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Omega Fantasy

This document describes the gameplay and mechanics of Omega Fantasy, a tabletop roleplaying game based on the Final Fantasy video game series. It outlines the roles of players and game masters, as well as rules for character creation, adventuring, exploration, social interaction, and combat.

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Miguel Sousa
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0% found this document useful (0 votes)
613 views47 pages

Omega Fantasy

This document describes the gameplay and mechanics of Omega Fantasy, a tabletop roleplaying game based on the Final Fantasy video game series. It outlines the roles of players and game masters, as well as rules for character creation, adventuring, exploration, social interaction, and combat.

Uploaded by

Miguel Sousa
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 47

OMEGA FANTASY

Gameplay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Adventuring . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3

Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Character Sheets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Talents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Jobs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23

Game Master . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Optional Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Worldbuilding . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Starter Adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39

Credits:
Wally Zielinski, Chris Giannoukos, Joshua Davis, Bruno Carvalho, Juan Altamirano, TastyRedTomato, Netzacoatl, Eldi13,
Red7394, TaintedBalance, GM_3826, The_Fencer0, OmegaWeapon, Kaiten619, StorytellerZeke and all users of our
Subreddit and our Discord Server

Final Fantasy, its themes, art, and other affiliated content are owned by Square Enix Co., Ltd. Omega Fantasy is a fan
project under the Creative Commons License (CC BY-NC-SA 4.0) 2018. It 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 interactions.
Gameplay Players

”You want quiet, you better take the next train.” Players create and roleplay as characters who are the
– Lightning protagonists of the story. They take the role of their
characters and play the game from their perspective.
These adventurers travel together as a party, who ex-
plore the world, interact with people and fight against
enemies. Usually, the party is confronted with a central
conflict by the game master, as the general goal of their
adventure. This book includes various rules and options
that help you to create and develop your character.

Game Master
The Game Master (shortened GM), creates the world
the adventure takes place in by using the content and
guidelines in this book. During the game, he describes
the environment to the party and how it reacts to their
actions. The GM takes the role of all non-player charac-
ters to narrate conversations and combat. The rules in
this book help the GM determine the outcome of some
actions, though often he needs to make his own rulings.

Dice
Dice rolls are used in various situations to help decide
the outcome uncertain actions. However, depending on
its context, the exact nature of such a roll may differ.
The only dice used in this game are standard six-sided
ones and we often use d shorthand to refer to such a die.
Furthermore, we use for example ”4d” to describe a roll
of 4 dice, where the result is the sum of all rolled dice.

Introduction
Example: Roleplaying
Final Fantasy is a series of roleplaying video games that
has significantly shaped the genre since its first release in Hironobu (Game Master): You enter the Thunder
1987. Even though each Final Fantasy title features its Plains, which is a vast wasteland covered by thick
unique story, setting and characters, they still feel very fog and dark clouds. The locals have erected towers,
much as part of the same series. This is not only due that act as lightning rods, but you can see that bolts
to many recurring elements that they have in common, often strike the ground in the open field.
but also because the stories focus on a group of heroes
Yoshinori (playing as Wakka): We head north, not
who face a great conflict. Omega Fantasy is a tabletop
too near and not too far from the towers, ya?
game system that helps you and your friends to create
and play in a Final Fantasy adventure of your own. Nobuo (playing as Rikku): I wanna go home! I
hate lightning! I hate thunder!
Tetsuya (playing as Auron): This storm never
Getting Started stops. Better to cross quickly.
To play Omega Fantasy, you only need dice, paper, pens, Hironobu (Game Master): You can also see a
this book and at least one more friend, but a group size small building nearby, that looks like an inn.
of 4 to 6 is recommend. Choose one person to become
the Game Master, who creates the fantasy world and Nobuo (playing as Rikku): Let’s go rest over
narrates the adventure. Everyone else is a Player, who there! Please? I’m too young to die!
takes the role of one of the protagonists. You do not
need any prior knowledge of Final Fantasy or roleplaying, Tetsuya (playing as Auron): Fine, we rest. She is
everything necessary is explained in the following. worse than the storm.

1
Adventuring Exploration
”Why not? Nothing to lose but my life... and I got that The party can explore the environment described by the
for free!” – Setzer GM at will. They can look for specific objects or wander
around, but an appropriate amount of time passes while
doing so. The GM may draw a map of the party’s current
location as a visual aid. He is also free to impose checks
on all exploration related actions, such as picking locks or
detecting traps. The party may go to sleep once per day
to fully recover their HP and MP, even if unconscious.
To gain this benefit, they have to sleep in a comfortable
place like an Inn or a Tent for multiple hours.

Social Interaction
Checks Throughout the adventure, the party will interact with
Checks are the main tool to help the GM to decide and other characters. These non-player characters are voiced
narrate the outcome of actions. He can either ask play- by the GM and accordingly the players talk from the
ers for checks or perform them himself in secret. Checks perspective of their own characters. To avoid confusion,
are usually 2d rolls and higher numbers mean a better it is important to clarify whether something you say is
outcome for the roller. The minimum result required to from the perspective of your character or from yours as
succeed is called Difficulty (shortened DC) and often has player or GM. During conversations, the GM may ask
to be decided by the GM. He should base this DC on the for checks, for example to decide whether attempt to
difficulty of the action and the proficiency of the actor convince a character is successful.
in it. Since checks are 2d rolls, the lowest and high-
est possible results are 2 and 12 respectively, which can
be treated as unexpectedly good or bad, but plausible Experience
outcomes. A check can also have Advantage or Disad- Characters become stronger by gaining experience and
vantage when the environment substantially affects the we express the amount of experience a character has with
attempted action. In both cases the check is made with Levels. Inexperienced adventurers start at Level 1 and
3d and with Advantage only the two highest and with can progress up to a maximum of Level 10 where they
Disadvantage only the two lowest dice are counted. The become renowned heroes. The GM decides when charac-
table below shows rough categories for DCs. ters Level up, which we recommend for reaching adven-
ture Milestones. Such Milestones are for example im-
portant character development events, victories against
powerful foes, or resolution of major conflicts.
Difficulty Categories
Action DC
Very Hard 11 - 12 Death
Hard 8 - 10
When going on dangerous adventures, death is always a
Medium 5-7 real possibility, especially as a consequence of unwise de-
Easy 1-4 cisions by the party. The adventure is officially over if all
party members fall unconscious in battle, as this is usu-
ally followed by certain death. Characters may also die
or leave the party under special circumstances in which
Example: Checks case that character becomes unplayable for their player.
Cloud meets Don Corneo in his mansion wearing a
dress and make-up to convince him that he is a
Example: Experience & Death
woman. The GM decides that this is a very difficult
task (DC 11), because Cloud did not put much effort Kain betrays the party and joins their enemies. He
into his disguise. But as the room is not well lit and duels his friend Cecil and defeats him and the rest
the Don had a bit too much to drink, he also decides of the party in combat, but chooses to let them stay
that the check has Advantage. Cloud rolls 3d with alive. The GM takes control of Kain from now on,
the result [6,2,6] and since only the two highest dice who leaves the party and becomes an antagonist. The
count, he rolled the best possible outcome! The GM party resolves to stop Kain’s plan and his former player
decides that Don Corneo is not only convinced that decides to create a new character that joins the party.
Cloud is a woman, but he finds him so irresistible that The GM rewards the party with a Level up for reaching
he drags Cloud into his room for some time alone. a turning point in the adventure.

2
Combat Actions
”Enough expository banter. It’s time we fight like men. Below is a list of combat actions, but the GM may allow
And ladies. And ladies who dress like men.” any other action that can be completed in one turn:
– Gilgamesh Attack: You attack an enemy with your weapon.
He may evade by passing an evasion check with a DC
of 12 minus his AGI. If he fails the check, you reduce
the target’s HP by your weapon’s DMG plus your STR.
If the evader rolls a 2, you make a critical hit, doubling
your usual damage. If he rolls a 12, not only does your
Attack miss, but the evader makes an Attack action on
you instead, which you cannot evade.

Magic: You cast a spell by spending MP, choos-


ing a target within its range and concentrating for a
duration. While concentrating, you cannot take actions
or evade Attacks. After the cast time is up, the spell’s
effect occurs on the target right before your turn and
cannot be evaded even if you are not in range anymore.
If the spell deals damage or restores HP, add your MAG
to the amount. Every spell’s description has informa-
tion on its cast time, MP cost, target, range and effect.
Combat takes place in a series of rounds (shortened r)
that take 10 seconds of in-game time each. Each par- Tech: You use a non-magical ability. Techs are
ticipant takes one turn per round according to the turn used the same way as magic, but their damage is not
order, which is determined through an initiative check amplified by your attributes.
at the start of each battle. Every combatant rolls 2d and
the higher their result, the earlier they are placed in this Defend: All damage that you receive by Attacks
order. The GM resolves equal results and once deter- until your next turn is halved.
mined, the turn order does not change until the end of Item: You use an Item from your inventory on
the battle. During your turn you can, in any order, move yourself or someone within 1u.
a distance of your AGI+1 units and take an action.

Attributes Special Abilities


Combat proficiencies are determined by the following 7 Apart from Magic and Techs, characters can also learn
numerical attributes. Whenever a calculation results in the following special abilities:
a non-integer value, the result is always rounded down.
Passive: Effects that are permanently active.
Hit Points (HP) increase your durability. You
have a maximum and a current number of HP, if your Reaction: Allow you to take certain actions on
current HP falls to 0 you fall unconscious. someone else’s turn under specific conditions.

Mana Points (MP) are the resource required Example: Combat


for using abilities such as Magic and Techs. Similar to
HP, you have a maximum and a current number of MP. Squall (DEF:4, AGI:2, RES:1) and Seifer (STR:6,
MAG:2) decide to duel. Both are wielding a gun-
Strength (STR) increases the damage dealt by blade (DMG:1d). They roll 2d for initiative: Squall
your physical attacks. rolls 9 and Seifer rolls 10, so Seifer takes the first
turn. He begins casting ”Fire” (DMG:2d, Time:1r) by
Defense (DEF) increases your resilience against spending 4 MP, choosing Squall as target and con-
physical attacks. centrating. Then it’s Squall’s turn, who chooses to
Magic (MAG) increases the potency of your Defend. It’s Seifer’s turn again, so Fire takes effect
healing and attacking spells. and Squall suffers 2d+2-1 damage. Seifer can still
take his turn, so he also Attacks. Squall could evade
Resistance (RES) increases your resilience by passing a DC 12-2 check, though by rolling 2 he
against magical attacks. not only fails, but suffers a Critical Hit! Seifer hits him
right above the nose with his blade, inflicting 1d+6-4
Agility (AGI) allows you to evade physical at- damage (Defend and Critical Hit cancel each other
tacks and determines how quickly you can move. out) and leaving a scar.

3
Damage Types Adjacent: approxmimate distance of 1u or less.
All damage dealt has one of the following basic types: Close: approxmimate distance between 1u and 3u.
Physical: damage dealt by Attacks and Techs is usu- Near: approxmimate distance between 3u and 6u.
ally physical. Whenever you receive physical damage,
Far: approxmimate distance of 6u or more.
subtract your DEF from the amount.
Magical: damage dealt by Magic and Items is usually
magical. Whenever you receive magical damage, sub-
Status Effects
tract your RES from the amount. Status Effects alter your the combat potency in a posi-
tive or negative way for a limited duration. Combatants
In addition, damage can have an elemental type, e.g.
can suffer multiple different Status Effects at once, but
due to the used weapon or spell. Combatants can have
applying the same one twice only refreshes its duration.
Weaknesses or Resiliences against these types. When
They can also be Immune to certain statuses, meaning
resilient, they only suffer half the usual damage and when
they have no effect. Below is a list of all Status Effects.
weak, they suffers double the usual damage.
KO: You are unconscious and your turns are
Elemental Damage Types skipped. You suffer KO when your current HP drops
Fire Ice to 0 and your HP cannot be increased until this sta-
tus is removed. Immunity against KO only makes you
Lightning Water immune against effects that cause it when above 0 HP.
Wind Earth
Blind: Whenever you Attack an enemy, he has Ad-
Holy Dark vantage on the evasion check.

Blink: Whenever you are targeted by an Attack,


Distances you have Advantage on the evasion check.

Units (shortened u) are the basis to measure distance, DeATR: The according attribute is
where 1u is roughly 1m or 3ft. Characters usually occupy reduced by 3 (minimum 0), e.g. DeMAG reduces MAG.
a circle of 1u in diameter in top view. The following
terms are often used to describe effect distances: EnATR: The according attribute is
increased by 3, e.g. EnMAG increases MAG.
Range: the maximum distance between the center of
the caster and the center of the effect. An effect with Immobile: You are unable to move.
range Self is centered at the caster, and one with range
Weapon has the same range as the used weapon. Poison: You take damage equal to 10% of your
maximum HP at the end of each turn, but cannot fall
Target: the area of the effect as a maximum distance below 1 HP due to this effect.
from its center. Unless stated otherwise, everyone fully
or partially in the target area is affected, including allies. Silence: You cannot begin casting Magic or using
An effect with target Single affects only a single entity. Techs, but you can still Attack.

Sleep: Your turns are skipped, but you wake up


immediately if you take any damage.
| 1u |
Zombie: All healing effects are reversed for you.
Target Healing reduces your HP and effects that normally re-
x
move KO, inflict it to you instead.
Range

Target

Target

Example: Status Effects


Noctis and his party fight Malboro. The monster sur-
x x prises them and uses his Bad Breath ability to inflict
multiple Status Effects. Prompto suffers Sleep and
Normal Line Front Poison. He cannot move or take actions and before his
turn is finished, he loses 3 HP, because his maximum
The illustration above shows the use of a ranged effect in HP is 37. Noctis suffers Silence and Blind. He can-
the normal case and with the two special target shapes not use abilities, so he tries to Attack Malboro. The
Line and Front. In situations where you are not able monster (AGI: 2) rolls [1,6,4] on the evasion check,
to measure distances accurately, you can also use the barely passing the DC 12-2 due to Advantage.
following descriptors to give a rough estimate:

4
Characters 1. Copy or print out the Character Sheet that is included
on the next page. The sheet helps you to keep track
of important information about your character which
”I am THE Basch fon Ronsenburg!” you can fill in while following this section. There is
– Vaan also an example of a filled out sheet, which you can
use as a guideline to fill out yours.

2. Choose your character’s name and give a short De-


scription of him or her. Here, you should also com-
municate with your GM so you can integrate your
character better into the game world. For example if
different races or tribes exist in the world, your char-
acter may be part of one of them.

3. Briefly summarize your character’s Story until now


and explain his or her motivation for joining the party
on this adventure. Consider that this is most likely
your character’s first serious adventure, so he or she
probably does not have significantly more experience
than the average person.

4. Choose your character’s Talent, which grant spe-


cial proficiencies in a non-combat skill. Read the
Talents subsection for more details.

5. Choose your character’s Job which determine com-


bat related proficiencies. Characters usually start the
game at Level 1, where their starting attributes and
abilities are determined by the chosen Job. Read the
Jobs subsection for more details.

6. Depending on the chosen job, your character gains ex-


pertise in certain classes of weapons and armor. Dis-
cuss with your GM which specific starting Equipment
makes sense for your character. Read the Equipment
subsection for more details.

All players play as one of the adventurers in the party of


Example: Character Creation
protagonists. They immerse themselves into their char-
acter and talk and act from their perspective. The GM We create a character named ”Vaan”, who is a 17-
also creates and takes the role of many non-player char- year old, blonde-haired human boy with athletic ap-
acters throughout the adventure. All these characters in- pearance. Vaan is an orphan, who gets by in the big
habit the world created by the GM and shape it through city by stealing from the townsfolk and often acts as a
their actions and decisions. This section details different father figure to other orphans. He dreams of owning
aspects that describe a character. an airship and being a sky pirate one day. First, we
check with the GM that Vaan fits well enough with
the given setting and the rest of the party. Then,
we choose the Leading Man talent and the Thief job,
Character Creation which seem to fit Vaan best. From the Basic At-
tributes table of the job we determine Vaan’s maxi-
Characters usually have distinct appearances, personali- mum HP (20), maximum MP (14) and AGI (4), all
ties, strengths and weaknesses. Therefore, the character other attributes start at 0. We also note that he learns
creation rules present many opportunities to customize the ”Steal Gil” tech. Finally, we decide with the GM
how characters feel and play. The following guide walks that it makes sense that our poor thief has a Mythril
you through all necessary steps to create your character. Knife, Clothes and 100 Gil as his starting equipment.

5
CHARACTER SHEET
Name: Story:

Health: | Job: Level:


Archetype:
Mana: |
Abilities:
Strength: Talents:
Defense:
Magic:
Resistance:

Agility: Status Effects: Passive:


Evasion DC: Reaction:
Movement: Limit Break:

Weapon: Inventory: Gil:


Effect:

Armor:
Effect:

Accessory:
Effect:

Accessory:
Effect:
CHARACTER SHEET
Name: Lightning Story:

Age: 21 Both of my parents died when I was


Race: human young. I raised my sister Serah and joined
Gender: fem. the army where I became a sergeant. But
Hair: rose now Serah is in danger, so I have quit the
Height: 1.7m army to find her.
Right-Handed

”It’s not a question of can or can’t.


Personality: Cold, Determined There are some things in life you just do.”

Health: 19 | 70 Job: Red Mage Level: 8


Archetype: Ravager
Mana: 60 | 71
Abilities:
Strength: 6 Talents: Cure, Poison, Fira, Blizzara,
Defense: 3 Guardian Corps Thundara, Silence, Esuna,
Magic: 5 Sceptic Elemental Strike, Wall, Imperil
Resistance: 3

Agility: 3 Status Effects: Passive: Overwhelm


Evasion DC: 9 Blind (1r) Reaction: Swiftcast
Movement: 4u EnSTR (2r) Limit Break: Thundara

Weapon: Blazefire Saber (Lv. 1) Inventory: Gil: 2009


Effect: Ranged Attack after ability
Survival Knife
Armor: Guardian Corps Uniform 5x Bomb Fragment
Effect: DEF +1 5x Potion
3x Remedy
Accessory: Power Armlet 2x Phoenix Down
Effect: STR +1 1x Elixir

Accessory: –
Effect: –
Talents Chemist: You can spend an hour to create a Potion
or a Remedy from ingredients found in nature or in
stores.
”Sweet Christmas, it’s a talking turtle!”
– Bartz
Chocobo Sage: You can comfortably tame and
build friendships with friendly animals and monsters like
Chocobos.

