are
disabled until the end of the round. This spell
ignores Reflect.
Astraga, acquired at level 50, costs 85 MP.
Roll Fire vs Water, difficulty 0. If successful, the
group becomes immune to all negative status
effects until the end of the round.
Great Gospel, acquired the 64 level, costs
99 MP. You gain the Absorb status to all elements,
except Cut, Puncture and Crush, until the end of
the round.
Character Options - Page 64
Summoned Monsters
Calls are Spells and follow the same rules
as other Spells, with two exceptions: First, all
Calls ignore the Reflect status. Second, Calls can
never be cast by Arcane Focus, Spell Weave or
Critical Spell. When casting a Call, the Druid gets
help from a Summoned Monster, who arises,
performs the Call’s effects and disappear from of
the battlefield. Nevertheless, the Druid uses his
own Stats, not the beast’s, to cause effects,
including damage and rolls to hit. When using the
!Summon action, the Druid gains the Wall status,
casts the creature’s Call effect (Basic or Greater)
and gain additional effects based on the creature.
A Summoner may only have the support
of the Summoned Monster if the creature itself
accepted this agreement. The GM must, according
to the setting, decide which Summoned Monsters
exist, what the Summoner must do to bond
himself with a creature, what are its effects and
what are the deeds the creature will require to
lend its power to a Summoner. In the following
pages there will be a brief description of some of
the recurring Summoned Monsters in the series.
Asura is a humanoid creature that has
three faces and six arms. Her body is female, but
she has male and female faces. She uses Indian-
themed clothes.
Basic Call: Minimum level: 14th. MP Cost:
22. Roll 1d10. On a result 1, 2 or 3, grant the
Strengthen (Mental) status. On a result 4, 5 or 6,
grant the Strengthen (Armor) status. On a result
7, 8, 9 or 10, grant the Float status. All status
target a group and last until the end of the next
round.
Greater Call: Minimum level: 34th. MP
Cost: 45 Roll 1d10. Roll 1d10. On a result 1, 2 or
3, grant the Shell status. On a result 4, 5 or 6,
grant the Protect status. On a result 7 or 8, grant
the Strengthen (Physical) status. On a result 9
or 10, grant the Strengthen (Magic) status. All
status target a group and last until the end of the
next round.
Summon: Gain the Float status until the
end of the round.
Chocobo is a recurring two-legged bird in
the series that is often used as mounts. When
summoned, it attacks with its beak. Rarely, the
Summoner may summon a huge version of the
creature, known as Fat Chocobo.
Basic Call: Minimum Level: 14th . MP Cost:
15. Roll Fire vs Water, difficulty 0. If successful,
deal 8 x Fire level Puncture-elemental magical
damage to a
target. In case of
critical hit, you
summon the Fat
Chocobo, dealing
8 x Fire level
Crush-elemental
damage to a
group.
Greater
Call: Minimum
level: 34th. MP
Cost: 45. Roll
Fire vs Water,
difficulty 0. If
successful, deal
14 x Fire level
Puncture-elemental magical damage to a target.
In case of critical hit, you summon the Fat
Chocobo, dealing 12 x Fire level Crush-elemental
damage to a group.
Summon: It has no extra effect with
!Summon.
Fenrir is a gigantic wolf, usually
associated with the moon.
Basic Call: Minimum Level: 14th. MP Cost:
24. You and your allies gain the Strengthen
(Speed) status over the next two rounds.
Greater Call: Minimum Level: 34th. MP
Cost: 40. You and your allies gain the Blink status
until the end of next round.
Summon: Gain the Strengthen (Mental)
status until the end of the round.
Ifrit is a humanoid demon with human
and goats traits, including hooves and horns. It
has dominion over fire and uses it in his attacks.
Basic Call: Minimum Level: 14th. MP Cost:
20. Roll Fire vs Water, difficulty 0. If successful,
deal 7 x Fire level Fire-elemental magical damage
to a group.
Greater Call: Minimum Level: 34th. MP
Cost: 50. Roll Fire vs Water, difficulty 0. If
Character Options - Page 65
successful, deal 10 x Fire level Fire-elemental
magical damage to a group.
Summon: Gain the Fire Immune, Shadow
Resist and Ice Vulnerable status effects until the
end of the round.
Lakshmi is a young woman with dark
skin and blue robes, crowned with sun rays made
by the purest gold, with the grace and dignity of a
queen.
Basic Call: Minimum Level: 14th. MP Cost:
25. Roll Fire vs Water, difficulty 0. On success,
heal 7 x Fire level HP to a group.
Greater Call: Minimum Level: 34th. MP
Cost: 56. Roll Fire vs Water, difficulty 0. On
success, heal 10 x Fire level HP to a group
Summon: Gain the Light Resist status
until the end of the round.
Ramuh is a giant with a long beard and
long white hair, wearing robes. He brandishes a
staff and controls lightning.
Basic Call: Minimum Level: 14th. MP Cost:
20. Roll Fire vs Water, difficulty 0. If successful,
deal 7 x Fire level Lightning-elemental magical
damage to a group.
Greater Call: Minimum Level: 34th. MP
Cost: 50. Roll Fire vs Water, difficulty 0. If
successful, deal 10 x Fire level Lightning-
elemental magical damage to a group.
Summon: Gain the Lightning Immune,
Light Resist and Water Vulnerable status effects
until the end of the round.
Shiva is a humanoid fairy, with blue skin
and elf features. She has dominion over ice.
Basic Call: Minimum Level: 14th. MP Cost:
20. Roll Fire vs Water, difficulty 0. If successful,
deal 7 x Fire level Ice-elemental magical damage
to a group.
Greater Call: Minimum Level: 34th. MP
Cost: 50. Roll Fire
vs Water,
difficulty 0. If
successful, deal
10 x Fire level
Ice-elemental
magical damage
to a group.
Summon:
Gain the Ice
Immune, Water Resist and Fire Vulnerable
status effects until the end of the round.
Siren is a mermaid who uses her magical
songs to muddle your opponents.
Basic Call: Minimum Level: 14th. MP Cost:
35. Roll Fire vs Water, difficulty 70. If successful,
inflict the Confuse status on a target until the end
of the next round.
Greater Call: Minimum Level: 34th MP
Cost: 60. Roll Fire vs Water, difficulty 70. If
successful, inflict the Confuse status on each
character in a group until the end of the next
round.
Summon: Until the end of the round, you
are immune to all Mental-type negative status.
Valefor is a huge bird with rainbow-
colored feathers.
Basic Call: Minimum Level: 14th. MP Cost:
20. Roll Fire vs Water, difficulty 0. If successful,
deal 7 x Fire level Air-elemental magical damage
to a group.
Greater Call: Minimum Level: 34th. MP
Cost: 60. You and up to three allies gain the Flight
status. At each affected character’s next action,
the character descends on a target, discards the
initiative die and unleashes a weapon attack
dealing twice weapon physical damage. After this
attack, the character loses the Flight status.
Summon: Gain the conditions Flight and
Earth Vulnerable until the end of the round.
Atomos is a huge creature that looks like a
giant mouth made of pink, pulsating flesh. Inside
the mouth, a terrifying darkness seems to suck all
the light around, as an insane vacuum or a portal
to horrors beyond imagination.
Basic Call: Minimum level: 24th. MP Cost:
33. Roll Fire vs Water, difficulty 40. If successful,
each character in a group loses 25% of its current
HP. This counts as a Gravity type-status.
Greater Call: Minimum level: 54th. MP
Cost: 100. Roll Fire vs Water, difficulty 70. If
successful, each character in a group loses 75% of
its current HP. This counts as a Gravity type-
status.
Summon: Until the end of the round, you
are immune to all Fatal-type negative status.
Carbuncle is a small and shiny mouse-like
creature, with a skin green and blue, long ears
Character Options - Page 66
and a large polished ruby nestled on his forehead.
Basic Call: Minimum Level: 24th. MP Cost:
40. You and your allies gain the Shell status until
the end of next round.
Greater
Call: Minimum
Level: 54th. MP
Cost: 112. You and
your allies gain the
Reflect status
until the end of
next round.
Summon: It
has no extra effect
with !Summon.
Catoblepas is a strange one eyed creature
with the body of a bull, three pairs of legs, a
snake-like long neck, and a pig's head.
Basic Call: Minimum Level: 24th. MP Cost:
25. Roll Fire vs Water, difficulty 70. If successful,
inflict the Stone status on a target at the end of
the next round.
Greater Call: Minimum level: 54th. MP
Cost: 105. Roll Fire vs Water, difficulty 70. If
successful, inflict the Stone status on each
character in a group at the end of the next round.
Summon: Until the end of the round, you
are immune to all Transform-type negative
status.
Golem is a huge construct, made of
polished stones, who protects the group.
Basic Call: Minimum Level: 24th. MP Cost:
40. You and your allies gain the Protect status
until the end of next round.
Greater Call: Minimum Level: 54th. MP
Cost: 121. You and your allies gain the Wall status
until the end of next round.
Summon: Gain the Resist (Cut, Crush and
Puncture) status until the end of the round.
Kirin has the body of a horse, the tail of a
bull, the horns of a moose and the head of a
dragon. His body is white, but it has a green
emerald mane in his neck, shoulders and legs.
Basic Call: Minimum level: 24th. MP Cost:
25. Grant the Regen status to a target until the
end of the next round.
Greater Call: Minimum Level: 54th. MP
Cost: 80 You and your allies gain the Regen status
during this and the next two next rounds.
Summon: Until the end of the round, you
are immune to all Seal-type negative status.
Madeen is a great lion humanoid with
dragon wings, who shoots light rays.
Basic Call: Minimum Level: 24th. MP Cost:
35. Roll Fire vs Water, difficulty 0. If successful,
deal 8 x Fire level Light-elemental magical
damage to a group.
Greater Call: Minimum Level: 54th. MP
Cost: 110. Roll Fire vs Water, difficulty 0. If
successful, deal 17 x Fire level Light-elemental
magical damage to a group.
Summon: Gain the Light Immune, Fire
Resist and Shadow Vulnerable status effects
until the end of the round.
Sylph is a small group of six fairies with
dragonfly wings who attack together.
Basic Call: Minimum Level: 24th. MP Cost:
40. Roll Fire vs Water, difficulty 0. If successful,
deal 12 x Fire level Puncture-elemental magical
damage to a target. You and your allies heal HP
equal to the damage dealt, split evenly to all hurt
characters in your group.
Greater Call: Minimum level: 54th. MP
Cost: 120. Roll Fire vs Water, difficulty 0. If
successful, deal 22 x Fire level Puncture-
elemental magical damage to a target. You and
your allies heal HP equal to the damage dealt,
split evenly to all hurt characters in your group.
Summon: Gain the Float status until the
end of the round.
Titan is a giant, very muscular, dressed in
Greek tunics, who controls the Earth element.
Basic Call: Minimum Level: 24 MP Cost: 35
Roll Fire vs Water, difficulty 0. If successful, deal 8
x Fire level Earth-elemental magical damage to a
group.
Greater Call: Minimum Level: 54th. MP
Cost: 110. Roll Fire vs Water, difficulty 0. If
successful, deal 17 x Fire level Earth-elemental
magical damage to a group.
Summon: Gain the Earth Immune,
Lightning Resist and Air Vulnerable status
effects until the end of the round.
Unicorn is a majestic creature with the
Character Options - Page 67
body of a horse and a large horn on its head.
Basic Call: Minimum level: 24th. MP Cost:
60. Roll Fire vs Water, difficulty 0. If successful,
remove all negative status effects from a target.
Greater Call: Minimum level: 54th. MP
Cost: 133. Roll Fire vs Water, difficulty 0. If
successful, remove all negative status effects from
each character in a group.
Summon: Until the end of the round, you
are immune to all Toxic-type negative status.
Alexander is a gigantic mechanical
creature, vaguely humanoid, although it does not
have legs. His arms are towers that touch the
ground, but don’t have hands. In place of his head,
a palace sits on his broad shoulders with large
lights in its highest towers.
Basic Call: Minimum Level: 44th. MP Cost:
85. Roll Fire vs Water, difficulty 0. If successful,
deal 14 x Fire level Light-elemental magical
damage to a group.
Greater Call: Minimum Level: 64th. MP
Cost: 140. Roll Fire vs Water, difficulty 0. If
successful, deal 26 x Fire level Light-elemental
magical damage to a group.
Summon: Gain the Light Absorb and
Shadow Vulnerable status effects until the end
of the round.
Bahamut is the king of dragons, a huge
platinum dragon.
Basic Call: Minimum level: 44th. MP Cost:
80. Roll Fire vs Water, difficulty 0. If successful,
deal 20 x Fire level non-elemental magical
damage to a target.
Greater Call: Minimum level: 64 MP Cost:
170. Roll Fire vs Water, difficulty 0. If successful,
deal 28 x Fire level non-elemental magical
damage to a group.
Summon: Gain the Flight status until the
end of the round.
Cerberus is a three-headed dog, big and
majestic, loyal and attentive.
Basic Call: Minimum Level: 44th. MP Cost:
90. You gain two extra initiative die, with value
equal to the current phase.
Greater Call: Minimum level: 64th. MP
Cost: 130. You and up to three allies each gain one
extra initiative dice with a value equal to the
current phase.
Summon: Gain the Strenghten (Magic)
status until the end of the round.
Diabolos is a demon black as the night,
with bat wings, using a boiling cauldron with evil
vapors.
Basic Call: Minimum Level: 44th. MP Cost:
90. Roll Fire vs Water, difficulty 70. If successful,
roll 1d10. Inflict status listed below to the target
until the end of next round according to the d10
roll.
1-2: Immobilize, Mute, Poison, Meltdown.
3-4: Blind, Disable, Poison, Slow.
5-6: Confuse, Slow, Virus, Toad.
7-8: Confuse, Condemn, Slow, Poison,
9-0: Berserk, Blind, Poison, Zombie.
Greater Call: Minimum level: 64th. MP
Cost: 120. Roll Fire vs Water, difficulty 70 against
all enemies. On success, for each enemy hit, treat
as if he had suffered the effects of Diabolos’ Basic
Call. Roll the d10 for each enemy hit.
Summon: Gain the Shadow Absorb and
Light Vulnerable status effects until the end of
the round.
Kujata is a colossal boar. Under his fur, he
hides countless eyes, countless noses, countless
mouths and countless tongues. It has mastery
over every element.
Basic Call: Minimum level: 44th. MP Cost:
90. Roll Fire vs Water, difficulty 20, three times,
against a group. Deal 4 x Fire level Fire-elemental
magical damage on each target hit by the first roll.
Deal 4 x Fire level Ice-elemental magical damage
on each target hit by the second roll. Deal 4 x Fire
level Lightning-elemental magical damage on
each target hit by the
third roll. This Spell
ignores the target’s
Magic Armor.
Greater Call:
Minimum level: 64th. MP
Cost: 133. Roll Fire vs
Water, difficulty 20,
three times, against a
group. Deal 8 x Fire level
Fire-elemental magical
damage on each target
hit by the first roll. Deal
Character Options - Page 68
8 x Fire level Ice-elemental magical damage on
each target hit by the second roll. Deal 8 x Fire
level Lightning-elemental magical damage on
each target hit by the third roll. This Spell ignores
the target’s Magic Armor.
Summon: Gain the Immune (Fire, Ice and
Lightning) status until the end of the round.
Leviathan is a gigantic sea serpent, who
rules the seas. His appearance is brings the smell
of the sea, although he can walk on dry land if
desired.
Basic Call: Minimum Level: 44th. MP Cost:
85. Roll Fire vs Water, difficulty 0. If successful,
deal 14 x Fire level Water-elemental magical
damage to a group.
Greater Call: Minimum Level: 64th. MP
Cost: 140. Roll Fire vs Water, difficulty 0. If
successful, deal 26 x Fire level Water-elemental
magical damage to a group.
Summon: Gain the Water Absorb and
Lightning Vulnerable status effects until the end
of the round.
Odin is a legendary brave warrior
mounted on a six-legged horse and armed with a
spear and a sword tempered by the gods.
Basic Call: Minimum Level: 44th. MP Cost:
80. Roll Fire vs Water, difficulty 0. If successful,
deal 20 x Fire level Puncture-elemental physical
damage to a target.
Greater Call: Minimum Level: 64th. MP
Cost: 125. Roll Fire vs Water, difficulty 0, against a
group. If successful, reduce the HP of each
character hit to 0. Treat this effect as a Fatal type
status.
Summon: Gain the Strenghten (Physical)
status until the end of the round.
Phoenix is a bird made of flame that has
power over life and death.
Basic Call: Minimum Level: 44th. MP Cost:
95. Choose an ally with 0 HP. This ally is healed to
100% of his maximum HP.
Greater Call: Minimum Level: 64th. MP
Cost: 150. Roll Fire vs Water, difficulty 0. If
successful, deal 20 x Fire level Fire-elemental
magical damage to a group. Additionally, You may
choose an ally with 0 HP. This ally is healed to
100% of his maximum HP.
Summon: Gain the Reraise and Fire
Immune status effects until the end of the round.
Sraphim is a humanoid with six feathered
wings, dressed in heavenly robes.
Basic Call: Minimum Level: 44th. MP Cost:
89. Roll Fire vs Water, difficulty 0. On success,
heal 14 x Fire level HP to a group.
Greater Call: Minimum level: 64th. MP
Cost: 165. Roll Fire vs Water, difficulty 0. On
success, heal 26 x Fire level HP to a group.
Summon: Gain the Regen status until the
end of the round.
Zodiac is a huge serpent with four pairs of
wings, ranging from feathered, draconian and bat
wings.
Basic Call: Minimum Level: 44th. MP Cost:
85. Roll Fire vs Water, difficulty 0. If successful,
deal 14 x Fire level Shadow-elemental magical
damage to a group.
Greater Call: Minimum Level: 64 MP Cost:
180. Roll Fire vs Water, trouble 0. If successful,
deal 31 x Fire level Shadow-elemental magical
damage to a group.
Summon: Until the end of the round, you
are immune to all negative status effects.
Summoned Monsters are major plot points in
most Final Fantasy games. Even in games where no
character could actually summon them, like the original
Final Fantasy, Summoned Monsters appeared to guide
and help the party.
As a GM, use these Summoned Monster list as a
guideline. Use the ones that do fit into your campaign
setting. And do not be shy about creating your own
Summoned Monsters! You don't even need to create its
Call effects if there is no Summoner in the party. And if
there is one, use these ones as inspiration to create
yours!
Character Options - Page 69
Geomancy
To use Geomancy, roll 1d100 and add your level. A result smaller than 60 casts a Minor effect; a
result between 60 and 119 cast a Major effect; and a result higher than 119 casts a Superior effect. You
may, before rolling the dice, choose to add a number less than your level, to a minimum of 1, but can’t
choose another effect after rolling the dice. In addition to the Geomancy’s normal effects, a Druid of
15th level or higher may choose to spend MP to activate one of the action’s extra effects, if they have the
effect’s required level or greater. Geomancies are magical actions, and not Spells, but this MP
expenditure is affected by equipment and abilities that reduce Spells’ MP cost.
Plains
Open areas relatively flat and dry. They
can be savannas, steppes, pampas, grasslands or
other areas of sparse tree coverage. Temperatures
in the lowlands range from temperate to tropical.
Cooler areas usually count as Snow fields, and
drier areas (even if not completely desert) use the
Desert terrain.
Minor Effect: Gusty Wind. Perform a Fire
vs Earth attack, difficulty 20. If successful, deal 4x
Fire level Air-elemental damage on a target. 15th
level: You may spend 10 MP to increase the
damage to 8x Fire level. 30th level: You may spend
35 MP to increase the damage to 15x Fire level.
45th level: You may spend 70 MP to increase the
damage to 21x Fire level.
