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Gameplay: Combat

This document provides guidance for roleplaying and gameplay in the Omega Fantasy tabletop roleplaying game, which is based on the Final Fantasy video game series. It outlines core rules, character creation and development systems, and offers content for GMs to build game worlds and campaigns. Gameplay involves roleplaying a party of heroes through scenarios while using dice rolls governed by difficulty classes to resolve uncertain actions.
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© © All Rights Reserved
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0% found this document useful (0 votes)
123 views101 pages

Gameplay: Combat

This document provides guidance for roleplaying and gameplay in the Omega Fantasy tabletop roleplaying game, which is based on the Final Fantasy video game series. It outlines core rules, character creation and development systems, and offers content for GMs to build game worlds and campaigns. Gameplay involves roleplaying a party of heroes through scenarios while using dice rolls governed by difficulty classes to resolve uncertain actions.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Gameplay 1

Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3

Players 5
Jobs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Talents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Limit Breaks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Espers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33

Game Master 35
Bes ary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Chaos in Cornelia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Tomb of Raithwall . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Maria & Draco . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Siege of Dollet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Gold Saucer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Ivalice Worldbook . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Addi onal Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
Races . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Chocobo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Triple Triad . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
Blitzball . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99

Final Fantasy, its themes, art, and other affiliated content are owned by Square Enix Co., Ltd. Omega Fantasy is a fan project under the Crea ve Commons License (CC BY-NC-SA 4.0) 2021.
It will submit itself to any demands from the original IP owner, Square Enix Co., Ltd. As a fan project it will never charge for anything, or make commercial interac ons. Credits: Edgar
Edgelord, JimMorrigan, Bruno Carvalho, Erik Radspinner, OmegaWeapon, StorytellerZeke, Kori, Wally Zielinski, Chris Giannoukos, Joshua Davis, Juan Altamirano, TastyRedTomato,
Netzacoatl, Eldi13, Red7394, TaintedBalance, GM_3826, The_Fencer0, Kaiten619 and all users of our Discord Server
Gameplay 1

”You want quiet, you be er take the next train.” the protagonists of the story who travel together as a
– Lightning Party to explore the world, interact with people and
fight against enemies. This book divided into three major
sec ons: this first sec on explains the core rules and
gameplay elements. The second sec on details rules
for crea ng and developing player characters. The final
sec on focuses on the GM and offers a wide variety of
guidelines and content pieces for crea ng a game world.

Example: Roleplaying
Hironobu (Game Master): You enter the Thunder Plains,
which is a vast wasteland covered by thick fog and dark
clouds. The locals have erected towers, that act as light-
ning rods, but you can see that ligh ng bolts o en strike
the ground in the open field.
Yoshinori (playing as Wakka): We head north, not too near
and not too far from the towers, ya?
Nobuo (playing as Rikku): I wanna go home! I hate light-
ning! I hate thunder!
Tetsuya (playing as Auron): This storm never stops. Be er
to cross quickly.
Hironobu (Game Master): You can also see a small building
nearby, that looks like an inn.
Nobuo (playing as Rikku): Let’s go rest over there! Please?
I’m too young to die!
Tetsuya (playing as Auron): Fine, we rest. She is worse than
the storm.

Final Fantasy is a series of video games where each


Dice rolls are used to help decide the outcome of un-
tle features its unique story, world and characters.
certain ac ons, but their exact nature depends on the
S ll they are part of the same series, not only due
context. This game only uses six-sided dice and we use d
to recurring elements, but also because their stories
shorthand to refer to such a die. Furthermore, we use for
focus on a group of heroes who face a great conflict.
example 4d to describe a roll of 4 dice, where the result is
Omega Fantasy is a tabletop game that helps you to
the sum of all rolled dice. Checks are the main tool to help
create Final Fantasy adventures with your friends and
the GM to decide and narrate the outcome of ac ons. He
this release, named Omega Fantasy II, is an improved
can either ask players for checks or perform them himself
version of the original release. To play, you only need
in secret. Checks are usually 2d rolls and higher numbers
dice, paper, pens, this book and at least one friend, but
mean a be er outcome for the roller. The minimum result
a group size of 4 to 6 is recommended. To complete an
to succeed is called Difficulty (shortened DC) and o en
adventure, your group needs to meet one or more mes
has to be decided by the GM. This DC should be based on
and play the game, each such gathering is called a Ses-
the difficulty of the ac on and the proficiency of the actor.
sion. You do not necessarily have to meet in person, the
Most DCs vary between 5 and 9, ones below this range are
game can also be played through online teleconferencing.
considered easy, while ones above it are very challenging.

Choose one person to become the Game Master (short-


Since checks are 2d rolls, the lowest and highest possible
ened GM), who creates the game world and narrates the
results are 2 and 12 respec vely, which can be treated as
adventure by using the content and guidelines in this
unexpectedly good or bad, but s ll plausible outcomes. A
book. During the game, he describes the environment to
check can also have Advantage or Disadvantage when the
the players and how it reacts to their ac ons. The GM
circumstances have a substan al effect on the a empted
also takes the role of all non-player characters to narrate
ac on. In both cases, the check is made with 3d and with
conversa ons and combat. Everyone else is a Player,
Advantage only the two highest and with Disadvantage
who creates and plays the game from the perspec ve
only the two lowest dice are counted. Advantage and
of a Character in the game world. Player characters are
Disadvantage cancel each other out and do not stack.
Gameplay 2

Example: Advantage & Disadvantage gain this benefit, they have to sleep in a comfortable place
Cloud meets Don Corneo in his mansion wearing a dress like an Inn or a Tent for mul ple hours. Throughout the
and make-up to convince him that he is a woman. The GM adventure, the party will interact with other characters.
decides that this is a very difficult task (DC 10), because These non-player characters are voiced by the GM and
Cloud did not put much effort into his disguise. But as accordingly the players talk from the perspec ve of their
the room is not well lit and the Don had a bit too much own characters. To avoid confusion, it is important to
to drink, he also decides that the check has Advantage. clarify whether something you say is from the perspec ve
Cloud rolls 3d with the result [6,2,6] and since only the two of your character or from yours as player or GM. During
highest dice count, he rolled the best possible outcome! conversa ons, the GM may ask for checks, for example
The GM decides that Don Corneo is not only convinced to decide whether an a empt to convince a character is
that Cloud is a woman, but he finds him so irresis ble that successful.
he drags Cloud into his room for some me alone.

”You know what they say about the leading man, don’t
Another way to modify checks is through the use of
you? He never dies.” – Balthier
Fortune Dice. At the start of each session, every player
rolls 1d and the results are wri en down and become the
Characters become stronger by gaining experience
pool of Fortune Dice for this session. During the session,
and we express the amount of experience a character
a er a player makes a roll, he or she can decide to remove
has with Levels. Inexperienced adventurers start at
one Fortune Die from the pool and use it to replace one
Level 1 and can progress up to a maximum of Level 10
die in the result of the roll. However, the GM is also
where they become renowned heroes. The GM decides
allowed to use Fortune Dice to modify the result of player
when characters Level up, which we recommend for
rolls in the same manner. This allows players to benefit
reaching adventure milestones. Examples of milestones
from occasional strokes of luck or mo va on while the
are important character development events, victories
GM can create moments of misfortune or complica ons.
against powerful foes, or resolu on of major conflicts.
In both cases, the person using the Fortune Die should try
When going on dangerous adventures, Death is always
to give a narra ve descrip on of its effect. Fortune Dice
a real possibility, especially as a consequence of unwise
cannot be used while in combat and any dice that are not
decisions by the party. The adventure is officially over
used, are discarded at the end of each session.
if all party members fall unconscious in ba le, as this is
usually followed by certain death. Characters may also die
Example: Fortune Dice or leave the party under special circumstances in which
Luneth explores the ancient Altar Cave. As he walks case the GM takes control of him or her.
towards a hole in the ground, the GM asks him for a
DC 5 check to decide whether he can no ce and avoid it. Example: Experience & Death
Luneth rolls [3, 4], which would pass the check. However,
Kain betrays the party and joins their enemies. He fights
the GM decides to use a Fortune Die on his roll, the current
and defeats the rest of the party in combat, but chooses
pool of Fortune Dice includes [1, 3, 3, 5]. He removes the
to let them live. The GM takes control of Kain from now
1 from the pool and puts it in place of the 4 in Luneth’s
on, who leaves the party and becomes an antagonist. The
roll. Accordingly, the roll is changed to [3, 1], which fails
party resolves to stop Kain’s plan and his former player
the check, and the remaining dice pool contains [3, 3, 5].
decides to create a new character that joins the party.
The GM describes this effect as follows: as he tries to
The GM rewards the party with a Level up for reaching a
carefully step around the hole, Luneth steps on a slippery
turning point in the adventure.
rock, trips and falls into the hole. As a consequence, he
finds himself an unknown and dangerous sec on of the
cave and has find his way back to the exit.
Most adventures cover mul ple sessions and some mes
a player might not be able to a end one. In this case,
”Why not? Nothing to lose but my life and I got the GM and the player can agree that his or her character
that for free!” – Setzer leaves the party for the dura on of that session to go on
a Dispatch Mission. At the start of the next session, the
The party can explore the environment described by character rejoins the party and the player explains what
the GM at will. They can look for specific things or wander his or her character has tried to achieve during the previ-
around, but an appropriate amount of me passes while ous session. Then, the GM declares a DC for the Dispatch
doing so. The GM may draw a map of the party’s current Mission and the player performs 3 checks with this DC. If at
loca on as a visual aid. He is also free to impose checks least 2 out of the 3 checks succeed, then the mission was
on all explora on related ac ons, such as picking locks or a success and if not, the character has failed in complet-
detec ng traps. The party may go to sleep once per day ing the mission. In either case, the GM should give a short
to fully recover their HP and MP, even if unconscious. To descrip on of the mission’s course and its consequences.
Gameplay – Combat 3

”Enough expository banter. It’s me we fight like men. During your turn you can, in any order, move a distance
And ladies. And ladies who dress like men.” of your AGI+1 units and take an ac on. Below is a list of
– Gilgamesh combat ac ons, but the GM may allow any other ac on
that can be completed in a similar amount of me:

A ack: You a ack an enemy with your weapon. He


may evade by passing an evasion check with a DC of 12
minus his AGI. If he fails the check, you reduce the target’s
HP by your weapon’s DMG plus your STR. If the evader rolls
a 2, you make a cri cal hit, doubling your usual damage.
If he rolls a 12, not only does your A ack miss, but the
evader makes an A ack ac on on you instead, which you
cannot evade.
Magic: You use a magical ability by spending MP,
choosing a target within its range and concentra ng for a
dura on. While concentra ng, you cannot take ac ons or
evade. A er the cast me is up, the spell’s effect occurs
on the target right before your turn and cannot be evaded
Combat encounters are played out in a series of rounds even if you are not in range anymore. If the spell deals
(shortened r) and during a round, every combatant takes damage or restores HP, add your MAG to the amount. Ev-
one turn. At the start of the ba le, both par es choose ery spell’s descrip on has informa on on its cast me, MP
who takes the first turn in each round on their side and cost, target, range and effect.
the GM the decides which side goes first. Then, the op-
posing par es take alterna ng turns un l every combatant Tech: You use a physical ability. Techs are used the
has taken one and the round is finished. The turn order for same way as magic, but their damage and healing is ampli-
each side is decided as follows: at the end of their turns, fied by your STR instead of your MAG, except if their use
every combatant chooses an ally who has not taken a turn already includes this bonus in another way, for example by
in this round and should take the next one for their side. involving an A ack.
If one side has more combatants, they can take consecu- Defend: All total damage that you receive by A acks
ve turns at the end of the round un l every par cipant un l your next turn is halved.
has taken one. Announce the start and end of each round
to avoid confusion. When a party ambushes the other be- Item: You use an Item from your inventory on yourself
fore combat, the GM can decide that they gain a surprise or someone within 1u.
round. In this case, only the surprising party acts in the Re-Equip: Swap a Materia or Equipment piece that you
first round before the ba le con nues as usual. are wearing against one from your Inventory.
Dash: Move to a loca on up to AGI+1 units away.
Combat proficiencies are determined by the following 7
numerical a ributes. Whenever a calcula on results in a
non-integer value, the result is always rounded down. Combatants can also learn two kinds of innate traits:
Passive: Effects that are permanently ac ve.
Hit Points (HP) increase your durability. You have a
maximum and a current number of HP, if your current HP ! Reac on: Allow you to take certain ac ons on some-
falls to 0 you fall unconscious. one else’s turn under specific condi ons.
Mana Points (MP) are the resource required for using
abili es. Similar to HP, you have a maximum and a current Example: Combat
number of MP. Squall (4 DEF, 3 AGI, 1 RES) and Seifer (6 STR, 2 MAG) de-
Strength (STR) increases the damage dealt by your cide to duel. Both are wielding a gunblade (1d DMG) and
physical a acks and abili es. the GM decides that Seifer takes the first turn. He be-
Defense (DEF) increases your resilience against physical gins cas ng Firaga (6d DMG, 1r Time) by spending 12 MP,
damage that you suffer. choosing Squall as its target and concentra ng. Squall uses
his turn to Defend. It’s Seifer’s turn again, so Firaga takes
Magic (MAG) increases the damage dealt and healing
effect and Squall suffers 6d+2-1 damage. Seifer can s ll
done by your magical abili es.
take his turn, so he also A acks. Squall makes a DC 12-3
Resistance (RES) increases your resilience against mag- evasion check, but by rolling [1, 1] he fails and suffers a
ical damage that you suffer. Cri cal Hit! Seifer hits him right above the nose with his
Agility (AGI) allows you to evade physical a acks and blade, inflic ng 1d+6-4 damage (Defend and Cri cal Hit
determines how quickly you can move. cancel each other out) and leaving a scar.
Gameplay – Combat 4

All damage dealt has one of two basic types. Unless spec- Status Effects alter your combat potency for a limited du-
ified otherwise, A acks and Techs are of physical type, ra on. Combatants can suffer mul ple different Status Ef-
while Magic and Items are of magical type. When you re- fects at once, but applying the same one twice only re-
ceive physical damage, subtract your DEF from the amount freshes its dura on. They can also be Immune to certain
and when you receive magical damage, subtract your RES Status Effects, in which case they are not affected by them.
from the amount. In addi on, damage can have an ele- Also, if a combatant suffers two opposite Status Effects, for
mental type to which combatants can have Weaknesses or example Poison and Regen, they negate each other and are
Resiliences. When resilient, you only suffer half the usual both removed. Below is a list of all Status Effects.
damage and when weak, you suffer double the usual dam-
age. Resilience and Weakness cancel each other out and Blink: Whenever you are targeted by an A ack, you
do not stack. The following elemental types exist: Fire, Ice, have Advantage on the evasion check.
Lightning, WAter, Earth, Wind, Holy and Dark.
EnATR The according a ribute is increased
by by 1 plus half your current Level. For example, EnMAG
Units (shortened u) are the basis to measure distance, increases your MAG by 2 at Level 3.
where 1u is roughly 1m or 3 . Characters usually occupy Haste: During your turn, you can either make an addi-
a circle of 1u in diameter in top view. Effect distances are onal ac on or movement.
described by their Range and Target. Range is the maxi-
mum distance between the center of the caster and the Regen: You regain HP equal to 10% of your maximum
center of the effect. An effect with range Self is centered HP at the start of each of your turns.
at the caster, and one with range Weapon has the same
range as the used weapon. Target is the area of the ef- Blind: Whenever you A ack an enemy, he has Advan-
fect as a maximum distance from its center. Unless stated tage on the evasion check.
otherwise, everyone fully or par ally in the target area is
affected, including allies. An effect with target Single af- DeATR: The according a ribute is reduced by
fects only a single en ty. The following illustra on shows 1 plus half your current Level to a minimum 0. For exam-
the use of a ranged effect in the normal case and with the ple, DeSTR reduces your STR by 4 at Level 7.
two special target shapes Line and Front. Immobile: You are unable to move.
KO: You are unconscious and your turns are skipped.
1u You suffer KO when your current HP drops to 0 and your
| |
Target x HP cannot be increased un l this status is removed. Im-
munity against KO only applies when above 0 HP.
Target
Range

Target

Poison: You take damage equal to 10% of your maxi-


mum HP at the start of each of your turns, but cannot fall
x x below 1 HP due to this effect.
Front z
Normal Line z Sleep: You cannot move or take any ac on. This status
z

is removed when you take any damage.


Silence: You cannot begin cas ng Magic or using Techs,
but you can s ll A ack.
Fields are effects that occupy an area on the ba lefield
and cause harm to anyone inside. They can be caused by Slow: During your turn, you can either move or take an
abili es or natural causes such as steam or fog. If at any ac on but not both.
point in your turn, you come into contact with a Field,
Zombie: All healing effects are reversed for you. Heal-
you suffer its effect un l the end of your turn. Fields do
ing reduces your HP and effects that normally remove KO,
not stack, when a new Field is created in the same area as
inflict it to you instead.
an exis ng one, the previous Field is destroyed. All Field
effects are listed below.
Example: Status Effects
Field Effect Noc s and Prompto fight Malboro. The monster uses
Slow You can only move half your usual distance. its Bad Breath ability to inflict mul ple Status Effects.
Hot You receive fire damage equal to 10% of your Prompto suffers Sleep and Poison. At the start of his turn
maximum HP. he loses 3 HP (his maximum HP is 37) and he cannot move
Slippery Make a DC 8 check and suffer Immobile upon or take ac ons. Noc s suffers Silence and Blind. He can-
failure. not use abili es, so he tries to A ack Malboro. The mon-
ster (2 AGI) rolls [1,6,4] on the evasion check, barely pass-
Obscure You suffer Blind. ing the DC 12-2 check due to Advantage.
Players 5

”I am THE Basch fon Ronsenburg!” Example: Character Crea on


– Vaan We create a character named Vaan, who is a 17-year old,
blonde human boy with athle c appearance. Vaan is an or-
phan, who gets by in the big city by stealing and o en acts
as a father figure to other orphans. He dreams of own-
ing an airship and being a sky pirate one day. We choose
the Thief job and from its a ribute table we determine
Vaan’s maximum HP (20), maximum MP (19) and AGI (4),
all other a ributes start at 0. We also note that he learns
the Steal tech. Finally, from our ini al 1500G, we buy a
Mythril Knife, Myhtril Vest, a Phoenix Down and 2 Po ons,
which leaves us with 300G extra.

Level Benefit Gained


1 Job, Beginner Equipment
2 Talent
3 Archetype
4 Limit Break, Advanced Equipment
5 Esper
6 Specializa on
7 Specializa on
8 Specializa on, Expert Equipment
9 Specializa on
Every player creates a Character who is a protagonist in the 10 Specializa on
game world created by the GM. To create a Level 1 char-
acter, copy or print the Character Sheet on the next page.
It allows you track various aspects about your character
and there is an example of a filled out sheet, that you can
use as a guideline. Choose your character’s Name and give At Levels marked as Specializa on, you can chose from
a short descrip on of him or her. Briefly summarize your one of the following benefits that you character gains.
character’s Story and explain his or her mo va on for join- You cannot pick the same benefit more than once.
ing the party, considering that this is most likely his or her
first serious adventure. Then choose a Job for your charac-
. At the start of each session, add an addi onal 6 to the
pool of Fortune Dice.
ter as explained below. Finally, the Equipment subsec on
explains how you can customize your character’s star ng
.. You gain a second Esper of your choice.
You gain a second Talent of your choice.
equipment. The table on the right summarizes the bene-
fits gained at further Levels, all of which are explained in
. You gain a second Limit Mode, allowing you to acquire
Limit Points from 2 sources. Also, the maximum Ra ng
detail within this sec on. of your Limit Break is increased by 2.
. You gain access to the second Archetype your job. You
can switch between the two whenever you go to sleep
Your character’s Job determines his or her combat profi- and your a ributes and abili es change depending on
ciency including abili es, a ributes and equipment exper- your currently ac ve Archetype.
se. All available Jobs are detailed in their Job descrip ons
right a er the character sheets. Print or copy the descrip-
. When you use a Spell, Tech or Reac on ability from
your Archetype, its MP cost is halved and you gain 1
on of your chosen Job to use as the second page of your
Limit Point.
character sheet. Your character’s a ributes are ini ally 0
and increase by progressing in a job. The job descrip on
. All weapons and armor gain an addi onal Materia Slot
as long as your have them equipped.
shows the a ributes and abili es gained at each Level as
well as the types of equipment your character can use.
. You gain the ability to equip one addi onal weapon or
armor type of your choice.
When your character reaches Level 3, you have to decide
between one of the job’s two Archetypes. Archetypes rep-
. Choose 4 from the following list of a ribute bonuses.
resent different specializa ons of a Job and provide addi- You cannot pick the same one more than twice:
onal abili es and a ributes. HP+5, MP+5, STR+1, DEF+1, MAG+1, RES+1.
Name: Omega Fantasy II Story:
Level:

Talents:
Level 2 Character Sheet
current maximum
Job: Archetype:
Health Points: | Level 1 Level 3

Mana Points: |
Magic & Techs:
Strength: Agility:
Defense: Movement:
= 1 + Agility
Magic:
Resistance: Evasion DC:
= 12 - Agility Passives & ! Reac ons:
Status Effects:

Rank DMG Rank DEF & RES


Weapon: 1d 2d 3d
Armor: +0 +1 +2
Unique Effect: Unique Effect:
Type Effect: Type Effect:
Materia: Materia:

Accessory: Inventory: Gil:


Effect:

Accessory:
Effect:

Limit Break: Espers:


Level 4 Level 5

Limit Modes: Support:


Limit Points:

Call:

Combat Ac ons Summary: Status Effects Summary:


A ack: A ack with your weapon. The target makes an evasion check Blink: You have Advantage on all evasion checks.
with DC 12 minus his AGI. On failure, the damage dealt is your weapon’s EnATR: According a ribute is increased by 1 + half your Level.
DMG plus your STR. You score a cri cal hit (2x damage) if he rolls a 2. The
target makes a counter a ack that cannot be evaded if he rolls a 12. Haste: During your turn, make an extra movement or ac on.

Magic: Cast a spell by spending MP, choosing a target in range and con- Regen: You regain 10% of your max. HP at start of each turn.
centra ng. While concentra ng, you cannot take ac ons or evade. A er Blind: On A ack, enemy has Advantage on the evasion check.
cast me, its effect occurs on the target right before your turn and cannot DeATR: According a ribute is reduced by 1 + half your Level.
be evaded. If it deals damage or restores HP, add MAG to the amount.
Immobile: You are unable to move.
Tech: Used the same way as Magic but add your STR instead of MAG to
damage and healing if bonus is not already included. KO: You are unconscious and your turns are skipped.

Defend: Damage you receive by A acks un l your next turn is halved. Poison: You suffer damage equal to 10% max. HP at start of each turn.
z
Item: Use Item from your inventory on yourself or someone within 1u. z
z Sleep: You can’t move or take ac ons. Removed when you take damage.

Re-Equip: Swap a Materia or Equipment piece that you are wearing Silence: You cannot begin cas ng Magic or using Techs.
against one from your Inventory. Slow: During your turn, you can move or take an ac on but not both.
Dash: Move to a loca on up to AGI +1 units away. Zombie: All healing effects are reversed for you.
Name: Lightning Omega Fantasy II Story:
Level: 8
Both of my parents died when I was young.
Age: 21 I raised my sister Serah and joined the army
Race: human where I became a sergeant. But now Serah is
Hair: rose in danger so I have quit the army to find her.
Height: 1.70m
Right-Handed
Determined ”It’s not a ques on of can or can’t.
Cold There are some things in life you just do.”

Talents: Guardian Corps


Level 2 Character Sheet
current maximum
Job: Red Mage Archetype: Ravager
Health Points: 19 | 91 Level 1 Level 3

Mana Points: 13 | 85
Magic & Techs:
Strength: 5 Agility: 3 Cure, Fire, Blizzard, Thunder, Blind,
Defense: 3 Poison, Esuna, NulElement
Movement: 4u
= 1 + Agility
Magic: 7
Resistance: 2 Evasion DC: 9
= 12 - Agility Passives & ! Reac ons:
Status Effects: Blind (1r), EnDEF (2r) Overwhelm, Swi cast

Rank DMG Rank DEF & RES


Weapon: Foldable Gunblade 1d 2d 3d
Armor: Guardian Corps Uniform +0 +1 +2
Unique Effect: Ranged a ack a er ability Unique Effect:
Type Effect: counter on 11 or 12 enemy evasion check Type Effect: DEF +1
Materia: Materia:

Accessory: Power Armlet Inventory: Gil: 2009


Effect: STR +1
Survival Knife, 5x Bomb Fragment, 5x Hi-Po on
3x Remedy, 2x Phoenix Down, 1x Elixir
Accessory:
Effect:

Limit Break: Thundara Espers: Odin


Level 4 Level 5

Limit Modes: Brave Support: Perform a short ritual to summon Odin’s horse,
Limit Points: Sleipnir.
A barrage of lightning strikes descends upon an enemy within
Call:
5u and everyone within 2u of him. All affect targets suffer
A target on the ba lefield suffers KO on failed DC 8 check or
2d+8 lightning damage.
damage equal to 3 mes Level otherwise.

Combat Ac ons Summary: Status Effects Summary:


A ack: A ack with your weapon. The target makes an evasion check Blink: You have Advantage on all evasion checks.
with DC 12 minus his AGI. On failure, the damage dealt is your weapon’s EnATR: According a ribute is increased by 1 + half your Level.
DMG plus your STR. You score a cri cal hit (2x damage) if he rolls a 2. The
target makes a counter a ack that cannot be evaded if he rolls a 12. Haste: During your turn, make an extra movement or ac on.

Magic: Cast a spell by spending MP, choosing a target in range and con- Regen: You regain 10% of your max. HP at start of each turn.
centra ng. While concentra ng, you cannot take ac ons or evade. A er Blind: On A ack, enemy has Advantage on the evasion check.
cast me, its effect occurs on the target right before your turn and cannot DeATR: According a ribute is reduced by 1 + half your Level.
be evaded. If it deals damage or restores HP, add MAG to the amount.
Immobile: You are unable to move.
Tech: Used the same way as Magic but add your STR instead of MAG to
damage and healing if bonus is not already included. KO: You are unconscious and your turns are skipped.

Defend: Damage you receive by A acks un l your next turn is halved. Poison: You suffer damage equal to 10% max. HP at start of each turn.
z
Item: Use Item from your inventory on yourself or someone within 1u. z
z Sleep: You can’t move or take ac ons. Removed when you take damage.

Re-Equip: Swap a Materia or Equipment piece that you are wearing Silence: You cannot begin cas ng Magic or using Techs.
against one from your Inventory. Slow: During your turn, you can move or take an ac on but not both.
Dash: Move to a loca on up to AGI +1 units away. Zombie: All healing effects are reversed for you.
Players – Jobs – Bard 8

”Welcome to your doom, starring me!” Bard A ributes


– Rikku Level 1: HP +19 MP +20 AGI +3 RES +1
Level 2: HP +10 MP +10 DEF +1
Level 3: Archetype A ribute Bonus
Level 4: HP +5 MP +10 RES +1 DEF +1
Level 5: HP +10 MP +5 STR +2
Level 6: HP +5 MP +10 RES +1 DEF +1
Level 7: HP +10 MP +10 STR +1
Level 8: HP +10 MP +10 DEF +1
Level 9: HP +10 MP +10 STR +1
Level 10: HP +5 MP +10 RES +1 DEF +1

Dancer Archetype
A ribute Bonus: HP +12 MP +8 STR +2 DEF +1
Blade Dance Level 3
Bards blur the lines between art and war. They can MP: 6 Target: Single Time: 0r Range: 1u
perform songs and dances that bestow powerful benefits Make an A ack on the target. Then you can immediately
for allies and vicious handicaps for enemies. Even though choose another target within 2u, dash towards him and
Bards are not the most powerful duelists, they can o en make an A ack on him as well.
turn the de of a ba le in unexpected ways. Dress to Impress Level 5
Weapons: Dagger Armor: Light Armor or Robe You can equip one addi onal Accessory. Also, for each
equipped Accessory you can choose to gain either an ad-
di onal DEF +1 or RES +1.
! Dirty Dancing Level 7
Bard Abili es Whenever you successfully evade an A ack, you can im-
Cheer Level 1 mediately inflict one of the following Status Effects on the
MP: 4 Target: 1u Time: 0r Range: Self a acker for 3 rounds: Immobile, Poison, Blind.
Everyone in the target area can choose to either gain Slow Dance Level 9
EnSTR, EnMAG, EnDEF or EnRES for 3 rounds. MP: 12 Target: 2u Time: 0r Range: Self
Improvise Level 2 You create a special Field around yourself that lasts for 3
MP: 6 Target: Single Time: 0r Range: 5u rounds and simultaneously acts as a Slow Field and Hot
Roll 1d. Based on the result, the target gains the following Field. The Field moves together with you and it only af-
Status Effect for 3 rounds: fects enemies.
1-EnDEF, 2-EnRES, 3-EnSTR, 4-Blink, 5-Regen, 6-Haste.
Spotlight Level 4 Singer Archetype
MP: 8 Target: 2u Time: 0r Range: Self A ribute Bonus: HP +4 MP +16 RES +3
You create an Obscure Field around yourself that follows Requiem Level 3
you for 3 rounds, but does not affect you. MP: 8 Target: Single Time: 0r Range: 4u
The target makes a DC 8 check and upon failure he suffers
Mighty March Level 6
dark damage equal to two mes your current Level and
MP: 14 Target: 2u Time: 0r Range: Self
Zombie for 3 rounds.
You and all allies in the target area gain Haste and EnDEF
for 2 rounds. Encore Level 5
Whenever you bestow one or more posi ve Status Effects
Charm Level 8
on a target, addi onally restore his HP by an amount equal
MP: 15 Target: Single Time: 1r Range: 4u
to your current Level.
Choose an enemy as the target. He makes a DC 8 check and
upon failure he immediately takes an extra turn following ! Duet Level 7
your command. The turn order is unchanged. Some ene- Whenever an ally within 1u of you performs an A ack or
mies may be Immune to this effect. uses an ability on an enemy, you can immediately use any
ability either on your ally or on the affected target if he is
Mimic Level 10
within range.
MP: ? Target: ? Time: 0r Range: ?
You use an ability that was used by an ally or enemy on Lullaby Level 9
the ba lefield since your last turn. In doing this, you have MP: 12 Target: 2u Time: 0r Range: 5u
to respect the MP cost, cast me as well as the target and All enemies in the target area make a DC 8 check and suffer
range of the copied ability. 3d damage and Sleep for 3 rounds upon failure.
Players – Jobs – Black Mage 9

”You sure are a keen observer of the obvious, kupo!” Black Mage A ributes
– Montblanc Level 1: HP +18 MP +26 AGI +2 RES +1
Level 2: HP +5 MP +10 MAG +1 STR +1
Level 3: Archetype A ribute Bonus
Level 4: MP +10 RES +1 DEF +1 MAG +1
Level 5: HP +10 MP +10 MAG +1
Level 6: HP +5 MP +10 RES +1 MAG +1
Level 7: HP +5 MP +10 MAG +1 RES +1
Level 8: HP +5 MP +10 RES +1 DEF +1
Level 9: HP +5 MP +10 RES +1 MAG +1
Level 10: HP +10 MP +10 MAG +1

Geomancer Archetype
A ribute Bonus: HP +14 MP +6 DEF +2 RES +1
Bio Level 3
MP: 8 Target: Single Time: 0r Range: 5u
Black Mages are fragile in physical combat, but can wipe The target makes a DC 8 check and suffers 3d damage and
out enemies from great distances with powerful magic. Poison for 3 rounds upon failure.
They assert great control over the ba lefield and are
difficult to ignore for enemies. Field Cast Level 5
Weapons: Rod Armor: Robe Whenever you cast a spell that deals fire, ice or lightning
elemental damage, it also creates a Field around the target
that reaches up to 2u and lasts for 1 round. The Field effect
Black Mage Abili es depends on the elemental type of the spell:
Fire - Hot Field, Ice - Slippery Field, Lightning - Slow Field.
Fire Level 1
MP: 4 Target: Single Time: 0r Range: 3u ! Gaia’s Shield Level 7
You deal 2d fire damage to the target. Whenever you suffer elemental damage, double your DEF
and RES for calcula ng the damage received.
Blizzard Level 1
MP: 4 Target: Single Time: 0r Range: 3u Quake Level 9
You deal 2d ice damage to the target. MP: 18 Target: 3u Time: 1r Range: 10u
Deal 6d+5 earth damage to everyone in the target area.
Thunder Level 1
MP: 4 Target: Single Time: 0r Range: 3u
You deal 2d lightning damage to the target. Scholar Archetype
Blind Level 2 A ribute Bonus: HP +7 MP +18 MAG +2
MP: 6 Target: Single Time: 0r Range: 5u Thesis Level 3
The target makes a DC 8 check and suffers Blind for 3 MP: 8 Target: Single Time: 0r Range: 5u
rounds upon failure. Choose a type of ac on, for example A ack or Magic. If the
target takes that type of ac on on his next turn, he suffers
Firaga Level 6
damage equal to 2 mes your current Level and Immobile
MP: 12 Target: Single Time: 1r Range: 5u
for 2 rounds.
You deal 6d fire damage to the target.
Analyze Level 5
Blizzaga Level 6
Whenever you deal magical damage, you can learn one of
MP: 12 Target: Single Time: 1r Range: 5u
the following aspects about the target: Resiliences, Weak-
You deal 6d ice damage to the target.
nesses, Immuni es, current HP, current MP.
Thundaga Level 6
! Learn Level 7
MP: 12 Target: Single Time: 1r Range: 5u
Whenever you are targeted by Magic, you can make a DC 8
You deal 6d lightning damage to the target.
check. If you succeed, you learn how to use the same spell.
Flare Level 8 If you have already learned a spell in this way, you can
MP: 25 Target: Single Time: 2r Range: 7u choose to forget it to learn a new one.
You deal 6d+45 damage to the target. The damage dealt
Specialize Level 9
ignores the target’s RES.
MP: 5 Target: Single Time: 0r Range: 5u
Ul ma Level 10 The target chooses one of his known abili es. For the next
MP: 30 Target: 50u Time: 2r Range: Self 3 rounds, when the target uses that ability, its range is dou-
Deal 6d+40 dark damage to all enemies in the target area. bled and its MP cost is halved.
Players – Jobs – Dragoon 10

”Confident bastard, aren’t you?” Dragoon A ributes


– Kain Level 1: HP +23 MP +16 AGI +2, STR +1
Level 2: HP +10 MP +5 STR +1 RES +1
Level 3: Archetype A ribute Bonus
Level 4: HP +5 MP +10 DEF +2
Level 5: HP +10 MP +10 STR +1
Level 6: HP +10 MP +10 RES +1
Level 7: HP +10 MP +5 STR +1 DEF +1
Level 8: HP +10 MP +10 RES +1
Level 9: HP +10 MP +10 STR +1
Level 10: HP +10 RES +1 DEF +2

Dragon Knight Archetype


A ribute Bonus: HP +8 MP +12 STR +1 RES +2
Dragoons are masters of aerial combat, who strike their Fire Breath Level 3
enemies with devasta ng a acks from the sky. They MP: 7 Target: 3u (front) Time: 0r Range: Self
prefer spears as their weapon and have an affinity for the You deal 2d fire damage to everyone in the target area.
fire element. Even though they are humanoid, it is said
that Dragoons have the soul of a dragon. Flametongue Level 5
You gain permanent Resilience against fire damage. Fur-
Weapons: Spear Armor: Heavy Armor
thermore, whenever you deal physical damage to an en-
emy, you can choose to let the damage dealt be of magical
Dragoon Abili es and fire type instead.
Jump Level 1 ! Dragonheart Level 7
MP: 4 Target: Single Time: 1r Range: 3u Whenever you deal or receive fire damage, you gain EnSTR
When you begin using this Tech, you jump 3u up into the un l the end of your next turn.
air. A er the cast me is up, you leap onto the target and
Dragon Dive Level 9
make an A ack on him.
MP: 16 Target: 3u Time: 1r Range: 7u
Lancet Level 2 When you begin using this Tech, you jump 3u up into the
MP: 3 Target: Single Time: 0r Range: 5u air. A er the cast me is up you leap onto the target and
You deal damage to the target’s HP and MP by an amount deal 4d fire damage to everyone in the target area except
equal to your current Level and increase your own HP and yourself. Also, you create Hot Field in the target area that
MP by the same amount. This amount is not reduced by lasts for 3 rounds but does not affect you.
the target’s DEF or RES.
Double Jump Level 6 Valkyrie Archetype
MP: 8 Target: Single Time: 1r Range: 3u A ribute Bonus: HP +13 MP +7 STR +2 DEF +1
When you begin using this tech, you jump 3u up into the
Full Thrust Level 3
air. A er the cast me is up, you leap onto the target and
MP: 6 Target: 5u (line) Time: 0r Range: Self
make an A ack on him. You can then leap to another lo-
You dash forward in an up to 5u long line. Make an A ack
ca on within 3u. If you land on another enemy you can
on everyone in the way by making one damage roll that is
make an A ack on him too.
applied to all targets that fail to evade.
Roar Level 8
Duelist Level 5
MP: 8 Target: 5u Time: 0r Range: Self
As long as you are in combat within 3u of one enemy and
All enemies in the target area make a DC 9 check and suf-
there is noone else within 3u of you, the STR bonus added
fer 2d damage and Immobile for 1 round upon failure.
to your A acks and Abili es is doubled.
Highwind Level 10
! Arm’s Length Level 7
MP: 24 Target: Single Time: 1r Range: Self
Whenever an enemy walks within 2u of you, he has to
For the next 3 rounds, you stay up to 3u in the air from
make a DC 7 check and upon failure he cannot move any
where you can move your usual distance and perform one
further towards you on this turn.
of the following 2 ac ons on each turn without addi onal
MP cost or cast me: Revenge Level 9
Lance Barrage: make an A ack against a target within 10u. MP: 16 Target: Single Time: 0r Range: 1u
If you hit, you score a Cri cal Hit. Make an A ack on an enemy that has damaged you since
Fire Blast: choose a target within 10u. He and all enemies your last turn. On hit, you inflict the damage that he dealt
within 2u of him suffer 4d fire damage. to you before instead of your usual damage.
Players – Jobs – Marksman 11

”I play the leading man; who else?” Marksman A ributes


– Balthier Level 1: HP +19 MP +17 AGI +2 STR +1
Level 2: HP +10 MP +10 DEF +1
Level 3: Archetype A ribute Bonus
Level 4: HP +5 MP +5 STR +2 RES +1
Level 5: HP +5 MP +10 DEF +1 RES +1
Level 6: HP +10 MP +10 RES +1
Level 7: HP +5 MP +10 STR +1 RES +1
Level 8: HP +10 MP +5 DEF +2
Level 9: HP +5 MP +10 RES +1 STR +1
Level 10: HP +10 MP +10 STR +1

Ranger Archetype
A ribute Bonus: HP +13 MP +12 DEF +2
Lay Trap Level 3
MP: 5 Target: 1u Time: 0r Range: Self
Marksmen are experts of all kinds of ranged weapons You set a trap where you are standing. An enemy that
that strike from great distance. Skilled Marksmen can see walks over it suffers damage equal to your current Level
through their enemies, allowing them to know a target’s and Immobile for 1 round. The trap disappears once it is
strengths and weaknesses. Therefore they can not only ac vated.
deal significant ranged damage, but also disable enemies
Recoil Level 5
with special techniques.
Whenever you make a successful A ack, you can immedi-
Weapons: Bow or Gun Armor: Light Armor ately move 1u in any direc on.
! Magic Evade Level 7
You can evade Magic by passing an evasion check. When
Marksman Abili es you evade an A ack or Magic, you also regain an amount
of MP equal to your current Level.
Libra Level 1
MP: 4 Target: Single Time: 0r Range: 5u Poison Ammo Level 9
You analyse the target thoroughly and know his Re- MP: 10 Target: Single Time: 0r Range: Weapon
siliences, Weaknesses, Immuni es, as well as his current Make an A ack on the target. If you hit, the damage dealt
HP and MP. is magical and the target makes a DC 8 check. Upon failure,
he suffers Poison, DeSTR and DeDEF for 3 rounds.
Heavy Shot Level 2
MP: 6 Target: Single Time: 0r Range: Weapon
Make an A ack on the target. If you hit, the damage dealt Sniper Archetype
ignores the target’s DEF. A ribute Bonus: HP +5 MP +15 STR +3
Fast Draw Level 4 Pierceshot Level 3
MP: 8 Target: Single Time: 0r Range: Weapon MP: 6 Target: 10u (line) Time: 0r Range: Self
You make an A ack a er which you can immediately begin Make an A ack against all targets in a line, by making one
using another Ability in the same turn. damage roll that applies to everyone that fails to evade.
Explosive Shot Level 6 Concentrate Level 5
MP: 10 Target: 2u Time: 0r Range: Weapon Whenever you A ack an enemy, he has Disadvantage on
Everyone in the target area suffers 3d fire damage. In ad- the evasion check.
di on, you create a Hot Field in the target area that lasts
! Camouflage Level 7
for 3 rounds.
Whenever you end a turn in which you have not moved,
Smoke Bomb Level 8 you gain Blink un l the start of your next turn.
MP: 10 Target: 3u Time: 0r Range: 10u
Aim Level 9
You create an Obscure Field in the target area that lasts for
MP: 8 Target: Single Time: 0r Range: Weapon
3 rounds.
Make an A ack on the target and choose one of the fol-
Barrage Level 10 lowing spots to inflict an addi onal effect if you hit:
MP: 24 Target: Single Time: 1r Range: Self Head: the target’s evasion DC is reduced by 2, but if you
You gain Haste and EnSTR for 3 rounds. Also, all your At- hit you score a Cri cal Hit.
tacks which target a single enemy instead affect all ene- Heart: the target’s MP is reduced by same amount as HP.
mies within 2u of the chosen target. Leg: the target suffers Immobile for 1 round.
Players – Jobs – Monk 12

