Vous êtes sur la page 1sur 50

Final Fantasy VIII Pen 'n Paper RPG

v0.54 Here is our homemade RPG system of the popular video game Final Fantasy VIII. We strongly recommend that you or at least one person in your playgroup have already played the original game, and that you are familiar with pen 'n papers rpgs in general. This will ease play a lot. If you aren't familiar with rpgs, you should go to the rpg-archive for a lot of information. You should check our homepage often for updates and new interesting stuff. We hope that you will enjoy playing, and if you find anything that doesn't work well, or you have any comments or suggestions, please email us at WhiteSeeDs@hotmail.com . We strongly recommend the use of a calculator to adjust junctions, or use our great junctions calculator! The world of FFVIII is a science fiction themed, futuristic one. With the way the game works, in order to gain spells, you have to draw them from draw points or enemies, with a special ability. The possibilities are extremely huge.

These documents are not registered. The materials, text and graphics, that are under the Copyright 1997, 1998 by Square Co, Ltd., were taken under the only permission that is granted by Square in proper and generals terms, allowing the use of such materials for non-commercial behavior. However, this Copyright prevent the public use, publication or distribution of Final Fantasy related materials, and since we are not registered and don't have a permission, we shall not be recognized as the publishers, and shall not reclaim the related rights.

Chapter I : Character Creation


The first thing to choose when creating a character is the race. All races have advantages and disadvantages. See 'Races' for more information. Each player character starts with 90 points that are to be shared in Hp, [Attributes] and [Skills](and Backgrounds for humans). The Hit points, or Hp, have a base of 10. Not more than 20 points may be used to gain Hp. [Attributes] The maximum point to be distributed in attributes is 28. The starting maximum for each individual attribute is 8(Except for Shumi). One character point gives one attribute point. -Strength(Added to physical damage) -Vitality(Physical damage is reduced by this stat number) -Magic(Added to magical damage) -Spirit(Magical damage and/or effectiveness is reduced by this stat number) -Speed(Added to the initiative, also count as the character's quickness) -Luck(The chance to do critical strikes, and for situations that involve luck in some way) [Skills] Though the skills' maximum is 255%, a character may not start with a skill higher than 80%. One character point gives 5% in a skill. See 'Skills' section for more information. You may also take advantages and disadvantages to personalize your character. [Starting Equipment] All characters start with 2d100+ Luck*10 Gils. You may now choose or design your Limit Break and choose your starting weapon within the Equipment list.

Races
______ __Humans
They are the typical humans, the race, as we know it. A character creation, humans get 20% in their primary weapon skill. They level up at regular intervals, following this chart Level 1 2 3 4 5 6 7 8+ Experience needed 0 200 500 900 1400 2000 2700 Lvl*100 + previous

Humans Evolution Chart


Level 1-5 6 -15 16-30 31-50 51-85 86-100 Attributes pts. 1 2 2 2 3 4 Skills pts. 20% 25% 25% 25% 30% 35% Hp 1d4 + Vit/2 1d4 + Vit/2 1d6 + Vit/2 1d8 + Vit/2 1d10 + Vit/2 2d6 + Vit/2 Base Draw % 60% + Spirit - (Spell lvl x 10) 65% + Spirit - (Spell lvl x 10) 70% + Spirit - (Spell lvl x 10) 75% + Spirit - (Spell lvl x 10) 80% + Spirit - (Spell lvl x 10) 85% + Spirit - (Spell lvl x 10)

Backgrounds
Backgrounds are specials advantages allowed only to humans. May only be bought during character creation. The Game master decides to use or do not use any of the backgrounds. Furthermore, only one background may be taken (Backgrounds are completely independents from advantages and disadvantages.). Balamb Garden -5 pts.. : Student. The character may use GFs. -12 pts : SeeD. Start with a GF(Game master discretion). Gain 400 gils per month. Galbadia Garden -5 pts : Private. Start with a Galbadian Soldier armor. Gain 400 gils per month. -10 pts : Paratrooper. Start with a Galbadian Paratrooper armor. Gain 500 gils per month. Trabia Garden -4 pts : Scholar. Get 80% to share in Lores at character creation. -9 pts : Trabia SeeD. Trained in Balamb Garden. Also get 80% in Lores, and may use GFs. Gain 400 gils per month. Sorceress -50 pts : Get +50% on attribute Magic at creation, and 10% more on each Level Up. May draw, stock and cast spells, and junction magic to all attributes. Start with one Ultima, 5 full spells of first level and 2 spells of level two. Women only. The Game master should not let player take this background too often. See the glossary to know what is a sorceress exactly. Esthar Academy -10 pts : Esthar Soldier. Start with an Esthar soldier armor and Blade. Gain 600 gils per month.

______ __Shumi
The Shumi Tribe mostly live in the north, and are usually pacific. They are usually smaller than humans, have huge hands, but they grow following their environnement and their personalities. The honorable and leaders become tall, the strong warriors become large, and so on. Instead of having 8 as a maximum to the starting attributes, refer to this table: Strength Vitality Magic Spirit Luck Speed 7 7 9 9 9 8

Profiles The Shumi advance following profiles. He may switch profiles at any time, and always keep all the abilities learned. The maximum level in each profile is 35. Shumi Profiles Evolution table: Level 1 2 3 4 5 6 7 8+ Experience needed 0 130 325 585 910 1300 1755 Lvl*65 + previous

__________________Magician
Though the Shumi may not stock spells, he may draw-cast spells from enemies, or cast some with a Magic Stone if they have the appropriate ability. Level 1-3 4-8 9-15 16-25 26-35 Attributes pts 1 1 2 2 2 Skills pts 15% 20% 20% 25% 25% HP 1d4 +Vit/2 1d4 +Vit/2 1d4 +Vit/2 1d6 +Vit/2 1d8 +Vit/2 Base Draw % 60% + Spirit - (Spell lvl x 10) 65% + Spirit - (Spell lvl x 10) 70% + Spirit - (Spell lvl x 10) 75% + Spirit - (Spell lvl x 10) 80% + Spirit - (Spell lvl x 10)

Abilities: Level 1: Use Lvl1 Magic Level 2: The shumi may draw and cast spells from a target, but may not stock Level 4: Get +1 Magic Level 7: Get +1 Spirit Level 11: Use Lvl2 Magic Level 14: Get +1 Magic Level 17: Stock first and second level spells in Magic Stones Level 23: Use Lvl3 Magic Level 25: Get +1 Magic Level 28: Get +1 Spirit Level 32: Stock third level spells in Wizard Stones Level 35: May stock first and second level spells without Magic Stones(10 different spells, with a maximum of 20 in each)

__________________Traveler
Level 1-3 4-8 9-15 16-25 26-35 Attributes pts 1 1 2 2 2 Skills pts 20% 20% 25% 30% 30% HP 1d4 +Vit/2 1d4 +Vit/2 1d6 +Vit/2 1d8 +Vit/2 1d10 +Vit/2

Abilities: Level 3: Add 50% in History or Area Knowledge Skills Level 5: The shumi may use whips, flails or swords(With the appropriate skill) Level 8: Get +1 Luck Level 12: Evaluate- The shumi has [Luck + Traveler Level*3]% chances of knowing an item price Level 16: Bargain- The shumi has [Traveler Level*2 - Target's Spirit]% chances of paying any item 75% of the real price (or selling 125%) Level 21: The cost of History and Area Knowledge Skills are reduce by half Level 27: Get +2 Luck Level 30: Identify- The shumi has [Magic + Traveler Level*2]% chances to identify an item's use Level 35: The shumi may learn moombas abilities, if they're not specified 'moombas only'

__________________Artisan
Level 1-3 4-8 9-15 16-25 26-35 Abilities: Level 3: Add 50% in Lores, Computers, technology or Mechanics skills Level 6: Remold Weapons Level 10: Forge M-Stone Pieces Level 15: Refine Items- The shumi may transform an item into another Level 20: Forge Magic Stones Level 25: The cost for Mechanics and Lores skills are reduced by half Level 30: Identify- The shumi has [Magic + Artisan Level*2]% chances to identify an item's use Level 35: Forge Wizard Stones Attributes pts 1 1 2 2 2 Skills pts 20% 25% 25% 30% 35% HP 1d4 +Vit/2 1d4 +Vit/2 1d6 +Vit/2 1d8 +Vit/2 1d8 +Vit/2

THE Evolution
When a shumi gets level 100, he morphs into a moombas. He can learn ALL moombas abilities, but may not stock spells anymore.

______ __Moombas
The moombas are considered by humans to be ridiculous mutations of an unknown animal. But the moombas, who share a lot with the Shumi Tribe, are very intelligent creature, though sometimes it's hard to believe. Most of them don't speak, but several know some words teach mainly by humans. The moombas are commonly used as cheap workers, or even sometime slaves. They are of very affective nature for those who treat them well. The moombas may not draw or cast spells, but have many similar abilities. These abilities are learned by earning AP from monsters, and work like the Guardian Force learning.

The moombas cannot use weapons, but their bite does 1d4+Strengh, and the damage for the claws is listed in the second table. Level Experience needed 1 0 2 100 3 250 4 450 5 700 6 1000 7 1350 8+ Lvl*50+ previous Level 1-5 6-15 16-30 31-50 51-85 86-100 Attributes pts 1 2 2 3 3 4 Skills pts 15% 20% 20% 25% 25% 30% Hp 1d4 + Vit/2 1d6 + Vit/2 1d6 + Vit/2 1d8 + Vit/2 1d10 + Vit/2 2d6 + Vit/2 Hand damage 1d4 + Strength each 1d4 + Strength each 1d4 + Strength each 1d6 + Strength each 1d6 + Strength each 1d8 + Strength each

Moombas Abilities
Full Attack Stance(30) When used, the character's vitality is reduced to 0, but all the points lost are added to strength. May only be used once a day, at the cost of one round of concentration, and last for 1d6+2 rounds. Infravision(18) The moombas may detect heat levels, and may see the form of living creatures (with warm blood) or of particulary cold ones. Undeads cannot be seen with this ability. Night Vision (22) The moombas can now see in darkness as well as in daylight. Furthermore, the moombas is immune to Blind spell. Two-Hands(10) The moombas may use his two claws in battle, doing an attack with both, each round. The attacks may target two enemies if they are at less than three meters from each other. This ability is moombas only. AP Bonus (25) The moombas receive 4 AP after level up. Chameleon Skin(20) The moombas may change his skin's colour to fit with the environment. It takes one round to operate the change. Any stealth check for hiding has two time more chances of being effective. This ability is moombas only. Waterbreath (20) Ability to breathe under water. This ability is moombas only. Regen (20) The moombas is cured of 10% (rounded up) of his current missing Hp each hour. Venom Fangs (22) The moombas' bite has 40% + lvl/2 of doing poison. This ability is moombas only. Cat legs(8) Any downfall of less than 12 meters never does damage to the moombas if he's conscious. Counter (65)

The moombas has 40% chances to retaliate on any attack made against him. No other special ability may be used during this counter-attack. Rage(26) The moombas now have the ability to turn into Berserk at will, taking a complete round to invoke rage. The duration is the moombas' level (maximum of 40) in rounds, but he may leave rage whenever he wants, at the cost of one round to calm down. This ability is moombas only. Cure (24) By licking the wounds, the moombas may heal 3d8+Magic Hp to any creature he can touch. This ability is moombas only. Attribute-Up (28) The moombas may boost one of his attributes by 1d8 for a number of rounds equal to his Magic. Attribute-Down (30) The moombas has 60% + Magic - Enemy's Attribute chances to lower the chosen attribute of the target by 1d8 for a number of rounds equal to his Magic. Treatment (36) The moombas may heal, in one round, all the abnormal status on a single target. Dealing with poisons takes an additional round. Jump (12) The moombas may jump up to 4 meters high or make an horizontal jump of 8 meters. If used in combat, the moombas lose initiative but automatically get a critical hit if he hits. This ability is moombas only. Initiative(15) The moombas' side always win the first initiative of a fight. Smells Life (20) The moombas smells any form of life at less than 5 meters from him. This ability is moombas only. Subsist (13) The moombas may spend a number of days equal to his vitality/3 without eating or sleeping. Afterward, the moombas must eat and sleep normally for the double of the duration. Alert(10) You are never surprised. Any awareness-related skill cost you half to purchase. Quick toes(18) The moobas may move at twice the normal moving speed for his vitality in hours. He must afterward rest for the same amount of time. This ability has no effect in combat. This ability is moombas only. HP+20% (20) Your character get +20% HP. HP+40% (35) Your character get +40% HP. HP+20% is needed to learn this, but they are not cumulative. Strength+20%(20) Your character get +20% Strength. Strength+40%(35) Your character get +40% Strength. Strength+20% is needed to learn this, but they are not cumulative. Vitality+20%(20) Your character get +20% Vitality. Vitality+40%(35) Your character get +40% Vitality. Vitality+20% is needed to learn this, but they are not cumulative.