Major Effect: Sunbath. Choose you or an
ally. The target is healed to half his max HP. 20th
level: If you spend 25 MP, this effect affects you
and all your allies. 55th level: If you spend 100 MP,
this effect heals the target to 100% of his max HP.
Superior Effect: Pitfall. Perform a Fire vs
Air attack, difficulty 40 against all enemies. You
deal 8x Fire level Earth-elemental damage to
enemies hit. Also, if your roll overcomes difficulty
80, inflict the Immobilize status until the end of
the next round. This effect automatically fails
against targets under the Float or Flight status
effects. 35th level: You may spend 52 MP to
increase the damage to 15x Fire level. 50th level:
You may spend 95 MP to increase the damage to
24 x Fire level. 65th level: You may spend 140 MP
to increase the damage to 28 x Fire level.
Forest
Land marked by the strong growth of
trees. This terrain covers various climates,
although the coldest forests may be considered as
Snow terrain while high humidity jungles may be
considered as a Swamp, depending on specific
local conditions.
Minor Effect: Leaf Swirl. Perform a Fire vs
Water attack, difficulty 40. If successful, deal 3x
Fire level Cut-elemental damage to all enemies.
20th level: You may spend 20 MP to increase the
damage to 8x Fire level. 35th level: You may spend
50 MP to increase the damage to 12x Fire level.
Major Effect: Wild Bear. Choose yourself
or an ally. Remove all negative status effects from
the target. 50th level: You may spend 95 MP to
target you and all your allies.
Superior Effect: Branch Spears. Perform
two Fire vs Air attacks, difficulty 0, against
random enemies. You deal 5x Fire level Puncture-
elemental damage, ignoring Magic Armor, for
each hit. 35th level: You may spend 45 MP to carry
out three attacks, instead of two. 50th level: You
may spend 100 MP to do four attacks instead of
two. 65th level: You may spend 150 MP to perform
six attacks instead of two. Martial Channeling
does not increase the damage of this action.
Mountain
Mountains are high grounds with colder
temperatures and little, if any, vegetation. At the
highest peaks, the temperature may fall to
freezing levels, and count as Snow terrain.
Minor Effect: Gust. Choose yourself or an
ally. Grant the Float status to the target until the
end of the next round. 25th level: You may spend
25 MP to target you and all your allies. 40th level:
You may spend 85 MP to grant the Flight status
instead of Float.
Major Effect: Landslide. Perform a Fire vs
Earth attack, difficulty 40. If successful, deal 5x
Fire level Earth-elemental damage to all enemies.
30th level: You may spend 35 MP to increase the
Character Options - Page 70
damage to 10x Fire level. 45th level: You may
spend 69 MP to increase the damage to 15x Fire
level.
Superior Effect: Sonic Boom. Make a Fire
vs Water attack, difficulty 70, against all enemies.
Enemies hit lose 50% of their current HP. This
counts as a Gravity type status. 35th level: You
may spend 40 MP to decrease the difficulty to 60.
50th level: You may spend 90 MP to decrease the
difficulty to 50. 65th level: You may spend 140 MP
to decrease difficulty to 30.
Snow
Extreme cold areas, usually below zero
degrees Celsius. Tundra, icebergs, glaciers and
areas with lots of snow usually mark this terrain.
Minor Effect: Icicle. Perform a Fire vs Air
attack, difficulty 20. If successful, deal 4x Fire
level Ice-elemental damage on a target. 15th level:
You may spend 10 MP to increase the damage to
8x Fire level. 30th level: You may spend 35 MP to
increase the damage to 15x Fire level. 45th level:
You may spend 70 MP to increase the damage to
21x Fire level.
Major Effect: Avalanche. Perform a Fire vs
Water attack, difficulty 40. If successful, deal 5x
Fire level Ice-elemental damage to all enemies.
30th level: You may spend 35 MP to increase the
damage to 10x Fire level. 45th level: You may
spend 90 MP to increase the damage to 15x Fire
level.
Superior Effect: Ice Armor. Choose
yourself or an ally. The target receives the Wall
status until the end of the round. 45th level: You
may spend 73 MP to increase the status’ duration
to until end of the next round.
Sea
Despite its name, this terrain is defined by
large volumes of water, either fresh or salt, such
as lakes, great rivers or the ocean. Typically used
by characters on boats or in the coast, or even
fighting in the water. Small streams or ponds
usually do not count as this land, unless they are
prominent in the battle.
Minor Effect: Waterfall. Perform a Fire vs
Water attack, difficulty 20. If successful, deal 4x
Fire level Water-elemental damage on a target.
15th level: You may spend 10 MP to increase the
damage to 8x Fire level. 30th level: You may spend
35 MP to increase the damage to 15x Fire level.
45th level: You may spend 70 MP to increase the
damage to 21x Fire level.
Major Effect: El Niño. Perform a Fire vs
Water attack, difficulty 0. On success, deal 3x Fire
level Water-elemental damage to all enemies.
Also, if your roll overcomes difficulty 70, inflict
the Toad status until the end of the next round.
30th level: You may spend 40 MP to increase the
damage to 8x Fire level. 45th level: You may spend
75 MP to increase the damage to 13x Fire level.
Superior Effect: Plasma. Perform a Fire vs
Water attack, difficulty 0, against all enemies. You
deal 8x Fire level Lightning-elemental damage to
enemies hit. 35th level: You may spend 45 MP to
increase the damage to 14x Fire level. 50th level:
You may spend 85 MP to increase the damage to
22 x Fire level. 65th level: You may spend 140 MP
to increase the damage to 28 x Fire level.
Swamp
Flooded areas with relatively little firm
ground, such as mangroves, wetlands, and other
muddy terrain. Usually have a rich vegetation.
Jungles with high humidity and lowlands near
water bodies can be classified as Swamp.
Minor Effect: Bottomless Pit. Perform a
Fire vs Air attack, difficulty 70, against a target. If
successful, inflict the Condemn status on the
target during this and the next three rounds. This
effect automatically fails against targets under the
effect of the Float or Flight status effects. 20th
level: You may spend 20 MP to reduce the status
duration to this and the next two rounds. 35th
level: You may spend 55 MP to reduce the status
duration to until the end of the next round.
Major Effect: Poison Mists. Perform a Fire
vs Earth attack, difficulty 40. If successful, deal 4x
Fire level Bio damage to all enemies. Inflict the
Poison status until the end of the next round to
all enemies hit. 30th level: You may spend 35 MP
to increase the damage to 9x Fire level. 45th level:
You may spend 68 MP to increase the damage to
13x Fire level.
Superior Effect: Ghost. Unlike other
geomancy effects, this attack is Melee. Perform
two Fire vs Water attacks, difficulty 70, against all
enemies. Inflict the Zombie status until the end
of the next round to enemies hit by the first
Character Options - Page 71
attack. Inflict the Confuse status until the end of
the next round to enemies hit by the second
attack. 35th level: You may spend 50 MP to
decrease the difficulty to 60. 50th level: You may
spend 102 MP to decrease the difficulty to 50.
65th level: You may spend 145 MP to decrease the
difficulty to 40.
Urban
All types of buildings and housing built by
intelligent life, from elder temples to
metropolitan areas. A building does not need to
be active and inhabited to be classified as Urban
or even be part of an urban area, but should still
be in reasonable condition, or it may degenerate
into an Underground.
Minor Effect: Crowd Cheer. Roll 1d10. If
the result is 1 or 2, grant the Strengthen
(Armor) status to a target until the end of the
round. If the result is 3 or 4, grant the Strengthen
(Mental) status to a target until the end of the
round. If the result is 5 or 6, grant the Strengthen
(Physical) status to a target until the end of the
round. If the result is 7 or 8, grant the Strengthen
(Magic) status to a target until the end of the
round. If the result is 9 or 10, grant the
Strengthen (Speed) status to a target until the
end of the next round. 20th level: You may spend
25 MP to increase the status duration by one
round. 35th level: You may spend 60 MP to target
you and all your allies.
Major Effect: Corrupt Water. Perform a
Fire vs Air attack, difficulty 40. If successful, deal
4x Fire level Water-elemental damage to all
enemies. Inflict the Poison status until the end of
the next round to all enemies hit. 30th level: You
may spend 35 MP to increase the damage to 9x
Fire level. 45th level: You may spend 68 MP to
increase the damage to 13x Fire level.
Superior Effect: Back Alley. Perform a Fire
vs Water attack, difficulty 70, against a target. If
successful, inflict the Meltdown status on the
target until the end of the round. 35th level: You
may spend 45 MP to decrease the difficulty to 60.
50th level: You may spend 95 MP to decrease the
difficulty to 50. 65th level: You may spend 130 MP
to decrease difficulty to 40.
Underground
Underground areas may be both natural
and artificial, including, among others, caves,
tunnels, dungeons, ruins and mines. These
environments tend to have very little sunshine,
and are usually cool and moist.
Minor Effect: Phantom. Perform a Fire vs
Water attack, difficulty 40. If successful, deal 4x
Fire level Shadow-elemental damage to a target.
Also, if your roll overcomes the difficulty 70,
inflict the Blind status until the end of the next
round. 15th level: You may spend 10 MP to
increase the damage to 8x Fire level. 30th level:
You may spend 35 MP to increase the damage to
15x Fire level. 45th level: You may spend 70 MP to
increase the damage to 20x Fire level.
Major Effect: Cave In. Perform a Fire vs
Air attack, difficulty 40. If successful, deal 5x Fire
level Crush-elemental damage to all enemies. 30th
level: You may spend 35 MP to increase the
damage to 10x Fire level. 45th level: You may
spend 70 MP to increase the damage to 15x Fire
level.
Superior Effect: Earth Shield. Choose a
target. Reduce the next damage dealt until the
end of the round to the target to zero. 45th level:
You may spend 130 MP to target you and all your
allies.
Lava
Areas of extreme heat. Although typically
applied to volcanic terrain, burned forests,
industrial or magical furnaces can qualify as this
terrain.
Minor Effect: Flame Blast. Perform a Fire
vs Water attack, difficulty 20. If successful, deal 4x
Fire level Fire-elemental damage to a target. 15th
level: You may spend 10 MP to increase the
damage to 8x Fire level. 30th level: You may spend
35 MP to increase the damage to 15x Fire level.
45th level: You may spend 70 MP to increase the
damage to 21x Fire level.
Major Effect: Shining Air. Choose a target.
Grant the Blink status to target until the end of
the round. 20th level: You may spend 10 MP to
increase the status duration to until the end of
next round. 30th level: You may spend 35 MP to
target you and all allies, and increase the status
duration to until the end of next round.
Superior Effect: Magma. Perform a Fire vs
Water attack, difficulty 0, against all enemies.
Deal 9x Fire level Fire-elemental damage to
Character Options - Page 72
enemies hit. 35th level: You may spend 50 MP to
increase the damage to 15x Fire. 50th level: You
may spend 80 MP to increase the damage to 24 x
Fire level. 65th level: You may spend 145 MP to
increase the damage to 29 x Fire level.
Desert
Areas with low humidity and relatively
little vegetation. They can be hot, cold or both.
Sand and dust are very common in this type of
terrain, although some are rocky deserts.
Minor Effect: Sandstorm. Perform a Fire
vs Earth attack, difficulty 80, against all enemies.
Inflict the Blind status until the end of the next
round on the enemies hit. 25th level: You may
spend 30 MP to decrease the difficulty to 70. 40th
level: You may spend 60 MP to decrease the
difficulty to 60. 55th level: You may spend 90 MP
to decrease the difficulty to 40.
Major Effect: Antlion. Perform a Fire vs
Water attack, difficulty 90 against a target. If
successful, reduce the target to 0 HP. Treat this as
a Fatal type status effect. 35th level: You may
spend 50 MP to decrease the difficulty to 80. 55th
level: You may spend 100 MP to decrease the
difficulty to 70.
Superior Effect: Desert Storm. Perform a
Fire vs Water attack, difficulty 0, against a target.
If successful, deal 10x Fire level Air-elemental
damage. 35th level: You may spend 48 MP to
increase the damage to 17x Fire level. 50th level:
You may spend 95 MP to increase the damage to
24 x Fire level. 65th level: You may spend 150 MP
to increase the damage to 32 x Fire level.
Cosmic
This terrain should be used when the
battle site can’t be categorized into any of the
above terrains. For example, aboard a spaceship,
in another dimension, or on the moon.
Minor Effect: Cosmic Flare. Perform a Fire
vs Water attack, difficulty 20. If successful, deal 4x
Fire level Light-elemental damage on a target.
15th level: You may spend 10 MP to increase the
damage to 8x Fire level. 30th level: You may spend
35 MP to increase the damage to 15x Fire level.
45th level: You may spend 70 MP to increase the
damage to 21x Fire level.
Major Effect: Cosmic Embrace. Choose
you or an ally. Grant the Regen status to the
target until the end of the next round. 40th level:
You may spend 55 MP to target you and an ally.
55th level: You may spend 90 MP to target you and
all allies.
Superior Effect: Great Convergence.
Choose yourself or an ally. If the next target’s
attack is successful, it is a critical hit, regardless
of the dice roll. 40th level: You may spend 54 MP to
target you and an ally. 55th level: You may spend
99 MP to target you and all allies.
Geotrance
High level Geomancers can use their
powers to conjure effects even when not in the
correct terrain. To do this, use the terrain wheel:
Plains <> Forest <> Mountain <> Snow <> Sea <>
Swamp <> Urban <> Underground <> Lava <>
Desert <> Plains. When using Geotrance, you
choose which terrain you will conjure and, for
each "step" away in the terrain wheel, apply a
cumulative -10 penalty in the geomancy roll to
find out which effect will be cast. For example, a
character in a Swamp wants use a Lava effect. He
rolls 1d100 + level -30 (Swamp> Urban:-10 >
Underground:-20 > Lava:-30) to determine if the
effect will be Minor, Major or Superior. Similarly, if
the character is in a Forest and wants a Desert
effect, he will roll 1d100 + level -20 (Forest>
Plain:-10> Desert:-20). Cosmic is out of the
terrain wheel and can’t be used with Geotrance. If
the Geomancer is in a Cosmic terrain, it may use
Geotrance to any other terrain with a -20 penalty.
Character Options - Page 73
Performances
Dance
Dances are always Quick physical actions.
They are focused on your opponents, causing
injury, reducing their fighting skills and helping
you to get rid of your enemies.
Witch Hunt is a level 1 dance. Perform a
Water vs Air attack, difficulty 40. If successful,
you deal weapon physical damage on a target.
Instead of losing HP, the target loses MP equal to
the damage dealt.
Toxic Dance is a level 1 dance. Perform a
Water vs Earth attack, difficulty 70. If successful,
inflict the Poison status on a target during this
and the next three rounds.
Darkness Dance is a level 1 dance. Perform
a Water vs Fire attack, difficulty 70. If successful,
inflict the Blind status on a target until the end of
next round.
Temptation Tango is a level 2 dance.
Perform a Water vs Fire attack, difficulty 70. If
successful, inflict the Confuse status on a target
until the end of next round.
Jitterbug is a level 2 dance. Perform a
Water vs Earth attack, difficulty 50. If successful,
you deal weapon physical damage on a target.
You recover HP equal to half damage dealt.
Wicked Waltz is a level 2 dance. Perform a
Water vs Water attack, difficulty 70. If successful,
the target loses a third of its current HP. This is a
Gravity status effect.
Sword Dance is a level 3 dance. Perform a
Water vs Fire attack, difficulty 70. If successful,
you deal 200% weapon physical damage on a
target.
Slow Dance is a level 3 dance. Perform a
Water vs Water attack, difficulty 70. If successful,
inflict the Slow status on a target during the next
three rounds.
Break Dance is a level 3 dance. Perform a
Water vs Earth attack, difficulty 70. If successful,
inflict the Stone status on a target until the end of
next round.
Virulent Flourish is a level 4 dance.
Perform a Water vs Earth attack, difficulty 70. If
successful, inflict the Virus status on a target
until the end of next round.
Deadly Duet is a level 4 dance. Perform a
Water vs Water attack, difficulty 70. If successful,
you deal weapon physical damage on a target.
You recover HP and MP equal to half damage
dealt.
Dance of the Dead is a level 4 dance.
Perform a Water vs Air attack, difficulty 70. If
successful, the target is reduced to 0 HP. Treat this
as a Fatal type status.
Fatal Flamenco is a level 5 dance. Perform
four Water vs Earth attacks, difficulty 50, against
random enemies. For each success, you deal
weapon physical damage. This action may target
the same enemy more than once.
Dirty Dancing is a level 5 dance. Perform a
Water vs Fire attack, difficulty 70. If successful,
inflict the Meltdown status on a target until the
end of next round.
Forbidden Dance is a level 5 dance.
Perform a Water vs Water attack, difficulty 70. If
successful, roll 1d10 for each enemy in the
opposing group. Inflict a status to each enemy hit
until the end of the next round, according to the
die roll: 1 - Blind; 2 - Condemn; 3 - Confuse; 4 -
Disable; 5 - Poison; 6 - Berserk; 7
Immobilize; 8 - Stop; 9 - Toad ;10 - Zombie.
Song
Songs are always Ranged Quick magical
actions. They are focused on your allies,
increasing their fighting skills and turning you
into a powerful support to your teammates.
Lullaby is a level 1 song. Perform a Water
vs Fire attack, difficulty 70. If successful, inflict
the Sleep status on a target until the end of next
round.
Mambo is a level 1 song. Choose an ally.
Grant the Strengthen (Speed) status to that ally
over the next two rounds. You may reduce the
effect's duration by 1 round to reduce all target's
current initiative dice's values by 1, to a minimum
of the current phase.
Character Options - Page 74
Elegy is a level 1 song. Perform a Water vs
Water attack, difficulty 70. If successful, inflict the
Weaken (Speed) status on a target over the next
two rounds. You may reduce the effect's duration
by 1 round to increase all target's current
initiative dice's values by 1, to a maximum of 10.
Water Rondo is a level 2 song. Perform a
Water vs Fire attack, difficulty 70. If successful,
inflict the Mute status on a target until the end of
next round.
Battle Cry is a level 2 song. Choose an ally.
Grant the Strengthen (Physical) status to that
ally until the end of the round.
Etude is a level 2 song. Choose an ally.
Grant the Strengthen (Magic) status to that ally
until the end of the round.
Requiem is a level 3 song. Perform a Water
vs Air attack, difficulty 50. If successful, inflict
magical damage to all combatants, allies or
enemies, who possess the Zombie status, equal
to twice your weapon damage.
Element Carol is a level 3 song. Choose an
ally and an element: Fire, Ice, Lightning, Bio,
Light, Shadow, Air, Water or Earth. Grant the
Resist (chosen element) status to that ally until
the end of the round. Moreover, while it is under
this effect, its weapon gains the Elemental
Damage property, dealing damage of the chosen
element.
Seraph Song is a level 3 song. Perform a
Water vs Earth attack, difficulty 20, targeting your
group. You should roll this even if the targets
want to be hit. You and all your allies who are
affected by this performance lose their Poison
and Virus status effects. In addition, affected
targets become Resistant to Toxic–type status
effects until the end of the round.
Earth Blues is a level 4 song. Perform a
Water vs Earth attack, difficulty 50, targeting your
enemies. If successful, deal Earth-elemental
weapon magical damage to all your enemies.
Last Song is a level 4 song. Choose an ally.
Grant the Haste status to that ally over the next
two rounds.
Toad Song is a level 4 song. Take a water
attack vs Fire, difficulty 70. If successful, inflict
the Toad status on a target until the end of next
round.
Round Warding is a level 5 song. Choose
an ally. Grant the Shell and Protect status effects
to that ally until the end of the round.
Hero's Rhyme is a level 5 song. Until the
end of the round, when you use a song to grant or
inflict status effects, it will last one extra round.
This song has no effect on Nameless Song.
