Core Rules (updated tabs)
- Character Creation
- Tech Creation
- Blue Magic
- Secondary Skills
- Equipment Creation
- Combat in ZODIAC
- Monster Creation
- Summon Creation (NEW!)
- Glossary
- Level Advancement Chart
- Tech Points Acquired
The core of any role-playing game is its characters. This chapter will shed some light on
the character creation process, and how to build your counterpart in the ZODIAC world
from the ground up.
STEP 1: CHARACTER CONCEPT
It’s always helpful to know what kind of character you want before you start. Take a
minute to think about your playing style and the type of abilities you want to have. If you
do this first, the rest of the creation process will be easier.
STEP 2: BASE STATS
There are five different stats that define your character’s strengths and weaknesses.
· Strength measures your character’s physical power, and affects the damage you deal
with weapons. Abbreviated STR.
· Magic measures your character’s magical ability, and affects the strength of magical
effects as well as the number of special abilities you can learn. Abbreviated MAG.
· Vitality measures your character’s toughness and resistance to physical trauma, and
affects the amount of damage you can withstand. Abbreviated VIT.
· Spirit measures your character’s force of will and inner store of magical energy, and
affects your capacity for using magic and other special powers. Abbreviated SPR.
· Agility measures your character’s speed and quickness, and affects several factors,
including accuracy, evasion, and speed in combat. Abbreviated AGI.
All stats have a starting value of 3. In addition, you have 25 points to allocate any way
you choose among the five stats, but no starting score may be greater than 15.
STEP 3: ARMOR USE
· Armor is the character’s primary defense against monsters and other hostile forces.
Some armor is enchanted, and improves the wearer’s spellcasting ability. Defense Armor
provides a large bonus to your Hit Points, while Enhance Armor has a low HP bonus but
a sizeable Magic Point bonus. Balanced Armor falls somewhere between the two.
Choose only one type of Armor for your character to wear.
· Guards is a catch-all term for the shields, bracers, and other defensive items typically
worn on a character’s arm. Unlike Armor, a Guard does not increase your Hit Points, but
instead helps you to avoid damage.
You may only wear Armor of the type that you choose at character creation. If you
choose Balanced Armor, you may not wear Defense or Enhance Armor. However, any
character may use a Guard. See Chapter V: Equipment for more information about armor
creation.
STEP 4: WEAPON USE
Each character can equip only ONE weapon at a time. All characters must choose one
class of weapon at creation. The character may only wield weapons of that type.
Different weapons will provide different bonuses to your AP and MAP. See Chapter V:
Equipment for more information on weapon creation.
STEP 5: DERIVED STATS
Derived Stats are sub-stats that are affected by your Base Stats. A description of each
Derived Stat is given here, followed by a table that shows the base value of each, along
with how quickly they increase. Starting values for Derived Stats are simply the base
value plus any bonuses for high Base Stats. For example, a character with 10 Agility
begins the game with 7 Accuracy. Henceforth, for every 5 points of Agility he gains, his
Accuracy will increase by 1.
· Hit Points (HP) represent the amount of damage you can withstand. Influenced by
Vitality, experience level, and the armor you wear.
· Magic Points (MP) represent the amount of energy you have available for using spells
and special abilities. Influenced by Spirit, experience level, and the armor you wear.
· Attack Power (AP) is added to the damage dealt with weapons. Influenced by Strength
and the power of your weapon.
· Magic Attack Power (MAP) is added to the damage dealt with magic. Influenced by
Magic and the power of your weapon.
· Strength Dice is the base number of dice you roll when attacking with a weapon.
Influenced by Strength. ALL die rolls based on Strength Dice are multiplied by 10.
· Magic Dice is the base number of dice you roll when casting a magical attack spell.
Influenced by Magic. ALL die rolls based on Magic Dice are multiplied by 10.
· Accuracy affects your chance to score a hit in combat. Influenced by Agility.
· Magic Accuracy affects the chance of success of many special effects, such as turning
an enemy to stone. Influenced by Magic.
· Evade is your ability to dodge physical attacks. Influenced by Agility and the armor
you wear.
· Resist is your ability to resist harmful effects, such as poison or paralysis. Influenced
by Vitality and Spirit.
· Critical affects your chance to score a double-damage critical hit in combat. Influenced
by Agility.
· Max Tech Levels is the maximum number of Tech Levels you can learn. In other words,
the combined levels of all the Techs you know cannot be greater than this value.
Influenced by Magic.