”Now I know why I have these stupid muscles!” Monk A ributes


– Sabin Level 1: HP +20 MP +16 AGI +4
Level 2: HP +10 MP +5 STR +2
Level 3: Archetype A ribute Bonus
Level 4: HP +5 MP +10 STR +1 RES +1
Level 5: HP +10 MP +5 DEF +1 STR +1
Level 6: HP +10 MP +5 STR +1 RES +1
Level 7: HP +10 MP +5 STR +1 DEF +1
Level 8: HP +10 MP +5 DEF +2
Level 9: HP +5 MP +10 STR +1 RES +1
Level 10: HP +10 MP +10 DEF +1

Black Belt Archetype


Monks are adept melee fighters that posses a deadly A ribute Bonus: HP +17 MP +8 STR +2
combina on of strength and technique. While they do
Bonecrusher Level 3
not have exper se in using magic, Monks can produce
MP: 6 Target: Single Time: 0r Range: 1u
similar effects by tapping into their inner life force.
Make an A ack against the target. On hit, the target makes
Weapons: None Armor: Light Armor a DC 8 check and suffers Slow for 1 round upon failure.
Unscarred Level 5
Monk Abili es As long as your current HP is equal to your maximum HP,
the STR bonus that is added to the damage dealt by your
Brawler Level 1 A acks is doubled.
In combat, you can use your bare fists as your weapon.
They have the same DMG as weapons of the highest equip- ! Strikeback Level 7
ment rank that you can use. In addi on, you can carry a When you successfully evade an A ack by an enemy, you
third Accessory in place of your weapon slot and you gain immediately make an A ack on him, if he is within range.
STR +1 for every equipped Accessory. You may also slot Meteor Strike Level 9
materia onto the Accessory that you are carrying in place MP: 14 Target: Single Time: 0r Range: 1u
of a weapon. You slam the target into the ground dealing 5d damage. In
Kick Level 2 doing this, you can also leap to a loca on of your choice
MP: 4 Target: 1u Time: 0r Range: Self within 3u.
You make an A ack against all enemies within 1u of you,
by making one damage roll that applies to all affected tar-
gets that fail to evade. All targets that fail to evade are also
knocked back by 1u.
Aurablast Level 4 Templar Archetype
MP: 6 Target: Single Time: 0r Range: 3u A ribute Bonus: HP +4 MP +16 DEF +1 RES +2
You deal an amount of magical damage equal to your cur- Chakra Level 3
rent Level to the target. MP: 6 Target: Single Time: 1r Range: Self
You regain an amount of HP equal to your current Level
Pummel Level 6
and recover from one Status Effect that you are currently
MP: 8 Target: Single Time: 0r Range: 1u
suffering.
You make 2 consecu ve A acks against the target.
Lifestream Level 5
Blitz Level 8
If you do not have enough MP to use an ability you can in-
MP: 3 Target: Single Time: 0r Range: Self
stead choose to reduce your HP by the amount of its MP
You use two different Techs consecu vely in the same turn.
cost in order to use it.
In doing this, you have to respect addi onal MP costs and
cast mes of both Techs. ! Replenish MP Level 7
Whenever you suffer physical damage, you regain an
Final Heaven Level 10
amount of MP equal to half your current Level.
MP: 22 Target: Single Time: 0r Range: 1u
You deal 6d damage to the target and knock him back by Revive Level 9
5u. If he hits a wall or a similarly solid object in doing so, MP: 14 Target: Single Time: 1r Range: 1u
you deal another 3d damage to him. You remove KO from the target and increase his HP by 1.
Players – Jobs – Red Mage 13

”Oh, I’ll show you how lightning strikes.” Red Mage A ributes
– Lightning Level 1: HP +20 MP +21 AGI +3 STR +1
Level 2: HP +5 MP +10 MAG +1 DEF +1
Level 3: Archetype A ribute Bonus
Level 4: HP +10 MP +5 STR +1 RES +1
Level 5: HP +5 MP +10 MAG +2
Level 6: HP +5 MP +10 STR +1 MAG +1
Level 7: HP +10 MP +10 DEF +1
Level 8: HP +10 MP +5 STR +1 MAG +1
Level 9: HP +5 MP +10 RES +2
Level 10: HP +10 MP +10 STR +1

Ravager Archetype
A ribute Bonus: HP +6 MP +14 MAG +2 RES +1
Osmosis Level 3
Red Mages are very versa le and possess a wide variety MP: 0 Target: Single Time: 0r Range: 5u
of abili es, but can also hold their own in melee combat. You regain MP equal to your MAG and the target’s MP is
Weapons: Rod or Sword Armor: Light Armor or Robe reduced by the same amount.
Overwhelm Level 5
Red Mage Abili es When you inflict elemental damage, the target gains a
weakness against that type un l the end of your next turn.
Fire Level 1 If he has a Resilience against it, that is negated instead.
MP: 4 Target: Single Time: 0r Range: 3u
You deal 2d fire damage to the target. ! Swi cast Level 7
Once per round, right a er an enemy within 5u uses an ac-
Blizzard Level 1 on, you can immediately cast a spell on him.
MP: 4 Target: Single Time: 0r Range: 3u
You deal 2d ice damage to the target. NulElement Level 9
MP: 10 Target: Single Time: 0r Range: 5u
Thunder Level 1 Choose an element (e.g. fire). The target does not suffer
MP: 4 Target: Single Time: 0r Range: 3u any damage of the chosen element for 3 rounds.
You deal 2d lightning damage to the target.
Regen Level 2
MP: 6 Target: Single Time: 0r Range: 5u
The target gains Regen for 3 rounds. Spellblade Archetype
A ribute Bonus: HP +14 MP +6 STR +2 DEF +1
Blind Level 4
Elemental Strike Level 3
MP: 6 Target: Single Time: 0r Range: 5u
MP: 6 Target: Single Time: 0r Range: 1u
The target makes a DC 8 check and suffers Blind for 3
Choose an element (e.g. fire) and make an A ack. If you
rounds upon failure.
hit, the damage is of magical type with the chosen element
Vox Level 6 and you also add your MAG to the damage dealt.
MP: 6 Target: Single Time: 0r Range: 5u
Magic Weapon Level 5
Remove one Status Effects except KO from the target. Also,
Whenever you cast Magic, you can choose to store the
the target becomes Immune to that Status Effect for 5
spell inside your weapon. In this case, the spell’s MP cost is
rounds.
halved. All stored spells take effect together with your next
Imperil Level 8 successful A ack and you can chose targets within their
MP: 8 Target: Single Time: 0r Range: 5u range including yourself. You cannot store more than two
The target suffers DeDEF and DeRES for 3 rounds. spells at once inside your weapon.
Wall Level 8 ! Mana Shield Level 7
MP: 8 Target: Single Time: 0r Range: 5u Whenever your HP is reduced, you can instead choose to
The target gains EnDEF and EnRES for 3 rounds. reduce your MP by the same amount.
Dualcast Level 10 Magic Barrier Level 9
MP: 2 Target: Single Time: 0r Range: Self MP: 10 Target: Single Time: 0r Range: 5u
You begin cas ng two spells of your choice simultaneously, For the next 3 rounds, the target can evade the effect of
but need to spend the necessary MP for both. spells and techs by passing an evasion check.
Players – Jobs – Sen nel 14

”Allow me to sha er your delusions of grandeur.” Sen nel A ributes


– Beatrix Level 1: HP +27 MP +16 AGI +3 STR +1
Level 2: HP +10 MP +10 DEF +1 RES +1
Level 3: Archetype A ribute Bonus
Level 4: HP +10 MP +5 DEF +1 STR +1
Level 5: HP +10 MP +5 RES +1 DEF +1
Level 6: HP +10 MP +10 STR +1
Level 7: HP +10 MP +5 DEF +2
Level 8: HP +10 MP +5 STR +1 DEF +1
Level 9: HP +10 MP +10 STR +1
Level 10: HP +10 MP +10 DEF +1

Defender Archetype
A ribute Bonus: HP +17 MP +3 STR +2 DEF +1
Powerbreak Level 3
MP: 6 Target: Single Time: 0r Range: 1u
Make an A ack on the target. If you hit, he suffers DeSTR
Sen nels are masters of defensive combat who will rarely and DeMAG for 2 rounds on top of the damage dealt.
fall in a ba le. Their special abili es allow them to not
Provoke Level 5
only withstand incredible amounts of damage, but also
Whenever you successfully A ack an enemy, you can try
provide protec on to their allies. A capable Sen nel
to provoke him. If you do so, he has to make a DC 8 check
is o en the last thing standing between the party and
and upon failure he has to target you with an ac on on his
certain death.
next turn if possible.
Weapons: Sword Armor: Heavy Armor
! Block Level 7
Whenever an enemy within 2u of you tries to move away
from you, he has make a DC 8 check. Upon failure, he suf-
fers Immobile un l the start of his next turn, preven ng
Sen nel Abili es him from moving any further on this turn.
Guard Level 1 Vengeance Level 9
MP: 3 Target: Single Time: 0r Range: Self MP: 14 Target: Single Time: 0r Range: 1u
You gain EnDEF un l the end of your next turn. The target suffers damage equal to half the difference be-
First Aid Level 2 tween your current and your maximum HP.
MP: 6 Target: Single Time: 1r Range: 1u
When you begin using this ability, the target regains an
amount of HP equal to your current Level. A er the cast Paladin Archetype
me is up, if you have received no damage since cas ng A ribute Bonus: HP +10 MP +15 RES +2
and if the target is s ll in range, he addi onally gains En-
Earth Wall Level 3
DEF and Haste for 1 round.
MP: 8 Target: 3u (line) Time: 0r Range: 8u
Threaten Level 4 You create a 3u tall and wide wall of earth that blocks the
MP: 6 Target: Single Time: 0r Range: 5u path. The wall breaks down a er 3 rounds or upon suffer-
The target makes a DC 8 check and suffers Immobile for 3 ing a total of 20 damage. You cannot use this ability if a
rounds upon failure. previous wall s ll exists.
Mediguard Level 6 Holy Guard Level 5
MP: 9 Target: Single Time: 0r Range: Self As long as there is at least one ally within 1u of you, you
You gain EnDEF and Regen for 3 rounds. and all allies within 1u gain EnRES.
Defensive Forma on Level 8 ! Cover Level 7
MP: 10 Target: 2u Time: 0r Range: Self Whenever an ally within 1u of you receives physical dam-
You and all allies within the target area gain Blink for 2 age, you can decide to direct half of the total damage dealt
rounds. on yourself instead of onto your ally.
Mighty Guard Level 10 Astra Level 9
MP: 26 Target: Single Time: 1r Range: Self MP: 10 Target: Single Time: 0r Range: 5u
For the next 3 rounds, you gain Resilience against all phys- For the next 3 rounds, the target gains EnRES and becomes
ical and magical damage. Immune to all Status Effects.
Players – Jobs – Summoner 15

”I don’t like your plan. It sucks.” Summoner A ributes


– Yuna Level 1: HP +16 MP +24 AGI +2 STR +1
Level 2: HP +5 MP +10 RES +1 MAG +1
Level 3: Archetype A ribute Bonus
Level 4: HP +5 MP +10 RES +1 DEF +1
Level 5: HP +5 MP +5 RES +2 MAG +1
Level 6: HP +10 MP +10 DEF +1
Level 7: HP +5 MP +10 RES +1 MAG +1
Level 8: HP +5 MP +10 DEF +1
Level 9: HP +10 MP +5 MAG +1 RES +1
Level 10: HP +10 MP +10 STR +1

Devout Archetype
A ribute Bonus: HP +7 MP +13 STR +1 RES +2
Pray Level 3
MP: 6 Target: 1u Time: 0r Range: Self
Most powerful heroes are able to call creatures, but the You and all allies in the target area regain 2d HP.
bonds created Summoners are far stronger allowing them Inferno Level 5
manifest summons for a longer me to fight alongside You gain the ability to summon Ifrit and permanent Re-
them on the ba lefield. silience against fire damage. Also, whenever one of your
Weapons: Rod or Staff Armor: Robe summons deals damage, add your STR and MAG to the
summon’s for calcula ng the total damage dealt.
! Blood Pact Level 7
Whenever your currently ac ve summon receives any
Summoner Abili es damage, you can redirect half of the total damage dealt
to your own HP.
Summon Level 1
MP: 8 Target: 1u Time: 1r Range: 1u Healing Wind Level 9
You manifest a creature, that you have the ability to sum- MP: 14 Target: 5u (line) Time: 0r Range: Self
mon, on the ba lefield. In combat, summons take their You and all allies in the target area regain 4d HP.
turn right a er yours, following your command. They are
dismissed when they suffer KO, when you summon again
or at the end of the ba le. The HP & MP of a summon is Evoker Archetype
the same as when it was dismissed, if it suffered KO, it is A ribute Bonus: HP +12 MP +8 MAG +2 DEF +1
summoned with 1 HP. Summons fully recover their HP & Aero Level 3
MP when you go to sleep. Your summons level up with you MP: 6 Target: Single Time: 0r Range: 4u
where gain the same a ribute increases as you. All sum- You deal 2d wind damage to the target.
mons and their abili es are shown on the next page.
Water Level 3
Summon: Carbuncle Level 1 MP: 6 Target: Single Time: 0r Range: 4u
You gain the ability to summon Carbuncle. You deal 2d water damage to the target.
Image Level 2 Ice Queen Level 5
MP: 6 Target: Single Time: 0r Range: 5u You gain the ability to summon Shiva and permanent Re-
The target gains Blink for 3 rounds. silience against ice damage. Also, you can use all spells and
techs known by your currently ac ve summon.
Dispel Level 6
MP: 10 Target: Single Time: 0r Range: 5u ! Absorb Summon Level 7
All Resiliences and ac ve beneficial Status Effects of the Whenever one of your summons suffers KO in combat, you
target are removed for 3 rounds. regain an amount of HP and MP equal to 2 mes your cur-
rent Level, as well as EnMAG for 3 rounds.
Summon: Bahamut Level 8
You gain the ability to summon Bahamut. Aeroga Level 9
MP: 14 Target: Single Time: 1r Range: 6u
Final Summon Level 10
You deal 6d wind damage to the target.
MP: 16 Target: 1u Time: 1r Range: 1u
Inflict KO to a currently summoned creature to summon a Waterga Level 9
new one. The new summon gains EnSTR, EnDEF, EnMAG, MP: 14 Target: Single Time: 1r Range: 6u
EnRES and Regen un l the end of the ba le. You deal 6d water damage to the target.
Players – Jobs – Summoner 16

Carbuncle Level 1 Bahamut Level 9


HP: 10 MP: 12 HP: 60 MP: 80
STR: 1 DEF: 1 STR: 5 DEF: 4
MAG: 0 RES: 1 MAG: 4 RES: 4
AGI: 3 Size: S AGI: 3 Size: L
Bite: 1d DMG (increased to 2d at Level 5) Claw: 3d DMG
Thunder Level 2 Immune: All Status Effects Resilience: D F
MP: 4 Target: Single Time: 0r Range: 3u ! Final A ack: If you are about to fall to 0 HP you may
You deal 2d lightning damage to the target. use one of your abili es without cost or cast me before
Reflect Level 4 falling KO.
MP: 10 Target: Single Time: 0r Range: 3u Impulse Level 9
The target gains a shield that reflects the next spell that MP: 12 Target: 3u Time: 0r Range: Self
targets them back to its caster. All enemies in the target area suffer 3d dark damage.
Flash Level 7 Oblitera ng Breath Level 9
MP: 8 Target: 3u (front) Time: 0r Range: Self MP: 14 Target: 3u (front) Time: 0r Range: 3u
All enemies in the target area make a DC 8 check and suffer Everyone in the target area makes a DC 8 check and suffers
Blind for 3 rounds upon failure. 3d damage as well as Poison and Blind for 3 rounds upon
Wall Level 8 failure.
MP: 8 Target: Single Time: 0r Range: 5u Megaflare Level 10
The target gains EnDEF and EnRES for 3 rounds. MP: 25 Target: 2u Time: 2r Range: 10u
Ruby Light Level 10 You deal 6d+40 damage to all enemies in the target area.
MP: 24 Target: 2u Time: 1r Range: 8u The damage dealt ignores the target’s RES.
All allies in the target area gain Regen for 3 rounds and a
shield that reflects the next spell that targets them back
to its caster.

Shiva Level 5
Ifrit Level 5
HP: 25 MP: 45
HP: 30 MP: 25
STR: 2 DEF: 1
STR: 3 DEF: 2
MAG: 3 RES: 4
MAG: 1 RES: 0
AGI: 2 Size: M
AGI: 3 Size: M
Icicle: 2d DMG, 2u Range (increased to 3d at Level 8)
Claw: 2d DMG (increased to 3d at Level 8)
Resilience: I Weakness: F
Resilience: F Weakness: I
Blizzard Level 5
Fire Level 5
MP: 4 Target: Single Time: 0r Range: 3u
MP: 4 Target: Single Time: 0r Range: 3u
You deal 2d ice damage to the target.
You deal 2d fire damage to the target.
Deprotect Level 5
Burning Strike Level 5
MP: 5 Target: Single Time: 0r Range: 5u
MP: 5 Target: Single Time: 0r Range: 1u
The target suffers DeDEF for 3 rounds.
Make an A ack on the target. If you hit, he addi onally
suffers 2d fire damage. Deshell Level 5
MP: 5 Target: Single Time: 0r Range: 5u
Mad Rush Level 7
The target suffers DeRES for 3 rounds.
MP: 8 Target: 5u (line) Time: 0r Range: Self
You dash forward in an up to 5u long line and deal 4d dam- Ice Wall Level 7
age to everyone in the way. MP: 12 Target: 3u (line) Time: 0r Range: 5u
You create a 3u tall and wide wall of ice that blocks the
Firaga Level 8
path for 3 rounds. You cannot use this ability again as long
MP: 12 Target: Single Time: 1r Range: 5u
as the previous wall s ll stands.
You deal 6d fire damage to the target.
Blizzaga Level 8
Hellfire Level 10
MP: 12 Target: Single Time: 1r Range: 5u
MP: 20 Target: 2u Time: 0r Range: Self
You deal 6d ice damage to the target.
All enemies in the target area suffer 6d+10 fire damage.
Diamond Dust Level 10
MP: 20 Target: 3u (front) Time: 0r Range: Self
All enemies in the target area suffer 6d ice damage and
Immobile for 1 round.
Players – Jobs – Thief 17

”I PREFER the term ”treasure hunter!” Thief A ributes


– Locke Level 1: HP +20 MP +19 AGI +4
Level 2: HP +5 MP +10 STR +1 DEF +1
Level 3: Archetype A ribute Bonus
Level 4: HP +10 MP +5 STR +1 DEF +1
Level 5: HP +10 MP +10 STR +1
Level 6: HP +5 MP +5 DEF +2 RES +1
Level 7: HP +10 MP +10 STR +1
Level 8: HP +10 MP +5 RES +2
Level 9: HP +5 MP +10 STR +2
Level 10: HP +10 MP +10 DEF +1

Ninja Archetype
Thieves are mobile melee fighters, who excel at ”borrow- A ribute Bonus: HP +14 MP +11 STR +2
ing” items from enemies and have a heightened sense for Throw Level 3
worthwhile business. MP: 4 Target: Single Time: 0r Range: 5u
Weapons: Dagger Armor: Light Armor You throw a piece of equipment from your inventory on
the target and deal an amount of damage depending on
its equipment rank. The damage dealt is 1d for Beginner,
Thief Abili es 2d for Advanced and 3d for Expert level equipment. You
Steal Level 1 can collect all thrown objects at the end of the ba le.
MP: 3 Target: Single Time: 0r Range: 1u First Strike Level 5
Make a DC 7 check and ”borrow” something from the tar- When an ally chooses you to take the next turn, you can
get if you succeed. Roll 1d and you get your Level mes immediately take it instead of wai ng for a turn of the op-
20G on 1 or 2, a Po on on a 3, a Remedy on a 4, an Ether posing party.
on a 5 and a Phoenix Down on a 6. The item may also be
determined in any other way by the GM. ! Counter A ack Level 7
When an enemy hits you with an A ack, you can immedi-
Flee Level 2 ately make an A ack on him if he is within range.
MP: 4 Target: 3u Time: 0r Range: Self
You and all allies in the target area can move twice as fast Assassinate Level 9
when running away from enemies for 3 rounds. MP: 14 Target: Single Time: 0r Range: 3u
Move to the target and make an A ack on him. If you hit,
Poison Dart Level 4 he makes a DC 7 check and suffers KO upon failure.
MP: 7 Target: Single Time: 0r Range: 4u
The target makes a DC 8 check and suffers 1d damage and
one of the following Status Effects of your choice for 3
rounds upon failure: Poison, Immobile, Sleep
Treasure Hunter Archetype
Vanish Level 6 A ribute Bonus: HP +10 MP +20 DEF +1 RES +1
MP: 8 Target: Single Time: 0r Range: Self
Quick Pockets Level 3
You become invisible for up to 5 rounds or un l you take
MP: 6 Target: Single Time: 0r Range: Self
an ac on. While invisible, you gain Blink and if you hit an
Make an A ack a er which you can immediately use an
A ack, you always score a Cri cal Hit.
Item.
S cky Fingers Level 8
Gilionaire Level 5
MP: 6 Target: Single Time: 0r Range: Self
Whenever you deal damage to an enemy, you also receive
For the next 3 rounds, whenever you perform a success-
an amount of Gil equal to the total damage dealt.
ful A ack you can also use Steal on the same target with-
out addi onal cost. Addi onally, all items that you receive ! Pickpocket Level 7
from Steal are doubled for this dura on. Whenever you evade an A ack by an enemy, you can im-
mediately use Steal on him without any cost.
Mirror Image Level 10
MP: 25 Target: Single Time: 1r Range: 1u Gil Toss Level 9
You create an exact copy of yourself that lasts for 3 rounds MP: 5 Target: Single Time: 0r Range: 5u
or un l you create a new one. It acts with you on your turn, Throw an amount of Gil on the target up to a maximum of
following your command. The clone can use the same abil- 100G. The target suffers 1d damage for every 20G thrown.
i es as you except this one. The money is destroyed in the process.
Players – Jobs – Tinker 18

”I don’t give a rat’s ass whether it’s science or magical Tinker A ributes
power. No, I guess if I had to choose, I’d rather put my Level 1: HP +17 MP +24 AGI +2 STR +1
money on the power of science.” – Cid Level 2: HP +5 MP +10 RES +1 DEF +1
Level 3: Archetype A ribute Bonus
Level 4: HP +5 MP +10 STR +1 DEF +1
Level 5: HP +10 MP +10 STR +1
Level 6: HP +10 MP +10 RES +1
Level 7: HP +5 MP +10 STR +1 DEF +1
Level 8: HP +10 MP +10 RES +1
Level 9: HP +10 MP +10 RES +1
Level 10: HP +5 MP +10 RES +2

Chemist Archetype
A ribute Bonus: HP +8 MP +17 RES +2
Turbo Vaccine Level 3
MP: 6 Target: Single Time: 0r Range: 1u
The target regains 1d HP and becomes Immune to Poison,
Tinkers are technical experts who defeat their enemies Silence, Blind and flu-like viruses for 3 rounds.
by using the power of science. They can create special
Item Lore Level 5
items and devices that cause fantas c effects in combat.
You can use Items in a range of up to 3u and you may affect
Tinkers prove that any sufficiently advanced technology is
everyone within 1u of the target. Both effects also apply
indis nguishable from magic.
to the S mulant, Turbo Vaccine and Mix Techs.
Weapons: Bow or Gun or Spear Armor: Robe
! Auto-Po on Level 7
Whenever you suffer damage, you can immediately use an
Tinker Abili es Item. You can only use this effect once per round.
S mulant Level 1 Mix Level 9
MP: 4 Target: Single Time: 0r Range: 1u MP: 10 Target: Single Time: 0r Range: 3u
The target gains Regen for 3 rounds. Use 2 Items on the target and then roll 1d. Targeted allies
Flamethrower Level 2 recover 3d HP on 1-2, gain Blink for 3r on 3-4 and Haste
MP: 4 Target: 3u (front) Time: 0r Range: Self for 3r on 5-6. Targeted enemies suffer 3d damage on 1-2,
Make an A ack against every enemy in the target area. Immobile for 3r on 3-4 and Slow for 3r on 5-6.
When you hit, the damage dealt is of fire type.
Propel Level 4 Machinist Archetype
MP: 6 Target: 1u Time: 0r Range: Self A ribute Bonus: HP +10 MP +10 STR +2 DEF +1
You shoot up to 3u into the air from where you can move Autoturret Level 3
and act as usual. A er 2 rounds, you land on the ground MP: 8 Target: 1u Time: 0r Range: 1u
in your current posi on. You create a turret in the target area for 3 rounds. At the
start of each turn, deal damage equal to your current Level
For fy Posi on Level 6
to one enemy within 3u of it.
MP: 10 Target: 2u Time: 0r Range: 5u
You create a special field in the target area for 3 rounds. Synthesis Level 5
All allies gain EnSTR and EnDEF as long as they are stand- You gain an addi onal STR+1, DEF+1 or RES+1 for every
ing inside it. Materia that you have equipped.
Shockwave Level 8 ! Ballis c Defense Level 7
MP: 9 Target: 3u Time: 0r Range: Self Whenever you would suffer damage from an enemy that
Everyone in the target area except you receives 3d damage is further than 2u away from you, make a DC 7 check. If
and is pushed back by 3u. In addi on, all affected targets you succeed, the damage dealt is halved.
make a DC 8 check and suffer Immobile for 1 round upon
Satellite Beam Level 9
failure.
MP: 12 Target: ? Time: 0r Range: ?
Pandora’s Box Level 10 All affected enemies suffer 5d damage. Choose one of the
MP: 26 Target: 5u Time: 1r Range: Self following target shapes to determine the affected targets:
All enemies in the target area suffer 4d damage. In addi- draw a 1u thick ring around you with an outer radius of
on, all affected targets roll 1d and suffer the following Sta- up to 8u or draw a 1u wide line with both ends within 8u
tus Effects for 3 rounds based on the result: 1-Immobile, of you or all enemies within 5u of you make a check and
2-Slow, 3-Silence, 4-Poison, 5-Blind, 6-Sleep. everyone who rolls an odd number is affected.
Players – Jobs – Time Mage 19

”Time... It will not wait.” Time Mage A ributes


– Ul mecia Level 1: HP +17 MP +27 AGI +2 MAG +1
Level 2: HP +5 MP +10 RES +1 STR +1
Level 3: Archetype A ribute Bonus
Level 4: HP +10 MP +10 MAG +1
Level 5: HP +10 MP +10 RES +1
Level 6: HP +5 MP +10 DEF +1 RES +1
Level 7: HP +5 MP +10 RES +2
Level 8: HP +10 MP +10 DEF +1
Level 9: HP +5 MP +10 RES +2
Level 10: HP +5 MP +10 MAG +1 RES +1

Illusionist Archetype
A ribute Bonus: HP +5 MP +20 MAG +2
Warp Level 3
MP: 6 Target: 1u Time: 0r Range: 5u
Time Mages are masters of me and space, who under- You teleport to an unoccupied loca on of your choice that
stand that imagina on is more important than knowledge. you can see within 5u.
They manipulate the flow of me and bend the fabric of Tunneling Level 5
reality to their advantage. Whenever you cast a spell, you can choose to double its
Weapons: Staff Armor: Robe range and target distance by also doubling its MP cost.
! Quick Warp Level 7
Time Mage Abili es Whenever you are targeted by an A ack, you can a empt
Gravity Level 1 to Warp. In this case, you make the evasion check with ad-
MP: 6 Target: Single Time: 0r Range: 3u vantage and if you succeed, the Warp spell takes effect in
The target suffers 2d damage and can only move half his addi on to the evasion. In either case, you have to respect
usual distance on his next turn. the spell’s MP cost.
Haste Level 2 Exchange Level 9
MP: 8 Target: Single Time: 0r Range: 5u MP: 14 Target: Single Time: 0r Range: 10u
The target gains Haste for 3 rounds. Choose two targets within range and exchange their po-
si ons. Targeted enemies suffer an addi onal 4d dam-
Slow Level 2
age. Targeted allies instead cause 4d damage to everyone
MP: 8 Target: Single Time: 0r Range: 5u
within 2u of their new posi on. Also, both targets push
The target suffers Slow for 3 rounds.
aside anything that would obstruct their new spot.
Float Level 4
MP: 8 Target: Single Time: 0r Range: 3u Oracle Archetype
The target levitates up to 3u above the ground for 2 A ribute Bonus: HP +8 MP +17 STR +1 RES +1
rounds. While allies can s ll move in the air, targeted en- Extend Level 3
emies suffer Immobile for the dura on. MP: 5 Target: Single Time: 0r Range: 8u
The dura on of all Status Effects that the target is suffering
Graviga Level 6
or benefi ng from, is extended by 3 rounds.
MP: 15 Target: 2u Time: 1r Range: 6u
All enemies in the target area suffer 6d damage and a Slow Read Ahead Level 5
Field appears in the target area that lasts for 3 rounds. Right before the start of each combat, you can take one
extra turn, even if the enemy has a surprise round.
Stop Level 8
MP: 16 Target: 30u Time: 0r Range: Self ! Kismet Level 7
All enemies in the target area make a DC 8 check and suf- When a spell or tech that targets someone within 5u takes
fer Sleep for 1 round upon failure. effect, you can choose to delay it. In this case, the ba le
con nues as usual and the ability instead takes effect on
Banish Level 10
the target a er 1 round. This effect does not stack.
MP: 26 Target: Single Time: 0r Range: 5u
Temporarily banish the target into another dimension. If Quicken Level 9
he is an ally, he can s ll take turns, but not interact with MP: 12 Target: Single Time: 0r Range: 5u
the ba lefield. A er 3 rounds, the target reappears in the The target takes an extra turn immediately before yours is
same spot, anyone in the same space is pushed aside and finished. The round con nues as usual a erwards, so you
suffers 6d damage. You cannot use Banish consecu vely s ll have to pick the next combatant for your side. You can
on the same target or if a previous cast is s ll ac ve. only use this ability once per round.
Players – Jobs – Warrior 20

”I dreamt I was a moron.” Warrior A ributes


– Squall Level 1: HP +25 MP +18 AGI +3 STR +1
Level 2: HP +10 MP +5 STR +1 DEF +1
Level 3: Archetype A ribute Bonus
Level 4: HP +10 MP +5 STR +2
Level 5: HP +10 MP +10 DEF +1
Level 6: HP +10 MP +5 DEF +1 RES +1
Level 7: HP +10 MP +10 STR +1
Level 8: HP +10 MP +5 RES +2
Level 9: HP +5 MP +10 STR +1 DEF +1
Level 10: HP +10 MP +5 DEF +2

Dark Knight Archetype


A ribute Bonus: HP +5 MP +15 DEF +1 RES +2
Defensebreak Level 3
MP: 6 Target: Single Time: 0r Range: 1u
Warriors are specialists in melee combat, because of their Make an A ack on the target. If you hit, he suffers DeDEF
strong physical offense and defense. They are proficient and DeRES for 2 rounds on top of the damage dealt.
with powerful swords and armor, allowing them to Souleater Level 5
become even more dangerous and durable. Whenever you successfully A ack an enemy, you can addi-
Weapons: Sword Armor: Light or Heavy Armor onally inflict dark damage equal to half of the total dam-
age dealt, to yourself and all enemies within 3u.
! Blood Price Level 7
Whenever an enemy that you can see spends MP, you can
force him to spend an equal amount of HP instead if he has
Warrior Abili es enough HP to do so. A erwards, increase your own HP by
half the amount spent.
Rush Level 1
MP: 3 Target: Single Time: 0r Range: 1u Berserk Level 9
Make an A ack against the target. If you hit, you push him MP: 10 Target: Single Time: 0r Range: 5u
back by 1u on top of the damage dealt. For the next 3 rounds the target can only take the A ack
ac on, but every successful A ack is a Cri cal Hit. If you
Beatdown Level 2 target an enemy with this ability, he makes a DC 8 check
MP: 6 Target: Single Time: 0r Range: 1u and only suffers this effect upon failure.
Make an A ack where the target has Advantage on the
evasion check. If you hit, you score a Cri cal Hit.
Vitality Level 4 Samurai Archetype
MP: 5 Target: Single Time: 0r Range: Self A ribute Bonus: HP +16 MP +9 STR +2
For the next 3 rounds, when an effect restores your HP or Focus Level 3
MP, the amount is doubled. Also, when you have to make MP: 5 Target: Target Time: 0r Range: Self
a check to resist a nega ve effect, its DC is reduced by 2. For the next 3 rounds, whenever you A ack an enemy, he
has Disadvantage on the the evasion check.
Army of One Level 6
MP: 10 Target: 3u Time: 0r Range: Self Cripple Level 5
Make an A ack against every enemy in the target area by Whenever the target of your A acks rolls a 5 or less on the
making one damage roll that applies to all affected targets evasion check he addi onally suffers one of the following
that fail to evade. A er using the ability, you can move Status Effects of your choice for 1 round upon failure: Im-
next to any of the affected targets. mobile, Blind, DeSTR.
Bravery Level 8 ! Bushido Level 7
MP: 10 Target: 2u Time: 0r Range: Self You can evade Techs by passing an evasion check the same
You and all allies within the target area gain EnSTR and En- way that you evade A acks. Also, whenever you evade an
MAG for 2 rounds. A ack or Tech, you regain an amount of MP equal to your
current Level.
Omnislash Level 10
MP: 28 Target: Single Time: 0r Range: 1u Razor Gale Level 9
Make 3 separate A acks against the target. Each me he MP: 8 Target: 5u (line) Time: 0r Range: Self
rolls 4 or less on an evasion check, you score a Cri cal Hit. Everyone in the target area suffers 4d wind damage.
Players – Jobs – White Mage 21

”Hey, that’s Cloud’s line! ’It’s too dangerous, I can’t get White Mage A ributes
you involved...’ Blah blah blah.” Level 1: HP +19 MP +25 AGI +2 STR +1
– Aerith Level 2: HP +5 MP +10 MAG +1 RES +1
Level 3: Archetype A ribute Bonus
Level 4: HP +10 MP +5 MAG +1 DEF +1
Level 5: HP +5 MP +10 RES +1 STR +1
Level 6: HP +5 MP +5 MAG +2
Level 7: HP +10 MP +10 RES +1 DEF +1
Level 8: HP +5 MP +5 MAG +2 DEF +1
Level 9: HP +5 MP +10 RES +1 MAG +1
Level 10: HP +10 MP +10 RES +1

Sage Archetype
A ribute Bonus: HP +11 MP +9 MAG +2 STR +1
Sleep Level 3
MP: 6 Target: Single Time: 0r Range: 5u
The target makes a DC 8 check and suffers Sleep for 3
White Mages are experts of defensive magic and boast a rounds upon failure.
variety of recovery and protec ve spells. While mediocre Silence Level 3
in physical combat, they also feature incredible resistance MP: 6 Target: Single Time: 0r Range: 5u
against magic. The target makes a DC 8 check and suffers Silence for 3
Weapons: Staff Armor: Robe rounds upon failure.
Ancient Wisdom Level 5
When you inflict one or more Status Effects on a target,
you can also inflict DeDEF or DeRES on him for 3 rounds.

White Mage Abili es ! Absorb MP Level 7


When you are the target of an enemy ability, increase your
Cure Level 1
MP by half the amount that the caster spent on it.
MP: 4 Target: Single Time: 0r Range: 3u
The target regains 2d HP. Curse Level 9
MP: 14 Target: Single Time: 1r Range: 5u
Drain Level 2
The target makes a DC 9 check and upon failure he suffers
MP: 6 Target: Single Time: 0r Range: 3u
4d damage as well as Poison and Zombie for 3 rounds.
Deal 1d damage to the target and increase your own HP by
the total amount of damage dealt.
Esuna Level 4 Medic Archetype
MP: 6 Target: Single Time: 0r Range: 5u A ribute Bonus: HP +7 MP +13 RES +2 DEF +1
You remove all nega ve Status Effects except KO from the Protect Level 3
target. MP: 4 Target: Single Time: 0r Range: 5u
Curaga Level 6 The target gains EnDEF for 3 rounds.
MP: 14 Target: 2u Time: 1r Range: 5u Shell Level 3
Everyone in the target area regains 6d HP. MP: 4 Target: Single Time: 0r Range: 5u
The target gains EnRES for 3 rounds.
Clear Level 6
MP: 6 Target: 5u Time: 0r Range: 50u Doctor’s Code Level 5
You remove one ac ve Field Effect within range. Whenever you use Magic on an ally within 1u, you can im-
mediately use an Item on him in addi on.
Holy Level 8
MP: 21 Target: Single Time: 2r Range: 12u ! No Collateral Level 7
You deal 6d+45 holy damage to the target. Whenever you would be affected by a spell or tech that
you are not the primary target of, you can choose that you
Auto-Life Level 10
and all other secondary targets are unaffected.
MP: 28 Target: Single Time: 2r Range: 3u
You summon a guardian angel that watches over the tar- Full-Life Level 9
get. The next me he falls KO, he is instantly revived with 1 MP: 22 Target: Single Time: 2r Range: 5u
HP. This effect does not stack and if not ac vated, it expires You remove the KO status from the target and fully restore
when the target goes to sleep. his HP.
Players – Equipment 22

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

”Cloud, sign this. It’s a contract that says when the war is
over, all the materia will belong to me.” – Yuffie

Weapons and armor can be improved through the use of


Materia. Materia usually appear as crystal-like ar facts
A character’s combat potency can be further improved
that concentrate magical forces to be used by anyone.
through Equipment. While Weapons increase the damage
They can be slo ed into weapons and armor to grant their
dealt, Armor protects against incoming damage and Ac-
wielder addi onal effects. Slo ed Materia can also be re-
cessories can complement a character’s gear. Each equip-
moved, swapped and stored easily. Unless explicitly stated
ment piece provides a Unique effect and weapons and ar-
otherwise, every weapon or armor can carry one Mate-
mor have an addi onal Type effect determined by their
ria, but clothes and accessories cannot carry any. Materia
type. All weapons have a range of 1u unless specified oth-
can be divided into two categories: command and support
erwise. Instead of armor, characters can also wear regu-
Materia. Command materia allow the wielder of the im-
lar clothes which only provide DEF +1. Accessories can be
bued equipment to use new abili es, while support Ma-
worn by everyone, but characters can only equip specific
teria grant passive effects. If a Materia allows the use of
weapon and armor types depending on their job. How-
an exis ng ability, the user has to adhere to its usual rules
ever, all characters can use Items, that provide quick ben-
including MP cost and cast me.
efits in and outside of combat, but are consumed a er a
single use. Equipment pieces are classified into different
Equipment Ranks depending on their potency and rarity.
While everyone can carry Beginner equipment, characters ”Yes, the twelve legendary weapons. They are weapons.
need to reach higher Levels to use Advanced and Expert They are legendary. There are even twelve of them.”
equipment. The details of each equipment rank are shown – Ghido
in the table below.

Unless the GM decides otherwise, every character gains


Equipment Level Weapon Armor Approx. 1500G at Level 1, from which they can buy their star ng
Rank DMG DEF/RES Value equipment as follows:
Beginner 1-3 1d +0 / +0 500G . Buy any Beginner weapon for 500G or a Beginner My-
htril weapon for 250G.
Advanced
Expert
4-7
8 - 10
2d
3d
+1 / +1
+2 / +2
2000G
4000G . Buy any Beginner armor for 500G, a Beginner Myhtril
armor for 250G, or clothes for 100G.
.. Op onally, buy any set of Items that you can afford.

