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Omega Fantasy

A Final Fantasy role-playing game system


Version 0.7 22.04.2018
Contents
Introduction 1

Rules 2
Adventuring . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

Characters 7
Talents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Black Mage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Dragoon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Marksman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Monk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Red Mage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Sentinel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Summoner . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Thief . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Time Mage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Warrior . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
White Mage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29

Equipment 31
Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Accessories . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35

Game Master 36
Optional Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Worldbuilding . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40

Character Sheets

Combat Summary

Credits
Introduction Players
Players create and roleplay as characters that are
”You want quiet, you better take the next train.” the heroes of the adventure. Heroes come in dif-
– Lightning ferent shapes and have their unique abilities. They
travel together as a party, who explore the world,
talk with people and fight enemies. Therefore, the
players take the role of their character and play the
game from their perspective.

Game Master
The Game Master (GM), creates the world the ad-
venture takes place in. During the game, he de-
scribes the environment to the party and how it re-
acts to their actions. Therefore, the GM takes the
role of all non-player characters in the adventure
to narrate conversations and combat. The rules in
this book help the GM determine the outcome of
Final Fantasy some actions, though often he will need come up
with his own rules. In boxes like the one below you
Final Fantasy is a series of fantasy role-playing can see some examples of gameplay.
video games that has enjoyed great popularity from
its first release in 1987 up until today. Despite most Example: Roleplaying
of the games featuring vastly different characters,
Hironobu (Game Master): You enter the
worlds and gameplay, they are still easily recogniz-
Thunder Plains, a wasteland covered by fog and
able as Final Fantasy titles. The reason for this
dark clouds. The locals have erected a few tow-
is that on top of many recurring elements, they
ers, that act as lightning rods, but you can often
all share that the basic premise is about a group
see bolts striking the ground in other places.
of adventuring heroes who try to solve a conflict.
Omega Fantasy is a tabletop game system that Yoshinori (playing as Wakka): We head
helps you and your friends to create and play in a north, not too near and not too far from the
Final Fantasy adventure of your own. towers, ya?
Nobuo (playing as Rikku): I wanna go home!
Getting Started I hate lightning! I hate thunder!
You only need some dice, paper, pens and this book Tetsuya (playing as Auron): This storm never
to play. Choose one person to be the Game Mas- stops. Better to cross quickly.
ter, who creates the fantasy world and narrates the
adventure, while everyone else plays as the adven- Hironobu (Game Master): You can also see a
turers. Accordingly, you need at least 2 people to small building nearby, that looks to be an inn.
play, but a group of 4 to 6 is recommended. How- Nobuo (playing as Rikku): Let’s go rest over
ever, you do not need any prior knowledge of Final there! Please? I’m too young to die!
Fantasy or roleplaying, everything necessary is in-
cluded here. Tetsuya (playing as Auron): Fine, we rest.
She is worse than the storm.

1
Rules proficiency of the roller in it. The GM can for ex-
ample consider the character’s attributes, abilities
”It’s true. I have no authority whatsoever. But or background to gauge proficiency. However, he
what I lack in authority, I make up for in friends.” should keep the DC of checks secret and only nar-
– Ardyn rate the outcome of the check. The table below
shows some rough categories for DCs.

Difficulty Categories
Action DC
Very Hard 11 - 12
Hard 9 - 10
Medium 6-8
Easy 1-5

Special Checks
Since checks are 2d rolls, the lowest and highest
possible results are 2 and 12 respectively. The GM
may treat these rare results as an unexpectedly
good or bad outcome, which should still be
plausible. He can also decide that a check should
have Advantage or Disadvantage, because the
environment significantly affects the attempted
Dice action. In both cases the check is made with 3d
and with advantage only the two highest and with
Every time, players want to do something with un-
disadvantage only the two lowest dice count. The
certain outcome, the GM can ask them to make
GM may enforce other additional rules on checks.
dice rolls to help decide. This rule can be used in
various situations, but the exact nature of the rolls
Example: Checks
may differ. The only dice used in this game are 6-
sided, in the following we use d shorthand to refer Cloud meets Don Corneo in his mansion wear-
to a 6-sided die. Furthermore, we use for example ing a dress and make-up, trying to convince him
4d to describe a roll of 4 dice, where the result is that he is a woman. The GM decides that this
the sum of all rolled dice. is a very difficult task (DC 11), because Cloud
did not put much effort into his disguise. But
Checks as the room is not well lit and the Don had a
bit too much to drink, he also decides that the
Checks are the main tool to help the GM decide check has advantage. Cloud rolls 3d with the
the outcome of an action. They are usually made result [6,2,6] and since only the two highest dice
with 2d rolls and higher numbers mean a better count, he rolled the best possible outcome! The
outcome for the roller. Some rules clearly indicate GM decides that Don Corneo is not only con-
a minimum value the player needs to roll to suc- vinced that Cloud is a woman, but he finds him
ceed, but often the GM has to decide that cutoff. so irresistible that he drags Cloud into his room
This cutoff, which we call Difficulty (DC), should for some time alone.
be based on the difficulty of the action and the

2
Adventuring conversations, the GM may impose checks on play-
ers, for example to decide if an attempt to convince
”Why not? Nothing to lose but my life... and I got a character is successful.
that for free!”
– Setzer
Experience
By adventuring and solving conflicts, characters
gain experience and become stronger. We express
the amount of experience a character has with Lev-
els, up to a maximum of Level 10. The GM is
free to decide when characters can increase their
Level, but it is recommended that he rewards the
party with Level ups for reaching adventuring Mile-
stones. Such Milestones could for example be im-
portant character development events, battles with
powerful foes, or resolution of major conflicts.

Death
Exploration When going on dangerous adventures, death is
The party can explore the environment described always a real possibility, especially as a conse-
by the GM at will. They may be looking for some- quence of unwise decisions by the party. The
thing specific or they may simply wander around, adventure is officially over if all party members fall
but an appropriate amount of time passes while do- unconscious in battle, as this is usually followed
ing so. To provide visual aid, the GM may draw a by certain death. There are methods available
map of the party’s current location. He is also free that allow you to revive unconscious people, so
to impose checks on all exploration related actions even a single standing character can still save the
that have a chance of failure, like picking a locked adventurers. However, some characters may die or
chest or looking for a secret passage. After long leave the party in special circumstances making
days of travelling and fighting, the party will even- that character unplayable for his player.
tually need to rest. They may go to sleep once per
day, fully recovering their HP and MP and being
cured of all Status Effects. To gain this benefit, Example: Experience & Death
they have to sleep in a comfortable place like an
Kain decides to betray the party and join their
Inn or a Tent for at least 6 hours.
enemies. He duels his friend and party mem-
Social Interaction ber Cecil and defeats him and the rest of the
party in combat, but chooses to let them stay
Throughout the adventure, the party will interact alive. Since Kain leaves the party, the GM takes
with different characters in the world for various control over the character. The party swears to
reasons. These non-player characters are voiced by stop Kain’s plan and his player decides to cre-
the GM and accordingly the players talk from the ate a new character that joins the party to help
perspective of their characters. To avoid confu- them achieve their goal. The GM rewards the
sion, it is important that you make clear whether party with a Level up for reaching an important
something you say is from the perspective of your turning point in the adventure.
character or from yours as a player or GM. During

3
Combat score, the earlier you take your turn in a round. In
your turn you may, in any order, move a distance
”Enough expository banter. It’s time we fight like up to your MOV and take an action. Below is a
men. And ladies. And ladies who dress like men.” list of possible of actions.
– Gilgamesh
Actions
Attack You attack an enemy with you
weapon. He may evade your attack
by passing an evasion check with
a DC of 12 minus his AGI. If you
hit, 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. By rolling a 12, the evader
can make a Riposte, where not only
your attack misses, but the evader
makes an attack on you instead.
Magic You cast a spell by spending MP,
Attributes choosing a target within its range
Your proficiency in different aspects of combat is and concentrating for a duration.
described by your attributes (ATR). You have an While concentrating, you cannot
amount of Health Points (HP) and Mana Points take any actions (including riposte)
(MP), where HP describes your durability in com- and your AGI is 0. After the cast
bat and MP is the resource consumed by abil- time is up, the effect of the spell oc-
ities. When your HP drops to 0, you fall un- curs on the target right before your
conscious and cannot participate in combat un- turn and cannot be evaded even if
til you are revived. In addition, you have 6 you are not in range anymore. Every
more attributes: Strength (STR), Defense (DEF), spell’s description contains informa-
Magic (MAG), Resistance (RES), Agility (AGI) and tion on its cast time, MP cost, tar-
Movement (MOV). While STR and MAG describe get, range and effect. If the spell
your physical and magical offensive capabilities, deals damage or heals HP, you add
DEF and RES determine how well you resist such your MAG to the amount.
attacks. AGI allows you to evade attacks and act Tech You use a non-magical technique.
faster, while MOV determines how quickly you can Techs are used the same way as
move. Whenever you need to use a percentage of magic, but their damage is not
an attribute, the result is always rounded down. modified by your attributes.
Defend All physical damage that you re-
Combat Flow ceive until your next turn is halved.

Combat takes place in a series of rounds that take Item You use an item from your inventory
about 10 seconds of time each. During a round, with a range of 1u.
each participant takes one turn according to the
Other The GM may allow any other action
turn order, which is determined by an initiative
that is not listed above, if it can be
check at the start of each battle. You add your
completed in one turn.
AGI to the result of a 2d roll and the higher the

4
Special Abilities Distances
Apart from spells and techs, your character can To measure distance, we use units or shorthand u
also learn special abilities, called Passives and Re- as the basis and 1u is roughly equivalent to 1m or
actions. While passives are always in effect, reac- 3ft. Humanoid characters take up a circle of about
tions allow you to take certain actions on someone 1u in diameter in top view. In the following, most
else’s turn. Both of them have no cost, but usually effects will note their Range and Target distances.
have specific conditions that are detailed together Range determines the maximum possible distance
with their effect in their ability descriptions. between the caster and the center of the effect.
Here an effect with range Self is centered at the
Damage Types caster, and one with Weapon has the same range
All damage dealt, no matter in which way, has a as the used weapon. Target determines the area of
type. Unless explicitly stated otherwise, attacks the effect as a maximum distance from its center,
and techs are of physical type, while magic is of where an effect with target Entity affects only a
magical type. DEF protects you from physical single entity. Note that unless stated otherwise, all
damage, so every time you suffer damage from entities within the target will be affected including
this type you subtract your DEF from the amount. your allies! Keeping track of distances is important
RES protects you in the same way from magical in combat, but may also be useful to determine
damage. Damage sources may also have an travel distances or object heights.
additional elemental type (e.g. fire), that can for
example be caused by the used weapon or spell.
Monsters and characters may have a Weakness or Example: Combat
Resilience to some of these types. When an entity
has resilience to a type, it suffers only half of the Squall (5 STR, 4 DEF, 2 AGI, 1 RES) and
total damage dealt and when it has a weakness, it Seifer (6 STR, 3 DEF, 4 AGI, 2 MAG) decide
suffers double damage. Below is a list of possible to duel, so they roll for initiative. Squall rolls
damage types. [4,5] and Seifer rolls [4,4] so their initiatives are
4+5+2=11 and 4+4+4=12 respectively. Both
of them are wielding a gunblade (3d DMG) as
Damage Types
their weapon. Seifer takes the first turn and
Physical decides to begin casting ”Fire” (2d DMG) by
spending 4 MP, choosing Squall as target and
Magical concentrating. Now it is Squall’s turn and he
Fire moves towards Seifer to attack with his weapon.
Seifer fails to evade while concentrating, so the
Ice attack hits, dealing 3d+5-3 damage. It’s Seifer’s
Lightning turn again and as ”Fire” has a cast time of 1
round, the spell takes effect and Squall’s HP
Water is reduced by 2d+2-1. Seifer can still take his
turn, so he decides to attack with his weapon.
Wind
Squall can evade by passing a DC 12-2 evasion
Earth check, though by rolling [1,1] he not only fails,
but Seifer scores a critical hit! Seifer hits him
Holy right above the nose with his blade, inflicting
Dark 2x(3d+6-4) damage and leaving a scar.