Stat | Base Value | Modifier |
Hit Points (HP) | 75 | +5 per 1 VIT. |
+4 per Experience Level. | ||
Magic Points (MP) | 5 | +1 per 1 SPR. |
+1 per even Experience Level (2,4,6, etc). | ||
Attack Power (AP) | 0 | +1 per 1 STR. |
Modified by Weapon. | ||
Magic Attack Power (MAP) | 0 | +1 per 1 Magic. |
Modified by Weapon. | ||
Strength Dice (STR D) | 1 | +1 per 100 STR |
Magic Dice (MAG D)P | 1 | +1 per 100 MAG |
Accuracy (ACC) | 5 | +1 per 5 AGI |
Magic Accuracy (MACC) | 5 | +1 per 5 MAG |
Evade (EVA) | 25 | +1 per 5 AGI. |
Modified by Guard. | ||
Resist (RES) | 25 | +1 per 10 VIT. |
+1 per 10 SPR | ||
Critical (CRIT) | 98 | -1 per 15 AGI. |
Speed (SPD) | 10 | +1 per 15 AGI |
+1 per 10 Experience Level | ||
Max Tech Levels (MTL) | 5 | +1 per 2 MAG. |
STEP 6: CLASS POWERS
Class Powers are your character’s main set of special abilities- what he does best. There
are two types of Class Powers that your character can choose from. Note that ALL
powers require MP to use!
· Tech is the ability to learn a variety of spells and powers that you create using the Tech
Creation System.
· Blue Magic, also called Enemy Skill, is the ability to use your enemies’ power against
them- learning the skills and techniques used against you in battle. Blue Magic often has
very different effects than a normal Tech does.
If you choose to use Techs, your character will gradually learn the special abilities you
choose for him using the Tech Creation System (see Chapter II). If you choose Blue
Magic, the powers you learn are drawn from your enemies (see Chapter III).
STEP 7: SECONDARY SKILLS
Secondary Skills are minor support skills, such as Cover and Health, that require no MP
to use. All characters choose one Command Skill and one Support Skill from Chapter
IV. It is a good idea to choose Secondary Skills that compliment your character’s
strengths or compensates for his weaknesses, as well as one that fit the character’s
personality.
STEP 8: STARTING EQUIPMENT
You get 200 G to buy any weapons, armor, or items you want from Chapter V:
Equipment. You keep any leftover money. You may use the Weapon Construction
System in Chapter V to create your own unique weapons, or use one of the premade
weapon lists from the Resources section of the ZODIAC home page.
STEP 9: FLESHING OUT YOUR CHARACTER
If you haven't done so already, now is the time to add a face and personality to your
character sheet. Your character might be human, dwarven, elven, or any other species
you can think of. What does he look like? What has happened to him in the past? Does
he have any hopes, dreams, or goals? What is his personality like? Is he distant and
aloof, or friendly and amiable? Be creative! If you like, you can also name your
character’s Class- is he a Dark Knight, a Paladin, a Ninja, or a Scholar?
CHARACTER ADVANCEMENT
As your character defeats powerful monsters and completes epic quests, he gains
Experience Points, or XP. As you accumulate experience, your character becomes more
powerful. Experience Level is a measurement of how strong your character is, and ranges
from Level 1 to Level 99. Your character begins the game at Level 1, and must earn 50
XP to reach level 2. A complete level advancement chart can be found in Appendix III.
When you gain a level, you gain the following benefits:
· Your Hit Points and Magic Points increase. You gain 4 HP per level, and 1 MP every
even level (2, 4, 6…).
· Your stats increase. You gain three Bonus Points at each level-up that you may use to
strengthen your character. One Bonus Point will increase any one of your Base Stats by
1 point. No more than two Bonus Points may be allocated to the same stat each level.
Beginning at level 60, you gain an additional Bonus Point at each level-up, which may be
spent on any of the five stats you choose. Note that the maximum value of any Base Stat
is 250, but certain Relics can increase a stat beyond the normal maximum.
· At every fifth experience level (5, 10, 15, etc.) you gain a bonus of +2 to all five of your
Base Stats. This bonus is in addition to the Bonus Points you receive every level. If this
+2 bonus causes a stat to increase beyond 250, the stat does not increase and the point(s)
may be re-allocated to any stat you choose.
· Your Derived Stats may improve depending on which Base Stats you increased. See
the table in Step 5.
· Tech-users gain Tech Points used to learn new special abilities. See Chapter II for
details.