Cid’s Apprentice: Given enough time and materials


you are able to repair any broken device or gadget.

Conjurer: You can spend a few minutes to perform


a ritual that creates an illusion of a character or an at
most similarly sized monster or object. To understand
that it is an illusion, a character either has to touch it
or pass a DC 8 check.

Dedicated Driver: You are able to perfectly drive


or navigate any vehicle including ships and airships.

Talents are non-combat related skills that a character


Doma’s Enemy: You can spend an hour to create
a potent poison out of materials found in nature or
is especially proficient with. Every character starts the
in stores. The poison is liquid, tasteless and odorless,
game with one talent and acquires a second one at
so it can only be detected by experts such as yourself.
Level 6, through his or her newly made experiences.
A character that consumes the poison makes a DC 8
The GM may also allow characters to gain additional
check and suffers KO upon failure. Otherwise, he suf-
Talents under special circumstances. Below, some
fers Poison for 3 rounds.
Talents are shown that can be used as given, but the
GM may also allow players to create their own Talents
by using the given ones as examples. Eyes Peeled: You are able to capture perfect images
of scenes, landscapes and people as a painting or pho-
tograph.

Alchemist: After every successful battle against mon- Excalipoor: Whenever you see an equipment piece,
sters you can spend a few minutes to create a Bomb you can immediately understand its special effects. Fur-
Fragment, Arctic Wind or Lightning Gem out of their thermore, whenever you upgrade weapons and armor
remains. for your own use, it only costs you half as much Gil as
usual.
Archylte Hunter: You have Advantage on all
checks related to catching animals including hunting Flower Girl: You are able to identify any plant and
and fishing. know how to grow them even in very unfavorable con-
ditions.
Blue Mage: You can quickly learn most simple non-
combat skills by carefully observing someone proficient Gambler: You have Advantage on all checks that in-
during the act for a while. Such simple skills are for volve in-game random events such as dice rolls or card
example cooking a meal or riding a Chocobo. draws.

Calculator: Given enough time, you can solve any Geomancer: You have Advantage on all checks that
mathematical problem. Furthermore, you can make re- require proficiency and experience related to nature,
liable numerical estimates, e.g. for various distances or such as following tracks in a forest.
the amount of people in a group.
Guardian Corps: You do not suffer damage by
Camping Again: While outside, you can spend an falling from any height.
hour to build a comfortable shelter to spend the night
out of materials found in nature. Haven’t We Met Before: Whenever you meet a
new character, you may declare that you have met them
Carpenter: Given enough time and materials, you can before. If you do so, the GM decides what kind of
create and repair any object that is mostly made out of connection you have to that character. You can only use
wood, including sculptures, furniture and vehicles. this effect a total of 3 times in the entire adventure.

8
Hope’s Assistant: Given any object or trace, you Sceptic: You have Advantage on all checks related to
can determine its date and place of creation accu- understanding whether someone is lying or withholding
rately. information.

King’s Shield: You have Advantage on all checks Shrouded One: You have Advantage on all checks
that mostly rely on strength such as lifting heavy ob- related to hiding or staying undetected.
jects or opening tight jar lids.
Simdemehkiym: You are fluent in 2 languages and
Lady Luck: Whenever you roll a total result of 2 on can learn new ones in a matter of days.
a check that you make outside of combat, you can redo
the roll. Skywatcher: You can accurately predict the weather
in your current location for the next week.
Leading Man: You have Advantage on all checks
that involve impressing or persuading someone through Spira’s Historian: You have knowledge on all im-
speech. portant historical facts about the world. Furthermore,
you have Advantage on recollecting and making con-
Let’s Mosey: You can perfectly imitate the behavior nections to more obscure historical events.
and mannerisms of a person that you have spent a few
days of time with. Spoony Bard: You have perfectly mastered one mu-
sic instrument of your choice. Furthermore, you can
Llymlaen’s Disciple: You never lose your way, even play any music piece on any music instrument to a con-
in locations that you are unfamiliar with. Moreover, you vincing degree.
have no issues with reading maps or following given
directions. Starplayer: You are among the best in the world in
one sport or game of your choice.
Mognet: You can send telepathic messages to any
person that you can see. If the recipient is further than Strange Gourmand: You can spend an hour to
100u away from you, you have to pass a DC 7 check prepare a tasty meal from almost anything that can
first. be found in stores or in nature.

O’aka XXIV: Whenever you are selling goods to Tantalus Performer: You can use magic to create
someone who is willing to buy them, you can convince simple effects, including various voices and noises, small
him to buy them at their original value despite being flames and gusts of wind.
used.
Theologian: You have perfect knowledge on all re-
Opera Floozy: You have Advantage on all checks ligions in the world, including their deities, as well as
that involve acting, singing, dancing or performing in their different customs and factions.
general.
Thief’s Caution: You have Advantage on all checks
Orator: Whenever you talk to a character that you related to noticing possible ambushes or hostile inten-
know, you can spend a few minutes of time to motivate tions of characters.
and inspire them. The character then has Advantage
on the next check that they perform.
Walkthrough: You have Advantage on all checks re-
lated to finding hidden locations and passages.
Pharmacologist: Whenever you use an Item outside
of combat on yourself, you gain the following additional
Weaver: Given enough time and materials, you are
benefits: if the Item increases your HP, you regain twice
able to create any kind of cloth or clothing.
as much as usual. Otherwise, you regain 1d HP in
addition to its usual effect.
Yin and Yang: While not in combat, you can med-
itate for a few minutes to gain the following benefit:
Scanner: While you are not combat, you can observe Reduce your MP by an amount of your choice and in-
a character to immediately know their Level as well as crease your HP by the same amount.
their Job. You can also make a DC 8 check and if you
succeed, you also know their Talents.

9
Jobs Limit Break
Starting at Level 5 you can choose any of your charac-
”Off my seat, Jester. The King sits there.” ter’s known abilities to become their Limit Break, which
– Noctis is an enhanced version of the original ability. You can
only change the Limit Break to another ability during
Level up and you can still use the chosen ability in its
original version. When you use the Limit Break ability,
it costs twice the amount of MP as usual and gains one
of the following additional effects of your choice:
• The amount of damage dealt or HP restored by the
original ability is doubled.
• If the original ability targets a single entity, you can
target two entities within its range. If the ability tar-
gets an area, the target distance is doubled.
• If the original ability has an effect that lasts for a
duration, the duration is doubled.
• If the original ability requires you or the target to
pass a check, you can increase or decrease the DC by
2 depending on which benefits you.

Job Change
You can change your character’s job only once during the
adventure after reaching a Level up. Instead of increasing
the Level of his or her old job, your character starts at
Level 1 in the new job. When changing your character’s
job, he or she keeps all of the learned abilities, attribute
improvements and equipment expertise from the old job.
Your character’s Job determines his or her combat profi- The only exception to this is the AGI attribute, where
ciencies including abilities, attributes and equipment ex- your character only gains the higher bonus between the
pertise. A character’s combat prowess increases further two jobs. However, your character can only have a total
as he or she specializes in a job by gaining experience and maximum of 10 Levels between both jobs. Accordingly,
Levels. All available jobs are detailed in their Job de- the flexibility of changing jobs comes at the cost of not
scriptions right after this page. We recommend that you being able to become an expert in either one.
print or copy the description of your chosen Job to use
as the second page of your character sheet. Your char-
acter’s attributes initially all start at 0 and increase by Example: Job Change
progressing in a job. The Basic Attributes table shows
your character’s attribute gains and equipment expertise After fighting through the Wind Shrine and reach-
at Level 1. The Abilities table shows which spells and ing its top, Bartz and his party realize that the Wind
techniques your character learns at different Levels. Crystal has already been destroyed. Regardless, the
GM awards the party with a Level Up and everyone
in the party except Bartz advances from Level 2 to 3.
Bartz picks up one of the crystal shards and suddenly
feels a rush of energy, which imbues him with magi-
Archetype cal powers. Instead of leveling up, he changes his job
into Black Mage, starting at Level 1. Nevertheless,
When your character reaches Level 4 in his or her Job, he keeps his attributes and the ability to equip swords
you have to decide between one of its two Archetypes. and armor from his old Warrior job. In addition, his
Archetypes represent play styles within a job and can attributes are increased as noted in the job descrip-
be regarded as taking different approaches to fulfil the tion for Level 1 Black Mages. The only exception is
same role. They emphasize progress in different aspects the AGI attribute, which he keeps from its old job
of combat by supporting a character’s abilities through since it is higher. Bartz also learns the spells ”Fire”,
passive benefits. At Level 4, the chosen archetype grants ”Ice” and ”Lightning” in addition to the ”Rush” and
your character Passive and Reaction abilities and also ”Beatdown” Techs that he already knows.
determines the attribute progression at further Levels.

10
Black Mage Abilities
Fire Level 1
”You sure are a keen observer of the obvious, kupo!” MP: 4 Target: Single Time: 1r Range: 3u
– Montblanc You deal 2d fire damage to the target.
Black magic is a pathway to many abilities some
consider to be unnatural. Black Mages are fragile in Blizzard Level 1
physical combat, but can wipe out multiple enemies MP: 4 Target: Single Time: 1r Range: 3u
from great distances and inflict nasty status effects. You deal 2d ice damage to the target.
They can thus assert great control over the battlefield
and are difficult to ignore for enemies. Thunder Level 1
MP: 4 Target: Single Time: 1r Range: 3u
You deal 2d lightning damage to the target.
Basic Attributes
Blind Level 2
Weapons: Staff MP: 6 Target: Single Time: 1r Range: 3u
Armor: Robe The target makes a DC 8 check and suffers Blind for 3
Level 1: HP +17 MP +21 AGI +2 MAG +1 rounds upon failure.
Level 2: HP +5 MP +10 STR +1 RES +1
Level 3: HP +10 MP +10 MAG +1
Bio Level 3
MP: 8 Target: Single Time: 1r Range: 3u
Archetype: Arcanist The target makes a DC 8 check and suffers 2d damage
and Poison for 3 rounds upon failure.
Magic Boost Level 4
Whenever you cast Magic that targets a single entity, Firaga Level 5
you can choose to also target everyone within 1u of him. MP: 12 Target: Single Time: 2r Range: 5u
The damage dealt to secondary targets is halved. You deal 6d fire damage to the target.
Critical Vanish Level 4
Whenever you have more than 1 HP and an At- Blizzaga Level 5
tack would reduce you to 0 HP, you remain at 1 HP MP: 12 Target: Single Time: 2r Range: 5u
and gain Blink for 3 rounds or until you take an action. You deal 6d ice damage to the target.
Level 4: HP +5 MP +5 MAG +2 DEF +1
Level 5: HP +5 MP +10 RES +1 MAG +1 Thundaga Level 5
Level 6: HP +5 MP +10 RES +1 DEF +1 MP: 12 Target: Single Time: 2r Range: 5u
Level 7: HP +10 MP +10 MAG +1 You deal 6d lightning damage to the target.
Level 8: HP +5 MP +10 MAG +1 DEF +1
Level 9: HP +10 MP +5 RES +1 MAG +1 Rasp Level 6
Level 10: HP +5 MP +10 RES +2 MP: 4 Target: Single Time: 1r Range: 5u
You reduce the target’s MP by 4d.
Archetype: Scholar
Quake Level 7
Turbo MP Level 4 MP: 22 Target: 3u Time: 2r Range: 8u
Whenever you begin casting Magic, you can choose to Deal 8d earth damage to everyone in the target area.
double its range by also doubling the MP cost.
Return Magic Level 4 Flare Level 8
Whenever you suffer damage caused by Magic, you can MP: 24 Target: Single Time: 3r Range: 5u
cast the same spell back to its caster. In doing this, You deal 9d+15 fire damage to the target.
you have to respect the cast time and MP cost of the
spell. If you are already casting another spell, you have Doom Level 9
to break its concentration to use this effect. MP: 28 Target: Single Time: 1r Range: 5u
Level 4: MP +10 RES +1 DEF +1 MAG +1 The target makes a DC 8 check and suffers KO after 3
Level 5: HP +10 MP +10 MAG +1 rounds upon failure.
Level 6: HP +5 MP +10 RES +1 MAG +1
Level 7: HP +5 MP +10 MAG +2 Ultima Level 10
Level 8: HP +5 MP +10 RES +1 DEF +1 MP: 40 Target: 3u Time: 3r Range: 5u
Level 9: HP +5 MP +10 RES +1 MAG +1 Deal 10d+20 dark damage to all enemies in the target
Level 10: HP +10 MP +10 MAG +1 area.
Dragoon Abilities
Jump Level 1
”Confident bastard, aren’t you?” MP: 3 Target: Single Time: 1r Range: 3u
– Kain When you begin using this Tech, you jump 3u up into
Dragoons are masters of aerial combat, that strike their the air. After the cast time is up, you leap onto the
enemies with devastating attacks from the sky. They target and make an Attack on him.
prefer spears as their weapon and have an affinity for the
fire element. Even though they are humanoid, it is said Lancet Level 2
that Dragoons have the soul of a dragon inside them. MP: 3 Target: Single Time: 1r Range: 3u
You reduce the target’s HP and MP by 1d and increase
your HP and MP by the same amount.
Basic Attributes
Fire Breath Level 3
Weapons: Spear MP: 7 Target: 3u (front) Time: 0r Range: Self
Armor: Heavy Armor You deal 4d fire damage to everyone in the target area.
Level 1: HP +23 MP +11 AGI +2, STR +1
Level 2: HP +5 MP +5 STR +1 RES +2
Double Jump Level 5
Level 3: HP +10 MP +5 STR +1 DEF +1
MP: 9 Target: Single Time: 1r Range: 4u
When you begin using this tech, you jump 3u up into
the air. After the cast time is up, you leap onto the
Archetype: Dragon Knight target and make an Attack on him. You can then leap
to another location within 3u. If you land on another
Flametongue Level 4 enemy you can make an Attack on him too.
You gain permanent resilience against fire damage.
Furthermore, whenever you deal damage by leaping on
an enemy from above, you can choose to let the damage Full Thrust Level 6
dealt be of magical and fire type. MP: 7 Target: 5u (line) Time: 0r Range: Self
You dash forward in a up to 5u long line. Make an Attack
Dragonheart Level 4 on everyone in the way by making one damage roll that
Whenever you deal or receive fire damage, you gain is applied to all targets that fail to evade.
EnSTR until the end of your next turn.
Level 4: HP +5 MP +10 RES +2 Roar Level 7
Level 5: HP +10 MP +10 STR +1 MP: 8 Target: 3u Time: 0r Range: Self
Level 6: HP +5 MP +10 DEF +1 RES +1 Everyone within the target area makes a DC 9 check and
Level 7: HP +10 MP +5 STR +2 suffers Immobile for 1 round upon failure.
Level 8: HP +10 MP +10 RES +1
Level 9: HP +5 MP +10 DEF +1 STR +1
Level 10: HP +5 RES +2 DEF +2
Revenge Level 8
MP: 12 Target: Single Time: 0r Range: Weapon
Make an Attack on an enemy that has damaged you in
the last round. On hit, you inflict the damage that he
Archetype: Valkyrie dealt to you before, on top of the usual damage.

Duelist Level 4
As long as you are in combat with one enemy and there Dragon Dive Level 9
are no other allies or enemies within 3u of you, you gain MP: 16 Target: 3u Time: 2r Range: 5u
Blink. When you begin using this Tech you jump 3u up into
the air. After the cast time is up you leap on the target
Final Attack Level 4 and deal 7d fire damage to everyone in the target area
Whenever you receive damage that would cause to except yourself.
suffer KO, you can immediately use one of your abilities
without any cast time before falling unconscious.
Highwind Level 10
Level 4: HP +5 MP +10 DEF +2 MP: 26 Target: Single Time: 0r Range: Weapon
Level 5: HP +10 MP +10 RES +1 You make an Attack on the target that is guaranteed
Level 6: HP +10 MP +5 STR +1 RES +1 to hit and then jump 4u up into the air. The target
Level 7: HP +5 MP +5 STR +2 DEF +1 is launched 3u into the air as well for 1 round. At the
Level 8: HP +10 MP +5 DEF +1 RES +1 beginning of your next turn, you dive downwards, striking
Level 9: HP +5 MP +10 STR +2 the target into the ground and scoring a Critical Hit on
Level 10: HP +10 MP +5 DEF +1 RES +1 him.
Marksman Abilities
Big Shot Level 1
”I play the leading man; who else?” MP: 3 Target: Single Time: 0r Range: Weapon
– Balthier Make an Attack on the target. If you hit, the damage
Marksmen are experts of all kinds of ranged weapons that dealt ignores the target’s DEF.
strike from great distance. Skilled Marksmen can see
through their enemies, allowing them to know target’s
Lay Trap Level 2
strengths and weaknesses. Therefore they can not only
MP: 4 Target: 1u Time: 1r Range: Self
deal significant ranged damage, but also disable enemies
You set a trap where you are standing. An enemy that
with special techniques. For the Marksman there is but
walks over it makes a DC 9 check and suffers 2d dam-
one rule: hunt or be hunted.
age and Immobile for 1 round upon failure. The trap
disappears once it is activated.