Magic+20% (20) Your character get +20% Magic. Spirit+20%(20) Your character get +20% Spirit. Spirit+40%(40) Your character get +40% Spirit. Spirit+20% is needed to learn this, but they are not cumulative. Speed+20%(20) Your character get +20% Speed. Speed+40%(35) Your character get +40% Speed. Speed+20% is needed to learn this, but they are not cumulative. Luck+20%(20) Your character get +20% Luck. Luck+40%(35) Your character get +40% Luck. Luck+20% is needed to learn this, but they are not cumulative. HP Bonus(30) Your character gets an additional Hit Point each level. Strength Bonus (20) Your character gets an additional Strength Point each 5 level. Vitality Bonus (20) Your character gets an additional Vitality Point each 5 level. Magic Bonus(22) Your character gets an additional Magic Point each 5 level. Spirit Bonus (20) Your character gets an additional Spirit Point each 5 level. Speed Bonus (25) Your character gets an additional Speed Point each 4 level. Luck Bonus (20) Your character gets an additional Luck Point each 4 level. Racial Skills Language The moombas have their own language, though it's very a basic one, it's enough for most of them. However, some moombas may have learned another language(the human language). These skills represent how much they know the language. A roll may be required to understand something, but for a more casual use, refer to the table below: 01 to 25 % 26 to 50 % 51 to 75 % 75 + The moombas knows some words. The moombas may make some simple sentences. The moombas may handles a small conversation The moombas talks almost as well as a human.

Skills
Alchemy Ability to create potions. The character must have some instruments and ingredients at his disposition, although no large laboratory is needed(but could give bonuses). You roll Magic + Alchemy, minus a difficulty decided by the type of potion you are trying to make. Follow the table below for difficulties: Potion Hi-Potion Phoenix Down Eyes Drop Echo Screen 50 100 160 40 30 Antidote Soft Gf-Potion Gf-Hi Potion Gf-Returner 100 75 50 100 160

If the roll doesn't succeed, the character make another one to see if the 'try' cause damage. An unsuccessful second roll means that the chemist takes from 5 to 30 points of damage. Animal Riding To ride on Chocobos back. Usually only necessary in dire situation or when tempting a complex action while riding. The game master should give difficulties according to the mount(when afraid or angry), the climate, and other conditions. Area Knowledge Knowledge of a region's geography and some of its history. Arts Any type of art, from painting to singing. The appropriate attribute should be chosen against a difficulty or a target's spirit(to impress, for example). Awareness Instinct and alertness. The skill to roll when being surprised, and for intuition feelings. Brawling/Martial Arts (weapon) At first level, a brawling attack(without gloves) does 1d2+Strengh. When reaching level twelve, it does 1d4+Strengh. At level fifty, 1d6+Strengh. Craft Allow the remolding and construction of weapons and armors. You still need the items, but pay nothing though. Disguise Also includes acting. Skill roll with appropriate attribute according to the situation minus the target's spirit. Evasion (Dodge) You may decrease your enemy's attack skill by your evasion skill. Each 4% placed in dodge give only 1%. Trying to dodge a firearms attack may not have the same effectiveness. Driving Chose one type, ground, water or air driving. Someone who don't have the skill may drive under normal conditions but will crash if things get a little bit wrong... Etiquette Base the difficulty on the title(rank) of the interlocutor. Falsification Copying documents or signature, creating formal permissions or ID. Firearms(weapon) Ability to use firearms. The character may also uses machine-guns, but with a 30% penalty.

Games Gambling and bidding games like triple triad. Gunblade (weapon) Ability to use gunblades. The specialist may also uses swords, but with a 30% penalty. History Knowledge of the world's history, or of a particular subject (Centra, The Sorceresses...). Intimidation Induce fear into others. The target resist with his/her/its spirit. The game master shall choose an effect according to the effectiveness of the roll, but it is usually -3 to next round initiative or penalties to skill rolls. Jump/Acrobaties Simply jump, trying to reduce the damage of a fall, or even doing a gymnastic representation! Kama (weapon) Ability to fight with claws and kama. Knives(weapon) To fight with knives or throwing knives. Leadership The ability to control sheep(you know what I mean) and crowds. Lores Chose a type of knowledge like legends, monsters, spells, sorceresses, GFs, etc. Machine-guns(weapon) Ability to use machine-guns. The character may also uses firearms, but with a 30% penalty. Mechanics Ability to build/repair mechanism and machines. Medicine With a successful roll you can stop a bleeding wound, cure sicknesses or reduce poison effect by half. Pickpocket Capacity of stealing objects from people. Make the roll minus the target's spirit, and set the difficulties upon the conditions. Stealth Furtively, dissimulation and hiding. Base the difficulty on the environment(lights, noise...). Survival Hunting and camp making. A type of climate must be specified. Swimming Only needed while into a difficult situation. Swords(weapon) Ability to use swords. The specialist may also uses gunblades, but with a 30% penalty. Technology Ability to work with, build and/or repair computers and other advanced technology. Tracking Find and follow trails. Base the difficulty upon the environmental conditions and the time it was made.

Whips/Flails(weapon) The ability to uses Whips/Flails.

Starting Skills Non-Affiliate Human Brawling 30% Area Knowledge 30% Driving (Earth) 25% Survival 10% Climbing 10% Balamb SeeD/Student Brawling 30% Area Knowledge 30% Driving (Earth) 25% Swimming 20% Climbing 10% GF Lore 15% Trabia SeeD Brawling 30% Area Knowledge 50% History 20% Driving (Earth) 25% Swimming 20% Climbing 10% Galbadia Soldier Brawling 30% Area Knowledge 30% Driving (Earth) 25% Swimming 20% Climbing 10% +15% in Primary Weapon Skill (may surpass the starting maximum of 80%) Galbadia Paratrooper Brawling 30% Area Knowledge 30% Driving (Earth) 25% Survival 10% Stealth 25% Climbing 15% Moombas Brawling 30% Area Knowledge 20% Survival 20% Swimming 30% Climbing 20% Shumi Brawling 25% Area Knowledge 40% Driving (Earth) 20% Survival 10% Climbing 10% Craft 20%

Limit Break
___Designing Limits___________
A limit break is a special skill characters can use in dire situation. The Limit becomes active when the character has less than 1/3 of his total Hp. The two types of Limits are Physical Attacks and Magical Effects. At creation, the character has 14 points to distribute in different aspects of the limit. He'll get one additional point each five level. -Physical Attacks : For each point, the attack causes one die of damage(or cure one die). The weapon used determines the kind of dice. A point may also give 10% chance of doing a abnormal status(Or 5% for really powerful spells like death or stop). Each point may also give 10% chances to hit. Imagine any kind of effect, the limit is the most personalised part of the character. -Magical Effects : May cast spells or similar effects. Keep a balance. The Game master always has the last word.

___Limit Examples____________
It surely leaves more room for imagination, but you're not obliged to create your own limits. You may choose within these few.

Blue Magic(Magical Effect)


The blue magic is a very strange art indeed. By fighting many enemies, you may learn to use their own weapons. When you fight a new enemy and get its belongings, you can sometimes learn their abilities. Mighty Guard Creature encountered : Behemoth Item gained : Barrier

Effect : Cast Shell and Protect on you and every ally less than 3 meters away.

Ultra Waves Creature encountered : Caterchipillar Item gained : Spider Web Effect : Create huge high frequency sounds, reducing all enemies in a 5 meters area to silence(40%), and doing them 3d6 of damage. Electrocute Creature encountered : Blitz or Creeps Item gained : Coral Fragment Effect : The target and all creatures within 3 meters lose 4d6 + Magic due to lightning damage. Drinking Wind Creature encountered : Abyss Worm Item gained : Windmill Effect : The caster take a deep breath then throw the piercing breeze on one enemy for 2d10 + Magic (Wind damage). The caster gains the entire HP lost by the victim.

Elemental Blow(Physical Attacks)


You may now use the magical energy with your weapons. When attacking, you conjure a spell to strengthen your blow. In order to make a certain attack, you must have the according spell, and the spell is lost afterward. -Hit : Use the character's hit stat -Damage : 2d* + Strength + any elemental spell(within the 8 elements) The weapon damage also becomes elemental damage of the chosen type.

Hyne's Energy(Magical Effect)


Cast any spell you have with double range, damage, %...(choose one)

Advantages and Disadvantages


Advantages and disadvantages really make up an unique character. You may only take them during character creation, and they remain forever or, for extremely rare cases, may be lost during the course of a campaign. All advantages and disadvantages are rated, and in order to take two points in advantages you must have two points in disadvantages. This is only a list to give you some ideas. The game master may design any serious advantage and disadvantage he imagines.

________Advantages
-Resource (4): You have a remuneration(a job or otherwise) of 600 Gils per month, and an additional 200 for each other pts. spent. May not be taken with Esthar and Balamb, Trabia or Galbadia Garden backgrounds. You cannot take this with Poor. -Wealth(2): It may be family heirloom or simply earned funds. Your starting money is 6d100+(luck*10). You cannot have the least amount of money within the party. If so, reroll until it is no more the case. You cannot take this with the Poor disadvantage. -Contacts(4): You have a good contact within an organisation(either be the Esthar Academy, the Trabia Garden or anything else). Spend(2) more pts. to have an additional contact within the same organisation, or (3) to have a contact into another organisation too. -Sorceress Scanner (2): If, there's a sorceress at anytime at less than 10 meters away, you have 35% +magic -the sorceress

spirit to feel that she is magically unusual, and that she is a "sorceress". You cannot detect if she has good or evil behaviours. To the GM: the sorceress also knows she was discovered... - Good Reputation(4): You have a really good reputation among the members of a chosen area or society. This give you an easier access to superior grades. It just takes a little less to "grade up" within an organisation. To the GM discretion. -Weapons Master (4): You may chose two primary weapon. In other terms, both cost you the normal price. If you take a third weapon, however, the skill will cost you the double.

________Disadvantages
-Weakness(4): You have a native and unexplainable weakness against a chosen element. When taking damage from the according elemental hit or spell, your vitality or spirit does not reduce it. -Physical Weakness (4): It takes 2 pts. to raise your strength and vitality attributes of 1. This exclude the character creation process. -Magical Weakness(4): It takes 2 pts. to raise your magic and spirit attributes of 1. This exclude the character creation process. -Unlucky (4): It takes 3 pts. to raise your luck of 1 pts.. This exclude the character creation process. Situations that you are "out of luck" could also happen. -Poor (2): Your starting money is 5d10+(luck*10) instead of 2d100+(luck*10). You cannot have more starting money than any of the others players. If this is the case, reroll until you have less. You cannot take this disadvantage with wealth or resource. -Spells Instability (4): Each day, you have 40%(reduce with luck) chances that any of your spells is empty(the number you have reduced to 0) when you wake up. -Draws Inapt (*): Your % of chance to draw is always reduced by 10% for each pts. you want to gain this way. -Social Black Sheep (2): You are rejected by almost everyone, and oddly enough, when you show up into a store, the merchants often raises his prices...just for you ;) -Hunted (*): There's a price on your head. You said something, or did something at the wrong time, in the wrong place. Ask the game master for the rating. If it will play an important part of the game and will cause trouble to the player, gives like 3pts. But, if a "hunter" just shows up once or twice during the game, give 1-2pts. -Claustrophobia (2): You are extremely claustrophobic and uncomfortable indoors or underground. You receive -20% penalty on all rolls in such conditions.