All items and unequipped possessions are stored in your


. Op onally, buy one Beginner accessory for 500G.
Op onally, buy one Materia that you can afford.
character’s Inventory. Equipment and items can be looted The following pages give various examples of equipment
from defeated foes and treasure chests or earned as re- pieces that you can choose. The tables detail the unique
wards for comple ng a given task. But the party may also effect of each equipment piece, as well as the type effects
buy or sell specific goods to shops and merchants. The cur- of each weapon and armor type. All listed weapons and ar-
rency used for trading is called Gil (shortened G) and typi- mor are of Beginner rank unless the GM explicitly decides
cally comes in the form of golden coins. You can try buying otherwise. Note that your character sheet provides vari-
and selling almost anything, as long as someone is willing ous fields to keep track of your inventory as well as your
to trade. current equipment with all their effects.
Players – Equipment 23

Bow Unique Effect Dagger Unique Effect


Mythril Bow Has an addi onal Materia slot. Mythril Has an addi onal Materia slot.
Elfin Bow Add 3 to the damage when you A ack a Knife
target that is suffering a Status Effect. Nightshade When the target of your A ack rolls a 5
or less on the evasion check, he suffers
Killer Bow On Cri cal Hit, the target suffers KO.
Poison for 3 rounds.
Crossbow Does not suffer from the penalty of its
Assassin On a Cri cal Hit, the target instantly suf-
Type Effect, but its range is only 3u.
Knife fers KO.
Aplu A acks ignore all effects that grant the
Orichalcum When your HP falls below half of its max-
target advantage on the evasion check
imum, you gain EnSTR for 3 rounds.
except its own Type Effect.
Gladius The DC of all checks related to stealing is
Anteros When the target of your A ack rolls a 5
reduced by 1.
or less on the evasion check, he suffers
Blind for 3 rounds. Main DEF +1. Grants another DEF +1 if
Type Effect: Bows have 5u range. If you A ack or use a Gauche equipped as second Dagger.
Tech including an A ack and you move on the same turn, Subtle Smile If there is an ally of you within 1u of the
the target has Advantage on the evasion check. target, add 3 to the damage dealt by At-
tacks with this weapon.
Type Effect: You can equip a second Dagger in place
of an Accessory. In this case, you can make a sec-
Gun Unique Effect ond A ack with the other weapon instead of your usual
Mythril Gun Has an addi onal Materia slot. movement.
Fomalhaut The damage dealt by this weapon is of
magical type.
Tiny Bee On Cri cal Hit, you may immediately take
another ac on.
Machine If the target evades your A ack, he s ll
Gun suffers half the total damage. Sword Unique Effect
Dragon Damage dealt by this weapon is of fire Mythril Has an addi onal Materia slot.
Breath type. Also, anyone who ends his turn Sword
within 1u of you, suffers 3 fire damage. Buster When the target of your A ack rolls a 5
Spirit Whenever you successfully A ack a tar- Sword or less on the evasion check, the damage
Cannon get who is suffering the Zombie status, dealt ignores his DEF.
you score a Cri cal Hit. Gunblade You can make an up to 3u long ranged At-
Type Effect: Guns have 3u range. Unlike Bows, their tack. In this case, you do not add your
damage is not directly increased by STR. Instead, a gun’s STR to the damage dealt.
DMG is increased by 1d for every 3 STR of its wielder. Organyx Whenever you successfully A ack an en-
emy, you regain 2 MP.
Bloodsword When you reduce an enemy to 0 HP, you
Spear Unique Effect regain an amount of HP equal to your
current Level.
Mythril Spear Has an addi onal Materia slot.
Murasame The range of all your Techs is increased
Gae Bolg Score a Cri cal Hit when your opponent
by 1u.
rolls 2 or 3 on the evasion check.
Yoshihara Whenever you perform a counter A ack
Vel The damage dealt by all of your Techs is
through an evasion check, you always
of magical type.
score a Cri cal Hit.
Longinus When the target of your A ack rolls a 5
Vorpal Blade On Cri cal Hit, triple your usual damage,
or less on the evasion check, he suffers
instead of just doubling it.
Silence for 3 rounds.
Save the Whenever you or an ally within 1u is af-
Trident A acks target both the original target
Queen fected by Magic, you can halve the dam-
and anyone directly behind him.
age suffered by passing a DC 9 check.
Naginata On every Cri cal Hit, triple your usual
Type Effect: When rolling an evasion check, you can
damage, instead of just doubling it.
make a counter A ack not only when you roll a 12 but
Type Effect: Spears have 2u range. also when you roll an 11.
Players – Equipment 24

Staff Unique Effect Heavy Armor Unique Effect


Mythril Staff Has an addi onal Materia slot. Mythril Armor Has an addi onal Materia slot.
Healing Staff Whenever you restore HP with Magic, Crystal Mail Resilience: ice
add 2 to the amount. Demon Mail Maximum MP +5
Oak Staff A er performing an A ack, you can ad- Diamond Armor Resilience: lightning
di onally use the Defend ac on at a cost
Dragon Mail Resilience: fire
of 4 MP.
Knight’s Armor RES +1
Rune Staff When you deal magical damage to an en-
emy that is suffering a Status Effect, he Mirror Mail Immunity: Silence
also suffers Silence for 3 rounds. Achilles Immunity: Slow
Golden Staff When your HP falls below half of its max- Fullplate Maximum HP +5
imum, you gain EnDEF for 3 rounds. Karuta-gane When you Dash you can move twice
Power Staff Whenever you perform a successful At- as far as usual.
tack, also add your MAG to the damage Type Effect: Heavy Armor provide an addi onal DEF +2.
dealt.
Sage’s Staff You can add the holy type to damage
dealt by A acks and Magic.
Light Armor Unique Effect
Oracle Bone The range of all HP restoring or Status Ef-
Mythril Vest Has an addi onal Materia slot.
fect causing spells is increased by 1u.
Type Effect: Staves increase the wielder’s maximum MP Gaia Gear Resilience: earth
by 10 per increase in equipment rank (for example, a Be- Kenpo Gi Immunity: Blind
ginner staff grants maximum MP +10, an Advanced staff Minerva Maximum MP +5
grants MP +20). In exchange, staves cannot have more Mirage Vest Immunity: Sleep
than 1d DMG.
Ninja Gear Immunity: Immobile
Power Vest DEF +1
Red Jacket Resilience: fire
Survival Vest Maximum HP +5
Flak Jacket Resilience gainst damage dealt by
Rod Unique Effect Bows and Guns.
Mythril Rod Has an addi onal Materia slot. Nemean Resilience gainst damage dealt by
Elemental This weapon has to be of a specific ele- Lionskin Swords and Daggers.
Rod ment (e.g. fire) and can have an accord- Behemoth Suit RES +1
ing name (e.g. Flame Rod). Whenever Type Effect: Light Armor provide an addi onal DEF +1
you deal damage of that element, add 2 and RES +1.
to the amount.
Adaman ne The damage dealt by this weapon ig-
Rod nores the target’s DEF.
Robe Unique Effect
Stardust Rod When you reduce an enemy to 0 HP, you Mythril Robe Has an addi onal Materia slot.
regain an amount of MP equal to your
current Level. Black Robe Immunity: Poison
Malboro Rod When you cause one or more nega ve Silk Robe DEF +1
Status Effects, you regain 3 HP.
Lilith Rod When your HP falls below half of its max- Co on Robe Resilience: wind
imum, you gain EnMAG for 3 rounds. Luminous Robe Resilience: holy
Whale You can add the water type to damage Magus Robe RES +1
Whisker dealt by A acks and Magic. Scholar’s Robe Maximum MP +5
Magus Rod Whenever you benefit from the EnMAG Necromancer Resilience: dark
status, its effect is doubled. Shroud
Type Effect: Rods increase the wielder’s MAG by 2 per White Robe Immunity: Sleep
increase in equipment rank (for example, a Beginner rod
Hagoromo Immunity to all Field effects.
grants MAG +2, an Advanced rod grants MAG +4). In ex-
change, rods cannot have more than 1d DMG. Type Effect: Robes provide an addi onal RES +2.
Players – Equipment 25

Accessory Rank Unique Effect


Mythril Shield Beginner DEF +1
Power Armlet Beginner STR +1
Rune Bracers Beginner RES +1
Crystal Ring Beginner MAG +1
Ba le Boots Beginner Immunity: Immobile
Silver Glasses Beginner Immunity: Blind
Star Pendant Beginner Immunity: Poison
White Cape Beginner Immunity: Silence
Berserker Badge Beginner You gain EnSTR as long as your current MP is 5 or less.
Force Ring Beginner You gain EnMAG as long as your MP is at its maximum.
Ninja Tabi Beginner Whenever you use the Dash ac on, you can move twice as far as usual.
Life Pendant Beginner Whenever you recover from KO, you gain Regen for 3 rounds.
U lity Belt Beginner You can use the Re-Equip ac on and s ll take another ac on.
Buckler Beginner Whenever you use the Defend ac on in combat, you also regain 3 HP.
Silent Boots Advanced Your footsteps are completely silent.
Thief Gloves Advanced You have Advantage on all checks related to stealing.
Protect Ring Advanced A er being hit by an A ack, you gain EnDEF for 1 round.
Elemental Advanced This Accessory is of one elemental type (e.g. Fire Cufflink). Whenever you deal dam-
Cufflink age of that type, add 3 to the damage dealt.
Item Holder Advanced While not in combat, you can put one Item into it. During combat, you can use this
Item and s ll take another ac on.
Circlet Advanced RES +1, MAG +1
Grand Helmet Advanced STR +1, DEF +1
Safety Bit Advanced RES +1, Immunity: KO
Champion Belt Advanced STR +1, Immunity: DeATR
Germinas Boots Advanced You can jump twice as high as usual.
Black Belt Advanced Maximum HP +10
Heart Ring Advanced Maximum MP +10
Moogle Charm Advanced Glows when there is a monster within 50u of you.
Muscle Belt Advanced Whenever the target of your A acks rolls 3 or less on the evasion check, you score a
Cri cal Hit.
Aegis Shield Expert Whenever you are targeted by Magic that does not involve a check already, you can
try to pass a DC 10 check to avoid its effect.
Rose a Stone Expert You are able to understand any wri en or spoken language.
Hermes Shoes Expert In every ba le, you have Haste on your first turn. Immunity: Slow
Hero’s Shield Expert DEF +1, RES +1, Immunity: Sleep
Protect Bangle Expert You gain EnDEF and EnRES as long as your HP is below 50% of its maximum.
Feather Boots Expert You can levitate up to 1u above the ground.
Hermes Sandals Expert AGI +1
Divine Sandals Expert You can walk on water and other liquids.
Genji Helmet Expert RES +2, DEF +1.
Genji Shield Expert DEF +2, RES +1.
Genji Gloves Expert STR +2, MAG +2.
Gold Hairpin Expert The MP costs of all your abili es are reduced by 2.
Ribbon Expert You gain advantage on all checks related to resis ng Status Effects.
Note: For some accessories it does not make sense to wear two of the same kind (for example shields).
Players – Equipment 26

Item Value Unique Effect


Gysahl Greens 25G Vegetable well-known as a Chocobo’s favorite food.
An dote 50G Removes Poison.
Eyedrops 50G Removes Blind.
Echo Grass 50G Removes Silence.
Gold Needle 50G Remove Immobile.
Arc c Wind 100G The target suffers 2d ice damage.
Bomb Fragment 100G The target suffers 2d fire damage.
Lightning Gem 100G The target suffers 2d lightning damage.
Po on 100G The target regains 8 HP.
Holy Water 150G Removes Zombie.
Ether 150G The target regains 12 MP.
Light Curtain 200G The target gains EnDEF for 3 rounds.
Lunar Curtain 200G The target gains EnRES for 3 rounds.
Giant’s Tonic 200G The target gains EnSTR for 3 rounds.
Faerie’s Tonic 200G The target gains EnMAG for 3 rounds.
Elemental Oil 250G This Item is of one elemental type (e.g Fire Oil). Apply it to your weapon and your next
A ack deals an addi onal 6 damage of that element type.
Remedy 250G Removes all nega ve status effects, except KO.
Malboro Vine 250G The target makes a DC 8 check and suffers Poison for 3 rounds upon failure.
Sleep Powder 250G The target makes a DC 8 check and suffers Sleep for 3 rounds upon failure.
Hero Drink 300G The target gains EnSTR and EnMAG for 3 rounds.
Warp Stone 300G You teleport to a place you can see within 10u.
Spider Web 350G The target makes a DC 8 check and suffers Slow for 3 rounds upon failure.
Hi-Po on 400G The target regains 20 HP.
Scanner 500G Reveals the target’s Resiliences, Weaknesses, Immuni es, current HP and MP.
Turbo Ether 500G The target regains 30 MP.
Vaccine 500G Removes Poison and the target becomes Immune to it for the rest of the ba le.
Megaphone 500G Removes Silence and the target becomes Immune to it for the rest of the ba le.
Magic Lenses 500G Removes Blind and the target becomes Immune to it for the rest of the ba le.
Pain Killer 500G Removes Immobile and the target becomes Immune to it for the rest of the ba le.
Phoenix Down 500G Removes KO and the target regains 1 HP.
Dark Ma er 500G The target suffers 6d dark damage
Tent 750G Allows the party to sleep outside comfortably.
X-Po on 750G The target fully regains all HP.
Transfusion 800G Removes Zombie and the target becomes Immune to it for the rest of the ba le.
Silver Hourglass 800G Removes Slow and the target gains Haste for 3 rounds.
Mega-Po on 800G Everyone within 1u regains 25 HP.
X-Ether 900G The target fully regains all MP.
Magicite Shard 1000G Roll 1d, based on the result use the following Esper Call:
1-Ifrit, 2-Shiva, 3-Ramuh, 4-Odin, 5-Phoenix, 6-Bahamut.
Esper Magicite 1250G This Item is for one Esper (e.g. Ifrit Magicite). When used it ac vates its Call ability.
Elixir 1250G The targets fully regains HP and MP.
Gold Hourglass 1500G Everyone within 5u except yourself suffers Sleep for 1 round.
Mega-Elixir 1750G Everyone within 1u fully regains their HP and MP.
Mega-Phoenix 2000G Removes KO from everyone within 3u and fully restores their HP and MP.
Players – Equipment 27

Command Materia Value Unique Effect


Conjuring Materia 250G You can use your ac on to create a simple magical effect, for example a loud noise
or a flash of light.
Fire Materia 500G Allows you to use the ”Fire” ability (see Black Mage job)
Ice Materia 500G Allows you to use the ”Blizzard” ability (see Black Mage job)
Bolt Materia 500G Allows you to use the ”Thunder” ability (see Black Mage job)
Medic Materia 500G Allows you to use the ”First Aid” ability (see Sen nel job)
Rage Materia 500G Allows you to use the ”Beatdown” ability (see Warrior job)
Courage Materia 500G Allows you to use the ”Flee” ability (see Thief job)
Kung-Fu Materia 500G Allows you to use the ”Kick” ability (see Monk job)
Impromptu Materia 750G Allows you to use the ”Improvise” ability (see Bard job)
Mirage Materia 750G Allows you to use the ”Image” ability (see Summoner job)
Blind Materia 500G Allows you to use the ”Blind” ability (see Red Mage job)
Restore Materia 750G Allows you to use the ”Cure” ability (see White Mage job)
Trap Materia 750G Allows you to use the ”Lay Trap” ability (see Marksman job)
Dragon Materia 750G Allows you to use the ”Fire Breath” ability (see Dragoon job)
Signal Materia 1000G You can use your ac on to shoot light into the air that is visible from up to 1000u.
Transfuse Materia 1000G You can use your ac on to reduce your HP by your current Level and increase the HP
of a target within 3u by the same amount.
Bomb Materia 1250G You can use your ac on to push everyone within 1u of you back by up to 2u.
Vacuum Materia 1250G You can use your ac on to pull all enemies within 3u towards you by up to 2u.
Fly Materia 1500G Allows you to use the ”Propel” ability (see Tinker job)
Time Materia 1500G Allows you to use the ”Haste” ability (see Time Mage job)
Item Materia 1500G Allows you to use the ”Quick Pockets” ability (see Thief job)
Magnifying Materia 1500G You can conjure a magnifying lens that allows to see everything in a loca on up to
5000u away as if it was right next to you.
Jump Materia 1750G You can use your ac on to make a 10u high or long jump.
Analyze Materia 2000G You can use your ac on to find out the remaining HP of a target within 5u.
Stampede Materia 2000G You can take the Dash ac on and then perform an A ack immediately a er.
Mop Materia 2000G You can use your ac on to remove a Field that you are standing next to.
Mend Materia 2000G You can use your ac on to remove one Status Effect that your are suffering.
Swap Materia 2000G You can use your ac on to exchange your posi on with that of an ally within 10u.
Wet Floor Materia 2000G You can use your ac on to create a Slippery Field that is centered around a point
within 3u, reaches up to 3u and lasts for 3 rounds. You cannot use this effect while
the previous field is s ll ac ve.
Arcane Materia 2000G You can use your ac on to detect the presence of magic infused objects within 10u.
Lava Materia 2000G You can use your ac on to create a Hot Field that is centered around a point within
3u, reaches up to 3u and lasts for 3 rounds. You cannot use this effect while the
previous field is s ll ac ve.
Telepathy Materia 2000G You can use your ac on to send a telepathic message to a target within 10u.
Alarm Materia 2000G You can use your ac on to create an invisible sphere of 5u diameter where you
are standing. The sphere stays for up to 1 hour and whenever someone else steps
through it, it is destroyed and emits a loud noise that is audible in a distance up to
500u. You can not use this ability again un l the previous sphere is destroyed.
Ensnare Materia 2500G While not in combat, you can create an invisible trap with 2u diameter on the ground.
If an enemy steps on it, he becomes temporarily incapacitated and if you engage in
combat you gain a guaranteed surprise round.
Chameleon 3000G While not in combat, you can blend in with your environment. Enemies can only
Materia no ce you by passing a DC 9 check.
Players – Equipment 28

Support Materia Value Unique Effect


Water Materia 250G Allows you to breathe normally under water.
Weather Materia 250G Equipment starts glowing to indicate incoming storm or rain.
ATR Plus 500G This materia is of one the following a ributes: STR, DEF, MAG or RES and increases
the according a ribute by 1 (e.g. STR Plus increases STR by 1).
Resilience 500G This materia is of one elemental type (e.g. fire). You gain permanent resilience
Materia against that type.
Elemental 500G This materia is of one elemental type (e.g. fire). Every A ack that you make deals
Materia damage of this type.
Immunity 700G This materia is of one status effect and grants Immunity against it (e.g. Blind Materia
Materia grants immunity against the Blind status).
Glow Materia 750G The equipment piece glows to grant visibility within 5u.
Status Materia 750G This Materia is of one status effect (e.g. Poison Materia). Whenever you hit an A ack,
where the target rolls a 5 or less on the evasion check, the target suffers that status
effect for 3 rounds in addi on.
Consumer Materia 1000G Whenever you use an Item on yourself, you regain an addi onal 3 HP.
Chocobo Materia 1000G When you fall from any height, you can glide down gracefully.
HP Plus 1250G You maximum HP is increased by 10.
MP Plus 1250G You maximum MP is increased by 10.
Alert Materia 1500G Allows you to evade A acks while concentra ng.
Moogle Materia 1500G The weapon or armor glows whenever there is a monster within 25u.
Nightvision Materia 1500G You can perfectly see in the dark.
Sense Materia 1750G You can see the remaining HP of all enemies within 1u.
Berserk Materia 1750G When your HP is below half of its maximum, add 3 to the damage dealt by A acks.
Item Materia 2000G The range in which you can use Items is increased by 1u.
Tough Materia 2000G Whenever you make a check to withstand a status effect, the DC is reduced by 1.
Counterspell 2000G When you suffer damage by Magic that you know or you know a spell with the same
Materia elemental type, you can immediately cast it on the perpetrator without cast me.
Bystander 2000G All damage that you suffer from area effects that you are not the primary target of is
Materia halved.
Concentra on 2250G Whenever it is your turn and you cannot use your ac on due to concentra ng, you
Materia instead regain MP equal to your current Level.
Float Materia 2250G You are unaffected by Fields.
X-Ray Materia 2500G You can see through up 1u thick walls when standing next to them.
Climb Materia 2500G Allows you to walk on ver cal walls the same as you can on horizontal ground.
Lure Materia 2500G Each monster within 2u will choose you as target whenever possible. Some enemies
may be immune to this effect as decided by the GM.
Upgrade Materia 2500G When you slot this materia into a weapon or armor, it is immediately upgraded to
the next equipment rank. This item is destroyed in the process.
Counter Materia 2500G Whenever you roll a 10 or higher on an evasion check, you can immediately make an
A ack against the a acker.
Drain Materia 2750G On every successful A ack, your HP is increased by 3.
Osmosis Materia 2750G On every successful A ack, your MP is increased by 3.
HP/MP Materia 2750G Your maximum HP and your maximum MP are switched.
Rewind Materia 3000G Whenever you roll a 2 or 3 on an evasion check, you may re-roll it once.
Range Materia 3000G Increases the range of your weapon by 1u.
Nimble Materia 3000G You can move 1u further per turn than your usual distance.
Ghost Materia 3000G Allows you to walk through people, monsters and solid objects.
Players – Talents 29

”Sweet Christmas, it’s a talking turtle!” Book Worm: You can understand the most important con-
– Bartz tents of any book or text in a ma er of minutes.

Calculator: Given enough me, you can solve any mathe-


ma cal problem. Furthermore, you can make reliable nu-
merical es mates, e.g. for various distances or the amount
of people in a large group.

Camping Again: While outside, you can spend an hour


to build a comfortable shelter to spend the night out of
materials found in nature.

Carpenter: Given enough me and materials, you can cre-


Talents are non-combat related skills that a character is ate and repair any object that is mostly made out of wood,
especially proficient with. Every character gains a Talent such as furniture or vehicles.
when they reach Level 2, but the GM may allow them
to gain addi onal Talents under special circumstances. Chocobo Sage: You can comfortably tame and build
Below is a list of Talents, the GM may also allow players to friendships with friendly animals and monsters.
create their own Talents using the ones given as examples.

Cid’s Appren ce: Given enough me and materials you


Example: Talents are able to repair any broken machine or vehicle.
Ke a leads the army of the Gestahlian empire in a
siege on Doma Castle, who are accused of suppor ng
rebel groups. Their first a empt at a frontal a ack fails Clown: You can spend mul ple hours to create a potent
spectacularly. The castle is well for fied and led by a poison out of materials found in nature or in stores. The
powerful soldier named Cyan. Ke a devises a vicious poison is tasteless and odorless and can only be detected
plan to secure victory: he uses his Clown Talent to create by experts such as yourself. A character that consumes the
a powerful liquid poison that leaves no trace. Despite poison makes a DC 8 check and suffers KO upon failure.
protest among his allies, he pours the poison into Doma’s
water supply, resul ng in the death of most its popula on. Concealer: You can spend a few minutes of me to change
Although Cyan survives, Doma is severely weakened and your appearance such that you are not easily recognized.
the Gestahlian army is able to take the castle with ease. People who have seen you before have to pass a DC 9 check
to realize the decep on.

Conjurer: You can spend a few minutes to perform a ritual


Alchemist: A er every successful ba le against monsters that creates an illusion of a character, monster or object.
you can create a Bomb Fragment, Arc c Wind or Lightning To understand that it is an illusion, a character either has
Gem out of their remains. to touch it or pass a DC 8 check.

Apothecary: You can spend an hour to create a Po on or Dedicated Driver: You are able to perfectly drive or navi-
a Remedy from ingredients found in nature or stores. gate any vehicle including ships and airships.

Archylte Hunter: You have Advantage on all checks re-


Deja Vu: When you meet a new character, you may de-
lated to hun ng or fishing.
clare that you have met them before. In this case, the GM
determines your connec on. You can only use this effect
Ar st: Given enough me, you can create beau ful a total of 3 mes in the en re adventure.
works of art in the form of pain ngs, sculptures or pho-
tographs. If you find interested buyers, each piece is worth
an amount Gil up to 100 mes your current Level. Flower Girl: You can iden fy any plant and know how to
grow them even in very unfavorable condi ons.
Blue Mage: You can quickly learn most simple non-
combat skills by carefully observing someone proficient Force of Nature: You have Advantage on all checks that
during the act for a while. Such simple skills are for ex- require proficiency and experience related to nature, such
ample cooking a meal or riding a Chocobo. as following tracks in a forest.
Players – Talents 30

Guardian Corps: You do not suffer damage by falling from Shrouded One: You have Advantage on all checks related
any height. to hiding or staying undetected.

Hope’s Assistant: Given any object or trace, you can de- Simdemehkiym: You are fluent in 2 languages and can
termine its date and place of crea on accurately. learn new ones in a ma er of days.

Investor: You can lend Gil at an interest to any business of Skywatcher: You can accurately predict the weather in
your choice. A er at least one week has passed, you can your current loca on for the next week.
collect back your money plus an addi onal amount equal
to 10% of the loan.
Spira’s Historian: You have knowledge on most historical
facts and you have Advantage on checks related to making
It’s a Unix System: You have no problems with under-
connec ons to historical events.
standing and using even the most complex technologies
such as computer or communica on systems.
Spoony Bard: You have perfectly mastered one music in-
King’s Shield: You have Advantage on all checks that rely strument of your choice and you can play any music piece
on pure strength such as li ing heavy objects or opening on any music instrument to a convincing degree.
ght jar lids.
Starplayer: You are among the best in the world in one
Leading Man: You have Advantage on all checks that in- sport or game of your choice.
volve impressing or persuading through speech.
Strange Gourmand: You can spend an hour to prepare
Let’s Mosey: You can perfectly imitate the mannerisms of a tasty meal from almost anything that can be found in
a person that you have spent a few days of me with. stores or in nature.

Llymlaen’s Disciple: You never lose your way, even in lo- Story Teller: You have Advantage on all checks related to
ca ons that you are unfamiliar with. Moreover, you have telling convincing lies or omi ng the truth.
no issues with reading maps or following given direc ons.

Tantalus Performer: You can use magic to create simple


O’aka XXIV: When you sell used goods, you can convince
illusions, including various voices and noises, small flames
the buyer to pay the original value.
and gusts of wind.

Opera Floozy: You have Advantage on all checks that in-


volve ac ng, singing, dancing or performing. Telepathy: You can send telepathic messages to any per-
son that you can see within 10u.
Orator: Whenever you talk to a character that you know,
you can spend a few minutes of me to mo vate and in- Theologian: You have perfect knowledge on all religions
spire them. The character then has Advantage on the next in the world, including their dei es, customs and fac ons.
check that they perform.
Thief’s Cau on: You have Advantage on all checks related
Pharmacologist: Whenever you use an Item outside of to no cing ambushes or hos le inten ons of characters.
combat, the target addi onally regains an amount of HP
equal to your current Level.
Wandering Gambler: You have Advantage on all checks
related to in-game random events such as card draws.
Pyrotechnician: You can spend an hour to create an explo-
sive from materials found in stores or nature. An explosive
takes a few minutes to set up and can for example be used Walkthrough: You have Advantage on all checks related
as a distrac on or to open a hole in a wall. to finding hidden loca ons and passages.

Scan: While you are not in combat, you can observe a Weaver: Given enough me and materials, you are able
character or monster and immediately know their Level to create any kind of cloth or clothing.
and current HP.
Yin & Yang: While not in combat, you can meditate for
Scep c: You have Advantage on checks related to no cing a few minutes to reduce your MP by an amount of your
whether someone is lying or withholding informa on. choice and increase your HP by the same amount.
Players – Limit Breaks 31

”This is the scene where you swear your undying Apart from Limit Modes, all player characters addi onally
hatred for me!” – Seifer gain Limit Points in the following situa ons:
.. 3 LP a er successfully finishing a combat encounter.

. 3 LP a er waking up from sleep.


3 LP a er using a Talent.
. 10 LP a er an ally suffers KO and you are the only one
in the party who is not suffering KO.
. 10 LP a er Leveling up.
. The GM is encouraged to award addi onal LP when-
ever a player character performs a par cularly heroic
or outstanding feat or whenenever the party com-
pletes a major task or quest.

”Let’s just fire like crazy and make a big hole, BOOM!”
– Selphie

Limit Breaks are used in the same way as Magic and


In clutch situa ons, heroes can push beyond their
Techs, but they always have no MP cost or cast me. You
usual limits to unleash incredibly powerful abili es called
can start crea ng your unique Limit Break by choosing any
Limit Breaks. When player characters reach Level 4, they
of your known spells or techs as its basis. Then, you can
can create their unique Limit Break ability. To use a Limit
add a set of improvements and effects to turn the chosen
Break, characters have to gather 10 Limit Points (LP) as a
ability into a Limit Break. Each addi onal effect increases
prerequisite, which are consumed upon ac va ng a Limit
the Ra ng (RTG) of your Limit Break and this Ra ng
Break. Every player also chooses a Limit Mode to decide
cannot exceed 5 points. However, there is no benefit to
under which circumstances their character gains Limit
staying below this cap. Finally, you should choose a new
Points, but they can never have more than 10 Limit Points.
name for your Limit Break and try to visualize what it looks
All available Limit Modes, their condi ons and how much
like when its effect is ac vated. All possible improvements
Limit Points you receive by fulfilling the condi on, are
that you can use to create your Limit Break together their
shown on the next page. Alterna vely, the GM may allow
Ra ng costs are listed on the next page. You cannot pick
players to create their own Limit Mode condi ons by
the same improvement more than once, but the GM may
assigning the amount of LP gained when it is fulfilled.
allow other improvements than the ones listed below by
The chosen Limit Break ability and the Limit Mode can be
assigning them a Ra ng cost.
changed on every subsequent Level Up.

Example: Limit Breaks


Cloud, who has the Warrior job, reaches Level 4, so
”When an enemy has pushed your anger to the limits, he can create his own Limit Break. He chooses his
you can unleash unimaginable power.” Beatdown ability as its basis, which allows its user to
– Cloud make an A ack with low accuracy that always grants a
Cri cal Hit if successful. Cloud chooses the following
Example: Limit Points
Vivi and his friends are traveling on an airship, when
..
improvements to create a Limit Break with a ra ng of 5:
Move up to 3u before or a er using ability.
suddenly a hos le mage named Black Waltz descends on . A acks made during ability cannot be evaded.
Damage dealt ignores the targets’ DEF and RES.
the deck. The fiend immediately inflicts KO to 5 passen-
gers using a powerful lightning spell. Vivi has currently
. Targets suffer additonal damage equal to your current
Level.
selected the Avenger Limit Mode, so he immediately gains
Therefore, the new ability allows him to reposi on himself
10 Limit Points as he watches this incident. He vows to
and then perform a guaranteed Cri cal Hit that ignores
take revenge and engages in combat with Black Waltz.
the target’s DEF and RES and deals 4 extra damage. Being
Vivi ac vates his Limit Break Trance, which emp es his
a Limit Break it also has no MP cost or cast me. Cloud
Limit Bar and temporarily grants him powerful combat
chooses the name Braver for his Limit Break and describes
benefits. The Limit Break gives Vivi and his party a much
its use as follows: you run towards the target and right
needed edge in the ensuing ba le which ul mately allows
before you reach him, you jump into the air to perform a
them to defeat their mighty adversary.
powerful strike downwards.
Players – Limit Breaks 32

Limit Mode LP Condi on Addi onal Effect RTG


Altruist 5 Donate to a charitable organiza on The ability gains one elemental type and deals an +1
or a person in need. addi onal amount of damage equal to half of your
Assailant 10 Get a surprise round in combat. current Level to its targets.
Athlete 5 Work out or perform a physical ac v- Change the type of the damage dealt between +1
ity for at least 1 hour. physical and magical.
Avenger 4 An ally that you can see suffers KO. Targets suffer addi onal damage equal to your +1
current Level.
Bookworm 5 Read or study for at least 1 hour.
Targets recover HP equal to your current Level. +1
Brave 5 Pass a check with Disadvantage.
The Range is increased by 3u. +1
Coward 5 Flee from an ongoing ba le.
If the targets have to make a check, the DC is in- +1
Compe ve 5 Win at a game or compe on.
creased by 2.
Crea ve 5 Create a work of art such as a paint-
Targets become Immune to a Status Effect of your +1
ing or sculpture.
choice for 3 rounds.
Criminal 5 Break the law of the land.
Targets recover MP equal to your current Level. +1
Culinary 5 Prepare and eat a tasty meal.
Move up to 3u before or a er using ability. +1
Daredevil 5 At the end of a ba le your HP is less
Only enemies in target area are affected. +1
than half of its maximum.
Damage dealt ignores the targets’ DEF and RES. +1
Dominator 5 At the end of a ba le your HP is full.
Driver 5 Drive a vehicle or ride a mount for at Damage dealt ignores the targets’ resiliences. +1
least 1 hour. The Target area is increased by 2u. +2
Elusive 2 Evade an A ack. You recover an amount of MP equal to two mes +2
Explorer 10 Enter a new ruin, cave, dungeon or your current Level.
other natural structure. Push all targets away by 3u. +2
Greedy 5 Receive Gil for comple ng a task. Take the Defend ac on a er using the ability +2
Haggler 10 Convince a merchant to give a dis- Effects with dura on last an extra 2 rounds. +2
count on a bought item or pay a
Targets suffer a chosen Status Effect of your choice +2
greater price for a sold item.
except KO for 1 round.
Handy 5 Create or repair a func onal product.
A er using the ability, make an A ack against a +2
Healer 4 Remove KO from an ally. target within range.
Loner 1 In combat you are picked last in the Use the ability as a reac on under specific condi- +2
turn order of your party. on. Condi on examples: you receive damage, a
Lucky 3 Use a Fortune Die. round ends, an enemy walks into range.
Orator 5 Give a mo va onal speech. Additonally, use an Item from your Inventory. +2
Pacifist 5 Successfully avoid combat. The MP of all targets is reduced by amount equal +2
Shadow 5 Sneak past someone unno ced. to your current Level.
Slayer 2 Reduce an enemy to 0 HP. A acks made during ability cannot be evaded. +2
Saboteur 2 Inflict Status Effects on one or mul - An ally within 3u can use a known ability on the +2
ple enemies. same target without cost or cast me.
Sleepy 3 Sleep for at least 8 hours. Targets suffer addi onal damage equal to your +2
STR and MAG combined.
Spiritual 4 Perform a religious ritual or prayer.
Targets become Immune to all nega ve Status Ef- +3
Supplier 1 Use an Item.
fects for 3 rounds.
Social 2 Have a conversa on with a person
Take another ac on a er using ability. +3
you haven’t met before.
Create a Field of your choice that reaches up to 3u +3
Unlucky 4 Fail a check with Advantage.
around the target and lasts for 3 rounds.
Urban 10 Enter a new village, town or city.
A er using the ability, you gain EnSTR, EnMAG, +3
Vic m 5 Suffer KO. EnDEF and EnRES for 3 rounds.
Wanderer 5 Walk by foot for at least 1 hour. Targets gain Resilience against all elemental types +3
Warmed Up 1 Use the ability your Limit is based on. for 3 rounds.
Players – Espers 33

”Having some Eidolons along can’t hurt, can it?” Atomos Support: Using an ac on, you can
– Rydia pull an object within 10u and less
than half your size to yourself.
Call: You conjure 2 portals in
loca ons that you can see within
100u. They last for 5 rounds
and anyone who steps through a
portal is immediately teleported
to the other one.

Bahamut Support: When you fall from


any height, you can gracefully
glide down to avoid damage.
In addi on, you can levitate 1u
above the ground for up to 10
Espers, some mes also called Eidolons, are extraor- seconds.
dinary magical beings that exist beyond the realm of Call: Choose any enemy on the
humans. However, they can manifest themselves in the ba lefield. A er 3 rounds, the
real world for short periods of me. When an Esper is target suffers fire damage equal
impressed by an outstanding mortal, it will lend its powers to 5 mes your current Level.
to aid his or her cause. When reaching Level 5 each player
chooses one Esper that bonds with their character. Note
that these Esper bonds act independently of the ones
granted by the Summoner job. An Esper bond grants a Carbuncle Support: You can make your hand
permanent Support effect, as well as a Call ability that can glow bright red which allows you
be ac vated in combat with an ac on. You can use each to see up to 20u in darkness.
Call ability only once per ba le, but without any cost or Call: You and all your allies gain
cast me and all damage dealt by Calls ignores the targets’ a shield that reflects the next
DEF and RES. All Espers are listed below. spell that targets you back to its
caster. It lasts up to 3 rounds if
not ac vated.
Alexander Support: When you use an Item,
you can addi onally increase the
target’s HP by an amount equal
Diabolos Support: While you are asleep,
to your current Level.
you s ll have a strong sense of
Call: All enemies on the ba le- your surroundings. Therefore,
field suffer holy damage equal you cannot be surprised by an
to 2 mes your current Level. ambush at night.
In addi on, all affected targets
Call: All enemies on the ba le-
suffer Immobile for 1 round.
field suffer damage equal to 10%
of their maximum HP.

Asura Support: Whenever you use a


Fortune Die, you can replace two
dice in your roll with the value Gilgamesh Support: Whenever you choose
removed from the pool. the Re-Equip ac on, you gain
Call: Roll 1d. You and all of your EnSTR for 3 rounds.
allies gain one of the following Call: Un l the end of your next
effects based on the result. turn, when you or an ally per-
1-2: regain HP equal to 2 mes forms a successful A ack, you
your current Level. always score a Cri cal Hit.
3-4: EnDEF and EnRES for
3 rounds.
5-6: Haste for 3 rounds.
Players – Espers 34

Ifrit Support: You can conjure a small Ramuh Support: You can send out barely
flame in a loca on within 10u of percep ble electric pulses, which
you that can for example be used travel through solid structures up
to ignite wood. to a distance of 25u and allow
Call: Create a Hot Field centered you to detect the presence of
around you, that reaches 2u and nearby living beings.
lasts for 5 rounds. It follows you, Call: You conjure a storm that
but does not affect you. covers the en re ba lefield and
acts as an Obscure Field. It lasts
for 3 rounds and does not affect
you.
Leviathan Support: You can stay under-
water indefinitely. In addi on,
you gain permanent Resilience
against water damage.
Siren Support: You have Advantage on
Call: From your posi on, conjure
all checks related to deescala ng
a stream that is 3u wide, reaches
a situa on through speech.
up to 10u and lasts for 5 rounds.
It acts as a Slow Field that only Call: All enemies on the ba le-
affects enemies. field make a DC 8 check and suffer
Silence for 3 rounds upon failure.
Enemies Immune to this effect,
instead suffer damage equal to 2
Magus Sisters Support: Choose 2 allies. The 3 of mes your current Level.
you can communicate telepath-
ically in a distance up to 100u.
You can change your chosen allies
when you go to sleep.
Call: You can take 3 ac ons Shiva Support: You can freeze any
on your next turn. This effect liquid that is smaller than 1u in
negates all other effects that every dimension with your touch.
would grant you addi onal ac- In addi on, you can create a solid
ons on the same turn. path of ice over a lake or river up
to a length of 50u.
Call: Choose any enemy on the
Odin Support: You can summon Odin’s ba lefield. He and anyone within
horse, Sleipnir. When riding it, 3u of him suffer ice damage equal
you are twice as fast as usual. to your 2 mes your current
Sleipnir disappears when it takes Level. In addi on, you create
damage or when you dismiss it. a Slippery Field in the targeted
area, that lasts for 3 rounds.
Call: An enemy on the ba lefield
makes a DC 8 check and suffers
KO upon failure or physical dam-
age equal to 3 mes your current
Level otherwise. Titan Support: Whenever you are in
a natural environment such as a
forest or cave, you gain Resilience
against all elemental damage
Phoenix Support: When you wake up
except dark and holy.
from sleep or from KO, you gain
a temporary shield that breaks Call: You grow 3 mes in size for
upon taking total damage equal the next 3 rounds, accordingly
to your current Level. you take up 3u in diameter when
viewed from above. As long as
Call: Remove KO from all allies on
this effect is ac ve, you gain
the ba lefield and increase their
EnDEF and EnRES and can move
HP by 1.
twice your usual distance.
Game Master 35

”Tough... Don’t blame us. Blame yourself or God.” Prepared Content:


– Delita
Bes ary: discusses guidelines for crea ng monsters and
combat encounters. Also includes a collec on of prepared
enemies that you can use directly.

Chaos in Cornelia: a short adventure in which the party


has to save a kidnapped princess. Contains diverse con-
tent including combat, roleplaying and explora on. Highly
recommended for beginners!

Tomb of Raithwall: a short adventure in which the party


has to recover an ar fact from a dangerous tomb. Focused
on exploring an environment full of traps and adversaries.

Maria & Draco: a single-session adventure in which the


party has to ensure the success of an opera performance.
Encourages a light-hearted narra ve with interes ng role-
playing moments.

Siege of Dollet: a single-session adventure in which the


party has to pass a test to join an elite mercenary force.
Encourages an ac on packed narra ve with lots of combat.

Gold Saucer: an amusement park where the party can


blow off steam and win rare prizes. Focused on recreat-
ing the games and compe ons in the park.

Ivalice Worldbook: a very detailed document that fleshes


The Game Master creates the se ng of the adventure and out the world of Ivalice, including its history and geogra-
takes the role of all non-player characters. Furthermore, phy. You can create various adventures in this world or
the GM describes the environment around the protago- use it as an example for crea ng a detailed se ng.
nists and decides the outcomes of most ac ons by apply-
ing the rules of the game. However, unlike the players,
the GM is not strictly bound by rules and may make his
own rulings when necessary. There is no single way to be
Op onal Rules:
a successful GM and we encourage you adopt a style that
brings enjoyment to both you and the players. Addi onal Rules: minor rule changes and addi ons that
help you to customize the feeling of the game.