Basic Attributes Libra Level 3


Weapons: Bow, Gun MP: 5 Target: Single Time: 0r Range: 3u
Armor: Light Armor You analyse the target thoroughly and know his Re-
siliences, Weaknesses, Immunities, as well as his current
Level 1: HP +19 MP +12 AGI +2 STR +1
HP and MP.
Level 2: HP +5 MP +10 STR +1 DEF +1
Level 3: HP +10 MP +5 STR +1 RES +1
Quick Shot Level 5
MP: 9 Target: Single Time: 0r Range: Weapon
You make an Attack after which you can immediately
Archetype: Ranger begin using an Ability or Item on the same turn.
Recoil Level 4
Whenever you make a successful Attack, you can Pierceshot Level 6
immediately move 1u even when wielding a bow. MP: 7 Target: 10u (line) Time: 0r Range: Self
Magic Evade Level 4 You make an Attack against all targets in a line, by mak-
You can evade Magic by passing an evasion check, the ing one damage roll that applies to everyone that fails to
same way you evade Attacks. evade.
Level 4: HP +10 MP +10 STR +1
Level 5: HP +5 MP +10 DEF +2 Poison Ammo Level 7
Level 6: HP +10 MP +10 RES +1 MP: 8 Target: Single Time: 0r Range: Weapon
Level 7: HP +5 MP +10 STR +1 RES +1 Make an Attack on the target. If you hit, the damage
Level 8: HP +5 MP +5 RES +1 DEF +2 dealt is magical and the target makes a DC 8 check.
Level 9: HP +5 MP +10 RES +1 STR +1 Upon failure, he suffers Poison for 3 rounds.
Level 10: HP +10 MP +5 STR +2

Target MP Level 8
MP: 4 Target: Single Time: 1r Range: Weapon
Archetype: Sniper Make an Attack on the target. If you hit, you reduce his
MP by the amount of damage dealt instead of his HP.
Concentrate Level 4
Whenever you Attack an enemy, he has Disadvantage
on the evasion check. Smoke Bomb Level 9
Auto-Item Level 4 MP: 12 Target: 3u Time: 1r Range: 5u
Whenever you suffer any damage, you can immediately You create a smoke cloud that inhibits vision in the target
use an Item. You can only use this effect once per area for 5 rounds. Everyone inside the cloud suffers Blind,
round. but gains Blink.
Level 4: HP +5 MP +5 STR +2 RES +1
Level 5: HP +10 MP +10 DEF +1 Barrage Level 10
Level 6: HP +5 MP +10 STR +1 DEF +1 MP: 22 Target: Single Time: 1r Range: Self
Level 7: HP +5 MP +5 STR +1 RES +2 For up to 3 rounds you make 2 consecutive Attacks as
Level 8: HP +5 MP +10 DEF +1 RES +1 your action on every turn. As long as this effect is active,
Level 9: HP +10 MP +5 STR +2 you cannot move or take other actions. You can choose
Level 10: HP +5 MP +5 RES +1 STR +2 to end this effect at the start of every turn.
Monk Abilities
Boost Level 1
”Now I know why I have these stupid muscles!” MP: 3 Target: Single Time: 0r Range: Self
– Sabin You gain EnSTR until the end of your next turn.
Monks are adept melee fighters that posses a deadly
combination of strength and technique. While they do Chakra Level 2
not have expertise in using magic, Monks can produce MP: 6 Target: Single Time: 1r Range: Self
similarly incredible effects by tapping into their inner life You regain 1d HP and remove all Status Effects that you
force. A skilled monk absorbs what is useful, discards are currently suffering.
what is useless and adds what is specifically his own.

Kick Level 3
MP: 8 Target: 1u Time: 0r Range: Self
Basic Attributes You make an Attack against all enemies within 1u of you,
Weapons: Claw by making one damage roll that applies to all affected
Armor: Light Armor targets that fail to evade. All targets that fail to evade
are also knocked back by 1u.
Level 1: HP +22 MP +10 AGI +4
Level 2: HP +10 MP +5 STR +2
Level 3: HP +10 MP +10 DEF +1 Pummel Level 5
MP: 9 Target: Single Time: 0r Range: Weapon
You make 2 consecutive Attacks against the target.

Archetype: Black Belt


Vigilance Level 6
Unscarred Level 4 MP: 6 Target: Single Time: 0r Range: Self
As long as your current HP is equal to your maximum You gain Blink until the end of your next turn.
HP, the STR bonus that is added to the damage dealt
by your Attacks is doubled.
Revive Level 6
Strikeback Level 4 MP: 16 Target: Single Time: 3r Range: 1u
Whenever you successfully evade an Attack by an You remove KO from the target and increase his HP
enemy, immediately make an Attack on him. by 1.
Level 4: HP +10 MP +5 STR +2
Level 5: HP +5 MP +10 DEF +1 RES +1
Level 6: HP +10 MP +5 STR +1 RES +1 Aurablast Level 7
Level 7: HP +10 MP +5 STR +1 DEF +1 MP: 7 Target: Single Time: 0r Range: 3u
Level 8: HP +10 MP +5 STR +2 You deal 4d magical damage to the target.
Level 9: HP +5 MP +10 STR +1 RES +1
Level 10: HP +10 MP +10 STR +1
Meteor Strike Level 8
MP: 16 Target: Single Time: 0r Range: Weapon
You slam the target into the ground dealing 7d damage.
In doing this, you can also leap to a location of your
Archetype: Templar choice within 3u.
Lifestream Level 4
If you do not have enough MP to use an ability you can
Blitz Level 9
instead choose to reduce your HP by the amount of its
MP: 5 Target: Single Time: 0r Range: Self
MP cost in order to use it.
You use two different Techs consecutively in the same
Replenish MP Level 4 turn. In doing this, you have to respect additional MP
Whenever you suffer physical damage, increase your MP costs and cast times of both Techs. If an enemy is af-
by 1d. fected by both Techs, deal an additional 4d damage to
Level 4: HP +5 MP +10 STR +1 RES +1 him.
Level 5: HP +10 MP +5 DEF +2
Level 6: HP +5 MP +10 STR +2 Final Heaven Level 10
Level 7: HP +10 MP +5 RES +2 MP: 24 Target: Single Time: 0r Range: Weapon
Level 8: HP +10 MP +10 STR +1 You deal 6d damage to the target and knock him back
Level 9: HP +5 MP +10 RES +1 STR +1 by 3u. If he hits a wall or a similarly solid object in doing
Level 10: HP +10 MP +10 STR +1 so, you deal another 4d damage to him.
Red Mage Abilities
Cure Level 1
”Oh, I’ll show you how lightning strikes.” MP: 4 Target: Single Time: 1r Range: 3u
– Lightning The target regains 2d HP.
Red Mages are very versatile characters, that possess
a wide variety of abilities. They are capable of using Poison Level 2
offensive and defensive spells, but can also hold their MP: 6 Target: Single Time: 1r Range: 3u
own in melee combat. Although they excel in neither The target makes a DC 8 check and suffers Poison for 3
discipline, their incredible flexibility and speed makes Red rounds upon failure.
Mages a force to be reckoned with.
Fira Level 3
Basic Attributes MP: 8 Target: Single Time: 1r Range: 4u
You deal 4d fire damage to the target.
Weapons: Staff, Sword
Armor: Light Armor, Robe Blizzara Level 3
Level 1: HP +20 MP +16 AGI +3 STR +1 MP: 8 Target: Single Time: 1r Range: 4u
Level 2: HP +5 MP +10 MAG +1 DEF +1 You deal 4d ice damage to the target.
Level 3: HP +10 MP +5 RES +2
Thundara Level 3
Archetype: Ravager MP: 8 Target: Single Time: 1r Range: 4u
You deal 4d lightning damage to the target.
Overwhelm Level 4
Whenever you inflict damage to an enemy that you
have already damaged within the previous round, your
Silence Level 5
MP: 6 Target: Single Time: 1r Range: 3u
damage dealt ignores the target’s DEF and RES.
The target makes a DC 8 check and suffers Silence for 3
Swiftcast Level 4 rounds upon failure.
Whenever you suffer damage while not concen-
trating, you can immediately use an ability without Esuna Level 6
cast time. You can only use this effect once per round. MP: 6 Target: Single Time: 1r Range: 3u
Level 4: HP +5 MP +10 MAG +1 RES +1 You remove all Status Effects except KO from the tar-
Level 5: HP +10 MP +5 STR +2 get.
Level 6: HP +5 MP +10 MAG +2
Level 7: HP +10 MP +5 STR +1 DEF +1 Elemental Strike Level 7
Level 8: HP +5 MP +10 STR +1 MAG +1 MP: 4 Target: Single Time: 0r Range: Weapon
Level 9: HP +10 MP +10 RES +1 Choose an element (e.g. fire) and make an Attack. If
Level 10: HP +5 MP +10 MAG +1 DEF +1 you hit, the damage is of magical type with the chosen
element.
Archetype: Spellblade
Wall Level 8
Magic Weapon Level 4 MP: 10 Target: Single Time: 1r Range: 3u
Whenever you cast Magic, you can choose to store the The target gains EnDEF and EnRES for 3 rounds.
spell inside your weapon. If you do this, the spell costs
only half as much MP as usual. The spell then takes
effect on the next target that you hit with an Attack on Imperil Level 8
top of your usual damage. You cannot store more than MP: 10 Target: Single Time: 1r Range: 3u
one spell at once inside your weapon. The target suffers DeDEF and DeRES for 3 rounds.

Mana Shield Level 4 NulElement Level 9


Whenever your HP is reduced, you can instead choose MP: 12 Target: Single Time: 1r Range: 5u
to reduce your MP by the same amount. Choose an element (e.g. fire). The target does not suffer
Level 4: HP +10 MP +5 STR +1 DEF +1 any damage of the chosen element for 3 rounds.
Level 5: HP +5 MP +10 MAG +2
Level 6: HP +10 MP +5 STR +2 Dualcast Level 10
Level 7: HP +5 MP +10 DEF +1 STR +1 MP: 4 Target: Single Time: 0r Range: Self
Level 8: HP +10 MP +5 STR +1 MAG +1 You begin casting and concentrating on two spells of your
Level 9: HP +5 MP +10 DEF +1 RES +1 choice simultaneously, but need to spend the necessary
Level 10: HP +10 MP +10 STR +1 MP for both.
Sentinel Abilities
Guard Level 1
”Allow me to shatter your delusions of grandeur.” MP: 3 Target: Single Time: 0r Range: Self
– Beatrix You gain EnDEF until the end of your next turn.
Sentinels are masters of defensive combat that will rarely
fall in a battle. Their special abilities allow them to
not only withstand incredible amounts of damage, but First Aid Level 2
also provide protection to their allies. A capable Sentinel MP: 5 Target: Single Time: 0r Range: 1u
is often the last thing standing between the party and Choose a target that has received damage within one
certain death. round, including yourself. The target regains 2d HP.

Basic Attributes
Weapons: Sword Powerbreak Level 3
Armor: Heavy Armor MP: 10 Target: Single Time: 0r Range: Weapon
Level 1: HP +28 MP +13 AGI +3 DEF +1 Make an Attack against the target. If you hit, he suffers
Level 2: HP +10 MP +10 STR +1 RES +1 DeSTR and DeMAG for 3 rounds on top of the damage
Level 3: HP +10 MP +10 DEF +1 dealt.

Archetype: Defender Mediguard Level 5


Provoke Level 4 MP: 9 Target: Single Time: 1r Range: Self
Whenever you successfully Attack an enemy, you can You gain EnDEF for 3 rounds and when this effect ends,
try to provoke him. If you do so, he has to make a you regain 2d HP.
DC 7 check and upon failure he has to target you with
an action on his next turn if possible.
Block Level 4 Earth Wall Level 6
Whenever an enemy within 1u of you tries to move away MP: 10 Target: 3u (line) Time: 1r Range: 3u
from you, he has make a DC 7 check. Upon failure, You create a 3u tall and wide wall of earth that blocks
he suffers Immobile until the start of his next turn, the path. The wall breaks down after 5 rounds or upon
preventing him from moving any further on this turn. suffering a total of 30 damage.
Level 4: HP +10 MP +5 DEF +1 STR +1
Level 5: HP +10 MP +5 STR +1 DEF +1
Level 6: HP +10 MP +10 RES +1
Level 7: HP +10 MP +5 STR +1 DEF +1
Threaten Level 7
MP: 8 Target: Single Time: 1r Range: 3u
Level 8: HP +10 MP +5 RES +1 DEF +1
The target makes a DC 8 check and suffers Immobile for
Level 9: HP +10 MP +5 DEF +2
3 rounds upon failure.
Level 10: HP +10 MP +5 STR +2

Archetype: Paladin Astra Level 8


Holy Guard Level 4 MP: 11 Target: Single Time: 1r Range: 3u
As long as there is an ally within 1u of you, both of you For the next 3 rounds, the target becomes Immune to all
gain Blink. This benefit cannot apply to more than one Status Effects.
ally at once.
Cover Level 4
Whenever an ally within 1u of you receives physical Mow Down Level 9
damage, you can decide to direct half of the total MP: 16 Target: Single Time: 0r Range: Weapon
damage dealt on yourself instead of onto your ally. Make an Attack against the target. If you hit, the tar-
Level 4: HP +10 MP +10 DEF +1 get suffers the difference between your current and your
Level 5: HP +10 MP +5 RES +1 DEF +1 maximum HP instead of your usual damage.
Level 6: HP +10 MP +5 STR +2
Level 7: HP +10 MP +5 RES +2
Level 8: HP +10 MP +5 STR +1 DEF +1 Omniguard Level 10
Level 9: HP +10 MP +10 STR +1 MP: 30 Target: Single Time: 1r Range: Self
Level 10: HP +5 MP +10 RES +1 DEF +1 For the next 3 rounds, you cannot suffer any damage.
Summoner Abilities
Summon Level 1
”I don’t like your plan. It sucks.” MP: 8 Target: Single Time: 3r Range: Self
– Yuna You summon a creature that acts with you on your turn,
Summoners are powerful spellcasters that can summon following your command. The summon is dismissed
magical beasts to aid them in combat. They create a when you or the summon suffers KO, but you can also
strong bond to their summon allowing the summoner dismiss it whenever you want. Once dismissed, you
to control their incredible powers to his will. While the cannot summon the same creature again on the same
summoners themselves focus on using defensive magic, day. All creatures that you can summon at different
their summons can wreak havoc unlike any human being. Levels are shown on the next page.

Basic Attributes Pray Level 2


MP: 5 Target: 1u Time: 1r Range: Self
Weapons: Staff
Everyone in the target area regains 1d HP.
Armor: Robe
Level 1: HP +16 MP +19 AGI +2 MAG +1
Level 2: HP +5 MP +10 RES +1 STR +1 Image Level 4
Level 3: HP +10 MP +10 MAG +1 MP: 10 Target: 1u Time: 1r Range: 3u
The target gains Blink for 3 rounds.
Archetype: Devout
Soulbind Level 4 Toad Level 6
On your turn, your currently active summon can cast MP: 16 Target: Single Time: 1r Range: 3u
a spell where he can spend your MP in addition to his The target makes a DC 8 check and is turned into a
own and the spell’s cast time is reduced by 1 round. toad upon failure for 3 rounds or until he receives any
You have to skip your own turn to use this effect. damage. While being a toad, the target cannot talk or
take any action and can only move 1u per turn.
Sacrifice Level 4
Whenever your currently active summon would receive
any damage, you can choose to reduce your own HP by
Dispel Level 8
the same amount instead.
MP: 20 Target: Single Time: 1r Range: 3u
Level 4: HP +5 MP +10 RES +1 DEF +1
All Resiliences and Immunities of the target are removed
Level 5: HP +10 MP +10 MAG +1
for 3 rounds. Also, all beneficial Status Effects that are
Level 6: HP +5 MP +10 MAG +1 RES +1
active on the target when this spell takes effect are com-
Level 7: HP +5 MP +10 RES +2
pletely removed as well.
Level 8: HP +10 MP +10 DEF +1
Level 9: HP +5 MP +10 MAG +1 RES +1
Level 10: HP +10 MP +10 MAG +1
Twin Summon Level 10
MP: 28 Target: Single Time: 5r Range: Self
Archetype: Evoker You summon two different creatures that both follow
your command and act with you on your turn. The sum-
Channel Level 4 mons are dismissed when you or they suffer KO, but you
On your turn, you can choose to cast a spell known by can also dismiss them whenever you want. Once dis-
your currently active summon and the spell’s cast time missed, you cannot summon the same creature again on
is reduced by 1 round. The summon has to skip his turn the same day. All creatures that you can summon at
to you use this effect. different Levels are shown on the next page.
Lifesiphon Level 4
Whenever you would receive any damage, you can
choose to reduce the HP of your currently active
summon by the same amount instead.
Level 4: HP +10 MP +5 MAG +1 DEF +1
Level 5: HP +10 MP +10 RES +1
Level 6: HP +5 MP +10 MAG +1 RES +1
Level 7: HP +10 MP +5 DEF +1 RES +1
Level 8: HP +5 MP +10 MAG +2
Level 9: HP +5 MP +10 RES +1 MAG +1
Level 10: HP +10 MP +10 RES +1
Summons

Carbuncle Level 1 Phoenix Level 7


HP: 20 MP: 36 HP: 70 MP: 90
STR: 1 DEF: 0 STR: 0 DEF: 2
MAG: 2 RES: 2 MAG: 6 RES: 8
AGI: 3 Size: S AGI: 2 Size: M
Tackle: 1d DMG Beak: 1d DMG
Reflect Immune: All Status Effects Resilience:
MP: 12 Target: Single Time: 1r Range: 3u Protect
The target gains a shield that reflects the next spell MP: 5 Target: Single Time: 1r Range: 3u
that targets them back to its caster. The target gains EnDEF for 3 rounds.
Shell
MP: 5 Target: Single Time: 1r Range: 3u
Ifrit Level 3 The target gains EnRES for 3 rounds.
HP: 50 MP: 36 Curaga
STR: 2 DEF: 3 MP: 18 Target: 1u Time: 1r Range: 3u
MAG: 1 RES: 0 Everyone in the target area regains 6d HP.
AGI: 3 Size: M Full-Life
MP: 28 Target: Single Time: 3r Range: 3u
Claw: 2d DMG Remove KO from the target and fully heal his HP.
Resilience: Weakness:
Fire
MP: 4 Target: Single Time: 1r Range: 3u
You deal 2d fire damage to the target. Bahamut Level 9
Hellfire HP: 100 MP: 140
MP: 12 Target: 2u Time: 1r Range: Self STR: 8 DEF: 6
You deal 4d fire damage to everyone in the target area MAG: 7 RES: 4
except yourself. AGI: 4 Size: L
Claw: 3d DMG, 2u Range
Immune: All Status Effects Resilience:
Shiva Level 5 Obliterating Breath
HP: 60 MP: 80 MP: 20 Target: 3u (front) Time: 1r Range: 3u
STR: 1 DEF: 1 Everyone in the target area makes a DC 8 check and
MAG: 5 RES: 4 suffers 4d damage as well as Poison and Blind for 3
AGI: 3 Size: M rounds upon failure.
Banish
Icicle: 2d DMG, 3u Range
MP: 30 Target: Single Time: 1r Range: 3u
Resilience: Weakness:
The target makes a DC 8 check and upon failure he
Deprotect is banished into another dimension and thus removed
MP: 5 Target: Single Time: 1r Range: 3u from the battlefield for 3 rounds.
The target suffers DeDEF for 3 rounds. Megaflare
Deshell MP: 40 Target: Single Time: 3r Range: 8u
MP: 5 Target: Single Time: 1r Range: 3u You deal 10d+20 fire damage to the target.
The target suffers DeRES for 3 rounds.
Final Attack
Ice Wall If you are about to fall to 0 HP you may use one of
MP: 10 Target: 3u (line) Time: 1r Range: 3u your abilities without cost or cast time before falling
You create a 3u tall and wide wall of ice that blocks KO.
the path for 5 rounds. The wall breaks down after 3
rounds or upon suffering a total of 30 damage.
Diamond Dust
MP: 20 Target: 3u (front) Time: 1r Range: Self
All enemies in the target area suffer 6d ice damage
and Immobile for 1 round.
Thief Abilities
Steal Gil Level 1
”I PREFER the term ”treasure hunter!” MP: 3 Target: Single Time: 0r Range: Weapon
– Locke Make a DC 7 check and ”borrow” up to 2d x 10 Gil
Thieves are extremely mobile melee fighters, who can from the target if you succeed.
quickly traverse the battlefield and are difficult to hit
with physical attacks. They excel at ”borrowing” items Flee Level 2
and money from enemies and have a heightened sense MP: 5 Target: 2u Time: 1r Range: Self
for worthwhile business. One would be advised to be You and all allies within the target area can move twice
careful when dealing with a Thief, they always have one the usual distance when running away from enemies for
more trick up their sleeve than you would expect. 3 rounds.