Chapter II : The World


History
_________The Mankind Era A history heard by all, forcefully swallowed by some, and revered by others. Few still remembering it entirely. The Centra civilisation, also known as Centra Empire, saw daylight 4000 years ago, or so will we count. They lived in peace for hundreds and hundreds of years. They built a single but huge city on the southern continent, but did not seemed to explore a lot. On each generation, a very small number of young girls were given fragments of Hyne's own power. These rare persons were called sorceress. They helped the Centra society, for they had inherited strange powers. During the years, Centra tried to understand this energy, in result they created impressive magical technology and found the existence of the mystics Guardian Forces. _________The First Lunar Cry Following the archives, it started around 3900, more than a hundred year ago. There was some unexplainable violence, and people became selfish. The first Lunar Cry known to human occurred. Thousands of evil creatures from the Moon kept falling, forming a bloody bridge to Earth. Animals and pacific creatures of the Earth were killed, or somehow turned into horrible monsters. Centra's people spread around the world, escaping in mobile shelters, and living their once-wonderful city behind them. The monsters completely ruined the Centra Empire, and only pieces of burnt land remain today. The escaped citizens divided into two groups, the Western and the Eastern. The Moon monster breeded, and invaded to rest of the world. Since they mostly spread on the eastern land, and also because of the temperate climate, Esthar soon became really advanced in technology. The other side became the world like we know it, Galbadia being the first permanent city created. They had left quickly, and with no methods of communication, the western land never knew what happened to the others who went elsewhere. The two societies divided, and Esthar stayed closed and secret. Even now, nobody really knows if Esthar exist or not. There are rumors and legends, not more. _________The Troubles Timber and Balamb were created respectively in 3971 and 3973. Dollet followed a year after, principally to install a communication facility. Galbadia had spread a lot. In 3982 (40 years ago) the galbadian army took control of Timber. A year after, a strange phenomenon occured, the Radio Interference. Almost all radio communication facilities were shut down because of the noise across all frequencies. Short transmissions are still possible, but most country now communicates through the use of HD cables running underground. The only radio communication facility still 'almost' operationnal is the Dollet Communication Tower. The first Garden was created in 3988. With the financial help of an unknown shumi and the moral help of his wife the sorceress Edea, Cid Kramer created the Balamb Garden from an ancient Centra shelter. Galbadia(also on a Centra shelter) and Trabia Garden respectively followed. The Gardens were supposed to be neutral organizations 12 years after, the Timber Owls, leaded by the well-known Rinoa Heartily and the famous Balamb SeeDs, declared the Timber independence. Some say it started the Galbadian moves. The longly forgotten Sorceress Edea(said to have been possessed by Ultimecia, a sorceress from futur), gained control of Galbadia, and ultimatly the Galbadia Garden. Fortunatly, the bold SeeDs, led by the legendary Squall Leonheart, stopped her machiavelics schemes. Galbadian missiles destroyed the Trabia Garden during the fights, and a similar (but missed) attempt was made against Balamb Garden, who used the shelter's technology to escape the attack. While constant battle were raging, a second Lunar Cry fell upon Earth, bringin back to life an ancient imprisonned Sorceress, Adel. But Esthar was prepared. Though Esthar was in a way discovered, they still keep their secret and their doors closed, and most people are still unaware of their presence. The world now live an era of peace, each day helps in controlling the breeding monsters from the moon. But the Great Hyne, creator of mankind, did not settle this world for peace.

TI MBE R MAN IACS


June Special issue

As for our June special edition, we decided to make a compilation of the greatest articles of Laguna Lore. We must tell again that since some articles are old, there may some mistakes, especially the fact that Timber is now independant! So now, let's enjoy a trip around the world with our reporter Laguna! Hi Everyone! I'm Laguna Lore, I've been soldier in Galbadia Army for several years, it was the only way to travel I've found. But now I'm here to report you my travels! I'll go everywhere, and if ladyluck is with me I'll maybe reach Esthar ! Deling City My home! This center of the Galbadian territory could surely be Esthar's rival ! The Centra's romano-gothic era's buildings, the rich manses and the great gateway are really worth the trip. You could walk down the huge streets during hours, under the nice constant dawn created bu the surrounding mountains. Within the shopping arcade is the city's hotel. Although very expensive, I suggest you to visit the warm bar underneath. It has been for long the place where soldier go between jobs. The President Deling, leader of Galbadia, live in the presidential residence near the center of the town. The General Caraway, chief of the Galbadian Army also resides here, in an awesome manse at the west of the city. Winhill A peaceful small village, with old houses, lots of flowers and vegetations of all kind. The citizens live quietly, according to the old traditions, and are unaware of the trouble from the rest of the world. I should come back here and spend my old years... Timber Here is the Timber Maniacs editing house. Timber is a nice area, but its people aren't very sociable for someone like me who had been in the galbadian army. Since the city was invaded in 3982 by Galbadia, soldiers roam everywhere here. It is still a really nice place to visit, their bar has a very attractive moond and is worth a look. Exept for the little hard time I had with the complex train system (it's not called City of Trains for nothing), I fully enjoyed each day of my stay. (We wish to remember the readers that Timber is now free and independant!...) Shumi Village While I was looking for Esthar(I was looking for a way from north), I heard for the first time about the Shumi Tribe. Their village is located at the north, within mountains and forests. I had some problem around the area, but fortunatly for me, the good Shumi Tribe found me down a cliff, and cured my wounds. I will never thank them enough. The Shumi live in small houses made of rocks and roots they are very strange indeed. They give much importance to fraternity and friendship, but don't underestimate them, they are really wise! Dollet After my problems in Esthar quest and my meeting with the Shumi Tribe, I somwhow ended up in Dollet. The town is quite big, and is much impressive since every building has at least two floors. The old but awesome and comfortable desing and architecture, gathered with the wonderful sights the bridges offer is really an interesting trip. Dollet is also one of the last places where you may find 'almost' effective air communications devices and facility. Balamd After my unsuccessful search for Esthar and my stay at Dollet, I decided to visit the uncontested fish capital : Balamb. This small town is unique in its kind, much different of Timber or Deling City. Buildings are made of sky-blue domes, everything in town is round, keeping the mood peaceful and quiet. Navigation is their principal economic and touristic activity; the Balamb port is always busy. I stayed a while in the Balamb Hotel and saw nice sights that even great cities cannot offer. Unfortunatly, I shortly ran out of money, and could not even taste the reputed Balamb fish. Fishermen Horizon A village made of pieces of screwed ships, somehow floating in the middle of the sea. It is really a great work, and I guess it's why the fishermen here are reputed as much for their mecanical skills than for their fishing talents. They're independants, and they are fully for violence abolition. They're well organised, hate surprise and special events. I don't think any stranger receive a warm greeting here, but once you know them, they're kind people.
All rights reserved, Timber 3992

Chapter III : Esthar


Esthar is a mysterious city hidden on the eastern continent. It was created after Centra's destruction, and since it was well hidden from the moon monsters, they got time to build it VERY huge, with advanced technology and defenses. Over the years, they put much of their efforts on the spatial travels and on the understandement of the sorceresses' powers. The Esthar armors and weapons are derived from an ancient technology from Centra, in some way similar to the one used by Galbadia Garden. Armors The Esthar Armors allow their soldiers to use (draw/stock/cast) magic, and to junction status defense. Soldier Armor The soldier may stock 8 different spells at a time, with 15 in each one. Level 1-2 spells only. May junction status defense. Strength Vitality +1 HP Magic Spirit +1 Speed

Elite Armor The soldier may stock 15 different spells at a time, with 20 in each one. May junction status and elemental defense. Strength Vitality +1 HP +5% Magic +1 Spirit +3 Speed +1 Upgrading Armors Esthar technology isn't easy to understand, and the only people qualified to repair or construct armors are the Esthar Academy engineers. In order to upgrade an armor, the soldier must get an higher rank or act really well according to the Academy's code of conduct. Esthar Blades Esthar Blades The Esthar blades are a very complex weapon that cannot be bough. They are provided to the Esthar soldiers by the Academy. There are different techniques that can be learned trough experience. Level 1: Normal hit, 1d8+Strength Level 4: Shot. The soldier may use the Blade's shotgun, doing damage depending on the ammo. May not use Fast ammo. -2 to initiative. Level 12: Drag. The soldier may do whirling attack, thus attacking everyone(including allies) in one meter in round. Level 25: Throw. The soldier may throw the Blade 10 meters away, and attack everyone(including allies) in a 60 cone. Automatically lose initiative. Level 35: Homing Throw. Similar as throw, but the soldier may chose the targets. Automaticaly lose initiative. Level 50: Counter Attack. The soldier may skip his round, but he'll have 60% chance of retaliating any attack. Level 75: Parry. The soldier may chose to lose initiative and double(with a maximum addition of 40%) his dodge skill against any mele attack. Level 100: Energy Blade. The soldier is given a new Esthar Blade, made with a special Odine-developed technology, wich base damage is 3d8+Strengh. It is faster and easier to use. It gives +30% to hit, and the soldier may do 3 attacks per rounds. It also has 30% of chance to ignore the target magical protections(i.e. Protect). Thoses only works when the specified Esthar owner wield the blade.

Chapter IV : The Garden


Gardens are private military academies, which houses young students, of ages 6-19 and of either gender, to train them into competent soldiers. The Garden are places where students can live and train, housing superb facilities such as training centres, lecture theaters, cafeterias, student accomodation and other student needs that you would expect any college to have; There's even a library where students can study arts such as magic and fighting. The ultimate aim of a Garden Student is to join various armies over the world, but for special students with pure natural talent, an agency called SeeD was set up. Each Garden has its own teachings, but all are neutral, often mercenaries.

Galbadia Garden
Unlike the other Gardens, the Galbadia Garden deplores the use of Guardian Force, and therefore replaces them by heavy technology. Their armor and weapons allow them to use (draw/stock/cast) magic, each different giving them different level of power.At character creation, the Galbadia soldier get 50 more Gils, and have 15% more in their principal weapon skill (with a starting maximum of 95%). Armors _________Galbadia Soldier Armor(Blue) Can stock 5 different spells at a time, with 10 in each one. Level 1 and 2 spells only. Strength +1 Vitality +2 Speed Magic Spirit +1 HP

_________Galbadia Paratrooper Armor (Green) Can stock 8 different spells at a time, with 10 in each one. Level 1,2 and 3 spells only. Strength Vitality +2 Speed +2 Magic +2 Spirit +2 HP +5%

_________Galbadia Elite/Sergent Armor (Red) Can stock 15 different spells at a time, with 20 in each one. Strength +2 Vitality +4 Speed ____________Upgrading Armors 5 Cactuar Thorn 2 Wizard Stones 2 Regen Rings / 1 Turtle Shell 3 Mezmerize Blades 2 Water Crystals 2 Life Ring +1 Speed +1 Magic +1 Vitality +1 Strength +1 Spirit + 5% HP Magic Spirit +2 HP +10%

Weapons Galbadian soldier mostly use swords and gloves, but shotguns, machineguns and other less casual weapons sometime figure in their equipments. The second level weapons(Maverick, Ulysses) are considered Soldier's and may junction magic to Elemental Attack; the other(Gauntlet, Exeter) is Elite and may junction magic to Elemental Attack and Status Attack. In order to junction magic, the weapon user must have armor to stock spells Galbadian Warmachines At first used for missions in impossible condition or danger for a human, the warmachines quickly became an interesting solution. The steel soldiers aren't ambitious, disobediant, lazy, yet they are very wise and powerful. Most of them are unique, since they're supposed to be created for specific missions, and have special abilities according to the work for which they were designed. But one of these missions is fighting, and for it were designed and created by hundreds the warmachines. The warmachines are quite common, and presented in two principal types: _________________SAM08G This living weapon is used for raw fight. It carries two 155mm cannons on its shoulders, and has a 60mm vulcan in its mouth. Though not very bright, it's a though and powerful model. _________________ GIM52A This model is used in hard territories like deserts or mountains, because of its wits and limited capacity of flying. Use an advanced laser technology and homing missiles.