Nameless Song is a level 5 song. Perform a
Water vs Earth attack, difficulty 20, targeting your
group. You should roll this even if the targets
want to be hit. Roll 1d10 for you and each ally
affected by this performance. Grant a status effect
for each target hit, for the next two rounds,
according to the die result: 1 - Haste; 2 - Shell; 3
Protect 4 - Blink; 5 - Reraise; 6 - Vanish; 7 -
Float; 8 - Premonition; 9 - Regen; 10 - Flight.
Mimicry
Unlike the other performances, a mimicry
can be Quick or Slow, Ranged or Melee, physical
or magical actions. When using a mimicry to
repeat an action of another character, the
performance repeats all the action’s
characteristics. In addition, you should spend all
the necessary resources to use the action, be it an
item, HP or MP. Furthermore, depending on the
performance, it may even be a reaction or even
not an action at all, simply modifying the effects
of other actions. If the mimicked action was a
weapon attack, you attack with your own
weapon.
Mimic is a level 1 mimicry. This action
may only be used if the action performed this
round immediately before your turn was carried
out by an ally. You repeat the ally’s action, with
the same target.
Mirror Mimic is a level 1 mimicry. This
action may only be used if the action performed
this round immediately before your turn was
conducted by an enemy. You repeat the enemy’s
action, with the same target. You may target the
enemy who performed the action, instead of the
original target.
Memory Mimic is a level 2 mimicry. You
repeat an ally’s action, with the same target. You
may only repeat actions that were carried out in
this round.
Character Options - Page 75
Reflex Mimic is a level 2 mimicry. This
reaction can only be used when you and at least
one ally are targeted by the same attack. If the ally
conducts a reaction, be it successful or not, you
perform the same reaction.
Color Splash is a level 3 mimicry. When
you use any mimicry to create an effect that deals
Fire, Ice, Lightning, Bio, Light, Shadow, Air, Water
or Earth-elemental damage, you may swap the
action’s element for another element of this list.
Sketch is a level 3 mimicry. You repeat an
enemy’s action, with the same target. You may
target the enemy who performed the action,
instead of the original target. This may repeat any
actions that were taken in this combat.
Target Mimic is a level 4 mimicry. When
you use any level 3 or lower mimicry, you can
freely choose the action’s targets.
Final Mimic is a level 4 mimicry. When you
are reduced to 0 HP for any reason, you may,
before falling unconscious, discard an initiative
die to repeat the action that befell you, targeting
the ally or enemy that performed the action. The
discarded initiative die may have any value.
Command Mimic is a level 5 mimicry. Once
per combat, before the start of first round, as a
free action, you may choose an Ability of any ally.
You gain the chosen Ability until the combat’s
end. The chosen Ability does not have any effect
on your maximum HP and MP, neither on the
weapons and armor you may equip.
Take Over is a level 5 mimicry. Perform a
Water vs Water attack, difficulty 70. If successful,
inflict the Stop status on a target until the end of
next round. While it remains under the Stop
status, you may use your actions to force it to use
one of its actions, targeting characters of your
choice. If you perform any actions before the end
of the next round, the target loses the Stop status.
Character Options - Page 76
Wealth and Items
Gil is the currency present in most Final
Fantasy games. Depending on how
technologically advanced is the world, it can take
many forms: gold coins, paper money, checks,
planetary credit... Regardless of Gil’s actual
format, it will be an abstraction for monetary
values.
Gil is a character reward as important as
experience. Many Jobs take into account not only
the Stat levels, but also the character’s equipment
and items to measure their power. Depriving an
Archer, for example, of a suitable weapon can
make the character feel extremely weak in
comparison to a Mage. Imagine an Alchemist who
don’t even have an item to use? Gil is such an
important reward that there is a Job dedicated to
it: the Rogue.
Mundane Items
And how much does a mundane item
cost? How many feet of rope, how many torches,
how many sleeping bags a character has or may
possess? The answer has to do directly with the
economy of a Final Fantasy world: mundane
items are free.
Everything that costs Gil refers to combat.
All other items should be designed according to
the context and the Challenges and Destiny
system, present in the next chapter, starting at
page 103. Mundane items are a tool for the Game
Master to use in drama; never, in any game in the
series, they were important, unless the situation
said so. If you sense that your character should
have a torch, he will. If it is important that your
character does not have a torch, he will not. If you
are unsure, use a Challenge. Maybe the
Bottomless Pockets Quirk may help.
This does not mean that the characters
have access to everything. For example, an
aircraft, although not combat-related, and
therefore a "mundane item", is not available to
the characters, unless the Game Master decides
so. Players can’t simply demand to own
something simply because the item is mundane,
and therefore "free", as our example aircraft. Use
that desire to create an adventure or a small
campaign arc, perhaps - and then give them the
aircraft. Use the acquisition of the aircraft to
support the history, and not as an accounting
exercise.
That's the spirit of mundane items:
something that helps you tell a story, not an
exercise to prepare the best shopping list.
Nothing prevents, however, NPCs to pay big bucks
for a mundane item. In fact, some wealthy
patrons might be willing to pay good sums of Gil
for a frame, or a jewel, or a miniaturized reactor
that have no value for player characters. Go
figure!
Acquiring Gil
You can earn Gil in many ways. As a
mission’s reward; as spoils after the defeat of
enemies; in chests or otherwise scattered in
dungeons; by selling items; among other
possibilities. During character creation, each
player can spend 200 Gil in equipment and items.
After this, it is recommended that for each
experience point gained by the character, he
should gain 8 Gil. This amount of Gil is enough to
keep up with the proper equipment to their level
and to buy sufficient healing and battle items.
However, the Game Master may adjust this
amount, increasing or decreasing it, to the reality
of the gameplay.
Use spoils as a way randomize a bit the Gil
rewards. In every combat encounter, assign one
or more items as enemy’s booty. At the end of
combat, after winning it, the group will roll a
d100 against a set difficulty. If the die result is
greater than the difficulty, they get the item(s)
marked as spoils. When including spoils, multiply
its value and the chance to earn it: the result is
the spoils’ real value, which should be deducted
from the encounter total. For example, if the
Game Master decide that an encounter shall give
two thousand and five hundred Gil as reward, and
include a Desert Ring (worth 1,000 Gil) as spoils,
with difficulty 40 (and hence 60% chance of
being obtained ), it must deduct the value of six
hundred Gil (60% of 1,000). Thus, the group will
receive 1,900 Gil and may earn a Desert Ring (or
Character Options - Page 77
not).
Game Master, do not be afraid to include
spoils in your game and use its randomness. In
the above example, regardless of whether they
got the Desert Ring or not, consider they received
the 2,500 Gil. In the long run, the characters’
power will be the same. However, items with
100% chance of being obtained count as normal
reward, not as spoils. In the previous example, the
Game Master could decide that, besides the
chance to gain the Desert Ring, the fight would
grant two Hi-Potion (150 Gil each). Thus, the
combat reward would be 1,600 Gil, two Hi-Potion
and the spoils (Desert Ring, difficulty 40). Finally,
remember that items’ sales price is half their
purchase cost.
Gil and the Rogue
Early in the game, the Rogue earns an
Ability that directly influences the acquisition of
Gil. Gilionaire, Steal and Treasure Hunter are ways
in which the Rogue increases the amount of Gil
available for the group. This translates into better
and stronger items more quickly than compared
with a rogueless group. However, the three skills
work differently and require a different
preparation from the Game Master.
Gilionaire is the simplest of them.
Whenever the group receives a Gil reward, for any
reason, increase by 25% the Rogue’s share. For
example, a group of four players defeat a monster
and the Game Master says the monster’s horns
are valuable and can be sold for a total of 4,000
Gil. But if there is a Rogue with this Ability in the
group, his share (1,000 Gil) increased by 25% - to
1,250 Gil. Thus, when selling the horns, the group
collects 4,250 Gil, not 4,000. Similarly, people are
willing to pay more for the same service, and the
chests are inexplicably bigger. Gilionaire is always
active, and it is the least risky way to increase Gil
received.
Treasure Hunter is the second way the
Rogue can increase the group’s wealth. At the end
of combat, when the group trying to gain spoils,
the Rogue can roll the die again, increasing the
chance or even giving him the opportunity to gain
double spoils. Compared with Gilionaire, Treasure
Hunter active in less time because it only allows
the Rogue to improve the spoils received and
does not affect other Gil gains, but can provide
more significant bonuses when it works by
handing items that may be crucial when the
group simply does not have the time to find a
merchant in a safe place.
Steal is the last way the Rogue has to
increase the group’s wealth. It also demands a
special preparation by the Game Master. When
creating a combat encounter, the GM must decide
which are the Common item and the Rare item
that every enemy will have. This is only required
if there is a Rogue with Steal in the group. It is not
mandatory that each enemy must have both
items; it may have only the Common item, only
the Rare item, or even neither. Regardless, each
enemy can only be stolen once. If the character
tries to steal again an enemy who already
suffered the effects of !Steal, it automatically fails.
The definition of which item(s) the enemy
will have does not depend on the enemy's ability
to use, equip or even physically carry the item;
often, characters in Final Fantasy steal swords or
even full armor suits from unsuspecting enemies
like dragons or chocobos. Compared to Gilionaire
or Treasure Hunter, Steal is the most expensive
and riskiest action it costs actions in combat
and is more likely to fail - but it must be the most
rewarding, especially if the Rogue obtain the Rare
item. In addition, the stolen items go to the
inventory and are available for immediate use,
even within the combat.
Regardless of how the Rogue earn this
extra Gil, the group shall not be punished for
having a Rogue. Rogues with Gilionaire should
earn on average 10 Gil per experience point, and
Rogues with the other Abilities could earn even
more, depending on their rolls. The Game Master
must resist the temptation to give smaller
rewards to its players because "The Rogue will
steal a difference."
Character Options - Page 78
Equipment
Equipment is the main use for Gil. Each
character can equip exactly one weapon and
armor, plus two accessories. In the case of
weapons and armor, they are divided into
categories. Light, Medium and Heavy are the
Armor categories. Weapons can be classified as
Light Swords / Knives, Heavy Weapons & Shield,
Heavy Weapons, Polearms, Claws / Gloves, Twin
Weapons, Bows, Throwing Weapons, Rifle /
Crossbows, Staffs, Wands and Instruments.
The character’s Abilities indicate which
weapons and armor they may equip. If a
character wishes to equip a weapon that he may
not, it doesn’t add his Offensive Stat to any roll or
attack; If a character wishes to equip an armor
that he may not, he doesn’t consider his Defensive
Stat in opponents’ rolls or attacks.
All equipment have a minimum level to be
used, and most have a Gil cost. The items that do
not have Gil costs are so rare that there are only a
few copies of each in the world or artifacts so
hard to be found that have at most one, maybe
two copies worldwide. Rare and artifact items
should be given at the GM’s discretion.
Armor
Armors are the main defensive
equipment. Although some specific armor can
empower attacks, their main function is to reduce
the damage suffered. All armor pieces have two
characteristics: Armor(ARM) and Magic
Armor(MARM). Every time you suffer physical
damage, decrease the damage by an amount
equal to your ARM. Every time you suffer magical
damage, decrease the damage by an amount
equal to your MARM.
For example, a character with MARM 21
suffers a magical attack dealing 46 damage. He
loses 25 HP due to his magical protection.
Regardless of ARM and MARM values and the
damage dealt, every successful attack that deals
damage causes a minimal loss of 1 HP. As it
takes some time to don an armor suit, it is
impossible to equip or change armor in combat.
Character Options - Page 79
Light Armor
This armor is commonly used by Mages and Rune Knights. Its main purpose is to protect
against magical damage, being ineffective against physical damage.
Name Minimum
Level
Cost
(Gil)
ARM MARM Effect
Cotton Robe 01 100 0 3 ---
Snow Cape 01 142 0 3 Auto – Resist (Ice)
Mistle Robe 01 143 0 3 Sleep Immunity
Leather Robe 10 585 2 10 ---
Temple Cloth 10 866 2 10 Auto – Resist (Shadow)
Thunder Robe 10 867 2 10 Mute Immunity
Linen Robe 19 1552 3 15 ---
Mist Silk Robe 19 2046 3 15 Auto – Immune (Light)
Red Robe 19 2046 7 26 SOS- Mute
Silk Robe 28 2678 13 36 ---
Magician Robe 28 3797 13 36 Add Fire level to Spells’ damage
Silver Coat 28 3787 13 36 Auto – Resist (Crush)
Poet Robe 37 5547 28 65 ---
Karate Robe 37 8391 28 65 Decrease by 10 reactions’
difficulty
Peace Cape 37 8368 28 65 Auto Protect
Auto – Weaken (Physical)
Scholar Coat 46 11220 41 90 ---
Aqua Robe 46 15422 41 90 Fatal Immune
Priest's Robe 46 15424 23 90 SOS- Wall
Tao Robe 55 Rare 59 127 Auto–Strengthen (Mental)
Auto–Strengthen (Magic)
Glutton's Coat 55 Rare 59 127 Auto – Absorb (Bio)
Toxic Immune
Angel Robe 55 Rare 59 127 Auto – Reraise
Gravity Immune
Element Robe 64 Artifact 87 179 Auto – Immune (Fire, Ice, Air,
Lightning, Earth and Water)
Protect Cape 64 Artifact 107 189 Transformation Immune
Robe of Lords 64 Artifact 87 179 Add twice Fire level to Spells’
damage; Maximum MP + 20%
Character Options - Page 80
Medium Armor
This equipment type is common between different Jobs. Its balanced physical and magic
defenses led them to having no easily exploitable weakness.
Name Minimum
Level
Cost
(Gil)
ARM MARM Effect
Leather Outfit 01 84 1 1 ---
Storm Jerkin 01 121 1 1 Auto – Resist (Lightning)
Training Suit 01 121 1 1 Blind Immunity
Bronze Vest 10 500 5 5 ---
Nomad's Tunic 10 730 5 5 Auto – Resist (Earth)
Red Jacket 10 732 5 5 Slow Immunity
Chain Vest 19 1316 7 7 ---
Power Sash 19 1752 7 7 Weaken (Physical) Immunity
Survival Vest 19 1742 7 7 Weaken (Magic) Immunity
Ringmail 28 2269 21 21 ---
Chocobo
Costume
28 3201 21 21 Add Air level your actions’
damage, except Spells and
!Attack
Padded Shirt 28 3224 21 21 Auto - Resist (Cut)
Mythri Vest 37 4675 42 42 ---
Scorpion
Harness
37 7082 42 42 Decrease by 10 physical actions’
difficulty
Mirage Vest 37 7147 42 42 Auto – Blink
Brigadine 46 9563 60 60 ---
Judge Coat 46 13098 60 60 Time Immune
Ninja Gear 46 13055 55 55 SOS – Vanish
Platinum Vest 55 Rare 87 87 Meltdown Immune
Auto – Immune (Earth)
Behemoth Suit 55 Rare 87 87 Auto – Immune (Light and
Shadow)
Reaper Cloak 55 Rare 97 97 Fatal Immune
Braver Vest 64 Artifact 119 119 Weakness Immune
Auto – Strengthen (Speed)
Snow Muffler 64 Artifact 119 119 Auto - Absorb (Fire, Ice and
Lightning)
Wygar 64 Artifact 129 129 Maximum HP + 20%
Character Options - Page 81
Heavy Armor
Favoring defense against physical damage, this type of armor is popular among Warriors and
Adepts. However, its vulnerability to magical damage may be troublesome.
Name Minimum
Level
Cost
(Gil)
ARM MARM Effect
Leather Plate 01 99 3 0 ---
Fire Armor 01 141 3 0 Auto – Resist (Fire)
Cobra Cuirass 01 141 3 0 Poison Immunity
Bronze Armor 10 583 10 2 ---
Blue Plate 10 860 10 2 Auto - Resist (Water)
Bone Plate 10 865 10 2 Disabled Immunity
Plate Mail 19 1555 15 3 ---
Storm Plate 19 2047 15 3 Auto - Immune (Air)
Viking Armor 19 2060 26 7 SOS – Berserk
Silver Mail 28 2667 36 13 ---
Soldier's Armor 28 3801 36 13 Add Earth level to !Attack
action’s damage
Carapace Mail 28 3777 36 13 Auto - Resist (Puncture)
Mythri Armor 37 5549 65 28 ---
Force Armor 37 8382 65 28 Decrease by 10 magical
actions and Spell’s difficulty
Shell Mail 37 8334 65 28 Auto – Shell
Gold Armor 46 11261 90 41 ---
Aurora Mail 46 15418 90 41 Seal Immune
Reflect Plate 46 15459 90 23 SOS – Reflect
Platinum Armor 55 Rare 127 59 Auto - Strengthen (Armor)
Auto - Strengthen (Physical)
Carabini Mail 55 Rare 127 59 At the beginning of each
round, choose one: Immune
(Cut, Crush or Puncture)
Dragon Mail 55 Rare 127 59 Maximum HP + 10%
Add Earth level to !Attack
action’s damage
Aegis Armor 64 Artifact 179 87 Auto - Float; Mental Immune
Genji Armor 64 Artifact 189 107 All Negative Status Resist
Maximilian 64 Artifact 179 87 Special, see below *
*Maximilian grants Immune (Light, Shadow and Bio) and Resist (Cut, Crush and Puncture)
Character Options - Page 82
Weapons
Weapons are the main offensive
equipments. Unlike armor, which are very similar,
weapons are quite different from each other. Each
weapon has an Offensive Stat and a Defensive
Stat. When you use the !Attack or any other
action who needs a “weapon attack”, you attack
using the equipped weapon’s Offensive and
Defensive Stats, and deal damage based on its
Offensive Stat, unless the action says otherwise.
For example, Flamberge’s (a Light Sword / Knife)
damage is equal to 10 x. As its Offensive Stat is
Air, the damage will be equal to ten times your Air
level.
In addition, the attack and damage type
(physical or magical), the element (usually Cut,
Puncture or Crush), and if the attack is Ranged or
Melee, all depends on the equipped weapon.
Many weapons also have special effects.
All effects that modify the weapon’s attack or
damage only work with the !Attack action, unless
the action says otherwise. The exceptions to this
rule are all effects that increase damage by some
Stat level, like the Colichemarde. Actions that key
off weapon damage use the damage increased by
the special effect.
Character Options - Page 83
Light Swords / Knives
Fast weapons that deal Puncture-elemental physical damage. Its Offensive and Defensive Stats
are Air. Due to its weak damage, they are a defensive option. While you are equipped with these
weapons, you can use the reaction !Parry. Use it when you suffer a physical attack. Roll Air vs Air,
difficulty 40. If successful, you don’t suffer the attack's effects. These weapons are always Melee.
Name Min level Cost (Gil) Damage Effect
Epee 01 55 2 x ---
Stinger 01 78 2 x Poison Touch
Dream Rapier 01 90 2 x Sleep Touch
Silver Rapier 10 330 3 x ---
Scarlette 10 495 3 x Fire-elemental damage
Magic Needle 10 482 3 x SOS – Strenghten (Magic)
Estoc 19 750 5 x ---
Fleuret 19 1150 6 x ---
Djinn Flyssa 19 1070 5 x Air-elemental damage
Mythril Rapier 28 1500 8 x ---
Mail Breaker 28 2250 8 x Piercing
Blood Rapier 28 2440 8 x HP Drain
Flamberge 37 3480 10 x ---
Colichemarde 37 5460 10 x Add twice Fire level to damage
Joyeuse 37 5130 10 x Blind Strike
Main Gauche 46 6160 13 x ---
Holy Degen 46 9000 13 x Light-elemental damage
Guespire 46 9520 13 x Mute Touch
Epeprism 55 Rare 14 x Auto-Reflect
Dragon Fang 55 Rare 14 x Dragon Killer; SOS-Haste
Last Letter 55 Rare 14 x Immobilize Touch
Femme Fatale 64 Artifact 16 x Shadow-elemental damage
Death Touch
Gustavian 64 Artifact 16 x Disable Touch
Decrease by 10 !Parry difficulty
Diabolique 64 Artifact 16 x Auto-Haste
Decrease by 10 !Attack difficulty
Character Options - Page 84
Heavy Weapons & Shield
One-handed swords, axes, hammers, maces and flails, used in conjunction with a reliable
shield. Swords and axes deal Cut-elemental damage, while hammers, maces and flails deal Crush-
elemental damage. It is considered a primarily defensive option as it doesn’t have high damage. Their
Offensive and Defensive Stats are Earth. While you are equipped with these weapons, you can use the
reaction !Block. Use when you are hit by a physical attack. Roll Earth vs Earth, difficulty 40. If
successful you do not suffer the effects of the attack.