5
Status Effects Status Effects
In battle you may suffer multiple status effects, KO You are unconscious and your
that significantly alter your combat potency. turns are skipped. You automat-
These effects may be malicious or beneficial in ically suffer this status when you
nature, but they usually last for a limited amount drop to 0 HP and your HP can-
of time. Status effects can be inflicted and not be increased until it is re-
removed certain by spells, techs and items. Some moved. Immunity against this
characters and monsters may be Immune to status only makes you immune
certain statuses, meaning they have no effect on against effects that cause it even
them. On the right, a list of possible status effects when above 0 HP.
is shown. Poison You take damage equal to 10% of
your maximum HP at the end of
each turn, but cannot fall below
1 HP due to this effect.
Example: Status Effects
Sleep Your turns are skipped, but you
Noctis and his party fight Malboro. Unfortu- wake up immediately if you take
nately the monster surprises them and uses his any damage.
Bad Breath ability, inflicting multiple status ef-
Silence You cannot begin casting spells
fects on the party. Prompto suffers Sleep and
or using techs.
Poison, so he cannot move or take actions, but
before his turn is finished he loses 3 HP, be- Blind Every enemy you attack halves
cause his maximum HP is 34. Noctis suffers his evasion DC.
Silence and Blind, so since he cannot use magic
Immobile You cannot move, but you can
or techs, he tries to attack Malboro. Malboro
still take actions.
(AGI 1) tries to evade and rolls [3,2] on his eva-
sion check, barely passing the DC (12-1)/2 = 5 Zombie Healing effects are reversed.
check and the attack misses. Healing reduces your HP and KO
removing effects cause it instead.
DeATR The according attribute is re-
duced by 3 (but not below 0),
Combat Summary e.g. DeMAG reduces MAG. If
Towards the end of this book, a Combat Summary the EnATR of the same type
is included, which condenses most of the important is already applied, both effects
information from this section into a single page. negate each other.
You can use this summary for quick reference dur- EnATR The according attribute is in-
ing gameplay, to avoid having to navigate this sec- creased by 3, e.g. EnMAG in-
tion too frequently. However, whenever you are creases MAG. If the DeATR of
unsure about combat rules, it is recommended that the same type is already applied,
you look up the detailed explanations in this sec- both effects negate each other.
tion.

6
Characters Talent
Next, choose a non-combat ability that your char-
”I am THE Basch fon Ronsenburg!”
acter is especially proficient with, his so-called Tal-
– Vaan
ent. Talents are very powerful and unique to your
character, which is why you usually ever have one of
them, but the GM may allow you to acquire more
talents in special circumstances. The next page
shows some possible talents which you can use as
given, but the GM may also allow you create your
own talents using the ones given as examples.

All players play as one of the adventurers in the Job


party. They immerse themselves into their charac-
Finally, choose your character’s Job which deter-
ter and talk and act from their perspective. This
mines his abilities, attributes and which kinds of
section shows you how to create a character and
equipment he can use. By gaining experience in
all the options you should consider. It is recom-
a job he specializes further, learning new abilities
mended that you print or copy the blank Character
and improving his attributes, as shown by the Pro-
Sheet included in the end to help you keep track of
gression Table of the job. There is a large variety
important information about your character. There
of jobs and all of them are detailed in their job de-
is also an Example of a filled out sheet, which you
scriptions, which you can find right after the next
can use as a guideline to fill out yours.
page. You can change the job of your character
only once in the game, after you complete a Level
Description up. Instead of gaining another Level in your cur-
Begin by choosing the name of your character and rent job, you instead start at Level 1 in your new
give a short description of him. Then think about job and progress in it in the following. You keep
his personal traits, including his behaviour and out- your abilities, attributes and equipment expertise
look on life. Next, briefly summarize his story until from before, but you can only have a total of 10
now and why he wants to join the party on this ad- Levels of experience between both jobs at most.
venture. This is most likely your character’s first
big adventure, so he probably does not have much Example: Character Creation
more experience than the average person. Accord-
ingly, he starts the game at Level 1 with 10 HP We create a character named ”Vaan”, who is a
and 3 MOV and all his other attributes are 0. 17-year old, blonde-haired human boy with ath-
letic appearance. Vaan is an orphan, who gets
Race by in the big city by stealing from the towns-
folk and often acts as a father figure to other
Your character can be of any human or non-human orphans. He dreams of owning an airship and
race that is part of the world created by the being a sky pirate one day. We choose the The
GM. However, you should think about what conse- Leading Man talent and the Thief job, which
quences this might have for your adventure. Differ- seem to fit Vaan best. Finally, we roll for max-
ent races might be better or worse at certain things imum HP (+1d+6) and MP (+1d+4) bonuses
or be perceived differently by others, which you can and read from the progression table, that Vaan
ask your GM to consider. Nonetheless, these dif- gains AGI +1, MOV +1 and learns ”Steal Gil”
ferences should not change the rules of the game at Level 1.
in a major way.

7
Talents Lose the Jacket
”Sweet Christmas, it’s a talking turtle!” You can walk twice as long as the average person
– Bartz without needing to take breaks. Furthermore,
you can handle extreme weather conditions sig-
nificantly better than the average person.

Mognet
Once per day, you can send a telepathic mes-
sage to a person of your choice. If you cannot
see him, you have to know his approximate lo-
cation and the message may take several hours
to arrive.

O’aka XXIV
Once per day, you can successfully persuade a
trader to either give a discount on all bought or
increase the price of all sold item by 10%.

Opera Floozy
You have advantage on all checks that involve
playing an instrument, acting, singing or per-
forming in general.
Chocobo Tamer
You can easily tame and build friendships with Scientist of Change
friendly animals and monsters like Chocobos.
Once per day, you can spend a few minutes of
Cid’s Apprentice your time to create a Potion or Remedy from
ingredients found in nature or in a store.
Given enough time and materials you can repair
any broken device or gadget. Simdemehkiym
Former Turk You are fluent in 2 languages and can learn new
You can only need half as much sleep as the ones in a matter of weeks.
average person to gain the same benefits.
Strange Gourmand
Hope’s Assistant You can prepare a tasty meal from almost any-
Given any object or trace, you can determine its thing that can be found in a store or in nature
date of creation accurately. in a matter of minutes.

How low can you get? The Leading Man

Once per day, you can manipulate the outcome Once per day, you have advantage on a check
of an in-game random event like a dice throw or that involves impressing or persuading someone
card draw to an outcome of your choice. through speech.

8
Black Mage

”M, M M M M M M M M M M M M M MAGIC?!
Fire
She used magic?”
– Locke MP: 4 Time: 1 round
Target: Entity Range: 3u
You deal 2d fire damage to the target.
Black mages are powerful offensive magic casters.
They are frail in physical combat, but can wipe out
multiple enemies from great distance and inflict Blizzard
nasty status effects. Black mages can thus assert
great control over the battlefield and are difficult MP: 4 Time: 1 round
to ignore for enemies. Target: Entity Range: 3u
You deal 2d ice damage to the target.

Weapon: Staff
Armor: Robe Thunder
Maximum HP: +1d+4 per Level
MP: 4 Time: 1 round
Maximum MP: +1d+8 per Level
Target: Entity Range: 3u
You deal 2d lightning damage to the target.
Progression Table
Level Attributes Abilities Blind
1 MAG +2 Fire, Blizzard,
MP: 8 Time: 1 round
Thunder
Target: Entity Range: 3u
2 STR +1 Blind
RES +1 The target makes a check with DC 8 and suffers
3 AGI +1 Overload Blind for 3 rounds upon failure.
MAG +1
4 STR +1 Bio
Overload Passive
MAG +1
5 RES +2 Blur Every time you begin casting Magic you can
6 RES +1 Firaga, Blizzaga, choose to double its range by also doubling the
DEF +1 Thundaga MP cost.
7 MAG +2 Quake
8 DEF +1 Flare Bio
MAG +1
MP: 12 Time: 1 round
9 RES +2 Doom
Target: Entity Range: 3u
10 MAG +1 Ultima
RES +1 The target takes 2d damage and makes a DC
8 check. Upon failure he suffers Poison for 3
rounds.

9
Blur Reaction Flare
Every time you get targeted by an Attack, you MP: 30 Time: 3 rounds
can choose to halve your current MP to halve Target: Entity Range: 5u
the DC of the evasion check. You deal 9d+15 fire damage to the target.

Firaga
Doom
MP: 14 Time: 2 rounds
Target: Entity Range: 4u MP: 36 Time: 1 round
Target: Entity Range: 5u
You deal 6d fire damage to the target. You may
also target everyone in an area of 2u with this in The target makes a DC 8 check and is inflicted
spell, in which case the damage dealt is halved. with KO after 3 rounds upon failure. Some en-
emies may be Immune to this effect as decided
by the GM.

Blizzaga
MP: 14 Time: 2 rounds
Target: Entity Range: 4u Ultima
You deal 6d ice damage to the target. You may MP: 45 Time: 3 rounds
also target everyone in an area of 2u with this in Target: 3u Range: 5u
spell, in which case the damage dealt is halved. You deal 10d+20 dark damage only to enemies
in the target area.

Thundaga
MP: 14 Time: 2 rounds ”Know pain... but not for long.”
Target: Entity Range: 4u – Lulu
You deal 6d lightning damage to the target. You
may also target everyone in an area of 2u with
this in spell, in which case the damage dealt is
halved.

Quake
MP: 28 Time: 2 rounds
Target: 4u Range: 8u
You deal 8d earth damage to everyone in the
target area.

10
Dragoon

Jump
”I was thinking it would be a normal day, but then
suddenly... Some guy fell out of the sky.” MP: 3 Time: 1 round
– Aerith Target: Entity Range: 3u
When you begin using this tech you jump 4u into
the air from the place you are standing. After
Dragoons are masters of aerial combat, that strike the cast time is up you leap on the target and
their enemies with devastating attacks from the make an Attack on him.
sky. They prefer spears as their weapon and have
an affinity for the fire element. Even though they
are humanoid, people say that every Dragoon has
the soul of a dragon inside him. Javelin Throw
MP: 1 Time: Instant
Target: Entity Range: 8u
Weapon: Spear
Armor: Heavy Armor You throw your weapon on the target to make
Maximum HP: +1d+6 per Level a ranged Attack on him.
Maximum MP: +1d+3 per Level

Lancet Passive
Progression Table
Every time you deal damage to an enemy, make
Level Attributes Abilities
a DC 9 check. If you succeed, your HP is in-
1 STR +1 Jump creased by 2d. If you deal the damage by leap-
RES +1 ing on the enemy from above, the DC is reduced
2 STR +1 Javelin Throw to 7.
DEF +1
3 STR +1 Lancet
AGI +1
4 DEF +1 Fire Breath Fire Breath
RES +1 MP: 11 Time: Instant
5 DEF +1 Dragonheart Target: 3u (front) Range: Self
AGI +1
You deal 4d fire damage to everyone in the target
6 STR +2 Double Jump
area.
7 RES +1 Full Thrust
AGI +1
8 DEF +2 Roar, Revenge
9 RES +2 Dragon Dive Dragonheart Reaction
10 STR +2 Highwind
Every time you deal or receive fire damage, in-
flict EnSTR and EnDEF on yourself for 2 rounds.