Accordingly, this chapter does not focus on presen ng Races: rules and examples for incorpora ng different hu-
rules or advice. Instead, it is a collec on of op onal sup- manoid races in your world. This provides addi onal char-
plements, that you can either use directly or regard as ex- acter crea on op ons for players, but can also help you to
amples for crea ng your own content. These supplements create a more interes ng game world.
not only give a glimpse into the various aspects of game
mastering, but also show different direc ons that you can Chocobo: rules for incorpora ng bird-like creatures called
take as a GM. The present modules can be broadly split Chocobos as full-fledged party members. Players can raise
into two categories: prepared content and op onal rules. Chocobos, use them as mounts and fight alongside them
The former provide you with world building blocks such as in combat.
adventures, se ngs and monsters that are self-contained
and extensible. The la er present you examples to cus- Triple Triad: rules for a fun card game, allowing the party
tomize the rules to your preferences by changing or adding to collect and play cards. Well suited if you are looking
to exis ng ones. While the prepared content is well suited quick and simple side-ac vity for the party.
for beginners, we recommend to consider op onal rules
once you have gathered some experience. All available Blitzball: rules for a fun team-based sports game similar
supplements are listed in the following, together with a to water polo. Well suited if you are looking for a more
short synopsis for each one. elaborate side-ac vity for the party.
Game Master – Bes ary 36

”With each passing day, the world finds new and exci ng The difficulty of combat encounters can vary greatly
ways to kill a man.” – Balthier and you can tune it depending on the context and your
group’s preferences. On the one hand, combat is the most
common cause of character death, so we recommend
some cau on to avoid unexpected surprises. On the
other hand, you usually want combat to be a respectable
challenge for the party. Finding a pleasant balance might
take some effort, because the difficulty of an encounter
depends on a many factors: first, the circumstances of a
ba le can heavily p the scale. For example, the players
will be at a strong disadvantage when they have already
suffered through other ba les on the same day or when
the other side gains a surprise round. Furthermore, the
composi on and prepara on of both par es has a great
effect on the outcome. For example, a party consis ng
only of melee fighters will have no issues with ordinary
enemies, but will likely struggle against ones with ranged
damage and Status Effects. Finally, the experience of
your group will also have a great impact. For example,
players who are new to the game are likely to miss
Combat Encounters can occur in many different situa ons, opportuni es, while ones with a lot of experience o en
for example, the party might try to drive away a gang of have unexpected tricks up their sleeves. All in all, we
bandits or they might face their main antagonist in an epic unfortunately cannot name any strict rules that apply to
showdown. Combat is usually a ma er of life and death all groups and situa ons. Nevertheless, we will discuss
and it can take up a significant por on of your play me. some rough guidelines and rules-of-thumb that you can
However, it does not always have to be a fight ll death, take into considera on. Note that we generally err on
but the party may seek out alterna ve resolu ons such as the side of cau on with advice and prepared content and
nego a on or escape. During combat, you as the GM take you are encouraged to modify them in case they do not
the role of all adversaries and the regular combat rules ap- provide you with sufficient challenge.
ply to them, but you may keep some crucial informa on
secret, such as a ributes and dice rolls of enemies. While
playing as an enemy party, try to make decisions from their When structuring an enemy party, we generally rec-
perspec ve without using your own knowledge. In addi- ommend to have similar par cipant counts on each side
on, it is also helpful to use visual aids like maps to keep where each enemy is roughly equal in strength to a player
track of the ba lefield. Combat Rewards o en make up character. Large hordes of weaker enemies will o en
a major por on of the party’s wealth and the table below overwhelm the party, while lone ones rarely stand a
provides a rough guideline depending on the party Level. chance. A balanced setup ensures that two important
A party with insufficient Gil cannot afford essen al items, resources are roughly equal: the number and strength of
but one with too much money can avoid too many conse- combat ac ons on both sides. To gauge the strength of an
quences. Rewards do not always have be in Gil, but can enemy, we use Levels that we can compare against that of
also be equipment, items or materials of similar value and player characters. For example if the player party consists
by default they are divided between all party members. of four Level 4 characters, the opposing party should
contain an equal amount of enemies with the same Level.
As a next step, you can use the following guideline to
determine their a ributes: for every Level, an enemy
Level Combat Reward per Player gains 6 A ribute Points, where each point is equal to
1 200G maximum HP/MP +5 or STR/MAG/DEF/RES +1. Their AGI
2 300G should usually range between 1 and 4, otherwise regular
A acks will become very ineffec ve. Just like characters,
3 500G
enemies can use Magic and Techs, as well Passive and
4 800G Reac on abili es. However, we recommend to keep the
5 1000G number of enemy abili es low to allow for quick decisions
6 1200G during combat. S ll, you can feel free to give them access
to unique and exo c abili es. We consider any equipment
7 1500G
in the total a ributes of an enemy and for weapons we
8 2000G assign the DMG of the equipment rank appropriate to the
9 2500G enemy’s Level. You can also add more depth to enemies
10 3000G by assigning elemental resiliences and weaknesses or
Game Master – Bes ary 37

status effect immuni es. During combat, you can give Boss Trait Effect
subtle hints about these special es to the players when Auto-Hit Your A acks cannot be evaded but they
narra ng combat ac ons and their effects. also cannot be Cri cal Hits.
Auto-Blink You permanently have Blink.
In some cases, it can be more interes ng to create an op- Auto-Haste You permanently have Haste.
posing party that is unbalanced in par cipant count. For
Auto-Regen You permanently have Regen.
example, you might want the party to face a horde of
weaker enemies or a singular strong enemy, a so-called Auto-Quicken You can take 2 turns per round.
Boss. Accordingly, in those cases, the strength of enemies All-Immune You have permanent Immunity against
will differ from those of the player characters. In case the all nega ve Status Effects.
enemy party outnumbers the players, we recommend to Counter Once per round, when you suffer dam-
use lower Level enemies such that the sum of all Levels is age, you can make an A ack against the
roughly equal for both par es. In case an enemy is out- perpetrator if he is in range.
numbered, he needs addi onal strength to handle mul-
CT-0 All of your cast mes of your spells and
ple adversaries. Apart from increased a ributes, Boss
techs are reduced to 0r.
Traits can help your Bosses to make up for their lack of
numbers. Boss Traits are par cularly strong special abil- Dual A ack With each A ack, you can target 2 differ-
i es that grant enemies addi onal ac ons and durabil- ent enemies in range.
ity. We recommend the following guideline to balance a Fade You can evade Magic effects in the same
boss: for every addi onal adversary that a boss should way you evade A acks.
be able to handle give them 2 extra A ribute Points per Final A ack When you suffer KO, you may take one
Level as well as one Boss Trait. For example, a single Level ac on before falling unconscious.
5 boss figh ng against a party of 4 should have at least
Revert Once per round, you may redo one of
5 x (6 + 3 x 2) = 60 A ribute Points and 3 Boss Traits. A list
your die rolls a er seeing its result.
of Boss Traits is shown on the right hand side.
Retaliate Once per round, when you suffer dam-
age, you can use any ability against the
The following types of irregularly balanced enemy party
him if he is in its range.
setups are commonly used:
Surge When your HP falls below half of its max-
Single Boss: A lone powerful enemy, this could for exam-
imum, you gain EnSTR, EnDEF, EnMAG
ple be the main antagonist. Use the above men oned
and EnRES un l the end of ba le.
guideline to ensure that the boss can handle mul ple
player characters. A single Boss also greatly benefits from
addi onal special es, such as special interac ons with the
Gladio: ”So, this Blademaster...”
environment. This variant is the hardest balance, so we
Cor: ”He’s a master of blades. What, were you expec ng
recommend to prefer other ones when possible.
something profound?”
Council Boss: The enemy party consists of a small group of
Bosses, usually 2 or 3. Each of them is equally strong, but
stronger than a player character. Usually, their strengths Apart from non-player characters, Monsters are another
complement each other, for example, one Boss might be common type of adversary that the party may face in com-
focused on offense while the other excels at healing. bat. Monsters are wild beings that live in their natural
habitats, upon contact with the party they usually feel
Boss with Minions: This boss has several regular enemies
threatened and a ack. Different monsters o en work to-
working with them, for example a Necromancer raising her
gether against hos les and the party might come across
undead hordes. In this case, the Boss is stronger than a
more intelligent monsters with complex goals. They are
player character while the minions are weaker.
o en part or cause of major conflicts and thus your adven-
Mul -Part Boss: This type of boss is represented by mul- ture may feature various monsters at the center of its plot.
ple parts. Each part is built as one enemy with its own Compared to characters, monsters can also vary greatly in
turn, a ributes and abili es, but all parts can only move size and appearance. They are classified as Medium (M) if
together at once. Usually, one of the parts acts as the core, they take up roughly 1u in diameter, as Large (L) if they take
when it dies, all other parts die with it. The core usually up more than 2u and as Small (S) if they take up less than
also has addi onal protec on and the ability to regener- 0.5u when viewed from above. Monsters do not use reg-
ate other parts, once they suffer KO. ular weapons and armor, but they have equivalent parts
Enemy Horde: A large group of regular enemies, usually integrated into their bodies, that follow the same rules.
each with the same type and a lower Level than a player The following pages include various prepared monsters of
character. However, we advise against outnumbering the different Levels. You may use them as given, but we also
party more than 2 to 1, for example if you have 4 players, encourage you to modify them to suite your needs or use
they should not face more than 8 enemies at once. them as examples for crea ng your own.
Game Master – Bes ary 38

Goblin Level 1 Basilisk Level 2


HP: 12 MP: 0 HP: 17 MP: 16
STR: 2 DEF: 1 STR: 2 DEF: 2
MAG: 0 RES: 1 MAG: 0 RES: 1
AGI: 3 Size: M AGI: 3 Size: M
Knife: 1d DMG Immune: Lick: 1d DMG Resilient: E Weak: A
Stonetouch: Whenever you successfully A ack a target
Skeleton Level 1 he makes a DC 7 check and suffers Immobile for 3 rounds
HP: 11 MP: 0 upon failure.
STR: 2 DEF: 2
MAG: 0 RES: 0
AGI: 2 Size: M Ghoul Level 2
Sword: 1d DMG Weak: F H HP: 18 MP: 20
Undead: You permamently suffer Zombie. STR: 2 DEF: 1
MAG: 1 RES: 2
Mandragora Level 1 AGI: 2 Size: M
HP: 10 MP: 18 Claw: 1d DMG Weak: F H Resilient: I
STR: 0 DEF: 0 Zombie Bite
MAG: 0 RES: 1 MP: 3 Target: Single Time: 0r Range: 1u
AGI: 2 Size: S The target takes 1d damage and makes a DC 8 check. Upon
Head Bu : 1d DMG Weak: L failure, he suffers Zombie for 5 rounds.
Sleep Undead: You permamently suffer Zombie.
MP: 6 Target: Single Time: 0r Range: 3u
The target makes a DC 8 check and suffers Sleep for 3
rounds upon failure. Cockatrice Level 2
HP: 15 MP: 16
Tarantula Level 1 STR: 3 DEF: 1
HP: 10 MP: 16 MAG: 0 RES: 2
STR: 1 DEF: 0 AGI: 3 Size: M
MAG: 0 RES: 0 Beak: 1d DMG Weak: L
AGI: 3 Size: S Blind
Bite: 1d DMG Weak: F Immune: MP: 6 Target: Single Time: 0r Range: 3u
The target makes a DC 8 check and suffers Blind for 3
Web
rounds upon failure.
MP: 4 Target: Single Time: 0r Range: 5u
The target makes a DC 8 check and suffers Immobile for 1
round upon failure.
Coeurl Level 2
HP: 20 MP: 15
Bandersnatch Level 1 STR: 2 DEF: 1
HP: 10 MP: 6 MAG: 0 RES: 2
STR: 2 DEF: 1 AGI: 3 Size: M
MAG: 0 RES: 0 Claw: 1d DMG
AGI: 3 Size: M
Blaster
Claw: 1d DMG Weak: I
MP: 5 Target: Single Time: 0r Range: 5u
Bite The target makes a DC 8 check and suffers Immobile for 3
MP: 2 Target: Single Time: 0r Range: 1u rounds upon failure.
Make an A ack against the target. If you hit, the damage
dealt, ignores the target’s DEF.
Ahriman Level 3
Sahagin Level 2 HP: 20 MP: 24
HP: 16 MP: 24 STR: 2 DEF: 1
STR: 1 DEF: 0 MAG: 0 RES: 4
MAG: 2 RES: 1 AGI: 4 Size: S
AGI: 3 Size: M Beam: 1d DMG, 3u Range
Spear: 1d DMG Resilient: A Weak: L Eerie Soundwave
Water MP: 6 Target: Single Time: 0r Range: 3u
MP: 6 Target: Single Time: 0r Range: 4u The target makes a DC 8 check and suffers 2d damage and
You deal 2d water damage to the target. Silence for 3 rounds upon failure.
Game Master – Bes ary 39

Killer Bee Level 3 Imp Level 4


HP: 20 MP: 18 HP: 30 MP: 40
STR: 3 DEF: 1 STR: 2 DEF: 1
MAG: 0 RES: 3 MAG: 5 RES: 4
AGI: 3 Size: S AGI: 4 Size: S
z
S ng: 1d DMG Immune: Claw: 2d DMG Immune: z z Resilient: D
Venom: Every target that rolls below 6 on an evasion Confuse
check against your A ack, suffers Poison for 3 rounds. MP: 10 Target: Single Time: 0r Range: 5u
The target makes a DC 8 check and upon failure you take
control of him on his next turn. You can command him to
Blue Flan Level 3
move towards and A ack any target of your choice includ-
HP: 15 MP: 30
ing himself.
STR: 0 DEF: 4
MAG: 5 RES: 1
AGI: 1 Size: M Minotaur Level 4
Tackle: 1d DMG Resilient: I Weak: F
HP: 40 MP: 24
Blizzard STR: 3 DEF: 2
MP: 4 Target: Single Time: 0r Range: 3u MAG: 0 RES: 1
You deal 2d ice damage to the target. AGI: 2 Size: M
Morning Star: 2d DMG Resilient: E F
Bomb Level 3 Earthspli er
HP: 25 MP: 15 MP: 6 Target: 3u (line) Time: 0r Range: Self
STR: 3 DEF: 2 Everyone in the target area suffers 3d earth damage.
MAG: 2 RES: 1 ! Beef Up: As long as your current HP is below half of its
AGI: 3 Size: M maximum, you gain EnSTR.
Tackle: 1d DMG Resilient: F Weak: I
Self-Destruct
MP: 15 Target: 2u Time: 1r Range: Self Ghost Level 4
Inflict KO on yourself to deal 4d fire damage to everyone HP: 35 MP: 50
within the target area. STR: 2 DEF: 1
MAG: 0 RES: 0
AGI: 2 Size: M
Sorcerer Level 3 Bite: 2d DMG Resilient: F Weak: I
HP: 25 MP: 50 Fire
STR: 0 DEF: 1 MP: 4 Target: Single Time: 0r Range: 3u
MAG: 3 RES: 2 The target suffers 2d fire damage.
AGI: 2 Size: M
Non-Solid Ma er: All physical damage that you suffer
Blast: 1d DMG, 3u Range Immune: is halved.
Silence
Undead: You permamently suffer Zombie.
MP: 6 Target: Single Time: 0r Range: 5u
The target makes a DC 8 check and suffers Silence for 3
rounds upon failure. Black Knight Level 4
Drain HP: 90 MP: 50
MP: 8 Target: Single Time: 0r Range: 4u STR: 5 DEF: 3
Reduce the target’s HP by 1d and increase yours by the MAG: 0 RES: 4
same amount. AGI: 3 Size: M
Sword: 2d DMG Resilient: D I Weak: H F
Antlion Level 4 Dual A ack, Counter Immune:
HP: 45 MP: 24 Execute
STR: 2 DEF: 3 MP: 8 Target: Single Time: 0r Range: 1u
MAG: 0 RES: 1 This ability can only target enemies with at most half of
AGI: 3 Size: M their HP remaining. The target makes a DC 8 check and
Bite: 2d DMG Resilient: E suffers KO upon failure.
Sandstorm Darkness
MP: 8 Target: 3u Time: 0r Range: Self MP: 6 Target: 3u Time: 0r Range: 5u
All enemies in the target area suffer 2d earth damage and You create an Obscure Field in the target area that lasts for
Blind for 1 round. 3 rounds.
Game Master – Bes ary 40

Gigas Level 5 Magic Pot Level 5


HP: 80 MP: 60 HP: 1 MP: 0
STR: 5 DEF: 4 STR: 0 DEF: 99
MAG: 0 RES: 3 MAG: 0 RES: 99
AGI: 1 Size: L AGI: 1 Size: S
Fist: 2d DMG, 2u Range Final A ack All-Immune
Headbu ! Gimme!: When given a beneficial Item, you disappear
MP: 8 Target: Single Time: 0r Range: 2u (KO) and drop 1000G. When a acked, make a DC 8 check
You deal 4d damage to the target and knock him back by and upon failure you suffer KO to deal 8d damage in 3u
3u. around you, dropping no Gil.
Terrify
MP: 10 Target: 3u Time: 0r Range: Self Mindflayer Level 6
All enemies in the target area make a DC 7 check and suffer HP: 60 MP: 70
DeSTR and DeDEF for 3 rounds upon failure. STR: 0 DEF: 3
MAG: 5 RES: 4
AGI: 2 Size: M
Wyvern Level 5 z
Staff: 1d DMG Immune: z
z Resilient: A
HP: 45 MP: 50
Waterga
STR: 3 DEF: 3
MP: 14 Target: Single Time: 1r Range: 6u
MAG: 3 RES: 2
You deal 6d water damage to the target.
AGI: 3 Size: M
Claw: 2d DMG Immune: Resilient: W Mind Blast
MP: 12 Target: 2u Time: 1r Range: 5u
Aero
All enemies in the target area suffer 4d dark damage and
MP: 8 Target: Single Time: 0r Range: 4u
Immobile for 1 round.
You deal 2d wind damage to the target.
Dive: Every target that rolls below 6 on an evasion
Lamia Level 6
check against your A ack, suffers Immobile for 1 round.
HP: 65 MP: 50
STR: 3 DEF: 4
Chimera Level 5 MAG: 2 RES: 4
HP: 70 MP: 100 AGI: 3 Size: M
z
STR: 1 DEF: 2 Slap: 2d DMG Immune: z
z Weak: L
MAG: 2 RES: 3 Toad
AGI: 3 Size: M MP: 16 Target: Single Time: 1r Range: 5u
Claw: 2d DMG Retaliate Resilient: F I L The target makes a DC 8 check and is turned into a toad
Firaga upon failure for 3 rounds or un l he receives any damage.
MP: 12 Target: Single Time: 1r Range: 5u While being a toad, he cannot talk or take any ac on and
You deal 6d fire damage to the target. can only move 1u per turn.
Blizzaga ! En ce: When an enemy successfully A acks you, he
MP: 12 Target: Single Time: 1r Range: 5u has to make a DC 6 check. Upon failure, you can decide
You deal 6d ice damage to the target. which movements and ac ons he has to perform on his
Thundaga next turn.
MP: 12 Target: Single Time: 1r Range: 5u
You deal 6d lightning damage to the target. Iron Giant Level 6
HP: 130 MP: 80
STR: 7 DEF: 5
Cactuar Level 5 MAG: 0 RES: 4
HP: 25 MP: 60 AGI: 2 Size: L
STR: 5 DEF: 0 Sword: 2d DMG, 2u Range Counter, Surge
MAG: 0 RES: 15 Sweep
AGI: 4 Size: S MP: 6 Target: 3u (front) Time: 0r Range: Self
Tackle: 1d DMG Auto-Blink Make an A ack against all enemies in target area.
1000 Needles Tremor
MP: 10 Target: Single Time: 0r Range: 1u MP: 12 Target: 5u (line) Time: 0r Range: Self
You deal 10d damage to the target. All enemies in the target area make a DC 8 check and upon
Flee: When running away from enemies you can move failure suffer 2d damage, as well as Immobile and DeDEF
2u further than usual. for 1 round.
Game Master – Bes ary 41

Medusa Level 6 Sand Worm Level 7


HP: 60 MP: 70 HP: 105 MP: 110
STR: 3 DEF: 2 STR: 5 DEF: 3
MAG: 5 RES: 3 MAG: 2 RES: 6
AGI: 3 Size: M AGI: 1 Size: L
z
Hair: 2d DMG Immune: z
z Resilient: E L Acid: 2d DMG, 5u Range Resilient: E W Dual A ack
Gaze Quake
MP: 16 Target: 3u (front) Time: 0r Range: Self MP: 18 Target: 3u Time: 1r Range: 10u
Everyone in the target area makes a DC 8 check and suffers Deal 6d+5 earth damage to everyone in the target area.
Immobile for 3 rounds upon failure. Inhale
Thundaga MP: 10 Target: Single Time: 0r Range: 3u
MP: 12 Target: Single Time: 1r Range: 5u You inhale the target, removing him from the ba le. At
You deal 6d lightning damage to the target. the beginning of every turn he may try to free himself by
passing a DC 9 check.
Ogre Level 6
HP: 80 MP: 50
STR: 5 DEF: 3
MAG: 0 RES: 2 Malboro Level 7
AGI: 2 Size: L HP: 140 MP: 125
Fist: 2d DMG, 2u Range Immnue: STR: 6 DEF: 4
MAG: 0 RES: 7
Beatdown
AGI: 2 Size: L
MP: 5 Target: Single Time: 0r Range: Weapon
Tentacle: 2d DMG All-Immune, Dual A ack
Make an A ack where the target has Advantage on the
evasion check. If the A ack is successful, you automa - Bad Breath
cally score a Cri cal Hit. MP: 12 Target: 3u (front) Time: 0r Range: Self
All enemies in the target area make a DC 8 check and suf-
Change Stance: At the end of each turn you can take
fer Sleep, Poison, Silence and Blind for 3 rounds upon fail-
one of two stances. In offensive stance, you score a Crit-
ure.
ical Hit, when the target of your A ack rolls 5 or less on
the evasion check. In defensive stance, when an enemy Gastric Juice
successfully hits you with an A ack, you can immediately MP: 8 Target: 2u Time: 0r Range: 8u
make an A ack on him. All enemies in the target area suffer 4d damage and make a
DC 8 check. Every one that fails suffers DeSTR and DeMAG
for 5 rounds.
Cerberus Level 7
HP: 100 MP: 100 ! Entangle: When you roll higher than 8 on an evasion
STR: 5 DEF: 3 check, the A acker suffers Immobile for 1 round upon fail-
MAG: 3 RES: 4 ure.
AGI: 3 Size: L
Bite: 2d DMG Counter Resilient: F I L
Firaga
MP: 12 Target: Single Time: 1r Range: 5u Zombie Dragon Level 7
You deal 6d fire damage to the target. HP: 115 MP: 90
Triple Triad: You can perform each ac on on up to 3 STR: 7 DEF: 5
different targets within its range simultaneously. MAG: 0 RES: 3
AGI: 2 Size: L
z
Zu Level 7 Bite: 2d DMG Immune: z
z Weak: H
HP: 120 MP: 60 Auto-Regen
STR: 7 DEF: 5 Blindga
MAG: 0 RES: 7 MP: 14 Target: 3u Time: 1r Range: 5u
AGI: 2 Size: L All enemies in the target area make a DC 8 check and suffer
Beak: 2d DMG Auto-Regen Immune: z
z
z Blind for 3 rounds upon failure.
Tornado Poison Breath
MP: 10 Target: 9u (line) Time: 1r Range: Self MP: 10 Target: 3u (front) Time: 0r Range: Self
You create a tornado with a 2u diameter that travels 3u in Everyone in the target area suffers 3d damage, makes a
a line per round for the next 3 rounds. Anyone except you DC 8 check and suffers Poison for 3 rounds upon failure.
that gets into contact with it suffers 4d wind damage and ! Rebirth: Whenever you suffer KO, make a DC 7 check.
Immobile for 1 round. If you succeed, KO is removed and you regain 50 HP.
Game Master – Bes ary 42

Midgardsormr Level 8 Red Dragon Level 8


HP: 160 MP: 150 HP: 180 MP: 140
STR: 6 DEF: 7 STR: 6 DEF: 7
MAG: 0 RES: 5 MAG: 5 RES: 5
AGI: 3 Size: L AGI: 3 Size: L
z
Tail: 3d DMG Immune: Counter, Auto-Hit Bite: 3d DMG Resilient: F Immune: z z
Bite Counter, Surge
MP: 4 Target: Single Time: 0r Range: 2u Burn
Make an A ack against the target. If you hit, the target MP: 12 Target: 3u (line) Time: 0r Range: Self
makes a DC 9 check and also suffers Poison for 3 rounds The target area is covered in a Hot Field that lasts for 3
upon failure. rounds.
Constrict Blaze
MP: 6 Target: Single Time: 0r Range: 2u MP: 14 Target: 10u (line) Time: 1r Range: Self
Make an A ack against the target. If you hit, the target You deal 6d fire damage to all enemies in the target area.
makes a DC 9 check and also suffers Immobile for 3 rounds Tail Whip: Whenever you A ack, you can choose to
upon failure. target all enemies within 1u at once.
Burrow
MP: 8 Target: 2u Time: 0r Range: 5u
You burrow into the ground where you cannot be targeted
by enemies. At the start of your next turn, you emerge at Vampire Lord Level 8
a loca on of your choice within 5u and cause 4d damage HP: 160 MP: 200
to all enemies within 2u. STR: 4 DEF: 5
MAG: 8 RES: 6
Behemoth Level 8 AGI: 4 Size: M
HP: 220 MP: 160 Bite: 3d DMG Resilient: I D E Weak: F H
STR: 8 DEF: 6 All-Immune, Auto-Regen
MAG: 6 RES: 5 Zombiga
AGI: 3 Size: L MP: 15 Target: Single Time: 1r Range: 5u
Claw: 3d DMG, 2u Immune: Resilient: F All enemies in the target area DC 8 check and suffer 4d
Auto-Haste, Counter, Final A ack damage and Zombie for 5 rounds upon failure.
Flare Blizzaga
MP: 25 Target: Single Time: 2r Range: 7u MP: 12 Target: Single Time: 1r Range: 5u
You deal 6d+45 damage to the target. The damage dealt You deal 6d ice damage to the target.
ignores the target’s RES. Curaga
Heave MP: 14 Target: 2u Time: 1r Range: 5u
MP: 10 Target: Single Time: 0r Range: 2u Everyone in the target area regains 6d HP.
You deal 6d damage to the target and knock him 3u into Bloodsuck
the air for 1 round. MP: 8 Target: Single Time: 0r Range: 1u
Make an A ack against the target. If you hit, increase your
Ochu Level 8 HP by the amount of damage dealt.
HP: 170 MP: 140
STR: 7 DEF: 6
MAG: 0 RES: 4
AGI: 2 Size: L Tonberry Level 9
Vines: 3d DMG, 3u Range Resilient: A Weak: F HP: 240 MP: 0
z
Auto-Regen, Dual A ack Immune: z
z STR: 15 DEF: 8
Seed Shot MAG: 0 RES: 7
MP: 8 Target: Single Time: 0r Range: 8u AGI: 2 Size: S
The target suffers 6d damage and DeSTR for 1 round. Knife: 3d DMG All-Immune, Revert
Pollen In midate: Whenever you move within 3u of an en-
MP: 15 Target: 3u Time: 0r Range: Self emy, he makes a DC 8 check and suffers Immobile for 1
All enemies in the target area make a DC 8 check and suffer round upon failure.
Sleep and Poison for 3 rounds on failure. Grudge: Every me you A ack an enemy, he makes a
Grappling Vines: Every target that rolls below 6 on an DC 7 check and suffers KO upon failure.
evasion check against your A ack, suffers Immobile for 3 ! Karma: Whenever an enemy that is more than 3u away
rounds. reduces your HP, deal 6d dark damage back.
Game Master – Bes ary 43

Kraken Level 9 Deathgaze Level 9


HP: 250 MP: 300 HP: 230 MP: 350
STR: 8 DEF: 6 STR: 7 DEF: 6
MAG: 10 RES: 7 MAG: 11 RES: 8
AGI: 2 Size: L AGI: 4 Size: L
Tentacle: 3d DMG, 2u range Resilient: A I Claw: 3d DMG, 2u Range Resilient: I Weak: H
z
Auto-Haste, Counter, Dual A ack Immune: z
z
All-Immune, Auto-Blink, Auto-Haste
Waterga Mega-Doom
MP: 14 Target: Single Time: 1r Range: 6u MP: 30 Target: 3u Time: 1r Range: 5u
You deal 6d water damage to the target. All enemies within the target area make a DC 8 check. Each
Ink target that fails suffers KO a er 3 rounds.
MP: 15 Target: 3u Time: 1r Range: 6u Blizzaga
All enemies within the target area make a DC 8 check and MP: 12 Target: Single Time: 1r Range: 5u
suffer Blind and 4d damage upon failure. Deal 6d ice damage to the target.
Flood Retreat
MP: 18 Target: 100u Time: 1r Range: Self MP: 0 Target: Single Time: 0r Range: Self
Everyone on the target area except you suffers 4d water You make a DC 7 check and if you succeed, you immedi-
damage. In addi on, the target area is covered in a Slow ately remove yourself from the ba le.
Field for 3 rounds that does not affect you. ! Auto-Dispel: Whenever an enemy within 5u gains a
beneficial Status Effect, you can make a DC 7 check. If you
Adamantoise Level 9 succeed, the Status Effect is immediately removed.
HP: 300 MP: 250
STR: 8 DEF: 7
MAG: 6 RES: 6
AGI: 1 Size: L
Trample: 3d DMG, 2u Target Immune:
Auto-Regen, Final A ack, Surge Resilient: E
Ul ma Ozma Level 10
MP: 28 Target: 2u Time: 2r Range: 7u HP: 300 MP: 400
You deal 6d+30 dark damage to all enemies in the target STR: 4 DEF: 5
area. MAG: 12 RES: 8
AGI: 2 Size: L
Roar
Ray: 4d DMG, 8u Range Resilient: F I L E
MP: 15 Target: 5u Time: 0r Range: Self
All-Immune, Auto-Haste, Retaliate, CT-0
All enemies within the target area make a DC 8 check and
suffer Immobile for 3 rounds upon failure. Curaga
MP: 14 Target: 2u Time: 0r Range: 5u
All allies in the target area regain 6d HP.
Lich Level 9 Thundaja
HP: 250 MP: 300 MP: 18 Target: 2u Time: 0r Range: 8u
STR: 5 DEF: 6 Everyone in the target area suffers 6d+15 lightning dam-
MAG: 12 RES: 8 age
AGI: 2 Size: L Doomsday
Beam: 3d DMG, 5u Range Resilient: D MP: 20 Target: 2u Time: 0r Range: 10u
All-Immune, Auto-Regen, Auto-Haste All enemies in the target area make a DC 6 check and suffer
Zombiga KO upon failure and 6d damage otherwise.
MP: 15 Target: Single Time: 1r Range: 5u Curse
All enemies in the target area DC 8 check and suffer 4d MP: 16 Target: Single Time: 0r Range: 5u
damage and Zombie for 5 rounds upon failure. The target makes a DC 8 check and suffers Poison, Silence
Poisonga and Immobile upon failure.
MP: 18 Target: 3u Time: 1r Range: 5u Absorb MP
Everyone in the target area makes a DC 8 check and suffers MP: 0 Target: Single Time: 0r Range: 10u
Poison for 3 rounds upon failure. Decrease the target’s MP by 4d an increase yours by the
Doom same amount.
MP: 18 Target: Single Time: 0r Range: 5u ! Turbo Counter: Whenever you suffer damage by an
The target makes a DC 8 check and suffers KO a er 3 enemy, make a DC 8 check. If you succeed you can take
rounds upon failure. an extra turn immediately a er the perpetrator.
Game Master – Bes ary 44

Ruby Weapon Level 10 Shinryu Level 10


HP: 400 MP: 300 HP: 500 MP: 500
STR: 12 DEF: 9 STR: 12 DEF: 9
MAG: 6 RES: 7 MAG: 14 RES: 9
AGI: 2 Size: L AGI: 3 Size: L
Ruby Ray: 4d DMG, 10u Range Resilient: E D Tail: 4d DMG, 4u Range
All-Immune, Auto-Regen, Counter, Surge All-Immune, Auto-Haste, Auto-Regen, Counter, Retaliate
Whirlsand Blizzaja
MP: 10 Target: 10u (line) Time: 1r Range: Self MP: 18 Target: 2u Time: 1r Range: 8u
Everyone in the target area is knocked back by 10u and Everyone in the target area suffers 6d+15 ice damage
suffers Blind as well as 6d+10 earth damage. Tidal Wave
Ruby Flame MP: 22 Target: 10u (front) Time: 1r Range: Self
MP: 12 Target: Single Time: 1r Range: 8u All enemies in target area take 6d+10 water damage and
The target suffers 6d+15 fire damage. The damage dealt is suffer Immobile for 2 rounds.
not reduced by the target’s RES. Atomic Rays
Comet MP: 20 Target: 8u Time: 1r Range: Self
MP: 18 Target: 5u Time: 1r Range: 10u All enemies in the target area take 6d fire damage and suf-
Everyone in the target area suffers 6d+10 damage and fer Poison for 3 rounds.
DeDEF for 3 rounds. Adapt Element: At the start of every turn, choose one
Burrow Tentacles element (e.g. fire). You gain Resilience against the element
MP: 8 Target: 1u Time: 0r Range: 10u un l the start of your next turn.
You burrow your arms into the ground and two 1u wide
tentacles rise from the ground in loca ons within range,
dealing 8d damage to everyone within the target areas.
While your arms are burrowed, you cannot move and you
have to use an ac on to unborrow them. While bur-
rowed, your tentacles can each perform an A ack (4d
DMG) against enemies that are within 3u of them in ad- Omega Level ???
di on to your usual ac on on each turn. HP: 999 MP: 999
STR: 19 DEF: 11
MAG: 17 RES: 10
AGI: 4 Size: L
Laser: 4d DMG, 10u Range Resilient: F D L
Chaos Level 10
All-Immune, Auto-Blink, Auto-Haste, Auto-Regen,
HP: 400 MP: 400
Counter, Dual A ack, Revert, Retaliate, Surge
STR: 9 DEF: 7
MAG: 11 RES: 8 Meltdown
AGI: 3 Size: L MP: 30 Target: 10u Time: 1r Range: Self
Beam: 4d DMG, 5u Range Resilient: D F A system vulnerability forces you to leak restricted mem-
All-Immune, Auto-Haste, Retaliate, Revert, Surge ory content and lava. Deal 6d+40 fire damage on the tar-
X-Zone get, including yourself.
MP: 13 Target: 3u Time: 0r Range: 8u Biohazard
You create a Field effect of your choice in the target area MP: 16 Target: 3u Time: 0r Range: 10u
that lasts for 3 rounds. All enemies in the target area make a DC 8 check and suffer
Ul ma Poison, Blind and Slow for 3 rounds.
MP: 30 Target: 50u Time: 2r Range: Self Flamethrower
Deal 6d+40 dark damage to all enemies in the target area. MP: 8 Target: 3u (front) Time: 0r Range: Self
Curaja Deal 6d+10 fire damage to all enemies in the target area.
MP: 20 Target: 2u Time: 1r Range: 8u Also, the target area is covered in a Hot Field for 3 rounds.
All allies in the target area regain 6d+15 HP. Wave Cannon
Firaja MP: 14 Target: 3u Time: 1r Range: 12u
MP: 18 Target: 2u Time: 1r Range: 8u You inflict 6d+20 dark damage and DeDEF, DeRES and De-
You deal 6d+15 fire damage to everyone in the target STR for 5 rounds on the target area.
area. ”Man forges a weapon to fell the gods: Omega. The
Chaos Touch: Every target that rolls below 6 on an eva- weapon knows nothing of compassion - only destruc on!
sion check against your A ack, suffers Blind and Silence for Its might knows no equal. The wise dare not cross its
3 rounds. path, lest they meet their end.” – Gen ana
Game Master – Chaos in Cornelia 45

”I, Garland will knock you all down!” as red shirts with stripes. Both of them are young and
– Garland inexperienced, but friendly towards the party. The same
cannot be said of the older captain, who retreats to his
cabin and prefers to be le alone.

”I don’t look like it, but I’m a coward at heart.”


– Wedge

If the adventurers are not familiar beforehand, they


should introduce each other first a er which they are
free to explore the ship. They can also talk to the sailors
who are happy to kill me during the journey. Biggs and
Wedge tell them about recent pirate a acks on sea, which
seem to have increased recently. Furthermore, they also
tell the party about Cornelia, as they have heard that
the princess has disappeared. If they ask about Cid, the
sailors tell them about his past as a former soldier. As
it starts ge ng dark outside, the crew retreats to their
cabins. When the adventurers prepare to finish the day,
they suddenly hear loud noises surrounding the ship.
They quickly realize that several pirates have boarded
the Tiny Bronco! In the ensuing ba le, the enemy party
should consist of roughly one Pirate per player and due
to restricted space you can assume that all par cipants
within distance of each other. Meanwhile, the crew is out
of sight, figh ng other pirates who have entered the ship
below deck. When the pirates are defeated, remember
to award the party with the dropped Gil for each slain
enemy.

Pirate Level 1
HP: 10 MP: 0
STR: 1 DEF: 0
MAG: 0 RES: 0
AGI: 3 Size: M
Scimitar: 1d DMG Drops: 150G
Chaos in Cornelia is a prepared adventure that is suitable
for inexperienced players and GMs. In this adventure, the
party is tasked with finding the abducted princess Sarah A er the ba le, the crew comes together with the party
of Cornelia, a plot based on the beginning of the first and Cid thanks them for their help. He explains that this is
Final Fantasy game. A map with all interes ng loca ons is not the first me they have been raided by these pirates,
shown above and the players should create their Level 1 who are part of Captain Bikke’s crew. The party may now
characters by following the character crea on rules. Since go to sleep below deck to fully recover their HP and MP.
the adventure starts on a ship to Cornelia, their stories Shortly a er they wake up in the morning, the ship arrives
should explain why they set off on this journey. at Cornelia Port. Once there, the crew begins unloading
the goods and parts ways with the party. Cornelia Port
”The moon’d re of wai n’ around for your ass!” is small and accommodates only a handful of cargo ships
– Cid like the Tiny Bronco. The sailors at the port are unloading
boxes from the ships, either to store them in warehouses
The party is on a small transport ship named Tiny or carry them directly to Cornelia.
Bronco, which is on its way to deliver cargo to Cornelia.
Captain Cid has agreed to let the party board the ship for
a small fee and apart from him there are only two more ”By the by, you need anything? Take a look at my wares!
sailors on the ship named Biggs and Wedge. The two You might just be surprised at what you find.”
sailors are wearing white bandannas and shorts as well – Dyce
Game Master – Chaos in Cornelia 46

A er ge ng off the ship, the party can ask around to find can try to take defensive measures such as se ng up an
the way to Cornelia. The sailors warn them to be careful ambush or traps beforehand. The a ack commences with
on the way, as the castle guards are not patrolling the a large pirate ship docking the port and several pirates
route anymore. Cornelia is not far from the port and the storming out to pillage the warehouses and other ships.
path mostly leads through fields and grassland. The party The pirates are, once again, Captain Bikke’s crew, but this
can meet a traveling merchant named Dyce at the port. me Bikke himself is present as well. In the ensuing fight,
Dyce is a well built, tall man, bald with beard and wears Bikke stays in the back lines and immediately retreats to
a dark ou it. He also has a Chocobo at his side that he his ship once he receives any damage. There are also
travels on. Dyce provides the party with informa on on some of his men beside him, again roughly one pirate for
the troubles in Cornelia, as he has heard rumors about the each party member. As Bikke likely runs away from this
princess being abducted. He also sells Po ons for 125G ba le, the party may run into him again in the future.
each, but he has more inventory which the party cannot A er successfully scaring off the pirates, the sailors at the
afford at this point. Dyce is a traveler, so it is likely that port are very thankful to the party and offer them free
the party will run into him again in the future. However, food accommoda on for the night.
his prices are usually higher compared to regular stores.

Bikke Level 2
HP: 32 MP: 25
STR: 1 DEF: 2
MAG: 1 RES: 2
AGI: 2 Size: M
Scimitar: 1d DMG
Thunder
MP: 4 Target: Single Time: 0r Range: 3u
You deal 2d lightning damage to the target
Cheer
MP: 5 Target: Single Time: 0r Range: 3u
The target gains EnSTR for 1 round.

Below is map of Cornelia, there are also some farms


outside the city walls that are not shown. All important
loca ons are marked with numbers and in the following
you can find paragraphs with corresponding numbers that
give more details about the loca ons. The party arrives
in Cornelia from the southern gate, where two guards
stop them as they do not recognize the adventurers. They
advise the party to stay clear of the castle and leave the
town a er finishing their business. Most townspeople
are too scared to leave their homes since the princess has
disappeared.