Note: If you have chosen to use Blue Magic, skip this chapter.
The Tech Creation System is used to create the set of special attacks and abilities, called
Techs, that your character will learn over the course of his career. Characters receive
Tech Points at every level-up that are used to learn new Techs or upgrade old ones into a
more powerful form. When you gain a level, you gain a certain number of Tech Points as
shown on the following table. You gain the listed bonus every time your level increases
within a given range. For example, when you reach level 2, add 2 Tech Points to your
total. Reaching level 28 would add 6 Tech Points to your total.
Experience Level Achieved | Tech Points Gained |
---|---|
1 (New Character) | 12 |
2 - 10 | 2 |
11 - 20 | 4 |
21 - 30 | 6 |
31 - 40 | 10 |
41 - 50 | 20 |
51 - 60 | 30 |
61+ | 10 |
In addition to the Tech Points that you gain when your experience level increases, you
also gain bonus points for increasing your Magic stat. Each time you increase your Magic
by one point, you gain a number of Tech Points based on what your new Magic stat is, as
shown below. For example, if your Magic stat increases from 8 to 9, you gain 1 Tech
Point; if it increases from 9 to 10, you get two Tech Points. Increasing it to 11 would net
you another two Tech Points. These are one-time bonuses that are added to your total
Tech Points as soon as your Magic increases. A new character begins the game with all
the Tech Points he would normally have earned by increasing his Magic to the value he
starts with; a beginning character with 11 Magic would have 13 extra Tech Points in
addition to the ten he started with (see the level-based table above).
Magic Stat Achieved | Tech Points Gained |
---|---|
1 - 10 | +1 |
11 - 20 | +2 |
21 - 30 | +3 |
31 - 40 | +4 |
41+ | +6 |
As an example, a 3rd-level character with a Magic stat of 8 would have a grand total of
24 Tech Points (12 at first level, +2 at 2nd and 3rd level, and +1 for each of his eight
points of Magic). For reference, tables listing the total number of Tech Points at each
experience level and Magic level can be found in Appendix IV.
Using Techs
Each Tech has an MP cost required to activate it; if you cannot pay the cost, you cannot
use the power. All Techs have a Power Level associated with them, which is different
than Tech Level. Power Level determines the MP cost of the Tech. Some Techs, such as
Magical Attack, have variable Power Levels, allowing you to use more powerful attacks
in exchange for a higher MP cost. All Magic Point costs are given in the table below.
TECH LEVEL | MP COST (Weak) | MP COST (Medium) | MP COST (Strong) |
---|---|---|---|
1 | 2 | 3 | 4 |
2 | 4 | 6 | 8 |
3 | 10 | 12 | 14 |
4 | 17 | 19 | 21 |
5 | 23 | 26 | 29 |
6 | 33 | 37 | 41 |
7* | 45 | 49 | 53 |
8* | 58 | 63 | 68 |
//Note: Maximum Tech Level is 6. Tech Levels 7-8 are provided to show MP costs for high-level powers with positive MP
modifiers (see Secondary Effects below).//
LEARNING TECHS
To learn a new Tech, you must first decide what Tech Level you want the new power to
be. Tech Level determines how powerful the new Tech will be, as well as the MP cost to
activate it. In order to learn the Tech, you must spend some of the Tech Points you have
earned. Each Tech has a Tech Point Cost, which must be paid in order to learn the Tech.
A character may spend Tech Points to learn a Tech at any time. Learning a Tech is
permanent- it cannot be unlearned. A character can have a maximum number of Tech
Levels equal to 5 + (MAG / 2). A character may begin play with no more than 3 Techs,
all of which must be Tech Level 1.
TECH LEVEL | TECH POINT COST |
---|---|
1 | 8 |
2 | 15 |
3 | 30 |
4 | 60 |
5 | 125 |
6 | 250 |
CREATING THE TECH
When creating a Tech, you choose one Primary Effect and up to two Secondary Effects
from the lists below, starting on page 14. Refer to the appropriate section for more
information on Primary and Secondary Effects.
UPGRADING A TECH
If you wish, you can upgrade an older Tech to make it more powerful, which is cheaper
than learning a whole new Tech. To do so, simply pay the difference in Tech Points
between the power’s current Tech Level and the level you wish to upgrade to. The
upgraded Tech is identical to the old Tech, but the strength of its Primary Effect is
increased appropriately.