Name* Min level Cost (Gil) Damage Effect
Short Sword /
Bronze Mace
1 55 2 x ---
Twilight Steel 1 79 2 x Blind Touch
Hammer of Fear 1 90 2 x Weaken (Mental) Touch
Long Sword /
Iron Mace
10 332 3 x ---
Ice Saber 10 498 3 x Ice-elemental damage
Blue Flail 10 484 3 x Add your Water level to damage
Bastard Sword /
Morningstar
19 753 5 x ---
Mind Flail 19 1157 5 x MP Drain
Ancient Sword 19 1077 5 x Earth-elemental Damage
Mythril Sword /
Mythril Mace
28 1503 8 x ---
Watchful 28 2268 8 x Beast Killer
Regal Cutlass 28 2446 9 x ---
Falchion /
Triple Flail
37 3483 10 x ---
Blood Hammer 37 5484 10 x Improved Critical
Demon Slicer 37 5170 10 x Demon Killer
Scimitar / War
Hammer
46 6203 13 x ---
Cold Steel 46 9022 13 x Slow Touch
Soul Saber 46 9587 13 x Piercing
Enhancer 55 Rare 14 x Auto - Strengthen (Magic)
Auto - Strengthen (Physical)
Mage Killer 55 Rare 14 x Auto – Shell; Arcane damage
Dancing Saber 55 Rare 14 x Confuse Touch
Add your Air level to damage
Ragnarok 64 Artifact 16 x Light-elemental Damage
Stop Touch
Excalibur 64 Artifact 16 x Auto - Haste
Add your Fire level to damage
Plague Bearer 64 Artifact 16 x Virus Strike
Critical Spell (Venom)
Bio-elemental damage
* The suggested names exist for ease of reference. If, for example, you want to buy a mace that
deals Crush-elemental damage equal to 13 x Earth level and is Piercing, nothing prevents you
from renaming the Soul Saber as Soul Mace.
Character Options - Page 85
Heavy Weapons
Two-handed swords, axes, sledgehammers, pickaxes, scythes and flails that deal physical
damage. Swords, axes and scythes deal Cut-elemental damage, hammers and flails deal Crush-
elemental damage, while pickaxes deal Puncture-elemental damage. These weapons are the Earth -
based choice with the highest damage potential. Its Offensive and Defensive Stats are Earth. This
weapon type is widely used by characters who favor offense over defense.
Name* Min level Cost (Gil) Damage Effect
Bronze Axe /
Bronze Maul
1 70 3 x ---
Coral Sword 1 92 3 x Lightning-elemental damage
Poison Steel 1 108 3 x Poison Touch
Iron Axe /
Iron Maul
10 412 5 x ---
Gishdancer 10 620 5 x Add your Fire level to damage
Cosmic Axe 10 595 5 x Critical Spell (Meteorite)
Steel Axe / Steel
Maul
19 1090 7 x ---
Air Pick 19 1380 6 x Auto – Flight
Demon Blade 19 1510 9 x Soul Eater
Mythril Axe /
Mythril Pick
28 1880 10 x ---
Old Axe 28 2620 10 x Slow Touch
Arcane Buster 28 2710 10 x Arcane damage
War Scythe 37 3890 12 x ---
Viking Axe 37 5770 12 x Berserk Touch
Greatsword 37 6020 13 x ---
War Axe /
War Maul
46 7902 15 x ---
Blood Axe 46 11810 15 x HP Drain
Golem Buster 46 9890 15 x Construct Destroyer
Save the Queen 55 Rare 17 x Add twice Fire level to damage
Hexenjäger 55 Rare 17 x Arcane destruction
Critical Spell (Dispel)
Lionheart 55 Rare 17 x Auto Protect; SOS- Blink
Juggernaut 64 Artifact 20 x SOS – Regen
Auto – Strengthen (Mental)
Executioner 64 Artifact 20 x Auto – Premonition
Shadow-elemental damage
Apocalypse 64 Artifact 20 x Ignores the target's Armor
Fire-elemental damage
* The suggested names exist for ease of reference. If, for example, you want to buy a pickax that
deals Puncture-elemental damage equal to 10 x Earth level, with Slow Touch, nothing prevents
you from renaming the Old Axe as Old Pick.
Character Options - Page 86
Polearms
Spears, glaives and other two-handed weapons that deal Puncture-elemental physical damage.
Its Offensive Stat may be Earth or Air, and its Defensive Stat is Earth. Due to its versatility, you must
choose whether to use Earth or Air as the Offensive Stat for each attack with this weapon type. They
are a good option for characters that want to deal a good physical damage and need high levels in both
Air and Earth, as the Warrior.
Name Min level Cost (Gil) Damage Effect
Iron Spear 1 63 3 x ---
Harpoon 1 85 3 x Aquan Killer
Hunter's Spear 1 99 3 x Sensor
Steel Lance 10 371 4 x ---
Zephyr Pike 10 558 4 x Air-elemental damage
Shaman's Lance 10 539 4 x Add Fire level to damage
Mythril Pike 19 920 6 x ---
Halberd 19 1265 6 x SOS- Haste
Web Lance 19 1290 6 x Slow Touch
Gold Lance 28 1690 9 x ---
Manhunter 28 2435 9 x Humanoid Killer
Stout Spear 28 2575 9 x Mute Touch
Partisan 37 3685 11 x ---
Grey Lance 37 5615 11 x AutoStrengthen (Magic)
Viper Halberd 37 5575 11 x Piercing
Glaive 46 7031 14 x ---
Guisarme 46 10405 15 x ---
Stoic Lance 46 9705 14 x Disable Touch
Berserker Spear 55 Rare 16 x Add twice Water level to damage
Imp Halberd 55 Rare 16 x Toad Touch
Water-elemental damage
Kain's Lance 55 Rare 16 x Auto – Blink
Auto – Strengthen (Armor)
Highwind 64 Artifact 18 x Improved Critical
MP Drain
Thanatos Lance 64 Artifact 18 x Death Touch
Bio-elemental damage
Gungnir 64 Artifact 20 x Sleep Strike
Soul Eater
Character Options - Page 87
Claws / Gloves
Claws and gloves are Monks’ signature weapon, but almost any character can fight well with
them. They deal physical damage, with Gloves dealing Crush-elemental and Claws dealing Cut-
elemental damage. Its Offensive Stat is Earth, and its Defensive Stat is Air. Its low cost and ease of use
make this weapon a good option for characters that don’t want to worry too much about weapons, and
its broad spectrum of effects mean that any character can benefit if you choose the right Claw or Glove.
Name* Min level Cost (Gil) Damage Effect
Leather Glove /
Bronze Claws
1 55 2 x ---
Storm Claws 1 78 2 x Lightning-elemental damage
Sonar 1 90 2 x Sensor
Metal Knuckle /
Iron Claws
10 331 3 x ---
Dusk Knuckle 10 497 3 x Poison Touch
Mirage Claws 10 483 3 x Earth-elemental damage
Mythril Glove /
Mythril Claw
19 749 5 x ---
Scissor Fangs 19 1144 5 x HP Drain
Magic Glove 19 1070 5 x Sleep Touch
Gold Glove /
Hell Claws
28 1497 8 x ---
Meteo Knuckle 28 2239 8 x Critical Spell (Meteorite)
Avenger 28 2447 8 x Slow Touch
Tiger Fangs
/Power Knuckle
37 3479 10 x ---
Prism Claws 37 5485 10 x Add Air level to damage
The Reaper 37 5136 10 x Shadow-elemental damage
Condemn Touch
Kaiser Claws
/Kaiser Knuckle
46 6174 13 x ---
Ironside 46 9001 13 x Auto – Strengthen (Mental)
War Monger 46 9525 13 x Disable Touch
Overload 55 Rare 14 x Arcane Focus (Pain)
Bio-elemental damage
Devastator 55 Rare 14 x Meltdown Touch
Fire-elemental damage
Colossus 55 Rare 14 x Stone Touch
Earth-elemental damage
Godhand 64 Artifact 16 x Arcane Focus (Curse)
Demon Killer
Tempest Claws 64 Artifact 16 x Auto - Haste
Piercing
Infinity 64 Artifact 16 x Improved Critical
Triple Critical
* The suggested names exist for ease of reference. If, for example, you want to buy claws that
deal Cut-elemental damage equal to 5 x Earth level, with Sleep Touch, nothing prevents you from
renaming the Magic Glove as Magic Claw.
Character Options - Page 88
Bows
Archery is one of the main Ranged combat styles. They deal Puncture-elemental physical
damage. Its Offensive and Defensive Stats are Air. Since its attacks are Ranged, it can be used to hit
flying enemies. It is one of the weapons most commonly used by Archers due to its good damage and
variety of effects.
Name Min level Cost (Gil) Damage Effect
Shortbow 1 70 3 x ---
Dusk Bow 1 110 3 x Blind Touch
Earth Shooter 1 91 3 x Earth-elemental damage
Longbow 10 413 5 x ---
Holy Bow 10 618 5 x Undead Killer
Light Bow 10 597 5 x Light-elemental damage
Silver Bow 19 1087 7 x ---
Daydreamer 19 1511 7 x Sleep Touch
Fire Bow 19 1385 7 x Fire-elemental damage
Thorn Bow 28 1882 10 x ---
Banisher 28 2608 10 x Mute Touch
Headhunter 28 2697 10 x Piercing
Nail Bow 37 3902 12 x ---
Composite Bow 37 6052 12 x Add twice Earth level to damage
Ice Stinger 37 5766 12 x Ice-elemental damage
Power Bow 46 7911 15 x ---
Medusa Bow 46 11847 15 x Stone Touch
Heartseeker 46 9847 15 x Decrease by 10 the !Attack
action’s difficulty
Fey Bow 55 Rare 17 x Confuse Strike
Dark Bow 55 Rare 18 x Weaken (Physical) Touch
Yoichi Bow 55 Rare 18 x Weaken (Magic) Touch
Killer Bow 64 Artifact 20 x Piercing
Triple Critical
Artemis Bow 64 Artifact 20 x Decrease by 30 Spells’ difficulty
Glacier Bow 64 Artifact 20 x Improved Critical
Critical Spell (Freeze)
Character Options - Page 89
Throwing Weapons
Darts, bombs, chakrams, shurikens and javelins that deal Puncture-elemental physical damage.
Its Offensive Stat is Earth and its Defensive Stat is Air. Since its attacks are Ranged, it can be used to hit
flying enemies. It has its fans especially because of the high power of its effects and the ease of use,
allowing it to be the only Ranged attack option for various Jobs.
Name Min level Cost (Gil) Damage Effect
Darts 1 55 2 x ---
Snowmelt Bomb 1 78 2 x Ice-elemental damage
Poison Darts 1 90 2 x Poison Touch
Explosive Bomb 10 331 3 x ---
Dream Darts 10 497 3 x Sleep Touch
Lightning Scroll 10 483 3 x Lightning-elemental damage
Shuriken 19 749 5 x ---
Stun Darts 19 1144 5 x Mute Touch
Water Bomb 19 1070 5 x Water-elemental damage
Chakram 28 1497 8 x ---
Aero Bomb 28 2239 8 x Air-elemental damage
Doom Darts 28 2447 8 x Critical Spell (Condemn)
Juji Shuriken 37 3479 10 x ---
Shadow Scroll 37 5485 10 x Shadow-elemental damage
Mind Scroll 37 5136 10 x SOS- Premonition
Manji Shuriken 46 6174 13 x ---
Burst Bomb 46 9001 13 x Light-elemental damage
Stun Scroll 46 9525 13 x Stop Touch
Koga Shuriken 55 Rare 14 x Piercing
Critical Spell (Curse)
Flaming Bomb 55 Rare 14 x MP Drain
Fire-elemental damage
Venom Darts 55 Rare 14 x Bio-elemental damage
Virus Strike
Yagyu Shuriken 64 Artifact 16 x Humanoid Destroyer
Earth-elemental damage
Black Scroll 64 Artifact 16 x Triple Critical
Meltdown Touch
Super Ball 64 Artifact 16 x Improved Critical
Critical Spell (Black Hole) *
* When cast by Super Ball's Critical Spell effect, Black Hole's difficulty is 70.
Character Options - Page 90
Rifles / Crossbows
This weapon type can represent rifles, muskets, crossbows or a combination of both,
depending on the world’s technology. They deal Puncture-elemental physical damage. Its Offensive Stat
is Fire and its Defensive Stat is Air. Since its attacks are Ranged, it can be used to hit flying enemies.
Archers, Rogues and Alchemists use this weapon type a lot due to its good damage and use of the Fire
Stat to attack.
Name Min level Cost (Gil) Damage Effect
Crossbow 1 70 3x ---
Dark Rifle 1 111 3x Blind Touch
Flamethrower 1 91 3x Fire-elemental damage
Power
Crossbow
10 413 5x ---
Silver Rifle 10 623 6x ---
Night Killer 10 599 5x Shadow-elemental damage
Hunting Bow 19 1091 7x ---
Stone Gun 19 1521 7x Critical Spell (Petrify)
Riot Gun 19 1390 7x Immobilize Touch
Cranequin 28 1890 10x ---
Bow Gun 28 2629 10x Disable Touch
Gale Bow 28 2719 10x Add Air level to damage
Zamburak 37 3905 12x ---
Hydra 37 6109 12x Critical Spell (Pain)
Hellfire 37 5819 15x Soul Eater
Marduk Bow 46 7944 15x ---
Shotgun 46 12855 13x Your !Attack action targets a
group
Arbalest 46 9878 15x Piercing
Bolt Gun 55 Rare 17x Beast Destroyer
Earth-elemental damage
Coffinmaker 55 Rare 17x Add twice Water level to damage
Elementbane 55 Rare 17x Piercing
Elemental Destroyer
Gastraphetes 64 Artifact 19x Sensor; Auto-Blink
Auto-Premonition
Death Penalty 64 Artifact 20x Improved Critical
Critical Spell (Meltdown)
Demon Gun 64 Artifact 22x Auto - Weaken (Armor)
Auto - Weaken (Mental)
Character Options - Page 91
Wands
Weapons that attack using your magical energy. They deal Crush-elemental magical damage. Its
Offensive and Defensive Stats are Fire. Since its attacks are Ranged, it can be used to hit flying enemies.
They are quite popular among Black Mages. A striking wand feature is its ability to cast spells, granting
the wielder more versatility and power.
Name Min level Cost (Gil) Damage Effect
Cypress Rod 1 62 2 x ---
Rod of Winds 1 102 2 x Spell Weave (Aero)
Air-elemental damage
Snake Wand 1 107 2 x Spell Weave ( Poison )
Bio-elemental damage
Oak Wand 10 391 3 x ---
Rune Rod 10 589 3 x Spell Weave ( Resist )
Ghost Rod 10 567 3 x Spell Weave ( Blink )
Mythril Rod 19 1031 5 x ---
Light Wand 19 1342 5 x Arcane Focus ( Banish )
Spell Weave ( Banishra )
Cosmic Rod 19 1313 5 x Arcane Focus ( Gravity )
Spell Weave ( Demi )
Strike Rod 28 1785 8 x ---
Arcane Wand 28 2483 8 x Arcane Focus ( Shell )
Spell Weave ( Shellga )
Warrior Rod 28 2474 8 x Arcane Focus ( Protect )
Spell Weave ( Protectga )
Musk Wand 37 3687 10 x ---
Swamp Rod 37 5768 11 x Spell Weave ( Toad )
Warp Rod 37 5778 10 x Add Water level to damage
Spell Weave ( Remove )
Aurora Rod 46 7501 13 x ---
Blood Wand 46 9469 13 x Spel Weave ( Syphon )
Critical Spell( Syphon )
Archmage Rod 46 9326 13 x Reduce by 10 Spells’ difficulty
Cobra Wand 55 Rare 14 x Critical Spell ( Venom )
Bio-elemental damage
Faith Rod 55 Rare 14 x Undead Destroyer
Fire-elemental damage
Power Rod 55 Rare 14 x Auto- Strengthen (Magic)
Piercing
Rod of Roses 64 Artifact 16 x Shadow-elemental damage
Virus Touch
Mace of Zeus 64 Artifact 16 x Increase by 20 the difficulty of all
Spells that target you
Arc Arcana 64 Artifact 16 x Special, see below*
Each time Arc Arcana hits, inflict the Vulnerable (random element) status to the target until the end
of next round.
Character Options - Page 92
Staves
Two-handed weapons that attack using your magical energy. They deal Crush-elemental
magical damage. Its Offensive Stat is Fire and its Defensive Stat is Water. They deal good damage, and
are popular among various characters who can’t use Spells offensively, like White Mages. Most staves
are able to cast Spells, granting the wielder versatility and power.
Name Min level Cost (Gil) Damage Effect
Oak Staff 1 70 3 x ---
Fire Staff 1 111 3 x Spell Weave ( Fire )
Fire-elemental damage
Ice Staff 1 111 3 x Spell Weave ( Blizzard )
Ice-elemental damage
Cedar Staff 10 413 4 x ---
Shadow Staff 10 623 4 x Spell Weave ( Dark )
Shadow-elemental damage
Aqua Staff 10 599 4 x Spell Weave ( Water )
Water-elemental damage
Mythril Staff 19 1091 6 x ---
Thunder Staff 19 1421 6 x Arcane Focus ( Thunder )
Spell Weave ( Thundara )
Storm Staff 19 1390 6 x Arcane Focus ( Aero )
Spell Weave ( Aera )
Gold Staff 28 1890 9 x ---
Rock Staff 28 2629 9 x Arcane Focus ( Magnitude )
Spell Weave ( Quake )
Cosmic Staff 28 2619 9 x Arcane Focus ( Meteorite )
Spell Weave ( Comet )
Power Staff 37 3905 11 x ---
Stargazer 37 6109 11 x Add Earth level to damage
Spell Weave ( Quasar )
Gravity Staff 37 6119 11 x Add Air level to damage
Spell Weave ( Quarter )
White Staff 46 7944 14 x ---
Energy Staff 46 10029 14 x Spell Weave ( Osmose )
Critical Spell ( Osmose )
Dream Watcher 46 9878 14 x Reduce by 10 the difficulty of all
magical attacks, except Spells
Holy Staff 55 Rare 16 x Critical Spell (Banishga)
Berserk Touch
Time Staff 55 Rare 16 x Stop Touch
Arcane Focus ( Slow)
Prism Staff 55 Rare 16 x Auto - Strengthen (Magic)
Adds Water level to damage
Nirvana 64 Artifact 18 x Light-elemental damage
Increase by 25% all Spells’
healing
Princess Guard 64 Artifact 18 x Your Spells cost 25% less MP
Punisher 64 Artifact 19 x Arcane Focus ( Rasp )
SOS –Reflect
Character Options - Page 93
Instruments
Artists’ exclusive weapon type. They deal Cut-elemental magical damage. Its Offensive and
Defensive Stats are Water. Being the only weapon able to attack using Water as Offensive Stat, they are
highly valued by Artists, despite its low damage output. They are Ranged weapons, and therefore can
hit flying enemies.