Balamb Garden
The first garden created. Cid Kramer built it 34 years ago on a Centra shelter, with the financial help of the Shumi Norg. Cid has been the Headmaster for 12 years, followed by Squall Leonheart, who's still in place. During the Era of Troubles, Squall and Cid used the shelter's technology to make the Garden fly, dodging lethal missiles. The Garden still moves, but usually stays around Balamb. Balamb Garden use Guardian Forces, powerful magical creatures taking place in the student's mind.

Trabia Garden
Trabia was the last Garden created, 2 years after Balamb. It was build on the northen continent. Trabia Garden put much more efforts in knowledge than in fighting skills. Many exchanges were made with Balamb Garden, so that some student could learn the way of fighting. Several Trabia students join SeeDs each year. The Garden was destroyed 22 years ago during The Troubles by galbadian missiles, but was rebuilt 7 years after in the same area. Those who have been to Balamb Garden to finish their training have learned the use of Guarden Force.

Chapter V : System
_________Combat Basics A round of combat is about 10-30 sec long. When engaging a combat, each character (including monsters and other NPCs) must roll initiative. You roll 1d10 and add your speed. The one who have the highest score act first, and so on. Some special manoeuvers may increase or decrease an initiative, their use must be declared before the roll. The initiative is rolled each round. If two characters roll the same initiative, they attack at the same time(and thus taking damage at the same time too). Once the initiative done, your character acts. Your chances to hit are your weapon skills rating minus the enemys evade rating. As for any skill roll, you throw 1d100 and must get lower than your total chance to hit to be successful. You cannot have less than 10% chances to hit a target. Determining critical hits: When you roll an attack, you have a number of chances equal to your luck rating divided by two to do a critical hit. If you have 60% in a weapon skill and have 9 in luck, you must roll from 56 to 60% to make a critical hit. When a critical hit occurs, you double the damage. When you hit, you add your strength for your damage if you use any mele weapon. The damage is decreased by the enemy's vitality, but is never reduced to less than 1. Exemple: Wedge has 70% to hit, Strength 6, Speed 7 and Luck 6. He's fighting a caterchipillar(Speed 3, Vitality 5 and Evasion 0). On the initiative roll, Wedge gets a 4, and the caterchipillar gets a 6. Wedge wins the initiative (4+7 > 6+3). Wedge attack. He get 68 on his roll, thus making a critical hit. He roll his damage (Blade : 1d8) and get 5. The total damage is (5+6)*2. The catherchipillar, having a vitality of 5, take 17 damage. _________Abnormal Status Some spells and creatures may give abnormal status. Here is a description of each. -Bersek: The affected character fall into an uncontrollable rage. Tough he doesn't attack allies, the GM choose wich target he hits. Damage is doubled before all modifications. He may breaks things up and run around. -Sleep: A magical sleep. If the character loses any Hp (Physical Damage only), he wakes up. -Confuse: Character is under the GM control. If the character loses any Hp (Physical Damage only), he is no more confused. -Silence: The victim cannot talk, nor use spells, Draw, or use GFs. -Poison: The magical poison does [1d6 +Magic of the caster -Victim Vitality] (Minimum 1) per round. Other poisons may have other effects. -Darkness: The character vision is shrouded by a small magical dark cloud that stands over his eyes. Skills that require to see are reduced by 20%, unless a skill or ability prevent it(like nightvision). -Curse: Disable limit break. The character stats and skill% are also recuced by half. - Zombie: Take damage from recovery spells and double damage received from holy element, and is healed by poisons. It act much like a disease, and if it persist more than a day, the character slowly become numb and unable to act and think properly until cured. After a week, the character loses 1 vitality point per additional day he is zombified. If he ever reaches 0, he becomes a zombie, permanently. -Break: The character flesh is turned into stone. -KO: The character is KO, but not dead. He can be "revived" with a Pheonix Down. A character dies when he loses any amount of HP while being KO(see the glossary). _________Surprise When surprised, a character may not use evasion skill. A surprise hit give the attacker an automatic critical hit. There are many ways of making surprise attacks, the most commun is usually to move silently to the back of the target. The victim may have to make an awareness roll to avoid surprise, his chances are usually reduce with the attacker stealth. _________Magic Except for some spells, which are specified and have a % chance of working, all spells are automatically effectives. _________Draw To draw a spell, you must first make a Spell Lore roll. A success mean that you are able to chose the spell you will draw. When you fail, the GM chose it on purpose or randomly, but you still get spells. You must then make a draw roll (Base Draw% + GF Bonus - Spell Level*10) to determine if you are able to draw or not. On success, roll 1d4+1 to see the number of spell you get. Draw may also be performed during a fight, as a normal action, but must be at less than 4 meters of the

source. You may also choose to draw-cast. In that case, you get -2 to initiative roll, but you immediatly cast the spell you just are drawing. The maximum Draw% after all adjustments is 95%.

Chapter VI : Equipment & Gears

Weapons
Revolver Cost:100 Gils Attack: 1d10+Strength Initiative: +1 Type: Gunblade M-Stone Piece (x2) Screw(x2) Kama Cost:100 Gils Attack: 1d6 each Initiative: +2 Type : Kama Screw(x4) Fish Fin(x1)

Pinwheel Cost:100 Gils Attack: 1d6+Strength Initiative: -1 Chain Whip Cost:100 Gils Attack: 1d10+Strength Initiative: Knuckle Cost:100 Gils Attack: 1d4+Strength Initiative: +3 Flail Cost:100 Gils Attack: 1d8+Strength Initiative: -1 Valiant Cost:100 Gils Attack: Ammo Initiative: -2

Type: Long-Range Weapon M-Stone Piece(x3) Shear Feather(x1)

Machinegun Cost:100 Gils Attack: Ammo Initiative: -1

Type : Machinegun Screw(x6) Steel Pipe(x1)

Type: Whips/Flails M-Stone Piece(x2) Spider Web(x1) The Machinegun uses the same ammo as the shotgun(exept for exploding ammo). On each attack, the user may divide equally the attack on two targets.

Type: Gloves M-Stone Piece(x4) Fish Fin(x1) Blade Cost:100 Gils Attack: 1d8 + Srength Initiative: Bo Cost:100 Gils Attack: 1d6 + Srength Initiative: Type : Swords Screw(x2) M-Stone Piece(x3)

Type : Whips/Flails M-Stone Piece(x2) Bomb Fragment(x1)

Type : Staff M-Stone Piece(x2)

Type : Firearms Screw(x4) Steel Pipe(x1)

Magical Items
Items Potion Hi-Potion Phoenix Down Elixir Remedy Soft Echo Screen Eyes Drop Antidote Tent Cottage GF-Potion GF Hi-Potion GF Returner Cost 10 50 100 2500 100 10 5 5 10 100 150 20 50 100 Effect +30 HP +100 HP Remove KO Cure HP completly Cure all abnormal status Cure Petrify Cure Silence Cure Darkness(Blind) Cure Poison Cure all Character's HP Cure all Character's and GFs' HP +30 HP to GF +100 HP to GF Remove KO to a GF

Odine Materials Odine was a mad scientist from Esthar, who studied sorceresses all his life. He managed to create small devices that could reduce their power. Odine Amulet When weared, reduce Magic by half but double spirit. Odine Armbands The user may not cast magic, but any spell targeting him has 30% chances of failure. Odine Drink When drunk, the target lose all the spells he had in memory (if any) and is immune to magic for 1d6 rounds.

Casual Items
Items Rope(By meter) Chain(By meter) Flashlight Camera Video Camera Mirror (Small) Mirror (Large) Compas Goggles Cost 2 7 15 25 275 10 24 48 50 Items Bike(Road) ATV Average Car Fuel(50km) Rapid ammo(1d4+1; 2x par round) Normal ammo(1d6+1) Explosive ammo(1d10+2) Knife Cost 5000 4500 9000 120 1/2 1/5 3 12

Note : All ammo ignore the target's vitality.

Other Items
By defeating monsters, enemies and troughout adventures and exploration, the character will end up with a whole bunch of strange object (Screw, Sharp Spike...). These items may be used to remold weapons (and armors for galbadian), but may also be sold. Though not everyone is looking for a Star Fragment or a Steel Pipe, the Game master may put a price on these items. Some of them make people and GFs learn abilities, other may give or stock spells. The most commun are the Magic Stones and the M-Stone Pieces. They contain energy that can be mutated into spells with the use of a GF ability (or big technology). The M-Stone Pieces give level 1 spells, the Magic Stones give level 2, and the Wizard Stones grant the more powerful spells. There are 5 spells per stone. Some other items may give abilities to GFs. They all also have their logicals uses, even tough somes are quite hard to describe (and also somewhat very hard to imagine what the fuck they could be). We're gonna try to fix that later. Once used, these items lose their powers. Here are some exemples. Accelerator Adamantine Aegis Amulet Bomb Spirit Circlet Diamond Armor Elem Atk Elem Guard Energy Crystal Force Armlet Gaea's Ring Giant's Ring Glow Curtain Gold Armor Healing Mail Healing Ring HP-J Scroll Hyper Wrist Hypno Crown Jet Engine Luck-J Scroll Mag-J Scroll Magic Armlet Med Kit Monk's Code Moon Curtain Orihalcon Phoenix Spirit Power Wrist Regen Ring GF learns Auto-Haste GF learns Vit+60% GF learns Eva-J GF learns Kamikaze GF learns SumMag+10% GF learns GFHP+40% GF learns Elem-Atk-J GF learns Elem-Defx4 GF learns SumMag+30% GF learns Spr+40% GF learns HP+80% GF learns HP+40% GF learns Auto-Reflect GF learns GFHP+30% GF learns GFHP+10% GF learns Recover GF learns HP-J GF learns Str+60% GF learns Mag+40% GF learns Spd+20%Moombas learns Spd+20% GF learns Luck-J GF learns Mag-J GF learns Spr+60% GF learns Treatment GF learns Counter GF learns Auto-Shell GF learns Vit+40% GF learns Revive GF learns Str+40% GF leanrs HP+20% Moombas learns Treatment Moombas learns Counter Moombas learns HP+40%

Rocket Engine Royal Crown Rune Armlet Samantha Soul Silver Mail Spd-J Scroll Spr-J Scroll Status Guard Steel Curtain Str-J Scroll Strength Love Star Fragment Status Atk Steel Pipe Turtle Shell

GF learns Spd+40% GF learns Mag+60% GF learns Spr+20% Moombas learns Spr+20% GF learns SumMag+40% GF learns GFHP+20% GF learns Spd-J GF learns Spr-J GF learns ST-Defx4 GF learns Auto-Protect GF learns Str-J GF learns Str+20% GF learns SumMag+20% GF learns ST-Atk-J GF learns SumMag+10% GF learns Vit+20% Moombas learns Vit+20% Moombas learns Str+20%

Chapter VII : Magic


Spells
You cannot have more than 20 spells for each type at any time. This is the maximum possible. Ranges are represented in meters, 0 require to touch.

Fire

2d6 + Magic

Range : 15

Level : 1

Weak fire-based damage against one opponent. A little ball of fire hits one foe. It has 40% of igniting flammables objects.