Example: Amos the Valiant already knows Cure, a first-level Medium Healing Tech, and
he wants to upgrade it to a level 2 Healing Tech. According to the Tech Point Cost
chart, Amos needs to spend 7 TP to upgrade the power. He does so, and Cure becomes a
second-level Medium Healing Tech. It’s now a full level stronger than before, but its MP
cost also increases from 3 to 6.
CLONED POWERS
Cloned Powers are a way to improve your character’s flexibility without spending a large
number of Tech Points. A Cloned Power is a Tech that has exactly the same Tech Level
and Primary and Secondary Effects as the original, except ONE of the following:
1) The clone has a different Elemental attached, OR
2) The clone deals damage of a different type (Physical or Magical).
Only one degree of difference may be chosen for the clone. Cloned Powers are learned
in the same way as normal Techs, but the Tech Point cost of the power is halved. The
same goes for upgrading a Cloned Power, as long as the original power is of a higher
Tech Level than the clone. If upgrading the clone would make it a higher Tech Level
than the original, the upgrade costs full price. The reverse is also true- the original power
may be upgraded for half cost if the clone is of a higher Tech Level. A single Tech may
have multiple clones, but a Cloned Power may not be cloned. Finally, all Cloned Powers
are considered one Tech Level lower for purposes of the character’s maximum learnable
number of Tech Levels. Note that Cloned Powers are supposed to be modifications of
existing powers, so they should be similar in some way to the original. The Master may
rule against a nonsensical clone- for example, cloning Bazooka to create Sword Dance.
Example: Merlin the Mage needs a new Ice-elemental spell, so he decides to clone his
Fireball attack. It’s a fourth-level, medium-strength Magical Attack, with Area Effect
and Fire Elemental attached. It has a Tech Point cost of 60, but since Merlin is cloning
it, the new power only costs 30 Tech Points. Merlin pays the cost, and learns the new
power immediately. It’s a fourth-level, medium-strength, Area Effect Magical Attack
with an Ice Elemental. Merlin calls the new spell Ice Storm. Later, Merlin upgrades Ice
Storm to a level 5 power. It’s a clone, but the original is still the same Tech Level, so he
pays full price- 65 Tech Points. He later decides to upgrade Fireball as well. Because
its clone, Ice Storm, is a higher Tech Level than Fireball is, Merlin pays only 33 Tech
Points to upgrade it.
//Primary Effects //
Primary Effects are the various powers and special effects that define the Tech’s main
function. Each Tech has one, and only one, Primary Effect. The Tech Level of the
power determines how strong the Primary Effect is. Different Tech Levels have different
effects on different powers; the description of each Primary Effect details its exact
function at a particular Tech Level. Primary Effects that list a percentage chance of
success have a total chance of success of (Base Chance + Magic Accuracy) – (Target’s
Resist). Others, such as Power Attacks, will always succeed. After choosing a Primary
Effect for your new Tech, you may enhance it with Secondary Effects (see below).
Attack Magic
(Power Level: Variable)
Attack Magic is the magical complement of Power Attack. Rather than elaborate blade
dances or crushing axe blows, you use the power of magic to burn, freeze, disintegrate, or
otherwise destroy your foes in spectacular ways. Attack Magic functions exactly the
same way as Power Attack- the only difference is that you use your Magic Dice and
Magic Attack Power to determine the damage dealt, rather than Strength Dice and Attack
Power. Also, Attack Magic always deals magical damage, rather than physical damage.
See the description of Power Attack, below, for more information.
Break Arts
(Power Level: Medium)
Similar to Status Effects, Break Arts damage an opponent's stats in battle. Multiple
Break Arts of the same type are not cumulative.
· Power Break reduces Strength-based damage dealt by the target.
· Magic Break reduces Magic-based damage dealt by the target.
· Speed Break reduces the Agility, for purposes of combat speed, of the target.
· Armor Break increases the physical damage taken by the target.
· Spirit Break increases the magical damage taken by the target.
All Break Arts have a Tech Level of 2, 4, or 6. Level 2 Break Arts have an effect of
25%, Level 4 Break Arts have an effect of 33%, and Level 6 Break Arts have an effect
50%. Thus, a Level 4 Armor Break would increase all physical damage done to the
victim by 33%, or one third. Break Arts may not be cloned.
Demi Attack
(Power Level: Medium)
Attacks a single opponent with an attack that reduces the enemy's HP by either 33%
(Tech Level 2) or 50% (Tech Level 5) of its current value.