11
Double Jump Dragon Dive
MP: 9 Time: 1 round MP: 20 Time: 2 rounds
Target: Entity Range: 4u Target: 3u Range: 5u
When you begin using this tech you jump 4u into When you begin using this tech you jump 4u into
the air from the place you are standing. After the air from the place you are standing. After
the cast time is up you leap on the target and the cast time is up you leap on the target and
make an Attack on him. You can then immedi- deal 7d fire damage to everyone in the target
ately leap to any location within 3u. If you land area except yourself.
on another enemy (or the same) you can also
make an Attack on him.

Highwind
Full Thrust
MP: 28 Time: Instant
MP: 10 Time: Instant Target: Entity Range: Weapon
Target: 5u (line) Range: Self
When you begin using this tech, you make an
You dash forward in a line up to a distance of Attack on the target that is guaranteed to hit
5u. Make an Attack on everyone in the way by and then jump 4u into the air. If he is less than
making one damage roll that is applied to all twice your size, the target is launched 3u into
targets that fail to evade. the air as well for 1 round. At the beginning of
your next turn, you dive downwards, striking the
target into the ground and scoring a Critical Hit
Revenge on him.

MP: 9 Time: Instant


Target: Entity Range: Weapon
Make an Attack on an enemy that has damaged ”You offer your life in exchange for theirs?”
you in the last round. If you hit, you inflict the ”Of course not. I offer yours.”
damage that he dealt to you before on top of – Kain
the usual damage.

Roar
MP: 10 Time: Instant
Target: 3u Range: Self
All enemies within target make a DC 9 check
and suffer Immobile for 1 round upon failure.

12
Marksman

”I would say that you’re more like a ... Big Shot


’supporting’ role”.
– Fran MP: 3 Time: Instant
Target: Entity Range: Weapon
Make an Attack on the target. If you hit, the
Marksmen are experts of all kinds of ranged damage ignores the target’s DEF.
weapons that strike from great distance. They can
see through their enemies, allowing them to know
their strengths and weaknesses. An unhindered
marksman can not only deal significant ranged
Lay Trap
damage, but also disable enemies using his special
abilities. MP: 4 Time: 1 round
Target: 1u Range: Self
You set a trap where you are standing. An en-
Weapons: Bow, Gun emy that walks over it makes a DC 9 check and
Armor: Light Armor suffers 2d damage and Immobile for 2 rounds.
Maximum HP: +1d+5 per Level The trap disappears once it is activated.
Maximum MP: +1d+4 per Level

Progression Table Concentrate Passive


Level Attributes Abilities
Every time you make an Attack, the target’s eva-
1 STR +1 Big Shot sion DC is increased by 2.
AGI +1
2 DEF +1 Lay Trap
RES +1
3 MOV +1 Concentrate
Libra
AGI +1
4 STR +2 Libra MP: 6 Time: 1 round
Target: Entity Range: 3u
5 MAG +2 Magic Evade
6 DEF +2 Pierceshot You analyse the target thoroughly and know his
Quick Shot Resiliences and Weaknesses, as well as his re-
7 STR +1 Poison Ammo maining HP and MP.
AGI +1
8 RES +2 Take Aim
Target MP
9 STR +1 Smoke Bomb Magic Evade Reaction
RES +1 You can evade Magic by passing an evasion
10 DEF +1 Barrage check, the same way you evade Attacks.
RES +1

13
Quick Shot Target MP
MP: 8 Time: Instant MP: 10 Time: 1 round
Target: Entity Range: Weapon Target: Entity Range: Weapon
You make an Attack after which you can imme- Make an Attack on the target. If you hit, you
diately begin casting Magic or using a Tech on reduce his MP instead of his HP.
the same turn.

Smoke Bomb
MP: 12 Time: 1 round
Target: 3u Range: 5u
Pierceshot
MP: 8 Time: Instant You create a smoke cloud that inhibits vision in
Target: 8u (line) Range: Self the target area for 5 rounds. Everyone inside
it suffers Blind and everyone that tries to target
You make an Attack against all entities in a line, someone inside has to make the Attack as if they
by making one damage roll that applies to ev- were Blind.
eryone that fails to evade.

Barrage
MP: 25 Time: Instant
Target: 5u Range: Weapon
Poison Ammo
MP: 9 Time: Instant Make two Attacks against every enemy in the
Target: Entity Range: Weapon target area.

Make an Attack on the target. If you hit, the


damage dealt is magical and the target makes a
DC 8 check. Upon failure, he suffers Poison for ”Thanks for the support, but I never miss
3 rounds. my target.”
– Irvine

Take Aim
MP: 12 Time: 1 round
Target: Entity Range: Weapon
Make an Attack against the target. If you hit,
he cannot Attack on his next turn.

14
Monk

”Now I know why I have these stupid muscles!”


Boost
– Sabin
MP: 3 Time: Instant
Target: Entity Range: Self
Monks are powerful melee fighters that posses a You gain EnSTR until the end of your next turn.
deadly combination of strength and technique.
While they do not have expertise in using magic,
Monks can produce similarly incredible effects by
tapping into their inner life force.
Chakra
MP: 7 Time: 1 round
Target: Entity Range: Self
Weapon: Knuckles
Armor: Light Armor Regain 1d HP and remove all Status Effects that
Maximum HP: +1d+7 per Level you are suffering.
Maximum MP: +1d+4 per Level

Lifestream Passive
Progression Table
If you do not have enough MP to use an ability
Level Attributes Abilities you can instead choose to reduce your HP by
1 STR +2 Boost the amount of its MP cost in order to use it.
2 STR +1 Chakra
DEF +1
3 MOV +1 Lifestream
AGI +1
4 RES +2 Kick Kick
5 MOV +1 Strikeback MP: 8 Time: Instant
AGI +1 Target: 1u Range: Self
6 DEF +1 Pummel Make an Attack against all enemies within 1u of
STR +1 Vigilance you.
7 STR +2 Aurablast
8 AGI +1 Meteor Strike
STR +1
9 RES +2 Revive
10 AGI +1 Final Heaven Strikeback Reaction
STR +1 Whenever you successfully evade an Attack by
an enemy, immediately make an Attack on him.

15
Pummel Revive
MP: 9 Time: Instant MP: 22 Time: 3 rounds
Target: Entity Range: Weapon Target: Entity Range: 1u
Make two Attacks against the target. Remove KO from the target and increase his HP
by 1.

Final Heaven
MP: 30 Time: Instant
Target: Entity Range: Weapon
Vigilance
Deal 6d damage to the target and if he is less
MP: 11 Time: 1 round
than twice your size, knock him back by 5u. If
Target: Entity Range: Self
he hits a wall or a similarly solid object in doing
You gain EnAGI for 2 rounds. so, deal another 4d damage to him. All damage
dealt by this Tech ignores the target’s DEF.

”Let’s kick some ass!”


– Zell

Aurablast
MP: 12 Time: Instant
Target: Entity Range: 3u
Make a ranged Attack on the target. If you hit,
the damage dealt is of magical type.

Meteor Strike
MP: 18 Time: Instant
Target: Entity Range: Weapon
You slam the target into the ground dealing 7d
damage. In doing this, you can also leap to a
location of your choice within 3u.

16
Red Mage

”Wait, he says... Do I look like a waiter?”


Cure
– Kefka
MP: 4 Time: 1 round
Target: Entity Range: 3u
Red mages are very versatile characters, that The target regains 2d HP.
possess a wide variety of abilities. They are
capable of using offensive and defensive spells, but
can also hold their own in melee combat. Altough
they excel in neither discipline, their incredible Poison
flexibility and speed makes them a force to be MP: 6 Time: 1 round
reckoned with. Target: Entity Range: 3u
The target makes a DC 8 check and suffers Poi-
son for 3 rounds upon failure.
Weapon: Sword, Staff
Armor: Light Armor, Robe
Maximum HP: +1d+5 per Level
Maximum MP: +1d+6 per Level Swiftcast Passive
Every time you make an Attack, you can imme-
diately begin casting Magic.
Progression Table
Level Attributes Abilities
1 STR +1 Cure Fira
MAG +1
MP: 9 Time: 1 round
2 DEF +1 Poison Target: Entity Range: 4u
RES +1
3 MOV +1 Swiftcast You deal 4d fire damage to the target.
AGI +1
4 MAG +1 Fira, Blizzara,
DEF +1 Thundara Blizzara
5 STR +2 Mana Shield MP: 9 Time: 1 round
6 RES +1 Silence Target: Entity Range: 4u
AGI +1 Esuna
You deal 4d ice damage to the target.
7 MAG +2 Elemental Strike
8 AGI +1 Imperil
RES +1 Wall
9 DEF +2 NulElement Thundara
10 RES +1 Dualcast MP: 9 Time: 1 round
STR +1 Target: Entity Range: 4u
You deal 4d lightning damage to the target.

17
Mana Shield Reaction Imperil
Every time your HP is reduced, you can instead MP: 11 Time: 1 round
choose to reduce your MP by the same amount. Target: Entity Range: 3u
The target suffers DeDEF and DeRES for 3
rounds.

Silence
MP: 8 Time: 1 round
Target: Entity Range: 3u
The target makes a DC 8 check and suffers Si-
NulElement
lence for 3 rounds upon failure.
MP: 12 Time: 1 round
Target: Entity Range: 3u
Choose an element (e.g. fire). The target does
Esuna not suffer any damage of the chosen element for
MP: 8 Time: 1 round 3 rounds.
Target: Entity Range: 3u
You remove all status effects except KO from
the target.

Dualcast
MP: 4 Time: Instant
Elemental Strike
Target: Entity Range: Self
MP: 6 Time: Instant
Target: Entity Range: Weapon You begin casting two spells of your choice si-
multaneously. You need spend the necessary
Choose an element (e.g. fire) and make an At- MP for both, but you concentrate on both of
tack. If you hit, the damage is of magical type them at the same time.
with the chosen element. This ability activates
the effect of Swiftcast.

”Afraid? You should be.”


– Lightning
Wall
MP: 11 Time: 1 round
Target: Entity Range: 3u
The target gains EnDEF and EnRES for 3
rounds.

18
Sentinel

”You think you’re everyone’s protector - everyone’s Guard


hero - but who do you save, really? Do you even
MP: 3 Time: Instant
realize how useless you are!?”
Target: Entity Range: Self
– Noel
Double your DEF until the start 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 also provide protection to their allies. First Aid
A capable Sentinel is often the last thing standing MP: 5 Time: 1 round
between the party and certain death. Target: Entity Range: 1u
Choose an ally within range that has received
damage in the last minute (6 rounds). He re-
Weapon: Sword gains 2d HP.
Armor: Heavy Armor
Maximum HP: +1d+9 per Level
Maximum MP: +1d+3 per Level
Provoke Passive
Whenever you successfully Attack an enemy, you
can try to provoke him. If you do so, he has to
Progression Table
make a DC 8 check and upon failure he has to
Level Attributes Abilities target you with an action on his next turn.
1 DEF +2 Guard
2 STR +1 First Aid
RES +1
3 MOV +1 Provoke Powerbreak
DEF +1 MP: 10 Time: Instant
4 AGI +1 Powerbreak Target: Entity Range: Weapon
STR +1
Make an Attack against the target. If you hit,
5 MAG +1 Cover
he suffers DeSTR and DeMAG for 3 rounds on
RES +1
top of the damage dealt.
6 DEF +2 Mediguard
7 AGI +1 Earth Wall
DEF +1
8 STR +1 Astra Cover Reaction
RES +1 Threaten
When an ally within 1u is targeted by an Attack
9 STR +2 Mow Down
or Tech you can make yourself become its target
10 DEF +2 Omniguard
instead.