Fira

5d6 + Magic

Range : 20

Level : 2

Medium Fire based damage. A column of fire engulf the victim. It has 50% of igniting flammables objects.

Firaga

5d10 + Magic

Range : 20

Level : 3

Strong fire based damage. The air around the target become very hot, and a thermal explosion occurs. Any creature within 5 meters in round take half damage. It has 70% of igniting flammables objects.

Thunder

2d6 + Magic

Range : 15

Level : 1

Weak thunder based damage. A strand of bolt is thrown from the caster's hands. If the target is wet, double the damage.

Thundara

5d6 + Magic

Range : 15

Level : 2

Medium thunder based damage. A lightning fall from the skies. Must be casted outside. If the target is wet, double the damage.

Thundaga

6d10 + Magic

Range : 20

Level : 3

Strong thunder based damage. Bolts fall from eveywhere, hitting the target hard. If the target is wet, double the damage.

Blizzard

2d6 + Magic

Range : 15

Level : 1

Weak ice based damage. An ice cube forms itself over the target, and fall on it with littles shards of ice.

Blizzara

5d6 + Magic

Range : 20

Level : 2

Medium ice based damage. An huge icicle is thrown at the target.

Blizzaga

5d10 + Magic

Range : 20

Level : 3

Strong ice based damage. For an instant, the target is frozen and completly engulfed into a big ice chunk, with shards of ice empaling him.

Cure

3d6 + Magic

Range : 0

Level : 1

Weak based healing damage. A refreshing spin of blue light surrounds the target.

Cura

6d6 + Magic

Range : 0

Level : 2

Medium based healing damage. A refreshing spin of blue light surrounds the target, covering his wounds.

Curaga

8d10*2 + Magic

Range : 0

Level : 3

Strong based healing damage. A beam of refreshing blue light appears from the target's body.

Regen

1d8+Magic/round

Range : 0

Level : 3

The target's wounds glow in pink/red taints until cured.

Esuna

Remove status

Range : 0

Level : 2

A white circle of light run down of the target's body and cure all abnormal status.

Life

Remove KO

Range : 0

Level : 2

A little angel come and restores life to a single target. The target wake with 10% of his total HP (minimum of 1), and have -3 initiative for his next action.

Full-Life

Remove KO

Range : 0

Level : 4

Heavenly light illlumine the target, with feathers swirlling around. Restores Life and refill the max HP to a single target.

Reflect

Reflect Spells

Range : 5

Level : 2

A green barrier covers up the target and become invisible until targetted by a spell. Last for Magic/2 rounds. Spells(except lvl 4 ones) that are being cast on the target are reflected back onto the caster.

Reduce by half physical Range : 0 Level : 2 damage A blue barrier shows up when the affected target is hit. Reduces physical damage of the target for 1d6 rounds. Protect

Shell

Reduce by half magical damage

Range : 0

Level : 2

A pink barrier shows up when the affected target is hit by spells. Reduce magical damage for 1d6 rounds.

Double

May cast 2 spells/rnd

Range : 0

Level : 2

The target may cast a spell two times in a row during the same round.

Triple

May cast 3 spells/rnd

Range : 0

Level : 3

The target may cast a spell three times a row during the same round.

Target loses 1/4 of his Range : 10 Level : 3 total HP A black cloud with blue strands gathers around the target, warping him inside out. Demi

Aero

2d10 + Magic

Range : 20

Level : 2

Weak wind based damage. Blades of wind hit the target at high speed.

Tornado

5d12 + Magic

Range : 25

Level : 3

Strong wind based damage. Area of effect: 5 diameters. A small tornado takes the targets up in the air, and then it disappears and let 'em fall.

Quake

5d12 + Magic

Range : 25

Level : 3

Strong earth based damage. Area of effect: 10 diameters. The ground in the area of effect shatters and shakes up and down, hitting hard everyone.

Water

6d6 + Magic

Range : 15

Level : 2

Medium water based damage. A water bubble engulfs the target and damage him using strong pression.

Dispell Sleep

Remove spells

Range : 5

Level : 2

Remove spells effects currently effective on the target. Target gain sleep status Range : 5 Level : 1

The target falls asleep for 2d6 rounds. It has 60% (+Magic - target spirit) of working.

Target gain confuse Range : 5 Level : 1 status The target sees chicobos floating around his head, and it confuses his mind. The target is now confused for 1d6+2 rounds. It has 40% (+Magic - target spirit) of working. Confuse

Silence

Target gain silence status

Range : 10

Level : 1

A white cloud form itself aroung the target mouth, and seals it. The target is now silenced for 1d6+2 rounds. It has 50% (+Magic - target spirit) of working.

Target gain bersek Range : 5 Level : 2 status Red/black fury inducing lines spin toward him. The target is now bersek for 1d6+2 rounds. It has 40% (+Magic - target spirit) of working. Bersek

Blind

Target gain blind status

Range : 10

Level : 1

The target gains the darkness status for 1d6+1 rounds. It has 60% (+Magic - target spirit) of working.

Target gain zombie Range : 2 Level : 2 status Poison and evil hatred flow into the target veins. It has 30% (+Magic -target spirit) of working. Zombie

Curse

Target gain curse status

Range : 3

Level : 2

Invisible sealing magic flow around the target. It has 50% (+Magic -target spirit) of working for duration of 1d6+2 rounds.

Target gain darkness, silence and poison Range : 10 Level : 3 status A cursing black symbol, made of a dark and poisonus cloud affect the target. It has 50% (+Magic target spirit) of working. All status remains until cured. Pain

Break

Target gain break status

Range : 10

Level : 4

Magical spiked rocks surround the target, turning his flesh into stone. It has 40% (+Magic - target spirit) of working.

1d6(+ Magic) of poison Range : 5 Level : 2 damage + poison status Infected green jelly balls hit the target. It does 1d6(+ magic) of poison damage, and has 60% (+Magic - target spirit) of giving the poison status. Bio

Ultima

6d10*2 (+magic)

Range : 25

Level : 4

Very Strong non-elemental damage. Area of effect: 10 meters diameter. Everyone in the area of effect is affected.

Flare

5d10*2 (+magic)

Range : 25

Level : 4

Very strong fire based damage on one target. Everyone within a 10 meter diameter of the target also takes of the damage. It has 60% of igniting flammable objects.

Meteor

See below

Range : 25

Level : 4

Very strong non-elemental damage. Number of magical meteor casted within a zone of 10 meters in diameter: 1d6+2. The number of meteor each "eat" is divised by the number of target within the zone(EX: if there are 8 meteors and 4 targets in the zone, each one "eat" 2 meteors). Each meteor does 2d6 (+Magic) damage. Can only be cast outside.

Holy

5d10*2 (+magic)

Range : 20

Level : 4

Very strong holy based damage on one target.

Apocalypse

2d100*3 (+Magic)

Range : 15

Level : 4

Very strong non-elemenal damage. Only available at the Fallen Ultimecia Castle. Area of effect: a zone of 5 by 15 meters. It affect 1d4+1 targets within the zone, and does 2d100*3 (+magic) damage.

Aura

Activate limit break

Range : 5

Level : 4

The target is surrounded by a very bright yellow light, showing the power of his will and mind. He can now uses his limit break for a duration of 1d4 rounds.

Slow

Speed/3

Range : 10

Level : 2

There is 70% (+magic -target spirit) that the target speed is /3. It last for 1d6+2 rounds.

Haste

Speed*3

Range : 10

Level : 2

There is 80% (+magic -target spirit) that the target speed is tripled. It last for 1d6+2 rounds.

Stop

See Below

Range : 10

Level : 3

There is a 50% (+magic -target spirit) that the target is completly "stopped" and prevented from doing any action. He stands still in the exact time where he was "stopped" for the duration of 1d8+2 rounds.

Float

See Below

Range : 2

Level : 2

The caster may levitate a weight up to (half of his magic) kilos, and move it at (1/4 spirit) meters per rounds. Duration of 1d10+( magic) rounds. If the target resist, it has 60% (+magic -target spirit) of working. Excluding that possibility, Float always succed.

Flight

See Below

Range : 2

Level : 3

The caster may make fly someone(or something) with a weight up to his (magic*2) kilos, and move it at his (spirit*2) meters per rounds. Duration of 1d10+( magic) rounds. If the target resist, it has a 60% (+magic -target spirit) of working. Excluding that possibility, Flight always succed.

Light

See Below

Range : 0

Level : 1

If it resist, the touched item or person as a 80% (+magic -target spirit) of glowing with a bright light. Excluding this possibility, Light always work. It covers 3 meters in diameters, and last for duration of 2d8 (+magic) rounds.

Create food

See Below

Range : 1

Level : 1

The caster can create enough food/water for one person for a day.

Charm

See Below

Range : 10

Level : 1

There is 50% (+magic -target spirit) that the target is charmed, thus under the control of the caster for 1d4 rounds. The target will not do anything that can put his life and his actual status in danger. If he loses any Hp(Physical damage only), he is no more charmed. The affected target does not remember being charmed after the spell wears off.

Junctions
These tables show the bonus that gives a given junctionned spell. When you make a junction, multiply the number you find here by the amount of the given spell you have(rounded up if higher than 0.5). (We suggest the use of our Junction Calculator)

[ Attribute Junction ]
Spells Apocalypse Ultima Full-Life Water Aero Esuna Aura Quake Demi Cure Cura Curaga Confusion Silence Thunder Thundara Thundaga Shell Stop Sleep Slow Zombie Double Death Dispell Triple Tornado Drain Berseker Bio Fire HP 20 15 12 0.75 0.75 1.25 8.5 6.5 4 0.5 1.25 5.5 1.75 0.25 0.25 0.5 3.5 1 2 0.25 1.25 2 0.5 4.5 2.5 6 7.5 1 0.75 1.75 0.25 Strength Vitality 1.5 1 0.2 0.2 0.17 0.06 0.7 0.4 0.34 0.08 0.2 0.22 0.06 0.1 0.15 0.3 0.06 0.18 0.06 0.12 0.15 0.15 0.22 0.12 0.7 0.48 0.13 0.13 0.24 0.1 1 0.82 0.8 0.14 0.1 0.36 0.22 0.2 0.18 0.15 0.28 0.65 0.18 0.05 0.08 0.16 0.18 0.2 0.05 0.16 0.24 0.06 0.22 0.38 0.1 0.24 0.3 0.08 0.15 Magic Spirit 2 1 0.2 0.18 0.16 0.12 0.24 0.4 0.36 0.08 0.2 0.28 0.12 0.1 0.15 0.3 0.1 0.3 0.12 0.2 0.15 0.18 0.38 0.16 0.7 0.42 0.2 0.14 0.24 0.1 1 0.95 0.85 0.14 0.1 0.36 0.24 0.2 0.18 0.15 0.28 0.65 0.18 0.1 0.08 0.16 0.4 0.24 0.1 0.2 0.12 0.06 0.58 0.6 0.1 0.24 0.24 0.08 0.15 Speed 1 0.6 0.08 0.12 0.2 0.1 0.07 0.12 0.1 0.18 0.08 0.12 0.14 0.48 0.4 0.1 0.1 0.08 0.7 0.33 0.06 0.05 0.05 0.08 Luck 1 0.6 0.2 0.13 0.15 0.1 0.4 0.12 0.1 0.1 0.08 0.08 0.12 0.14 0.14 0.1 0.1 0.38 0.14 0.3 0.14 0.08

Fira Firaga Blind Blizzard Blizzara Blizzaga Flare Break Protect Haste Pain Holy Meteor Meltdown Regen Reflect Life Float Flight Light Charm

0.5 3.5 0.25 0.25 0.5 3.5 8.5 2.5 1 1.25 7 9.5 11.5 3.75 6.5 5 3 1.25 2 0.5 0.15

0.15 0.3 0.06 0.1 0.15 0.3 0.56 0.2 0.06 0.12 0.42 0.55 0.75 0.24 0.18 0.14 0.08 0.08 0.1 -

