Gameplay: Combat
Gameplay: Combat
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
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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.
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:
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
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:
Accessory:
Effect:
Call:
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.”
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
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.
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
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
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
”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
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
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
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
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
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
”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.
”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
”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.
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.
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.
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.
”Let’s just fire like crazy and make a big hole, BOOM!”
– Selphie
”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.
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
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
”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.
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.
”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.
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
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.
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.
”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
”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.
”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!
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
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.
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”.
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
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
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
”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.
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.
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
.
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.
Result Prize
1 10 GP
2 Phoenix Down
3 Signal Materia
4 Elixir
5 Stampede Materia
6 Hermes Shoes
”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.
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.
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.
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 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.
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.
< 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
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.
- 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.
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.
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.
”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.
”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.
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.
”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
”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
”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.
”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
”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
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
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.