Name* Min level Cost (Gil) Damage Effect
Old [x] 1 62 2 x ---
Aqua [x] 1 102 2 x Water-elemental damage
Dream [x] 1 107 2 x Sleep Touch
Silver [x] 10 391 3 x ---
Rune [x] 10 589 3 x Add Fire level to damage
Golem's [x] 10 567 3 x Earth-elemental damage
Mythril [x] 19 1031 5 x ---
Battle [x] 19 1342 5 x Mute Touch
Blood [x] 19 1313 5 x HP Drain
Gold [x] 28 1785 8 x ---
Fairy [x] 28 2483 8 x Confuse Touch
Lamia's [x] 28 2474 8 x Charm Immunity
Diamond [x] 37 3687 10 x ---
Death [x] 37 5768 10 x Death Touch
Mage's [x] 37 5778 10 x Shadow-elemental damage
Immune to Mute
Platinum [x] 46 7501 13 x ---
Succubus [x] 46 9469 13 x Charm Touch
Holy [x] 46 9326 13 x Light-elemental damage
Undead Killer
Storm [x] 55 Rare 15 x Soul Eater; Ignores Magic Armor
Lightning-elemental damage
Nightmare [x] 55 Rare 14 x Arcane Focus (Sleep)
Critical Spell (Demi)
Warrior's [x] 55 Rare 14 x Auto – Strengthen (Armor)
Add Fire level to damage
Apollo's [x] 64 Artifact 16 x Auto – Haste
SOS – Strengthen (Mental)
Crystal [x] 64 Artifact 16 x Decrease by 10 the difficulty your
Abilities and Spells
Loki's [x] 64 Artifact 16 x Arcane Focus ( Charm )
Arcane Focus ( Toad )
* The instruments can take many forms, by artist’s choice, like violins, flutes, drums, guitars,
trumpets, among others. Replace [x] with the name of your instrument when buying this
weapon. For example, you may have a Blood Flute; a Gold Harp; Dream Drums or even a Holy
Violin.
Character Options - Page 94
Twin Weapons
Dervish’s exclusive weapon type, the ability to fight with two one-handed blades at the same
time involves much more than just training. When attacking with them, you deal Cut-elemental
physical damage. These weapons are the Air - based choice with the highest damage potential. Its
Offensive and Defensive Stats are Air. It is very difficult to defend against such weapons, and once per
round, the attacker may re-roll a weapon attack.
Name Min level Cost (Gil) Damage Effect
Case of Rapiers 1 70 3 x ---
Light Knives 1 92 3 x Light-elemental damage
Baselard 1 108 3 x Weaken (Armor) Touch
Dual Scimitars 10 412 5 x ---
Kunais 10 620 5 x Add your Earth level to damage
Storm Rapiers 10 595 5 x AutoFloat
Mythril Swords 19 1090 7 x ---
Sai Blades 19 1380 7 x Decrease by 10 reactions’
difficulty
Undeath Gaze 19 1510 7 x Zombie Touch
Rondell 28 1880 10 x ---
Cold Steel
Blades
28 2620 10 x Ice-elemental damage
Kodachi 28 2710 10 x Disabled Touch
Aspir Knives 37 3890 12 x ---
Mage Masher 37 5770 12 x MP Drain
Gladius 37 6320 12 x Add twice Earth level to damage
Daisho 46 7902 15 x ---
Man Eater 46 11810 15 x Humanoid Killer
Shadow-elemental damage
Mokuto 46 9890 15 x Sensor Critical Spell ( Quasar )
Dancing Blades 55 Rare 17 x Auto – Blink
SOS – Protect
Blind Rapiers 55 Rare 17 x Add your Earth level to damage
Blind Touch
Desert Scimitars 55 Rare 17 x Critical Spell ( Quarter )
Air-elemental damage
Assassin Knives 64 Artifact 20 x Poison Touch
Virus Touch
Volcano Blades 64 Artifact 20 x Improved Critical
Critical Spell (Overcharge)
Valiant Knives 64 Artifact 20 x Soul Eater
Add your level to damage
Character Options - Page 95
Acessories
Each character can equip up to two
accessories at the same time. However, the
equipment’s magic interferes with each other.
Thus, if two accessories, or an accessory and
another piece of equipment or even a weapon
and armor have the same effect, they won’t stack,
and only the most powerful item will affect you.
Similarly, if a character equip three or more
accessories, its effects will cancel each other, and
the character will not receive the benefits of any
of them. If, for example, a character equip the
Wyglar armor (+ 20% Max HP) and the Orrachea
Armlet (+ 10% Max HP), the HP increases will be
20%, instead of 30%.
Moreover, two distinct equipments impart
opposite effects, the negative effect will prevail.
For example, if a character is equipped with an
accessory granting Mute immunity and an armor
with SOS-Mute, the character will be immune to
the Mute status while his current HP is over 25%
of his max HP, but while his current HP is equal or
less than 25% of its max HP, he will suffer the
Mute status and lose his immunity.
Although it may seem simple, equipping
an accessory requires the character to spend at
least a few minutes focusing on its magic. Thus, it
is impossible to equip or change accessories in
the middle of a combat.
Name Min level Cost (Gil) Effect
Nishijin Belt 1 500 Sleep Immunity
Silver Spectacles 1 450 Blind Immunity
Star Pendant 1 600 Poison Immunity
Aqua Ring 10 1000 Auto – Resist (Water)
Barrier Ring 10 800 SOS- Shell
Desert Ring 10 1000 Auto – Resist (Earth)
Guard Ring 10 800 SOS- Protect
Jackboots 10 600 Immobilize Immunity
Sash 10 600 Slow Immunity
Angel Wings 18 1800 Auto – Float
Defense Ring 18 1500 Sleep and Condemn Imunnity
Fairy Ring 18 1250 Blind and Poison Immunity
Gold Choker 18 1250 Auto – Resist (Air)
Leather Gorget 18 1400 SOS – Strengthen (Magic)
Princess Ring 18 1600 SOS – Shell and Protect
Star Bangle 18 1800 SOS – Regen
Steel Gorget 18 1400 SOS – Strengthen (Physical)
Bead Brooch 25 3250 Blind and Mute Immunity
Black Belt 25 1600 Disable Immunity
Bowline Sash 25 2000 Confuse Immunity
Coral Ring 25 2500 Auto – Immune (Lightning)
Crystal Ball 25 3400 Auto – Premonition
Echo Bangle 25 1600 Mute Immunity
Holy Mirror 25 3400 Auto – Blink
Magic Bangle 25 2700 + 10% max MP
Orrachea Armlet 25 2700 + 10% max HP
Protect Ring 25 3250 Auto – Protect
Reflect Ring 25 3500 Auto – Reflect
Ring Shell 25 3250 Auto – Shell
Water Ring 25 2500 Auto – Immune (Water)
Character Options - Page 96
Name Min level Cost (Gil) Effect
Amulet 32 4400 Blind, Poisoned and Zombie Immunity
Blizzard Ring 32 3300 Auto – Immune (Ice)
Fire Ring 32 3300 Auto – Immune (Fire)
Gravity Ring 32 3600 Gravity Immunity
Magic Ring 32 4400 Mute and Berserk Immunity
Phantom Ring 32 5200 Weaken Immunity
Rebirth Ring 32 5500 Auto – Reraise
Wing Boots 32 4700 Auto – Flight
Cerulean Ring 39 5400 Auto – Absorb (Water)
Flame Ring 39 8000 Auto – Absorb (Fire)
Ice Ring 39 8000 Auto – Absorb (Ice)
Jade Armlet 39 7600 Slow and Stone Immunity
Ochre Ring 39 8000 Auto – Absorb (Lightning)
Force Belt 46 10400 + 10% max HP and MP
Gauss Buckle 46 12000 Virus and Poison Immunity
Auto – Immune (Bio)
Guard Bracelet 46 12000 Auto – Shell and Protect
Jeweled Ring 46 10000 Blind, Stone and Sleep Immunity
Rosetta Ring 46 12000 Condemn Immunity ; Auto – Immune (Fire)
Rubber Boots 46 10000 Stop Immunity; Auto – Immune (Lightning)
Scarab 46 9600 Disable, Immobilize and Toad Immunity
Snow Ring 46 12000 Berserk Immunity; Auto – Immune (Ice)
Star Armlet 46 9600 Slow and Stop Immunity
Gold Hairpin 53 15000 Your Spells cost 25% less MP
Japa Mala 53 13000 Virus, Zombie and Poison
Immunity Auto – Immune (Bio)
Nu Khai Armlet 53 13000 Auto - Resist (Dark)
Charm and Confuse Immunity
Peach Ring 53 15000 Berserk, Confuse and Charm Immunity
Poison Ring 53 13000 Virus and Poison Immunity
Auto – Absorb (Bio)
Safety Bit 53 20000 Fatal Immunity
White Cape 53 13500 Transformation Immunity
Aegis Ring 60 Rare Auto - Resist (all elements except Cut,
Puncture and Crush)
Angel Ring 60 Rare Auto – Immune (Shadow); Auto –Reraise
Fatal Immunity
Berserker Ring 60 Rare Auto – Absorb (Fire); Auto – Immune (Light)
Auto – Berserk
Hermes Sandals 60 Rare Auto – Haste
Mindu Jewel 60 Rare Blind, Toad, Poison and Mute Immunity
Confuse and Stone Immunity; Auto – Blink
Power Belt 60 Rare + 25% max HP
Sorcery Bangle 60 Rare + 25% max MP
Crystal Orb 67 Artifact + 50% max MP
Economizer 67 Artifact Your Spells cost 50% less MP
Invisibility
Cloak
67 Artifact Auto – Vanish
Muscle Belt 67 Artifact + 50% max HP
Ribbon 67 Artifact Immunity to all negative status effects
Tetra Elemental 67 Artifact Auto – Immune (Fire, Earth, Air and Water)
Character Options - Page 97
Inventory
All items the group possess who are not
equipped on a character are part of the Inventory.
In addition to spare equipment, the Inventory
contain consumables, such as potions, elixirs and
battle items. The Inventory is a group shared
resource, such as Destiny points. Thus, if the
group has a potion in the Inventory, any character
in the group may use the !Draw action to retrieve
it. Consumables are spent after one use.
Every group should devote a part of the
obtained Gil to purchase consumables for the
Inventory. Even for groups capable of emulating
all consumable effects through Spells and
Abilities, you never know when the White Mage
will drop to 0 HP and the Archer will need to use
a Phoenix Down.
Not having an Inventory suitable to the
challenges ahead is a sure way to shorten the
group's lifespan. Having the right items to use
when the occasion requires it can dramatically
increase the group’s combat ability. Another
advantage in favor of consumables is that they do
not have minimum levels to be used, allowing a
group to gain powers beyond the usual in dire
circumstances.
Optional Rule: Individual Inventory
Some groups do not like the shared
Inventory rule. In that case, you may play with
each character having its own individual items.
If you use this rule, any character may use !Draw
to draw an item from his own inventory and give
to another player with a single action, but the
player who received the item still have to use the
!Item action to use the consumable or equip the
weapon.
Optional Rule: Carrying Capacity
By default, there is no limit about how
many items a character or a group may carry.
This mimics the videogames and allows for
quicker play. However, if you do want to enforce
carrying limits when using the aforementioned
Individual Inventory rule, treat the maximum
number of consumables a character may carry as
two times his Earth level. Alchemists use their
highest Stat level instead of Earth to calculate
how many items they can carry.
If you want to enforce the Carrying
Capacity rule with the default Shared Inventory
option, consider the group's total carrying limit
as the sum of each character's individual
carrying capacity.
Characters carrying more items than their
carrying capacity suffer increased difficulty in all
their attacks, reactions and physical Challenges.
Character Options - Page 98
Potions and Healing Items
Name Cost (Gil) Effect
Tonic 25 Heals a target 25 HP
Potion 50 Heals a target 50 HP
Antidote 50 Removes all Toxic negative status effects from a target
Eye Drops 50 Removes the Blind status effect from a target
Tincture 75 Heals a target 30 MP
Echo Screen 100 Removes the Mute status effect from a target
Hi-Potion 150 Heals a target 125 HP
Ether 150 Heals a target 60 MP
Tranquilizer 150 Removes the Berserk status effect from a target
Bandage 200 Removes a Seal status effect from a target
Alarm Clock 200 Removes all Mental status effects from a target
Maiden's Kiss 250 Removes the Toad status effect from a target
Hyper Potion 300 Heals a target 250 HP
Hi-Ether 325 Heals a target 150 MP
Soft 400 Removes the Stone status effect from a target
Mega Potion 500 Heals all characters in a group 100 HP each
Phoenix Down 500 Restores a 0 HP target to 1 HP
Holy Water 500 Removes the Zombie status effect from a target
Chronos Tear 600 Removes all negative Time status effects from a target
Hyper Ether 650 Heals a target 300 MP
X - Potion 750 Heals a target 500 HP
Ultra Potion 800 Heals all characters in a group 200 HP each
X-Ether 1400 Heals a target 500 MP
Remedy 1500 Removes all negative status effects from a target
Phoenix Pinion 2800 Restores a 0 HP target to his Max HP
Mega Phoenix 3500 Restore all 0 HP members of a group with to 1 HP
Elixir 5000 Heals HP and MP equal to the target’s maximum values
Phoenix Spirit Rare Restore all 0 HP members of a group to their max HP
Megalixir Rare Each member of a group heals HP and MP equal to their
maximum values
Character Options - Page 99
Battle Items
Name Cost
(Gil)
Effect
Arctic Wind 100 Casts the Spell Blizzard.
Bomb
Fragment
100 Casts the Spell Fire.
Electro Marble 100 Casts the Spell Thunder.
Bird Feather 100 Casts the Spell Aero.
Smoke Bomb 250 Casts the Spell Escape, but only in battle.
Fish Scale 260 Casts the Spell Water.
Light Curtain 300 Casts the Spell Protect.
Antarctic Wind 300 Casts the Spell Blizzara
Bomb Core 300 Casts the Spell Fira.
Lightning
Marble
300 Casts the Spell Thundara.
Shear Feather 300 Casts the Spell Aera.
Graviball 350 Casts the Spell Gravity.
Healing Spring 400 Casts the Spell Regen.
Vampire Fang 480 Casts the Spell Drain.
Lunar Curtain 500 Casts the Spell Shell.
Warp Stone 500 Casts the Spell Teleport, but only in battle.
Stardust 620 Casts the Spell Comet.
Deadly Waste 620 Casts the Spell Bio.
Fish Fin 640 Casts the Spell Waterga.
Earth Drum 680 Casts the Spell Quake.
T / S Bomb 700 Casts the Spell Demi.
Zombie
Powder
840 Casts the Spell Zombie.
Fire Gem 850 Casts the Spell Firaga.
Ice Gem 850 Casts the Spell Blizzaga.
Lightning Gem 850 Casts the Spell Thundaga.
Windmill 850 Casts the Spell Aeraga.
Light Hammer 1000 Casts the Spell Banishga.
Speed Drink 1000 Casts the Spell Haste.
Light Veil 1200 Casts the Spell Protectga.
Mute Mask 1200 Casts the Spell Silence.
Silver
Hourglass
1200 Casts the Spell Slowga.
Malboro
Tentacle
1200 Casts the Spell Venom.
Ghost Hand 1300 Casts the Spell Osmosis.
Blue Stone 1320 Casts the Spell Storm.
Brown Stone 1320 Casts the Spell Break.
Black Stone 1320 Casts the Spell Scathe.
Basilisk Claw 1350 Casts the Spell Stone.
Candle of Life 1420 Casts the Spell Death.
Purifying Salt 1450 Casts the Spell Dispel.
Lunar Veil 1500 Casts the Spell Shellga.
Shadow Gem 1500 Casts the Spell Quarter.
War Gong 1500 Casts the Spell Berserk.
Character Options - Page 100
Name Cost
(Gil)
Effect
Loco Weed 1500 Casts the Spell Confuse.
Impaler 1520 Casts the Spell Toad.
Green Stone 1850 Casts the Spell Virus.
Soul Spring 1860 Casts the Spell Shyphon.
Blue Stone 2500 Casts the Spell Freeze.
Red Stone 2250 Casts the Spell Meltdown.
Yellow Stone 2000 Casts the Spell Overcharge.
Star Curtain 3000 Casts the Spell Reflect.
Dark Matter 4000 Casts the Spell Stop.
Adamant Shard Rare Casts the Spell Wall.
Hero Drink Rare Casts the Spells Magic Up, Armor Up, Mental Up and Power Up
on a target.
Golden
Hourglass
Rare Casts the Spell Old.
Meteor Stone Rare Casts the Spell Meteor.
Supreme Gem Rare Casts the Spell Ultima.
Character Options - Page 101
Equipment Effects
Arcane Damage .................50% damage is dealt to MP in addition to HP.
Arcane Destruction ..........The damage is dealt to MP in addition to HP.
Arcane Focus (Spell) ........You can use this weapon to cast the
Spell, spending MP as usual. You don’t need to know the Spell to
do this.
Auto – (Status) ...................Grants the (status) while you're
equipped with this item. With Reraise, works once per combat.
Critical Spell (Spell) .........When you score a critical hit, instead of
doubling the damage, cast the Spell as a free action without
spending MP. You don’t need to know the Spell to do this.
Elemental Damage ..........Weapon damage is elemental instead of
Cut, Puncture or Crush.
Improved Critical ..............Critical hits happen even if the attack
didn’t surpass the difficulty.
HP Drain ...............................50% damage dealt is recovered as HP.
(Monster) Destroyer ........Damage dealt to (monster) is doubled.
(Monster) Killer .................Damage dealt to (monster) is increased to 150%.
MP Drain ..............................50% damage is dealt to MP instead of HP, and is recovered as MP.
Piercing .................................Damage ignores half of the target Armor or Magic Armor.
Sensor ....................................After attacking with this weapon, you discover the target’s current HP and MP
values.
SOS – (Status) .....................When your current HP 25% of your max HP or less, gain (status). With
Reraise, works once per combat.
Spell Weave (Spell) ...........You can use this weapon to cast the spell without spending MP. It is destroyed
after casting. You don’t need to know the Spell to do this.
Soul Eater ............................Consumes 10% of user’s max MP with each attack. If it can’t do it, consumes
10% of user’s max HP every attack. This affects all attacks with this weapon, including Abilities.
(Status) Immunity ............You become immune to (status). You're never imune to status you inflict in
yourself.
(Status) Touch ....................If your attack overcomes difficulty 70 or if you score a critical hit and choose to
deal normal damage, you inflict the (status) until the end of the next round.
(Status ) Resistance .........Whenever you suffer an attack that inflicts (status), you may force the attacker
to re-roll it.
(Status) Strike ....................Successful weapon attacks inflict the (status) until the end of the round.
Triple Critical .....................Critical hits deal triple instead of double damage.
(Type) Immunity ...............You become immune to all (type) status effects. You're never imune to status
you inflict in yourself.
(Type) Resistance .............Whenever you suffer an attack that inflicts any (type) status effects, you may
force the attacker to re-roll it.
Character Options - Page 102
Game Engine
Challenges
During a FFRPG 4
th
Edition adventure, the
characters will face challenges created by the GM
to succeed in their goals. A Challenge is a
situation within the game, which has, necessarily,
the following three characteristics:
a) Failure and success chance. A Challenge
must have a chance to fail and a chance to
succeed. Walking on the flat and solid ground is
not a Challenge, as it does not have chance of
failure; walking in the air is also not a Challenge,
because it has no chance of success. Walking on a
rope in a cliff may be a challenge because it has
chance of failure and success.
b) Punishment for failure. A Challenge
must have a punishment for the failure, although
it may be retried. This punishment for the failure
may simply deny the characters the success’
reward. An attempt to open a locked door, using
picks and thief’s tools is not a challenge if the
character can keep trying again any number of
times to get the door open, but may be a
challenge if the room is filling with acid or if the
lock breaks after the first attempt.
c) Storytelling impact. A Challenge must
have a significant impact on the story. Riding a
chocobo has chance of failure and success, and
has a punishment for failing (the fall). But in a 10-
day trip riding a chocobo to journey between two
cities, the way the character will ride does not
have a significant enough impact on the story to
become a Challenge. However, if the character
runs away from a desert castle on fire being
chased by bad guys in giant robots, the way he
rides can indeed be a Challenge.