19
Mediguard Mow Down
MP: 11 Time: 1 round MP: 22 Time: Instant
Target: Entity Range: Self Target: Entity Range: Weapon
For the next 2 rounds your DEF is doubled and Make an Attack against the target. If you hit,
when this effect ends, you regain 3d HP. the target suffers the difference between your
current and your maximum HP instead of your
usual damage.

Earth Wall
Omniguard
MP: 10 Time: 1 round
Target: 3u (line) Range: 3u MP: 30 Time: 1 round
Target: Entity Range: Self
You create a 3u tall and wide wall of earth that
blocks the path. The wall breaks down after 3 For the next 3 rounds, you cannot suffer any
rounds or upon suffering a total of 20 damage. damage.

”Allow me to shatter your delusions of grandeur.”


– Beatrix
Threaten
MP: 8 Time: Instant
Target: Entity Range: 3u
The target makes a DC 8 check and cannot
move towards you or target anyone within 1u
of you on his next turn.

Astra
MP: 9 Time: 1 round
Target: Entity Range: 3u
For the next 3 rounds, the target is Immune to
all Status Effects.

20
Summoner
”Hero. Summoner. Doormat.” Pray
– Shinra describing Yuna
MP: 4 Time: 1 round
Target: 1u Range: Self

Summoners are powerful spellcasters that can Everyone in the target area regains 1d HP.
summon magical beasts to aid them in combat.
They create a strong bond to their summon Summon
allowing the summoner to control their incredible MP: 8 Time: 3 rounds
powers to his will. While the summoner himself Target: Entity Range: Self
focuses on using defensive magic, their summons
can wreak havoc unlike any human being. You summon a creature that acts with you on
your turn, following your command. He is dis-
missed after 1 hour, when KO or when you sum-
mon another creature and cannot be summoned
Weapons: Staff
again on the same day.
Armor: Robe
Maximum HP: +1d+3 per Level
Ifrit Level 2
Maximum MP: +1d+7 per Level
HP: 40 MP: 20
STR: 4 DEF: 3
MAG: 2 RES: 1
AGI: 3 MOV: 4
Progression Table
Claw: 2d DMG Size: 2u
Level Attributes Abilities Resilience: fire Weakness: ice
1 MAG +1 Pray Hellfire
RES +1 MP: 10 Time: 1 round
2 DEF +1 Summon: Ifrit Target: 2u Range: Self
STR +1 You deal 3d fire damage to everyone in the target
3 MAG +2 Spiritual Bond area except yourself.
4 AGI +1 Summon: Shiva
MAG +1 Blink Spiritual Bond Passive
5 RES +2 Sacrifice You or your summon may skip his turn to reduce
6 DEF +1 Toad the cast time of a spell cast by the other by 1
MAG +1 round.
7 STR +1 Summon: Phoenix
RES +1 Blink
8 RES +2 Dispel MP: 8 Time: 1 round
9 MAG +2 Summon: Bahamut Target: 1u Range: 3u
10 DEF +1 Final Summoning You create an illusion of a person or object for
RES +1 3 rounds. Enemies can only understand the il-
lusion by passing a DC 9 check or coming into
contact with it.

21
Shiva Level 4 Toad
HP: 60 MP: 60 MP: 18 Time: 2 rounds
STR: 1 DEF: 2 Target: Entity Range: 3u
MAG: 5 RES: 6
AGI: 4 MOV: 3 The target makes a DC 8 check and is turned
into a toad upon failure for 5 rounds or until he
Icicle: 3d DMG, 3u Range Size: 1u is hit with Magic or an Attack.
Resilience: ice Weakness: fire
Ice Wall
MP: 10 Time: 1 round Dispel
Target: 3u (line) Range: 3u
You create a 3u tall and wide wall of ice that MP: 20 Time: 2 rounds
blocks the path. The wall breaks down after 3 Target: Entity Range: 3u
rounds or upon suffering a total of 20 damage. Remove all beneficial Status Effects, Resiliences
Diamond Dust and Immunities from the target for 3 rounds.
MP: 20 Time: 1 round
Target: 3u (front) Range: Self
All enemies in the target suffer 4d ice damage Bahamut Level 9
and Immobile for 1 round. HP: 150 MP: 130
STR: 7 DEF: 6
MAG: 5 RES: 6
Sacrifice Reaction
AGI: 2 MOV: 5
When damage dealt by an enemy would drop you Claw: 4d DMG, 2u Range Size: 3u
to 0 HP, you may dismiss your current summon Immune: All Status Effects
to use one of its abilities yourself before suffering Obliterating Breath
KO. The used ability has no additional cost or MP: 20 Time: Instant
cast time. Target: 3u (front) Range: Self
All targets make a DC 8 check and suffer Poison
and Blind for 3 rounds upon failure.
Phoenix Level 7
Megaflare
HP: 70 MP: 100
MP: 45 Time: 3 rounds
STR: 0 DEF: 2
Target: Entity Range: 10u
MAG: 7 RES: 7
You deal 9d+20 fire damage to the target.
AGI: 3 MOV: 3
Beak: 1d DMG Size: 1u
Curaga Final Summoning
MP: 18 Time: 2 rounds
Target: 1u Range: 3u MP: 22 Time: Instant
Everyone in the target area regains 6d HP. Target: Entity Range: 3u

Full-Life You suffer KO to cast Summon without addi-


MP: 32 Time: 3 rounds tional cast time or cost. The summoned crea-
Target: Entity Range: 3u ture gains EnSTR, EnDEF, EnMAG and EnRES
Remove KO status from the target and fully heal until dismissed. It also regenerates 10% of its
his HP. maximum HP at the start every turn.

22
Thief
”I PREFER the term ”treasure hunter”! Steal Gil
– Locke
MP: 2 Time: Instant
Target: Entity Range: Weapon

Thieves are extremely mobile melee fighters, Make a DC 7 check and borrow up to 2d times
who can quickly traverse the battlefield and are 10 Gil from the target if you succeed.
difficult to hit with physical attacks. They excel
at borrowing items and money from enemies and
have a heightened sense for worthwhile business. Flee
MP: 5 Time: 1 round
Target: 2u Range: Self
Weapons: Dagger
You and all allies in the target gain +2 MOV
Armor: Light Armor (( (
when ( (((away
running tactically retreating from
Maximum HP: +1d+6 per Level
enemies for 3 rounds.
Maximum MP: +1d+4 per Level

What’s That!?
MP: 5 Time: Instant
Progression Table Target: 1u Range: Self
Level Attributes Abilities
All enemies in the target area make a DC 9 check
1 MOV +1 Steal Gil
and cannot target you or move towards you on
AGI +1
their next turn upon failure. Some enemies may
2 STR +1 Flee be Immune to this effect as decided by the GM.
DEF +1 What’s That!?
3 MOV +1 Gilionaire
AGI +1 Gilionaire Passive
4 RES +2 Steal Item
You learn new ways of making worthwhile in-
5 AGI +1 Counter
vestments. Enemies drop twice the amount of
STR +1
Gil as usual, when slain by you.
6 DEF +1 Vanish
RES +1
7 STR +2 Mug Steal Item
Quick Pockets
MP: 6 Time: Instant
8 DEF +2 Throw
Target: Entity Range: Weapon
9 STR +1 Bribe
AGI +1 Make a DC 7 check and borrow an item from
10 AGI +1 Mimic the target if you succeed. Roll 1d, the item is a
RES +1 Potion on a 1-3, a Remedy on a 4, an Ether on
a 5, a Phoenix Down on a 6. The item may also
be determined in any way by the GM.

23
Counter Reaction Throw
Every time an enemy hits you with an Attack, MP: 10 Time: Instant
you return the favor by immediately making an Target: Entity Range: 4u
Attack on him. You decide to clean up your inventory and let
go of one piece of equipment. By accident it
hits the target and deals 7d+5 damage if it is a
weapon and 4d+5 otherwise. You make a DC 8
Vanish check and the equipment piece becomes unus-
MP: 12 Time: 2 rounds able upon failure.
Target: Entity Range: Weapon
You become invisible for up to 1 minute (6
Bribe
rounds) and become visible again if you take an
action. While you are invisible, your evasion DC MP: 14 Time: 1 round
is halved and if you hit an Attack you automat- Target: Entity Range: 1u
ically score a Critical Hit. You make a really tremendous deal with the tar-
get. You hand over an amount of Gil of your
choice. Make a check with DC 13 minus 1 per
every 100 Gil you paid. If you succeed, the tar-
Mug get is convinced by your argument. He remem-
bers an important appointment and leaves the
MP: 8 Time: Instant
battlefield. Some enemies may be Immune to
Target: Entity Range: Weapon
this effect as decided by the GM. Either way, no
Make an Attack against the target. If you hit, money back!
you kindly ask him for 4d times 10 Gil, which
he hands over voluntarily on top of the damage
dealt. Mimic
MP: 24 Time: Instant
Target: ? Range: ?

Quick Pockets You copy the same action the character whose
turn was right before you made. If the action
MP: 12 Time: Instant
was a spell or tech, it has no additional MP cost
Target: Entity Range: 1u
or cast time. You can also choose any target
You find a loophole in the combat rules, which within the action’s range. You are also sure the
allows you to use an Item, after which you can whole thing was your idea in the first place.
still make another action of your choice.

”Welcome to your doom, starring me!”


– Rikku

24
Time Mage

”Alright. Time to split, not run. There’s a


difference.” Gravity
– Sazh MP: 6 Time: 1 round
Target: Entity Range: 3u

Time Mages are masters of time and space. They Deal 1d damage per unit of size to the target.
can the manipulate flow of time and bend the The target also suffers DeAGI for 1 round.
fabric of reality to their advantage. While Time
Mages rarely fight on their own, they can greatly
influence an ongoing battle with their incredible Slow
abilities.
MP: 10 Time: 1 round
Target: Entity Range: 3u
Weapon: Staff For the next 3 rounds the target may on his turn
Armor: Robe either move or take an action, but not both.
Maximum HP: +1d+3 per Level Furthermore, all of his cast times are increased
Maximum MP: +1d+9 per Level by 1 round.

Momentum Passive
Progression Table
Level Attributes Abilities Whenever you move at least 1u towards the tar-
1 MAG +1 Gravity get before casting a spell, its range is increased
RES +1 by 1u.
2 STR +1 Slow
MAG +1
3 AGI +1 Contraction Haste
RES +1
MP: 10 Time: 1 round
4 DEF +1 Haste Target: Entity Range: 3u
MAG +1
5 MAG +2 Critical Quicken For the next 3 rounds the target may on his turn
either make an additional movement or action.
6 DEF +1 Graviga
Furthermore, all of his cast times are reduced by
RES +1 Extend
1 round.
7 RES +2 Warp
8 DEF +1 Quicken
MAG +1 Float
Critical Quicken Reaction
9 MAG +2 Stop
10 RES +2 Paradox Whenever you receive damage that makes you
fall below 10 HP, you instantly get to take the
next turn.