Steal Item Level 3


MP: 5 Target: Single Time: 0r Range: Weapon
Basic Attributes Make a DC 7 check and ”borrow” an Item from the target
Weapons: Dagger if you succeed. Roll 1d and the item is a Potion on a
Armor: Light Armor 1-3, a Remedy on a 4, an Ether on a 5 and a Phoenix
Down on a 6. The item may also be determined in any
Level 1: HP +20 MP +14 AGI +4
other way by the GM.
Level 2: HP +5 MP +5 STR +2 DEF +1
Level 3: HP +10 MP +10 RES +1
Vanish Level 5
MP: 10 Target: Single Time: 1r Range: Weapon
You become invisible for up to 1 minute (6 rounds) or
Archetype: Assassin until you take an action. While invisible, you gain Blink
and have Advantage on all stealing related checks. Also,
First Strike Level 4 if you hit an Attack while invisible, you automatically
At the start of each battle you automatically get the score a Critical Hit.
highest possible result for your initiative check.
Counter Attack Level 4 Mug Level 6
Whenever an enemy successfully hits you with an MP: 6 Target: Single Time: 0r Range: Weapon
Attack, you can immediately make an Attack on him. Make an Attack against the target. If you hit, steal
Level 4: HP +10 MP +5 STR +1 DEF +1 4d x 10 Gil from him on top of the damage dealt.
Level 5: HP +10 MP +10 STR +1
Level 6: HP +5 MP +5 DEF +2 RES +1 Quick Pockets Level 7
Level 7: HP +5 MP +10 STR +2 MP: 7 Target: Single Time: 0r Range: 1u
Level 8: HP +10 MP +5 RES +2 You use two Items on the same turn.
Level 9: HP +5 MP +10 STR +2
Level 10: HP +10 MP +5 DEF +1 STR +1 Throw Level 8
MP: 4 Target: Single Time: 0r Range: 4u
You throw a piece of equipment from your inventory on
the target, dealing 8d damage if it is a weapon and 5d
Archetype: Treasure Hunter damage otherwise. Then, you make a DC 8 check and
Gilionaire Level 4 the equipment is destroyed upon failure.
Enemies drop twice the amount of Gil as usual, when
slain by you. Bribe Level 9
MP: 5 Target: Single Time: 1r Range: 1u
Counter Steal Level 4 You pay an amount of Gil to the target and make a check
Whenever you successfully evade an Attack by an with DC 13 minus 1 per every 100 Gil you paid. If you
enemy, you can immediately use ”Steal Gil” or ”Steal succeed, the target leaves the battlefield. Some enemies
Item” on him without any cost. may be Immune to this effect.
Level 4: HP +5 MP +10 RES +1 DEF +1
Level 5: HP +10 MP +5 STR +1 DEF +1 Mimic Level 10
Level 6: HP +5 MP +10 STR +1 RES +1 MP: ? Target: ? Time: 0r Range: ?
Level 7: HP +10 MP +10 DEF +1 You use an ability that was used by an ally or enemy on
Level 8: HP +5 MP +10 STR +1 DEF +1 the battlefield within the previous round. In doing this,
Level 9: HP +5 MP +10 RES +2 you have to respect the MP cost, cast time, target and
Level 10: HP +10 MP +10 STR +1 range specifications of the copied ability.
Time Mage Abilities
Gravity Level 1
”Playtime is over!” MP: 5 Target: Single Time: 1r Range: 3u
– Ultimecia The target suffers 1d damage and can only move half
Time Mages are masters of time and space, who his usual distance on his next turn.
understand that imagination is more important than
knowledge. They can the manipulate the flow of time
Slow Level 2
MP: 10 Target: Single Time: 1r Range: 3u
and bend the fabric of reality to their advantage. While
For the next 3 rounds the target may either move or
Time Mages rarely fight on their own, they can greatly
take an action on his turn but not both and all of his
influence an ongoing battle with their incredible abilities.
cast times are increased by 1 round.

Haste Level 3
Basic Attributes MP: 10 Target: Single Time: 1r Range: 3u
Weapons: Staff For the next 3 rounds the target may either make an
additional movement or action on his turn and all of his
Armor: Robe
cast times are reduced by 1 round.
Level 1: HP +17 MP +25 AGI +2 MAG +1
Level 2: HP +5 MP +10 RES +1 STR +1
Graviga Level 5
Level 3: HP +10 MP +10 DEF +1
MP: 16 Target: 2u Time: 2r Range: 5u
Everyone in the target area suffers 4d damage and can
Archetype: Illusionist only move half their usual distance on their next turn.

Momentum Level 4 Extend Level 6


Whenever you move at least 1u towards the target MP: 9 Target: Single Time: 0r Range: 5u
before casting a spell, its range is increased by 1u. Choose a target that benefits or suffers from an effect
that lasts for a limited duration. The duration of the
Warp Evade Level 4
effect is extended by 2 rounds.
Whenever you are Attacked, you can evade by teleport-
ing to a location of your choice within 3u. Afterwards,
you cannot use any ability for 1 round including this one.
Warp Level 6
MP: 14 Target: 1u Time: 1r Range: 10u
You also cannot use this ability while concentrating.
You teleport to an unoccupied location of your choice
Level 4: HP +5 MP +10 MAG +2 that you can see within 10u.
Level 5: HP +10 MP +10 RES +1
Level 6: HP +5 MP +10 DEF +1 RES +1 Quicken Level 7
Level 7: HP +5 MP +10 MAG +1 RES +1 MP: 20 Target: Single Time: 0r Range: 3u
Level 8: HP +5 MP +10 DEF +1 MAG +1 The target gets to take an extra turn immediately after
Level 9: HP +5 MP +10 RES +2 you. This effect does not change the turn order.
Level 10: HP +5 MP +10 MAG +2
Float Level 8
MP: 12 Target: Single Time: 1r Range: 3u
Archetype: Oracle The target can levitate up to 3u above the ground from
Read Ahead Level 4 where he can move his usual distance for 3 rounds. He
You can always detect the presence of hostile characters also cannot suffer any earth damage while floating.
or monsters within 50u.
Karma Level 4 Stop Level 9
MP: 32 Target: 100u Time: 1r Range: Self
You always have one die in reserve with the very first
You freeze time for everyone in the target area except
one being a 6. Whenever someone within 3u of you
yourself for up to 1 minute (6 rounds). Once you Attack
(including yourself) makes a dice roll, you can alter
or cast Magic, time unfreezes again.
the result by swapping one of the rolled dice with your
reserve die if the roller allows you to do so.
Paradox Level 10
Level 4: HP +10 MP +5 RES +1 MAG +1 MP: 45 Target: 100u Time: 0r Range: Self
Level 5: HP +5 MP +10 MAG +1 RES +1 You turn back time inside the target area by 10 seconds
Level 6: HP +5 MP +10 DEF +2 (1 round). All affected entities return to the state (HP,
Level 7: HP +10 MP +10 RES +1 MP, Status Effects) and position they were in one round
Level 8: HP +5 MP +10 MAG +2 ago. However, your current MP is not subject the effect
Level 9: HP +5 MP +10 RES +1 MAG +1 of ”Paradox”. Also, all affected targets except you have
Level 10: HP +5 MP +10 RES +2 no recollection of occurrences in the last round.
Warrior Abilities
Rush Level 1
”...Whatever.” MP: 3 Target: Single Time: 0r Range: Weapon
– Squall Make an Attack against the target. If you hit, you push
Warriors are specialists in melee combat, because of their him back by 1u on top of the damage dealt.
strong physical offense and defenese. They are profi-
cient with powerful swords and armor, allowing them to
become even more dangerous and durable. In his pur- Beatdown Level 2
suit of ever stronger opponents, the experienced Warrior MP: 5 Target: Single Time: 0r Range: Weapon
knows that there is always a bigger fish. Make an Attack where the target has Advantage on the
evasion check. If you hit, you score a Critical Hit.

Basic Attributes Defensebreak Level 3


Weapons: Sword MP: 10 Target: Single Time: 0r Range: Weapon
Armor: Light Armor, Heavy Armor Make an Attack against the target. If you hit, he suffers
Level 1: HP +25 MP +12 AGI +3 STR +1 DeDEF and DeRES for 3 rounds on top of the damage
Level 2: HP +10 MP +5 STR +1 DEF +1 dealt.
Level 3: HP +10 MP +10 RES +1
Bonecrusher Level 5
MP: 8 Target: Single Time: 0r Range: Weapon
Archetype: Dark Knight Make an Attack against the target. If you hit, he suffers
Souleater Level 4 Immobile for 1 round on top of the damage dealt.
Whenever you successfully Attack an enemy, you can
additionally inflict dark damage equal to half of the
damage dealt, to yourself and all enemies within 3u. Focus Level 6
MP: 6 Target: Target Time: 1r Range: Self
Blood Price Level 4 For the next 3 rounds, whenever you Attack an enemy,
Whenever an enemy or a willing ally within 5u spends he has disadvantage on the the evasion check.
MP, you can force him to spend an equal amount
of HP instead if he has enough HP to do so. After-
wards, increase your own HP by half the amount spent. Bravery Level 7
Level 4: HP +5, MP +10 STR +1 RES +1 MP: 10 Target: 2u Time: 1r Range: Self
Level 5: HP +10 MP +5 DEF +2 You and all allies within the target area gain EnSTR and
Level 6: HP +5 MP +10 STR +2 EnMAG for 3 rounds.
Level 7: HP +10 MP +5 STR +1 RES +1
Level 8: HP +5 MP +5 DEF +1 RES +2
Level 9: HP +10 MP +5 STR +1 DEF +1 Razor Gale Level 8
Level 10: HP +10 MP +10 RES +1 MP: 8 Target: 5u (line) Time: 1r Range: Self
Make an Attack against everyone in the target area by
making one damage roll that applies to all affected tar-
gets that fail to evade. The damage dealt is of wind
Archetype: Fighter element.
Adrenaline Level 4
Whenever you reduce an enemy to 0 HP, you can
immediately take additional turn. Army of One Level 9
MP: 20 Target: 5u Time: 1r Range: Self
Blindside Level 4 Make an Attack against every enemy in the target area
Whenever an enemy within 1u inflicts damage to an by making one damage roll that applies to all affected
ally or receives damage by an ally, you can immediately targets that fail to evade. Furthermore, you gain Blink
make an Attack on him. until the start of your next turn.
Level 4: HP +10 MP +5 STR +2
Level 5: HP +5 MP +10 STR +1 DEF +1
Level 6: HP +10 MP +5 DEF +1 RES +1 Omnislash Level 10
Level 7: HP +5 MP +5 STR +2 MP: 30 Target: Single Time: 0r Range: Weapon
Level 8: HP +10 MP +5 RES +2 Make 3 separate Attacks against the target. Each time
Level 9: HP +5 MP +10 STR +1 DEF +1 he rolls 4 or less on an evasion check, you score a Critical
Level 10: HP +10 MP +5 DEF +2 Hit.
White Mage Abilities
Cure Level 1
”Hey, that’s Cloud’s line! ’...It’s too dangerous, I can’t MP: 4 Target: Single Time: 1r Range: 3u
get you involved...’ Blah blah blah.” The target regains 2d HP.
– Aerith

White mages are experts of defensive magic and boast a Protect Level 2
variety of recovery and protective spells. While mediocre MP: 5 Target: Single Time: 1r Range: 3u
in physical combat, they also feature incredible resistance The target gains EnDEF for 3 rounds.
against magic. Where others will succumb to the God
of Death, a skilled White Mage will face him and say:
”Not today”.
Shell Level 2
MP: 5 Target: Single Time: 1r Range: 3u
The target gains EnRES for 3 rounds.
Basic Attributes
Water Level 3
Weapons: Staff MP: 8 Target: Single Time: 1r Range: 4u
Armor: Robe You deal 3d water damage to the target.
Level 1: HP +19 MP +22 AGI +2 RES +1
Level 2: HP +5 MP +10 MAG +1 STR +1
Level 3: HP +10 MP +5 RES +1 DEF +1 Aero Level 3
MP: 8 Target: Single Time: 1r Range: 4u
You deal 3d wind damage to the target.

Archetype: Sage Sleep Level 5


Sap Level 4 MP: 6 Target: Single Time: 1r Range: 3u
Whenever you inflict magical damage or Status Effects The target makes a DC 8 check and suffers Sleep for 3
to an enemy, increase your MP by 1d. rounds upon failure.
Barrier Level 4
Whenever you would be affected by a spell that you Silence Level 5
are not the primary target of, you can choose to be MP: 6 Target: Single Time: 1r Range: 3u
completely unaffected. The target makes a DC 8 check and suffers Silence for 3
Level 4: HP +10 MP +10 MAG +1 rounds upon failure.
Level 5: HP +5 MP +10 MAG +1 RES +1
Level 6: HP +5 MP +10 DEF +1 MAG +1 Curaga Level 6
Level 7: HP +10 MP +10 MAG +1 MP: 16 Target: 1u Time: 2r Range: 5u
Level 8: HP +5 MP +10 RES +2 Everyone in the target area regains 6d HP.
Level 9: HP +10 MP +10 MAG +1
Level 10: HP +10 MP +10 MAG +1
Esunaga Level 7
MP: 12 Target: 2u Time: 1r Range: 5u
You remove all Status Effects except KO from everyone
Archetype: Seer in the target area.
Doctor’s Code Level 4
Whenever you heal a target’s HP you can also make a Life Level 8
DC 8 check. If you succeed, you may remove one Status MP: 24 Target: Single Time: 2r Range: 3u
Effect that the target is suffering from except KO. Remove KO status from the target and increase his HP
by 2d.
Absorb MP Level 4
Whenever you are the target of an ability, increase your
MP by half the amount that the caster spent on the Holy Level 9
action. MP: 26 Target: Single Time: 3r Range: 5u
Level 4: HP +5 MP +5 MAG +2 DEF +1 You deal 8d+20 holy damage to the target.
Level 5: HP +5 MP +10 RES +2
Level 6: HP +10 MP +10 MAG +1 Auto-Life Level 10
Level 7: HP +5 MP +10 RES +1 DEF +1 MP: 36 Target: Single Time: 3r Range: 3u
Level 8: HP +10 MP +10 MAG +1 You summon a guardian angel that watches over the
Level 9: HP +5 MP +10 RES +2 target. The next time he falls KO, he is instantly revived
Level 10: HP +10 MP +10 RES +1 with 1 HP.
Equipment Upgrading Equipment
”Oh, really, don’t you know? These days all it takes for Weapons and armor can be upgraded to higher Levels
your dreams to come true is money and power.” to become even more potent. All equipment pieces
– President Shinra start at Level 1 and upgrading them at leasts takes an
amount Gil and multiple hours of work. The GM may
enforce additional restrictions on upgrades, such as re-
quiring specific materials or expertise to complete them.
Non-player characters may also upgrade equipment and
accordingly higher Level pieces may be found in your
world. An upgraded weapon or armor keeps its special
effects, increases in potency and may also change its
name or appearance as decided by the upgrader. There
are special rules for some equipment types which are
explained in notes in the following. The tables below
shows the costs and effects of upgrading weapons and
armor to different Levels.

Weapon Upgrades
Level DMG Upgrade Cost
Combat potency can be further improved through equip- 1 1d 1000 Gil
ment. While weapons increase the damage dealt, ar- 2 2d 2000 Gil
mor protects against incoming damage. Accessories 3 3d Cannot be upgraded.
are miscellaneous pieces that can complement a charac-
ter’s gear. In addition, all equipment pieces may provide
boosts to attributes or other useful effects. Every charac- Armor Upgrades
ter can wear one weapon, one armor and two accessories.
Accessories can be worn by everyone, but characters can Level DEF / RES Upgrade Cost
only equip specific weapon and armor types depending on 1 See notes 1000 Gil
their job. Furthermore, characters can use Items, that 2 +1 / +1 2000 Gil
provide quick benefits in and outside of combat, but are 3 +1 / +1 Cannot be upgraded.
consumed after a single use. All items and unequipped
possessions are stored in your character’s Inventory.

Legendary Equipment
Trading Apart from normal weapons and armor, there is a spe-
Equipment and items can be looted from defeated foes cial class of equipment that may or may not exist in
and treasure chests or earned as rewards for completing your world called the Legendary Equipment. These are
a given task. But often the party will need to buy or sell extraordinarily powerful weapons and armor with great
specific things from shops and merchants. The currency relevance and accordingly tremendous effort is required
used for trading is called Gil and typically comes in the to find them. Legendary Equipment pieces are always
form of coins. You can try buying and selling almost unique and cannot be upgraded or upgraded to.
anything, as long as someone is willing to trade.