0.08 0.16 0.05 0.08 0.16 0.26 0.2 0.4 0.16 0.38 0.28 0.34 0.8 0.7 0.46 0.5 0.15 0.25 0.1 -

0.15 0.3 0.12 0.1 0.15 0.3 0.44 0.34 0.1 0.2 0.6 0.45 0.52 0.2 0.18 0.2 0.1 0.08 0.2 0.1 0.15

0.08 0.16 0.1 0.08 0.16 0.26 0.35 0.18 0.2 0.45 0.48 0.34 0.2 0.6 0.72 0.5 0.15 0.3 0.12 0.08

0.12 0.14 0.08 0.12 0.14 0.12 0.1 0.05 0.1 0.3 0.08 0.1 0.05 0.16 0.3 -

0.12 0.14 0.08 0.12 0.14 0.12 0.12 0.14 0.1 0.4 0.14 0.22 0.08 0.08 0.16 0.2 0.15 0.1 -

Create Food -

[ Elemental Attack Junction ]


Spell Water Aero Quake Thunder Thundara Thundaga Tornado Bio Fire Fira Firaga Blizzard Blizzara Blizzaga Holy Element Water Air Earth Thunder Thunder Thunder Air Poison Fire Fire Fire Ice Ice Ice Holy % Up 5 4 5 2.5 4 5 5 5 2.5 4 5 2.5 4 5 5

[Elemental Defence Junction]


Spell Apocalypse Ultima Full-Life Water Aero Quake Thunder Thundara Thundaga Shell Tornado Bio Fire Fira Firaga Blizzard Blizzara Blizzaga Protect Flare Holy Meteor Life Float Element All All All Water Air Earth Thunder Thunder Thunder All Air Poison Fire Fire Fire Ice Ice Ice Fire/Ice/Thunder Fire/Ice/Thunder Holy Earth/Air All Earth % up 7 5 7.5 7.5 4 10 2.5 4 7.5 1 10 7.5 2.5 4 7.5 2.5 4 7.5 5 4 10 7.5 2 2.5

[ Status Attack Junction ]


The number of spells and the number of chances (%) make a ratio of 1 : 5 (Thus, 8 Bio Junctionned to Status attack would give a 40% chances to make poison while attacking). Note : The spell Pain give the status Poison, Darkness and Silence. The others give their single effect.

[ Status Defense Junction ]


Spell Full-Life Esuna Aura Confuse Blind Stop Slow Silence Bersek Sleep Zombie Status Affected Death Poison, Petrify, Darkness, Berserk, Slow, Sleep, Stop, Curse, Confusion Confusion Confusion Darkness Stop Slow Silence Bersek Sleep Zombie % up 2 1 2 5 5 5 5 5 5 5 5 Death Drain Bio Break Pain Holy Death Drain Poison Petrify Poison, Darkness, Silence, Cure Death, Drain, Confusion, Zombie, Sleep, Curse, Berserk, Poison Poison, Petrify, Darkness, Confusion, Silence, Berserk, Slow, Stop, Sleep Death 5 5 5 5 5 2

Reflect Life

1.25 1

Chapter VIII : Guardian Forces


Guardian Forces, or GFs, are strange and powerful creatures of unknown origin. Though some live on Earth, many live somewhere else, further than any human will ever go. Some people have learned to use them, or to tame them. The GFs give some characters power, and may be summoned in battle or dire occasions. There are three types of Guardian Forces, listed as Internal, External and Catalyst. Each is different when the GF is summoned. Internal come into the battle to make their attack, external make their attack from far away, and catalyst use the summoner's body to make their move. When a summoned catalyst GF is attacking, the character is completly unaware of his surroundings while his body morph into the GF. The GFs level up with XP, which them gain even if they are not summoned (but they must be junctionned/equipped). Guardian Forces Evolution Table : Level 1 2 3 4 5 6+ Experience Needed 0 200 500 900 1400 Lvl*100+previous

Element Many GFs have element. When it's the case, the GF's damage is considered to be an elemental attack of the chosen element. Summoning Speed The time needed by the character to summon a GF. During the given number of rounds, the character may not do any action, but is aware of his surroundings. During the GF summoning time, if the character is attacked, the GF lose HP instead of the character, and the damage he takes is reduced by the summoner's vitality. NOTE: All GFs have the following already learned abilities : Magic and Draw. The ability [GF] isn't used in the ff8rpg, since when you have a GF it means you can use him. [Item] isn't used either, 'cause it just wouldn't make any sense at all.

_________IFRIT
Ifrit is a imposing and powerful creature living in extreme heat conditions. He is proud and honourable, and a lot more effective in brutal fights than in magical duels. Abilities: Strength-J (learned) Type : Catalyst HP-J Element : Fire Strength Bonus Draw modifier : -20% Elemental Attack-J Elemental Defense-J Elemental Defense-J x2 HP (cumulative) Level Attack Power Summoning Speed Mad Rush 1 to 9 12 4d8+lvl 3 GF HP +10% 10 to 19 +1/lvl 5d10+lvl 3 GF HP +20% 20 to29 +2/lvl 6d10+lvl 2 GF HP +30% 30 to 39 +3/lvl 6d12+lvl 2 Strength+20% 40 to 49 +4/lvl ... 2 Strength+40% 50 to 59 +5/lvl ... 2 SumMag +10% 60 to 69 +6/lvl ... 2 SumMag +20% 70 to 79 +8/lvl ... 1 SumMag +30% Higher Summoning Magic Refin Elemental(Fire) Magic

80 to 89 90 to 99 100

+8/lvl +9/lvl +10/lvl

... ... ...

1 1 1

_________CARBUNCLE
Carbuncle is a small green creature(really?), and he's about the size of a little dog. He lives in an alternate dimension, and when he's summoned, he opens a small dimensional door, look to see what's going on, then jump unto our dimension(well, FF8 dimension) and do his job...casting reflect. Type : Internal Element : None Draw modifier : +10% Attack : Cast Reflect on all party members (must be in line of sight). Abilities: Vitality-J (learned) HP-J Magic-J Status-Attack-J Status-Defense-J HP +20% HP +40% Vitality +20% Vitality +40% Vitality Bonus Counter Auto-Reflect GF HP +20% GF HP +40% Refine General Magic Refine Recovery Magic

Level 1 to 9 10 to 19 20 to29 30 to 39 40 to 49 50 to 59 60 to 69 70 to 79 80 to 89 90 to 99 100

HP(cumulative) 12 +1/lvl +2/lvl +2/lvl +3/lvl +4/lvl +5/lvl +6/lvl +7/lvl +8/lvl +10

Summoning Speed 2 2 1 1 1 1 1 1 1 1 1

_________CACTUAR
Cactuars are a small race of living cactus living in a small island located south of Esthar. When they reach a certain revered age, they become powerful GFs. Cactuars GFs aren't unique, but that doesn't mean you find one everywhere. They are still very rare. Type : Interne Element : None Draw modifier : Attack : One thousand needles. HP Attack Power Summoning Speed (cumulative) 1 to 9 12 25 2 10 to 19 +1/lvl 40 2 20 to29 +2/lvl 60 2 Level 30 to 39 40 to 49 50 to 59 60 to 69 70 to 79 80 to 89 90 to 99 100 +2/lvl +3/lvl +4/lvl +5/lvl +6/lvl +7/lvl +8/lvl +10 100 200 300 400 550 750 -800 999 1 1 1 1 1 1 1 1 Abilities: Luck-J Defend Kamikaze Luck + 50% Initiative Move HP-Up HP Bonus Strength Bonus(Learned) Vitality Bonus(Learned) Magic Bonus(Learned) Spirit Bonus(Learned) Expend x2 - 1 GF HP + 10% GF HP + 20% GF HP + 30% Eva + 30%

_________SIREN
Siren is a beautiful creature that lives deep within an unknown ocean. When she sings, her song is heard across the world, resonating until it reaches her victims ears. Theses victims are, most of the time, left stunned and damaged by the dangerous, yet attractive voice. Abilities: Mag-J (learned) Status Attack-J (learned) Status Defense-J (learned) Status Defense-J x2 Treatment Mag +20% Mag +40% Mag Bonus Move-Find GF HP +10% GF HP +20% SumMag +10% SumMag +20% SumMag +30% Refine General Magic

Type : External Element : none Draw modifier : +10% Level 1 to 9 10 to 19 20 to29 30 to 39 40 to 49 50 to 59 60 to 69 70 to 79 80 to 89 90 to 99 100 HP(cumulative) Attack Power Summoning Speed 12 3d8+lvl 3 +2/lvl 4d8+lvl 3 +2/lvl 5d8+lvl 3 +3/lvl 5d10+lvl 2 +3/lvl +5/lvl +6/lvl +8/lvl +8/lvl +9/lvl +10/lvl 6d10+lvl ... ... ... ... ... ... 2 2 2 1 1 1 1

50% Silence Status 60% Silence Status 60% Silence Status 70% Silence Status 70% Silence Status 75% Silence Status 75% Silence Status 80% Silence Status 80% Silence Status 80% Silence Status 80% Silence Status

_________SHIVA
Shiva is the opposite of Ifrit, the brutal fire-using GF. She isn't impulsive as Ifrit is, and her magical abilities are way more powerful. Abilities: Str-J Spr-J (learned) Vit-J Elemental Attack-J Elemental Defense-J Elemental Defense-J x2 Doom Vit +20% Vit +40% Spr +20% Spr +40% GF HP +10% GF HP +20% GF HP +30% SumMag +10% SumMag +20% SumMag +30%

Type : Catalyst Element : Ice Draw modifier : Level 1 to 9 10 to 19 20 to29 30 to 39 40 to 49 50 to 59 60 to 69 70 to 79 80 to 89 90 to 99 100 HP Summoning Attack Power (cumulative) Speed 12 4d8+lvl 3 +2/lvl 5d8+lvl 3 +2/lvl 5d10+lvl 2 +3/lvl +3/lvl +5/lvl +6/lvl +8/lvl +8/lvl +9/lvl +10/lvl 6d10+lvl 6d12+lvl ... ... ... ... ... ... 2 2 2 2 1 1 1 1

Adems, estan los siguienes GF, pero las habilidades y todo respecto a ellos quedar a criterio del narrador de juego:

Quezacotl

Diablos

Brothers

Odin

Pandemona

Cerberus

Alexander

Doomtrain

Tonberry King

Bahamut

Gilgamesh

Eden

Guardian Forces
Abilities
Each GF has a bunch of abilities he may learn. He does with Ability Points (commonly named AP), another type of experience given by monsters. Even if the GF is not called, he still gains AP and Exp. Many abilities involve junctionning magic. When that is the case, refer to the 'junction' tables. Here you will find the description and AP cost for each abilities, but refer to the Guardian Forces list to see which are available to your GF. Magic(8) Allow the character to use magic. Draw(8) Allow the character to draw magic. Counter (65) The character has 40% chances to retaliate on any attack made against him. No other special ability may be used during this counter-attack. Auto-Reflect(35) Reflect is permanently casted upon the character. Auto-Protect(45) Protect is permanently casted upon the character. Auto-Shell(42) Shell is permanently casted upon the character. Treatment (40) The character may take an action to cure all abnormal status on a single target. Initiative(15) The character's side always win the first initiative of a fight. Kamikaze(12) When used, the character makes a suicidal attack, which does normal damage, but the strength bonus is multiplied by 10. He automatically hit the one he is attacking. After his attack, the character gains the KO status. Mug(48) When attacking, the character will steal an item. Refer to the monster to see what was mugged. Darkside(28) The character makes a deal with Diablo, which grant him dark strength for an attack. He does double damage(after modifications), but the character also loses of the damage. Mad Rush (25) When used, Bersek and Haste are successfully caste on the character. Clear Sight (22) Allow the character to see what would otherwise be invisible. However, the character is not immune to darkness and similar complications. HP-J(30) Allow the character to junction magic to HPs. Strength-J(25) Allow the character to junction magic to strength.