To create a Challenge, the Game Master should
indicate what is the Challenge’s Skill and what is
its difficulty. The Challenge’s difficulty is its
failure chance. Thus, the GM decides what is the
Challenge’s failure chance, indicated by a number
between 1 (one) and 99 (ninety nine). For a
character succeed in this Challenge, his player
must roll 1d100 (a 100-sided dice or two 10-
sided die, one representing the tens and the other
the unit) and the die roll should be greater than
the established difficulty. For example, if the GM
establishes as 30 the difficulty of a challenge, the
player must understand that he has 30% chance
of failing, and consequently 70% chance of
success.
When you fail in a Challenge, if you have
the appropriate Skill, you may re-roll it. For each
level in that Skill, you may re-roll the d100 once.
If a character re-rolls a Challenge, always use the
second roll, even if worse than the first.
A player may always forfeit a Challenge. If
he does, his character automatically fails. Notice
that this does NOT means the character wants to
fail. A character may still try very hard to achieve
a forfeited Challenge but will fail nonetheless.
When a player choose to forfeit a Challenge, he
may describe how his character fails.
Optional Rule: General Acumen
The game assumes that Stats have no
direct relation with the character's capabilities,
so an character with high Earth and no Strength
Skill is not strong. Some groups prefer to have
Stats with a greater impact on challenge. If you
use this optional rule, add the Stat Level to the
result of all Challenge rolls linked to that Stat's
Skills .
Game Engine - Page 103
Destiny
Destiny is what distinguishes true heroes
and villains from ordinary people. They are a
representation of heroism and a tool for sharing
the game's narrative. The Destiny Points are a
Group shared currency; so when a player earns
Destiny Points, they add it to the Group’s Destiny
Points; when he spends Destiny Points, these
points are deducted from the Group's total.
Earning Destiny Points
There are many ways a character may
earn Destiny Points. The main one is through the
character's Quirks. In all Quirks, there are ways in
which they create problems and force Challenges,
hindering the character’s ability to achieve its
goals.
The GM should provide one Destiny Point
for the Group when problems arising from the
Quirk create a Challenge that the characters have
to overcome in order to avoid serious
consequences; two Destiny Points if the problems
causing is three or more concurrent or sequential
Challenges that have to be overcome to prevent
serious problems; or three Destiny Points if the
characters cannot avoid the disastrous
consequences of the problem caused by Quirk.
In addition, the Game Master may grant
Destiny Points whenever the Group achieves a
significant goal or according to the story. Also, the
Game Master may give a Destiny Point to force a
player to re-roll a Challenge, even against his will.
Lastly, whenever a player choose to forfeit
a Challenge related to one of his Quirks and the
forfeited Challenge creates significant problems
for the group, give him a Destiny Point. Do not
give a Destiny Point if the forfeited Challenge has
none or little significative story impact.
Spending Destiny Points
Destiny Points can be spent in various
ways. The list below summarizes these forms.
With Quirks
There are two ways of spending Destiny
Points with Quirks. By spending one point, the
player can add 20 to a Challenge's d100 result if it
is related to the Quirk, or the player may add 40
by spending two points.
The player may also wish to spend three
points. If he does, the player can declare
automatic success on any Challenge related with
its Quirk.
Thus, a character with the Brute Quirk can
use Destiny Points to add 20 or 40 to the d100
result, or even to automatically succeed in most
Strength Challenges, but is unlikely to do the
same in a Running Challenge. These points must
be spent after rolling the die.
This rule only affects Challenges and may
not be used in attack or reaction rolls during
combat.
Feat of Heroism
A character may spend four Destiny
points to perform feats of heroism that exceed the
normal limits of human capacity. The key word
here is heroism: Holding a house that would
collapse on helpless children with the power of
your muscles, disarming a bomb that would
explode the city in the last minute, jumping from
a height of twenty meters to hold on to a rope and
climb to the villain’s helicopter, and so on.
A feat of heroism is always successful,
even if the character does not have any applicable
Quirk. After a feat of heroism, the master can’t
continue the narrative with a "no", but at most
with a "yes, but ...". "Yes, you hold the house and
prevent it from falling on the orphans, but you
can’t hold it more than five minutes and someone
will have to get them out of there!" is a good
answer to a feat of heroism.
Game Engine - Page 104
Getting Clues
For one Destiny Point, the players can get
a clue or a hint from the GM on a problem. The
easiest way to do this is to have an nondescript
citizen say an one-liner like "Don Tonberry hate
smoke!" or "You can’t cross the Lethe river
swimming" and then immediately disappear to
where it came from. Characters with relevant
Traits may also spend a Destiny Point to acquire
relevant clues about their field of expertise.
Divine Intervention
By spending 7 Destiny Points, a character
can dictate the outcome of an event or include
things in the world. This divine intervention can
only be invoked to save character(s) from an
extremely dangerous situation or to increase the
scene’s drama, but never to generate an
anticlimax.
Dictating that "The Shadow Lord is
overcome with grief and decides to kill himself" is
not an acceptable intervention, but saying that
"When the group is surrounded and everyone is
about to fall into the abyss, a group of giant eagles
comes and grabs the characters, flying them
away" is a possible intervention.
If you use divine intervention when your
character is dying, in a way that the character
does not avoid his death, costs 4 Destiny Points
instead of 7. Remember that using divine
intervention by 4 points means the character will
surely die at the end of intervention, and nothing
that the characters can do will avoid this (except
Cheat Death, below).
Cheat Death
For 10 Destiny Points, a player can restore
a dead character to life or otherwise escape from
something that surely would kill him. This
"resurrection" is never immediate; the character
will always come back only after everyone has
already given up. Remember also that Cheat
Death does not mean that the character will not
have consequences; he may have broken bones,
health problems and mental disorders that can
leave him at least temporarily incapacitated. The
player must decide how, exactly, the character
survived (or even came back from hell itself).
With Traits
Each trait has a particular way to benefit
from Destiny Point expenditure. They may be
activated by spending one Destiny Point. Check
the Trait list, on page 8, for its description. For
example, a character may spend a Destiny Point
to activate his Protégé Trait and re-roll a
Challenge related to saving his Protégé.
Avoiding Disadvantages
Traits mention ways in which the
character can receive penalties. If this happens,
he must spend Destiny Points to avoid them. An
one point expenditure avoid the creation of a
Challenge that the characters have to overcome in
order to avoid serious consequences; two Destiny
Points avoid problems causing three or more
concurrent or sequential Challenges that the
characters have to overcome to prevent serious
problems; three Destiny Points must be spent to
avoid it if the consequences of the problem
caused by Trait does not need a Challenge to
happen.
Optional Rule: Solving Controversy
When two players cannot agree on
something, just have the two spend any number
of Destiny Points. Whoever spends more points
is right, and the other player is forced to accept
his argument.
Game Engine - Page 105
Combat
Combat is the raison d’etre of many rules
through this book. All rules regarding Jobs, Spells
and Equipment are only tools to be used during
tactical combat. The rules described below turn
combative moments in a simulation that uses all
the concepts discussed so far to present tactical
challenges to the group. Each fight consists of
rounds that follow until one side has fled,
surrendered or been defeated.
Initiative
At the beginning of each round, each
character involved in the fight will roll 3d10 and
record the values. The die roll total is his initiative
and the result of each dice means the character's
actions. After the initiative roll, the round will
continue for 10 phases, starting from phase 1 and
ending in phase 10. The phases happen
sequentially, in ascending order. In phase 1, all
characters who had at least one result "1" in one
of the initiative die may take an action.
If more than one character acts the same
phase, the one with the highest total initiative
acts first. If the characters have the same total
initiative, the one with the greater Air Stat will act
first. After acting, the character discards the
current phase initiative die, reducing his initiative
total. When there are no more characters able to
act in phase 1, the round will move to phase 2 and
so on. After phase 10 ends, the round ends and a
new round begins.
Action Types
Standard Action
A standard action takes place along the
lines described above. The player uses an
initiative die with value equal to the current
phase to act.
Interrupt Action
This action occurs when the character
does not have any initiative dice representing the
current phase. The player may discard any TWO
initiative die to act.
Delayed Action
In this case, the character chooses not to
act at this phase even having an initiative die with
the correct value. He may then postpone the
action to a later phase. The delayed die’s result is
counted for the initiative total at its original value.
A character may not delay more than one action
at the same time.
Free Action
The free action occurs without the
character spending an initiative dice. It occurs at
specific times determined by the rule that creates
it. An example of free action is talking.
Action Speeds
Quick Action
A Quick action occurs when the character
acts. The character discards the initiative dice and
its effects are immediate.
Slow Action
A Slow (X) action implies that the
character must prepare it before performing. He
declares the action as usual, and then spends (X)
phases preparing their action. Only after this time
has elapsed, the action’s effects will happen.
During this preparation time, he may not react or
do any other actions, but may delay their actions.
If he needs to delay more than one action, as he
may not delay more than one action, the extra
actions are lost.
In addition, if the Slow action require you
to prepare your action beyond phase 10, you lose
all initiative die this round and, in the next round,
roll one fewer initiative dice. At the phase when
you finish the preparation, the action’s effects
happen as usual. For example, a character
initiates a Slow (7) action in phase 6. In the next
round, he rolls one fewer initiative dice and in
Phase 3, the action’s effects happen.
Game Engine - Page 106
Reaction
Reactions occur when the character uses
specific abilities. They interrupt other actions,
and must be resolved before the first action’s
effects are applied. In response, the character can
spend an initiative dice with the current phase’s
value, use a delayed action or even perform an
interruption. Some reactions are free actions. A
character may wait to see if an action is successful
or not before declaring his reaction.
Attacks and Rolls in Combat
All rolls in combat (attack rolls, reactions,
Spells, etc) have the following characteristics: One
Offensive Stat, one Defensive Stat and a difficulty.
For example, the !Attack action using a Bow is an
Air(Offensive stat) vs Air (Defensive stat) attack,
difficulty 40. The roll is as follows: The player will
roll 1d100 and add his Offensive Stat’s value. He
will be successful if the result is higher than
difficulty + the target’s Defensive Stat’s value. If
target choose to not resist the action, it is always
successful, unless the action says otherwise.
If the attack is against a group (be it ally’s
or enemy’s), the player must perform only one
roll. After adding the d100 roll to Offensive Stat’s
value, it should compare it separately with the
sum of difficulty + Defensive Stat’s value of each
target, and may be successful against only part of
the opponents.
If the attack deals damage or recover HP
or MP, the d100’s unit digit will be added to the
damage dealt or value healed, unless the attack
says otherwise. Finally, if a character re-rolls an
attack, either because he can re-roll one of his
attacks, or because the target can force his
opponent to re-roll his attacks, this character can
wait until knowing whether the attack would be
successful or not before choosing to re-roll or not.
If a character re-rolls an attack, always use the
second roll, even if worse than the first.
Each attack, except Spells, may be Ranged
or Melee. All Ranged attacks are noted as such;
every non-Ranged attack is Melee. Flying enemies
may not be hit by Melee attacks, unless the
attacker is also Flying. Spells and Reactions aren't
neither Ranged nor Melee, and may target Flying
enemies normally.
Basic Actions and Reactions
All characters can perform the following
actions, regardless of equipment, Job or Abilities.
!Attack
Quick action. If the character is unarmed,
perform an Earth vs Earth attack, difficulty 70.
The damage is physical, Crush-elemental, equal to
Earth level. If it is equipped with a weapon, use
the weapon’s Offensive and Defensive Stats,
difficulty 40, and deal weapon damage. The
Wealth and Items Chapter, above, has more
details about the weapons between pages 83 to
95. This action may score critical hits, dealing
twice damage.
!Dodge
Reaction. Use when suffering a physical
attack. Roll Air vs Earth, difficulty 70. If
successful, you don’t suffer the attack’s effects.
!Draw
Quick action. No roll needed. You draw
and ready a weapon or inventory item to use it.
!Item
Quick action. No roll needed. You use a
drawn item or replace the equipped weapon with
a drawn weapon. In this case, the exchanged
weapon is stored in your inventory as a free
action.
!Flee
Quick action. Roll Air vs Air, difficulty 40.
If successful, you run away from combat. Use the
opponent with the highest Air Stat as the target of
this action.
Critical Hits
Various actions can score critical hits.
Unless the equipped weapon or the Ability says
otherwise, critical hits double the damage. To
score a critical hit, the roll result should be two
identical numbers (100, 99, 88, 77, 66, 55, etc.)
and the attack must be successful. If an action
does not state that it might achieve critical hits,
rolling identical numbers does no extra effect.
Game Engine - Page 107
Elements and Damage
All damage has one element. However, by
itself, the element does not influence the damage,
unless the character who receives the damage
absorbs, or is resistant, immune or vulnerable to
elemental damage. The element list is: CRUSH,
PUNCTURE, CUT, FIRE, ICE, LIGHTNING, AIR,
EARTH, WATER, BIO, LIGHT and SHADOW.
Regardless of the damage dealt, the attack
roll’s d100’s unit digit adds to damage, assuming
0 as 10. If , for example, a character uses an attack
that deals 20 damage and rolls 63 on the attack,
hitting its target, it will deal 23 damage.
Unless the attack says otherwise, all
damage is reduced by the target's Armor, if the
attack is physical, or the target’s Magic Armor, if
the attack is magical. The damage suffered after
reducing by Armor or Magic Armor, if any, is
deducted from the target’s current HP. There is no
penalty for having current HP lower than max HP,
unless current HP is 0. In this case, the character
falls unconscious and may not perform actions
while his HP is lower than 1. Lastly, remember to
always round down.
Various effects may change the damage
dealt. When in doubt, follow the sequence below:
1. Calculate Base Damage
Base damage is calculated by multiplying
the damage factor by the relevant Stat
Level.
2. Apply Action Modifiers
Some actions do 150%, 200%, 75% or
any other modifier to the Base damage.
Multiply this modifier to the Base
Damage.
3. Account for Strenghten and Weaken
Strenghten (Physical or Magic) may
increase the damage by 25%. Weaken
(Physical or Magic) may decrease the
damage by 25%.
4. Add the roll's unit digit
Add the roll's unit digit to the damage,
assuming 0 as 10.
5. Reduce by target's ARM or MARM
Reduce the damage dealt by the enemy's
Armor, if physical, or Magic Armor, if
magical.
6. Apply target's Modifiers
Critical Hits and modifiers like the Shell
and Protect status, any elemental
weakness or resistance, or even some
Action modifiers must be applied after
accounting the enemy's defense.
Dealing damage is the most time-
consuming part of combat. If a group does not
address this problem, it may turn combat into a
tedious math exercise. Some tips to speed it:
First, do steps 1 to 3 before you even land
a blow. Having your damage pre-calculated
works wonders to speed up combat. Instead of
writing your damage as !Jump, (200%) 5x Earth,
note it as !Jump, 80 damage. Also, account for
Strenghten and Weaken as soon as you receive
the status, not when you decide to attack. Try to
do your math while the other players are
describing their actions.
Second, remember that 50% is one half,
and 25% is half of a half. 10% is the number,
ignoring the unit digit. Round down your
calculations to speed them. To find a quarter of
138, for example, halve it first (69) then halve
it again (34). 150% is one plus half; 125% is one
plus a quarter; and 75% is one minus a quarter.
Lastly, try to cancel oposite modifiers,
even if the numbers aren't exactly equal. A !
Mighty Blow or Critical Hit against an enemy
with Protect deals normal weapon damage; If
you use !Kick on a Vulnerable enemy, it also
deals normal weapon damage; and so on. Keep
in mind that speed trumps math accuracy.
Game Engine - Page 108
Healing
After an undisturbed night's sleep, restore
your current HP and MP values to max value. This
happens even to unconscious characters. In other
moments, healing provided by any effects doesn’t
affect unconscious characters, unless its
description specifically says that the effect affects
targets with zero HP. Similarly, an effect that
specifically targets zero HP characters doesn’t
have any effects on a character with current HP
equal to 1 or more.
Optional Rule: Quick Combat Variant
Tactical Combat, as presented in this
chapter, is a deep strategical endeavor that tries
to mimic the video game's combat systems.
However, there are lots of examples where the
group does not want to spend so much time and
effort to use these rules. Maybe the game is not
focused on combat, or maybe there will be so
much combat that using the full rules will grind
things to a halt. Maybe the game will be played
on a slower medium, like Play-by-Post, where
even the simplest tactical combats might take
weeks to happen.
In this case, you might want to use this
variant rule. If you wish to use it, ignore most of
the Character Options chapter: you'll have no
need for Jobs, Abilities, Spells, Equipment or
Status Effects. Your characters might have a Job
or two, but only for flavor.
First, add the following Skills to the Skill
list:
Fencing (Earth): Melee fighting ability.
Including both attacking with melee weapons
and defending against them. May be used in
situations where you have to attack with a melee
weapon or defend yourself from enemies
attacking in close range.
Marksmanship (Air): Ranged fighting
ability. Including both attacking with ranged
weapons and defending against them. May be
used in situations where you have to attack with
a ranged weapon or defend yourself from
enemies attacking with missiles.
Spellcraft (Fire): Magical prowess. Ability
to use magic to enforce your will. May be used
in situations where you want to cast spells and
use your magical power to harm or heal.
Spell Resistance (Water): Magical defense.
Ability to overcome enemy magic. May be used
in situations where you want to dispel enemy
magic or simply resist its effects. Also used to
counterspell.
Second, instead of gaining one Skill point
per 3 character levels, you earn one Skill point
for each character level. You still may not spend
more Skill points in all Skills related to a Stat
than levels you have in that Stat.
Third, each time you re-roll a Challenge
due to using a Skill, you “spend” that Skill level.
This represent physical, mental and emotional
fatigue. Your “spent” Skill levels return once you
have the time to rest 8 hours.
Lastly, there is no specific Combat rules.
To resolve combats, use Challenges appropriate
to the action at hand, using these new Skills or
the core Skills, as situation demands. Unlike the
tactical combat rules, Destiny Points and Quirks
may be used during combat in this variant, as it
is handled by normal Challenge rules.
Game Engine - Page 109
Later in his adventures, JBMog, now a 30
th
level
character, was in a dungeon with his friends Rob, a 28
th
level Warrior/Rune Knight and Nyarly, a 31
th
level
Adept/Wizard. After an unfortunate failed Challenge
roll, they fell into a trap, activating an iron Golem
guardian.
GM: “Start of Round 1. The creature rolls 1, 3
and 6 as initiative. Roll your initiative!”
JB: “5, 7 and 9. I use my
Preemptive Strike
to
change the 9 to 1. My initiatives are 1, 5 and 7”!
Rob: “3, 3, and 8. And Nyarly rolled 4, 5, and 10”
GM: “Phase 1. You're first JB, then Golem acts.”
JB: “I'll strike the golem with my lance. I rolled a
61, plus my Air is 148 total. It hits?”
GM: You try to attack him with your polearm,
but the heavy armor of the golem deflects it (The attack
targets Earth plus dif 40. His value is 112, so he needed
to overcome 152 to hit). He ignores your attacks while
he prepares his own. He starts charging a Slow axe
attack against Nyarly. We begin Phase 2, and his attack
is finished. I roll a 34 (plus his 112 Earth totals 145) for
a total 114 damage (110 damage plus 34's unit digit).”