Examples
Example: Trading In the following, some typical equipment pieces and items
Terra and her party visit an auction house to bet on are shown. All weapons have a range of 1u by default.
rare items. Today is their lucky day, the item up for All Level 1 weapons and armor have a default value of
bid is a talking Chocobo! The party is impressed by 500 Gil, except for parts that have no unique effects (e.g.
this talented creature and decides to bid all of their Mythril Sword), which are only worth half as much. The
savings, a total of 10000 Gil! At first it looks like they given lists are not exhaustive and the GM is encouraged
are outbidding everyone, but in the last second a lov- to make changes and additions to them. Usually, the
ing father bids 500000 Gil and acquires the Chocobo party starts the game with basic equipment (e.g. Mythril
as a present for his son. Maybe the party has better Sword), items (e.g. Potion) and some Gil. Instead of
luck (or more money) next time... armor, characters may also wear ordinary clothes which
only provide DEF +1 and cannot be upgraded.

23
Bows Spears
Name Effect Name Effect
Mythril – Mythril –
Bow Spear
Dark Bow If you successfully hit 3 Attacks on Gae Bolg You gain Advantage on all initiative
a target with this weapon, he suffers checks.
Blind for 3 rounds. Longinus If you successfully hit 3 Attacks on a
Elfin Bow Whenever you Attack a target that is target with this weapon, he suffers Poi-
suffering a Status Effect, add 1d to the son for 3 rounds.
damage dealt. Trident This weapon targets both the original
Killer Bow On Critical Hit, the target instantly suf- target and anyone directly behind him.
fers KO. Note: Spears have a range of 2u.
Note: Bows have a range of 5u. If you Attack with
a bow, you cannot also make your usual movement Staves
on the same turn.
Name Effect
Daggers Mythril –
Staff
Name Effect
Elemental This weapon has to be of a specific
Mythril – Staff element (e.g. fire) and can have an
Knife according name (e.g. ”Flame Staff”).
Assassin’s On Critical Hit, the target instantly suf- Whenever you deal damage of that el-
Dagger fers KO. ement, add 1d to the amount.
Gladius The DC of all checks related to stealing Healing Whenever you heal HP with an ability,
is reduced by 1. Staff add 1d to the amount.
Main If there is an ally of you within 1u of Lilith While you are concentrating, you can
Gauche the target, add 1d to the damage dealt Staff still evade Attacks.
by Attacks with this weapon. Malboro When you use Magic that inflicts ma-
Staff licious Status Effects, the DC that the
Guns target needs to pass is increased by 1.
Name Effect Stardust While above 0 MP, you can cast Magic
Mythril – Staff that costs more than you currently
Gun have, by spending all your remaining
Fomalhaut The damage dealt by this weapon is of MP.
magical type. Note: Staves increase the wielder’s MAG by one per
Machine Whenever you Attack, you can also weapon Level (e.g. a Level 1 staff gives MAG +1).
Gun inflict 1d damage to another enemy In exchange, staves do not increase in DMG when
within 1u of the original target. upgraded.
Tiny Bee After every Attack, you can immedi-
ately move 1u. Swords
Note: Guns have a range of 3u. Their damage is not Name Effect
directly increased by STR. Instead, a gun’s DMG is Mythril –
increased by 1d for every 3 STR that its wielder has. Sword
Buster On every Critical Hit, quadruple your
Knuckles Sword usual damage (instead of doubling).
Name Effect Gunblade Whenever you use an ability, you can
Mythril – make an up to 3u long ranged Attack
Knuckles in addition. For this Attack, you do not
Cat Claws For Attacks with this weapon, the tar- add your STR to the damage dealt.
get’s evasion DC is increased by 1. Joyeuse Whenever you inflict any Status Effect,
Kaiser If you successfully hit 3 Attacks on a increase its duration by 1 round.
Knuckles target with this weapon, he suffers Im- Organyx Whenever you successfully Attack an
mobile for 3 rounds. enemy, increase your MP by 1d.
Tiger Whenever the target of your Attacks Save the Whenever you or an ally within 1u is
Fangs rolls 3 or less on the evasion check, you Queen affected by Magic, you can halve the
score a Critical Hit. damage dealt by passing a DC 9 check.

24
Heavy Armor Legendary Weapons
Name Effect Name Type Effect
Mythril – Omega Any Maximum HP +10.
Armor Weapon This weapon can be of any
Crystal Resilience: ice type (e.g. Sword).
Mail Ultima Any Maximum MP +10.
Demon Resilience: dark Weapon This weapon can be of any
Mail type (e.g. Sword).
Diamond Resilience: lightning Artemis Bow Attacks by this weapon can-
Armor not be evaded.
Dragon Resilience: fire Mage Dagger Inflict the same damage on
Mail Masher the target’s MP as on his HP.
Knight’s STR +1 Death Gun Whenever you KO an enemy,
Armor Penalty you can instantly make an-
Mirror Immunity: Silence other Attack.
Mail Godhand Knuckle The damage dealt by this
Note: All Heavy Armor provide DEF +2 at armor weapon is of magical and
Level 1. holy type.
Gungnir Spear Whenever you leap on a tar-
get from above, deal 1d ad-
Light Armor ditional lightning damage.
Name Effect Nirvana Staff Whenever you cast Magic
Mythril – that causes damage or heals
Vest HP, add 1d to the amount.
Gaia Gear Resilience: earth Zeus Staff Whenever you successfully
Mace cast Magic you regain 1d
Kenpo Gi Immunity: Blind
MP.
Minerva Resilience: ice
Excalibur Sword On hit, deal 1d holy damage
Mirage Immunity: Sleep
in addition.
Vest
Masamune Sword Damage dealt by this weapon
Ninja Gear Immunity: Immobile
ignores Resilience.
Power Vest STR +1
Ragnarok Sword When your HP is below 10%
Red Jacket Resilience: fire of its maximum, every Attack
Survival Maximum HP +5 that you hit with this weapon
Vest is a Critical Hit.
Note: All Light Armor provide DEF +1 and RES +1 Note: All Legendary Weapons provide 4d DMG and
at armor Level 1. are also subject to specific rules of their type.

Robes
Name Effect Legendary Armor
Silk – Name Type Effect
Robe Genji Heavy STR +2
Black Immunity: Poison Armor Armor
Robe Maximillian Heavy Maximum HP +10
Cotton Resilience: wind Armor
Robe Black Light You gain Advantage on all
Luminous Resilience: holy Garb Armor initiative checks.
Robe Brave Light All benefits gained by the
Magus MAG +1 Suit Armor EnATR status are doubled.
Robe Lordly Robe Resilience:
Scholar’s Maximum MP +5 Robes All elemental damage
Robe Sage Robe Maximum MP +10
White Immunity: Sleep Robe
Robe Note: All Legendary Armor provide DEF +4 and
Note: All Robes provide RES +2 at armor Level 1. RES +4.

25
Accessories Items
Name Value Effect Name Value Effect
Mythril 500 Gil DEF +1 Gysahl 25 Gil Vegetable well-known as a
Shield Greens Chocobo’s favorite food.
Power 500 Gil STR +1 Antidote 50 Gil Removes Poison.
Armlet Eyedrops 50 Gil Removes Blind.
Rune 500 Gil RES +1 Echo Grass 50 Gil Removes Silence.
Bracers Gold 50 Gil Remove Immobile.
Battle 750 Gil Immunity: Immobile Needle
Boots Arctic 100 Gil The target suffers 2d ice
Silver 750 Gil Immunity: Blind Wind damage.
Glasses Bomb 100 Gil The target suffers 2d fire
Star 750 Gil Immunity: Poison Fragment damage.
Pendant Lightning 100 Gil The target suffers 2d light-
White 750 Gil Immunity: Silence Gem ning damage.
Cape Potion 100 Gil The target regains 2d HP.
Thief 1000 Gil You have Advantage on all Holy Water 150 Gil Removes Zombie.
Gloves checks related to stealing. Light 200 Gil The target gains EnDEF
Protect 1250 Gil Whenever you suffer an At- Curtain for 3 rounds.
Ring tack, you gain EnDEF for 1 Lunar 200 Gil The target gains EnRES
round. Curtain for 3 rounds.
Circlet 1500 Gil RES +1, MAG +1 Malboro 250 Gil The target makes a DC 8
Grand 1500 Gil STR +1, DEF +1 Vine check and suffers Poison
Helmet for 3 rounds upon failure.
Safety Bit 1500 Gil Immunity: KO Remedy 250 Gil Removes all status effects,
Champion 2000 Gil STR +1, except KO.
Belt Immunity: DeATR Sleeping 250 Gil The target makes a DC 8
Germinas 2500 Gil You can jump twice as high Powder check and suffers Sleep for
Boots as usual. 3 rounds upon failure.
Black Belt 3000 Gil Maximum HP +10 Ether 300 Gil The target regains 2d MP.
Moogle 4000 Gil Glows when there is a mon- Hero Drink 300 Gil The target gains EnSTR
Charm ster within 50u of you. and EnMAG for 3 rounds.
Hero’s 5000 Gil DEF +1, RES +1, Warp 300 Gil You teleport to a place you
Shield Immunity: Sleep Stone can see within 10u.
Feather 6000 Gil You can levitate up to 1u Hi-Potion 400 Gil The target regains 6d HP.
Boots above the ground. Phoenix 500 Gil Removes KO and the tar-
Hermes 7000 Gil AGI +1 Down get regains 1 HP.
Sandals Dark 500 Gil The target suffers 8d dark
Genji 9000 Gil Resilience: magical Matter damage
Helmet Turbo 750 Gil The target regains 6d MP.
Genji 9000 Gil Resilience: physical Ether
Shield Mega- 800 Gil Everyone within 1u regains
Genji 9999 Gil Whenever you make an At- Potion 6d HP.
Gloves tack, you can make a sec- Elixir 1000 Gil The targets fully regains
ond one immediately after. HP and MP.
Ribbon 9999 Gil Immunity: All Status Ef- Tent 1000 Gil Allows the party to sleep
fects outside comfortably.
Gold 9999 Gil Whenever you use Magic, Gold 1500 Gil Time freezes for everyone
Hairpin the MP cost is halved. Hourglass except yourself within 5u
Dragon ??? Gil Proof of slaying a dragon for 20 seconds (2 rounds).
Seal god. Mega- 2000 Gil Everyone within 1u fully
Omega ??? Gil Proof of defeating an an- Elixir regains their HP and MP.
Badge cient weapon. Mega- 3000 Gil Removes KO from every-
Note: For some accessories it does not make sense Phoenix one within 1u and fully re-
to wear two of the same type (e.g. shields). covers their HP and MP.

26
Game Master Using Checks
Checks are a powerful tool that help you decide the out-
”Tough...Don’t blame us. Blame yourself or God.” come of uncertain actions. When players attempt actions
– Delita you can ask them for checks by assigning a secret DC to
the task. In some situations you can also proactively ask
players to make checks, e.g. to decide whether the party
notices an ambush. All non-player characters controlled
by you may also have to do checks, as they follow the
same rules. However, you do not have to use checks if
the outcome of an action is reasonably clear.

Combat
During combat, you play the role of all non-player char-
acters and all Combat Rules apply to them. Unlike the
players, you may keep most information secret, such as
remaining HP & MP and dice rolls. While playing as an
enemy group, you should make decisions from their per-
spective without using your own knowledge. When creat-
ing combat encounters, aim to balance out the number
of participants on both sides. Large hordes of weaker
monsters will often overwhelm the party, while a lone
strong enemy might not stand a chance. A healthy mix
of different enemies makes combat more interesting and
balanced. In addition, it also helps to use visual aids like
maps to keep track of the battlefield. Battles are a mat-
ter of life and death, so they usually take up a significant
portion of playtime. Therefore, try to keep the focus on
the important battles of the adventure.

Narrating & Roleplaying


The Game Master has a different role compared to the
players, who play from the perspective of the protago- To immerse yourself and the players into your world, it
nists. He creates the world and setting of the adventure is helpful to give short, vivid descriptions of the party’s
and takes the role of all non-player characters. Further- current surroundings. In doing this, focus on elements
more, the GM describes the environment and narrates that could be interesting for the players to interact with.
the outcomes of all actions. This section provides guide- Likewise, picture the descriptions given by players about
lines, that help GMs to get a better understanding of their character’s actions to create your narrations of the
their role. Moreover, it includes a variety of content that outcome. This often requires you to take the role of
you can use to create your game world. many different characters yourself to interact with the
party. In that case, try to understand the perspective
of the character to portray how they would talk and act
when confronted with the party.
Sessions
Most adventures are too long to be completed in a single Example: Using Checks
sitting, so they have to be divided into multiple sessions.
Zidane and Blank try to deliver a convincing staged
Therefore, it is sufficient to prepare content only for the
sword fight to an audience of nobles. The GM decides
next session instead of everything in advance. During
that this is a difficult task (DC 9), because the nobles
gameplay, look out for opportunities to gracefully end an
have high expectations. Zidane rolls 2d with the result
ongoing session, e.g. after conclusion of a quest. Ses-
9, so he barely passes the check. Accordingly, the
sions can be planned according to adventure Milestones,
GM decides that most of the nobles are happy with
where Level ups should occur roughly every 1-3 sessions.
the delivered performance. Queen Brahme however,
Still, you will not be able to prepare for everything, so
is not impressed.
do not be afraid to improvise when necessary.

27
Travel & Time Side Quests
The players can get familiar with the world, by exploring While the adventure should generally strive towards solv-
many different locations. However, travelling on foot is ing the central conflict, an occasional digressing session
often not the best choice due to difficult terrain, weather can be helpful to relieve tension. The list on below shows
or ambushes. Depending on the setting, more comfort- some ideas for such short side plots.
able transportation might be available such as ships,
trains, airships, cars or Chocobos. Usually, the party
needs to employ such a service, but as they become more Casino: The party finds an extravagant Casino, which
wealthy, they may acquire their own vehicles. For longer offers various gambling games. Although it does not
journeys, try to keep track of the amount that passes, look like it at first, you will never find a more wretched
which also affects the rest of the world. In general, time hive of scum and villainy. If the party wants to play
passes at a different speed in the game than at your ta- a game, you can use very hard checks to decide the
ble. This is because uneventful aspects of the adventure outcome. However, all games are rigged against the
can be narrated quickly, while important decisions need players, so making a profit here is almost impossible.
to be thought through more carefully.
Chocobo Farm: The party finds a Chocobo farm. The
farmer is nice and apologizes for not being able to rent
Wealth out his Chocobos currently. He mentions that recently
some of them have been disappearing at night and he
You can give players incentives to complete certain tasks is desperate to resolve the mystery. If the party finds
by rewarding Gil, Items and Equipment. By default, the cause for their disappearance, the farmer shows his
these earned rewards should be evenly divided between gratitude by lending his Chocobos to them for free.
all party members. Another way for players to accumu-
late more wealth is by trading with non-player characters.
Generally, merchants try to sell wares above their original Coliseum: The party finds the Coliseum, an arena where
value and buy them at no more than half their original adventurers fight monsters and other adventurers for
value to stay profitable. In addition, you can consider entertainment. The owner of the establishment offers
modifying the cost of resting in Inns or Tents to adjust generous rewards to the party for participating. If they
the game difficulty. accept, the party has to fight multiple consecutive bat-
tles where failure means certain death. Also, most of
the viewers place bets on the fighters, which the party
can try to use to their advantage.
Example: Narrating & Roleplaying
Yasumi (Game Master): As you enter Riovannes Master Craftsman: The party finds a workshop run by
Castle, you find yourself inside a large hall with nar- a man named Cid. Cid is a master craftsman, he can for
row water streams running on both sides. Among example be a mechanic or a smith. He complains to the
multiple dead knights that lie scattered on the party about not being able to work, because he is not
ground, you can see a man standing at the end of the getting any material deliveries. He offers his services to
central stairway. He turns around and you realize it them as a reward if they manage to bring him a set of
is none other than Wiegraf Folles! rare materials.
Yasumi (playing as Wiegraf): There you are Ram-
za. Draw your sword. Mystery Cave: The party meets two soldiers named
Akihiko: I don’t draw my sword yet. Maybe we can Biggs and Wedge. The two were tasked with finding
solve this peacefully. a group of researchers who have gone missing in a cave
nearby. They seem very scared, so they offer the party
Yasumi (playing as Wiegraf): What’s wrong? If half of the reward for their help. They seem to know
you don’t, I will. more about this incident than they are letting on.

Akihiko (playing as Ramza): How miserable you


are. Giving away your spirit just to avenge yourself. Zone Eater: The party gets surprised by a much larger
version of the Sand Worm called ”Zone Eater”. Despite
Yasumi (playing as Wiegraf): Revenge? That’s
any effort, the party gets inhaled by the beast and the
not what I’m after. I want to bring chaos into the
adventurers find themselves inside its apparently endless
world... But, don’t worry. I’ll kill you myself!
stomach. They quickly realize that they are not the first
Akihiko: OK, NOW I definitely draw my sword! to suffer this fate, as many monsters, treasures and even
other people are stuck with them.
Yasumi: Alright, let’s roll initiative then.

28
Optional Rules Experience Points: You can use an experience point
system to track character experience instead of the de-
”Listen up! Teamwork means staying out of my way. It’s fault milestone based scheme. In this system, each
a Squad B rule.” party member gains one experience point per Level of
– Seifer an enemy defeated in combat (e.g. the party is awarded
10 points when a Level 10 enemy is defeated). In addi-
tion, you can award the party experience points for other
achievements such as completing certain tasks. The
table below shows how many total experience points a
character needs to reach a certain Level, which you can
modify as you see fit.
Level 1: 0 Total Experience Points
Level 2: 20 Total Experience Points
Level 3: 50 Total Experience Points
Level 4: 100 Total Experience Points
Level 5: 175 Total Experience Points
Level 6: 300 Total Experience Points
Level 7: 450 Total Experience Points
Level 8: 600 Total Experience Points
Level 9: 800 Total Experience Points
You may decide to change the existing rules or add Level 10: 1000 Total Experience Points
new rules depending on your or the players’ preferences.
However, be aware that the game’s content is designed
Quick Battles: The following rules allow you to speed
around the given rules, there is no guarantee that every-
up less important battles at the cost of reduced balance:
thing will work well once you modify them. Therefore,
such changes are only recommended to experienced GMs. • All movement is omitted and all combat participants
Nevertheless, this subsection gives you some examples of are always within range of each other. Effects that
interesting rule changes and additions to consider. would usually target an area, can either target all
allies or all enemies.
• Every die on a damage related roll is automatically
Survival: The rules do not focus on realism and survival, treated as a 4.
which should generally come second to existing fantasy
elements. However, with some small additions you can • Every battle participants can use their action to try
make your world significantly more unforgiving: to flee the battle by passing a DC 8 check.