Vitality-J(25) Allow the character to junction magic to vitality. Magic-J(25) Allow the character to junction magic to magic. Spirit-J(25) Allow the character to junction magic to spirit. Speed-J(30) Allow the character to junction magic to speed. Luck-J(22) Allow the character to junction magic to luck. Status Attack-J (45) Allow the character to junction a status spell to attack. Status Defense-J(25) Allow the character to junction a status spell to defense. Status Defense-J x2(25) Allow the character to junction a second status spell to defense. Status Defense-J is needed in order to learn this ability. Elemental Attack-J(22) Allow the character to junction a spell to attack. Elemental Defense-J(30) Allow the character to junction an elemental spell to defense. Elemental Defense-J x2(32) Allow the character to junction a second elemental spell to defense. Elemental Defense-J is needed in order to learn this ability. HP+20% (20) Your character get +20% HP. Do not count Junctions. HP+40% (35) Your character get +40% HP. Do not count Junctions. HP+20% is needed to learn this, but they are not cumulative. Strength+20%(20) Your character get +20% Strength. Do not count Junctions. Strength+40%(35) Your character get +40% Strength. Do not count Junctions. Strength+20% is needed to learn this, but they are not cumulative. Vitality+20%(20) Your character get +20% Vitality. Do not count Junctions. Vitality+40%(35) Your character get +40% Vitality. Do not count Junctions. Vitality+20% is needed to learn this, but they are not cumulative. Magic+20% (20) Your character get +20% Magic. Do not count Junctions. Magic+40% (35) Your character get +40% Magic. Do not count Junctions. Magic+20% is needed to learn this, but they are not cumulative. Spirit+20%(20) Your character get +20% Spirit. Do not count Junctions.

Spirit+40%(35) Your character get +40% Spirit. Do not count Junctions. Spirit+20% is needed to learn this, but they are not cumulative. Speed+20%(22) Your character get +20% Speed. Do not count Junctions. Speed+40%(38) Your character get +40% Speed. Do not count Junctions. Speed+20% is needed to learn this, but they are not cumulative. Luck+20%(20) Your character get +20% Luck. Do not count Junctions. Luck+40%(35) Your character get +40% Luck. Do not count Junctions. Luck+20% is needed to learn this, but they are not cumulative. HP Bonus(30) Your character get an additional Hit Point each level. Strength Bonus (20) Your character get an additional Strength Point each 5 level. Vitality Bonus (20) Your character get an additional Vitality Point each 5 level. Magic Bonus(20) Your character get an additional Magic Point each 5 level. Spirit Bonus (20) Your character get an additional Spirit Point each 5 level. Speed Bonus (26) Your character get an additional Speed Point each 4 level. Luck Bonus (20) Your character get an additional Luck Point each 4 level. GF HP+20%(15) The GF get +20% HP. GF HP+40%(25) The GF get +40% HP. HP+20% is needed to learn this, but they are not cumulative. Higher Summoning Magic (35) When summoning the GF, add GF lvl/2 to the damage. Refine General Magic(22) Allow the character to refine 'general' spells(all except elemental and recovery) from items(usually magical stones). Refine Elemental Magic(30) Allow the character to refine elemental spells from items(usually magical stones). Refine Recovery Magic (25) Allow the character to refine recovery spells from items(usually magical stones). Refine Fourth Level Magic(35) Allow the character to refine fourth level spells from items(usually magical stones). Refine General, Elemental and Recovery Magic are needed.

Chapter IX : ENEMIES
Here are listed monsters, useful npc templates and other types of enemies. We strongly encourage the gamemasters to modify them to fit in their campaigns and with the player characters. If you want some challenge, monsters should be 2-5 lvls higher than the players. Intelligence The creatures' intelligence are represented by numbers. You must refer to this table: 0 = Extremely stupid. 1 = Average animal intelligence. 2 = Bright animal. May elaborate small plans and tactics. 3 = Average human intelligence. 4 = Superior intelligence. 5 = Genius intelligence. Weaknesses and resistances Most creatures have at least a weakness, and some have resistances. A creature weak against an element will not reduce its vitality(or spirit) to the damage when hit by the element. If they are very weak, the creature take double damage. A creature that resist to an element only takes half damage, and a creature immune to something takes, of course, no damage. Experience Each creature give experience, which count XP and AP. Humans and mere shumi do not gain AP. The APs cannot be divided into multiple abilities.

Monsters
The monsters are a recent phenomena, for they had not been seen before 150 years ago. Some of these creatures are mutated animals, yet most are result of the breeding of the monsters coming from the moon. They still have one thing in common: monsters all come, directly or not, from the Lunar Cries. Monsters are found almost anywhere, but anyway the principal area(s) where each is found are noted below.

Abyss Worm (This monster lvl cannot be lower than 10)


Vitality : 8(+1 each 5 Spirit : 6(+1 each lvls) 5 lvls) Speed : 4(+1 each 5 lvls) Evade : 10(+1 each 5 lvls) HP:40(+3*lvl) Intelligence : 2 Hit : 80% (+1%*lvl) Damage : 2d6*(lvl/10) Damage(quake) : 1d10 each 10 lvl Counter attacks with sandshake(weak earthquakes) Commonly found in deserts.

- Weak against Wind and Water - Strong against Earth Draw : Items gained : 1-19 : Aero 1 -19: M-Stone, Magic Stone, Windmill 20-39 : Aero 20-39: Magic Stone, Wizard Stone, 40-100 : Aero, Windmill Tornado, Quake 40-100: Windmill Item mugged : Magic Stone, Windmill XP earned : 200 + 8*Level AP earned : 5

Belhelmel
Vitality : 5(+1 each 5 Spirit : 5(+1 each 5 lvls) lvls) Speed : 6(+1 each 5 lvls) Evade : 0 HP:3d10(+2*lvl) Intelligence : 3 Hit : 70% (+1%*lvl) Note : Flying.

Damage(saw) : 1d6(+2 each Found mostly on 3 lvl) Galbadia and Centra.

- Weak against Holy - Strong against Thunder - Uses Thunder, Thundara and Thundaga (according to the level) - Each time the Belhelmel is attacked, it has 20% chances of becoming angry. In that stage, the monster makes two actions each round. When angry, if the Belhelmel wasn't attacked for a round, it has 50% chances of losing the 'angry' status. Draw : 1-19 : Sleep, Thunder 20-39 : Bersek, Thundara 40-100 : Confuse, Thundaga Item mugged : Saw Blade XP earned : 30 + 3*Level Items gained : 1-19: M-Stone Piece, Saw Blade 20-39: Magic Stone, Saw Blade 40-100: Wizard Stone, Saw Blade AP earned : 2

Bite Bug
Vitality : 3(+1 each Spirit : 3(+1 each 5 5 lvls) lvls) Speed : 7(+1 each 5 Evade : 10(+1 each lvls) 10 lvls) HP:1d10(+1*lvl) Intelligence : 1 Hit : 70% (+1%*lvl) Damage(Bite) : 1d8(+lvl) Note : Flying Found almost anywhere outside (except on Centra)

- Weak against Ice and Wind - May cast Fire Draw : 1-19 : Fire, Scan 20-39 : Fira, Scan 40-100 : Firaga, Scan Item mugged : M-Stone; Magic Stone XP earned : 16 + 3*Level AP earned : 1 Items gained : 1 -19: M-Stone 20-39: M-Stone;Magic Stone 40-100: Wizard Stone

Blood Soul
Vitality : 2(+1 each Spirit : 8(+1 each 4 lvls) 5 lvls) Speed : 4(+1 each 5 lvls) Evade : 1 each 5 lvls HP:2d8(+2*lvl) Hit : 60% (+1%*lvl) Intelligence : 3 Damage : 1d4(+1 each 2 lvl) Note : Undead that floats with the gas filling its body. Found mostly on Galbadia and Centra.

- Very weak against Holy -Weak against water - Strong against Poison - Uses Zombie and Bio Draw : 1-19 : Zombie, Float 20-39 : Zombie, Float, Silence 40-100 : Zombie, Flight, Silence, Dispell Item mugged : Zombie Powder XP earned : 50 + 3*Level AP earned : 1 Items gained : 1-19: M-Stone, Zombie Powder 20-39: Zombie Powder, M-Stone 40-100: Zombie Powder, Magic Stone

Caterchipillar
Vitality : 5(+1 each 5 lvls) Speed : 3(+1 each 10 lvls) Spirit : 3(+1 each 5 lvls) Evade : 0 HP:4d10(+ 2 per lvl) Intelligence : 3 Hit : 65% (+1%*lvl) Damage : 1d10 (+2 each 3 lvl) Note : Take only 1/2 damage when attacked with a crushing weapon. Found almost anywhere, but mostly in forests.

- Weak against Ice and Wind - Special attack : Sticky Web. 60% slow. Draw : 1-19 : Cure, Thunder 20-39 : Cura, Thundara, Slow 40-100 : Curaga, Thundaga, Stop Item mugged : Spider Web XP earned : 30 + 3*Level Items gained : 1-19: Spider Web; MStone 20-39: Spider Web; Magic Stone 40-100: Spider Web; Wizard Stone AP earned : 2

Elnoyle (This monster lvl cannot be lower than 20)


Vitality : 10(+1 each Spirit : 12(+1 each 3 HP:60 (+5*lvl) 4 lvl) lvl) Speed : 5(+1 each 5 lvl) Evade : 20(+1 each Intelligence : 4 5 lvl) Hit : 90% (+1%*level) Damage : 3d8 (+1d8 per 10 levels) Note : Flying. Use spells(Pain, Fire). Found on Esthar continent

- Weak against Wind - Special Attack : Breath. A 10 meters long 60o cone that does 5d6*10 of non-elemental damage. Draw : Pain, Double, Items gained : 1-19: Wizard Stone; Moon Stone 20-100: Wizard Stone; Moon Stone; Energy Crystal Item mugged : Moon Stone AP earned : 10

XP earned : 500 + 12*Level

Geezard
Vitality : 3(+1 each 5 Spirit : 2(+1 each 5 lvls) lvls) Speed : 5(+1 each 5 Evade : 1 each 10 lvls) lvls HP:2d10(+2*lvl) Intelligence : 1 Hit : 65% (+1%*lvl) Damage(Claw) : 2d6(+2 each 3 lvl) Found mostly in Galbadia.

- Uses status when fully grown(lvl 25) Draw : 1-19 : Thunder, Cure 20-39 : Thunder, Cure, Cura 40-100 : Thunder, Thundara, Cure, Cura Item mugged : Screw XP earned : 25 + 3*Level Items gained : 1-19: Screw 20-39: Screw 40-100: Screw AP earned : 1

Grendel
Vitality : 8(+1 each Spirit : 10(+1 HP:50(+4*lvl) Hit : 65% (+1%*lvl) 4 lvls) each 5 lvls) Speed : 6(+1 each 5 Damage(Claw) : 2d8(+1d8 Evade : 0 Intelligence : 4 lvls) each 10 lvl) - Special Attack : Breath. A 8 meters long 45o cone that does (3d6+lvl)*2 of thunder damage. - Weak against Earth, Wind and Holy. Draw : 1-19 : Fire, Blizzard 20-39 : Fira, Blizzara, Double 40-100 : Firaga, Blizzaga, Double Item mugged : Power Wrist XP earned : 200 + 9*Level Items gained : Dragon Fin

Found mostly in groups of two, near mountains.

AP earned : 6

Mesmerize
Vitality : 5(+1 each Spirit : 5(+1 each 5 5 lvls) lvls) Speed : 8(+1 each 5 Evade : 10(+1 each lvls) 5 lvls) HP:3d10(+2*lvl) Hit : 75% (+1%*lvl) Damage : 1d10(+1*lvl) Found everywhere except Galbadia and Balamb. Usually in groups of three, including a leader.