25
Graviga Float
MP: 25 Time: 2 rounds MP: 12 Time: 1 round
Target: 2u Range: 4u Target: Entity Range: 3u
Deal 2d damage per unit of size to everyone in The target can levitate up to 3u above the
the target area. All affected targets also suffer ground from where he can move his usual dis-
DeAGI for 2 rounds. tance.

Stop
MP: 32 Time: 1 round
Extend Target: 100u Range: Self
MP: 8 Time: Instant You freeze time for everyone in the target area
Target: Entity Range: 5u except yourself for up to 1 minute (6 rounds).
Once you Attack or use Magic time unfreezes
The duation of all Status Effects that the tar-
again.
get is currently inflicted with is extended by 2
rounds.

Paradox
MP: 45 Time: Instant
Target: 100u Range: Self
Warp You turn back time inside the target area by
MP: 20 Time: 1 round 10 seconds (1 round). All entities return to the
Target: 15u Range: Self state (HP, MP, Status Effects) and position they
were in one round ago.
You teleport to an unoccupied location of your
choice that you can see within 15u.

”Playtime is over!”
– Ultimecia

Quicken
MP: 26 Time: Instant
Target: Entity Range: 3u
The target gets to take a turn immediately after
you. This effect does not change the turn order,

26
Warrior

”I’m a soldier, not some love-starved twit!” Rush


– Celes
MP: 3 Time: Instant
Target: Entity Range: Weapon

Warriors are specialists in melee combat, because Make an Attack against the target. If you hit,
of their strong physical offense and defenese. They you push him back by 1u on top of the damage
are proficient with powerful swords and armor, dealt.
allowing them to become even more dangerous
and durable. Therefore, Warriors make for a
strong frontline in combat.
Beatdown
MP: 4 Time: Instant
Target: Entity Range: Weapon
Weapon: Sword
Make an Attack where the target halves his eva-
Armor: Light Armor, Heavy Armor
sion DC. If you hit, you automatically score a
Maximum HP: +1d+8 per Level
Critical Hit.
Maximum MP: +1d+3 per Level

Adrenaline Passive
Progression Table
Level Attributes Abilities Every time you reduce an enemy to 0 HP, you
1 STR +1 Rush can immediately take another turn afterwards.
DEF +1
2 STR +1 Beatdown
AGI +1
3 MOV +1 Adrenaline Defensebreak
DEF +1 MP: 10 Time: Instant
4 STR +1 Defensebreak Target: Entity Range: Weapon
RES +1 Make an Attack against the target. If you hit,
5 AGI +1 Last Stand he suffers DeDEF and DeRES for 3 rounds on
DEF +1 top of the damage dealt.
6 STR +2 Bonecrusher
7 RES +1 Bravery
AGI +1 Focus
8 DEF +2 Razor Gale Last Stand Reaction
9 RES +1 Army of One
If any damage would reduce you to 0 HP you
DEF +1
remain at 1 HP instead. This effect can only be
10 STR +2 Omnislash used once per day.

27
Bonecrusher Army of One
MP: 8 Time: Instant MP: 22 Time: 1 round
Target: Entity Range: Weapon Target: 5u Range: Self
Make an Attack against the target. If you hit, Make an Attack against all enemies in the target
he suffers Immobile for 1 round on top of the area. You also gain EnAGI until the start of your
damage dealt. next turn.

Bravery Omnislash
MP: 11 Time: 1 round MP: 36 Time: Instant
Target: 2u Range: Self Target: Entity Range: Weapon
You and all allies within the target area gain Make 4 separate Attacks against the target.
EnSTR and EnMAG for 3 rounds. Each time he rolls 4 or less on an evasion check,
you score a Critical Hit.

Focus ”This ends here! No hard feelings.”


MP: 6 Time: 1 round – Cloud
Target: Target Range: Self
Every time you make an Attack, the target’s eva-
sion DC is increased by 2 for the next 3 rounds.

Razor Gale
MP: 8 Time: 1 round
Target: Entity Range: 4u
Make a ranged Attack with your melee weapon.
The damage dealt is of wind element.

28
White Mage

”Being dead has its advantages.” Cure


– Auron MP: 4 Time: 1 round
Target: Entity Range: 3u

White mages are experts of defense magic and The target regains 2d HP.
boast a variety of recovery and protective spells.
While mediocre in physical combat, they also
feature incredible resistance against magic, making Protect
them resilient against devastating spells. MP: 7 Time: 1 round
Target: Entity Range: 3u
The target gains EnDEF for 3 rounds.
Weapons: Staff
Armor: Robe
Maximum HP: +1d+4 per Level
Maximum MP: +1d+7 per Level Shell
MP: 7 Time: 1 round
Target: Entity Range: 3u

Progression Table The target gains EnRES for 3 rounds.

Level Attributes Abilities


1 RES +2 Cure Doctor’s Code Passive
2 STR +1 Protect
DEF +1 Shell Every time you inflict or remove a Status Effect
3 AGI +1 Doctor’s Code you may increase the target’s HP by 1d in addi-
MAG +1 tion. Also, every time you increase a target’s HP
with Magic, you may remove one of his Status
4 STR +1 Water
Effects by passing a DC 8 check.
RES +1 Aero
5 MAG +1 Absorb MP
AGI +1
Water
6 RES +1 Sleep
DEF +1 Silence MP: 8 Time: 1 round
7 MAG +2 Esunaga Target: Entity Range: 4u
Curaga You deal 3d water damage to the target.
8 DEF +1 Life
RES +1
9 MAG +1 Holy Aero
RES +1
MP: 8 Time: 1 round
10 RES +2 Auto-Life
Target: Entity Range: 4u
You deal 3d wind damage to the target.

29
Absorb MP Reaction Life
Every time you get hit by an ability, increase MP: 25 Time: 2 rounds
your MP by the same amount that the caster Target: Entity Range: 3u
spent on the action. Remove KO status from the target and increase
his HP by 2d.

Sleep
MP: 8 Time: 1 round
Target: Entity Range: 3u Holy

The target makes a DC 8 check and suffers Sleep MP: 32 Time: 3 rounds
for 3 rounds upon failure. Target: Entity Range: 5u
You deal 8d+20 holy damage to the target.

Silence
MP: 8 Time: 1 round
Auto-Life
Target: Entity Range: 3u
MP: 40 Time: 3 rounds
The target makes a DC 8 check and suffers Si-
Target: Entity Range: 3u
lence for 3 rounds upon failure.
You summon a guardian angel that watches over
the target. The next time he falls KO, he is
instantly revived with 1 HP.

Esunaga
MP: 12 Time: 1 round
Target: 2u Range: 4u ”Salvation promised...”
– Yuna
You remove all status effects except KO from
everyone in the target area.

Curaga
MP: 18 Time: 2 rounds
Target: 1u Range: 3u
Everyone in the target area regains 6d HP.

30
Equipment Upgrading Weapons
Similar to how characters get stronger with
”Oh, really, don’t you know? These days all it takes increased Levels, weapons can be upgraded to
for your dreams to come true is money and power.” higher Levels as well. All Weapons start at Level
– President Shinra 1 and upgrading them at leasts takes an amount
Gil and 1 night of work. The GM may enforce
additional rules on upgrades, like requiring specific
materials or expertise. An upgraded weapon
keeps its previous effect, usually increases in
DMG and might also change its appearance or
name. The players are not necessarily the only
characters with the ability to upgrade, so higher
Level weapons may also be found in your world.
The only exception to this system are the so-called
Legendary Weapons, which are powerful unique
weapons that can not be upgraded or upgraded
to, only found. The table below shows the DMG
and upgrade costs of weapons of different Levels.
Another way to improve your potency in combat
is through equipment. While Weapons increase
your damage, Armors provide you with protec- Weapon Upgrades
tion against them. Accessories are miscellaneous
Level DMG Upgrade Cost
equipment parts that you can use to complement
your gear. All equipment parts may also provide 1 1d 1000 Gil
boosts to attributes or other useful effects in ad- 2 2d 4000 Gil
dition. Every character may wear 1 weapon, 1 ar- 3 3d Cannot be upgraded.
mor and 2 accessories. While accessories may be Legendary 4d Cannot be upgraded.
worn by everyone, characters can only equip spe-
cific weapon and armor types as noted in their job
description. Apart from that, the party can also
Examples
acquire consumable Items, that provide quick ben- In the following, some typical equipment and items
efits like healing, in and outside of combat. are shown that might be part of your game world.
All ranges are assumed to be 1u unless specified
Trading otherwise and the given Level 1 Weapons have an
inherent value of around 500 Gil. Generally, there
Equipment and items can be looted from defeated may be specific rules or exceptions for some equip-
foes and treasure chests or earned as rewards for ment categories which are explained in notes at
completing a given task. But often the party will the bottom of their box. The given lists are by
want to buy or sell specific things from shops and no means exhaustive and the GM is encouraged to
merchants. The currency used for trading is called add his own creations or make changes to existing
Gil and typically comes in the form of coins. You examples. Usually, the party will start the game
can try buying and selling almost anything, as long with some basic equipment (e.g. Mythril Sword),
as someone is willing to trade. items (e.g. Potion) as well as a small amount of
Gil.

31
Weapons
Bows
Name Effect
Mythril Bow –
Elfin Bow When you Attack a target suffering a Status Effect, add 1d to the damage.
Dark Bow Once per day, on hit you can inflict Blind on the target for 3 rounds.
Killer Bow On Critical Hit, the target is instantly reduced to 0 HP. Some enemies may
be immune to this effect as decided by the GM.
Note: Bows have a range of 5u. If you Attack with a bow, you cannot move on the same turn.

Daggers
Name Effect
Mythril Knife –
Gladius Decrease the DC of all checks related to stealing by 1.
Main Gauche If there is an ally of you within 1u of the target, add 1d to the damage dealt.
Assassin’s On Critical Hit, the target is instantly reduced to 0 HP. Some enemies may
Dagger be immune to this effect as decided by the GM.

Guns
Name Effect
Mythril Gun –
Tiny Bee Whenever you Attack, you gain MOV +1 until the end of the turn.
Machine Gun When attacking, you can also inflict 1d damage to anyone within 1u of target.
Fomalhaut Damage dealt by this weapon is of magical type.
Note: Guns have a range of 3u, but their damage is not increased by STR.

Knuckles
Name Effect
Mythril Knuckles –
Cat Claws When making an Attack, the target’s evasion DC is increased by 1.
Tiger Fangs If the target rolls 3 or less on his evasion check, score a Critical Hit.
Kaiser Knuckles Once per day, on hit you can inflict Immobile on the target for 3 rounds.

Spears
Name Effect
Mythril Spear –
Gae Bolg Add 10 to the result of all your Initiative checks.
Trident This weapon targets both the original target and anyone directly behind him.
Longinus Once per day, on hit you can inflict Poison on the target for 3 rounds.
Note: Spears have a range of 2u.

32
Staves
Name Effect
Mythril Staff –
Stardust Staff Once per day, you can use Magic without MP cost.
Healing Staff Whenever you heal HP, add 1d to the amount.
Elemental Staff This weapon has to be of a specific element (e.g. fire) and can have an
according name (e.g. Flame Staff). Whenever you deal damage of that
element, add 1d to the amount.
Malboro Staff When you use Magic that inflicts Status Effects, the DC the target needs to
pass is increased by 1.
Note: Staves do not increase in DMG when upgraded, instead they increase the wielder’s MAG
by 1 per weapon Level.