• The inventory capacity of characters is limited to a


total of 10 items or equipment pieces. Back Attack: Whenever either the players or their ene-
mies surprise the other party before combat (e.g. with
• Characters who have not eaten properly in one day an ambush), they gain an additional surprise round. If
suffer DeATR for all attributes except AGI. this is the case, everyone in the surprising party takes
• At night or inside unlit areas, characters permanently one turn after rolling for initiative, before the battle
suffer Blind. starts as usual.
• Character who have less than half of their maximum
HP have Disadvantage on all checks. Unlimited Progression: Characters usually cannot to
increase in Levels past a total of 10, but you can re-
move this limitation to allow for further progression. In
Challenges: For some adventures it might be a fun chal- doing so, characters will be able to master multiple jobs
lenge to play with rules that increase the difficulty far and archetypes, while becoming experts in different as-
beyond the usual. This can be achieved either by limit- pects of combat. Accordingly, only the most powerful
ing the progression of characters or by introducing ad- antagonists will be able to provide a challenge to such
ditional difficulties. The rules below give examples for a high Level party.
both of these categories:
Materia: Materia are special items that can be used
• A character or monster that receives damage while to enchant weapons and armor with additional effects.
KO is permanently dead. However, they are not bound to specific equipment and
• Characters do not increase any of their attributes at can be moved around freely at any time to experiment
Level up after Level 1. with different setups. Each weapon or armor gains one
• All negative Status Effects last until they are explic- materia slot per equipment Level allowing for multiple
itly removed (e.g. by an Item). special effects on a single equipment piece.

29
Worldbuilding Non-Player Characters
”World very simple place. World only have two things: After creating some detailed locations, think about who
things you can eat and things you no can eat.” might live in these places. These non-player characters
– Quina are roleplayed by you when interacting with the party.
They live their own lives, independent of the players and
have their own personalities, goals, abilities and outlooks
on life. Accordingly, they often have knowledge about
the world that the players do not. They can be allied,
neutral or enemies of the party depending on the circum-
stances. For creating detailed non-player characters, use
the Character Creation Guide, but usually it is sufficient
to write down some notes on them.

Magic
There are two fantasy elements that are deeply ingrained
into the game system: magic and monsters. For magic
it is important to establish its sources and what role it
plays in your world. In Final Fantasy, crystals are often
portrayed as powerful sources of magic and are thus at
the center of many conflicts. Often there are also magical
beings called Espers, who represent the different forces
of nature and are connected to the crystals. Monsters
are usually connected to the magic sources in some way
as well, so they are able to use magic.
Creating a world is one of the most difficult, but also
most rewarding parts of being a GM. The players be-
come part of your world, where they interact with the Technology
environment and change it through their actions and de-
cisions. Therefore, the world should catch their curiosity The progression of technology is another important as-
by offering interesting content and allowing meaningful pect that significantly shapes your game world. Different
choices. This subsection gives some suggestions on how technologies, such as machines and weapons, can com-
to create an interesting game world. plement the magical forces in the world, but may also
stand in conflict against them. Thus, the societies of
your world may prefer and rely on magic and technology
Central Conflict to varying degrees in their daily lives. During their ad-
venture, the party can make use of available technologies
Most adventures revolve around a central conflict, which
and might even contribute to the current state of art.
the party aims to solve as the goal of their adventure.
Traditionally, this conflict involves multiple forces with
opposing interests and the adventurers can be part of ei-
Example: Worldbuilding
ther of these sides. Accordingly, there is also an opposing
side, a common enemy or antagonist that acts against The world we create consists two parts: Pulse and
the party. As the GM, you take the role of characters on Cocoon. Pulse is a huge uncharted planet with a vast
different sides of this conflict, so you need to consider nature that is home to various monsters. In contrast,
their different perspectives. Cocoon is a small planet that floats above Pulse and is
inhabited by an advanced human society. The Cocoon
citizen depend on the god-like beings for necessities
Map such as food and electricity. These powerful beings
are called fal’Cie and can directly or indirectly assert
A good way to start building an adventure is to establish
control over humans. The fal’Cie of Cocoon stand in
what the world looks like on a map. Begin by creating its
conflict against the fal’Cie of Pulse and accordingly
natural layout including landmass, water, forests, moun-
humans are conditioned to be hostile towards Pulse.
tains and deserts. Afterwards, place and mark locations
Our adventure starts on Cocoon, where an ancient
that could be interesting for players to visit, like cities,
Pulse fal’Cie has been discovered some days ago. In
dungeons or ruins. Then add more detail only to the
a radical answer, the Cocoon government orders the
places that the players will likely visit in the beginning,
deportation of all humans that have been near the
you can do the rest later on. You may provide the players
Pulse fal’Cie. Small rebellion groups form among the
with this map at some point in the game to make them
citizen to fight back against this so-called ”Purge”.
aware of these locations you have created.

30
Monsters erally stay between 1 and 5, but monsters with low AGI
should make up in other aspects. Unlike characters,
”With each passing day, the world finds new and exciting monsters can also significantly vary in size, which can
ways to kill a man.” have a great effect on the battle. Although monsters
– Balthier do not use traditional weapons and armor, they have
equivalent parts integrated into their bodies, that fol-
low the same rules.

Abilities: Monsters can also use Magic and Techs, as


well Passive and Reaction abilities. However, aim to
keep the number of monster abilities to a minimum, to
allow for quick decisions during combat. Nevertheless,
feel free to give monsters access to unique and exotic
abilities to make them more interesting.

Resiliences & Weaknesses: You can add more strate-


gic depth to a monster by utilizing resiliences and weak-
nesses to specific damage types. Usually lower Level
monsters tend to have more weaknesses, while stronger
monster are often resilient against damage types. Un-
like characters, monsters may also be inherently im-
mune to various status effects and damage types. Dur-
ing combat, you can give subtle hints to the players
Monsters are wild beings similar to animals, that inhabit
about the resiliences and weaknesses of an enemy when
uncivilized places in the world. They usually have a natu-
narrating the combat actions and their effects.
ral habitat where they try to survive, so on contact with
the party they will feel threatened and attack. Differ-
ent types of monster will generally work together against
Humanoids: If you want to create a humanoid enemy,
the party, though this might not always be the case.
follow the character rules in the Characters section. De-
The party might also come across more powerful and in-
pending on the importance of the enemy, you can omit
telligent monsters with accordingly more complex goals.
details that you feel are unnecessary. Only for major
Monsters are often part or cause of ongoing conflicts, so
antagonists, it is worthwhile to fill out an entire char-
the party will be confronted with them fairly often.
acter sheet. Also consider that humanoid enemies can
make use of and upgrade equipment and items just like
the player characters.
Creating Monsters
The game world that you create will usually feature var-
ious monsters, that the party will have to face during Examples
their adventure. You can use the following guidelines to
create your own monsters. In the following, some examples of monsters are given
that might be encountered in your world. The Level of
a monster vaguely indicates the Level the party should
Context: When creating a monster, it is important to
be to fight it. Furthermore, monsters drop Gil upon de-
consider under what circumstances they will face the
feat, which you may substitute with equipment, items
party. Due to the combat rules, the side with more par-
or materials of similar value. These rewards are evenly
ticipants is at a great advantage, as they can take more
divided among the adventurers after each successful bat-
actions per round. Thus, powerful but outnumbered
tle. Monsters are classified in size as Medium (M) if they
enemies will often have to make up with significantly
take up roughly 1u in diameter, as Large (L) if they take
stronger attributes and abilities. Also, make sure to ad-
up more than 2u and as Small (S) if they take up less
just the difficulty of monsters to consider your group’s
than 0.5u when viewed from above. All monsters with a
experience with the game.
purple box instead of a red one are potentially friendly
towards the party and will not attack unless provoked.
Attributes: The attributes of characters after Level 1 You can use the monsters in this chapter as given, but
are distributed as follows, which you can use as a you are also encouraged to make changes to them or use
rule-of-thumb: for every Level up a character gains 5 them as examples to create your own. Therefore, the
points worth of attributes, where a point equals either next page is made up of templates that you can use the
5 HP/MP or 1 STR/DEF/MAG/RES. AGI should gen- create your own monsters.

31
Level Level
HP: MP: HP: MP:
STR: DEF: STR: DEF:
MAG: RES: MAG: RES:
AGI: Size: AGI: Size:
Weapon: Weapon:
Weak: Weak:
Resilient: Resilient:
Immune: Immune:
Drops: Drops:

Level
HP: MP:
STR: DEF:
MAG: RES:
AGI: Size:
Weapon:
Weak:
Resilient:
Immune:
Drops:

32
Skeleton Level 1 Ghoul Level 2
HP: 12 MP: 0 HP: 17 MP: 12
STR: 2 DEF: 1 STR: 3 DEF: 1
MAG: 0 RES: 0 MAG: 1 RES: 2
AGI: 2 Size: M AGI: 2 Size: M
Sword: 1d DMG Drops: 100 Gil Claw: 1d DMG Drops: 150 Gil
Weak: Weak: Resilient:
Undead Immune:
You permamently suffer the Zombie status. Bite
MP: 3 Target: Single Time: 0r Range: 1u
The target takes 2d damage and makes a DC 8 check.
Mandragora Level 1 Upon failure, he suffers Zombie for 1 hour.
HP: 10 MP: 16 Undead
STR: 2 DEF: 1 You permamently suffer the Zombie status.
MAG: 0 RES: 0
AGI: 2 Size: S Cockatrice Level 2
Head Butt: 1d DMG Drops: 100 Gil
HP: 13 MP: 16
Weak:
STR: 2 DEF: 1
Sleep MAG: 0 RES: 2
MP: 8 Target: Single Time: 1r Range: 3u AGI: 3 Size: M
The target makes a DC 8 check and suffers Sleep for
Beak: 1d DMG Drops: 150 Gil
3 rounds upon failure.
Weak:
Blind
Tarantula Level 1 MP: 8 Target: Single Time: 1r Range: 3u
The target makes a DC 8 check and suffers Blind for
HP: 8 MP: 8
3 rounds upon failure.
STR: 1 DEF: 0
MAG: 0 RES: 0
AGI: 3 Size: S Coeurl Level 2
Bite: 1d DMG Drops: 100 Gil HP: 16 MP: 15
Weak: STR: 2 DEF: 2
Web MAG: 1 RES: 3
MP: 4 Target: Single Time: 1r Range: 3u AGI: 3 Size: M
The target makes a DC 8 check and suffers Immobile Claw: 1d DMG Drops: 200 Gil
for 1 round upon failure.
Blaster
MP: 5 Target: Single Time: 1r Range: 5u
Goblin Level 1 The target makes a DC 8 check and suffers Immobile
for 3 rounds upon failure.
HP: 10 MP: 0
”Remember what curiosity killed, just a friendly word
STR: 1 DEF: 1
of advice!” – Balthier
MAG: 0 RES: 0
AGI: 3 Size: M
Knife: 1d DMG Drops: 150 Gil Chocobo Level 3
HP: 23 MP: 24
STR: 2 DEF: 1
Sahagin Level 2
MAG: 3 RES: 2
HP: 14 MP: 24 AGI: 4 Size: M
STR: 2 DEF: 1 Beak: 1d DMG Drops: 250 Gil
MAG: 2 RES: 1
Cure
AGI: 3 Size: M
MP: 4 Target: Single Time: 1r Range: 3u
Spear: 1d DMG Drops: 150 Gil The target regains 2d HP.
Resilient: Weak: Esuna
Water MP: 8 Target: Single Time: 1r Range: 3u
MP: 8 Target: Single Time: 1r Range: 4u You remove all status effects from the target except
You deal 3d water damage to the target. KO.

33
Bomb Level 3 Antlion Level 4
HP: 22 MP: 12 HP: 40 MP: 16
STR: 3 DEF: 2 STR: 3 DEF: 3
MAG: 2 RES: 1 MAG: 0 RES: 1
AGI: 3 Size: M AGI: 3 Size: M
Tackle: 1d DMG Drops: 200 Gil Bite: 2d DMG Drops: 300 Gil
Resilient: Weak: Resilient: Immune:
Self-Destruct Sandstorm
MP: 0 Target: 2u Time: 1r Range: Self MP: 8 Target: 3u Time: 1r Range: Self
Inflict KO on yourself to deal 6d fire damage to ev- All enemies in the target area make a DC 9 check and
eryone within the target area. suffer 3d earth damage and Blind for 3 rounds upon
failure.
Blue Flan Level 3
Imp Level 4
HP: 12 MP: 30
STR: 0 DEF: 6 HP: 30 MP: 50
MAG: 5 RES: 1 STR: 1 DEF: 2
AGI: 1 Size: M MAG: 5 RES: 4
Tackle: 1d DMG Drops: 200 Gil AGI: 4 Size: S
Resilient: Weak: Claw: 2d DMG Drops: 400 Gil
Blizzard Resilient:
MP: 4 Target: Single Time: 1r Range: 3u Confuse
You deal 2d ice damage to the target. MP: 10 Target: Single Time: 1r Range: 5u
The target makes a DC 8 check and upon failure you
take control of him on his next turn. You can com-
Killer Bee Level 3
mand him to move towards and Attack any target of
HP: 18 MP: 0 your choice including himself.
STR: 2 DEF: 1
MAG: 1 RES: 3
AGI: 3 Size: S Mummy Level 4
Sting: 2d DMG Drops: 150 Gil HP: 38 MP: 0
Immune: STR: 2 DEF: 3
Poisontouch MAG: 0 RES: 1
Whenever you successfully Attack a target he makes AGI: 2 Size: M
a DC 8 check and suffers Poison for 3 rounds upon Bite: 2d DMG Drops: 350 Gil
failure. Immune: Weak:
Zombietouch
Gargoyle Level 4 Whenever you successfully Attack a target he makes
a DC 8 check and suffers Zombie for 1 hour upon
HP: 35 MP: 0
failure.
STR: 4 DEF: 6
MAG: 0 RES: 1 Undead
AGI: 2 Size: M You permamently suffer the Zombie status.
Claw: 2d DMG Drops: 300 Gil
Resilient: Weak: Wyvern Level 5
HP: 45 MP: 50
Ahriman Level 4 STR: 3 DEF: 3
HP: 28 MP: 24 MAG: 2 RES: 3
STR: 0 DEF: 1 AGI: 3 Size: M
MAG: 4 RES: 4 Claw: 2d DMG Drops: 400 Gil
AGI: 4 Size: S Aero
Beam: 2d DMG, 3u Range Drops: 350 Gil MP: 8 Target: Single Time: 1r Range: 4u
Eerie Soundwave You deal 3d wind damage to the target.
MP: 6 Target: Single Time: 1r Range: 3u Dive
The target makes a DC 8 check and suffers 2d damage Whenever you Attack a target, he makes a DC 6 check
and Silence for 3 rounds upon failure. and suffers Immobile for 1 round upon failure.

34
Chimera Level 5 Mindflayer Level 6
HP: 60 MP: 90 HP: 65 MP: 130
STR: 1 DEF: 2 STR: 1 DEF: 2
MAG: 4 RES: 3 MAG: 6 RES: 7
AGI: 3 Size: M AGI: 2 Size: M
Claw: 2d DMG Drops: 500 Gil Staff: 1d DMG Drops: 700 Gil
Resilient: Weak: Resilient:
Firaga Immune:
MP: 12 Target: Single Time: 2r Range: 5u Waterga
You deal 6d fire damage to the target. MP: 14 Target: Single Time: 2r Range: 5u
Blizzaga You deal 8d water damage to the target.
MP: 12 Target: Single Time: 2r Range: 5u Mind Blast
You deal 6d ice damage to the target. MP: 20 Target: 2u Time: 1r Range: 5u
Thundaga All enemies in the target area suffer 4d dark damage
MP: 12 Target: Single Time: 2r Range: 5u and Immobile for 1 round.
You deal 6d lightning damage to the target.