”You must have cannonballs of steel to challenge


me!” – Bikke

When talking to Dyce or other sailors, the party finds out


that the port is o en raided by pirates. Usually, the area
is protected by Cornelia’s guards, but since the disappear-
ance of the princess, the king has recalled all troops to the
castle. The pirates always a ack at night and if the party
waits around the port un l a er dark on any day, they will
witness a raid. As the party knows about their plan, they
Game Master – Chaos in Cornelia 47

”Hello, there! I’m a dancer! What’s that? You fancy a PuPu Level ?
dance? Hee hee!” – Arylon HP: 10 MP: 10
STR: 0 DEF: 0
1. Fountain: The party no ces a beau ful fountain MAG: 0 RES: 0
standing out in the otherwise unremarkable town. AGI: 2 Size: S
Nearby is a blue-haired, cheerful, young woman in a red Drops: All abducted objects
dress who prac ces dancing, her name is Arylon. When Abduct
asked about the princess or the castle, she reveals rumors MP: 0 Target: Single Time: 1r Range: 5u
that princess Sarah is being held hostage for a he y An object that you can see within range disappears to an
ransom. Accordingly, the castle is in chaos and has been unknown loca on.
locked off. She also reveals that there have been mul ple Po on Please!: Ask your enemies to give you a Po on,
unsuccessful a empts at rescuing Sarah. if they comply make a DC 7 check. If you succeed you dis-
appear to an unknown loca on (KO), otherwise you keep
asking for more Po ons.

”Please, come in! We charge 50G per night. Would you


like to stay?” – Elia
4. Store: This general goods store is dominated by a
large counter in the center and heaps of wares and items
2. Inn: The party enters into a small room with a
around it. Behind the counter is a young man with dark
red rug on the ground and a counter at its end. Behind
hair and a green bandana, his name is Guston. He is
the counter stands a young woman with dark blue hair
not par cularly concerned about the princess, but he is
wearing a long green dress, her name is Elia. To the le is
annoyed that the troubles in Cornelia have dampened his
a large room with mul ple beds and minor decora ons on
sales. Accordingly, he is very friendly towards poten al
the walls where the guests sleep. To the right is another
customers and sells the items listed below.
room, with wooden chairs and tables where guests can sit
to eat and drink. The party can sleep at the Inn for 50G per
night per person. They can also ask Elia for informa on, Item Price Effect
as she overhears a lot from visitors. She points the party Echo 50G Removes Silence.
towards various people in town that may need their help Grass
such as the smith and the mages. Po on 100G Regain 8 HP.
Ether 150G The target regains 12 MP.
Phoenix 300G Remove KO status and regain 1 HP.
3. Smith: The party enters a large shop with a forge. Be- Down
hind the counter is an older man with brown hair and a Tent 500G Allows the party to sleep outside.
full beard, his name is Todo. He informs the party that the Lantern 100G Illuminates area up to 10u.
store is closed, he cannot work due to not receiving essen-
al shipments from the port. To help him, the party has
to talk to Dyce at Cornelia Port, who is looking a er the
shipments. They consist of a large wooden box on a small ”Do not lose heart, brave warriors.”
wagon, which slightly slows down the carrier’s movement. – Gregory
On their way back to Cornelia, a bizarre monster named
PuPu makes an a empt to steal the shipments! PuPu is 5. Chapel: The chapel is small and cozy with few
si ng in the trees, and uses his Abduct ability to make the wooden banks, but it is also completely empty except
box disappear. If the players look for him in the trees while for one person, father Gregory. Gregory is an old man
he is doing this, he is easy to spot, because the top of his with a long white beard wearing a red hooded robe, he
head is glowing. A erwards, he is difficult to spot, a player speaks slowly and quietly. He laments that nobody has
has to succeed on a check that can vary between DC 6-8. been visi ng the chapel since the disappearance of Sarah.
The party may fail to find PuPu, but he will be nearby if Apparently, most townspeople believe that the incident
they return later. If detected, PuPu does not fight, he in- is a divine punishment, so they avoid the chapel. Gregory
stead uses Po ons Please! and returns the stolen goods if asks the party to restore the faith of Cornelia’s ci zen.
the party complies. They can also just a ack him, in which The party can for example convince people by clarifying
case the shipment reappears a er PuPu is defeated. Upon details about Sarah’s disappearance (she was kidnapped),
successfully returning the cargo, Todo rewards the party that many are unaware of. If the party manages to
with 500G. The smith can work again, but he will be busy convince at least any 3 people in Cornelia to a end the
comple ng outstanding orders for some me. When the chapel, Gregory is sa sfied and rewards them with 500G.
party returns in a few days, Todo may sell them Beginner Moreover, he offers his services to the party for free: he
Level weapons and armor. can cure the KO status by performing a 1 hour long ritual.
Game Master – Chaos in Cornelia 48

6. The Mages: These two buildings are almost iden cal, 9. Castle Entrance: This entrance directly leads to Castle
each one consists of a single large room with a bed and Cornelia and is permanently blocked by guards. However,
shelves with heaps of magic and alchemy goods and they let the adventurers through if they explain that they
books. They are inhabited by the eccentric and stubborn want to help find the princess. The guards ask the party
twin brothers Gilles and Noah. Gilles is a Black Mage to report to the chancellor on the upper floor. A map
who wears a blue robe and a pointed hat, while Noah of the castle’s ground floor with all relevant loca on is
is a White Mage who wears a white hooded robe with shown on the right. The central stairway leads to the
red accents. The other townspeople usually avoid the throne room, while the back entrance leads to the palace
brothers, except when they need their services. Ge ng garden. The palace is filled with armed guards at all mes.
annoyed by this, the mages have decided to develop a
flask, which allows them to store their magic, so that
others can use it without their presence. Unfortunately,
something went wrong during its development, causing
the item to break apart in a violent explosion, the result
of which the party can see in the back yard. Out of pride,
both of them blame their brother for the accident and
they have stopped talking since. The party can resolve the
dispute by convincing them that they were both at fault.
First they have to repair the broken flask either through
mechanical or magical means, which is easy. Then, they
have to study the flask and the recipe for crea ng it, which
they can receive from the mages. A character that can
use magic himself, immediately understands the issue,
one that cannot use magic has to pass a DC 8 check: the
flask broke, because a er its crea on each mage cast
2 spells into it, causing the flask overload as it cannot
hold more than 3 spells. This can be demonstrated by
cas ng only 3 spells into the flask, which works fine. If the
party manages to convince the mages, they accept their
wrongdoing and apologize to each other. They gi the
flask to the party as a token of gra tude and the party may
visit them in the future to buy the Beginner accessories
shown below, to which you may add any other of your ”Please bring my daughter, my Sarah, back to me
choice. safely.” – Queen Jayne

Accessory Price Effect 1. Queen’s Room: Queen Jayne is a middle-aged


Magic Flask 900G Can store up to 3 spells that women with turquoise hair and blue eyes, wearing a long
are cast into it. The wearer red dress and a golden ara. She has been depressed
can use an ac on to un- since her daughter’s kidnapping and only talks to the party
leash a stored spell’s effect a er they have won the king’s trust. Once she talks, she
on a chosen target. tells the party about the night of the kidnapping, which
Rune Bracers 500G RES +1 she has witnessed personally. On that night, she woke
up and encountered Garland who was escaping with the
Mythril Shield 500G DEF +1 unconscious princess in his arms. Garland told her to hand
over control of Cornelia if she wants to see her daughter
alive. Then he disappeared with Sarah through the back
7. Abandoned Building: This building has been le empty entrance of the palace. The Queen is trauma zed by this
on purpose in case you may need it. It could be related to event and she blames herself for not preven ng it.
one of the character’s stories or it may have content that
you want to add to the adventure. Otherwise, the house 2. Sisters’s Room: This room is inhabited by Sarah’s
is empty and the players can ask around to find out that sister Alison, an emo onal teenager who resembles her
it used to be a shop that has been abandoned due to not mother. The guards at her door tell the party that she
being profitable. has locked herself in and won’t open the door. If they
can convince her, for example by assuring that they will
save Sarah, she opens the door to talk. Alison knows
8. Well: It’s a well. It looks like you could climb down it, her sister well, as she looks up to her very much. She
but you can’t. Really. tells the party about Sarah’s passion for music and that
Game Master – Chaos in Cornelia 49

her precious lute has disappeared with her. If the party Garland used to be close to the king, but power has cor-
manages to calm her down, they have a be er chance rupted him and he demanded to become his successor.
at convincing the king, who is worried about his daughter. When the king denied, Garland abducted his daughter
as ransom for control over Cornelia. Many other knights
have tried to save her and even though none succeeded,
”Garland was once the greatest knight in the king-
they found out that Garland keeps Sarah in the Chaos
dom. But power corrupted him, and he turned away
Shrine, north of Cornelia and past the Big Bridge. The
from his own true nature.” – Ian
king keeps his promise and writes a le er to confirm
that they were officially given the task of rescuing the
3. Captain: The captain of the guard is a young man
princess. This le er allows the party to retrieve supplies
with long blond hair named Ian, he is wearing a decorated
from the treasury and other members of the palace are
heavy armor and a longsword on his back. He is reluctant
more willing to talk to them. A er successfully convincing
to talk the adventurers and they no ce that he is missing
the king, the party is also rewarded with a Level Up!
his le arm. If the party has convinced the king, the
captain is willing to talk to them about the mission to
rescue Sarah, which he led. Right a er Sarah disappeared,
him and his men followed Garland and confronted him
at the Big Bridge, north of Cornelia. However, Garland
bested all of them in the ensuing ba le and the captain
was the only one survivor, albeit without his arm. He is
ashamed of his failure and seems deeply disturbed and
scared of Garland’s power.

4. Treasure Room: Both rooms of the treasury are


guarded by two men in heavy armor. If the party has ob-
tained a le er from the king, they are given the following
items by guards: A large Tent that fits the en re party plus
a Po on and 200G per party member.

”Garland is no longer the man I once knew. I beg


of you. Please return my daughter to me quickly!”
– King of Cornelia

5. Throne Room: The door is guarded by two guards ”Let’s see how you handle the mighty me! And by
with glaives and heavy armor. Inside, the king sits on his me, I mean Gilgamesh!! And by handle, I mean
throne and the chancellor stands beside him. The king is a DIE!” – Gilgamesh
middle-aged man with light blue eyes and brown hair with
a long brown beard, he is wearing a golden crown and long When depar ng from Cornelia and heading north,
red robes. The chancellor is slightly younger with dark the party finds themselves in the forests and grasslands
hair, also wearing noble clothing. The king is happy to see surrounding the city. A er several hours of travel through
the adventurers, as he is desperate to find his daughter, the quiet nature, they arrive at the Big Bride, which is mas-
but the chancellor is very skep cal. In the following sive but also old and bri le. When they reach its end, they
conversa on, the party can try to convince the king that encounter Gilgamesh who seems to have been awai ng
they can rescue Sarah, but the chancellor convinces him them. Gilgamesh is not necessarily good or evil, he travels
that they have to prove their trustworthiness first. The the world to find powerful weapons for his collec on.
king then laments that he has been neglec ng his people Garland has convinced Gilgamesh to work for him, in
while trying to rescue his daughter. He asks the party to return he has gi ed him the legendary sword ”Excalibur”.
help the people of Cornelia to prove that they are capable Upon mee ng the party, Gilgamesh recognizes them as
of saving Sarah, in return he promises to provide them poten ally worthy opponents and draws his weapons, his
with supplies for the journey. Comple ng some of the combat details are shown below. When reduced to 0 HP,
following tasks may convince the king: help the smith to Gilgamesh does not immediately faint, instead he finally
receive his shipments, resolve the dispute between the draws Excalibur for one last a ack. Upon trying to use
two mages, defend the port against the pirates, help the it, the sword deals no damage and immediately breaks.
chapel regain its members. A er the party wins the king’s Gilgamesh realizes that he was tricked and seeing no
trust, he reveals further details on the kidnapping: Sarah other op on, he flees. As he remains alive, the party may
was kidnapped by a former knight of Cornelia named meet Gilgamesh again in the future. The party can now
Garland, the most powerful swordsman in the kingdom. finally cross the bridge to reach the dark forest before the
Game Master – Chaos in Cornelia 50

Chaos Shrine. The forest is unusually quiet and most of its 1. Traps: Both marked loca ons contain a magical trap on
trees and plants seem to have died out. The adventurers the ground that has been placed by Garland to alert him
can very likely not reach the Shrine before sunset, so they and impede intruders. A character that is ac vely looking
should rest the night in the forest. for traps or taking similar precau ons no ces it by passing
a DC 7 check. The trap explodes when stepped on, dealing
Gilgamesh Level 2 1d+3 fire damage to everyone within 1u of its center.
HP: 45 MP: 40
STR: 2 DEF: 1 2. Mimic: Inside this room is a single large chest
MAG: 0 RES: 0 that once touched reveals itself to be a vicious Mimic. A
AGI: 4 Size: M character can no ce that something is wrong with the
Polearm: 1d DMG Drops: 500G chest beforehand by passing a DC 8 check. If they fail to
Death Claw do so, the Mimic gets an surprise round at the start of the
MP: 6 Target: Single Time: 0r Range: Weapon ensuing ba le.
Make two A acks against the target and if at least one of
them hits, he suffers Immobile for 1 round. Mimic Level 2
HP: 20 MP: 0
Sword Dance
STR: 2 DEF: 0
MP: 8 Target: 3u Time: 1r Range: Self
MAG: 0 RES: 0
You make an A ack against every enemy in the target
AGI: 2 Size: M
area.
Bite: 1d DMG Drops: 200G
! Cri cal Strength: When reduced below 20 HP, you
gain EnSTR un l the end of ba le.
3. Healing Spring: The heavy door of this room is
locked and can be broken or lockpicked, by passing a
check whose DC can vary from 6 to 9 depending on the
character’s exper se. Inside the room, the party finds a
large chalice that stands on a stone pedestal and is filled
with what seems to be water. Upon closer inspec on,
a character can understand that the liquid is of magical
nature and a character that drinks it, fully recovers his
HP and MP immediately. However, the chalice itself has
no magical proper es and contains only 5 por ons of the
healing water.

4. Chests: This room contains 2 chests, one can be


opened easily and contains 3 Po ons and a Phoenix
Down. The other one contains Sarah’s Lute and can only
be lockpicked by passing a check where the DC varies
between 7 and 10 depending on the character’s exper se.
It can also be opened with a key that Garland carries with
himself, but the chest is too robust to be broken through
force.
As the party reaches the edge of the dark forest, they can
see the menacing Chaos Shrine in the distance. As they 5. Secret Door: This room is empty except for a
move closer, they no ce that the shine has been claimed large stone tablet on the le wall with mul ple different
by nature, as its walls are damaged and overgrown and symbols on it. Upon closer inspec on, the party can
the founda on has begun to sink into the ground. An understand that the symbols describe a short music piece.
unnatural serenity surrounds the shrine with no other The wall next to it contains a secret door which is revealed
living being in sight and the only entrance is a set of bri le by playing the piece on Sarah’s Lute, which only Sarah
stairs that lead down into darkness. A er descending the herself should able to perform properly enough. The
stairs, the party arrives at the south of the map shown secret door leads into a small room with a stone pedestal
above and can barely see in the dark. The way north is which has a golden ring on it. The Beginner accessory
blocked from rubble that is a product of pillars and large is named Angel Ring and has the following effect: when
rocks which have broken off from the ceiling. Upon closer you suffer KO while wearing it, you can ac vate it to
inspec on, the party realizes that this blockade has been immediately get revived with 1 HP. The ring is destroyed
created purposefully. a er using this effect.
Game Master – Chaos in Cornelia 51

”Hmph. The king’s lapdogs. Do you have any idea who Bat Level 1
you’re messing with?” – Garland HP: 6 MP: 0
STR: 0 DEF: 0
6. Garland: At the center of the temple, the party MAG: 0 RES: 2
finally confronts Garland. Sarah is also in this room, AGI: 4 Size: S
locked in a cage that stands in the corner. Garland is a tall, Teeth: 1d DMG Drops: 100G
well-built man in full heavy armor wearing a purple cape Absorb: On every successful A ack you regain 1d HP.
and carrying a sword. He is very arrogant and believes that
he deserves to rule Cornelia, because he is the strongest
warrior in the kingdom. Garland has studied the dark
secrets of the Chaos Shrine since his arrival to expand
his power. He sees the party as just another annoyance ”You... you’ve come to rescue me? I don’t know how I
standing in the way of his grand plans. can ever thank you...” – Sarah

A er rescuing Sarah, the party has to return her safely to


Cornelia and therefore, they have to travel back the long
way they came from. The journey should be uneven ul,
”You really think you have what it takes to cross swords but you can feel free add some surprises of your own.
with ME? Very well...” – Garland Sarah is a young princess with turquoise hair like her
mother and wears a gold colored dress as well as a golden
Garland draws his weapon to commence the fight pendant with red jewels. She is polite but also very quiet
and he also summons mul ple bats to aid him, one for and absent, because she is suffering from the physical and
each party member. During the ba le, he focuses on mental scars of the kidnapping. Sarah is not capable of
his posi oning to pick off lone party members while he looking a er herself, she needs the adventurers’ guidance
avoids ge ng outnumbered himself. In the original story, during the journey. While travelling, she o en asks about
Garland uses a magical ar fact to escape a er being the state of Cornelia and her family because she blames
defeated and goes on to become the main antagonist herself for what has happened.
of the game. If you want to con nue the adventure
differently, he may also die at hand of the adventurers or
you can let the players decide his fate. A er being freed
from her prison, Sarah is understandably s ll very scared
and trauma zed. She thanks the party for rescuing her ”Thank you for returning my daughter to my side.”
and asks them to find her precious lute, which Garland – King of Cornelia
has taken. The party can refuse her request to quickly
return to Cornelia, which Sarah will understand but not When entering Cornelia with the princess at their
be happy about. side, the adventurers are hailed as heroes by the towns-
people and guards. The inhabitants of the castle are
surprised when mee ng the party, as they had already
given up on ever seeing the princess again. The king is
very grateful to the adventurers and orders his servants
Garland Level 3
to prepare a banquet in their honor. Furthermore, the
HP: 40 MP: 50
king offers them very generous rewards for rescuing
STR: 3 DEF: 2
his daughter as he had promised. In the original story,
MAG: 2 RES: 1
the king commands his men to rebuild a broken bridge,
AGI: 2 Size: M
that leads to another con nent for the adventurers to
Longsword: 1d DMG Drops: 1000G, Key
explore. Depending on how you want to con nue the
Auto-Blink, Dual A ack
game, his gi should be something that helps the party
Fire
on their upcoming adventures. He could for example
MP: 4 Target: Single Time: 0r Range: 3u
gi them a ship that allows them to reach new lands
The target suffers 2d fire damage.
or a house in Cornelia if the city will stay relevant. By
Drain rescuing princess Sarah and defea ng Garland, the party
MP: 6 Target: Single Time: 0r Range: 4u has grown together and developed their individual skills.
Reduce the target’s HP by 1d and increase yours by the Accordingly they are rewarded with another Level Up!
same amount. Even though they s ll have a lot to learn, they have proven
Silence themselves to be capable adventurers that can stand up
MP: 6 Target: Single Time: 0r Range: 5u against the evil in the world. From here, you can con nue
The target makes a DC 8 check and suffers Silence for 3 the adventure by building on the presented content and
rounds upon failure. crea ng your own loca ons, characters and challenges.
Game Master – Tomb of Raithwall 52

”Though he is called the Dynast King, upon establishing his goods to the party, at a 50% higher price compared to
the alliance, he showed compassion for his people, regular stores (he calls this the ”risk premium”). Dyce also
and disdain for war. A philosophy passed on to his assures the party that he will remain in this spot for some
successors. One that would bring peace and prosperity me, in case they need to make more purchases in the
for hundreds of years to follow.” – Ashe future. He has the following Items and Accessories in his
inventory: Po on, Ether, Hi-Po on, Turbo Ether, Phoenix
Down, Light Curtain, Lunar Curtain, Rune Bracers, Mythril
Shield, Silver Glasses, White Cape, Star Pendant.

Tomb of Raithwall is a prepared adventure that is


self-contained and can be played either standalone or
integrated into a larger campaign. In this adventure, the
party explores an ancient tomb in search of a powerful
ar fact of legends. Tomb of Raithwall is designed for a
Level 3 party, but depending on factors such as party A er the party steps through the narrow gap in the cliffs,
size and experience, you may need to adjust some of the they find themselves in the so-called Death Valley with the
enemies and rewards. In case the players create new Level massive tomb right in front of them. A set of tall stone pil-
3 characters, they can use the standard rules for choosing lars on both sides mark the way to a long flight of stairs
star ng equipment and everyone receives an addi onal leading into the Tomb of Raithwall. As the party makes it
1500G. Also, the story of every character should explain half way through the valley, they are suddenly disturbed
why he or she joined this dangerous treasure hunt. by a deafeningly loud screeching and a huge bird-like crea-
ture descends upon them. Garuda as one of the many
”There’s no guarantee we’ll make it out alive? guardians of the tomb, protects its entrance in the ensuing
Vicious beasts. Fiendish traps. Something like that?” fight. Only a er defea ng the beast, the party can make
– Balthier their way into the tomb through the central flight of stairs.

A er a march through the vast Nam-Yensa Sandsea,


the party arrives in front of a tall cliff and they spot a
Garuda Level 3
narrow gap leading inside. Next to this entrance, they
HP: 60 MP: 80
meet the traveling merchant Dyce who has enacted a
STR: 3 DEF: 2
camp. Dyce is a well built, tall man, bald with beard and
MAG: 4 RES: 3
wears a dark ou it, he also has a Chocobo at his side
AGI: 2 Size: L
that he travels on. He informs the party that the path
Beak: 2d DMG Drops: 800G, Phoenix Down
through the cliffs leads to the Tomb of Raithwall and tells z
Resilient: W Immune: z
z Weak: L
them about its history: the tomb is the res ng place of
King Raithwall, also called the Dynast King. Legends say Aero
that in ancient mes, Raithwall was a generous king who MP: 8 Target: Single Time: 0r Range: 4u
united many warring kingdoms under his banner, bringing You deal 2d wind damage to the target.
peace and prosperity to the land. It is believed that the Aerial Blast
key to his power was a magical ar fact, named the Dawn MP: 10 Target: 10u (line) Time: 1r Range: Self
Shard. According to the legend, with his last breath, King All enemies in the target area suffer 4d wind damage.
Raithwall sealed the tomb with himself and the Dawn Fly
Shard inside to prevent its power from falling into the MP: 4 Target: Single Time: 0r Range: Self
wrong hands. Many adventurers have tried to claim the You ascend up to a height of 3u. While in the air, you can
Dawn Shard, but they only found their doom in the many move as usual. A er 3 rounds, descend next to an enemy
dangers and traps of the tomb. Through further inquiry, within 8u and make an A ack on him.
the party can find out that Dyce is not here by coincidence, Wing Slap: Whenever you make an A ack against an
in fact he is hoping to profit of the many adventurers enemy within range, you can also make second A ack
passing through this spot. As such, he also offers to sell against another enemy within 2u.
Game Master – Tomb of Raithwall 53

”Fight or run, we be er decide fast!” Demon Wall is another guardian of the tomb and in the
– Vaan ensuing fight, he keeps moving forward on every turn,
pushing the party towards the opposite side of the cor-
ridor. He receives no surprise round, but takes the first
To Chamber of First Light turn. The party cannot walk past Demon Wall, because it
blocks the en re passage, so they either have to defeat it
To To
or flee through the door on the other side. When a player
Southfall Northfall
Passage Passage reaches the heavy double door, he has to use his ac on
Royal Chamber and pass a DC 7 check to open it. Upon failure, he is only
able to move the door a li le bit, but the next one to try the
same receives Advantage on the check. When Demon Wall
reaches the door, it closes in and crushes everyone in the
way. A er some me, Demon Wall retreats to its original
15u 5u posi on, but whenever the party steps through the corri-
Hall of the
dor again it emerges and A acks in the exact same man-
Destroyer ner. However, it does not regenerate any HP, so the party
can try to wear it down over mul ple a empts. You can
describe that parts of it are crumbling and breaking to vi-
sualize the damage that Demon Wall takes. The party does
not immediately have to defeat Demon Wall, but they have
Demon to do so eventually as it blocks the only entrance out of the
Wall
tomb. A major advantage of defea ng it early is that it al-
lows the party to step outside either to rest or to buy more
Items from Dyce.

Death
Valley
Demon Wall Level 4
HP: 100 MP: 150
STR: 4 DEF: 3
MAG: 3 RES: 4
A er entering the tomb, the party find itself inside a large AGI: 2 Size: L
hall, the Hall of the Destroyer. Its entrance is built on an el- Swords: 2d DMG, Drops: 1000G, Hi-Po on
z
evated pla orm and by using one of two parallel stairways Resilient: E Immune: z
z Weak: A
the party reaches the central corridor that leads further Poison
into the tomb. On their way, they no ce that the tomb MP: 6 Target: Single Time: 0r Range: 5u
is lit by many fire sources such as torches and fire pits that The target makes a DC 8 check and suffers Poison for 3
seem to burn perpetually and in an unnatural manner, pre- rounds upon failure.
sumably through magical means. Moreover, they pass a Blind
heavily decorated piece of wall, with what looks like the MP: 6 Target: Single Time: 0r Range: 5u
statue of a monster sunk into it, looking into the corridor. The target makes a DC 8 check and suffers Blind for 3
Suddenly, as they step into the corridor, the ground begins rounds upon failure.
to shake and a loud noise emerges from behind them. As Silence
they turn around, the party is confronted with the massive MP: 6 Target: Single Time: 0r Range: 5u
wall that has come alive to block the path to the entrance. The target makes a DC 8 check and suffers Silence for 3
rounds upon failure.
Slow
MP: 8 Target: Single Time: 0r Range: 5u
The target suffers Slow for 3 rounds.
Quickcast: Whenever you make an A ack, you can cast
a spell immediately a erwards.
Push: Whenever you walk forward, push away all ene-
mies in your path. You can use this ability to crush enemies
between yourself and a wall or door, immediately causing
them KO.
Game Master – Tomb of Raithwall 54

A er passing through the door, the party finds themselves ”In vainglory they arose, shou ng challenges at the gods.
in a chamber called the Royal Chamber. On the other side But prevail they did not. Their doom it was to walk the
of the room, they no ce a decorated double door, which mist un l me’s end.”
the party is unable to open at present. The door also has – Fran, reci ng a legend
two circular cavi es on it, one on each wing. To the le
and right side of the room, there are two smaller stairways If the party takes the stairs on the right hand side of
leading downwards. Addi onally, the party no ces a mu- the Royal Chamber, they find themselves inside a large
ral that has been engraved into the floor of the room, it corridor of the Northfall Passage. Most of the floor in this
shows a man holding up an object, a bird to his le and a room has a checkerboard pa ern with black and white
wall to his right. The image is supposed to depict the cre- les, the right hand side wall is black while the le hand is
a on of Garuda and Demon Wall through the use of the white colored. Furthermore, the le wall contains a row
Dawn Shard. Furthermore, next to the door they came of cone shaped cavi es at a height of roughly 1u. In case
in from, the party no ces a man lying on the ground. He the party inves gates the room in more detail, they no ce
seems to have succumbed to his heavy wounds and upon that the black les are slightly elevated and the cavi es
closer inspec on, they can deduce that he fell vic m to on the le wall have holes in their center. The room is a
Demon Wall. From the way he is dressed, he gives the im- trap, as soon as the party steps on any of the black les,
pression of being a bandit or grave robber, the party can the cones on the le wall start spraying fire. If the trap
loot the following from him: an Advanced Level weapon is sprung, every party member makes a DC 9 check to
(pick something one of the players can use), 500G and 2 decide whether they can duck quickly enough and every
Po ons. To progress further, the party has to explore the one who fails, suffers 3d fire damage. The trap can be
Northfall and the Southfall passages through the stairs in avoided by only stepping on the white les or by crawling
this room. However, before they set off, every player re- on the ground.
ceives a Level Up!

A er the corridor, the party enters a larger chamber that is


”But you must consider the prize. The Dawn Shard lies empty, except for six stone sarcophaguses that are spread
within. And Raithwall’s treasure.” across the room. As they enter, the players no ce the
– Ashe words ”GUARDIANS OF THE ARMOR” engraved into the
floor. Once the players move towards the other side of
the room, suddenly the sarcophaguses break open and a
Northfall Passage Southfall Passage set of mummies emerge from them to a ack the party.
The number of mummies should be equal to the party size
and in the ensuing fight they gain a surprise round. How-
ever, if the players tried to inves gate a sarcophagus be-
forehand, they gain the upper hand against the ambush
and thus the surprise round. A er defea ng the enemies,
the party can inves gate the now open sarcophaguses to
find the following items: a Power Armlet, 2 Hi-Po ons and
a Turbo Ether. The room has two exits, one to the right
hand side and another one opposite to the entry.

Mummy Level 4
HP: 38 MP: 0
STR: 2 DEF: 3
MAG: 1 RES: 1
AGI: 2 Size: M
Bite: 2d DMG Drops: 300G, Po on
z
Immune: z
z Weak: F
Blizzard
MP: 4 Target: Single Time: 0r Range: 3u
The target suffers 2d ice damage.
Zombietouch: Whenever you successfully A ack a tar-
get he makes a DC 8 check and suffers Zombie for 1 hour
To Royal Chamber upon failure.
Undead: You permamently suffer the Zombie status.
Game Master – Tomb of Raithwall 55

”I can hear its call...” ”Call me old-fashioned, but i was hoping for a treasure
– Fran whose worth we COULD measure.” – Balthier

If the party takes the stairs to the le of the Royal


Chamber, they find themselves in the Southfall Passage
which consists of two rooms. The first one is a massive hall
with two doors on the opposite side of its entrance. As
they enter, the players no ce the words ”GUARDIANS OF
THE SWORD” engraved into the floor. Towards the center
of the hall stand three pairs of large Gargoyle statues.
Furthermore, faint red lines are drawn on the ground
connec ng the pairs and in case a player crosses a line,
the two Gargoyle statues connected to it come alive and
a ack. However, there is space behind each statue, so the
players can walk along the walls to avoid the trap. If the
party reaches the other end of the hall without triggering
By passing through the door on the right hand side, the any statue, they hear a faint noise as the red lines on the
party steps into a long corridor and upon entering they no- ground disappear. A small compartment opens up at the
ce two chests on the le hand side. One is made out of pedestal of the statues containing the following treasures
wood and its lock can easily be broken by force, it contains in total: 1000G, 3 Light Curtains and 3 Lunar Curtains.
a Bomb Fragment and an Ether. The other chest is made
out of metal and cannot be opened by force, instead char-
acters can a empt to pick its lock by passing a DC 8 check. Gargoyle Level 4
A er unlocking it, the party finds a MP Plus Materia and a HP: 38 MP: 30
Phoenix Down inside the chest. The corridor seems to lead STR: 3 DEF: 2
to a dead end, but the wall at its end is decorated with a MAG: 0 RES: 0
very striking image: it depicts King Raithwall using power- AGI: 2 Size: M
ful fire magic against a monster. Upon closer inspec on, Claw: 2d DMG Drops: 300G Resilient: E Weak: A
the party no ces that the fire depicted in the image emits Petrify
a faint red glow, presumably of magical nature. If they MP: 8 Target: Single Time: 0r Range: 5u
deal any fire damage to the wall, a magical mechanism is The target makes a DC 7 check and suffers Immobile for 3
ac vated that opens up a small gap in the wall, revealing rounds upon failure.
a secret room. In the middle of this small room stands a
pedestal on which the party finds a Fire Cufflink Accessory Stoneskin: All damage that you suffer from bladed
as well as a Dragon Materia. weapons is halved.

At the other end of the hall, the players find them-


A er walking through the other door past the sarcoph- selves in front of two doors. The one on the le hand side
aguses, the party enters a large room with a statue at is a regular double door that opens easily and leads into
its center, which is roughly 2u in height. The statue de- another room. The other door is made of massive stone
picts King Raithwall clothed in heavy armor and his arm is and looks dis nctly different with its various decora ve
stretched out as if he was holding a weapon, however his engravings. Also, it does not seem to have a handle or
hand is empty. In front of the statue is a pedestal with a set knob, but instead what looks like a bu on at its center.
of heavy armor on it which looks very similar to the armor In case the players inves gate the door before pressing
that the statue is wearing. The walls in this room are en- the bu on, they no ce that its facade is badly damaged
graved with images of King Raitwall figh ng various mon- and the floor right in front of it has an unusual amount
sters with a decorated longsword. When the party recov- of cracks and fractures. Once a character presses the
ers Raithwall’s Sword from the Southfall Passage and puts bu on, the door immediately falls out of its hinge and
it in the hand of the statue in this room, they hear a so onto everyone standing right in front it. All affected
noise, as if a mechanism has been ac vated. A er solving targets make a check with a DC equal to their evasion
the puzzle in this room and making their way back to the DC and everyone who fails the check cannot escape the
Royal Chamber, they no ce that one of the two engravings falling door and suffers 4d physical damage. In addi on,
on the sealed door has now started glowing. The armor on all targets that fail the check become trapped under the
the pedestal is Raithwall’s Armor, which the party needs door, but manage to free themselves either through their
for the Southfall Passage. However, a er solving the com- own struggle or with the help of other party members.
plete puzzle and opening the sealed door, they may claim The trap can be avoided by finding a way to press the
the armor, then is treated as an Advanced level heavy ar- bu on without standing in front of it, for example by
mor that increases its wearer’s maximum MP by 10. throwing a small object at it. A er the door is open,
Game Master – Tomb of Raithwall 56

the party can enter the ny chamber behind it which ”My family tells a story of the dynast-king and an esper.
contains only one large wooden chest without a lock. The story goes that in his youth, the dynast-king defeated
Upon opening it, they find 500G as well as a Grand Helmet a mighty gigas. For which the gods took heed of him.
accessory. If the players enter the hall at a later me, they Therea er, it was bound to him in thralldom.” – Ashe
no ce that the door seems to have mysteriously moved
itself back into its original posi on.

The second room of the Southfall Passage mostly


mirrors the final room of the Northfall Passage with some
key differences. Firstly, the statue of King Raithwall in the
center of this room has the same pose, but it is holding a
sword and wearing no armor. Furthermore, a decorated
longsword lies on the pedestal in front of the statue.
Finally, the images on the walls in this room also depict
ba les of King Raithwall against various adversaries, but
focus on the merits of his armor by showing that it with-
stands all his enemies’ a acks. When the party recovers
Raithwall’s Armor from the Northfall Passage and puts
it in the body of the statue in this room, they hear a so Chamber of
noise, as if a mechanism has been ac vated. The sword on First Light
the pedestal is Raithwall’s Sword, which the party needs
for the Northfall Passage. However, a er solving the
complete puzzle and opening the sealed door, they may
claim the sword, in this case it is treated as an Advanced
level sword that increases its wearer’s maximum HP by 10.

A er solving the puzzle in this room and making their


way back to the Royal Chamber, they no ce that another
one of the two engravings on the sealed door has now
started glowing. The previously locked door leading to the
Chamber of First Light can now be opened. As they step
through the door, all party members have to perform a To Royal Chamber
DC 8 check and everyone who succeeds gets a feeling that
they are being watched but they cannot figure out why.

Stepping out of the Royal Chamber, the party finds them-


selves in a corridor with three doors. As they take the door
on the le hand side, the party enters an ancient library.
However, none of the many books have withstood the test
of me and are unreadable. Moreover, the room contains
two wooden chest, both can be opened easily. Inside the
first one is X-Po on, a Phoenix Down and a Turbo Ether.
In the other chest, the party finds a heavy book that is
in stellar condi on. It tells the story of Belias the Gigas:
”Called the Gigas for his appearance: man and monster
fused as one. Considered a mistake upon his making, and
receiving not his intended role, the Gigas challenged the
gods and lost. Scorned by his masters, he found another:
the Dynast-King, whose tomb he swore to protect for eter-
nity.” By passing through the door on the right hand side
of the corridor, the party enters what seems to be a small
armory, with weapon and armor racks sca ered across the
room. Unfortunately, most of the equipment has become
unusable, but the party is s ll able to salvage some pieces:
they find an Advanced level Oracle Bone, a Nemean Li-
onskin and Trident. Feel free to exchange them for other
equipment pieces that are useful to the party.
Game Master – Tomb of Raithwall 57

At the end of the corridor, the party enters a massive hall, Don’t hand over anything: Even though they were hop-
the Chamber of First Light. On its opposite end, a wide ing to avoid this situa on, Fran and Balthier draw their
stairway leads to an altar on which the players see the weapons and a ack. During the ba le, they focus on
statue of a four-armed giant with ram-like horns that is keeping distance with their ranged weapons. When neces-
si ng with a decorated spear by its side. The hall is sup- sary, they hide in other rooms to catch enemies off guard.
ported by six decorated pillars and the party can feel a mas- If the party loses, Fran and Balthier will leave them uncon-
sive amount magical energy flowing through it. As they scious. As they awake hours later, the two will be gone
move to the stairway, the statue of the giant comes to life, with the treasure and the Dawn Shard. If the party wins,
slowly stands up and draws its weapon to a ack! A er they may decide the fate of Fran and Balthier. They may for
being defeated, Belias disintegrates in a sea of flames. The example finish them off, leave them unconscious or con-
party now no ces that the absence of the statue reveals vince them to join their cause. Either way, the party keeps
another small chamber, inside it stands a golden sarcoph- both the treasure and the Dawn Shard.
agus containing the remains of King Raithwall. Various Hand over the treasure, but keep the Dawn Shard: In this
chests are spread around the room, containing gold and case, Fran notes that the Dawn Shard has lost most of its
jewels with a total value of 15000G. In addi on, a deco- original power and suggests that they should agree to the
rated pedestal stands in front of the sarcophagus on which deal. Balthier agrees, they pack up the treasure and both
lies a glowing orb, the Dawn Shard. The Dawn Shard is par es leave the tomb to go their separate ways.
an ar fact that can bend the fabric of reality and it can be
Convince them to join forces: To succeed, they have to
equipped as an Accessory with the following effect: when-
make Fran and Balthier believe that great wealth awaits
ever you perform a check, you may spend a Fortune Die
them as members of the party. If they make a reason-
that is a 3 or higher from your pool to re-roll the check.
able but not fully convincing case, they have to pass a DC 8
check to succeed (they can use the Dawn Shard). If suc-
cessful, Fran and Balthier join the party and they are con-
Belias Level 5 trolled by the GM. They leave the tomb together with the
HP: 90 MP: 150 treasure and the Dawn Shard.
STR: 4 DEF: 2
MAG: 5 RES: 3
AGI: 2 Size: L Balthier Level 5
Spear: 2d DMG, 2u Range Drops: 1000G HP: 50 MP: 40
Resilient: E F D H All-Immune, Auto-Haste STR: 4 DEF: 3
Painflare MAG: 0 RES: 1
MP: 20 Target: 3u Time: 1r Range: Self AGI: 2 Size: M
All enemies in the target area suffer 4d fire damage. Gun: 2d DMG, 3u Range
Greater Barrier Aim: Legs
MP: 10 Target: Single Time: 1r Range: 5u MP: 8 Target: Single Time: 0r Range: Weapon
You gain EnDEF and EnRES for 3 rounds. Make an A ack against the target and if you hit he
addi onally suffers Immobile for 1 round.

Fran Level 5
HP: 45 MP: 45
Suddenly, the party hears a slow clap behind them and as
STR: 3 DEF: 3
they turn around, they see two people standing at the en-
MAG: 1 RES: 4
trance of the hall: Fran and Balthier. Balthier is a hand-
AGI: 3 Size: M
some young man with short brown hair and fancy clothing, Bow: 2d DMG, 5u Range
he is very charisma c and cunning. Fran is very tall with an
Aim: Arm
athle c build, long white hair and she is wearing a dark, re-
MP: 8 Target: Single Time: 0r Range: Weapon
vealing light armor. Although she looks mostly humanoid,
Make an A ack against the target and if you hit he addi-
Fran possesses some feline features such as her long ears
onally suffers DeSTR and DeMAG for 1 round.
and claw-like hands. She stays quiet most of the me, ob-
serving the situa on from a distance. Both are criminals
mo vated by wealth, but they are not inherently malicious
or violent. Balthier reveals that the two have entered the A er leaving the tomb, the party reunites with Dyce at the
tomb a er the party and have been following them ever entrance of the Death Valley and he stares in awe upon
since. He then asks them to hand over the treasure and hearing of the marvels that have played out inside the
the Dawn Shard if they want to leave the tomb alive. At tomb. They stay at his camp for some rest before moving
this point, there are different decisions the party can make, on to new adventures. Being the first to leave the Tomb
some of which are discussed below. S ll, you likely have to of Raithwall alive, the party proved that they are a force to
improvise some aspects of this final sec on. be reckoned with and therefore receive a Level Up!
Game Master – Maria & Draco 58

”The West and East were waging war. Draco, the West’s A er he has calmed down, Impresario explains that the
great hero, thinks of his love, Maria. Is she safe? Is she ”Wandering Gambler” is a man named Setzer Gabbiani,
wai ng? The forces of the West fell, and Maria’s castle who has caused trouble to him in the past. He further de-
was taken. Prince Ralse, of the East, took her hand by scribes Setzer as ”a gambling vagabond who finds freedom
force. But she never stopped yearning for Draco...” from society’s narrow views of morality aboard his airship”
– Excerpt from opera ”Maria & Draco” in a sarcas c tone. Impresario also explains that Maria is
the star of the show, so her safety is of utmost importance.
He proposes the following plan to keep her safe: one of the
party members should play the role of Maria and act as a
decoy. He expects Setzer to make his move at the end of
the first scene and try to abduct Maria onto his airship, but
if he kidnaps the decoy, they can confront him instead. He
suggests that the decoy should carry a rope, so he or she
can pull up the rest of party onto the airship if necessary.
The party may suggest other ideas as well, but Impresario
will not accept any plan that might put the real Maria in
danger. If the party accepts his plans, they have to choose
one of their own to play Maria’s part in the opera, hence-
forth that character will be referred to as ”Maria”.