Swords
Name Effect
Mythril Sword –
Buster Sword On Critical Hit, quadruple your usual damage.
Save the Queen Once per day, you can completely negate the damage of a spell targeted at
you or an ally within 1u.
Joyeuse Whenever you inflict a Status Effect, increase its duration by 1 round.
Gunblade Every time you use an ability you can make an up to 3u long ranged Attack
in addition. If you do this, you do not add your STR to the damage and you
cannot move on the same turn.

Legendary Weapons
Name Type Effect
Godhand Knuckle AGI +1
Mage Masher Dagger Inflict the same damage on the target’s MP as on his HP.
Nirvana Staff Whenever you use Magic that causes damage or heals HP, add
2d to the amount.
Death Penalty Gun Every time you use KO an enemy, you can instantly make
another Attack.
Artemis Bow Attacks by this weapon cannot be evaded.
Masamune Sword Damage dealt by this weapon ignores Resilience.
Ragnarok Sword When your HP is below 10% of its maximum, every Attack
that you hit with this weapon is automatically a Critical Hit.
Excalibur Sword Damage dealt by this weapon is of magical and holy type.
Gungnir Spear Every time you leap on a an enemy from above, deal 2d addi-
tional lightning damage to him.
Omega Weapon Any This weapon can be of any type (e.g. Sword).
Note: Legendary weapons are subject to specific rules of their weapon type.

33
Armor

Heavy Armor
Name Value DEF RES Effect
Mythril Armor 500 Gil +2 +0 –
Diamond Armor 1500 Gil +2 +1 Resilience: lightning
Dragon Mail 3000 Gil +2 +2 Resilience: fire
Mirror Mail 5000 Gil +1 +4 –
Maximillian 7000 Gil +3 +3 Maximum HP +20
Genji Armor 9000 Gil +4 +3 STR +2

Light Armor
Name Value DEF RES Effect
Clothes 100 Gil +1 +0 –
Mythril Vest 500 Gil +1 +1 –
Kenpo Gi 1200 Gil +1 +0 Immunity: Blind
Black Garb 2000 Gil +1 +1 Initiative +5
Power Vest 3000 Gil +3 +0 STR +1
Mirage Vest 5000 Gil +1 +3 Once per day, you can make an Attack that
would hit you miss.
Red Jacket 6000 Gil +3 +2 Resilience: fire
Minerva 6000 Gil +2 +3 Resilience: ice
Brave Suit 7000 Gil +2 +2 AGI +1

Robes
Name Value DEF RES Effect
Silk Robe 250 Gil +0 +1 –
White Robe 1500 Gil +0 +2 Immunity: Sleep
Black Robe 1500 Gil +0 +2 Immunity: Poison
Luminous Robe 4000 Gil +1 +2 MAG +1
Sage Robe 6000 Gil +1 +3 Maximum MP +20
Lordly Robes 9000 Gil +2 +4 MAG +2

34
Accessories
Name Value Effect
Power Armlet 500 Gil STR +1
Rune Bracers 500 Gil RES +1
Mythril Shield 500 Gil DEF +1
Star Pendant 750 Gil Immunity: Poison
White Cape 750 Gil Immunity: Silence
Protect Ring 1000 Gil Once per day you can gain EnDEF for 3 rounds.
Thief Gloves 2000 Gil Every time you succesfully Steal something, you can borrow
an additional 1d times 10 Gil from the target.
Circlet 3000 Gil RES +1, MAG +1
Champion Belt 3000 Gil STR +1, Immunity: DeATR
Black Belt 4000 Gil Maximum HP +10
Grand Helmet 5000 Gil DEF +2, Immunity: Blind
Hero’s Shield 5000 Gil DEF +1, RES +1, Immunity: Sleep
Feather Boots 6000 Gil You can levitate up to 1u above the ground.
Moogle Charm 6000 Gil Glows when there is a monster within 100u of you.
Hermes Sandals 7000 Gil Initiative +5, MOV +1
Genji Shield 9000 Gil Resilience: physical
Genji Helmet 9000 Gil Resilience: magical
Gold Hairpin 9999 Gil Halve all your MP costs.
Genji Gloves 9999 Gil Every time you make an Attack, you can make another one
immediately after.
Ribbon 9999 Gil Immunity: All Status Effects
Note: For some accessories it does not make sense to wear two of the same type (e.g. shields).

Items
Name Value Effect
Potion 100 Gil Regain 2d HP.
Eyedrops 50 Gil Remove Blind.
Antidote 50 Gil Remove Poison.
Echo Grass 50 Gil Remove Silence.
Holy Water 150 Gil Remove Zombie.
Remedy 250 Gil Remove all status effects, except KO.
Ether 500 Gil Regain 2d MP.
Hi-Potion 500 Gil Regain 6d HP.
Phoenix Down 750 Gil Remove KO status and regain 1 HP.
Mega-Potion 1000 Gil Everyone within 1u regains 6d HP.
Elixir 1500 Gil Fully regain HP and MP.
Tent 2000 Gil Allows the party to sleep outside.

35
Game Master Using Checks
Checks are a powerful tool that help you decide the
”Tough...Don’t blame us. Blame yourself or God.”
outcome of uncertain actions. You can ask a player
– Delita
for a check when they try to take such an action by
assigning a secret DC to the task. There are also
situations where you may proactively ask players
to make checks, e.g. to decide whether they notice
a trap or an ambush. The non-player characters
controlled by you may also have to do checks, as
they follow the same rules as the players. However,
you do not always have to use checks, especially if
the outcome reasonably clear.

Time
The amount of time that passes in the game is
often different from the amount of time you are
playing at your table. This is because uneventful
The GM has a very different role compared to the aspects of the adventure can be narrated quickly,
players, who play the game from the perspective while some decisions and events need to be thought
of the protagonists. He creates the world and set- through carefully. A good rule of thumb is that in-
ting of the adventure and takes the role of all non- game time passes quicker during travel and explo-
player characters that the party interacts with. Fur- ration, the same in conversations and slower during
thermore, the GM describes the environment and combat. The passage of time has an effect on the
narrates the outcomes of actions by all characters. entire world and not only on the party, which is
This section provides some general suggestions and why you should try to stay consistent. You should
guidelines, that help GMs to get a better under- also be aware of the time of day, as the day and
standing of their role. night cycle usually has a great effect on the towns
and wildlife of the world.
Sessions
An adventure is usually too long to be completed in Travel
a single sitting, so it usually makes sense to divide
Exploration allows the players to get familiar with
it into multiple sessions. It is enough for you as
the world you have created and can take place at
a GM to prepare the content for the next session
different scales and locations. Travelling by foot
instead of preparing everything for the adventure
is often not the best choice due to possibly dif-
in advance. During gameplay, look out for points
ficult terrain and weather. Furthermore, a party
where you can gracefully end the ongoing session,
on foot is always an easier target for enemies, es-
for example after concluding a battle or a mission.
pecially at night. Depending on your setting, more
You can roughly plan your adventure milestones ac-
comfortable forms of transportation might be avail-
cording to your sessions from the beginning, plan-
able: ships, trains, airships, cars or even Chocobos!
ning a Level up about every 1-3 sessions is a good
Usually, the party will need to employ a service for
rule-of-thumb for this. Still you will never be able
this, but as they become more wealthy, they may
to prepare or plan for everything the players might
try to acquire vehicles of their own.
want to do, so do not be afraid to improvise when
necessary.

36
Combat Random Encounters
1. The party finds a chocobo farm. The farmer
During combat, you play the role of all enemies and is nice and apologizes for not being able to rent
all Combat Rules apply to them. Unlike the players, out his chocobos currently. He mentions that
you may keep most information secret, like abilities, some of them them have been disappearing at
remaining HP & MP and dice rolls. While playing night and he is desperate to resolve the mystery.
as an enemy group, you should take actions from 2. The party meets two soldiers named Biggs
their perspective without using your own knowl- and Wedge. The two were tasked with finding a
edge. When creating combat encounters, the most group of researchers who have gone missing in
important factor to properly balance are the num- a cave nearby. Apparently they are very scared,
ber of participants on both sides. Large hordes of so they offer the party half of the reward for
weaker monsters will often overwhelm the party, their help. They seem to know more about this
while a lone strong enemy usually does not stand a incident than they are letting on.
chance. A healthy mix of different types of enemies 3. The party finds the Coliseum, an arena where
keeps combat more interesting and balanced. adventurers fight monsters and other adventur-
ers for entertainment. The owner of the estab-
lishment offers generous rewards to the party for
participating. If they accept, the party has to
Rewards fight multiple consecutive battles where failure
means certain death.
Rewards are a good way to give players an incen-
4. The party finds an extravagant Casino, which
tive to complete certain tasks. Solving tasks allows
offers various gambling games. If the party
players to experience more content of the game
wants to play a game, you can use very hard
world, but also progresses the development of their
checks to decide the outcome. However, all
character. Consider that there are often different
games are rigged against the player in some way,
ways to solve a task, so even unconventional meth-
so making a profit here is almost impossible.
ods may be valid. Most commonly, characters may
find or be awarded Gil, Items and Equipment for 5. The party finds a workshop run by a man
their efforts, but for passing major aspects of the named Cid. Cid is a master craftsman, he can
adventure, you should give them a Level up. Char- for example be a mechanic or a smith. He com-
acters can have a maximum of Level 10 and they plains to the party about not being able to work,
should usually reach this point towards the end of because he is not getting any material deliveries.
the adventure. He offers his services to them if they manage to
bring him a set of rare materials.
6. The party gets surprised by a much larger
version of the Abyss Worm called Zone Eater.
Random Encounters Despite any effort, the party gets inhaled by the
beast and the adventurers find themselves inside
While the adventure should generally strive towards its apparently endless stomach. They quickly re-
solving the central conflict, it makes sense to have alize that they are not the first to suffer this fate,
a digressing session every now then to relieve ten- as many monsters, treasures and even other
sion. The table on the right shows some ideas for people are stuck with them.
such side adventures, which you can place almost
anywhere in your world. You can of course pick
any one you like but you could also roll a die to
decide for you.

37
Optional Rules Realism
”Listen up! Teamwork means staying out of my The rules of Omega Fantasy do not focus on re-
way. It’s a Squad B rule.” alism, and it should generally come second to the
– Seifer fantasy elements in this game. However, with a few
additions you can create a more realistic feeling in
your adventure:
• The inventory capacity of characters is limited
to a total of 10 items or equipment pieces.
• Characters who have not eaten properly in
one day suffer DeATR for all attributes except
MOV, until they do so.
• At night or inside unlit areas, characters per-
manently suffer Blind.

Challenges
For some adventures it might be a fun challenge to
play with rules that increase the difficulty far be-
yond the usual. This can be achieved either by lim-
iting the progression of characters or by introducing
new difficulties. The rules below give examples for
both categories:
You may decide to change the existing rules or add • A character or monster that receives damage
new rules depending on your or the players prefer- while KO is permanently dead.
ences. However, be aware that the content of this
• Characters do not increase any of their at-
game is designed around the given rules, so we can-
tributes at Level up.
not guarantee that everything will work well once
you modify them. Therefore, we only recommend • All negative Status Effects except last until
such changes to GMs that are already experienced they are explicitly removed (e.g. by an Item).
in Omega Fantasy or other similar games. Nev-
ertheless, this section gives you some examples of Quick Battles
interesting rule changes and additions that you may
want to consider. Use them at your own risk. The following rules allow you to speed up less im-
portant battles significantly:
Unlimited Progression • Movement is omitted and all combat partici-
pants are always within range of each other.
Characters usually cannot to increase in Levels past
Effects that target an area, either target all
a total of 10, but you may want to remove this lim-
allies or all enemies.
itation to allow further progression. In doing so,
characters will be able to change their job multi- • Every die on a damage related roll is automat-
ple times becoming masters in different aspects of ically treated as a 4.
combat. Accordingly, only the most powerful an-
• Participants can use their action to try to flee
tagonists will be able to provide a challenge to a
the battle by passing a DC 8 check.
high Level party.