Gigas Level 5 Medusa Level 6

HP: 70 MP: 50 HP: 70 MP: 110


STR: 6 DEF: 4 STR: 3 DEF: 4
MAG: 1 RES: 2 MAG: 5 RES: 4
AGI: 1 Size: L AGI: 3 Size: M
Fist: 2d DMG, 2u Range Drops: 450 Gil Hair: 2d DMG Drops: 750 Gil
Resilient: Weak:
Headbutt
Immune:
MP: 10 Target: Single Time: 1r Range: 2u
Gaze
You deal 6d damage to the target and knock him back
MP: 15 Target: 3u (front) Time: 1r Range: Self
by 3u.
Everyone in the target area makes a DC 8 check and
suffers Immobile for 3 rounds upon failure.
Magic Pot Level 5
Thundaga
HP: 1 MP: 1 MP: 12 Target: Single Time: 2r Range: 5u
STR: 0 DEF: 99 You deal 6d lightning damage to the target.
MAG: 0 RES: 99 ”Just lookin’ at you is makin’ me sober.” – Reno
AGI: 1 Size: S
Immune: All Status Effects Drops: 1000 Gil
Gimme! Lamia Level 6
When given a beneficial item you disappear (KO), HP: 70 MP: 100
dropping Gil. Otherwise, you make a DC 8 check and STR: 2 DEF: 3
upon failure you suffer KO to deal 8d damage in 3u MAG: 6 RES: 5
around you, dropping no Gil. AGI: 3 Size: M
Slap: 2d DMG Drops: 800 Gil
Cactuar Level 5 Resilient: Weak:
HP: 20 MP: 40 Immune:
STR: 1 DEF: 1 Toad
MAG: 4 RES: 10 MP: 16 Target: Single Time: 2r Range: 5u
AGI: 6 Size: S The target makes a DC 8 check and is turned into a
Tackle: 1d DMG Drops: 1000 Gil toad upon failure for 5 rounds or until he receives any
Immune: damage. While being a toad, he cannot talk or take
1000 Needles any action and can only move 1u per turn.
MP: 10 Target: Single Time: 0r Range: 1u Entice
You deal 10d damage to the target. Whenever an enemy successfully Attacks you, they
Flee have to make a DC 6 check. Upon failure, you can
When running away from enemies you can move 2u command him to perform actions and movements of
further than usual. your choice and he has to follow these commands on
his next turn.
”Needles, I hate needles!” – Rikku

35
Iron Giant Level 6 Sand Worm Level 7
HP: 80 MP: 48 HP: 150 MP: 120
STR: 5 DEF: 5 STR: 7 DEF: 4
MAG: 0 RES: 4 MAG: 5 RES: 6
AGI: 3 Size: L AGI: 1 Size: L
Sword: 3d DMG, 2u Range Drops: 500 Gil Acid: 3d DMG, 3u Range Drops: 1000 Gil
Sweep Immune:
MP: 12 Target: 3u (front) Time: 1r Range: Self Quake
Make an Attack against all enemies in target area. MP: 22 Target: 4u Time: 2r Range: 8u
You deal 8d earth damage to everyone in the target
Malboro Level 7 area.
Inhale
HP: 100 MP: 100 MP: 20 Target: Single Time: 1r Range: 3u
STR: 2 DEF: 4 You inhale the target, removing him from the battle.
MAG: 5 RES: 7 At the beginning of every turn he may try to free
AGI: 2 Size: L himself by passing a DC 9 check.
Tentacle: 2d DMG Drops: 1000 Gil
Immune: All Status Effects Weak:
Bad Breath Zombie Dragon Level 7
MP: 20 Target: 3u (front) Time: 1r Range: Self HP: 125 MP: 80
All enemies in the target area make a DC 8 check STR: 6 DEF: 5
and are suffer Sleep, Poison, Silence and Blind for 3 MAG: 0 RES: 3
rounds upon failure. AGI: 2 Size: L
Gastric Juice Bite: 3d DMG, 2u Range Drops: 900 Gil
MP: 10 Target: 2u Time: 1r Range: 8u Immune: Weak:
All enemies in the target area suffer 5d damage and Poison Breath
make a DC 8 check. Every one that fails suffers De- MP: 10 Target: 3u (front) Time: 1r Range: Self
STR and DeMAG for 5 rounds. Everyone in the target area suffers 4d damage, makes
a DC 8 check and suffers Poison for 3 rounds upon
Zu Level 7 failure.
HP: 160 MP: 100 Regenerate
STR: 7 DEF: 5 When reduced below 50 HP, you become unable to
MAG: 3 RES: 6 move or act. You regenerate 50 HP on each turn for 3
AGI: 2 Size: L rounds after which you can act and move again. This
Claw: 3d DMG Drops: 1000 Gil effect can only be used once per battle.
Immune: Undead
Tornado You permamently suffer the Zombie status.
MP: 20 Target: 9u (line) Time: 1r Range: Self
You create a tornado with a 2u diameter that travels
3u in a line per round for the next 3 rounds. Anyone Behemoth Level 8
except you that gets into contact with it suffers 4d HP: 200 MP: 250
wind damage and Immobile for 1 round. STR: 8 DEF: 5
MAG: 5 RES: 4
Cerberus Level 7 AGI: 3 Size: L
HP: 120 MP: 110 Claw: 3d DMG, 2u Range Drops: 1500 Gil
STR: 5 DEF: 3 Immune:
MAG: 6 RES: 4 Flare
AGI: 3 Size: L MP: 30 Target: Single Time: 3r Range: 5u
Bite: 3d DMG You deal 9d+15 fire damage to the target.
Resilient: Drops: 1000 Gil Heave
Firaga MP: 20 Target: Single Time: 0r Range: 2u
MP: 12 Target: Single Time: 2r Range: 5u You deal 10d damage to the target and knock him 3u
You deal 6d fire damage to the target. into the air for 1 round.
Counter
Triple Triad
Whenever an enemy within 2u targets you with an
You can perform each action on up to 3 different tar-
action, immediately make an Attack on him.
gets within its range simultaneously.

36
Ochu Level 8 Tonberry Level 9
HP: 180 MP: 100 HP: 280 MP: 100
STR: 7 DEF: 5 STR: 12 DEF: 6
MAG: 6 RES: 4 MAG: 3 RES: 5
AGI: 1 Size: L AGI: 2 Size: S
Vines: 3d DMG, 3u Range Drops: 1500 Gil Knife: 4d DMG Drops: 4000 Gil
Immune: Immune:
Pollen Grudge
MP: 15 Target: 5u Time: 1r Range: Self Every time you Attack an enemy, he has to make a
All enemies in the target area make a DC 8 check and DC 7 check and suffers KO upon failure.
suffer Sleep & Poison for 3 rounds on failure.
Karma
Whenever an enemy that is more than 3u away re-
duces your HP, deal 8d dark damage back.
Demon Wall Level 8
”A kitchen knife. Wonder if it’s a culinary battle he
HP: 250 MP: 200 wants.” – Ignis
STR: 9 DEF: 6
MAG: 5 RES: 6
AGI: 2 Size: L Kraken Level 9
Swords: 3d DMG, 2u Range Drops: 2000 Gil HP: 320 MP: 400
Immune: All Status Effects STR: 7 DEF: 5
Sleepga MAG: 11 RES: 7
MP: 24 Target: 2u Time: 2r Range: 5u AGI: 2 Size: L
All enemies within the target area make a DC 8 check Tentacle: 4d DMG, 2u range Drops: 2000 Gil
and suffer Sleep upon failure. Resilient: Immune:
Wall Rush Waterga
MP: 20 Target: 10u (line) Time: 1r Range: Self MP: 14 Target: Single Time: 2r Range: 5u
You charge forward in a line for up to 10u, dealing 8d You deal 8d water damage to the target.
damage to everyone in the path and knocking them Ink
back by 3u. If you crush an enemy between yourself MP: 22 Target: 2u Time: 1r Range: 5u
and a wall, they instantly suffer KO. All enemies within the target area make a DC 8 check
Heavy Turn and suffer Blind and 4d damage upon failure.
Every time you change direction, everyone within 2u Multiattack
suffers 6d damage, but you cannot take an action on Whenever you choose to Attack, you can target all
the same turn. enemies within range at once.
”As if the attacking doors weren’t enough...” – Rydia

Adamantoise Level 9
Red Dragon Level 8 HP: 350 MP: 400
HP: 225 MP: 250 STR: 10 DEF: 7
STR: 6 DEF: 4 MAG: 8 RES: 6
MAG: 5 RES: 4 AGI: 1 Size: L
AGI: 3 Size: L Trample: 4d DMG, 2u Target Drops: 3000 Gil
Bite: 3d DMG Drops: 1500 Gil Immune: Resilient:
Resilient: Weak: Ultima
Immune: MP: 45 Target: 3u Time: 3r Range: 5u
Flare You deal 10d+20 dark damage to all enemies in the
MP: 30 Target: Single Time: 3r Range: 5u target area.
You deal 9d+15 fire damage to the target. Roar
Blaze MP: 20 Target: 2u Time: 1r Range: 5u
MP: 22 Target: 3u (front) Time: 1r Range: Self All enemies within the target area make a DC 9 check
You deal 8d fire damage to all enemies in the target and suffer Immobile for 3 rounds upon failure.
area. Vigor
Tail Whip Whenever you suffer damage while concentrating, the
Whenever you Attack, you can choose to target all cast time of the ability you are preparing is reduced
enemies within 1u at once. by 1 round.

37
Lich Level 9 Shinryu Level 10
HP: 300 MP: 500 HP: 500 MP: 800
STR: 4 DEF: 5 STR: 12 DEF: 8
MAG: 12 RES: 8 MAG: 14 RES: 9
AGI: 2 Size: L AGI: 4 Size: L
Beam: 4d DMG, 5u Range Drops: 5000 Gil Tail: 5d DMG, 4u Range Drops: Dragon Seal
Immune: All Status Effects Immune: All Status Effects
Weak: Resilient: Tidal Wave
Zombify MP: 35 Target: 12u (front) Time: 2r Range: Self
MP: 22 Target: 2u Time: 1r Range: 5u All enemies in target area take 9d+10 water damage
Everyone in the target makes a DC 8 check and suffers and suffer Immobile for 2 rounds.
Zombie for 1 hour upon failure. Atomic Rays
Poisonga MP: 45 Target: 8u Time: 2r Range: Self
MP: 24 Target: 2u Time: 1r Range: 5u All enemies in the target area take 8d+9 fire damage
Everyone in the target area makes a DC 8 check and and suffer Poison for 3 rounds.
suffers Poison for 3 rounds upon failure. Adapt Element
Doom At the start of every turn, choose one element (e.g.
MP: 36 Target: Single Time: 1r Range: 5u fire). You gain Resilience against the element until
The target makes a DC 8 check and suffers KO after the start of your next turn.
3 rounds upon failure. Final Attack
Greater Undead When you fall to 0 HP, you can instantly cast a spell
You permamently suffer Zombie, but are immune to without MP cost before suffering KO.
effects that cause or cure KO. ”That divine grace... He is something much more
than a mere monster.” – Rosa
Chaos Level 10
Omega Level ???
HP: 400 MP: 700
STR: 8 DEF: 8 HP: 999 MP: 999
MAG: 10 RES: 7 STR: 14 DEF: 10
AGI: 4 Size: L MAG: 13 RES: 10
Beam: 5d DMG, 3u Range Drops: 10000 Gil AGI: 5 Size: L
Immune: All Status Effects Laser: 5d DMG, 5u Range Drops: Omega Badge
Resilient: Resilient: Weak:
Ultima Immune: All Status Effects
MP: 45 Target: 3u Time: 3r Range: 5u Meltdown
You deal 10d+10 dark damage only to enemies in the MP: 50 Target: 10u Time: 1r Range: Self
target area. A system vulnerability forces you to leak restricted
Curaja memory content and lava. Deal 8d+25 fire damage
MP: 30 Target: 3u Time: 2r Range: 5u on the target, including yourself.
All allies in the target area regain 8d+10 HP. Flamethrower
Firaja MP: 12 Target: 5u (front) Time: 0r Range: Self
MP: 28 Target: 3u Time: 2r Range: 8u Deal 6d+10 fire damage to all enemies in the target
You deal 8d+10 fire damage to everyone in the target area.
area. Wave Cannon
Chaos Touch MP: 45 Target: 3u Time: 1r Range: 12u
Whenever you successfully Attack a target he makes You inflict 10d dark damage and DeDEF, DeRES and
a DC 8 check and suffers Poison, Blind and Silence DeSTR for 5 rounds on the target area.
for 3 rounds upon failure. Auto-Repair
Quicken You regain 4d HP at the start of every turn.
Whenever you suffer damage, you can make a DC 6 Critical Surge
check and if you succeed, take an additional turn after When your HP is below 10% of its maximum, you
the attacker. This effect does not change the usual gain EnSTR, EnMAG, EnDEF, EnRES.
turn order and you can only use it once per round. ”Man forges a weapon to fell the gods: Omega. The
”But I will be reborn once more. So even as you die, weapon knows nothing of compassion - only destruc-
again and again, I shall return. Born again in this tion! Its might knows no equal. The wise dare not
endless cycle I have created!” – Chaos cross its path, lest they meet their end.” – Gentiana

38
Chaos in Cornelia Journey to Cornelia
”Even the moon’d tire of waitin’ around for your ass!”
”I, Garland will knock you all down!”
– Cid
– Garland

Chaos in Cornelia is a pre-prepared adventure that


offers a quick and easy introduction into Omega
Fantasy. In this adventure, the party is tasked with
finding the abducted princess Sarah of Cornelia. This
plot is based on the beginning of the original Final Fan-
tasy (1987) video game. You are encouraged to regard
the following content as suggestions rather than rules
and make changes where you think its necessary.
The adventure starts on a small transport ship named
Getting Started ”Tiny Bronco”, which is on its way to deliver cargo to
the city of Cornelia. The captain has agreed to let the
The players can create their characters by following the
party board the ship for a small fee. The ship’s crew
character creation guidelines. The party starts the ad-
consists of only 3 members: Biggs, Wedge and Captain
venture on a ship to Cornelia, so every character’s story
Cid. The two sailors are wearing light blue bandannas
should explain why they set off on this journey. All char-
and shorts as well as orange shirts with black stripes.
acters start with the following equipment at Level 1:
Both are very young and inexperienced, but generally
Mythril or equivalent Level 1 weapon they can use,
friendly towards the party. The same cannot be said of
Clothes, a Potion and 100 Gil. A map with all inter-
the older captain, who retreats to his cabin and prefers
esting locations for the adventure is shown below.
to be left alone.

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

If the adventurers are not familiar beforehand, they


should introduce each other first after which they are
free to explore the ship. They can also talk to the sailors
who are happy to kill time during the journey. Biggs
and Wedge tell them about recent pirate attacks on sea,
which seem to have increased recently. Furthermore,
they may also tell the party about Cornelia, as they
have heard that the princess has disappeared. The party
might also ask about Cid, in which case the sailors tell
them about his past as a former soldier. As it begins
getting dark outside, the crew retreats to their cabins.
When the adventurers prepare to finish the day as well,
they suddenly hear loud noises surrounding the ship.
They quickly realize that several pirates have boarded
the Tiny Bronco!

Battle on the Tiny Bronco


Place roughly one pirate on the ship per party member
and spread them around the deck as you see fit. Mean-
while, the ship’s crew is out of sight, fighting other pi-
rates who have entered the ship below deck. If things
end up looking bad for the party during this battle, Biggs
and Wedge may come outside to help them. Their com-
bat details are shown below and are the same as for the
pirates. After defeating the enemies, remember to award
the party with the dropped Gil for each slain pirate. After
the battle, the crew comes together with the party and
Cid thanks them for their help. He explains that this is
not the first time they have been raided by these pirates,

39
who are part of Captain Bikke’s crew. The party may Dyce
now go to sleep below deck to fully recover their HP and
”By the by, you need anything? Take a look at my
MP. Shortly after they wake up in the morning, the ship
wares! You might just be surprised at what you find...”
arrives at Cornelia Port. Once there, the crew begins
– Dyce
unloading the goods and parts ways with the party.
The party can meet a travelling merchant named
Pirate / Biggs / Wedge Level 1 Dyce at the port. Dyce is a well built, tall man, bald
with beard and wears a dark outfit. He also has a
HP: 8 MP: 0 Chocobo at his side that he travels on. He gives the
STR: 1 DEF: 0 party information on the troubles in Cornelia, as he has
MAG: 0 RES: 0 heard rumors about the princess being abducted. He
AGI: 3 Size: M also sells Potions for 125 Gil each, but he has more
Scimitar: 1d DMG Drops: 150 Gil inventory which the party cannot afford at this point.
Dyce is a traveller, so there the party will likely meet
him again in the future. His prices are usually be higher
compared to regular stores.

Cornelia Port Battle at Cornelia Port


Cornelia Port is small and accommodates only a handful ”You must have cannonballs of steel to challenge me!”
of cargo ships like the Tiny Bronco. The sailors at the – Bikke
port are unloading boxes from the ships, either to store
them in warehouses or carry them directly to Cornelia. When talking to Dyce or other sailors, the party
After getting off the ship, the party can ask around to finds out that the port is often raided by pirates
find the way to Cornelia. The sailors warn to be careful recently. Usually, the port is protected by Cornelia’s
on the way, as the castle guards are not patrolling the guards, but since the disappearance of the princess, the
route anymore. Cornelia is not far from the port and the king has recalled all troops to the castle. The pirates
path mostly leads through fields and grassland. always attack at night and if the party waits around the
port until after dark on any day, they will witness a raid.
As the party knows about their plan, they can try to
take defensive measures such as setting up an ambush or
traps beforehand. The attack commences with a large
pirate ship docking the port and several pirates storming
out to steal pillage the warehouses and other ships. The
pirates are, once again, Captain Bikke’s crew, but this
time Bikke himself is present as well. In the ensuing
fight, Bikke stays in the back lines and immediately
retreats to his ship once he receives any damage. There
are also some of his men beside him, again roughly one
for each party member. As Bikke likely runs away from
this battle, the party may meet him again in the future.
After successfully scaring off the pirates, the sailors at
the port are very thankful to the party and offer them
free food accommodation for the night.

Bikke Level 2
HP: 30 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.

40
Cornelia also a few guards. The party can sleep at the Inn for
50 Gil per night per person. They can also ask Elia for
Below is map of Cornelia, but there are also farms and information, as she overhears a lot from visitors. She
smaller buildings outside the city walls that are not points the party towards various people in town that
shown. All buildings are marked with a number and you may need their help such as the smith and the mages.
can find more details about them in the accordingly num- The party can also speak to Argus, who babbles stories
bered paragraphs. The party arrives in Cornelia from the about a great soldier named Garland who he used to
southern gate, where two guards stop them as they do know from when he was a guard.
not recognize the adventurers. They advise the party to
stay clear of the castle and leave the town after finishing
their business. Most townspeople are too scared to leave
3. Smith
their homes since the princess has disappeared. The party enters a large shop with a forge, where
many weapons and armor are being displayed Behind the
counter is an older man with brown hair and a full beard,
his name is Todo. He informs the party that the store
is closed, he cannot work due to not receiving essen-
tial shipments from the port. To help him, the party
has to talk to Dyce at Cornelia Port, who is looking af-
ter the shipments. They consist of a large wooden box
on a small wagon, which slightly slows down the partys’
movement. On their way back, a bizarre monster named
PuPu makes an attempt to steal the shipments! PuPu
is sitting in the trees, and uses his ”Abduct” ability to
slowly make the box disappear. If the players look for
him in the trees while he is doing this, he is easy to spot,
because the top of his head is glowing. After that, he is
difficult to spot, a player has to succeed on a check that
can vary between DC 6-8. The party may fail to find
PuPu, but he will be nearby if they return to the same
spot at a later time. If detected, PuPu does not fight,
1. Fountain he instead asks for Potions (see ”Potions Please!”) and
”Hello, there! I’m a dancer! What’s that? You fancy a returns the stolen goods if the party complies. You can
dance? Hee hee!” – Arylon also reward the party for solving the dispute peacefully,
PuPu may for example return additional items or Gil.
The party notices a beautiful fountain standing The party can also just attack him, in which case the
out in the otherwise unremarkable town. Nearby is a shipment reappears after PuPu is defeated. Upon suc-
blue-haired cheerful young woman in a red dress who cessfully bringing back the shipments, Todo rewards the
practices dancing, her name is Arylon. When asked party with 500 Gil. The smith can start working again,
about the princess or the castle, she reveals rumors that but he will be busy completing outstanding orders for
she has heard: princess Sarah is being held hostage for some time. When the party returns in a few days, Todo
a hefty ransom! Accordingly, the castle is in chaos and may upgrade their weapons or armor and he may sell any
has been locked off to regular folk. She also reveals Level 1 weapon or armor of your choice.
that there have been multiple unsuccessful attempts at
rescuing Sarah. She notices the weapons on the party PuPu Level ???
and asks if they would be interested in helping. HP: 10 MP: 10
STR: 0 DEF: 0
2. Inn MAG: 0 RES: 0
AGI: 2 Size: S
”Please, come in! We charge 50 Gil per night. Would
you like to stay?” – Elia Drops: All abducted objects
Abduct
The party enters into a small room with a red rug MP: 0 Target: Single Time: 1r Range: 5u
on the ground and a counter at its end. Behind the An object that you can see within range disappears
counter stands a young woman with dark blue hair to an unknown location.
wearing a long green dress, her name is Elia. To the left Potion Please!
is a large room with multiple beds and minor decorations Ask your enemies to give you a Potion, if they comply
on the walls where the guests sleep. To the right is make a DC 8 check. If you succeed you disappear to
another room, with wooden chairs and tables where an unknown location (KO), otherwise you keep asking
guests can sit to eat and drink. There is usually an old for more Potions.
drunk man sitting there named Argus and sometimes

41
4. Store apart in a violent explosion, the result of which the party
can see in the back yard. Out of pride, both of them
This general goods store is dominated by a large counter
give blame their brother for the accident and they have
in the center and heaps of wares and items around it.
stopped talking since. The party can resolve the dispute
Behind the counter is a young man with dark hair and
by convincing them that they were both at fault. They
a green bandana, his name is Guston. He is not partic-
can for example achieve this as follows: First they have
ularly concerned about the princess, but he is annoyed
to repair the broken flask either through mechanical or
that the troubles in Cornelia have dampened his sales.
magical means, which is easy. Then, they have to study
Accordingly, he is very friendly towards potential cus-
the flask and the recipe for creating it, which they can
tomers and sells the items listed below. He can have any
get from the mages. By doing this, a character that can
other item of your choice in his inventory in addition.
use magic himself understands the issue, one that cannot
use magic has to pass a DC 8 check. The flask broke
Items because after its creation, each mage cast 2 spells into
Name Value Effect it, causing the flask overload as it can only hold a total
Potion 100 Gil Regain 2d HP. of 3 spells at most. This can be demonstrated by cast-
Phoenix 250 Gil Remove KO status and re- ing only 3 spells into the flask, which works fine. If the
Down gain 1 HP. party manages to convince the mages, they accept their
wrongdoing and apologize to each other. They gift the
Tent 500 Gil Allows the party to sleep
flask to the party as a token of gratitude and the party
outside.
may visit them in the future to buy the accessories shown
Lantern 100 Gil A normal lantern. below, to which you may add any other of your choice.