”W...wait! I’m a GENERAL, not some opera floozy!”


– Celes

Maria & Draco is a prepared adventure that can be com- Impresario will show them Maria’s room, where ”Maria”
pleted in a single session and is designed for a party of can get dressed and prac ce for her part. ”Maria” has to
Level 3 characters. Their stories of the protagonists should look as similar to the original as possible, who is a short,
explain why they are presently staying at the wealthy city blond haired women in a long white dress. Accordingly,
Jidoor. In this adventure, the party is tasked with prevent- the party might have to buy a new dress and wig or get
ing the kidnapping of a famous opera singer. crea ve in other ways, they can convince Impresario to
cover addi onal costs. They are free to explore the town
to shop or make other prepara ons un l the evening.
”This is simply horrid! I want the performance to be a ”Maria” should prac ce the following script for her part in
success! But I don’t want Maria to be abducted!” the first scene:
– Impresario

While res ng at the city of Jidoor, the adventurers meet Maria enters the stage.
the owner of the town’s opera house, he calls himself ”Oh my hero, so far away now. Will I ever see your smile?”
”Impresario”. He is an older, well-dressed man who is in
constant worry about the upcoming opera called ”Maria ”Love goes away, like night into day. It’s just a fading
& Draco”. Impresario is desperately looking for secu- dream.”
rity guards for tomorrow’s opera performance. He offers ”Our love is brighter than the sun. For eternity, for me
1000G to the party for handling the job, which they accept, there can be, only you, my chosen one.”
despite not being paid up front. At the morning of the
Maria picks up the flowers, climbs the stairs to the balcony
opera, they meet Impresario at the opera house. As they
high atop the castle, then raises the flowers to the stars.
enter, he is running around fran cally and upon no cing
the party, he immediately hands them the following le er. ”We must part now. My life goes on. But my heart won’t
give you up.”

Dearest Maria,
During the opera, ”Maria” first appears at the end of the
first scene, where she has to perform the above men oned
I have decided to take you as my wife, so I’ll be coming to part. You as the GM have to rate ”Maria’s” performance on
kidnap you. a scale from 1 to 10. Below is a list of criteria, which you
can use to award points. You should keep the ra ng secret
The Wandering Gambler at this point, but you can to already give a hint by narra ng
the reac on of the audience.
Game Master – Maria & Draco 59

”Silence! You are in the presence of octopus royalty! A


lowborn thug like you could never defeat me!”
– Ultros

A er they move out of their seats, each party mem-


ber has to make a DC 6 check to decide whether they
disturb the audience. If at least one of them fails, deduct
one point from the performance. Once in the room, the
party no ces four levers on the wall. The rightmost lever
opens a pathway to the catwalk, the other ones have the
following effects and pulling either one deducts a point
from Maria’s performance: lever 1 makes a sound like a
barking dog, lever 2 turns off the lights in the opera hall
and lever 3 opens up a trap door below the player who
pulled the lever, which lets him or her slide directly onto
. 1 point for each line that the player correctly recites, so
the stage. Once the party enters the catwalk, they see
that Ultros is just about to drop the anvil on ”Maria”. As
up to 4 points.
. 1 bonus point, if the player makes an a empt to actu-
they move closer, the fragile planks of the catwalk fail
to support their combined weight and both the party
ally sing the lines.
. Up to 3 points depending on how much effort the party
and Ultros fall down onto the stage. ”Maria” has to
make a DC 7 check and if she fails, she falls unconscious,
has spent on making ”Maria” actually look like Maria.
. 1 point if the player remembers to pick up the flowers,
otherwise she can par cipate in the ensuing ba le. The
ones who fell, including Ultros, take 1d damage, but they
walk up the stairs and raise the flowers up.
. The player makes a DC 8 to determine whether his or
can immediately get up to start the fight!

her character manages to present themselves as grace- Ultros Level 3


fully as the real Maria. If the check succeeds, award HP: 60 MP: 90
another 2 points. The DC can be lower if ”Maria” has STR: 4 DEF: 2
any performance related experience. MAG: 1 RES: 3
AGI: 2 Size: L
Ink: 1d DMG, 3u Range Drops: 500G
z
Immune: z
z Final A ack, Dual A ack
Water
MP: 6 Target: Single Time: 0r Range: 4u
You deal 2d water damage to the target.
Acid Rain
MP: 8 Target: 3u Time: 0r Range: Self
All enemies in the target area suffer 2d water damage. In
addi on, all affected targets make a DC 7 check and suffer
Poison for 1 round upon failure
Tentacle
MP: 4 Target: 2u (front) Time: 0r Range: Self
Deal 2d damage to all enemies in the target area.
Blindtouch: Every target that rolls below 6 on an eva-
sion check against your A ack, suffers Blind for 3 rounds.

As Maria’s part is playing out on the stage, Impresario and A er the party defeats Ultros, they hear a voice loudly ex-
the party are watching from their lodge seats. Suddenly, claiming: ”What a performance!”. Suddenly, a man de-
Impresario no ces something on the catwalk: someone, scends onto the stage using a grappling hook. The man is
or rather something, is trying to push an anvil down onto of course none other than Setzer. He quickly grabs ”Maria”
the stage! The party recognizes that it is the strange octo- and ac vates the device once more to pull himself back
pus named Ultros who is behind the plan. The adventurers up to the lodge with ”Maria” in his arms. From there he
have met Ultros before and have beaten him, so he wants escapes to his airship, which is wai ng right above the
to take revenge by sabotaging the opera. Impresario starts roo op of the opera house. The party tries to follow him
to panic and begs the party to stop Ultros’s plan. He points but they have to take a longer route to reach the the roof.
them to a room on the right hand side of the lodge and tells As they arrive at the roo op, Setzer is just ge ng ready to
them to pull the rightmost lever. take off with the airship.
Game Master – Maria & Draco 60

”Nothing to lose but my life...” a DC that can vary between 6 and 8, depending on the
– Setzer character’s proficiency in handling vehicles. If he or she
fails the check, the ship crashes near Jidoor and gets
destroyed. All passengers on board survive, but everyone
suffers 2d damage.

Setzer Level 4
HP: 40 MP: 80
STR: 2 DEF: 1
MAG: 0 RES: 1
AGI: 4 Size: M
Cards: 2d DMG, 3u Range Auto-Haste
Slots
MP: 8 Target: ? Time: 0r Range: ?
Roll 1d. One of the following effects occurs depending on
the result: On a 1 or 2, the area within 3u of you is filled
He locks ”Maria” in his cabin and gets on deck to
with smoke un l the start of your next turn. Everyone in-
start the engine. If ”Maria” fell unconscious before, she
side it, suffers Blind, but gains Blink. On a 3 or 4, you tele-
will now wake up and realize that Setzer has abducted
port to a loca on of your choice within 3u. On a 5 or 6, an
her. If everything went according to plan up to this point,
explosion deals 2d fire damage to all enemies within 2u.
she should have a rope with her. She can let it out of one
of the windows in this room and the party can reach from Gil Toss
the roof. Op onally, you can ask each player to perform a MP: 4 Target: 2u Time: 0r Range: 5u
DC 7 check to decide whether they are able to successfully You throw 100G to deal 2d damage to all enemies in the
grab and climb the rope. A er gaining some distance on target area.
the opera house, Setzer returns to the cabin. Upon taking Vanish
a closer look at ”Maria” and no cing the rest of the party, MP: 8 Target: Single Time: 0r Range: Weapon
he understands that he has been tricked and becomes You become invisible for up to 5 rounds or un l you take
angry. The course of this confronta on depends on the an ac on. While invisible, you gain Blink. Also, if you hit
decisions the party makes. Below are some general ideas an A ack while invisible, you automa cally score a Cri cal
on roleplaying as Setzer, but you can, or might have to, Hit.
improvise some aspects of this sec on. ! Fixed Dice: Whenever you roll for a check or to de-
termine damage, you can re-roll one die that has the re-
The party tries to solve the conflict peacefully: sult 1.
Setzer is generally open to this as he realizes that he is
outnumbered. He can be convinced to let the party go
and to stay away from the opera house in the future. He
is also open to joining the party, if they offer him the A er dealing with Setzer, the party can return to the
prospect of exci ng future adventures. Setzer is much opera house to collect their reward. Impresario considers
easier to convince if the arrangement involves gambling their contract fulfilled if they have managed to drive away
of any sort, which he loves. If the party tries to trick him, Setzer. First, every party member gains a Level Up! In
for example with a rigged coin toss, he will show even addi on, they receive a reward depending on the ra ng
more respect. However, he does not accept any deal of Maria’s performance:
that involves him being restrained or handed over to the
authori es. . 1-3 points: despite driving away Setzer, the opera per-
formance was a disaster, leaving the audience deeply
unsa sfied. Impresario blames the party for being
The party tries to kill or restrain Setzer forcefully:
sloppy and halves his originally offered reward to 500G.
For this case, Setzer’s combat sta s cs are listed below.
Despite being outnumbered, he does not give up easily
. 4-6 points: despite some hick ups, the performance
and does not hesitate to use dirty tricks to get the upper went well overall. Impresario is sa sfied and hands the
party 1000G as agreed upon.
hand. If the party manages to defeat Setzer, they can
decide whether they want to let him live or restrain . 7-10 points: the party managed to amaze the audi-
him to deliver to the authori es. Either way, they will ence with an outstanding performance. Impresario is
need to maneuver and land the airship. The player that thrilled and doubles the originally agreed reward to
takes control of the airship has to perform a check with 2000G.
Game Master – Siege of Dollet 61

”The pride of Balamb Garden! The elite mercenary force, ”Look out, it’s SeeD!”
SeeD! Learn from them, obey their commands and ac- – Galbadian Soldier
complish the mission. Prove yourselves worth of becom-
ing a member of SeeD. Best of luck.” – Headmaster Cid

You should soon arrive at Lapin Beach before Dollet. The


Galbadians have built up some defenses at the shore, but
those should be no match for our gun boats. A er the
beach is clear, squad B should leave the boat to start the
exam. They can move up the stairs to their le and from
Siege of Dollet is a prepared adventure that can be com- there follow the alley into the town square. I can see 3 Gal-
pleted in a single session and is designed for a party of badian soldiers guarding the town center, it could be more
Level 2 characters. The players take the role of students though. Each student that passes a DC 7 check should be
who are training to become members of an elite merce- able to no ce them as well. Let’s see how they handle
nary group called SeeD. You as the GM take the role of their themselves.
instructor to guide the students through their final exam.
Galbadian Soldier Level 2
HP: 13 MP: 0
STR: 2 DEF: 1
”Sounds boring. So what you’re saying is, we do all the
MAG: 0 RES: 0
li le, dirtywork...” – Seifer
AGI: 2 Size: M
Machine Gun: 1d DMG, 3u range Drops: 200G

Good morning, instructor. My name is Xu and I will provide The Galbadians sure aren’t making it easy for them. They
you with as much intel throughout the day as I can. You are using the fountain as a cover to avoid going into melee.
and all of your students that will be taking today’s exam A er defea ng these soldiers, squad B just needs to make
should currently be on one of our assault gunboats that are sure that the inner city stays clear. If they decide to look
on the way to Dollet. Remember, your job is only to guide around they might find some useful things like Po ons.
the students, we want to see if they can prove themselves There is also a lone dog wandering around, poor guy prob-
worthy of becoming SeeD. As such, you will stay on this ably got lost in this mess. It has been an hour now and I
boat during the mission, but you can talk to the students think the students are ge ng bored. Looks like everything
at any me using the earpiece through which you are also is... wait a second. I can see a large group of Galbadians
hearing me right now. Make sure that everyone makes it moving quickly towards the town square! Squad B needs
out alive! to hide immediately! Hmm... it doesn’t look like the sol-
diers want to retake the inner city, they are going some-
where else. What are they up to?
Concerning the mission: the SeeD squads have been hired
by the Dollet Parliament to defend them against a siege They are moving towards the mountain path, but there is
from the Galbadian army. Your students form squad B and nothing up there, except that old radio tower I think. I
are tasked with clearing out and holding the inner city of don’t know if the students understood what is going on,
Dollet. We have intel that the majority of the Galbadian but the dog sure has. Well at least he is howling at the
army have moved elsewhere, where the rest of the SeeD mountain. What are your orders instructor? Remember,
will be ambushing them. Make sure to go over these mis- squad B needs to hold the inner city, but those Galbadians
sion details with the students before you arrive. Oh, and are clearly up to something. I hope the students will follow
don’t forget to name one of them as the squad leader. your orders...
Game Master – Siege of Dollet 62

”WEDGE! Where were you!? No pay for you this I can now see squad B on the top of the tower, confron ng
month!” – Major Biggs the 2 Galbadian soldiers, one of them seems to be their
leader. I think I have understood their strategy: they are
trying force the students to the edge of the pla orm to
knock them off the tower. Should that happen, I think
the students should be able to hold onto something if
they pass a DC 5 check and another squad member can
then spend an ac on to pull them back up. Anyway, the
Galbadians do not seem very competent otherwise. And...
Squad B was able to neutralize the enemy! We have also
just received an important order: all squads are to retreat
back to Lapin Beach immediately, our boats depart in half
an hour. Squads that do not make it to the shore in 30
minutes will get le behind! I think squad B can... wait,
what the kupo is THAT?!

X-ATM092 Level 4
Squad B is also making its way up the mountain, I hope HP: ??? MP: 80
they make sure to stay undetected. There are a few of Dol- STR: 2 DEF: 3
let’s soldiers sta oned on the path, but the Galbadians are MAG: 0 RES: 1
cu ng through them like bu er. S ll, they are suffering AGI: 4 Size: L
many casual es on the way, I think only 2 Galbadians have Claw: 2d DMG, 2u Range
actually made it to the tower. Squad B should be able to
Ray Bomb
reach the tower without any issues. Looks like they have
MP: 5 Target: 2u Time: 0r Range: 5u
almost reached the mountain top. The Galbadians have
You deal 2d fire damage to all enemies inside the target
meanwhile made their way up to the pla orm of the radio
area.
tower and I think they are making repairs. At least they
have managed to reac vate the radio tower. That also Arm Crush
means the students can take the elevator on the ground MP: 3 Target: Single Time: 0r Range: Weapon
floor to reach them. The target makes a DC 8 check and suffers 2d damage and
Immobile for 1 round upon failure

Major Biggs Level 2


I don’t know where the Galbadians got that thing from,
HP: 28 MP: 24
but it is running a er the students. It looks like the thing
STR: 2 DEF: 2
will overtake all squad members that fail to pass a DC 8
MAG: 1 RES: 1
check, I hope the rest do not leave them behind. There
AGI: 2 Size: M
Machine Gun: 1d DMG, 3u Range Drops: 500G is no way squad B can destroy it in combat, especially if
they want to make it in me. But there is another way: if
Thunder
they a ack its legs a few mes, it will collapse and begin to
MP: 4 Target: Single Time: 0r Range: 3u
repair itself, which gives them me to run. It’s one of the
You deal 2d lightning damage to the target.
known common vulnerabili es in Galbadian machines, so
Rush it should work. S ll, I think they will have to fight the thing
MP: 3 Target: Single Time: 0r Range: Weapon at least twice before they reach the shore. But maybe they
Make an A ack against the target. If you hit, you push him can also come up with something to stop it, a blockade or
back by 1u on top of the damage dealt. distrac on?

Wedge Level 2 Squad B is now running through Dollet and closing in on


HP: 22 MP: 16 the beach, but the machine is s ll following them. Instruc-
STR: 2 DEF: 1 tor, there is a powerful machine gun mounted to the deck
MAG: 1 RES: 1 of your boat, it should melt through it! ...I think you got it,
AGI: 3 Size: M great job! Squad B has also boarded the boat, so you are
Sword: 1d DMG Drops: 300G ready to go! Phew... that was close, I hope everyone has
Fire made it out alive. So what do you think Instructor, how
MP: 4 Target: Single Time: 0r Range: 3u did the students do on the exam? Which ones should we
You deal fire damage to the target. promote to SeeD?
Game Master – Gold Saucer 63

”Welcome to Gold Saucer! You will be moved and ex- This document focuses on the major a rac ons of the
cited, thrilled and terrified! Led from one zone to an- park and offers detailed rules for recrea ng them in your
other unlike anything you’ve ever experienced! Make game. In contrast, there are also many minor a rac ons
your memories today.” – Adver sement of Gold Saucer, some of which are listed below:
. Fortune Teller: a strange being that looks like a big
plush toy with a cat si ng on top of it. It offers a for-
tune telling to the party for the cost of 2 GP, a service
which they can only use once. The GM should ensure
that the teller gives the party an accurate predic on or
a useful advice for the future.
. Gondola: for a price of 1 GP per person, the party can
take a ride on a big gondala, which allows them to catch
a nice view of the whole park at its zenith. If the players
enter the gondola at midnight, they can also observe
the daily fireworks of Gold Saucer. The perfect spot for
a date!
. Haunted House: a creepy castle that has been pre-
pared to scare its visitors through the placement of fake
props such as ghosts, skelletons and spiders. Upon en-
tering the first me, every player has to perform a DC 8
Gold Saucer is an amusement park with a wide variety of check and upon failure he becomes scared or creeped
games and a rac ons for the player characters to enjoy out. The haunted house acts as a hotel, the party can
and compete in. You can either use the en re park as a lo- spend the night here for a price of 1 GP per person.
ca on in your game world or just pick out a rac ons that
you are par cularly interested in. As such, the following
content is mostly a list of park a rac ons with their respec- ”While your ride’s going ZOOM, you’re going BANG
ve rules. Gold Saucer is built as high tower surrounded by BANG, and things are going PHEW PHEW and you de-
mul ple large structures that contain the different a rac- stroy them with a big BOOM. Pre y simple, isn’t it?”
ons. The park’s entrance can only be reached with a cable – Employee
car, the entry fee of 50G per person includes the fare. Al-
terna vely, players can buy a life me pass for 500G. Also,
taking part in an a rac on usually costs an amount of Gold
Points (GP), which is the only accepted currency inside the
park. GP can be bought and sold at the park’s entrance at a
rate of 1 GP per 50G. Right behind the entrance, the play-
ers find themselves in a central hub, from which they can
move between the major loca ons of the park through a
series of tubes.

The Shoo ng Coaster is a roller coaster game with an


entry fee of 1 GP per person. Each seat has a turret built
in that visitors can use to shoot various projec ons that
appear throughout the coaster ride. Hi ng a projected
object grants players an amount of points and they receive
prizes for reaching a high score. The dura on of the ride
is split into 5 rounds. At the start of each round, the GM
rolls an amount of dice equal to the party size plus 1 to
determine which projec ons appear in this round. During
each round, each player takes a turn in which they can
try to shoot one of the projec ons of their choice. To
do so they have to pass a check, the DC depends on the
type of the projec on as some are faster and smaller
and thus harder to hit than others. However, projec ons
that are harder to hit also grant more points. Characters
Game Master – Gold Saucer 64

that can use Bows or Guns or have other experiences amount is paid out. A er every 3 successful rounds, the
with ranged weapons, gain Advantage on this check. players receive a Double Chance, at which point they can
Projec ons disappear either a er they are successfully decide to stop and collect their prize or con nue throw-
hit or at the end of a round. The table below shows all ing. In the la er case, a player’s current prize amount is
possible projec ons, the die number (Nr.) at which they doubled if he succeeds the next throw, but if he fails, he is
appear, the DC required to hit them and the amount of eliminated and receives no prize.
points granted when done so.

Nr. Name DC Points


1 Cactus 5 10
2 Balloon 6 15 ”I wish we could just forget everything and have fun!”
– Aerith
3 Plane 7 20
4 Ghost 8 30
5 Star 9 50
6 UFO 10 70

During the ride, each player should keep track of the


amount of points they have scored and a er the 5th
round is completed, every par cipant receives the follow-
ing prize based on his or her score.

Score Prize
less than 25 Po on
25 to 50 DEF Plus
50 to 75 X-Po on
75 to 100 Moogle Charm
more than 100 Ribbon

Arm Wrestling is a strength compe on that costs 1 GP


to par cipate in. The game is played by a single player
who faces up to three champions, one a er the other, in
an arm wrestling match. The state of a match is tracked
as a scale from +3 to -3, the player wins when it reaches
+3 and the opponent wins when it reaches -3. This score
is meant to represent the angle of the compe tors’ arms
and it starts at 0. The player and the GM who plays as
the champion, make opposed checks un l one side wins
the match. On each check, the score increases by 1 if
the player has a higher result and it is reduced 1 if the
champion has a higher roll. Players with par cularly
high strength or athle c ability gain Advantage on this
check and the champions gain a flat bonus due to their
experience in the sport. A er defea ng a champion,
the total prize amount is increased and the player can
Super Dunk is a basketball game that costs 2 GP per player decide to either stop and collect it or to challenge the
to play. All par cipants stand in a dedicated spot in front next stronger champion. In the la er case, the player
of the machine and balls are given out to the players who gains no prize if he loses the match. The table below lists
have to successfully throw them into the hoops. The game all champions, the bonus they gain on the checks and the
is played round by round, and in each one, every par ci- prizes for defea ng them.
pant performs a throw. A DC 6 check decides whether a
throw is successful, characters with especially good coor- Champion Bonus Prize
dina on gain Advantage on this check. For each success- Body Builder +1 2 GP
ful consecu ve throw, a player’s prize amount is increased Sumo +2 5 GP
by 1 GP. A player that misses a shot is immediately elimi- Wrestler +3 10 GP
nated from the game at which point his accumulated prize
Game Master – Gold Saucer 65

Torpedo A ack is a submarine ba le game that costs 2 GP


to play. The game can be played by up to 3 players who
can split the 3 possible submarine ac ons between them.
Torpedo A ack is similar to combat and the players have
to defeat all enemy submarines while making sure theirs
stays intact. A match is played out in mul ple rounds and
in each round, the player submarine can take 2 of the fol-

.
lowing 3 ac ons:
Move: roll 1d. The result mes 10 is the amount of
units you can move in this round.
. Shoot: choose an enemy submarine within 30u. Make
Ba ler is a figh ng game that costs 1 GP to play. The a DC 7 check, if you succeed, the enemy submarine is
destroyed.
game is played by a single player who faces up to four
fighters, one by one, that are played by the GM. A match . Sonar: make a DC 7 check, if you succeed, all mines
is played out in mul ple rounds and in each round, the within 50u are revealed.
combatants can choose one of 3 ac ons: low a ack (LA), Enemy submarines take their ac ons right a er the play-
middle a ack (MA) and high a ack (HA). The player can ers, they can shoot in the same manner and move a dis-
freely decide which ac on to take and then the GM rolls tance of up to 30u, but they are not affected by mines. The
1d to determine the ac on taken by the opponent. HA player submarine can survive up to 3 damage, ge ng hit
beats LA, MA beats HA, LA beats MA and if both take by an enemy shot or moving over a mine causes 1 damage.
the same ac on they just cancel each other out. The Use a map similar to the one below to visualize the game.
winner of a round gains 1 point and the first one to have 3
points wins the match. A er defea ng a fighter, the total
prize amount is increased and the player can decide to 100u
either stop and collect it or to challenge the next stronger Obstacle
fighter. In the la er case, the player gains no prize if he
loses the match. The table below shows all fighters, which
ac ons they take depending on the result of your rolls and
the prizes for defea ng them.

Fighter Ac ons Prize Enemies


Zell 1-4: LA, 5-6: HA 2 GP
100u

Sabin 1: LA, 3-5: MA, 6: HA 5 GP


20u
Tifa 1-2: LA, 3-4: MA, 5-6: HA 10 GP | |
Mines

”Almost... Crap! No cigar... You sure do need a lot of 10u


money here. Please, don’t talk to me right now. I get so | |
caught up in these.” – Visitor Player

At the start of the game, spread the player and enemy


submarines as well as possible obstacles on the map. In
addi on, determine the posi ons of the mines, but keep
them secret un l they are stepped on or detected by the
sonar. Before the game starts, the players can choose one
of 3 difficulty levels, which determines the amount mines
and enemy submarines, as well as the prize received for
winning.

Difficulty Enemies / Mines Prize


Easy 1/2 Dark Ma er
Medium 2/4 Wet Floor Materia
Hard 3/6 Gold Hairpin
Game Master – Gold Saucer 66

Result Prize
1 10 GP
2 Phoenix Down
3 Signal Materia
4 Elixir
5 Stampede Materia
6 Hermes Shoes

Chocobo Racing is a racing game with an entry fee of 2 GP


per player. Each player is a rider in the race and they can
either choose one of the following Chocobos provided by
the park or they can use a Chocobo that they own. The
GM adds and plays addi onal par cipants in the race un l
there are 5 compe tors in total.

Chocobo Stamina Agility


Echo 4 5
Fives 5 4
Rex 6 3
Cody 7 2
Jesse 8 1
Snow Game is a snowboarding game that costs 1 GP
A race consists of mul ple rounds and during a round, to play per player. The game can be played by mul ple
each par cipant performs a sprint check to determine players who race down a ski run trying to reach a high
which distance they can cover. Par cipants con nuously score. This score starts at 0, collec ng balloons increases
add up the results of all their checks as their total score it, while hi ng obstacles reduces it, so the score can
and the first one to surpass 50 points wins the race. The become nega ve. The course has 3 lanes: le , center
score of every par cipant should be announced at the and right and the players start on the center lane, going
end of each round to keep track of the current state of the down the ski run back to back. The game plays out over
race. If mul ple par cipants reach the finish line in the 7 rounds and at the start of each round, the GM rolls 3d,
same round, the one with the highest score wins the race. one die a er the other, to determine the objects on the 3
The sprint check performed on each turn is modified as lanes in front of the players from le to right. The table
below shows the possible objects based on the die results
.
follows:
The result of each sprint check is reduced by the dif- and their effects that occur when a players collide with
them.
ference between the Chocobo’s Stamina and its cur-
rent fa gue. Everyone starts with 0 fa gue and gains
1 fa gue at the end of each round. For example, if a Result Object Effect
Chocobo has a fa gue of 10 and a Stamina of 8, the re- 1-2 Nothing –
sult of their check would be reduced by 2, but if it had 3 Snowman - 1 point
10 or more Stamina it would receive no penalty. This 4 Rock - 2 points
reduc on cannot cause the result of a sprint to drop
below 0. 5 Red Balloons + 1 point
. Before each check, a par cipant can decide to perform 6 Blue Balloons + 2 points
a dash ac on. In this case, they gain Advantage on the
sprint check, but also an addi onal point of fa gue.
A er learning about the objects in front of them,
Within a race, you can dash only a maximum amount
each player can decide between 1 of 3 ac ons:
. of mes equal to the Chocobo’s Agility.
Characters who are par cularly good at handling
. Move one lane to the le or right: make a DC 6 check,
if you succeed you successfully change one lane, oth-
Chocobos gain Advantage on all sprint checks.
erwise you stay in your current one.

When the race is finished, the winner rolls 1d and


. Move two lanes to the le or right: make a DC 8 check,
if you succeed you successfully change two lanes, oth-
receives a prize based on the result. erwise you stay in your current one.
Game Master – Gold Saucer 67
. Jump: make a DC 8 check. If you succeed, you avoid The game plays out over 7 rounds and during each round,
the object in front of you and you gain 1 point. If you first all players take one turn and then all hos le bikers.
fail, you collide with the object in front of you and you Player bikers start with 3 HP and enemy bikers start with 1
addi onally lose 1 point. You can take this ac on even HP, when a biker is reduced to 0 HP, he is removed from the
if there are no objects in front of you. game. During a turn, each biker may make a movement
and take one A ack ac on:
Characters with par cularly good coordina on or experi-
ence with snowboards gain Advantage on these checks.
A er all ac ons have been taken, check which lane each . Movement: move either one lane to the le / right or
player ends up in and whether they collide with any one row to the front / back if that posi on is not occu-
objects to adjust the scores accordingly before the next pied by an obstacle or another biker. Alterna vely, you
round starts. At the end of the 7th round, all players reach can try to ac vate the bike turbo. In this case, make a
the finish line and depending on their score each player DC 8 check, if you succeed you can make two move-
receives one of the following prices. ments on this turn, if you fail, you cannot move at all.
Characters with par cularly good vehicle handling re-
Score Prize ceive Advantage on this check
<3 Par cipa on Trophy
3-4 X-Po on . Melee A ack: make a DC 6 check. If you succeed, a
5-6 Safety Bit biker who is 1 movement away from you suffers 1 HP
7-8 HP Plus damage.
>8 50 GP
. Ranged A ack: make a DC 8 check. If you succeed, a
biker who is 2 or less movements away from you, suf-
fers 1 HP damage.

At the start of each round, roll 1d for every player that is


s ll in the game. Based on the results, place the following
items in any open posi on of your choice: 1-2: nothing,
3: red biker, 4: blue biker, 5-6: obstacle. However, do not
place any more hos le bikers if there are already as many
of them in the game as players. Red and blue bikers are
controlled by the GM and follow the same rules as players,
but red bikers can only perform ranged a acks while blue
bikers can only perform melee a acks. Obstacles all fol-
low the same rules and the GM is free to choose their ap-
pearance, they could for example be roadblocks or other
G-Bike is a biking game where the players are chased by vehicles. Whenever a player biker ends his turn with an
hos le bikers on a highway and have to fight them off to obstacle in the same lane in front of him, he has to make
escape. The game can be played by mul ple players with a DC 6 check, if he succeeds he jumps over the obstacle
an entry fee of 1 GP per player. The highway has 4 lanes and if not, he suffers 1 HP damage. Enemy bikers evade
and the focus is always put on 3 rows, so there are 12 total all obstacles automa cally. At the end of each round, all
posi ons where bikers and obstacles can be posi oned at bikers stay in their posi ons and all obstacles disappear as
a given me. The illustra on below shows how the map they are le behind the current field of focus. Every player
might look like during the game. biker who survives un l the end of the 7th round wins a
prize. Each winner rolls 1d and depending on the result,
he receives one of the following prizes.
Player Obstacle
Result Prize
1 Item Holder
2 5 GP
3 Turbo Ether
Enemy 4 Phoenix Down
5 Alert Materia
6 Bomb Materia
Game Master – Ivalice Worldbook 68

”Names don’t ma er. What’s important is how you live foray into the Strategy RPG genre, with its own quirks
your life.” – Ramza Belouve and conven ons established by several other games that
came before, like Shining Force, the Langrisser series
or Tac cs Ogre. For this reason, and to celebrate the
20th anniversary of the original Japan release of this cult
classic, this worldbook was born.

Final Fantasy Tac cs uses a three-dimensional isometric


ba le grid. This difference in func onality led to a game
type that was more akin to chess than the tradi onal back
and forth linear combat of previous Final Fantasy games.
Instead of having six characters that were all-essen al to
the plot, and joined your party over a period, you had a
singular main character that would occasionally be joined
by story important characters that would depart and rejoin
you when the plot demanded they do so. The bulk of your
adventuring party was usually made up of interchange-
able, nondescript characters whose appearance shi ed
radically depending on what job class they were. The pro-
gression of job classes in this system is quite similar to that
of older Final Fantasy games, in that there were several job
classes to choose from, but fundamentally different in how
certain job classes were unlocked. Instead of obtaining
crystals that granted certain job classes automa cally, you
were given two star ng job classes and expanded upon
them. Your job progress reveals others, and if you took
mul ple levels in mul ple jobs, your amalgamated experi-
ence in those two jobs might reveal another job class that
The Ivalice Worldbook is a comprehensive document was unique. This system involved a lot of job class switch-
about the se ng of the Final Fantasy Tac cs video game. ing and of course, a small amount of class mapping to de-
It includes many details about its history and geography to termine which job classes unlocked another.
help you create your own adventures in the same world.
This supplement is an updated version of the original
version wri en by Bruno Carvalho, Paul (Papa Quackers)
and Hywel Williams in 2017 which included rules for the ”The best ways, don’t always lead to the best results.”
Final Fantasy Role Playing Game 4th Edi on (FFPRG 4e) – Delita Hyral
system. The content and ideas presented in this version
of the worldbook are system agnos c and thus also The story of Final Fantasy Tac cs revolves around
applicable to other tabletop RPGs. the a ermath of The 50 Year War. The kingdom of
Ivalice is rife with poli cal and economic discrepancies
Final Fantasy Tac cs (FFT) is a spin-off tle in the between the upper and lower class. This problem is
main Final Fantasy series. Unlike most spin-offs, however, compounded by the recent death of the king, whose only
it has managed to be a great game on its own, having heir is an infant, and the need for a regent to rule in his
received universal acclaim upon its release, and cri cal place. The people are stuck between Prince Goltana,
opinion of the game has improved further over me. It and Prince Large, known as the Black and White Lion
is the first game of the Final Fantasy Tac cs series and respec vely. This leads into the main plot of the game,
was released in Japan in June 1997 and in the United known as The Lion War, in which you take on the role
States in January 1998. The game combines thema c of Ramza Beoulve. As the name implies, The Lion Wars
elements of the Final Fantasy video game series with a were conflicts between the two princes in their a empt
game engine and ba le system unlike those previously to become the ruling regent. Ramza is a young noble who
seen in the franchise. In contrast to other 32-bit era Final takes part in many exploits of the war, discovers hidden
Fantasy tles, Final Fantasy Tac cs uses a 3D, isometric, corrup on and machina ons within the most powerful
rotatable playing field, with bitmap sprite characters. For church in the lands, and comes to understand the plight
many Final Fantasy players, this represented their first of the common peoples. He was a decisive factor in the
resolu on of the war but was ac vely erased from history.
Game Master – Ivalice Worldbook – History 69

The Beginning (10000 B.C. – 2000 B.C.) Matoya’s cave, the Tower of Babel, Mirage Tower, and of
During this period of me, es mated from 10000 to 2000 course the Ronan Palace. The Ronan Empire was the first
B.C. on the Ajorian Calendar, the majority of humankind country to develop a wri en language with Mizuno soon
lived on the southwestern coast of what years later would following within its own language known as Nihonjin.
become Kaladis. Most of the people of these mes were
simply tribes of hunter-gatherers. As the age neared its
close, however, metallurgy was developed as well as
basic magic study. Unfortunately, there are extremely
few records from this period, partly in thanks to a lack of
a wri en language, which was first developed during the
age of the Ronan Empire, although there are some rare
ruins le behind that have been found in remote parts of
Kaladis. During this period, the countries that would later
become Kaladis and Mizuno were first se led. Ivalice,
Romanda, and Ordalia were first se led during the Ronan
Empire.

The Age of Myth (700 B.C. – 50 B.C.)


Following the downfall of the Ronan Empire, the territo-
ries splintered into four separate countries: Melmond, the
Baron Kingdom, the Kushuka Kingdom, and the Palame-
cian Empire. Like the Ronan Empire, these four na ons
covered Ivalice and began making inroads into the areas
that would become Romanda and Ordalia in later years.
This period is largely known as the age of myth in part due
to the amount of fantas c ruins that were le behind as
well as the level of technology developed. Baron Kingdom
was a kingdom whose military might rivaled many of the
other na ons during the age of myth. Baron supported a
large number of elite knights as well as a well-known navy
of airships. Baron covered much of what would become
Gallione, Fovoham, and western Lesalia. Compared to its
The Ronan Empire (2000 B.C. – 700 B.C.) neighbors, the Kushuka Kingdom was a center of trade
History dates the first true civiliza on as the Ronan where traders from other countries would come to sell
Empire; an empire that grew from a humble farm village their wares. Unfortunately, for the country itself, its
near Zeltenia to a huge empire that spanned most of what nobility ruled with harsh hand with li le concern for their
would become Ivalice and parts of Romanda and Ordalia people. A er years of abusing the coffers of their na on,
near its end, roughly es mated between 700 and 600 the royal family was dethroned by a huge revolu on. On
B.C.. Not much is known about this mysterious empire a modern map, Kushuka would occupy much of central
save that it excelled at the use of magic even compared to Lesalia and most of Zeltenia. Like its neighbors, the
the level used by the most powerful of today’s magicians. Palamecian Empire had a specialty, namely technology.
Even more mysterious is what caused its downfall. The It was the first to develop airships and maintained a fleet
Ronan Palace, the center of the empire, was up un l its that was a fair equivalent of Baron’s navy. In addi on to
discovery during the Lion Wars a myth in and of itself. its airships, Palamecia also first developed guns that used
Several important ruins originated from this era including magical ammuni on as well as its ”war golems”, powerful
Game Master – Ivalice Worldbook – History 70

robots that were used as first line soldiers and guards.


The empire covered what would become Lionel. Many
historians believe that its capital is deep below Goug
Machine City. Palamecia was also the first to develop
steam-powered devices and were the first to develop the
science of magitek, which involves the fusing of magic and
machine. Melmond was a secluded na on far to the east
in what would later become southern Ordalia. More than
other countries, Melmond embraced the study of magic in
full and supported many academies dedicated to teaching
the arcane arts to interested students. Other studies such
as history, philosophy, and literature were also popular
among Melmond people. Unfortunately, Melmond was
considered by many of its neighboring countries to be
working with the forces of Lucavi because of their magical
might. Like the Ronan Empire before them, all four
kingdoms of the age of myth were destroyed by unknown
circumstances. The Zodiac Brave Story first emerged
during this era. For those that do not know it, the Zodiac
Brave Story is the tale of an evil king who called on the
powers of Lucavi, around the year 500 B.C.. Lucavi killed
the king and caused great havoc throughout the world.
In the end, a small group of 12 heroes banded together
and used the sacred zodiac stones to become the Zodiac
Braves. The Zodiac Braves were able to defeat Lucavi
and supposedly restored order. Following the defeat of
Lucavi, the Holy Ydoran Empire was founded, emerging The Life & Death of St. Ajora (50 B.C. – 1 B.C.)
from the ruins of the old Baron Kingdom. The empire The Ajorian Calendar begins its first year with the death of
waged several wars, eventually defea ng and conquering St. Ajora and the beginning of the Cataclysm. By the me
both Palamecia and Melmond. Ajora Glabados came, three of the four kingdoms of the
age of myth had been conquered by the Holy Ydoran Em-
pire, and the Kushuka Kingdom was the only other state
to resist the power of its neighbor. The lands that once
were Melmond laid abandoned and desolate, as refugees
from the Jihads that would follow the rise of the Glabados
Church would only rese le them several centuries later.
When Ajora Glabados was young, one day he sprang up,
walked to a well, and prophesized that ”soon, a calamity
will befall this land. I am now sealing this well, and no one
can drink from it.” Several days later, the ”Black Death”
plagued Zeltenia. The people who drank from the con-
taminated well water fell ill and died one a er another.
However, only the families that believed Saint Ajora’s
words survived and did not fall to disease. Since then,
Saint Ajora became worshipped as ”The Miracle Child” or
”The Son of God”. Soon a er these events, word of a new
messiah spread, who would lead Ivalice out of the chaos
born from years of war. By the me Ajora had reached 18
years old, he had already gained a devoted community of
followers. Much like in earlier years, another ambi ous
king a empted to summon Lucavi. The emperor had
created an army of immense size in the hopes of securing
all of Ivalice under the Holy Ydoran Empire’s control. Once
again, a new group of Zodiac Braves was created united
by St. Ajora to defeat the new Lucavi. Despite his growing
widespread fame, Ajora had made many enemies. The
Holy Ydoran Empire feared Saint Ajora’s rise to power;
they feared his preaching of the coming of God. The
Game Master – Ivalice Worldbook – History 71

Clergy of the Pharism faith was the predominant religion into Ivalice. Despite the end of pen warfare among the
and even though they had great influence, the clergy remaining na ons, a new cold war developed between
feared Saint Ajora’s power. The conclusion is obvious. the remaining followers of the Fara Clergy and the newly
Saint Ajora was captured with a secret p from Germonik, formed Glabados Church. As Pharism was weakened
Ajora’s 13th Apostle. Saint Ajora was executed at the thanks to the tragedy that led to the destruc on of the
Golgollada execu on site. However, Saint Ajora was Ydoran Empire, the Glabados church had no trouble
the ”Son of God”. God’s anger struck at Pheisias, and forcing the Phara Clergy and its remaining followers from
the Cataclysm began, a series of seismic and volcanic Ivalice. The remaining Phara followers would, slowly over
events that shocked the world for the next 25 years. The the next 300 years, help create the na on of Ordalia to
Cataclysm is o en assumed to be the cause behind the the east. The Glabados Church during the first 1000 years
loss of Ivalice’s most advanced technologies, though the of its existence was very powerful, to say the least. Thanks
game never outright states this. It also destroyed at least to its iron handed fist, it helped create several different
two races, the ”winged ones” (possibly the aegyl), the splinter fac ons of the Glabados religion, including the
moogles (as told in the Siedge Weald) and the Clockwork Argades church, which would later become the official
City of Goug, and if the Ivalician myth is true, threatened religion of the Romanda Empire.
humanity, leading some to believe it is responsible for the
disappearance of the non-human races from Ivalice. The
sinking of Mullonde, involving the drowning of an en re
state of the Ivalician peninsula, also relates to it. The
Cataclysm created the Floa ng Con nent, and destroyed
Eureka and of the Fortress of Trials. According to legend,
the Hero-King Mesa saved humanity from its effects.