38
Worldbuilding Map
”World very simple place. World only have two A good way to start building an adventure is to es-
things: things you can eat and things you no can tablish what the playable world looks like on a map.
eat.” Begin by creating its natural layout including land-
– Quina mass, water, mountains and forests. Afterwards,
place and mark places that could be interesting for
players to visit, like cities, dungeons or ruins. Then
add more detail only to the places that the play-
ers will likely visit in the beginning, you can do the
rest later on. You may provide the players with
this map at some point in the game to make them
aware of these locations you have created.

Non-Player Characters
After creating some detailed locations, think about
who are what might live in these places and try
to create its population. These non-player char-
acters are not part of the party and accordingly
are roleplayed by you when interacting with them.
They live their own lives, independent of the play-
ers and have their own personalities, goals, abilities
and outlooks on life. They often have knowledge
Building a world is one of the most difficult, but about the world that the players do not and they
also most rewarding parts of being a GM. The play- may be allied, neutral or enemies of party depend-
ers will be part of your world, where they interact ing on the circumstances. For creating detailed
with the environment and change it through their non-player characters, you may use the Character
actions and decisions. Therefore, the world should Creation Guide, but usually it is sufficient to take
catch the players curiosity by offering interesting some notes on them.
content and allowing meaningful choices with ac-
cording consequences. This section gives some sug- Examples
gestions on how to create such a world, which you
The Final Fantasy games include many elements
can use as a starting point.
that you can take inspiration from. A prominent
example are the Crystals, which are portrayed as
Central Conflict powerful sources of magic and are thus at the cen-
Most adventures revolve around a central conflict, ter of many conflicts. Often there are also magical
which the party aims to solve as the goal of their beings called Espers, who represent the forces of
adventure. Traditionally, this conflict involves mul- nature and are connected to the Crystals, you can
tiple forces with different interests and the adven- see examples of them in the Summoner job. An-
turers can be part of one of these sides. Accord- other frequent reason for conflict is the existence
ingly, there is also an opposing side, a common of different human and non-human Races or Em-
enemy or antagonist that acts against the party. pires in the world with opposing interests. Despite
As a GM, you take the role of characters on dif- some of these similarities, there is a large variety
ferent sides of this conflict, so you should consider in Final Fantasy game worlds, ranging from classic
their different perspectives. medieval fantasy to very futuristic settings.

39
Monsters Goblin Level 1
”With each passing day, the world finds new and HP: 11 MP: 0
exciting ways to kill a man.” STR: 1 DEF: 1
– Balthier MAG: 0 RES: 0
AGI: 3 MOV: 4
Knife: 1d DMG
Drops: 2d x 10 Gil Size: 1u

Bat Level 1
HP: 9 MP: 0
STR: 0 DEF: 0
MAG: 0 RES: 2
AGI: 4 MOV: 5
Monsters are wild beings similar to animals, that in-
habit uncivilized places and are often part or cause Teeth: 1d DMG
of ongoing conflicts in the world. They usually have Drops: 1d x 10 Gil Size: 1u
a natural habitat where they try to survive, so on Absorb
contact with the party they will feel threatened and MP: 5 Time: Instant
attack. There may however be some powerful mon- Target: Entity Range: 1u
sters that are intelligent and have complex goals Reduce the target’s HP by 1d and increase yours
and in general different monster will work together the same amount.
against the party. In the following, some examples
of monsters are given that might be encountered Coeurl Level 2
in your world. Every monster has a Level, which HP: 18 MP: 10
vaguely indicates the Level the party needs to be to STR: 3 DEF: 2
successfully fight it. Furthermore, monsters drop MAG: 1 RES: 3
Gil upon defeat, which you may substitute with AGI: 3 MOV: 4
equipment, items or materials of similar value. The
size of every monster is given as a diameter when Claw: 1d DMG
viewed from above and all distances are assumed to Drops: 2d x 10 Gil Size: 1u
be 1u unless specified otherwise. The list is not ex- Blaster
haustive and you are encouraged to make changes MP: 5 Time: 1 round
to existing monsters or create your own. Target: Entity Range: 5u
The target makes a DC 7 check, suffers Immo-
bile for 3 rounds upon failure.
Skeleton Level 1
HP: 13 MP: 0
STR: 2 DEF: 2 Cockatrice Level 2
MAG: 0 RES: 0 HP: 14 MP: 16
AGI: 2 MOV: 3 STR: 2 DEF: 1
MAG: 0 RES: 2
Sword: 1d DMG Weak:
AGI: 4 MOV: 4
Drops: 1d x 10 Gil Size: 1u
Undead (Passive) Beak: 1d DMG Weak:
You permamently suffer the Zombie status. Drops: 2d x 10 Gil Size: 1u

40
Sahagin Level 2 Bomb Level 3
HP: 14 MP: 12 HP: 22 MP: 12
STR: 3 DEF: 2 STR: 3 DEF: 2
MAG: 1 RES: 1 MAG: 2 RES: 1
AGI: 2 MOV: 3 AGI: 3 MOV: 4
Spear: 1d DMG Tackle: 1d DMG
Resilient: Weak: Resilient: Weak:
Drops: 2d x 10 Gil Size: 1u Drops: 2d x 10 Gil Size: 1u
Water Self-Destruct
MP: 8 Time: 1 round MP: 0 Time: 1 round
Target: Entity Range: 4u Target: 2u Range: Self
You deal 3d water damage on the target. Inflict KO on yourself to deal 5d fire damage to
everyone in the target.

Ghoul Level 2
HP: 17 MP: 12 Blue Flan Level 3
STR: 3 DEF: 2 HP: 12 MP: 30
MAG: 1 RES: 3 STR: 0 DEF: 6
AGI: 2 MOV: 3 MAG: 5 RES: 1
AGI: 1 MOV: 2
Claw: 1d DMG Immune:
Weak: Resilient: Tackle: 1d DMG
Drops: 2d x 10 Gil Size: 1u Resilient: Weak:
Bite Drops: 2d x 10 Gil Size: 1u
MP: 3 Time: Instant Blizzard
Target: Entity Range: 1u MP: 4 Time: 1 round
The target takes 1d damage and has to make a Target: Entity Range: 3u
DC 8 check. Upon failure, he is inflicted with You deal 2d ice damage on the target.
Zombie for 1 hour.
Undead (Passive)
Antlion Level 4
You permamently suffer the Zombie status.
HP: 42 MP: 16
STR: 3 DEF: 3
Chocobo Level 3 MAG: 0 RES: 1
HP: 23 MP: 16 AGI: 3 MOV: 4
STR: 2 DEF: 1 Bite: 2d DMG
MAG: 3 RES: 2 Resilient: Immune:
AGI: 4 MOV: 5 Drops: 1d x 30 Gil Size: 2u
Beak: 1d DMG Sandstorm
Drops: 2d x 10 Gil Size: 1u MP: 8 Time: 1 round
Cure Target: 3u Range: Self
MP: 4 Time: 1 round All enemies in the target take 2d earth damage,
Target: Entity Range: 3u make a DC 7 check and suffer Blind for 3 rounds
The target regains 2d HP. upon failure.

41
Ahriman Level 4 Magic Pot Level 5
HP: 28 MP: 15 HP: 1 MP: 1
STR: 0 DEF: 1 STR: 0 DEF: 99
MAG: 4 RES: 4 MAG: 0 RES: 99
AGI: 5 MOV: 5 AGI: 0 MOV: 1
Beam: 2d DMG, 3u Range Immune: All Status Effects
Drops: 1d x 30 Gil Size: 1u Drops: 2000 Gil Size: 1u
Eerie Soundwave Gimme! (Reaction)
MP: 5 Time: 1 round Every time an enemy targets you with an action
Target: Entity Range: 3u make a DC 7 check. If you succeed, either of
The target takes 2d damage, makes a DC 7 the following happens depending on the action:
check and suffers Silence for 3 rounds upon fail- If the enemy used a beneficial item on you, you
ure. disappear (KO) and leave behind the dropped
Gil. Otherwise, you inflict KO on yourself to
Gargoyle Level 4 deal 8d damage in 3u around you and no Gil is
dropped.
HP: 40 MP: 0
STR: 4 DEF: 0
MAG: 0 RES: 1 Gigas Level 5
AGI: 2 MOV: 4 HP: 85 MP: 30
Claw: 2d DMG Resilient: STR: 6 DEF: 4
Drops: 1d x 30 Gil Size: 1u MAG: 1 RES: 2
AGI: 1 MOV: 4
Chimera Level 5 Fist: 2d DMG, 2u Range
Drops: 2d x 50 Gil Size: 5u
HP: 68 MP: 80
STR: 1 DEF: 2 Headbutt
MAG: 4 RES: 3 MP: 10 Time: Instant
AGI: 2 MOV: 5 Target: Entity Range: 2u
Deal 5d+5 damage to the target and knock him
Claw: 2d DMG Resilient: back 3u.
Drops: 2d x 50 Gil Size: 3u
Firaga
Iron Giant Level 6
MP: 14 Time: 2 rounds
Target: 2u Range: 4u HP: 108 MP: 24
You deal 6d fire damage on the target. STR: 5 DEF: 2
MAG: 0 RES: 4
Blizzaga
AGI: 3 MOV: 4
MP: 14 Time: 2 rounds
Target: 2u Range: 4u Giant Sword: 3d DMG Resilient:
You deal 6d ice damage on the target. Drops: 1d x 100 Gil Size: 4u
Thundaga Sweep
MP: 14 Time: 2 rounds MP: 12 Time: 1 round
Target: 2u Range: 4u Target: 3u (front) Range: Self
You deal 6d lightning damage on the target. Make an Attack against all enemies in target.

42
Cactuar Level 6 Malboro Level 7
HP: 32 MP: 25 HP: 140 MP: 80
STR: 1 DEF: 1 STR: 2 DEF: 4
MAG: 4 RES: 10 MAG: 5 RES: 7
AGI: 7 MOV: 4 AGI: 1 MOV: 3
Tackle: 1d DMG Immune: Tentacle: 2d DMG
Drops: 2d x 100 Gil Size: 1u Immune: All Status Effects Weak:
Flee Drops: 2d x 100 Gil Size: 3u
MP: 4 Time: 1 round Bad Breath
Target: 2u Range: Self MP: 20 Time: 1 round
All allies in the target gain +2 MOV when run- Target: 3u (front) Range: Self
ning away from enemies for 3 rounds. All enemies in the target make a DC 8 check
1000 Needles and are inflicted with Sleep, Poison, Silence and
MP: 5 Time: Instant Blind for 3 rounds upon failure.
Target: Entity Range: 1u Gastric Juice
Deal 10d damage to the target. MP: 10 Time: 1 round
Target: 2u Range: 8u
All enemies in the target suffer 5d damage and
make a DC 8 check. Every one that fails suffers
Demon Wall Level 8 DeSTR and DeMAG for 5 rounds.
HP: 430 MP: 200
STR: 9 DEF: 6
MAG: 5 RES: 6 Behemoth Level 8
AGI: 2 MOV: 3 HP: 380 MP: 200
Swords: 3d DMG, 2u Range Size: 5u STR: 10 DEF: 5
Immune: All Status Effects Drops: 2000 Gil MAG: 5 RES: 4
Sleepga AGI: 4 MOV: 5
MP: 24 Time: 2 rounds Claw: 3d DMG, 2u Range Immune:
Target: 2u Range: 5u Drops: 1d x 500 Gil Size: 4u
All enemies within the target area make a DC 8 Flare
check and suffer Sleep upon failure. MP: 30 Time: 3 rounds
Wall Rush Target: Entity Range: 5u
MP: 20 Time: 1 round You deal 9d+15 fire damage on the target.
Target: 5u (line) Range: Self Heave
You charge forward in a line for up to 5u, dealing MP: 20 Time: Instant
8d damage to everyone in the path and knocking Target: Entity Range: 2u
them back by 3u. If you crush an enemy between You deal 6d+6 damage on the target and knock
yourself and a wall, they instantly suffer KO. him 3u into the air for 1 round.
Heavy Turn (Passive) Counter (Reaction)
Every time you change direction, everyone Every time an enemy within 2u targets you
within 2u suffers 6d damage, but you cannot with an action, immediately make an Attack on
take an action on the same turn. him.