5. Chapel Accessories

”Do not lose heart, brave warriors.” – Gregory Name Value Effect
Magic 1000 Gil Can store up to 3 spells that
The chapel is small and cozy with few wooden Flask are cast into it. The wearer
banks, but it is also completely empty except for one can use an action to unleash
person, father Gregory. Gregory is an old man with a a stored spell’s effect on a
long white beard wearing a red hooded robe, he speaks chosen target.
very slowly and quietly. He laments that noone has been Rune 500 Gil RES +1
visiting the chapel since the disappearance of Sarah. Bracers
Apparently, most townspeople believe that the incident Mythril 500 Gil DEF +1
is a divine punishment, so they stay away from the Shield
chapel. The father asks the party to restore the faith
of Cornelia’s citizen to fill the chapel again. The party
can for example convince people by clarifying details 7. Abandoned Building
about Sarah’s disappearance (she was kidnapped) that
many are unaware of as the castle has been secretive. This building has been left purposefully empty in case
If the party manages to convince at least any 3 people you may need it. It may for example related to one of
in Cornelia to attend the chapel, Gregory is satisfied the character’s backgrounds or it may have content or
and rewards them with 500 Gil. Moreover, he offers his characters that you want to add to the adventure. If you
services to the party for free: he can cure cure the KO have no use for it, the house is empty and the players can
status by performing a 1 hour long ritual. ask around the town to find out that it used to be a shop
that has been abandoned due to not being profitable.
6. The Mages
These two buildings are almost identical, each one con- 8. Well
sists of a single large room with a bed and shelves with
It’s a well. It looks like you could climb down it, but you
heaps of magic and alchemy goods and books. They
can’t. Really.
are inhabited by the eccentric and stubborn twin broth-
ers Gilles and Noah. Gilles is a Black Mage who wears
a blue robe and a pointed hat, while Noah is a White 9. Castle Entrance
Mage who wears a white hooded robe with red accents.
The other townspeople usually avoid the brothers, ex- This entrance directly leads to Castle Cornelia and is
cept when they need their services. Getting annoyed by guarded by at least 4 guards day and night who do not let
this, the mages have decided to develop a flask, which al- anyone pass. However, they let the adventurers through
lows them store their magic inside, which others can use if they explain that they want to help find the princess.
without their presence. Unfortunately, something went The guards then ask the party to report to the chancellor
wrong during its development, causing the item to break on the upper floor for further information.

42
Cornelia Castle save Sarah, she opens the door to talk. Alison knows
her sister well, as she looks up to her very much. She
A map of the ground floor is shown below, where rel- tells the party about Sarah’s passion for music and
evant locations are numbered according to their para- that her precious lute has disappeared with her. If the
graphs. The stairs in the center lead to the throne room, party manages to calm Alison down, they have a better
while the entrance in the back leads to the palace gar- chance at convincing the king, who is worried about her.
den, which is currently closed off. The palace is filled
with armed guards at all times.
3. Captain
”Garland was once the greatest knight in the kingdom.
But power corrupted him, and he turned away from his
own true nature.” – Ian

The captain of the guard is a young man with


long blond hair named Ian, he is wearing a decorated
heavy armor and a longsword on his back. He is
reluctant to talk the adventurers and they immediately
notice that he is missing his left 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
after Sarah disappeared, him his men followed Garland
and confronted him at the Big Bridge, north of Cornelia.
However, Garland bested all of them in ensuing battle
and the captain was the only one to survive, albeit
without his arm. He is ashamed of his failure and seems
deeply disturbed and scared of Garland’s power.

4. Treasure Room
The treasury consists of two rooms, the one to the left
contains the palace’s gold while the right one contains
expensive items and equipment. Both doors are guarded
1. Queen’s Room by two well armed men in heavy armor. If the party
”Please... please bring my daughter... my Sarah... back has obtained a letter from the king, they are given the
to me safely.” – Queen Jayne following items by guards: A large Tent that fits the
entire party as well as a Potion and 200 Gil per party
Queen Jayne is a middle-aged women with turquoise member.
hair and blue eyes, wearing a well-made long red dress
and a golden tiara. She has been depressed since her 5. Throne Room
daughter’s kidnapping and only talks to the party after
they have won the king’s trust. Once she talks, she The door is guarded by two royal guards with glaives
tells the party about the night of the kidnapping, which and heavy decorated armor. Inside the throne room, the
she has witnessed personally. On that night, she woke king sits on his throne and beside him stands the chan-
up and encountered Garland who was escaping with cellor. The king is a middle-aged man with light blue
the unconscious princess in his arms. Garland told her eyes and brown hair with a long brown beard, he is wear-
to hand over control Cornelia if she wants to see her ing a golden crown and long red robes. The chancellor is
daughter alive again. Then he disappeared with Sarah slightly younger with dark hair, also wearing noble cloth-
through the back entrance of the palace. The Queen is ing. The king is happy to see the adventurers, as he
traumatized by this event and she blames herself for not is desperate to find his daughter, but the chancellor is
preventing the kidnapping. very skeptical. In the following conversation, the party
can try to convince the king that they can rescue Sarah,
but the chancellor convinces him that they have to prove
2. Sisters’s Room their trustworthiness first. The king then laments that
”My s-s-sister... W-where’s my s-sister?” – Alison he has been neglecting his people while trying to rescue
his daughter. He asks the party to help the people of
This room is inhabited by Sarah’s sister Alison Cornelia to prove that they are capable of saving Sarah,
who is an emotional teenager, that resembles her in return he promises to provide them with supplies for
mother. The guards at her door tell the party that she the journey. If the party asks for further details on the
has locked herself in and won’t open the door. If the kidnapping, they do not reveal anything until the party
party can convince her, e.g. by assuring that they will has won their trust.

43
Convincing the King
”Garland is no longer the man I once knew... I beg of
you. Please return my daughter to me quickly!”
– King of Cornelia

To convince the king, the party has to fulfil a


number of tasks that help the people of Cornelia, which
ones and how many exactly depends on you as the GM.
Below is a list of tasks that may convince the king if
taken care of:

• Help the smith to receive his shipments.

• Resolve the dispute between the two mages.

• Defend the port against an ambush by pirates.

• Help the chapel regain its members.

After the party wins the king’s trust, he reveals further


details on the kidnapping: Sarah was kidnapped by a for-
mer knight of Cornelia named Garland, the most power-
ful swordsman in the kingdom. Garland used to be close
Battle on the Big Bridge
to the king, but power has corrupted him and he de- The battle against Gilgamesh takes place at the end of
manded to become his successor. When the king denied the bridge as shown on the map above. His combat de-
him, Garland abducted his daughter Sarah as ransom for tails are shown below, but depending on the party you
control over Cornelia. Many other knights have tried to may need to modify some of his attributes. When Gil-
save her since and even though none succeeded, they gamesh is reduced to 0 HP he does not immediately faint,
found out that Garland keeps Sarah in the Chaos Shrine, instead he finally pulls out Excalibur for one last attack.
north of Cornelia past the Big Bridge. The king keeps He tries to attack the closest party member with it, but
his promise and writes a letter to confirm that they were the sword deals no damage and immediately breaks. Gil-
officially given the task of rescuing the princess. This gamesh realizes that Garland has tricked him and seeing
letter allows the party to retrieve supplies from the trea- no other option, he flees. As he remains alive, the party
sury and other members of the palace are more willing may meet Gilgamesh again in the future. After defeat-
to talk to them. After successfully convincing the king, ing Gilgamesh, the party can finally cross the bridge to
the party is rewarded with a Level Up! reach the dark forest before the Chaos Shrine. The forest
is unusually quiet and most of its trees and plants seem
to have died out. The adventurers will very likely not be
able to reach the Shrine before sunset, so they probably
have to rest the night in the forest.
Big Bridge
”Let’s see how you handle the mighty me! And by me, Gilgamesh Level 2
I mean Gilgamesh!! And by handle, I mean DIE!!!”
HP: 45 MP: 40
– Gilgamesh
STR: 2 DEF: 1
MAG: 0 RES: 0
When departing from Cornelia and heading north,
AGI: 4 Size: M
the party finds themselves in the forests and grasslands
surrounding the city. After several hours of travel Polearm: 1d DMG Drops: 500 Gil
through the quiet nature, they arrive at the Big Bride, Death Claw
which is massive but also old and brittle. When they MP: 6 Target: Single Time: 0r Range: Weapon
reach its end, they encounter Gilgamesh who seems to Make two Attacks against the target and if at least
have been awaiting them. Gilgamesh is not necessarily one of them hits, he suffers Immobile for 1 round.
good or evil, he travels the world to find powerful Blade Dance
weapons for his collection. Garland has convinced MP: 8 Target: 3u Time: 1r Range: Self
Gilgamesh to work for him and lets him guard the bridge You make an Attack against every enemy in the target
from anyone who tries to cross. In return, Garland area.
gifted him the legendary sword Excalibur or at least that Critical Power
is what Gilgamesh believes. Upon meeting the party, When reduced below 20 HP, you gain EnSTR until
Gilgamesh will recognize them as potentially worthy the end of battle.
opponents and draw his weapons.

44
Chaos Shrine 3. Healing Spring
As the party reaches the grasslands at the edge of the The heavy door of this room is locked and can be bro-
dark forest, they can see the menacing Chaos Shrine in ken or lockpicked, by passing a check whose DC can vary
the distance. As they move closer, they notice that the from 6 to 9 depending on the character’s expertise. In-
shine has mostly been claimed by nature, as its walls are side the room, the party finds a large chalice that stands
damaged and overgrown and the foundation has begun on a stone pedestal and is filled with what seems to be
to sink into the ground. An unnatural serenity surrounds water. Upon closer inspection, a character can under-
the shrine with no other living being in sight and the stand that the liquid is of magical nature and a character
only entrance is a set of brittle stairs that lead down into that drinks it, fully recovers his HP and MP immediately.
darkness. After descending the stairs, the party arrives However, the chalice itself has no magical properties and
at the south of the map shown below and can barely see contains only 5 portions of the healing water.
in the dark. The way north is blocked from rubble that
is a product of pillars and large rocks which have broken 4. Chests
off from the ceiling. Upon closer inspection, the party
realizes that this blockade has been created purposefully. This room contains 2 chests, one can be opened easily
and contains 3 Potions and a Phoenix Down. The other
one contains Sarah’s Lute and can only be lockpicked
by passing a check where the DC varies between 7 and
10 depending on the character’s expertise. It can also be
opened with a key that Garland carries with himself, but
the chest is too robust to be broken through force.

5. Secret Door
This room is empty except for a large stone tablet on
the left wall with multiple different symbols on it. Upon
closer inspection, the party can understand that the sym-
bols describe a short music piece. The wall next to it
contains a secret door which is revealed by playing the
piece on Sarah’s Lute, which only Sarah herself should
able to perform properly enough. The secret door leads
into a small room with a stone pedestal which has the
following item on it:
1. Traps
Accessories
Both marked locations contain a magical trap on the
ground that has been placed by Garland to alert him and Name Value Effect
impede intruders. A character that is actively looking for Angel Ring 2000 Gil When you suffer KO while
traps or taking similar precautions notices it by passing wearing this ring, you can
a DC 7 check. The trap explodes when stepped, dealing activate its effect to imme-
2d fire damage to everyone within 1u of its center. diately get revived with 1
HP. The ring is destroyed
after using this effect.
2. Mimic
Inside this room is a single large chest that once touched
reveals itself to be a vicious Mimic. A character can 6. Garland
notice that something is wrong with the chest beforehand
”Hmph. The king’s lapdogs. Do you have any idea who
by passing a DC 9 check. If they fail to do so, the
you’re messing with?” – Garland
Mimic automatically gets the best possible result for his
initiative check in the ensuing battle.
At the center of the temple, the party finally con-
fronts Garland. Sarah is also in this room, locked in
Mimic Level 2 a cage that stands in its corner. Garland is a tall,
well-built man in full heavy armor wearing a purple cape
HP: 20 MP: 0 and carrying a sword. He is very arrogant and believes
STR: 2 DEF: 0 that he deserves to rule Cornelia, because he is the
MAG: 0 RES: 0 strongest warrior in the kingdom. Garland has studied
AGI: 2 Size: M the dark secrets of the Chaos Shrine since his arrival
Bite: 1d DMG Drops: 200 Gil to expand his power. He sees the party as just another
annoyance standing in the way of his grand plans.

45
Final Battle Epilogue
”You really think you have what it takes to cross swords ”You... you’ve come to rescue me? I don’t know how I
with ME? Very well...” can ever thank you...”
– Garland – Sarah

Garland draws his weapon to commence the fight After rescuing Sarah, the party has to return her
and he also summons multiple bats to aid him, one for safely to Cornelia and therefore, they have to travel
each party member. During the battle, he focuses on back the long path they came from. The journey should
his positioning to pick off lone party members while he be uneventful for the most part, but you can feel free
avoids getting outnumbered himself. He prefers to stand add a few surprises of your own. Sarah is a young
behind his minions to use his ranged abilities at first princess with turquoise hair like her mother and wears
and tries to finish off enemies that have been weakened a gold colored dress as well as a golden pendant with
later on. In the original story, Garland uses a magical red jewels. She is polite but also very quiet and absent,
artifact to escape after being defeated and goes on to because she is suffering from the physical and mental
become the main antagonist of the game. If you want scars of the kidnapping. Sarah is not capable of looking
to continue the adventure differently, he may also die after herself, so she needs the adventurers’ assistance
at hand of the adventurers or you can let the players and guidance during the journey. While travelling, she
decide his fate. After being freed from her prison, Sarah often asks about the state of Cornelia and her family as
is understandably still very scared and traumatized. She she blames herself for what has happened.
thanks the party for rescuing her and asks them to find
her precious lute, which Garland has taken. The party
can refuse her request to quickly return to Cornelia,
Arrival
which Sarah will understand but not be happy about. ”Thank you for returning my daughter to my side.”
– King of Cornelia

When entering Cornelia with the princess at their


Bat Level 1 side, the adventurers are hailed as heroes by the towns-
people and guards. Accordingly, they are recognized
HP: 6 MP: 0 by everyone in the town as such from now on. The
STR: 0 DEF: 0 inhabitants of the castle are surprised when meeting
MAG: 0 RES: 2 the party, as they had already given up hope of ever
AGI: 4 Size: S seeing the princess again. The king is very grateful
Teeth: 1d DMG Drops: 100 Gil to the adventurers and orders his servants to prepare
Absorb a huge banquet in their honor on the evening of their
On every successful Attack you regain 1d HP. arrival. The party is rewarded with a Level Up after
safely bringing the princess home. Furthermore, the
king offers them very generous rewards for rescuing his
daughter as he had promised. In the original story, the
king commands his men to rebuild an old broken bridge,
Garland Level 3 that leads to another large continent for the adventurers
to explore. Depending on how you want to continue
HP: 40 MP: 30 the game, his gift should be something that greatly aids
STR: 3 DEF: 1 the party on their upcoming adventures. He could for
MAG: 1 RES: 1 example gift them a ship that allows them to reach new
AGI: 2 Size: M lands or he could gift them a house in Cornelia if the
Longsword: 1d DMG Drops: 1000 Gil, Key city is still going to be relevant in the following.
Drain
MP: 8 Target: Single Time: 1r Range: 3u Outlook
Reduce the target’s HP by 1d and increase yours by
By rescuing princess Sarah and defeating Garland, the
the same amount.
party has grown together and developed their individual
Silence
skills. Even though they still have a lot to learn, they
MP: 6 Target: Single Time: 1r Range: 3u
have proven themselves to be capable adventurers that
The target makes a DC 8 check and suffers Silence
can stand up against the evil in the world. From here, you
for 3 rounds upon failure.
can continue the adventure by building on the presented
Parry content and creating your own locations, characters and
Whenever you fail to evade an Attack, you can make challenges. Before departing, the party may choose to
a DC 8 and when you succeed, the damage you suffer spend some more time in Cornelia to rest and stock up
is halved. on items and equipment.

46

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