The Fi y Years War (1113 A.C – 1163 A.C.)


By 1113, King Denamda II ruled Ivalice, while King Devanne
III ruled its neighboring kingdom, Ordalia. Three knightly
orders defended Ivalice: the Order of the Northern
Sky Knights, led by Ramza’s father, Barbaneth Beoulve,
the Order of the Southern Sky Knights led by Cidolfus
Orlandeau, and the Order of the Eastern Sky, under the
Rise of Gloabados Church (25 A.C – 1112 A.C.) leadership of Goffard Gaffgarion. Gustav Margriff and
Following the death of Saint Ajora, his remaining apostles Wiegraf Folles served within the Order of the Northern
established a new church under his name: the Glabados Sky. Strife erupted at Zelmonia, a once independent
Church, using its namesake’s exploits. Soon a er its es- province near to Ivalice’s border and now under Ordalian
tablishment, it was able to cooperate with warring na ons rule. About a century ago, Ordalia invaded and assimi-
that sprung a er the cataclysm and subsequent collapse lated Zelmonia. Ivalice had secretly provided means to
of the Holy Ydoran Empire on a working peace treaty weaken Ordalia; however, the Zelmonian nobles decided
that set up the Atkasha family as the rulers of Ivalice. to pe on for King Denamda’s direct interven on. King
As part of the peace treaty, Limberry was assimilated Devanne III died without naming a successor. His cousin
Game Master – Ivalice Worldbook – History 72

Varoi VI was named as successor, but King Denamda forced Ivalice to cease figh ng. The last ba le between
II proclaimed himself as righ ul heir, being Devanne’s Ivalice and Ordallia took place in Zeltennia, and though the
uncle, and declared war against Ordalia. King Denamda II Knights of the Orders fought bravely, Ordallia won and oc-
led the Ivalice army towards the Ordalian capital of Viura. cupied the province. Ivalice and Ordallia agreed to a mu-
On their way, knights of the three Orders fought valiantly, tual peace treaty, though whispers persist that in reality,
winning ba le a er ba le. As they were reaching the Ivalice had surrendered. A er the Fi y Years’ War, Ival-
Ordalian border, King Denamda II fell ill and died soon ice suffered a great loss as the people harbored ill feel-
a er, never able to return to his kingdom. The Ivalician ings and dissa sfac on to the nobles and the royal family
army became lost and confused due to their leader’s death who placed them in the meaningless war. Farmers staged
and Ordalia used that as an opportunity to strengthen its riots and revolted, and many turned banners to join the
army and defend the borders. Corpse Brigade. Ivalice’s economy suffered, as payments
could not be made to the knights who had fought in the
war due to the spending on weapons and defenses. Many
were discharged from the army, and with less food and lit-
tle money, there was high unemployment and disloyalty
to the ruling fac ons grew. King Ondoria’s two sons died,
and the king adopted his younger sister, Princess Ovelia,
as his daughter. Soon a er, Queen Louveria gave birth
to Prince Orinus, causing a conflict over who should be-
come King Ondoria’s successor, se ng the stage for the
War of the Lions. Rumors spread of King Ondoria’s failing
health. Since his collapse during Prince Orinus’ birthday
celebra on, it became obvious that he was on the brink
of death. His advisers, the Board of Chamberlains, deliv-
ered news that the king was ge ng be er, but the people
knew the truth. Soon rumors surfaced that Queen Louve-
ria and other nobles had argued over his successor. Gof-
fard Gaffgarion was dismissed from the Eastern Sky, and
Gustav from the Northern Sky, both on charges of miscon-
duct during the war. Gaffgarion turned to the life of a mer-
cenary, claiming allegiance to the highest bidder.

The war raged fiercely, reaching a stalemate. A succes-


sor to Denamda II, Denamda III, was has ly enthroned
to replace his father. During the stalemate, Romanda’s
armies crossed the Rhana Strait in an invasion upon Ival-
ice. Romanda was a military na on ruled by a blood
rela ve of King Varoi VI. King Denamda IV and his Ivali-
cian army held off the invasion through the aid of Fovea’s
ruler, Grand Duke Gerrith Barrington, and his assassina-
on squad Khamja. A er three years of figh ng, Romanda
retreated. King Denamda IV was a fearless warrior who
personally led his armies in ba les against the combined
forces of Romanda and Ordalia. The outbreak of Black
Death within Romanda also led to their retreat. With Ro-
manda’s retreat, Ivalice con nued with the war against
Ordalia. Denamda IV died suddenly, believed to be as-
sassinated. He was succeeded by King Ondoria Atkascha
III, although the king was a weak-willed man and unfit to
rule, and all his decisions being made by Queen Louve-
ria. Ordalia’s ruler Varoi VI also died, and was replaced
by Prince Lennard. Due to Ondoria’s weakness, Ordallia
Game Master – Ivalice Worldbook – History 73

The War of the Lions (1164 A.C – 1166 A.C.) Limberry, which was generally pro-Southern, and Lesalia
The War of the Lions was fought between the Order of the proper. The ba le was inconclusive, but within three
Northern Sky Knights of Duke Larg under the banner of months casual es reached 40,000, sapping what li le
the White Lion, and the Order of the Southern Sky Knights public support the war had. Around this me, Queen Lou-
of Duke Goltanna under the banner of the Black Lion. veria and Chancellor Glevanne were accused of abduc ng
King Ondoria Atkascha III died due to the Black Death and Princess Ovelia to allow for Duke Larg’s ascendancy to the
his heir, Prince Orinus, was only two years old. A regent throne. In addi on, famine overtook Zeltennia, Limberry,
was sought to rule in the prince’s place, and both dukes Galionne and Fovoham due to a drought, causing mass
who were decorated generals in the Fi y Years’ War were starva on among civilians. The losses sustained by the
nominated as regent. One of the main reasons behind the Southern Sky are worsened by the Ba le of the Fusse
War is the ri between Queen Louveria and the nobles Plains, in which Marquis Elmdore was killed by a stray
of Ivalice. Queen Louveria was regarded as a power-mad arrow. He was possessed by the Lucavi Zalera, and fought
queen who desired her offspring on the throne so that for the Knights Templar at the Ba le of Riovanes Castle.
she may rule the kingdom. The Council of Nobles, out Despite the death of countless soldiers, the war reached
to stop her from asser ng influence onto the kingdom, a stalemate.
appointed Duke Goltanna as their preferred candidate for
the regency.

The Northern Sky planned to make an all-or-nothing


a ack at Fort Besselat, planning to take it and use it as
a base from which they could wage total war against
Southern food supply. The War’s decisive ba le was
the Ba le of Fort Besselat, in which Ramza Beoulve
intervened by opening the garrison’s sluice, bringing the
ba le to an indecisive halt. Barich Fendsor, one of the
Knights Templar, released Mossfungus poison into the air,
severely weakening both sides. In the confusion, both
Dukes were murdered by their respec ve traitors, Larg
The first major ba le of the War of the Lions, the by Dycedarg Beoulve and Goltanna by Delita Heiral. As
Ba le of Lesalia Plain, was a massive assault of Chocobo originally planned, the Church offered mediators. Despite
Knights from Gallionne on the plains south of the Royal the loss of both Order’s leaders, their armies were s ll
City of Lesalia, where the royal palace is built. The strong and refused the idea. This may be because of
Southern Sky was driven out of the city and forced to their Ramza’s interven on, whereas without it, both sides
strongholds at Fort Besselat and Limberry Castle. The would have suffered major losses if the sluice were not
victory lead to Southern plans mostly revolving around opened. Ramza Beoulve traveled with his companions to
an a ack on Lesalia, by sending an army led by Cidolfus Orbonne Monastery to stop the Knights Templar and the
Orlandeau to take the city, though it was driven away. Lucavi’s plot for Ul ma’s resurrec on. Killing the Church’s
Further Southern a empts to a ack Lesalia culminated forces that dared to stop them, they are teleported to the
in the Ba le of Groffovia, fought on the plains between Airship Graveyard beneath the Necropolis of Mullonde
Game Master – Ivalice Worldbook – History 74

and destroyed Ul ma, the High Seraph, who wished to started to gather a sizable following. Sensing the oppor-
destroy Ivalice. Their own fate a er that is a mystery. tunity to seize lands and riches from the church, several
The war finally ended with the two sides crippled. With barons and counts declared their conversion to this new
the two dukes killed, Queen Louveria imprisoned in Fort interpreta on of Ajoran faith, and gave shelter to the new
Besselat, High Confessor Funebris murdered, Dycedarg converts. Weakened by the events of the Lion War, Glaba-
slain, and Orlandeau missing and believed dead, Delita dos was unable to prevent the rise of the self-proclaimed
Heiral exploited the situa on by claiming that he rescued Ajorans, and this religious divide kept growing for the next
Princess Ovelia, marrying her to become King of all 80 years. In contrast, the Heiral dynasty’s rule proved to be
Ivalice. The Church of Glabados engineered the War so quite unsuccessful in keeping the power centralized, and
that it may take the center stage a er both sides were had to make several concessions to the nobility to main-
weakened due to exhaus on. The High Confessor Marcel tain its posi on as the Ivalice King. These concessions in-
Funebris, wishing for the Church to gain power over the creased the decentraliza on of the kingdom, empowering
land, secretly supported both sides and assisted in their the local lords. By 1240, the religious tensions had turned
plots for the throne. The Church planned to destroy the into violence, with hos li es between Glabados and Ajo-
two Lions from the inside and used the Zodiac Stones to ran followers leading to several small-scale skirmishes, and
strengthen the Church’s military power. culmina ng with the 1243 massacre of Yardrow, where
an angry mob killed a congrega on of 500 Ajoran faithful
during a religious ritual. This sprung several mutual de-
”Your ac ons have meaning only if they hold true
fense trea es between nobles, crea ng both the Glaba-
to your ideals.” – Ramza Belouve
dos League, led by the Grand Duke Rudolph Barrington of
Fovoham, and the Ajoran League, led by Marquis Henry
Elmdore of Limberry. The crea on of the two leagues only
further increased the tension, but for the next seven years,
peace reigned inside Ivalice. In 1250, following a severe
disease, king Luther Heiral went into a comatose state. His
nephew, Paul Heiral, who was a fervorous devout of the
Glabados faith, was designated as Regent. Fearing to be
persecuted by its religious beliefs, the Ajoran League voted
for a preemp ve war against the Regent, intending to re-
place him with another noble who is more sympathe c
with the Ajoran faith. In response, the Glabados League
rallied their troops and this plunged Ivalice into civil war.

The Glabados Schism (1167 A.C. – 1250 A.C.)


By 1171, the Glabados Church executed Orran Durai as a
traitor a er wri ng the Durai Papers. This caused unrest
among several ordained priests, and one of them, Karling
Nox, ini ated a movement in Limberry which called for ref-
orma on within the Church, seeking, in his words, a “re-
turn to St. Ajora’s true ways”. This rippled through Ordalia
and several of the eastern provinces of Ivalice, and a er
the Church declared Nox’s status as a here c, the priest
Game Master – Ivalice Worldbook – Timeline 75

< 2000 B.C. First se lements of hunter-gatherers form. 1133 - 1136 A.C.: Bestrald Larg befriends Dycedarg
Metallurgy and magic are discovered. Beoulve. Wiegraf Folles and Zalbaag Beoulve, son of Lord
~700 B.C.: The Ronan Empire, which ruled from the Ronan Beoulve, are born.
Palace, is wiped out by a mysterious disease. 1137 A.C.: Ordallia pushes Ivalician forces back to Zelmo-
~600 B.C.: The Ronan Empire splits into 4 countries: Bar- nia. Decades of ba les follow between them. Louveria
ron Kingdom, Kushuka Kingdom, the Palmecian Empire Larg, daughter of Duke Larg, is born.
and Melmond. Technology and military develops rapidly. 1139 A.C.: Romandan forces invade Ivalice via the Rhana
~500 B.C.: Lucavi ravage the world. A great hero and his Strait. Ziekden Fortress is built. Orran Durai is born.
twelve companions defeat the Lucavi, they become known 1142 – 1144 A.C.: Ivalice regains control of Riovanes Cas-
as the Zodiac Braves. The Holy Ydoran Empire rises from tle from the Romandan invaders who withdraw from Ival-
the ashes of the destroyed Baron Kingdom. ice. Count Cidolfus Orlandeau befriends Duke Druksmald
~200 B.C.: The Holy Ydoran Empire conquers the Palme- Goltanna. Agrias Oaks is born.
cian Empire and Melmond. Orbonne Monastery is built. 1147 A.C.: Duke Bestrald Larg becomes general of the Or-
50 B.C.: Saint Ajora is born in Bervenia. der of the Northern Sky. Delita Heiral is born.
22 B.C.: Saint Ajora is sent as a spy to the Holy Ydoran Em- 1149 A.C.: Ovelia Atkascha, daughter of King Denamda IV,
pire and preaches about coming Paradise and gathering Alma Beoulve, fourth child of Barbaneth Beoulve and Ti-
Zodiac stones in secret. Ajora gains 13 disciples. etra Heiral are born.
1 B.C.: Saint Ajora is hanged at Golgollada Gallows by the 1155 – 1157 A.C.: Zalbaag Beoulve becomes commander
Holy Ydoran Empire. A disaster sinks parts of Mullonde, of Order of the Northern Sky. He takes custody of Delita
forms the Black Coral Sea. and Tietra. King Denamda Atkascha IV of Ivalice dies. On-
doria III is crowned king of House Atkascha. Prince Lennard
0 B.C.: The Cataclysm occurs. Moogles, winged people and
of Ordallia invades Zelmonia and Zeltennia. King Ondoria
other civiliza ons are wiped out. Hero-King Mesa Ricksen
III marries Louveria Larg and she becomes the queen.
saves humanity. The Holy Ydoran Empire is destroyed.
1162 A.C.: Ovelia Atkascha is adopted by King Ondoria III.
25 A.C.: The remaining disciples of Saint Ajora form the
Orran Durai’s father is killed in Count Orlandeau’s service,
Glabados Church, which establishes itself as the migh est
the count adopts him.
power in Ivalice for many centuries.
1163 A.C.: Prince Orinus Atkascha, son of king Ondoria III,
150 A.C.: The city of Yardrow is established.
is born. Ramza Beoulve and Delita Heiral enter the Royal
~300 A.C.: The Glabados Church extends its influence Military Akademy at Gariland. Lord Barbaneth Beoulve is
through splinter fac ons. They drive the Phara Clergy out poisoned. Goffard Gaffgarion is expelled from Order of the
of Ivalice who go on to help the crea on of Ordalia. Eastern Sky. Dead Men Veterans are dismissed without
610 A.C.: House Atkascha unifies seven warring kingdoms, pay, they protest by forming the Corpse Brigade.
establishing the Kingdom of Ivalice. 1164 – 1166 A.C.: War of Lions starts over King Ondoria
1014 A.C.: The kingdom of Ordallia annexes the indepen- III’s successor between Northern Sky Knights of Duke Larg
dent state of Zelmonia. and the Order of the Southern Sky Knights of Duke Goltan-
nar. Both are killed by the traitors Dycedarg and Delita re-
1108 A.C.: Druksmald Goltanna, son of the Duke Goltanna
spec vely. Queen Louveria is imprisoned. Ramza Belouve
and cousin of Ondoria III, is born. Cidolfus Orlandeau, son
prevents a massacre at Fort Basselat and stops the resur-
of Count Orlandeau, is born.
rec on of Ul ma by the Lucavi.
1113 A.C.: Goffard Gaffgarion is born. King Devanne III of
1166 A.C.: Delita Heiral marries Ovelia Atkascha and is
Ordallia dies without a successor. King Denamda Atkascha
crowned king of Ivalice. The Glabados Church exploits the
II of Ivalice proclaims himself as heir and declares war. The
situa on to regain power.
Fi y Years’ War starts.
1171 A.C.: Orran Durai writes the Durai Papers, and is ex-
1113 A.C: Ivalice conquers Zelmonia. King Denamda II
ecuted as a traitor by the Glabados Church.
dies in Viura, capital of Ordallia. Denamda Atkascha III is
crowned king of Ivalice. Ba les between Ivalice and Ordal- 1173 A.C.: Karling Nox writes his thesis for Church refor-
lia con nue while King Varoi VI of Ordallia tries to push ma on, and is branded as here c. Many nobles of Ordalia
Ivalician forces away from Zelmonia. and Eastern Ivalice convert to the new Ajoran faith.
1127 A.C.: Bestrald Larg, son of the Duke Larg and rela ve 1243 A.C.: 500 Ajoran faithuls are massacred at Yardrow.
of Ondoria Atkascha III, is born. Dycedarg Beoulve, first Ajoran league and Glabados league are founded. Tensions
son of Lord Barbaneth Beoulve, is born. increase at first, but peace se les for a while.
1129 A.C.: Messam Elmdore, son of Marquis Elmdore, is 1250 A.C.: Paul Heiral succeeds his father as Regeant.
born, Gustav Margriff and Ondoria Atkascha III, son of De- Fearing persecu on, Ajoran League declares war, star ng
namda Atkascha IV, are born. the Schism War.
Game Master – Ivalice Worldbook – Geography 76

Fovoham is a territory in the northernmost part of Ival-


ice. Ruled by Grand Duke Rudolph Barrington, it is sepa-
rated from the military na on of Romanda by the Rhana
Strait. Fovoham played an important role in deterring the
Romandan invasion in the Fi y Years’ War, thanks to the
Grand Duke and his assassin squad Khamja. Nowadays, it
is the main force behind the Glabados League, and some
even say that the Royal Regent, Paul Heiral, is nothing more
than a puppet for the Grand Duke. Riovanes Castle is the
home and stronghold of Grand Duke Barrington. This cas-
tle is dis nguished by its Romandan-style towers. Its po-
si on enables not only a great defensive posi on but also
control of all the trade that flows through northern Ival-
ice, as Mt. Bervenia serves as natural barrier for the move-
ment of goods and armies. Walled City of Yardrow, also
known as Yardrow Fort City is located east of Riovanes Cas-
tle and north of the Royal City of Lesalia. It is a fortress
city with some ten centuries of history, protected by thick
stone walls built to repel invaders. This walled city has an
important past by securing the northern reaches of Fovo-
ham and presen ng an important threat to a acks from
the Rhana Strait. For centuries, the royal family entrusted
this city only to their most loyal vassals, as it is also a prime ”Our na on exists because of the people! We exist be-
loca on for a sneak a ack against the capital. cause of them.” – Cidolfus Orlandu
Game Master – Ivalice Worldbook – Geography 77

Gallionne is a duchy in the kingdom of Ivalice. Ruled by


Duke Lestrad Larg, it is located in western Ivalice. Its bor-
ders are the sea to the west and south, Fovoham to the
northeast and Lesalia to the east. Its seat of power is Ea-
grose Castle. As such, it was held by the Order of the
Northern Sky knights during the War of the Lions. Lestrad
is a stalwart ally of the Grand Duke Barrington, and stands
for the Glabados League in the upcoming war.

The Yuguewood, also known as Yuguo Woods, is located


east of Riovanes Castle. Two-century old yugue trees s ll
grow here, but even this primeval forest was not spared
from the ravages of war. Albeit the forest may be a great
source of building materials, rumors of ghosts haun ng its
ancient trees keep anyone except for the most courageous
or stupid lumberjacks from using it. The Fovoham Wind-
flats, also known as Fovoham Plains, is located east of Ziek-
den Fortress, and is the loca on of the Windflat Mill, also
known as Windmill Hut. These sprawling flatlands are cov-
ered by low grasses and ba ered by fierce winds from the
Rhana Straight. They are the main farmland area of the
Grand Duchy, and provide food not only for Riovanes Cas-
tle, but also to Igros Castle as well.

Eagrose Castle, also known as Igros Castle, is the high seat


of Gallionne and home to Duke Larg, its lord. This city is
second in size only to the royal city of Lesalia. During the
Lion War, it was the home base of House Beoulve and the
Order of the Northern Sky. It is also the site where the Lu-
cavi demon Adrammelech was defeated. The Magick City
of Gariland, also known as Magic City Gariland, is Home to
the Royal Academy for the Magickal arts, famous for pro-
ducing Elidibus, a mage hero of the Fi y Years’ War. It is
located east of Eagrose Castle and west of the Merchant
City of Dorter. During the Lion War, it was controlled by
the Order of the Northern Sky and it contains the academy
where Ramza Beoulve and Delita Heiral trained. The Mer-
chant City of Dorter, also known as Dorter Trade City, is
a city that developed as a hub for overland trade. It is a
lively place frequented by all sorts of merchants. Located
east of the Magick City of Gariland and north of Orbonne
Monastery, it sits at a major crossroad in Ivalice. It is also
home to the biggest congrega on of Ajoran faithfuls in Gal-
lionne, and a major opponent to Glabados’ influence in-
side Gallionne.
Game Master – Ivalice Worldbook – Geography 78

Its white limestone looks like tusks, giving it the name


”Beast Plains”. It is located southeast of Eagrose Castle
and west of the Merchant City of Dorter. The Siedge
Weald, also known as Sweegy Woods, is an ancient
forest surrounded on all sides by mountains. Rumors
say that it has once been inhabited by Moogles. It is
located east of the Magick City of Gariland and west
of the Merchant City of Dorter. Lenalian Plateau, also
known as Lenalia Plateau, is a barren plateau do ed with
jagged boulders, but li le flora of which to speak. It is
located north of the Magick City of Gariland and south
of the Fovoham Windflats. As it connects the heart of
the Gallionne territory with Fovoham, it is part of the
main trade routes that connect Dorter to northern Ivalice.

Ziekden Fortress, also known as Fort Zeakden, is a fortress


built during the Fi y Years’ War to prevent a Romandan
invasion from across the Rhana Strait. It is located east
of Eagrose Castle. Nowadays, it is mostly undefended, as
there are few hos li es between Romanda and Ivalice, but
should it fall to anyone hos le to Gallionne or Fovoham, it
may become an important stronghold. The Brigands’ Den,
also known as Thieves’ Fort, is a small structure built upon
a pier, just south of Eagrose Castle. Once a refuge for fish-
ermen, it was, for a me, a home to brigands: the chaos
that followed the Fi y Year’s War turned it into a notori-
ous hideout for thieves, and the Corpse Brigade used it as
its stronghold. A er the War of Lions ended, it was again
occupied by fishermen and is part of an important route
Limberry is the easternmost region in Ivalice, ruled
to Mullonde. Mandalia Plains is a loca on, famous for its
by Marquis Henry Elmdore, the young grandson of
large limestone spires protruding from the ground like the
Messam Elmdore, one of the heroes of the Fi y Years’
fangs of a great beast.
War who defended the borders of Ivalice from Romandan
invaders. Limberry Castle is the stronghold of the Elmdore
family, a beau ful white castle that rests on the shores
of Loch Dolla. Henry Elmdore, who experienced less
than twenty winters, rules the land with the passion and
the religious fervor only the very young can muster. His
father invited Nox himself as his advisor in his court, and
was the first ruler to embrace the Ajoran reforma on.
Since his father’s conversion, their newfound wealth has
helped turn Limberry into an economic powerhouse,
and the lands that used to be controlled by the church
are more produc ve than ever. Dorvauldar Marsh, also
known as Dolbodar Swamp, is a rich marshland in western
Limberry. The Dorvauldar River carries fer le soil from
here to the plains. It is located between Fort Besselat and
Limberry Castle. In the last 60 years, there were intense
construc on efforts, as dams and irriga on channels were
built, taming most of the old swamp areas and crea ng
an important farmland area, transforming it into the
breadbasket of Limberry. Lake Poescas was once a large
body of water, but now is nothing but a dried lakebed
Game Master – Ivalice Worldbook – Geography 79

covered in white salt. It is located just east of Limberry Zeltennia is a duchy located in eastern Ivalice, along with
Castle, and is haunted by the living dead. Like most of the neighboring Limberry. Zeltennia is ruled by the old
the Zeltennia-Limberry fron er, it is a wasteland devoid Jotan Goltanna, youngest son of Druksmald Goltanna,
of much economic or poli cal importance. Salt is mined who fought in the Fi y Years’ War and is a descendant of
from its outskirts, but the fear of the undead prevents this late King Denamda II. Straddled at the easternmost border
area to become the main producer of this good. of Ivalice, Zeltennia was known as the fiercest ba lefield
during the Fi y Years’ War. It is prone to invasion by the
kingdom of Ordallia, and was almost lost to the Ordallian
side, if not for the defenses led by Cidolfus Orlandeau, a
knight serving House Goltanna. Nowadays, it sides with
Limberry in the Ajoran League. Zeltennia Castle is the
stronghold of the Goltanna House. It was heavily rein-
forced during the Fi y Years’ War, and is now a formidable
stronghold. Goltanna’s conversion to the Ajoran faith was
born not of faith, but of convenience, as the Zeltennia
ruler saw itself surrounded by Ajoran believers both in
the south and in the east, and foresaw the poten al gains
from joining the league and the war that was looming
on the horizon. Trade City of Sal Ghidos, also known as
Zarghidas Trade City, is hub of trade between Zeltennia
and Ordallia. Following the events of the Fi y Years’ War,
it went into decadence, as the sour rela ons between
The Beddha Sandwaste, also known as Bed Desert, is Ivalice and Ordallia blocked most of the trade. However,
a wild desert covering much of western Limberry, lo- following the Schism and with the newfound wealth in the
cated north of the Order of the Southern Sky fortress of Dorvaudar Marsh area, it is experiencing a renaissance,
Fort Besselat, and the tombs of ancient emperors can be and nowadays it bursts with ac vity.
seen buried in the sand. Before the Cataclysm, this used
to be an important site of the Holy Empire, but it has
transformed from lush farmland to sandy desert almost
overnight. Caravans travel through it frequently, as it is
part of an important trade route, connec ng northeast-
ern Ivalice and Lionel. Fort Besselat, also known as Bethla
Garrison was the stronghold of the Order of the Southern
Sky. It is located between the Dorvaudar Marsh and the
Zeirchele Falls. It lies inside the Royal lands of Lesalia, but
was taken by a surprise a ack by Ajoran forces, and it is un-
der Limberry occupa on. The occupa on of Bethla marks
the start of the Schism War, and its strategic posi on over-
sees most land-based trade routes that pass to Lionel.

The Finnath Creek, also known as Finath River, is lo-


cated between the Free City of Bervenia and Zeltennia
Castle. It is an important defensive feature, blocking
the advance of armies that could launch an a ack from
the Free City of Bervenia. Knowing that, Goltanna has
posi oned most of his armies in a defensive stand in the
riverbanks, unsure if he should trespass the imperial land
Game Master – Ivalice Worldbook – Geography 80

- a hesita on that has not gone unno ced by his allies. but also for the en re Ivalice kingdom, and the Lionel
Mount Germinas, also known as Germinas Peak is in the fleet sta oned there is the undisputed strongest naval
far east of Ivalice. It marks the highest point of a mountain fleet in the en re region. The Clockwork City of Goug,
range that dot the eastern border of both Zeltennia and also known as Goug Machine City, is a mining city located
Limberry, direc ng most trade to the nearby Sal Ghidos in southwestern Lionel. It produces mechanical weapons
City. Its frozen peaks are the source of most of the rivers with genera on-old technology. It is said that the ruins of
that once filled up Lake Poescas, but now direct their a lost civiliza on lie buried beneath the streets of Goug,
course westward to the Finath River. relics from the age of Saint Ajora, when airships numerous
beyond coun ng filled the skies, and men of iron walked
city streets. But the art of cra ing such things was lost,
if it ever truly existed at all. The Golgollada Gallows,
also known as the Golgorand Execu on Site, is the site
of Saint Ajora Glabados’s execu on. It is located south
of Lionel Castle and is employed as a public execu on
ground by the province. Tchigolith Fenlands, also known
as Zigolis Swamp, is located west of Lionel Castle and east
of the Clockwork City of Goug. Countless people died
here during the Fi y Years’ War, changing this once fer le
plain into a poisonous fen. Even now, more than a century
a er that war, the scars will not heal, and rumors that
some unholy magic was unleashed there run among the
common folk.

Lionel is one of the seven territories of Ivalice. It was


once known as the land of the Holy Ydoran Empire and the
center of the ancient teachings known as Pharism. Both
crumbled a er a catastrophe struck the capital, which
occurred soon a er the execu on of Saint Ajora Glabados,
who is the central figure in the Glabados and Ajoran faiths.
Before the Lion War, Lionel con nued its role as a religious
territory, ruled by Cardinal Delacroix, a prominent figure
in the Church and one of the heroes of the Fi y Years’
War. A er the War, with the debacle of the Glabados
power, Lionel was reformed into a secular duchy, granted
to the Lenande family by the Heiral kings. Lionel Castle
is located in Southern Ivalice, and is the stronghold of
Leonard Lenande, duke of Lionel. It is also the site of Saint
Ajora Glabados’s capture and of Ramza Beoulve’s ba le Balias Tor, also known as Bariaus Hill, is located north of
with Cúchulainn. Lionel is currently neutral in the Schism Lionel Castle. It was here that the Holy Ydoran Empire put
War, and emissaries from both the Glabados and the Balias, the first of Saint Ajora’s disciples, to death. It is a
Ajoran leagues try their best to persuade the duke to join holy place for both the Glabados and the Ajoran faithful.
the fight. The Castled City of Zaland also known as Zaland Balias Swale, also known as Bariaus Valley, is located be-
Fort City, is an elevated city built atop a low mountain, and tween Lionel Castle and the Port City of Warjilis, and is the
serves as a gateway to the province of Lionel. It is located barren valley where Balias, the first of Saint Ajora’s disci-
in the only land connec on between Lionel and mainland ples, hid from pursuers from the Holy Ydoran Empire. Mul-
Ivalice, and its strategic importance to the whole duchy londe Cathedral, also known as St. Murond Temple, is the
is paramount. The Port City of Warjilis, also known as main center of the Glabados Church, and sits on an island
Warjilis Trade City, is located south of Lionel Castle along to the west of the Lionel mainland. Once an independent
the coast. As the only merchant city in Lionel, this city archbishopric, Mullonde was incorporated into the Lionel
developed as a port of transit for trade on the Bugross Duchy a er the Lion War, but remains under the Church’s
Sea. Warjjilis is an important harbor not only for Lionel, control.
Game Master – Ivalice Worldbook – Geography 81

Lesalia is the center of the kingdom of Ivalice in Final in going to the third underground floor. In the deepest
Fantasy Tac cs. It was the seat of the Atkascha royal area of the vault, the floor covers a tunnel entrance, and a
family, who have ruled from this region even during the magical rune is inscribed on the floor. The Zeklaus Desert
Fi y Years’ War and the War of the Lions, but now houses lies north of the Merchant City of Dorter on the road to
the Heiral royal family. The signs of wealth and luxury the Royal City of Lesalia, and is the loca on of the Sand
persisted even as Ivalice faced war a er war. The Royal Rat Sietch, where Marquis Elmdore was held hostage by
City of Lesalia, also known as Lesalia Imperial Capital is the Corpse Brigade. Scorching in the day me and freezing
the capital of the kingdom Ivalice. It is the high seat of the at night, it is no mystery why so few travel through this
Crown, and in it towers the luxurious keep that houses desert. Because of that, most of the trade that goes to
Ivalice’s royal family. As the king is comatose and Paul Lesalia uses Fovoham as a route, instead of going through
Heiral, the regent, dances by the music played by the the most direct route by Dorter.
Fovoham Grand Duke, the royal lands are aligned with the
Glabados league, but the Regent’s inability to coordinate
his armies has led to many early Ajoran victories. If he can
join forces with the main Glabados armies, the des of this
war may turn. The Mining Town of Gollund, also known
as Goland Coal City, is located south of the Royal City of
Lesalia and contains a large coalmine. Rich in mineral
resources, these highlands where the town lies are also
ba ered by year-round snowstorms. The Bervenia Free
City, famous for being Saint Ajora Glabados’s birthplace,
is under the direct control of the Church of Glabados. It
is located on the road between the Royal City of Lesalia
and Zeltennia Castle. It is the most direct course from
Zeltennia to the capital, but it was not a acked un l now.

Mount Bervenia, also known as Bervenia Volcano is the


largest ac ve volcano in Ivalice and located southeast of
Riovanes Castle. Molten lava flows down its surface, white
ash and smoke darken the sky. It is the second reason
Zeklaus is not used as a trade route, except for smugglers
and the most daring of merchants. Araguay Woods is lo-
cated east of the Merchant City of Dorter and is a sprawling
forest covering the southern Lesalian region inhabited by
a variety of rare fauna. Its wood is famous in all Ivalice,
and much of it adorns the richest castles in the kingdom.
Grogh Heights, also known as Grog Hill, is located between
the Royal City of Lesalia and the Walled City of Yardrow.
The heights compose the largest farm belt in the Lesalia
region, and most of the crops harvested here are des ned
for the capital city. It is one of the oldest and most devel-
oped farmland regions of the en re kingdom. Zeirchele
Falls, also known as Zirekile Falls is a great waterfall located
west of Fort Besselat. Few can help but be enchanted by
the sight of Zeirchele Falls cascading down the stair like Al-
Orbonne Monastery was built more than twelve centuries gost Mountains. The waters of the falls go eastward to Lim-
ago, and is under the control of the Church of Glabados. berry, to feed the riches of Dorvaudar. Dugeura Pass, also
It houses the Underground Book Storage, a mysterious known as Dogoula Pass, is located on the road between Ri-
library holding old tomes from the era of St. Ajora. It ovanes Castle and Zeltennia Castle. Nearly 2,000 dohms in
is said to be filled with many great literary works, such height, Mount Landria was once used by monks as a holy
has historical wri ngs and scriptures including works in place of fas ng and atonement. This passage is the safest
foreign languages. The literary works are strewn in piles of route between the Grogh region and Bervenia, and even a
disarray on the floors, and ancient scrolls and lithographs small force could defend it from an a ack, should the need
are piled among the printed works. Priests are restricted arise.
Game Master – Ivalice Worldbook – Campaign Ideas 82

Campaign Idea - Mythological Heroes: Set in the Age of Campaign Idea - Warring Kingdoms: Set in between the
Myths, the players will explore the tales of the legendary first and fi h centuries a er the Cataclysm, this campaign
heroes of Baron, Paramecia, Kushuka and Melmond. This hook explores the conflicts between the six kingdoms of
age is akin to more tradi onal Final Fantasy histories, as Kaladis and the rise to prominence of Mullonde and the
it includes guns, magic and magitek, airships, flying con- Glabados Church. In this moment of me, Lesalia, Fovo-
nents, non-humans, and a general high-fantasy theme. ham, Zeltennia, Gallionne, Lionel and Limberry were in-
Adventure hooks include the wars between the kingdoms, dependent kingdoms, forging aliances and warring con-
the discovery of the Ronan ruins and ar facts, the Kashuka stantly between themselves. Unlike the earlier eras, there
revolu on and the fight of the first Zodiac Braves against are no more non-humans and high magic, with the tech-
Lucavi and his demons. nology level regressing to a level comparable to the early
periods of the middle ages.
Campaign Idea - Ydoran Intrigue: The Holy Ydoran em-
pire was a very busy place. Nobles and courtly intrigue Campaign Idea - Wars of Ivalice: This campaign idea is
abound, and while it s ll had the high levels of technol- set in the sixty years between the two last major wars
ogy and magic of the previous era, the strict social order Ivalice has undergone: the Fi y Year’s war and the War of
and iron fist enforced by the Ydoran rulers on their quick the Lions. This period can be visited either to recreate the
conquest makes this a prime candidate for espionage and events of the videogame by another point of view, or to
social drama. Along with that, the five decades before explore untold tales of unsung heroes from either side of
the Cataclysm also saw the rise of St Ajora, who himself the conflict. How was life inside Romanda and what is the
was also a Ydoran spy. Lots of religious conflict with the a ermath of its defeat? What voices inside the Church
Pharism vs Ajora debate, along with the second Lucavi plot begged for reason before they started to plot the Lion
make this an exci ng se ng for adventures. War? How did the common folk react a er the fall of the
Corpse Brigade? These ques ons can warrant interes ng
stories to be told.
Campaign Idea - The Cataclysm: Star ng with the execu-
on of St. Ajora, this campaign explores the events around
the me of the Cataclysm. Therefore, the story can give Campaign Idea - The Schism: This is the default se ng
insight into the height and sudden destruc on of one of for this worldbook, set in 1250 A.C. The schism between
the most advanced civiliza ons in the history of Ivalice. the Ajoran and Glabados faiths sparks the underlying ten-
The players take the role of heroes who fight alongside sions of the kingdom, leading to the forma on of the two
the hero-king Mesa to save humanity and possibly also religious leagues. Which side will the players take in this
other races of Ivalice from the effects of the Cataclysm. In conflict? How will the other na ons respond to Ivalice’s
this foray into the supernatural, they have to face divine weaknesses? What are the secret mo ves of the major
champions and catastrophes and maybe even the gods poli cal players?
themselves.

”A small stone may only make a small ripple at first, but someday it will be a wave.” – Wiegraf Folles
Game Master – Addi onal Rules 83

”Listen up! Teamwork means staying out of my way. Ac ons as Reac ons: When a combatant takes an ac on,
It’s a Squad B rule.” – Seifer he can declare that the ac on takes place only when a cer-
tain condi on is fulfilled before his next turn. This effec-
vely turns the ac on into a temporary reac on. For ex-
ample, the combatant may decide to cast a certain spell,
only once an enemy walks into its range.

Unrestricted Archetypes: This rule allows for more cus-


tomiza on in the job system: when players select an
Archetype for their character, they may select one from
any job instead of just the ones from their own jobs.

Experience Points: You can use an experience point


system to track character experience instead of the
default milestone based scheme. In this system, each
party member gains one experience point per Level of
an enemy defeated in combat, for example every party
member is awarded 10 points when a Level 10 enemy is
You may decide to change the exis ng rules or add new defeated. In addi on, you can award the party experience
rules to customize the game to your preferences. We en- points for other achievements such as comple ng certain
courage you to explore such ideas to op mize the rules tasks. The table below shows how many total experience
for your group’s playstyle. However, be aware that the points a character needs to reach a certain Level, which
game’s content is designed around the default rules and you can modify as you see fit.
we cannot guarantee that everything will work well once
you change them. Nevertheless, this subsec on gives you Level Cumula ve Experience Points
some examples of interes ng rule changes and addi ons 1 0
to consider. 2 20
3 50
4 100
5 175
Survival: The default rules do not focus on realism and
6 300
survival, which should generally come second to exis ng
7 450
fantasy elements. However, with some small addi ons
8 600
you can make your world significantly more unforgiving:
. The inventory capacity of characters is limited to a total
9
10
800
1000
of 10 items or equipment pieces.
. Characters who have not eaten properly in one day suf-
fer DeATR for all a ributes except AGI.
. At night or inside unlit areas, characters permanently
Equipment Upgrades: This rule allows players to upgrade
their weapons and armor to higher equipment ranks. Up-
suffer Blind.
. Characters who have less than half of their maximum
grading an equipment piece from Beginner to Advanced
rank costs 1000G and from Advanced to Expert rank costs
HP have Disadvantage on all checks. 2000G worth of materials. You can enforce addi onal re-
stric ons on upgrades, such as requiring specific materials
or exper se. Alterna vely, the party may seek out a smith
with enough exper se to perform the upgrade.
Surrender: In some cases the party might want to resolve
combat more peacefully than simply bea ng the enemies
un l they are KO. The following rule allows players to con- Cinema c Finishers: This rule allows you to put addi onal
clude ba les in a more graceful way: a combatant can use emphasis on heroic moments in combat. Whenever a
his ac on to in midate a target within 1u to surrender the player character causes KO to an enemy with a Cri cal Hit,
ba le. In this case, the target performs a check and if he Limit Break or Call, they can perform a special finishing
fails, he lays down his arms and stops figh ng. The check move. In this case, the player describes in detail how his
usually has DC 7, but is increased to DC 10 if the target’s character finishes off the enemy and if he wants he can
current HP is less than 10% of his maximum HP. However, also strike a pose or u er a cheesy one-liner a erwards.
the check always succeeds if either the target’s current HP All enemies on the ba lefield then make a DC 8 check and
is more than half of his maximum HP or if he has at least everyone who fails becomes frightened and cannot target
as many allies as enemies within 3u. the player character on their next turn.
Game Master – Addi onal Rules 84

”Once Lady Yuna fixes her hair, we leave.” Legendary Equipment: Apart from normal weapons and
– Auron armor, there is a special rank of equipment that may exist
in your world called the Legendary Equipment. These are
extraordinarily powerful weapons and armor with great
Short Rests: When the players have to face many challeng- relevance to the game world and accordingly tremendous
ing combat encounters per day, they may struggle with effort is required to find them. Legendary Equipment
sustaining themselves. You can use the following rule to pieces are always unique and can only be wielded by Level
provide the party with an addi onal tool that dampens the 10 characters. Legendary Weapons provide 4d DMG, Leg-
stress of long days. Characters can take a short rest for endary Armor provide DEF +3 and RES +3, but they are s ll
30 minutes to regain half of their maximum HP and MP. A subject to specific rules of their type. Below is a list of all
party can take up to 3 such rests per day, and any further legendary equipment pieces.
short rests a erwards have no effect.