43
Abyss Worm Level 7 Tonberry Level 9
HP: 220 MP: 120 HP: 450 MP: 100
STR: 7 DEF: 4 STR: 12 DEF: 8
MAG: 5 RES: 6 MAG: 3 RES: 7
AGI: 0 MOV: 2 AGI: 4 MOV: 3
Acid: 3d DMG, 3u Range Immune: Knife: 4d DMG Immune:
Drops: 2d x 100 Gil Size: 5u Drops: 1 x 1000 Gil Size: 1u
Quake Grudge (Passive)
MP: 28 Time: 3 rounds Every time you Attack an enemy, he has to make
Target: Entity Range: 5u a DC 7 check and suffers KO upon failure.
You deal 8d earth damage on the target. Karma (Reaction)
Inhale Every time an enemy that is more than 3u away
MP: 20 Time: 1 round from you reduces your HP, inflict 9d dark dam-
Target: Entity Range: 3u age back to him.
You inhale the target, removing him from the
battle. At the beginning of every turn he may
Lich Level 9
try to free himself by passing a DC 9 check.
HP: 500 MP: 300
STR: 4 DEF: 5
MAG: 10 RES: 8
Adamantoise Level 9 AGI: 1 MOV: 3
HP: 600 MP: 400 Beam: 4d DMG, 3u Range
STR: 10 DEF: 7 Immune: All Status Effects
MAG: 8 RES: 6 Weak: Resilient:
AGI: 1 MOV: 4 Drops: 5000 Gil Size: 3u
Trample: 4d DMG, 2u Target Size: 10u Zombify
Drops: 1d x 1000 Gil Immune: MP: 22 Time: 1 round
Target: 2u Range: 5u
Ultima
Everyone in the target makes a DC 8 check and
MP: 45 Time: 3 rounds
suffers Zombie for 1 hour upon failure.
Target: 3u Range: 5u
You deal 10d+20 dark damage only to enemies Poisonga
in the target area. MP: 24 Time: 1 round
Target: 2u Range: 5u
Roar
Everyone in the target makes a DC 8 check and
MP: 20 Time: 1 round
suffers Poison for 3 rounds upon failure.
Target: 2u Range: 5u
All enemies in the target make a DC 9 check and Doom
suffer Immobile for 3 rounds upon failure. MP: 36 Time: 1 round
Target: Entity Range: 5u
Regenerate (Reaction)
The target makes a DC 8 check and suffers KO
When reduced below 100 HP, you fall to the
after 3 rounds upon failure.
ground and are unable to move or act. You re-
generate 50 HP per round for 3 rounds after Greater Undead (Passive)
which you stand up again. You permamently suffer Zombie, but are im-
mune to effects that cause or cure KO.

44
PuPu Level ??? Ochu Level 8
HP: 10 MP: 10 HP: 300 MP: 100
STR: 0 DEF: 0 STR: 7 DEF: 5
MAG: 0 RES: 0 MAG: 6 RES: 4
AGI: 2 MOV: 3 AGI: 0 MOV: 2
Drops: All abducted objects Size: 1u Vines: 3d DMG, 3u Range Size: 4u
Abduct Drops: 1d x 500 Gil Immune:
MP: 0 Time: 1 round Pollen
Target: Entity Range: 5u MP: 15 Time: 1 round
An object that you can see within range disap- Target: 3u Range: Self
pears to an unknown location. Enemies in the target make a DC 8 check and
Potion Please! (Passive) suffer Sleep & Poison for 3 rounds on failure.
Ask your enemies to give you a Potion, if they
comply make a DC 8 check. If you succeed you Omega Level ???
disappear to an unknown location (KO), other- HP: 999 MP: 999
wise you keep asking more Potions. STR: 14 DEF: 10
MAG: 13 RES: 10
Shinryu Level 10 AGI: 5 MOV: 6
HP: 800 MP: 800 Laser: 5d DMG, 5u Range
STR: 12 DEF: 10 Resilient: All Damage Types Drops: ???
MAG: 14 RES: 9 Immune: All Status Effects Size: 5u
AGI: 3 MOV: 5 Meltdown
MP: 50 Time: 1 round
Tail: 5d DMG, 4u Range
Target: 12u (front) Range: Self
Immune: All Status Effects
A system vulnerability forces you to leak re-
Drops: 50000 Gil Size: 8u
stricted memory content and lava. Deal 8d+25
Tidal Wave fire damage on the target, including yourself.
MP: 35 Time: 2 rounds
Wave Cannon
Target: 12u (front) Range: Self
MP: 45 Time: 1 round
All enemies in target area take 9d+10 water
Target: 8u Range: Self
damage and suffer Immobile for 2 rounds.
You deal 9d+8 dark damage and inflict DeDEF,
Atomic Rays DeRES and DeAGI for 5 rounds on the target
MP: 45 Time: 2 rounds
Auto-Regen (Passive)
Target: 8u Range: Self
Regain 25 HP at the start of every turn.
All enemies in the target area take 8d+9 fire
damage and suffer Poison for 3 rounds. Critical Surge (Reaction)
When your HP is reduced to below 25% of its
Adapt Element (Passive)
maximum, you inflict EnSTR, EnMAG, EnDEF,
At the start of every turn, choose one element
EnRES on yourself until the end of battle.
(e.g. fire). You gain Resilience against the ele-
ment until the start of your next turn. ”Man forges a weapon to fell the gods: Omega.
The weapon knows nothing of compassion - only
Final Attack (Reaction)
destruction! Its might knows no equal. The wise
When you fall to 0 HP, you can instantly cast a
dare not cross its path, lest they meet their end.”
spell without MP cost before suffering KO.
– Gentiana

45
Status Description
HP: | Name:
MP: |

Strength:
Defense:
Magic:
Resistance:

Agility:
Movement: Talent:
Job Story
Level:

Equipment Inventory
Weapon: Gil:

Armor:

Accessory:

Accessory:

Omega Fantasy – Character Sheet


Status Description
HP: 80 | 130 Name: Lightning
MP: 31 | 103
Age: 21
Strength: 6 Race: human
Defense: 3 Gender: female
Magic: 4 Eyes: blue
Resistance: 2 Height: 1.70m
Traits: determined, cold
Agility: 5
Movement: 4 Talent: Former Turk
Job Story
Warrior Level: 7 Both of my parents died when
I was young. I raised my sister
Techs: Serah and joined the army where I
Rush, Beatdown, became a sergeant. But right now
Defensebreak, Bonecrusher, Serah is in danger, so I have quit
Focus, Bravery the army to find her...

”It’s not a question of can or


Passive & Reaction: can’t. There are some things in
Adrenaline, Last Stand life you just do.”
Equipment Inventory
Weapon: Gunblade Gil: 500
Survival Knife
Armor: Clothes
5x Potion
Accessory: Power Armlet
1x Phoenix Down
Accessory: –

Omega Fantasy – Character Sheet (Example)


Actions Damage Types
Combat takes place in a series of rounds (a round lasts Usually Attacks and Techs deal physical damage and
10 seconds) and you take a turn each round. On your Magic deals magical damage. When taking physical
turn you may, in any order, move up to your MOV damage, you subtract your DEF, when taking magi-
and take one of the actions below. There are also cal damage your RES from the amount. In addition,
special abilities like Passives that are always in effect damage may have one of the elemental types listed
and Reactions that allow you to take certain actions below. Resilience against a type you makes you suf-
while it is not your turn. fer half damage, while Weakness makes you suffer
Attack Attack an enemy with you weapon. He double damage from it.
can evade your attack by passing an eva- Fire Ice
sion check with a DC of 12 minus his AGI.
If you hit, you reduce the target’s HP by Lightning Water
your weapon’s DMG plus your STR. If the Wind Earth
evader rolls a 2, you make a critical hit, Holy Dark
doubling your usual damage. By rolling a
12 the evader can make a riposte, where Status Effects
your attack misses and he makes an at- Status Effects provide beneficial or malicious effects,
tack on you instead. usually for a limited duration. If you are Immune
Magic Cast a spell by spending MP, choosing against an effect, you are unaffected by it.
a target within range and concentrat- KO You are unconscious and your turns are
ing for a duration. While concentrating, skipped until someone removes the sta-
you cannot take any actions (including ri- tus. You automatically suffer this sta-
poste) and your AGI is 0. After the cast tus when you drop to 0 HP.
time is up, the effect occurs on the target
Poison You take damage equal to 10% of your
right before your turn even if you are
maximum HP at the end of each turn,
not in range anymore. If the spell deals
but cannot fall below 1 HP from this.
damage or heals HP, add your MAG to
the amount. Sleep Your turns are skipped, but you wake
up immediately if you take damage.
Tech Techs are used the same way as magic,
but their damage is not modified by your Silence You cannot begin casting spells or using
attributes. techs.
Defend All physical damage that you receive until
Blind Every enemy you attack halves his eva-
your next turn is halved.
sion DC.
Item You use an item from your inventory with
Immobile You cannot move, but you can still take
a range of 1u.
actions.
Other The GM may allow any other action, if it
can be completed in one turn. Zombie Healing effects are reversed. Healing
reduces your HP and KO removing ef-
Distances fects cause it instead.
Distance is measured in units (u), where a human DeATR The according attribute is reduced by
takes up a 1u diameter circle in top view. 3 (but not below 0), e.g. DeMAG re-
Range Maximum distance between caster and cen- duces MAG. If the EnATR of the same
ter of effect. An effect with range Self is type is already applied, both effects
centered at the caster, one with Weapon has negate each other.
the same range as your weapon. EnATR The according attribute is increased by
Target The area of the effect as a maximum dis- 3, e.g. EnMAG increases MAG. If the
tance from its center, target Entity affects DeATR of the same type is already ap-
only a single entity. Unless stated otherwise, plied, both effects negate each other.
everyone in the target is affected.

Omega Fantasy – Combat Summary


Credits
Wally Zielinski
Chris Giannoukos
Joshua Davis
Bruno Carvalho
TastyRedTomato
Netzacoatl
Red7394
Eldi13

Special Thanks
all /r/omegafantasy staff
...and all fans of Omega Fantasy

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 is willing to submit itself to any demands from the original IP owner, Square Enix Co., Ltd.
As a fan project it will never charge for its products or services, or make any commercial interactions.

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