Nyarly: “Yikes! I will use an interrupt action and
react to use !Will Shield. I spend the 4 and 10 dice. I
rolled a 69, for a total of 149. I made it? (The GM nods,
as !Will Shield have a 10 difficulty and the Golem's
Earth value is only 112.) Nyarly creates a magical shield
that blocks the blow and spends 35 MP (114 minus her
44 Armor is 70 damage. She spends half that MP).”
Rob: “Seems no one got actions in Phase 2, so
I'm acting at phase 3. Seems that his weak spot is Air, so
my first action is to draw my Meteo Knuckle. My
second action (Rob can act before the golem since his
initiative total is 11 and the Golem's is 9) is to use !Item
to stash my Old Axe and equip the gloves.”
GM: “The Golem starts to leak out a strange gas.
It attacks all characters, rusting your equipment! Who
got Water lower than 43 is hit with the Weaken (Armor)
status until the end of the next round.” (The GM rolled
a 31. 31 plus the Golem's Fire value is 113, and the
attack targeted the group and had dif 70)
JB: “I think the only one hit was Rob (Rob nods).
My turn now, right? (Nyarly's initiative total is 5, while
JB's is 12) I'll use !Advice on Rob. I want him to crit
with that knuckle!”
Nyarly: So now it is my turn. I'll spend 61 HP
to unleash a !Fury Brand. Rolled 90 for a total of 181 vs
Water+40. If it hits, that's 131 Fire damage and Berserk.”
GM: “Yeah, that hits. Your staff burns with your
magical fire when you sacrifice your lifeforce to summon
a cleansing flame. Your strike hits true, dealing 101
damage (that's 121 minus the 30 MARM), but the
creature seems to be immune to your mental effect. In
the golem's turn at phase 6, he delays his action.”
JB “I'll keep attacking at phase 7. Lemme roll
for Geomancy! Hm.. 75? Whats the Major effect for
Underground? Ah, Cave In. I'll spend the 35 MP to
increase the damage. (JB rolls a 51 and hits) That's 101
damage (100 damage plus 51's unit digit)! Take that!”
GM: “Rocks falls and the Golem receives 71
damage from the cave in, but he's still rocking!”
Rob: “Phase 8? At last! I'll attack him... Oh, only
11... I miss... No, wait, I crit due to JB! Thanks! I'll do-”
GM: “Actually the Golem reacts with his delayed
action. He rolls a 17 to block and... (checks Rob's Earth
value of 111) fails. Your critical does only 19 damage
due to the golem's heavy armor, but roll for Meteorite!”
Rob: “08 and 66. That's two hits? Nice! The
meteors falls dealing 48 and 46 damage, ignoring his
MARM. That was a nice crit! I did what, 130 damage?”
GM: “113. (The Golem still have 115 HP) So the
round ends. Roll your initiative for the second round!”
Game Engine - Page 110
Game Master's Strategy Guide
Creating Adventures
Most adventures are designed around a
structure that looks like this: You start a scene,
linearly follow it for over a set number of scenes
that occur in a predetermined sequence, and it
comes to an end. Occasionally you might see
someone want to vary playing a pseudo-option,
where characters can go through 2 or 3
alternative scenes before returning to the main
script. But you're still looking at an essentially
linear path. Although the exact form of this linear
path may vary depending on the adventure in
question, ultimately, this form of design is the
linear approach: A happens, then B does, and
then C happens.
The main advantage of the linear
approach is its simplicity. It is easy to understand
and easy to control. When you are preparing the
adventure, it feels like assembling a task list or
telling the plot of a short story. While you are
running the adventure, you always know exactly
where you are and exactly where you should be
going. But this approach has two major
drawbacks:
Firstly, lack flexibility. Each arrow in the
designed flow chart is a bottleneck: If the players
do not follow that arrow (because they do not
want to or because they do not realize what they
should do), then the adventure will grind to a
halt. The risk of this painful derailment (or the
need to railroad your players) can be mitigated,
but if the players realize you are guiding the
actions of their characters, they can feel like
you're playing in their place. (This, ironically, can
cause them to rebel against your best plans.)
Second, because it lacks flexibility, linear
approach is the enemy of players’ agency. In order
to finish the adventure, the characters must
follow the arrows. Choices that do not follow the
arrows will break the game. And for a game that
values player empowerment since character
creation, to create linear adventures goes against
the rest of the system.
Of course, it is easier said than done, as
one of the reasons that people prefer the linear
approach is that it provides a significant structure
of prepared situations: It says exactly where to go
and how to do to get there. Without this kind of
structure, it is very easy for a game session to
derail. Certainly it is not impossible to simply let
the players loose, improvising everything and end
up somewhere interesting. Similarly, it is quite
possible to get in a car, driving aimlessly for a few
hours, and have a nice exciting trip to tell. But is
often helpful to have a territory map.
This line of thought, however, often leads
a dilemma. The logic is like this: (1) I want my
players to have meaningful choices. (2) I need to
have a framework for my adventure. (3)
Therefore, I need to prepare for each choice
players can do. The result is an exponential
Game Master's Strategy Guide - Page 111
expansion adventure path. The choice of "A" leads
to two paths, A1 and A2, which have the choice
"B" which takes four paths, A1B1, A1B2, A2B1,
A2B2, which have the "C" choice that takes eight
paths, and so on. The problem with this project
should be evident: You are preparing several
times more material to provide the same amount
of playing time. And most of the material you are
preparing will never be seen by the players.
In a way, of course, this is an extreme
example. You can simplify your task by collapsing
of some of these options, like having A2B1 and
A1B2 choices lead to the same place. But, yet, you
are designing several scenes in order to provide
only three real game scenes. You’re still
specifically designing a material you know that
will never be used. And, if you think about it, in
fact this example is not as extreme as well: The
initial example assumes that there are only two
possible choices at a given moment. In fact, it is
quite possible that there are three or four or even
more choices. And each additional option adds a
whole new series of contingencies you need to
account for.
Ultimately, this kind of adventure "Choose
your own path" is a dead alley: No matter how
much you try to predict ahead of time, your
players will still find options you never
considered - forcing you back to the position of
artificially limiting the choices to keep intact your
preparation or leaving you with just the same
problem you were trying to solve in the first
place: to avoid excessive improvisation. And even
though this is not true, you're still burdening
yourself with a preparation process filled with
unnecessary work.
The solution to this problem is node-
based design. And the root of this solution lies in
reversing the Three Clues Rule. This rule states:
"For any conclusion you want players to have,
include at least three clues." The theory
underlying this rule is: if you present three
different options, it provides sufficient
redundancy to create a robust scenario. Even
though the characters lose the first clue and
misinterpret the second, the third clue provides
an ultimate safety net to keep the scenario
working. This logic, however, also leads to the
reversal of the Three Clues Rule: "If the
characters have access to three clues, they will
get at least to a conclusion."
In other words, if you need it players
reach three conclusions (A, B, and C) and the
characters have access to three clues (each of
which theoretically allow them to achieve these
conclusions), then it is very likely that they will in
fact achieve at least one of these conclusions.
Understanding this reversal of the Three Clues
Rule allows us to embrace all the flexibility of
node-based design.
Imagine an adventure that begins in a
node (or scene), containing three clues- one
pointing to the node A, one for node B, and one
for the node C. Using the inverse of the Three
Clues Rule, you know that players will be able to
conclude that they need to go to at least one of
these nodes. Suppose they go to the node A.
There, there contains two additional clues - one
pointing to the node B and another that points to
the node C. At this point, the characters have
access to five different tracks. One of them led
them successfully to the node A and can now be
discarded. But that leaves them with four clues
(two pointing to node B and two pointing to node
C), and, because the inverse of the Three Clues
Rule, once again we see that they have more than
enough information to proceed further.
Let's assume now go to the node C. Here
they find clues to nodes A and B. They now have
access to a total of seven clues. Four of these clues
now point to nodes that have been visited, but the
three last clues point to the Node B. The Three
Clues Rule shows that they now have access to
enough information to complete the adventure.
Although there was no change between
linear adventure and the node-based adventure
apart from the event order, the simple fact that
the players are sitting in the driver's seat is
important. Even if the choice has no lasting
impact on the final conclusion of "good guys win,
bad guys lose," the fact that the players were the
ones who decided how the good guys did win is
important.
And this becomes even more relevant
when Traits come into play. Traits should be
placed as key points when creating nodes, as they
are exactly the characters’ main objectives, and,
most importantly, point the stories that your
players chose to play! Thus, the clues that lead
from one node to another should talk to the
characters through their goals.
Game Master's Strategy Guide - Page 112
Character Development and Rewards
Experience
The game speed depends on the will of
the group about the campaign’s
duration. FFRPG characters
start the game with 200
experience and can reach a
maximum of 25,120 experience
points. Starting the game
between levels 4th and 8th and
reaching the 100th level with
around 25,000 XP. However, it
is recommended that the game
ends around level 65, or about
11,000 XP for each character.
At this level, the characters are
already powerful and
experienced enough to
overcome most of the possible
challenges without too many
problems.
With these numbers in
mind, the GM can plan the
campaign’s progress according
to the time available to play it.
A campaign that lasts one year,
playing once per week, for
example, in "normal speed"
may give, on average, about
200 xp per session (assuming
two things: first, 200 XP times
52 weeks equals 10,400 XP at
the end of one year, and second,
the sessions of the campaign’s
start will give less than 200 XP
and the campaign’s final
sessions will give more than
200 XP). This speed can and
should be adjusted for the
campaign’s estimated time, the
size of the story being told and
frequency of play.
At each node on your
adventure, identify which
Traits are covered by that node.
A node that involves a mother’s
desperate pleas to save her son
from the clutches of a ferocious monster can, for
example, involve the Traits Reputation, People’s
Hero and Monster Hunter. Let's say that the GM
has stipulated a total of 160 XP for that node; it
may give 80 XP if the
characters save the child,
reducing to only 40 if it is
wounded in the process;
give a bonus 0-20 XP
based on characters’
actions and their ability
to become famous with
the situation in the eyes
of the other villagers; and
give also 20 XP if the
characters manage to kill
the beast, rising to 60 XP
if they deduct, based on
the given clues, the
reason for the attack and
decide to only scare away
the beast in order to
follow her into the
villain's lair.
Thus, characters
can earn between 0 and
160 XP for this node,
based on their actions
and their Traits. When
deciding their Traits,
players pass a clear
message about what kind
of situations they want to
face. Use this to your
advantage to create
exciting adventures for
your group.
Between sessions,
players can spend
experience points to
increase their Stats,
gaining levels and Skills.
Alternatively, the GM can
decide the experience
points may only be spent
between adventures or in
"training periods" defined
by the GM.
Game Master's Strategy Guide - Page 113
Optional Rule: Group Experience
Some groups may find it too taxing on the
GM to assign individual experience. Maybe they
feel it is hard to do, or maybe they feel that it is
unjust that the characters may earn different
experience values.
If you prefer, instead of granting
experience based on each character's Traits, you
may give them based on the group's Traits. This
way, all characters will earn the same experience
values at each session, based on the group's
actions. Individual Traits should be recorded for
Destiny purposes, but they won't give different
experience totals for each character.
Traits and Quirks
During the course of a campaign, the
characters will evolve in a different way aside
from the mere accumulation of experience.
Fundamental changes in a character’s goals,
personality and characteristics may imply
changes to its Traits and Quirks. For example, a
character may see the problems caused by his
Arrogant personality and decide to become
Empathic, or maybe the death of a Protégé when
a NPC stick his sword in her back can turn the
story into a tale of revenge against this new
Nemesis.
Anyway, whenever a character has a
significant reason to change their way of being,
independent if that reason is internal or external,
it can, between sessions, change his Quirks. To do
so, the player declares this to the Game Master
and changes it. In the case of the Traits, whenever
one of the three Traits chosen by the Group
change by players consensus or the imposition of
narrative (the heroes may beat a Nemesis,
redirecting their goals to something else, like
fetching Relics of the Past), all players, regardless
of their own character’s Traits, may change them,
to reflect the change of group goals.
Creating Experienced Characters
If, for any reason, you wish to create
experienced characters, simply follow the normal
character creation model and assign more than
200 XP. This is useful when a character enters the
game after its start, or when the group decides to
start the game with a greater power level than
starting characters. The GM must decide how
much XP the character should have and the player
assign it to its Stats as normal. Also, instead of
having 200 Gil for starting equipment, the
character may acquire equipment suited for its
level.
In some groups, you'll find a common kind of
player: the powergamer. These players focus on creating
the most optimized character, ready to tackle any
obstacle the GM can provide. Many players frown from
them, as they'll search for every loophole and rules
exception to try to create the “unbeatable” character.
Most also use minmaxing techniques: they overspecialize
to exploit high-level content while “dumping” or
ignoring other areas of the character.
Most RPGs do have countermeasures to stop
minmaxing and powergaming. This game... well, it have
none. No explicit rule, at least. The game engine is
designed to punish minmaxers. Got a character that
overspecializes in Earth? Throw him an opponent with
!Parry and high Air value and he'll be a sitting duck.
Enormous HP and defenses? Throw some Gravity effects
and he's toast.
However, the biggest deterrent to
overspecialization is the Stats' XP cost. You don't need
to throw curveballs: just let the minmaxer do his magic...
and soon he'll be in a lower level than his balanced
friends, and will be weaker than his allies, except in
situations suited for his specialty.
Game Master's Strategy Guide - Page 114
Antagonists
An important part of creating interesting
challenges for players is to create interesting
antagonists. Just as there are no shadows without
light, is the quality of antagonists that will
magnify the story created for any work of fiction,
be it a book, a movie, a video game or a RPG
campaign. Thus, this chapter is intended to help
Game Masters to craft balanced and challenging
antagonists for their players. As any crafting, this
process has equal parts art and science. As any
crafting, the creation process should take into
consideration the target audience: a monster that
is challenging to a group can be simply deadly to
another, or even a walk in the park for a third
group. As any crafting, even when following
established recipes, know that the you can always
fine-tune the details. To create antagonists, use
the following script:
1. Choose the Types
2. Pick a Class
3. Decide Stat Levels
4. Set HP, MP, Armor and Magical Armor
5. Include actions and finishing touches
Type
Each antagonist must have at
least one type. This type is important for
Abilities and attacks with effects like
(monster) Killer and (monster) Destroyer.
In addition, they often possess
characteristics and skills in common,
although they are not mandatory. A
monster may have more than one type.
Aberration: a catch-all type that
covers the monsters that can’t be
categorized in any of the other types.
Due to its breadth, there are no
characteristics and abilities that define
this type.
Aquan: Creatures that live in water,
typically, although many have the ability to act on
the mainland. Usually have Lightning Vulnerable
and Water Resist or Immune.
Construct: Golems and machines, made
of stone, wood, metal or other materials,
animated by magic or technology. Usually they
have resistance or immunity to a number of
conditions, such as the Mental, Toxic and
Transform types. Depending on the material,
they may have elemental vulnerabilities and
immunities.
Demon: Supernatural antagonists serving
the cause of evil, usually with great magical
powers. Usually have Light Vulnerable and
Shadow Resist or Immune.
Dragon: Monstrous reptiles, ranging from
snake- like creatures to large winged lizards.
Drakes range from small power to legendary
creatures of similar power to gods. Due to its
breadth, there are no characteristics and abilities
that define this type.
Elementals: Creatures with a deep
relationship with a specific element. Usually have
immunity or even the absorption to that element.
Beast: The 'natural' world inhabitants,
including common animals, monstrous animals
and other wildlife, even those distorted by magic.
Often have Ice Vulnerable.
Humanoid: Creatures of
with biology and proportions
similar to humans. Often have
Shadow Vulnerable and Bio
Vulnerable.
Undead: Unliving
creatures reanimated by
supernatural circumstances
or ghosts that haunt the
living. Usually they have Fire
Vulnerable and Zombie.
Class
Besides the type, you must
set the antagonist’ Class. Each
antagonist has a class that defines his level of
power. Minions are the cannon fodder, and
represent the low power antagonists that make
up most of the opponents.
Common antagonists are a step above the
Game Master's Strategy Guide - Page 115
minions, being as powerful as the player
characters, representing a greater threat.
Elite antagonists are unique creatures,
veterans who can be more powerful than the
player characters, requiring teamwork to be
defeated. Finally, Boss antagonists are the most
powerful, often representing the climax of not
only adventures, but campaign arcs.
Antagonists Stats
Antagonists have the same four Stats as
player characters: Earth, Air, Fire and Water.
Unlike the player characters, they do not need to
use XP to increase their Stats. When creating your
antagonist, decide the Stat values according to the
Group’s power and the proposed challenge.
Regardless of the antagonist’ class,
consider their Stats balanced if they are between
40 points lower and 40 points higher than the
player characters’ Stats. Antagonists have no
Traits, Quirks, Equipment, Skills or Destiny
Points. Their character level is the sum of its Stat
levels.
Combat Values
The HP, MP, armor and magic armor
values depends on the level and Category,
according to the chart below.
Level HP MP ARM /
MARM
01-09 32-64 10-50 02-12
10-18 80-148 16-64 04-24
19-27 216-288 24-148 13-48
28-36 388-468 62-288 24-84
37-45 604-704 80-468 37-120
46-54 892-1000 100-704 62-184
55-63 1208-1332 150-1000 75-245
64-74 1984-2260 250-1332 123-368
75-84 2320-2484 400-2260 144-452
85-100 2544-2820 500-2484 158-555
Minions should have half table’s HP and
roll two initiative die at the start of each round.
Common antagonists have table’s HP and roll
three initiative die at the start of each round.
Elites should have double or triple HP and up to
twice table’s MP, and roll three or four initiative
die in each round. Bosses must have between five
and six times HP and up to five times table’s MP
and roll four or five initiative die at the start of
each round.
The ARM and MARM values apply to all
Classes. When deciding the ARM and MARM
values, avoid creating creatures without
weaknesses. Antagonists with high armor usually
have low magic Armor, and vice versa.
Abilities and Actions
All antagonists should have at least a
basic attack, which can be physical or magical.
Choose an Offensive Stat and Defensive Stat for
the attack. The table below shows the adequate
damage multiplier for each antagonist’s level.
Level Damage
Multiplier
Level Damage
Multiplier
01-09 02 - 04 46-54 13 - 17
10-18 03 - 07 55-63 14 - 20
19-27 05 - 09 64-74 16 - 24
28-36 08 - 12 75-84 18 - 26
37-45 10 - 14 85-100 20 - 35
The antagonists should have at least a
basic attack, which can be physical or magical.
Choose an Offensive Stat and a Defensive Stat for
the attack and its damage. For example, an attack
of an antagonist between level 10 and level 18
should cause between 3x and 7x Stat level
damage.
Earth: Attacks with Earth as Offensive
Stat depend on user’s strength and muscular
power. They are usually linked to brute force and
physicality. Attacks that can be prevented by the
defender’s physical strength, health and muscle
power of should use Earth as Defensive Stat.
Air: Attacks with Air as Offensive Stat
depend on the user’s skill and speed. They are
usually linked to the precision and finesse.
Attacks that can be avoided by the defender’s
agility and the reflexes of should use Air as
Defensive Stat.
Game Master's Strategy Guide - Page 116
Fire: Attacks with Fire as Offensive Stat
depend on the user’s intelligence and magical
ability. They are usually linked to cunning and the
supernatural. Attacks that can be avoided by the
defender’s insight should use Fire as Defensive
Stat. It is a Stat rarely used defensively.
Water: Attacks with Water as Offensive
Stat depend on the user’s charisma and
willpower. They are usually linked to luck and
force of personality. Attacks that can be prevented
by the defender’s mental strength and magical
defense of should use Water as Defensive Stat. It
is a Stat rarely used offensively.