Weapon Type Effect


Unlimited Progression: Characters usually cannot in- Omega Any Maximum HP +10. This weapon
crease in Levels past a total of 10, but you can remove this Weapon can be of any type (e.g. Sword)
limita on to allow for further progression. Accordingly, Ul ma Any Maximum MP +10.
only the most powerful antagonists will be able to provide Weapon This weapon can be of any type.
a challenge to such a high Level party. At every further
Level up they gain two Specializa ons benefits: the one Artemis Bow A acks by this weapon cannot
that increases a character’s a ributes and any other one be evaded.
of their choice including ones they have chosen before. Mage Dagger Inflict the same damage on the
Masher target’s MP as on his HP.
Death Gun Whenever you KO an enemy, in-
Job Change: This rule allows character’s to change their Penalty stantly make another A ack.
job, but only once during the adventure a er reaching a Gungnir Spear Whenever you leap on a target
Level up. Instead of increasing the Level of his old job, your from above, deal 3 addi onal
character starts at Level 1 in the new job. When chang- lightning damage.
ing your character’s job, he or she keeps all of the learned
Nirvana Staff Whenever you cast Magic that
abili es, a ribute improvements and equipment exper se
causes damage or heals HP, add
from the old job. The only excep on to this is the AGI at-
3 to the amount.
tribute, where your character only gains the higher bonus
between the two jobs. However, your character can only Zeus Mace Rod Whenever you successfully cast
have a total maximum of 10 Levels between both jobs. Ac- Magic you regain 2 MP.
cordingly, the flexibility of changing jobs comes at the cost Excalibur Sword On hit, deal 3 holy damage in
of not being able to become an expert in either one. When addi on.
used in conjunc on with the Unlimited Progression rule, Masamune Sword Damage dealt by this weapon
this limit is li ed and characters can master mul ple jobs. ignores Resilience.

Example: Job Change


Accessory Effect
A er figh ng through the Wind Shrine and reaching its
Godhand When you have no weapon equipped, you
top, Bartz and his party realize that the Wind Crystal has
gain STR +3 and DEF +3.
already been destroyed. Regardless, the GM awards the
party with a Level Up and everyone in the party except
Bartz advances from Level 2 to 3. Bartz picks up one of
the crystal shards and suddenly feels a rush of energy, Armor Type Effect
which imbues him with magical powers. Instead of lev- Genji Armor Heavy Armor STR +2
eling up, he changes his job into Black Mage, star ng at
Maximillian Heavy Armor Maximum HP +10
Level 1. Nevertheless, he keeps his a ributes and the abil-
ity to equip swords and armor from his old Warrior job. In Black Garb Light Armor AGI +1
addi on, his a ributes are increased as noted in the job Brave Suit Light Armor All benefits gained by
descrip on for Level 1 Black Mages. The only excep on is EnATR are doubled.
the AGI a ribute, which he keeps from its old job since it is Lordly Robes Robe Resilience:
higher. Bartz also learns the spells ”Fire”, ”Ice” and ”Light- All elemental damage
ning” in addi on to the ”Rush” and ”Beatdown” Techs that
he already knows. Sage Robe Robe Maximum MP +10
Game Master – Addi onal Rules – Row Combat 85

”Lucky you. You get front row seats!” or more, you can choose targets from both rows. To use
– Rikku effects with the target shape Front, you have to be in the
Front Row and you can only target enemies in their front
Front Row. When using effects with target shape Line,
you can always choose two targets regardless of which
row you and they are in.

The Dash ac on is replaced with the Switch Row ac-


on which you can use to switch between the Front and
Back Row. While in the Back Row, you can also use the
Escape ac on as follows: make an evasion check and if
successful, you flee from the ba le. Furthermore, the
Immobile status is replaced by Sleep in every instance
This op onal rule presents the Row Combat system and the Slow status has a new effect: you can only take
as an alterna ve to the default combat system. The main an ac on on every other turn. You could also encounter
advantages of Row Combat are that it does not require other effects that rely on movement or posi oning. In
tracking the posi ons of combatants on a map and it these cases, the GM may reinterpret the effect in a way
resolves ba les more quickly than the default system. that works with the Row Combat system.
However, the game is designed around the default com-
bat system and you might run into some issues with this
op onal rule. Row Combat is implemented as a set of
changes on the default combat rules as listed below. All
aspects not men oned remain unchanged.
Example: Row Combat
Cecil and his friends fight the Magus Sisters with the cur-
The Row Combat system divides the ba lefield into rent layout as shown below. It is Mindy’s turn and she
rows and each party has a Front Row and a Back Row. uses her Passado ability, which damages enemies in a 1u
Combatants may posi on themselves in either the Front Front shape. She targets Cecil and Yang and a erwards
Row or the Back Row before the ba le commences, but ends her turn by selec ng Sandy as next in order. Then it
the GM may enforce a layout under special circumstances, is Tella’s turn and he uses the Ranged spell Fire and he tar-
for example in surprise rounds. Movement is absent in gets Mindy with it, dealing enough damage to cause KO.
this system so every combatant only takes an ac on on Tella ends his turn by picking Cecil as next in order. Now it
his or her turn. All effects, including A acks, Spells, Techs is Sandy’s turn and she uses her Razzia ability which dam-
and Items, that have a range of 2u or less are defined as ages enemies in a Line shape and she targets Cid and Tella
Melee effects and ones with a range of 3u or more are with it, causing KO to both of them. Then it is Cecil’s turn
defined as Ranged effects. and because the enemy Front Row is empty now, he can
target the Back Row with Melee A acks. He chooses to
The Front Row is where the maelstrom of ba le takes A ack Sandy and deals enough damage to KO her. Cindy,
place. Combatants in this row can target the opposing as the last standing Magus Sister, tries to Escape, but fails
Front Row with all effects, but the opposing Back Row the evasion check. Finally, Yang takes his turn and uses the
only with Ranged effects. There is one excep on to this: if Melee Kick ability on Cindy and deals enough damage with
the opposing Front Row is empty, then you can also target it to cause her KO. The Magus Sisters are defeated!
the opposing Back Row with Melee effects. In contrast,
the Back Row is be er suited for ranged combatants with
Back Front Front Back
lower defense. Combatants in this row can target the
opposing Front Row only with Ranged effects, but cannot
reach the opposing Back Row. Targe ng your allies, for Cecil Sandy
example with suppor ve abili es or Items works similarly:
you can target allies in your own row with all effects but
allies in the other row only with Ranged effects. Cid Mindy

When using effects that target an area, you can choose Tella Cindy
one addi onal target on the same row for each 1u of
target distance. For example, if an effect has a target
distance of 2u, you can target up to 3 combatants on the Yang
same row with it. If the effect has a target distance of 3u
Game Master – Races 86

”I suppose you think we look ...odd, don’t you? That’s ”I have to find out who I am. I’m scared. What if I’m not
fine. We Guado are used to that sort of thing. But if you even human?” – Vivi
ask me, you humans look absolutely disgus ng. S ll,
what does it ma er? Such nonsense is beneath us, no?
As inhabitants of the game world, player characters
Once, a human child simply looked at me and then burst
can also be part of any humanoid race that exists in it.
into tears. That hurt.” – Female Guado
Therefore, it is important that the GM briefly introduces
the exis ng races to the players before they create their
characters. When a player chooses his or her character
to be from a non-human race, this usually implies the
following consequences: firstly, it is important that the
players consider their character’s race and origin as part
of their background story. Furthermore, the appearance
of a character will be heavily influenced by their race
and they might show specific personality traits that are
common within their people. During the adventure, party
members of different races may be perceived and treated
differently, depending on who they interact with.

The choice of race should not fundamentally change the


mechanics of the game for player characters. Neverthe-
less, it is beneficial to explore gameplay elements that help
We generally differen ate between two kinds of living be-
players to consider their character’s race when roleplaying.
ings: characters, which by default we assume to be human
Each race usually has at least one cra or discipline which
and monsters, which we assume to be similar to animals.
they excel in, usually enabled by their unique anatomy or
As in the real world, one can iden fy different tribes and
knowledge. Such exper se can be expressed through race
races within those groups and for monsters we present a
exclusive Talents, so-called Racial Talents. They work ex-
wide variety of different species in the bes ary. In the fol-
actly as regular Talents, but are only available to charac-
lowing, we will explore character races that are fic onal,
ters of specific races. When players create their charac-
but resemble humans in both appearance and intelligence.
ters, they can choose one Racial Talent for their charac-
These, so-called Humanoid Races can be interes ng for
ter’s race. In the following, some example of humanoid
both players and game masters, because they increase the
races are given, which are inspired by races that appear in
diversity of the game world, while s ll fulfilling the same
various Final Fantasy games. They are to be understood
roles as humans.
as examples and GMs are not expected to include them
as part of the world they create. Their primary purpose
is to provide inspira on to GMs that want to create their
”We dwarves have a saying: Be bold. But if things look
own races. Finally, note that two Racial Talents are given
grim, run away and be bold another day instead.”
for each example to allow players choose between two op-
– Male Dwarf
ons.
As the GM, you can create mul ple humanoid races
to make up the popula on of your world. Usually,
those races fall somewhere in-between humans and
monsters. On the one hand, they are intelligent, can
interact and communicate with humans and create their Example: Racial Talents
own civiliza ons and technologies. On the other hand, Kimahri Ronso is a guardian of Summoner Yuna, who he
humanoid races can have a vastly different appearance, has sworn to protect on her pilgrimage. When a young boy
language, outlook and way of life compared to humans. named Tidus also tries to become her guardian, Kimahri
Furthermore, races with a different anatomy might prefer decides to test his combat prowess. He hides on top of
living condi ons that are unpleasant to humans, such as some ruins and waits for Tidus to walk by to surprise him.
underwater, underground or on treetops. Naturally, the The GM asks both of them to make a check to decide
existence of such different races will have consequences whether the ambush is successful. Kimahri has the Mighty
on the state of the world: just as human tribes, different Hunter racial talent for Ronso, so he gains Advantage on
races may create conflicts and alliances within themselves this check. He rolls [1, 5, 4] while Tidus only rolls [3, 2].
and between each other. Accordingly, each race will write The GM therefore decides that Tidus is taken off guard and
its unique history and shape the world in its own regard. Kimahri starts the ensuing ba le with a surprise round.
Game Master – Races 87

”It takess a lot of nerve to call a Bangaa a lizard!” ”Although we Guado differ from humans in appearance,
– Male Bangaa our respect for the dead is the same.”
– Male Guado

With their skin covered in scales, as well as their long The most prominent features of Guado are their long
heads and tails, Bangaa clearly resemble rep les. Another arms that end in claw-like fingers and their long ears.
notable trait are their four long ears which hang off from Their hair grows out of their head in an unusual manner
the sides of their faces. Their impressive physique and and is o en compared to branches of a tree. Guado are
unusual features make Bangaa appear in mida ng to- slightly thinner and more flexible than humans, which
wards other races. Even though they are quite intelligent, enables them to be surprisingly agile. Nevertheless,
the anatomy of their mouth makes it difficult for them to they prefer wearing long clothes or heavy armor. Guado
speak human languages properly. Bangaa have no rigid usually build their se lements in natural environments
societal structures. They o en travel or reside in big ci es such as forests or caverns. They are a religious race that
and have no problems with living among other races. prac ces elaborate rituals to commemorate their dead.
Although Bangaa are tradi onally a race of warriors, many The so-called Maester is the official religious and the de
have advanced beyond that and towards disciplines such facto poli cal leader of the tribe. Guado are extremely
as trade, poli cs or cra smanship. Most Bangaa shy away well versed in Magic and prefer it to using advanced
from Magic, but they make up for it with their physical technology. They believe themselves to be superior to
strength and intelligence. They also have a preference other races and are in return perceived as arrogant by
towards using well-cra ed weapons and armor. others.

Racial Talent - Regenerate: Bangaa scales not only Racial Talent - Farplane: Guado have a unique con-
protect against incoming damage, but also help them to nec on to the world of the dead, which they call the
recover from injuries much more quickly. A er every Farplane. You can perform a 10 minute long ritual and if
successfully completed ba le, you immediately regain an you successfully pass a check, you can speak to the ghost
amount of HP equal to your current Level if you are not of a dead character. The DC is determined by the GM, but
suffering KO. it becomes easier the closer you are to the persons place
of death and the closer your rela onship with the dead
Racial Talent - Brute Force: As one of the most physically person was.
formidable races, you receive Advantage on checks related
to li ing, moving, and other unopposed feats of strength. Racial Talent - Fleet of Foot: Guadao receive Advan-
tage on races and other opposed checks based on pure
speed.
Game Master – Races 88

”A stuffed animal!? I’ll have you know I’m a moogle, ”It’s hard when everyone thinks of you as a genius”
kupo!” – Montblanc – Ezel

Nu Mou are slightly shorter than most other races and the
Moogle are very short, usually no taller than 1u and have
color of their smooth skins can vary greatly between its
rather high pitched voices. With their long ears and their
members. They have rather round bodies and faces that
fur, which can be of almost any color, they resemble
together with their long tails, remind of canine animals.
rabbits. In addi on they have small wings on their back
Their long ears branch off towards the end, leaving large
as well as an antenna on their head, with a large ball of
holes that they o en decorate with earrings. The average
fur at its end. This ”pom pom” is very sensi ve to touch
Nu Mou life span is also significantly longer than any
and thus Moogle are usually very protec ve of it. Moogle
other race, with some living for more than 300 years.
are very diverse: while some live in hidden forest tribes,
It is believed that Nu Mou are by far the oldest race in
others prefer traveling alone or living in large ci es. They
existence, that once ruled over the most rich and powerful
are an ambi ous race that loves to explore and discover
civiliza ons. Nowadays, the members of their race are
different disciplines. While they have tradi onally relied
sca ered across the world with barely any cohesion. They
on Magic to survive, modern Moogles have also become
have always been highly skilled Magic users, but more
skilled nkerers, ar sts, traders and even warriors. Their
and more Nu Mou also show interest in the research of
diet mostly consists of nuts and plants, as they rarely
alchemy, astronomy and monster taming. Most of them
touch meat at all. Moogle are generally perceived as kind
also tend to be introverted and focused on one area of
and trustworthy, but are o en not taken seriously due to
exper se, which is why other races perceive the Nu Mou
their appearance.
as odd, but harmless beings.
Racial Talent - Glide: Using their wings, Moogle can
Racial Talent - Ancient Wisdom: Bits and pieces of
fly up to 0.5u above the ground and can cover a distance
ancient Nu Mou wisdom have survived through the
of up to 10u before landing. While flying, they can
centuries and are s ll known among its members. Ac-
move only half as fast compared to their walking speed.
cordingly, you are capable of reading and understanding
Furthermore, Moogle can glide down from heights of up
almost any old language or dialect regardless of how long
to 10u without taking any damage.
it has not been in use.
Racial Talent - Mognet: Due to your magical abili-
Racial Talent - Nu Mou Noble: As a member of a
es, you are able to telepathically communicate with any
noble clan of Nu Mou, you are more knowledgable in the
known Moogle or any willing non-Moogles you share a
way of the magical Arts. You can always iden fy any spell
close bond with, for example someone in your party.
or magical affect similar to one of your own and receive
Advantage when a emp ng to iden fy unfamiliar magics.
Game Master – Races 89

”You have angered Kimahri! The spirits of the Ronso will ”The Viera may begin as part of the Wood, but it is not
guide Kimahri’s spear!” – Kimahri the only end that we may choose.” – Fran

Viera look similar to humans, except for a few dis nguish-


ing features: their long ears are covered with fur and
their claw-like hands and pointed feet are reminiscent of
Ronso appear like a mixture between humans and lions. feline limbs. Most Viera wear gloves and heeled shoes
While they show many feline features such as claws and that are made to fit their unique anatomy. In general,
a tail, their mannerisms are closer to humans. However, they prefer light and revealing clothing that does not
Ronso differ from both with their blue-colored fur and impede their movement. Viera tribes live in forests that
their horn on their forehead. They prefer light clothing, are closed off to the rest of the world. They not only
as their fur already covers their en re body. Ronso consider the forest to be their own, but they also feel a
tribes prefer to live in cold climates, usually on top of spiritual connec on to the flora and fauna. As such, they
mountains, which they consider to be sacred. They are a usually do not engage with other races and are hos le
race of warriors first and foremost who rarely deal with towards outsiders. Viera who decide to leave the forest
Magic or technology. Ronso tend to be religious and take are immediately considered as exiles and treated like
special pride in their horns, which they understand to outsiders. While Viera tribes mostly consist of hunters
be the source of their strength. S ll, they are generally and gatherers, some also have a strong affinity towards
indifferent to outsiders and occasionally engage with Magic. Exiled Viera are o en not as proficient in their
other races and civiliza ons on friendly terms. Therefore, tradi onal disciplines, but may posses a wider set of skills
Ronso are perceived as a kind, but primi ve people by due to their experiences in other civiliza ons.
other races.
Racial Talent - Naturally Percep ve: Viera have much
Racial Talent - Tough Hide: Their thick fur allows sharper senses compared to other races. You gain Advan-
Ronso to be comfortable regardless of their surroundings. tage on all checks that involve no cing nearby sounds,
You are not slowed down by difficult terrain such as smells, traces and movements.
swamps or snow and you do not require shelter even
under extreme weather condi ons. Racial Talent - Outcast of The Wood: As one of the
Viera who has le their ancestral home, you have learned
Racial Talent - Mighty Hunter: As a carnivorous species, to survive by honing your wildcra . You are adept at
the Ronso have become hunters par-excellence. You iden fying healing herbs, se ng up camp, and disguising
gain advantage on rolls involving both stalking prey and your past whereabouts and gain Advantage on such
avoiding no ce. checks.
Game Master – Races 90

”When a person has someone they care about that much, ”yawn ...You want to fight? A er this map, maybe...”
giving their life is some mes the least they can do. And – Male Miqo’te
maybe that’s what makes us human.” – Vincent

A species of humanoid felines, the Miqo’te are much


fewer in number and more insular than other races. With
Humans, by any other name, are just as adap ve and ad-
their pronounced ears and fur-covered tails, Miqo’te
venturous as their real-world counterparts. Hailing from
appear as a mixture between humans and cats. However,
seemingly every world in the mul verse, these beings
unlike other races, they prefer a clothing style that is very
have a tendency to be ambi ous, cunning, inquisi ve,
similar to human fashion. Most Miqo’te live in isolated
and have made for as many heroes as they have villains!
tribes with strict hierarchical structures, but some of them
Indeed, their drive for self improvement and to simply
have also have also successfully integrated themselves
know is seemingly boundless. As a testament to their
into other cultures. Tradi onally, the Miqo’te worship
drive and power, humanity is one of the most prevalent
the Sun and the Moon as their gods. A wide range of
species to be found on many planets and planes. One
personali es is represented within the race: some are
of the humani es strengths is the staggering variety of
quick-wi ed, prone to ac on, and bore easily while others
languages and social ins tu ons they exhibit. This is said
are more reserved and brooding, yet tenacious. Miqo’te
to account for their convic on in individual freedom,
are well suited to various environments, be it jungle,
though it also results in a rela ve lack of solidarity and
desert, or plains and have remarkable skills in hun ng in
group cohesion.
fishing due to their high dexterity.
Racial Talent - Will to Power: Some people are driven
Racial Talent - Catlike Reflexes: Your greatest bless-
by the desire for perfec on and self-improvement, let-
ings are your eyes, your ears, and your tail. You receive
ng nothing stand in their way save their own moral
Advantage on checks that involve stalking prey and
compasses. You are one such person, with the blood of
balancing, while ignoring Disadvantage due to darkness.
conquerors coursing through your veins. You gain Advan-
tage on checks related to leadership and nego a on.
Racial Talent - Nine Lives: Some mes you just can’t
keep a good Mithra down. Whenever you suffer KO,
Racial Talent - By the Skin of My Teeth: Be it a blessing
you can recover from it by res ng for 1 hour instead of
of the Fates, or merely a reflec on of their inner essence,
requiring a full night’s sleep.
many humans have an uncanny knack at surviving the
greatest perils and in this you are no excep on. Whenever
you pass a check that you had Disadvantage on, you gain
Advantage on the next check you make.
Game Master – Chocobo 91

”There’s no wrong way to love a chocobo.” to it. A Chocobo’s type depends on its parents and the
– Noc s following table shows the outcome of different pairings.
In all cases that are not listed, a Chocobo has its parents’
type if they are both the same and it is yellow otherwise.

Parent 1 Parent 2 Child


Yellow Blue Green
Yellow Red Green
Blue Green Red
Red Green Blue
Blue Blue White
Red Red Black
Black White Gold

This knowledge is available at many experienced Chocobo


breeders or in books about the topic. The party can try
to breed some of the rare types, which o en come with
special abili es. Details about the different Chocobo types
are shown at the end of this subsec on. In some cases a
newly born Chocobo’s type might not adhere to the table
above. Whenever a new Chocobo is born, make a DC 11
check and if you succeed, its type is instead determined
as follows: roll 2d, the Chocobo is white on 2-3, blue on
4-5, yellow on 6-8, red on 9-10, black on 11-12. Raising a
Chocobos are large, flightless avian creatures with Chocobo is not a simple task, as they require a lot of care
yellow feathers and a long neck. They are very intelligent and a en on. In return, a Chocobo can the help the party
and even understand humanoid languages to some in various ways through their unique capabili es, which
degree. Therefore, Chocobos are o en domes cated and improve throughout the adventure. As such, the current
used as mounts, making them comparable to horses and experience of a Chocobo is tracked through its Level, the
ren ng out Chocobos is a lucra ve business for farmers. same way as for player characters. However, Level ups
Although prices may fluctuate, the party can usually rent are performed slightly differently for Chocobos. Firstly, a
a Chocobo for about 10G per day. In rare cases, farmers Chocobo can only learn a pre-determined set of abili es
also sell Chocobo at extremely expensive prices, star ng depending on its type. Secondly, the a ribute increases at
at around 3000G. Alterna vely, the party can try to catch Level up are also handled differently for Chocobos: their
Chocobos that roam in the wild, they can usually be found maximum HP and MP increase both by 5 at each Level up.
in forests or wide grasslands. Such Chocobos generally In addi on, its owner can spend an addi onal 3 points to
consider them to be hos le by default and engage in further improve the Chocobo’s a ributes as desired. The
combat when feeling threatened. When taking any table below shows how many points need to be spent for
damage, a wild Chocobo performs a DC 7 check and upon different a ribute bonuses. A final noteworthy difference
failure it becomes scared and flees as quickly as possible. compared to player characters is that Chocobos posses
A character can gain its trust by using their ac on to feed the addi onal Stamina (STA) a ribute, which determines
it a Chocobo’s favorite food, the Gysahl Greens. In this their affinity for long distance travel.
case, the player performs a check with a DC of 6 + the
Chocobo’s Level and if successful, it will join the party and A ribute Bonus Required Points
follow his or her command from now on.
Max. HP +5 1
Max. MP +5 1
As most avian creatures, Chocobos lay eggs from
STR +1 1
which their babies hatch. However, they grow surprisingly
quickly: an egg hatches a few weeks a er it is laid and DEF +1 1
a er another month, most Chocobos are already as MAG +1 1
large as their owner. They are usually bred in stables, RES +1 1
where they can be kept in a warm and safe environment.
STA +1 2
Chocobos can be of different types, which is determined
by the color of their feathers. The most common one is DMG +1d 3
the yellow Chocobo, other types are rather rare compared AGI +1 3
Game Master – Chocobo 92

”My hair does NOT look like a Chocobo’s bu !” ”Ya know, all I want to do is ride on a chocobo. Faster
– Prompto than the wind!” – Clasko

Characters can ride Chocobos for a fast and comfort-


able travel experience. Riding domes cated ones is
simple, but a more experienced rider may come out
ahead in s cky situa ons. They can carry a reasonable
amount of weight without being affected. Nevertheless,
Red Chocobo Level 1
Chocobos get red a er too much uninterrupted travel
HP: 21 MP: 13
me. A Chocobo can walk an amount of hours equal to
STR: 2 DEF: 1
its Stamina a ribute before it needs a break. This me
MAG: 0 RES: 0
is halved, if the carried total weight significantly exceeds
AGI: 2 STA: 2
that of two average humans. Even though Chocobos
Beak: 1d DMG Resilient: F
usually follow their owner’s orders, they might refuse
to keep going whenever they are par cularly scared or Choco Kick (Level 1)
caught by surprise. Chocobos can also be very capable MP: 4 Target: Single Time: 0r Range: Weapon
combatants and thus crucial addi ons to the party line-up. The target suffers 2d damage and is knocked back by 1u.
They can fight alongside the party, in which case they are Choco Dash (Level 3)
treated as any other allied combat par cipant. A Chocobo MP: 7 Target: 5u (line) Time: 0r Range: Self
is controlled by the player whose character is its owner You dash in a line of up to 5u dealing 3d damage to every-
and it obeys their commands. Alterna vely, characters one in the target area and knocking them to the side by
can also decide to stay mounted on their Chocobo during 1u.
combat. If they do so, the Chocobo and its owner always Choco Blaze (Level 6)
take their turn together, where only the Chocobo handles MP: 14 Target: 3u Time: 0r Range: Self
the movement. Whenever the rider A acks a small or Everyone in the target area except you suffers 5d fire dam-
medium sized enemy while mounted, the target has age.
Disadvantage on the evasion check. However, when the ! Choco Counter: Whenever you are hit by an A ack, im-
Chocobo suffers damage while carrying a rider, it has to mediately make an A ack on the perpetrator.
make a check with a DC of 12 minus its STR a ribute.
Choco Jump: You can perform a powerful high jump to
If it fails this check, the rider is thrown off and suffers
cover a distance of up to 10u ver cally.
Immobile for 1 round.

Yellow Chocobo Level 1


HP: 19 MP: 17
STR: 1 DEF: 0 Blue Chocobo Level 1
MAG: 1 RES: 0 HP: 15 MP: 25
AGI: 2 STA: 2 STR: 0 DEF: 0
Beak: 1d DMG MAG: 2 RES: 1
Cure (Level 1) AGI: 2 STA: 2
MP: 4 Target: Single Time: 0r Range: 3u Beak: 1d DMG Resilient: A
The target regains 2d HP. Water (Level 1)
Esuna (Level 3) MP: 6 Target: Single Time: 0r Range: 4u
MP: 6 Target: Single Time: 0r Range: 5u You deal 2d water damage to the target.
Remove all Status Effects except KO. Accumulate (Level 3)
Enrage (Level 6) MP: 3 Target: Single Time: 0r Range: 5u
MP: 10 Target: Single Time: 0r Range: 5u The target gains EnMAG for 3 rounds.
The target performs a DC 8 check and upon failure he has Waterga (Level 6)
to move towards you on his next turn and if possible per- MP: 14 Target: Single Time: 1r Range: 6u
form an A ack on you. You deal 6d water damage to the target.
Fat Chocobo (Level 9) Supersonic Wave (Level 9)
MP: 16 Target: 1u Time: 1r Range: 5u MP: 18 Target: 3u (front) Time: 0r Range: Self
Everyone in the target area suffer 6d damage and Immo- All enemies in the target area suffer 4d damage and make a
bile for 1 round. DC 8 check. Upon failure they suffer Silence for 3 rounds.
Choco Glide: You can glide down slowly from heights Choco Swim: You can swim slowly through any river or
up to 30u without taking any damage. sea without excessive current.
Game Master – Chocobo 93

Green Chocobo Level 1 Black Chocobo Level 1


HP: 16 MP: 21 HP: 19 MP: 23
STR: 0 DEF: 1 STR: 1 DEF: 1
MAG: 1 RES: 1 MAG: 1 RES: 0
AGI: 2 STA: 2 AGI: 2 STA: 3
z
Beak: 1d DMG Immune: z
z Beak: 1d DMG Resilient: D
Protect (Level 1) Gravity (Level 1)
MP: 5 Target: Single Time: 0r Range: 5u MP: 6 Target: Single Time: 0r Range: 3u
The target gains EnDEF for 3 rounds. The target suffers 2d damage and can only move half his
Regen (Level 3) usual distance on his next turn.
MP: 6 Target: Single Time: 0r Range: 5u Petrify (Level 3)
The target gains regen for 3 rounds. MP: 7 Target: Single Time: 1r Range: 5u
Reflect (Level 6) The target makes a DC 8 and suffers Immobile for 3 rounds
MP: 10 Target: Single Time: 0r Range: 3u upon failure.
The target gains a shield that reflects the next spell that Imperil (Level 6)
targets them back to its caster. MP: 10 Target: Single Time: 1r Range: 5u
Full-Life (Level 9) The target suffers DeDEF and DeRES for 3 rounds
MP: 24 Target: Single Time: 1r Range: 3u Ul ma (Level 9)
Remove KO status from the target and fully restore his HP. MP: 25 Target: 2u Time: 2r Range: 7u
Choco Mend: Whenever you are not in combat, you Deal 6d+35 dark damage to all enemies in the target area.
can spend 10 minutes of me to cure an ally from any Sta- Choco Fly: You can fly up to 50u above the ground.
tus Effect except KO.

Golden Chocobo Level 1


HP: 25 MP: 35
White Chocobo Level 1
STR: 1 DEF: 1
HP: 18 MP: 24
MAG: 1 RES: 1
STR: 1 DEF: 0
AGI: 3 STA: 3
MAG: 1 RES: 1
Beak: 2d DMG All-Immune
AGI: 2 STA: 3
Beak: 1d DMG Resilient: H Shine (Level 1)
MP: 5 Target: 3u Time: 0r Range: Self
Haste (Level 1)
All enemies in the target area perform a DC 7 check and
MP: 8 Target: Single Time: 0r Range: 3u
suffer Blind for 2 rounds upon failure.
The target gains Haste for 3 rounds.
Good Breath (Level 3)
White Wind (Level 3)
MP: 8 Target: 3u (front) Time: 0r Range: Self
MP: 14 Target: 4u (line) Time: 0r Range: Self
Remove all Status Effects except KO from all allies in the
All allies in the target area regain an amount of HP equal to
target area.
half of your current HP and are cured of all nega ve Status
Effects except KO. Diaga (Level 5)
MP: 14 Target: Single Time: 1r Range: 6u
Recharge (Level 6)
You deal 6d holy damage to the target.
MP: 8 Target: 3u Time: 1r Range: Self
All allies within the target area except you regain 3d MP. Curaja (Level 7)
MP: 20 Target: 3u Time: 2r Range: 5u
Holy (Level 9)
All allies in the target area regain 6d+15 HP.
MP: 20 Target: Single Time: 2r Range: 7u
You deal 6d+20 holy damage to the target. Choco Meteor (Level 8)
MP: 27 Target: 3u Time: 2r Range: 10u
Choco Sense: You can sense the presence of hos le
Everyone in the target area suffers 6d+40 damage.
monsters in distance of up to 200u.
Final Phoenix (Level 10)
MP: 30 Target: 3u Time: 2r Range: Self
Remove KO from all allies in the target area and fully re-
store their HP.
Choco Sense: You can sense the presence of hos le
”She’ll tell us when she’s ready, so just hold your Choco- monsters in distance of up to 200u.
bos un l then, ya?” – Wakka Choco Fly: You can fly up to 50u above the ground.
Game Master – Triple Triad 94

”I knew we were des ned to play. Let’s begin!” ”I can tell you have collected and played cards all over
– Quis s the world. And you remind me of her... Her talent
especially. Oh, now I have said too much.”
– Prince Spade

While Triple Triad tournaments usually award Gil,


Items or Equipment for winning, casual games focus on
acquiring new cards. With the most commonly used rule,
the winner takes one card of his or her choice from the
loser’s hand. However, there are also different rules for
card rewards, some of which are listed below. In addi on,
cards may also be bought, sold and traded just as any
other good. Prices may vary significantly depending on
the popularity of the game and the rarity of the card.
Triple Triad is a card game that was invented by the psy-
chic Orlan, inspired by tarot cards. At first, it was played by Rule Descrip on
soldiers to pass me, but eventually became popular with Diff Winner takes an amount of cards from the op-
people of all ages and occupa ons. Before staring a game ponent’s hand equal to the difference of their
of Triple Triad, each player chooses a hand of 5 cards from final scores.
his collec on. The GM decides who goes first and both Direct Both players take all cards that are in their pos-
players take alterna ng turns un l the game ends. Dur- session at the end of the game.
ing each turn, a player has to place one card on an empty
All Winner takes all 5 cards from the loser’s hand.
space on a 3-by-3 board. Every Triple Triad card has a num-
ber on each of its four sides and when you place a card next
to one of your opponent’s, the numbers on the touching
sides are compared. If your number is higher, you capture
the other card. Players can only capture cards during their
turn, a card that was just placed cannot be captured. You
can place small tokens to keep track of who currently owns
which cards on the board. The goal is to capture as many
cards as possible and a er the board is completely filled,
the player with the most cards in his possession wins the
game. Cards that are s ll in your hand also contribute to
your total score. When the final score is ed, the game
is started from the beginning, un l one player wins. While
the rules above always apply, addi onal rules may be used
by some players depending on the loca on. Below are
some of the most common special rules.

Rule Descrip on
In the example above, both players have already placed 3
Open Both players play with open hands.
cards and the score is ed. The colored markers on the
Same When you place a card next to one with the cards indicate which player currently owns which cards. It
same number on the touching side, you s ll is Quis s’ turn, so she has to play one of the two cards in
capture it. her hand onto one of the free spaces. A strong move would
Combo When you capture a card, then you also cap- be to place the Goblin card (the bo om one) in the cen-
ture all of its other adjacent cards that have a tral space, as that would allow Quis s to capture both the
lower number than it does on the respec ve center-top and the center-le cards. Another smart move
touching sides. The rule is then applied to all would be to place the basilisk card (the top one) in the cen-
further captured cards. tral space, which would only capture the center-le card,
Random Players cannot choose their hand. Instead they but have a stronger defense against the open space on the
draw 5 random cards from their collec on. center-right. Quis s could also safely place any of the two
cards in one of the other two free spaces, but in this situa-
Sudden In case of a draw, the game is restarted and on it would not allow her to capture any of Rinoa’s cards.
Death both players use their captured cards from the Below is a list of Triple Triad cards that is sorted by card
previous game as their hand. rarity from top to bo om.
Game Master – Blitzball 99

”The players fight with all their strength: the fans cheer
for their favorite team. They forget pain, suffering...
Only the game ma ers! That’s why Blitz has been around
for so long. Least that’s what I think.”
– Wakka

Blitzball is a team sport that can be compared to


water polo except that the game is played underwater, in-
side a large water sphere. The water itself is imbued with
magical proper es to allow players to stay submerged for
an extended period. In Blitzball two opposing teams play
against each other and the team which scores the most
points wins. A point is scored by shoo ng the ball inside During each turn, a player can swim a total distance of up
the enemy goal. Each team consists of one goalkeeper to his PC+1 units and take one of the following ac ons. The
and 2-5 players. Blitzball is similar to combat, except that only excep on is the goalkeeper, who stays in front of the
the game is centered around controlling the ball. The turn goal at all mes and only reacts to enemy shots. The set
order is determined in the exact same way as in combat of ac ons you can take changes depending on if you have
and the player who takes the first turn catches the ball the ball or not.
a er kick-off. Each game consists of two halves, where Pass: You pass the ball to another player. The ball can
each half consists of 10 rounds. A er finishing the first travel a maximum distance of your OFF+1d units. While
half, the teams take a break where every player fully playing the pass, every opponent within 1u of you can try
recovers their SP. Blitzball is played inside a 15u diameter to block the ball. In doing this, each blocker reduces the
sphere filled with water, but you can use the simplified passes distance by their DEF+1d. If an opponent reduces
layout shown below to illustrate games. the passes distance to 0, they catch the ball. If the ball gets
past all blockers, but does not reach its target, the player
closest to it catches the ball.
Score: — 1st Half: Shoot: You shoot the ball on the goal. The ball can travel a
maximum distance of your OFF+1d units. Firstly, each shot
1: 0 |1u| 5r le
can be blocked by nearby opponents in the same way as a
Players pass. Then, if the ball reaches the goal, the goalkeeper can
try to catch it. If the goalkeeper’s DEF+1d is higher than the
ball’s remaining distance, he catches the ball, otherwise
Goalkeeper you score a goal. If the keeper catches the ball, he can
immediately make a pass that cannot be blocked. If you
15u successfully score a goal, a new kick-off is performed like
at the start of the game. Each shot costs you an amount of
SP equal to your OFF.
Ball Tackle: You try to steal the ball from a player that is within
1u. If your DEF+1d is higher than the target’s DEF+1d, then
you successfully steal the ball. Also, add 1d to your roll, for
Goal Goal each tackle that the target has suffered since his last turn.
— In performing the tackle, you can addi onally dash a dis-
tance of your PC+1 units. Each tackle cost you an amount
of SP equal to your DEF.
Tech: Techs are special abili es that can help you win the
Each player’s proficiencies in different aspects of the game game. Each tech contains its effect and SP cost in its de-
are defined by the following 4 Blitzball a ributes: scrip on. A list of techs is shown on the next page.
Stamina Points (SP): Represent your durability during the
game. Most ac ons cost an amount of SP to perform. During a Blitzball game, players may suffer the following
When your current SP reaches 0, you can keep playing, but effects for a limited dura on.
cannot perform ac ons that cost SP. Poison: At the start of each turn, your current SP is re-
Offense (OFF): Improves your chances of successfully pass- duced by an amount equal to 10% of your maximum SP.
ing and shoo ng the ball. Wither: Your OFF, DEF and PC are halved.
Defense (DEF): Improves your chances of stealing and in- Nap: Your turns are skipped and you cannot catch or block
tercep ng the ball. the ball. When a player passes to you while asleep, you
Pace (PC): Determines how fast you can swim. wake up and the ball is received by the nearest player.
Game Master – Blitzball 100

”That was the Jecht shot, wasn’t it?” Tech SP Effect


– Yuna Sphere 15 You make a shot, where you add 2d units
Shot to its distance.
Volley 6 When you receive a pass or catch a ball be-
Shot fore the start of your next turn, you can im-
mediately make a shot.
Venom 10 You make a shot, where you add 3u to its
Shot distance. Every player that tries to block it
makes a DC 8 check and suffers Poison for
3 rounds upon failure.
Wither 10 You make a shot, where you add 3u to its
Shot distance. Every player that tries to block it
makes a DC 8 check and suffers Wither for
3 rounds upon failure.
Nap 10 You make a shot, where you add 3u to its
Shot distance. Every player that tries to block it
All blitzball a ributes of a player are derived from
makes a DC 8 check and suffers Nap for 3
and improved by their combat a ributes as follows:
rounds upon failure.
Stamina Points = Health Points + Mana Points
Wither 8 You make a pass, where you add 3u to its
Offense = Strength + Magic Pass distance. Every player that tries to block it
Defense = (physical) Defense + Resistance makes a DC 8 check and suffers Wither for
Pace = Agility 3 rounds upon failure.

So if a player character levels up outside of Blitzball and Venom 8 You make a pass, where you add 3u to its
gains STR+1, his OFF is also increases by 1. To avoid con- Pass distance. Every player that tries to block it
fusion, Blitzball a ributes should be tracked separately makes a DC 8 check and suffers Poison for
from combat a ributes. In the beginning each player 3 rounds upon failure.
already knows one tech of their choice. Each player can Nap 8 You make a pass, where you add 3u to its
learn up to 3 techs at most, by observing other players Pass distance. A player that tries to block it
who perform them. If during a game, someone within 3u makes a DC 8 check and suffers Nap for 3
of you performs a tech, you can try to pass a DC 9 check rounds upon failure.
to learn it. If you already know 3 techs, you have to forget Venom 10 You make a tackle, where you add 3 to your
one of them to make place for a new one. Playing Blitzball Tackle usual DEF. Every player that tries to block it
is a source of experience for player characters, which can makes a DC 8 check and suffers Poison for
help them to reach adventuring milestones more quickly. 3 rounds upon failure.
Furthermore, winners of Blitzball are usually awarded
Nap 10 You make a tackle, where you add 3 to your
with various rewards and prices, including Equipment,
Tackle usual DEF. Every player that tries to block it
Items and Gil.
makes a DC 8 check and suffers Nap for 3
rounds upon failure.
Wither 10 You make a tackle, where you add 3 to your
Tackle usual DEF. Every player that tries to block it
Tech SP Effect
makes a DC 8 check and suffers Wither for
Jecht 20 You make a shot, that cannot be blocked 3 rounds upon failure.
Shot by any player except the goalkeeper.
Drain 10 You make a tackle, where you add 3 to your
Grip 8 Un l the start of your next turn, add 1d to Tackle usual DEF. In addi on, the target makes
Gloves your DEF while you are trying to catch a DC 8 check and upon failure his SP is re-
pass or shot. duced 5 and your SP is increased by the
Brawler 8 Un l the end of your next turn, your DEF is same amount.
increased by an amount equal to you OFF. Tackle 7 Un l the start of your next turn, every op-
Aurochs 12 All allies within 5u increase their OFF and Slip ponent that tries to tackle you has to make
Spirit DEF by 3 un l the start of your next turn. a DC 8 check first and upon failure, their
Drain 8 You make a pass, where you add 3u to its tackle misses.
Pass distance. Every player that fails to inter- Elite 8 Un l the start of your next turn, when an
cept it loses 5 SP and your SP is increased Defense opponent moves within 1u of you, you can
by the same amount. immediately make a tackle on him.

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