Intelligence : 2

- Blade Shot(ranged) : Hit 60%(+1%*lvl), Damage 2d8(+1*lvl) - Blade Slice : Hit 80%(+1%*lvl), Damage 2d10(+1*lvl) Draw : 1-19 : Cure, Esuna 20-39 : Cura, Esuna, Life 40-100 : Curaga, Esuna, Life, Dispell Item mugged : Regen Ring XP earned : 50 + 3*Level Items gained : Mesmerize Blade

AP earned : 1

Thrustaevis
Vitality : 6(+1 each 5 lvl) Speed : 7(+1 each 5 lvls) Spirit : 3(+1 each 5 lvls) Evade : 25 (+1 each 5 lvls) HP:3d8(+2*lvl) Intelligence : 1 Hit : 80% (+1%*lvl) Damage(Claw) : 2d6(+3 each 2 lvl) Note : Flying. Found only on Galbadia.

- Absorb Wind. Draw : 1-19 : Blizzard, Float 20-39 : Blizzara, Aero, Float 40-100 : Blizzaga, Aero, Tornado, Flight Item mugged : Windmill XP earned : 100 + 5*Level Items gained : 1-19: Shear Feather

AP earned : 3

T-Rexaur (level 5 minimum)


Vitality : 10(+1 each 3 lvl) Speed : 4(+1 each 5 lvls) Spirit : 5(+1 each 4 lvls) Evade : 0 HP:100(+10*lvl) Intelligence : 1
o

Hit : 50% (+1%*lvl) Damage(Teeth!) : 2d4*lvl Found in Balamb Republic and small enclosed islands

- Tail Attack : 60%(+1%*lvl) hit everyone in 150 around him for (1d4+1)*lvl Draw : 1-19 : Fire, Thunder 20-39 : Fira, Thundara 40-100 : Firaga, Thundaga, Quake Item mugged : Dino Bone XP earned : 500 + 25*Level Items gained : Dino Bone

AP earned : 10

Wendigo
Vitality : 8(+1 each Spirit : 3(+1 each 5 4 lvl) lvls) Speed : 10(+1 each 5 Evade : 20 (+1 each lvls) 5 lvls) HP:5d10(+3*lvl) Intelligence : 2 Hit : 70% (+1%*lvl) Damage(Claw) : 2d6(+3 each Found mostly in Galbadian 2 lvl) forests.

- Very agressive creature. Draw : 1-19 : Bersek 20-39 : Bersek, Protect 40-100 : Bersek, Protect Items gained : 1-19: Screw 20-39: Screw, Steel Orb 40-100: Steel Orb, Steel Pipe AP earned : 2

Item mugged : Steel Pipe, Steel Orb XP earned : 100 + 5*Level

Other Enemies
Other enemies include all enemies not related to the lunar cry.

Average Soldiers Galbadia Soldier


Vitality : 6(+1 each Spirit : 4(+1 each Usually attack in groups or HP:2d10(+lvl) Hit : 80% (+1% per lvl) 5 lvl) 5 lvl) squads Speed : 4(+1 each 5 Evade : 6(+1 each Mostly found in the galbadian Intelligence : 4 Damage : As weapon (+ lvl) lvl) 5 lvl) continent. - Weak against Poison - Often use elemental magic, level 1 and 2 spells only. Items gained : Draw : 1-19: Potion, Normal Ammo, 1-19 : Fire, Blizzard, Thunder, Cure Phoenix Down 20-39 : Fira, Blizzara, Thundara, Cura 20-39: Potion, Phoenix Down 40-100 : Firaga, Blizzaga, Thundara, Curaga 40-100: Potion, Phoenix Down Item mugged : Potion; Phoenix Down XP earned : 20 + 3*Level AP earned : 2

Galbadia Paratrooper
Vitality : 8(+1 Spirit : 7(+1 each HP:4d10(+3*lvl) Hit : 90% (+2%*lvl) each 5 lvl) 5 lvl) Speed : 7(+1 each Evade : 15(+1 Damage : As weapon Intelligence : 5 5 lvl) each 5 lvl) (+ lvl) - Weak against Poison - May use any spell (exept level 4 spells) Draw : Items gained : 1-19 : Blind, Silence, Sleep 1-19: * 20-39 : Blind, Silence, Sleep, Demi 20-39: * 40-100 : Stop, Demi 40-100: * Item mugged : * Used for sneak attacks. Use brillant strategies and stealth abilities. Deployed during assaults or secret operations.

XP earned : 25 + 4*Level AP earned : 3 Paratroopers are expert soldiers, never forget they have a whole bunch of abilities like stealth or acrobatics.

Galbadian Officer/Elite Soldier


Vitality : 10(+ 1 each 5 lvl) Speed : 7(+1 each 5 lvl) - Weak against Ice and Wind - May cast Fire Draw : 1-19 : Fire, Blizzard, Thunder, Scan 20-39 : Fira, Blizzara, Thundara, Scan 40-100 : Firaga, Blizzaga, Thundaga, Dispell Item mugged : Tent; Cottage XP earned : 40 + 5*Level AP earned : 4 Items gained : 1-19: Potion, Phoenix Down, Shotgun Ammo, Cottage 20-39: Potion, Phoenix Down, Hi-Potion, Cottage 40-100: Potion, Hi-Potion, Cottage Spirit : 10(+1 each 5 lvl) HP:6d10(+2*lvl) Hit : 85% (+1%*lvl) Evade : 0(+1 each 5 lvl) Intelligence : 4 Damage : As weapon (+ lvl)

Esthar Soldier
Vitality : 4(+1 each Spirit : 6(+1 each 5 HP:6d6(+2 per 5 lvl) lvl) lvl) Speed : 4(+1 each 3 Evade : 10(+1 lvl) each 4 lvl) Intelligence : 4 Hit : 80% (+1%*lvl) Damage(Blade) : 1d10 (+ lvl) They usually are a team of 3 soldiers Found anywhere in Esthar.

- Weak against Poison - May cast elemental spells and use potions See 'Esthar' for their abilities Draw : 1-19 : Fire, Thunder, Blizzard, Cure 20-39 : Fira, Thundara, Blizzara, Cura 40-100 : Firaga, Thundaga, Bilzzaga, Curaga Item mugged : Potion XP earned : 20 + 4*Level Items gained : 1-19: Potion, Phoenix Down 20-39: Potion, Phoenix Down 40-100: Potion, Hi-Potion, Phoenix Down AP earned : 2

Average Moombas
Vitality : 5(+1 each 5 lvl) Speed : 7(+1 each 4 lvl) Spirit : 2(+1 each 5 lvl) Evade : 15(+1 each 5 lvl) HP:5d6(+ lvl) Intelligence : 5 Hit : 75% (+1 per 3lvl) Damage : *

- It attacks with his two claws. Each does 1d4 +lvl/2. He may instead bite once for the same amount of damage (and thus having 35%+lvl chances to poison). Draw : None Item mugged : Potion, Phoenix Down, Antidote XP earned : 20 + 3*Level Items gained : 1-19: Potion 20-39: Potion, Phoenix Down 40-100: Hi-Potion, Phoenix Down AP earned : 2

The average moombas are immune to darkness and have a perfect night vision. They also often have the Chameleon Ability

Chapter X : Game Master Section


Monsters
As a Game Master, your job is to adapt the monsters with the characters, thus you are to modify these information. Other stats like Vitality and Speed should also be increased, and a good way to do so is to base you on the character's stats.

Games Ideas (Adventure hooks)


The Test Although it's not the most original quest, it start well a campaign or a character's life. Since all humans have a background, most of them will be part of a Garden or group. But to become an Esthar soldier or a Balamb SeeD, you need qualities and talents. The characters are to perform a test, like an assault or a mission of average importance and difficulty, in order to become a member. Deep Sea Research Center Those who played the video game probably remember this. On the very South West of the world, in the middle of the ocean, is an old research center built a long time ago by Centra civilisation and later used by Esthar Scientists. The base was destroyed near the years 3940, and never used afterward. The mission is to find the facility and discover why it was destroyed. Esthar? Take the second street to the left then turn right... With all that occured during the time of troubles, many rumors about Esthar ran all around the world. People from everywhere search for the city, for personal reasons or others. The characters may have to travel and find Esthar, or to escort someone there. On the other hand, someone from Esthar may have to travel the rest of the world to stop these rumors, or guide people to the wrong places. The bite bugs nest On the island of Balamb, it's summer time...but it ain't no funny summer. The bite bugs are abnormally actives, and they attack people and houses. They are literally invading Balamb Island, and their number is unusually great. Well, it's almost like that every 5 years or so. The PCs (as Balamb students or SeeDs), are commited to solve the problem. They must find the nest, that lies in an ancient cavern in the northen mountains...The PCs are given a time bomb before their depart, so they can blow up the whole nest and put'em to rest(Before they have the chance to set the bomb, make'em fight with a Bite Bug "queen" that should be at least 10 lvls higher than the other Bite Bugs).

Glossary
Adel Adel was the sorceress that ruled Esthar during the Sorceress War. She was old and powerful, but died during The Troubles. Attribute Determine the strengths and weaknesses of the character. The six attributes are Strength, Vitality, Magic, Spirit, Speed and Luck. Campaign The complete story and setting made by the gamemaster, or the quest. Usually a series of adventures involving the same cast of characters. Critical Strike The chance to do critical strikes is determined by the Luck Attribute. Ex: You take your weapon skill(let's say it's 80% and you have 12 in luck). If the roll is between skill-(luck/2) (so 80-6 which gives between 74% and 80%), you do a critical attack, which double the damage. Draw Ability to inherit spells from enemies or drawpoints. Each draw gives 1d4+1 spells and must be done at less than 4 meters of the source. Draw Point Energy emanating from the ground (or else) is called a draw point. Spells can de drawn from them. Garden A Garden is a neutral academy, independent from any other power. Look at the Gardens page for more information. Hit Points (HP) The HPs represent the amount of damage the character may take before being knocked out. Hyne Creator of mankind, master of magic and lord of the sorceresses. More an interesting legend than a true fact, for few really trust in Hyne's existence. Junction Magic Ability to put spells with a chosen attribute, thus increasing it. See Junctions. KO When a character's HP is reduced to 0 or below, he is knocked out(KO). A character KO generally dies after 1 hour, but if he's in KO status and lose any amount of HP, he immediately dies. Limit Break A limit break is a special skill your character can use in dire situations. To use your limit, you must be at one third of your total Hp. See Limits Lunar Cry The Lunar Cry is a phenomenon occurring at regular interval. The Moon has always been full of monsters, breeding and grouping until they are too much, then they form a living bridge that link them to Earth. While many are destroyed in the falling, thousands of other monsters get on Earth. The animals we once knew are mutated into horrible creatures, and parts of the Earth are completely destroyed. Moombas A race of small creatures, said to be mutations of an unknown animal. The moombas are smarter than they look, a friendly race, but a dangerous fighter. See 'Races' for more information. Non-player character(npc) A character not controlled by any player(thus controlled randomly or by the gamemaster).

Player character (pc) A character controlled by a player. Party The group of characters, including player characters and non-player characters. Round The laps of time during which each character does an action. Usually between 10 and 30 seconds. Shumi A tribe of pacific humanoid creatures living on the northern continent. See 'Races' for more information. Skills These are the innate talents and generals earned abilities of your character. See 'Skills' for a complete list. Sorceress A woman who has inherited the power of a sorceress is given a fragment of Hyne's power. When a sorceress falls, she must find another woman to give her powers to, and then she stops suffering. She cannot force anyone to accept her gift, and during that time, she cannot use any of her magic. It's hard to determine how many sorceresses exist today, for most keep their power concealed. However, they're extremely uncommon.

Vous aimerez peut-être aussi