Antagonists can use Spells and both Main
and Secondary Jobs’ Abilities, causing effects at
players’ similar levels, although they still have to
follow the damage table. For example, the Fire
Spell is suitable for antagonists of 10th to 27th
level, as it deals 5x Fire level damage. In the case
of actions that depend on the equipped weapon,
like !Charge or !Black Sky, simply decide the
damage based on level limits.
Finally, Elite or Boss antagonists may
have actions as if they had up to 9 levels higher
than their actual level. These abilities are
considered special attacks and should be used
sparingly. Thus, a 40th level Boss could have an
attack dealing 17x Stat level damage.
In addition to the actions and reactions
that are appropriate to the antagonist, feel free to
grant the conditions that make sense for the
creature, like Flight, Float, Zombie, Elemental
or Status Vulnerable, Elemental or Status
Resist, Elemental or Status Immunity,
Elemental Absorb, among others.
Final Details
With the antagonist’s mechanics done, be
sure to flesh out the details that give life to
roleplay. These details can be as specific or as
general as necessary; an unimportant Minion
may simply have a general description, but an
Elite who will star an entire adventure should be
detailed enough for your players love to hate
their enemy.
What's its name? What’s its physical
description? What’s its personality? Does it have
habits, peculiarities, catchphrases? What are its
goals, fears, anxieties? What’s its natural habitat?
How it relates to the adventure and the other
antagonists? These are only some of the
questions that you, as a GM, may ask to give depth
to the antagonist.
Game Master's Strategy Guide - Page 117
Sample Antagonists
Guard Bot
5th level Construct Common
Earth 30 Air 0 Fire 15 Water 15
HP 55 MP 10 ARM 08 MARM 00
Initiative – 3 die
Ram: Quick physical action, Earth vs Air, dif 40, 12
damage (Crush)
Block: Reaction, Earth vs Earth, dif 40, avoids a
physical attack
Vulnerable (Lightning)
These small robots serve as sentries for
various laboratories and industrial facilities. Their
reinforced plates make them very strong against
physical blows.
Yellow Chocobo
6th level Beast Common
Earth 14 Air 29 Fire 20 Water 18
HP 45 MP 21 ARM 06 MARM 04
Initiative – 3 die
Beak: Quick physical action, Air vs Air, dif 40, 6
damage (Puncture)
Dodge: Reaction, Air vs Air, dif 70, avoids a
physical attack
Choco Ball: Blue Spell, 7 MP, Fire vs Water, dif 0,
10 damage (Crush)
Bipedal ostrich-like birds, poney-sized,
widely used as mounts. They are kind and friendly,
but fierce when provoked.
Imp
7th level Humanoid Minion
Earth 18 Air 32 Fire 12 Water 22
HP 20 MP 15 ARM 02 MARM 05
Initiative – 2 die
Short Sword: Quick physical action, Air vs Earth,
dif 40, 6 damage (Cut)
Goblin Punch: Blue Spell, 1 MP, Air vs Earth, dif 40,
6 damage (Cut) or instead deals 24 damage (Cut)
against 7th level targets.
Little green humanoids, usually malignant
and territorial, who form tribes. They use
improvised weapons and armor. They don't have
great intelligence or physical strength but are very
cunning.
Venzuubius, Poison Demon
9th level Demon Boss
Earth 30 Air 12 Fire 40 Water 19
HP 200 MP 150 ARM 2 MARM 2
Initiative – 5 die
Mind Blast: Quick magical action, Fire vs Water,
dif 40, 12 damage (Crush)
Third Eye: Reaction, Earth vs Earth, dif 40, blocks
a melee attack
Flash: Blue Spell, 14 MP, Fire vs Water, dif 0, 15
damage (Light), if greater than dif 70, inflicts the
Blind status on the target until the end the round.
Poison Gas: Blue Spell, 16 MP, Group, Fire vs
Water, dif 70, inflicts the Poison status on target
until the end of next round.
Vulnerable (Light), All Status Resist
One of the lesser Demon Lords, Venzuubius
is arrogant and proud of himself. He is very
overconfident, treating his lesser bethren with
disdain and his superiors with distrust. In battle,
he tends to boast about his own abilities instead of
quickly finishing his foes.
Lesser Zombie
12th level Undead Minion
Earth 50 Air 12 Fire 35 Water 31
HP 64 MP 40 ARM 13 MARM 11
Initiative – 2 die
Slam: Quick physical action, Earth vs Earth, dif 40,
20 damage (Crush)
Poison: Black Spell, 10 MP, Fire vs Water, dif 40,
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15 damage (Bio), inflicts the Poison status on
target until the end of next round.
Zombie, Vulnerable (Fire and Light), Ice
Immune, Fatal Immune
Reanimated carcasses of dead humanoids
who blindly follow their dark masters. They are
slow and devoid of free will.
Sahuagin Captain
15th level Humanoid Aquan Elite
Earth 42 Air 45 Fire 41 Water 31
HP 270 MP 54 ARM 05 MARM 15
Initiative – 4 die
Trident: Quick physical action, Air vs Air, dif 40,
12 damage (Puncture)
Aqua Rage: Quick Ranged magical action, Fire vs
Water, dif 40, 24 damage (Water)
Shell: White Spell, 14 MP, Grants Shell until the
end of next round.
Cure: White Spell, 9 MP, Fire vs Water, dif 0, Heals
20 HP.
Water Resist, Lightning Weakness, Weaken
(Speed), Fatal Immune
Hybrids of men and fish, Sahuagins are led
into battle by dangerous captains. They are slow
on land, but powerful enemies.
Risen Sorcerer
19th level Undead Minion
Earth 32 Air 31 Fire 86 Water 55
HP 110 MP 100 ARM 8 MARM 15
Initiative – 2 die
Staff: Quick magical action, Fire vs Water, dif 40,
48 damage (Crush)
Gravity: Time Spell, 9 MP, Fire vs Water, dif 25,
reduce target's HP by 25% of its current value
Armor Up: Time Spell, 20 MP, grants Strenghten
(Armor) to an ally until end of next round
Mental Up: Time Spell, 20 MP, grants Strenghten
(Mental) to an ally until end of next round
Zombie, Vulnerable (Ice and Light), Fire
Immune, Fatal Immune
Risen Lancer
19th level Undead Minion
Earth 65 Air 60 Fire 39 Water 43
HP 110 MP 80 ARM 15 MARM 8
Initiative – 2 die
Lance: Quick physical action, Earth vs Earth, dif
40, 36 damage (Puncture)
Wide Arc: Slow (4) physical action, Earth vs
Earth, dif 40, 36 damage. Another random enemy
suffers 25% of the damage dealt, ignoring ARM
Zombie, Vulnerable (Ice and Light), Fire
Immune, Fatal Immune
These animated skeletons are a mockery of
living beings. Some are fighters, and some
command magical powers. They are devoid of free
will, and will return to dust if its dark master dies.
False Priest
20st level Humanoid Elite
Earth 30 Air 43 Fire 75 Water 72
HP 500 MP 200 ARM 8 MARM 20
Initiative – 4 die
Wand: Ranged Quick magical action, Fire vs Fire,
dif 40, 42 damage (Crush)
Blind: Black Spell, Fire vs Water, dif 70, inflicts the
Blind status until the end of next round
Fire Wave: Spell, 16 MP, Fire vs Water, dif 0, 49
single damage (Fire) or 35 group damage (fire)
Summon Risen: Spell, 20 MP, Summon two
random Risen Minions. This may be used only if
the False Priest have no allies.
Status Immune (Death, Stone and Gravity)
Shadow Immune, Vulnerable (Ice and
Lightning)
This evil priest command Risen skeletons.
He may summon them do do his biddings, using
nearby corpses. However, his powers can't raise
undead armies... yet.
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Giant Bat
21st level Beast Minion
Earth 60 Air 69 Fire 60 Water 30
HP 116 MP 112 ARM 32 MARM 21
Initiative – 2 die
Bite: Quick physical action, Earth vs Air, dif 40, 36
damage (Cut)
Arrow Guard: Reaçtion, Air vs Air, dif 30, avoids a
Ranged physical attack
Red Feast: Blue Spell, 10 MP, Earth vs Air, dif 40,
30 damage (Puncture). The Giant Bat heals itself
half of the damage dealt.
Flight, Air Vulnerable, Blind Immune,
Improved Critical
Huge blood-sucker bats who live in
caverns. They hate sunlight. Usually they don't
attack adventurers unless they're provoked or
someone trespasses their lair.
Red Flan
22th level Elemental Aberration Common
Earth 51 Air 48 Fire 75 Water 65
HP 255 MP 148 ARM 20 MARM 26
Initiative – 3 die
Slam: Quick physical action, Earth vs Earth, dif 40,
25 damage (Crush)
Fire: Black Spell, 8 MP, Fire vs Water, dif 0, 35
damage (Fire)
Flame: Spell, 15 MP, Group, Fire vs Water, dif 0, 25
damage (Fire)
Resist (Cut, Crush and Puncture), Fire Absorb,
Vulnerable (Ice and Water) , Weaken Immune
Amorphous elemental that looks like goo
and have dominion over fire. Common in volcanic
areas. They are hot to the touch and very
aggressive.
Iron Golem
30th level Construct Common
Earth 112 Air 34 Fire 82 Water 96
HP 400 MP 255 ARM 70 MARM 30
Initiative – 3 die
Axe: Slow (1) physical action, Earth vs Air, dif 40,
110 damage (Cut)
Block: Reaction, Earth vs Earth, dif 40, avoid a
physical attack.
Matra Magic: Blue Spell, 55 MP, Group, Fire vs
Water, dif 0, 80 damage (Fire)
Rust Spray: Quick Ranged magical action, Group,
Fire vs Water, dif 70, inflicts the Weaken
(Armor) status until the end of next round.
Virus, Lightning Vulnerability, Cut Immunity,
Immune (Mental, Toxic, Transform and Death)
A huge construct animated by magic,
wielding a rusty axe. They have no free will, limited
to comply with its creator’s orders.
Kraken
38th level Aquan Beast Elite
Earth 99 Air 84 Fire 91 Water 123
HP 1500 MP 555 ARM 43 MARM 95
Initiative – 4 die
Tentacle:Quick physical action, Earth vs Air, dif 40,
90 damage (Crush)
Aqua Rake: Blue Magic, 85 MP, Group, Fire vs
Water,dif 0, 117 damage (Water)
Ink: Quick magical action, Group, Fire vs Water,
dif 70, inflicts the Blind status on this and the
next two rounds
Devour: Slow (2) physical action, Earth vs Earth,
dif 80, Inflicts the Condemn status until the end
of next round
Water Immune, Lightning Vulnerable, Imune
(Fatal and Blind), Mental Vulnerable
A octopus and squid hybrid, the Kraken is a
colossal beast that terrorizes the oceans,
destroying ships with its powerful tentacles.
Game Master's Strategy Guide - Page 120
Experience Table
Level Value Total XP Level Value Total XP Level Value Total XP
0 0 0 3 33 111 6 66 438
0 1 1 3 34 118 6 67 451
0 2 2 3 35 125 6 68 464
0 3 3 3 36 132 6 69 477
0 4 4 3 37 139 7 70 490
0 5 5 3 38 146 7 71 505
0 6 6 3 39 153 7 72 520
0 7 7 4 40 160 7 73 535
0 8 8 4 41 169 7 74 550
0 9 9 4 42 178 7 75 565
1 10 10 4 43 187 7 76 580
1 11 13 4 44 196 7 77 595
1 12 16 4 45 205 7 78 610
1 13 19 4 46 214 7 79 625
1 14 22 4 47 223 8 80 640
1 15 25 4 48 232 8 81 657
1 16 28 4 49 241 8 82 674
1 17 31 5 50 250 8 83 691
1 18 34 5 51 261 8 84 708
1 19 37 5 52 272 8 85 725
2 20 40 5 53 283 8 86 742
2 21 45 5 54 294 8 87 759
2 22 50 5 55 305 8 88 776
2 23 55 5 56 316 8 89 793
2 24 60 5 57 327 9 90 810
2 25 65 5 58 338 9 91 829
2 26 70 5 59 349 9 92 848
2 27 75 6 60 360 9 93 867
2 28 80 6 61 373 9 94 886
2 29 85 6 62 386 9 95 905
3 30 90 6 63 399 9 96 924
3 31 97 6 64 412 9 97 943
3 32 104 6 65 425 9 98 962
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Level Value Total XP Level Value Total XP Level Value Total XP
9 99 981 13 135 1,825 17 171 2,925
10 100 1,000 13 136 1,852 17 172 2,960
10 101 1,021 13 137 1,879 17 173 2,995
10 102 1,042 13 138 1,906 17 174 3,030
10 103 1,063 13 139 1,933 17 175 3,065
10 104 1,084 14 140 1,960 17 176 3,100
10 105 1,105 14 141 1,989 17 177 3,135
10 106 1,126 14 142 2,018 17 178 3,170
10 107 1,147 14 143 2,047 17 179 3,205
10 108 1,168 14 144 2,076 18 180 3,240
10 109 1,189 14 145 2,105 18 181 3,277
11 110 1,210 14 146 2,134 18 182 3,314
11 111 1,233 14 147 2,163 18 183 3,351
11 112 1,256 14 148 2,192 18 184 3,388
11 113 1,279 14 149 2,221 18 185 3,425
11 114 1,302 15 150 2,250 18 186 3,462
11 115 1,325 15 151 2,281 18 187 3,499
11 116 1,348 15 152 2,312 18 188 3,536
11 117 1,371 15 153 2,343 18 189 3,573
11 118 1,394 15 154 2,374 19 190 3,610
11 119 1,417 15 155 2,405 19 191 3,649
12 120 1,440 15 156 2,436 19 192 3,688
12 121 1,465 15 157 2,467 19 193 3,727
12 122 1,490 15 158 2,498 19 194 3,766
12 123 1,515 15 159 2,529 19 195 3,805
12 124 1,540 16 160 2,560 19 196 3,844
12 125 1,565 16 161 2,593 19 197 3,883
12 126 1,590 16 162 2,626 19 198 3,922
12 127 1,615 16 163 2,659 19 199 3,961
12 128 1,640 16 164 2,692 20 200 4,000
12 129 1,665 16 165 2,725 20 201 4,041
13 130 1,690 16 166 2,758 20 202 4,082
13 131 1,717 16 167 2,791 20 203 4,123
13 132 1,744 16 168 2,824 20 204 4,164
13 133 1,771 16 169 2,857 20 205 4,205
13 134 1,798 17 170 2,890 20 206 4,246
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Level Value Total XP Level Value Total XP Level Value Total XP
20 207 4,287 22 223 4,975 23 239 5,713
20 208 4,328 22 224 5,020 24 240 5,760
20 209 4,369 22 225 5,065 24 241 5,809
21 210 4,410 22 226 5,110 24 242 5,858
21 211 4,453 22 227 5,155 24 243 5,907
21 212 4,496 22 228 5,200 24 244 5,956
21 213 4,539 22 229 5,245 24 245 6,005
21 214 4,582 23 230 5,290 24 246 6,054
21 215 4,625 23 231 5,337 24 247 6,103
21 216 4,668 23 232 5,384 24 248 6,152
21 217 4,711 23 233 5,431 24 249 6,201
21 218 4,754 23 234 5,478 25 250 6,250
21 219 4,797 23 235 5,525 25 251 6,301
22 220 4,840 23 236 5,572 25 252 6,352
22 221 4,885 23 237 5,619 25 253 6,403
22 222 4,930 23 238 5,666 25 254 6,454
25 255 6,505
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Status Effects
Status Group Type Effect
Berserk Negative Mental You may only perform standard actions. You must
always perform the !Attack action.
Blind Negative Seal Increase the difficulty of your attacks by 25.
Blink Positive Illusion When an enemy’s action target you, you may force it
to reroll.
Charm Negative Mental You consider your allies as enemies, and your enemies
as allies. If you suffer damage, this condition ends.
Condemn Negative Fatal At the end of this condition, if it wasn’t removed by an
effect, instantly reduce you to 0 HP.
Confuse Negative Mental You may only perform standard actions. Whenever
you use a standard action, roll 1d10. With the result 1,
you act normally. With the result 2 or 10, you don’t
perform any action. With the result 3 or 9, you attack
a random ally. With the result 4 or 8, you attack a
random enemy. With the result 5 or 6, you heal,
protect or help a randomly enemy, or, if you can’t do it,
draw an item. With the result 7, you heal, protect or
help a randomly ally, or, if you can’t do it, draw an
item. If you suffer damage, this condition ends.
Death Negative Fatal Reduce your HP to 0.
Disable Negative Seal You may not act, except to cast Spells or react.
(Element) Absorb Positive Elemental Rather than losing HP, (element) damage heals you.
Your Armor or Magical armor reduces the HP healed.
(Element) Immune Positive Elemental Reduce to 0 suffered (element) damage.
(Element) Resist Positive Elemental Reduce by half suffered (element) damage.
(Element) Vulnerable Negative Elemental Double suffered (element) damage.
Flight Positive Flight You may only be hit by Ranged attacks or Spells. Your
Melee attacks may hit targets under Flight status,
unless it explicit can't hit enemies with Float.
Float Positive Flight You float about two feet above ground. Effects that
depend on the ground do not hit you.
Haste Positive Time At the beginning of each round, roll one extra
initiative dice.
Imobilize Negative Seal You may not perform reactions.
Gravity Negative Fatal These effects reduce your HP by a fixed amount and
ignore Armor and Magical Armor.
Meltdown Negative Weaken Reduce your ARM and MARM to zero.
Mute Negative Seal You can’t cast Spells.
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Status Group Type Effect
Poison Negative Toxic At each round’s end, lose HP equal to 10% of your
max HP.
Premonition Positive Time Once per round, you may re-roll a d100.
Protect Positive Barrier Reduce physical damage suffered by half, after
deducting your ARM.
Reflect Positive Barrier When a Spell targets you, you don’t suffer its effects
and the caster suffer its effects instead. This status
doesn’t affect Spells already reflected by this status.
Regen Positive Strenghten At each round’s end, heal HP equal to 10% of your
max HP.
Reraise Positive Barrier Just before you fall to 0 HP, you immediatly heal to
10% of max HP and end this effect.
Shell Positive Barrier Reduce magical damage suffered by half, after
deducting your MARM.
Sleep Negative Mental You can’t perform actions. If you suffer damage, this
condition ends.
Slow Negative Time At the beginning of each round, roll one fewer
initiative dice.
Stone Negative Transform You may not act or suffer damage.
Stop Negative Time You may not act.
Strenghten (Armor) Positive Strenghten Increase your ARM by half.
Strenghten (Magic) Positive Strenghten You deal 25% extra magical damage.
Strenghten (Mental) Positive Strenghten Increase your MARM by half.
Strenghten (Physical) Positive Strenghten You deal 25% extra physical damage.
Strenghten (Speed) Positive Strenghten After rolling initiative, decrease each of your initiative
die’s value by 1, to a minimum of 1.
Toad Negative Transform Your attacks ignore the target’s ARM and MARM and
deal exactly 1 damage. You can’t cast Spells, except for
the Toad Spell.
Vanish Positive Illusion Enemies may not target you with single-target actions.
Virus Negative Toxic You may not be healed.
Wall Positive Barrier Reduce physical damage suffered to 0.
Weaken (Armor) Negative Weaken Reduce your ARM by half.
Weaken (Magic) Negative Weaken You deal 25% less magical damage.
Weaken (Mental) Negative Weaken Reduce your MARM by half.
Weaken (Physical) Negative Weaken You deal 25% less physical damage.
Weaken (Speed) Negative Weaken After rolling initiative, increase each of your initiative
die’s value by 1, to a maximum of 10.
Zombie Negative Transform Healing effects remove your HP or MP, rather than
curing it. Effects that damage you and heal the user
instead damage the user and heal you.
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