Fatal Blow
(Power Level: Strong)
The attack is an attempt to destroy the target in a single blow. Fatal Blow has a minimum
Tech Level of 2. Make a magical attack roll; Fatal Blow has a base modifier of -60, with
a +15 bonus for each additional Tech Level beyond 2. For example, a third-level power
would have a modifier of -45. If the attack fails, nothing happens.
Healing
(Power Level: Variable)
The skill is used to heal yourself or an ally. The Tech heals a total amount of HP equal to
the Tech’s base healing value plus a bonus dependent on your Magic stat.
TECH LEVEL | WEAK | MEDIUM | STRONG | BONUS |
---|---|---|---|---|
1 | 20 | 30 | 40 | MAG / 2 |
2 | 50 | 60 | 70 | MAG / 2 |
3 | 80 | 90 | 100 | MAG |
4 | 120 | 130 | 140 | MAG |
5 | 140 | 160 | 180 | MAG * 1.5 |
6 | 200 | 220 | 250 | MAG * 2 |
Near-Fatal Attack
(Power Level: Medium)
Similar to, but less powerful than, a Fatal Blow, a Near-Fatal Attack attempts to reduce
the target to 1 HP in a single blow. Make a magic attack roll; if successful, the target's Hit
Points drop to 1. Near-Fatal Attack has a base modifier of -60 to your attack roll. For
each Tech Level of the power beyond the first, the modifier is increased by +15. For
example, a third-level power would have a modifier of -30. If the attack fails, no damage
is done.
Power Attack
(Power Level: Variable)
The Tech is designed to inflict heavy damage on the target, using your equipped weapon.
Power Attacks always deal physical damage, and use your Strength Dice and Attack
Power to determine how much damage is dealt. The type of dice rolled is determined by
your equipped weapon- if your sword uses d10s for physical attacks, your Power Attacks
use d10s as well. You can modify the die type by choosing a Power Level for the Tech. A
Medium Power Attack rolls damage as normal, a Weak Power Attack uses one die class
lower, and a Strong Power Attack uses one die class higher- thus, you can get a stronger
attack for a little more MP, or reduce the price in exchange for lower damage. Die classes
are ranked, from lowest to highest: d4, d6, d8, d10, d12. In addition, Power Attacks
modify your Strength Dice and Attack Power as shown below:
TECH LEVEL | BONUS DICE | MULTIPLY AP BY… |
1 | +1 die | x1 |
2 | +1 die | x1.5 |
3 | +2 dice | x1.5 |
4 | +2 dice | x2 |
5 | +3 dice | x2 |
6 | +3 dice | x2.5 |
The complete formula is (Die Roll * 10) + (Modified AP).
Example: Diff the Biffer uses his powerful Biff attack, which is a level 6 Strong Tech,
giving it an MP cost of 41. Diff has 2 Strength Dice, a base Attack Power of 170, and a
tenth-level, d10 weapon with a +230 to Attack Power, giving him a total AP of 400.
Diff's Biff gives him +3 dice of damage, and an AP multiplier of x2.5. Diff rolls 5d12 (his
d10 is upped by one class, since it's a Strong Tech) and scores a 38. The Biff deals 1380
points of damage (38 * 10 is 380, and 400 * 2.5 is 1000).
It may be helpful to calculate your modified AP before the game and write it down on
your character sheet- that way, you'll save some time while you're playing.
Quadra Slam
(Power Level: Variable)
The Quadra Slam attack allows you to strike randomly four times, with each strike
dealing half damage. May not be combined with Area Effect or Backfire. May be
combined with the -2 Tech Level version of Random Target, but not the -1 Tech Level
version. Quadra Slam has a Tech Level of 3. The Power Level is based on Physical die type (d6 = Weak, d8 = Medium, d10 =
Strong).
Revenge
(Power Level: Strong)
A Revenge attack deals greater damage as your health declines. At Tech Level 2, it deals
an amount of damage equal to half the difference between your max HP and your current
HP- i.e., half the amount of damage you have taken so far. At Tech Level 4, the damage
dealt is equal to the total damage you have taken.
Revive
(Power Level: Strong)
This Tech revives a character whose Hit Points have been depleted, returning him to
consciousness and restoring a portion of his HP. A Tech Level 3 Revive restores 10% of
the character’s max HP; Tech Level 5 restores 50%, and Tech Level 6 restores the target
to full health.
Stat Booster
(Power Level: Medium)
Stat Boosters are Techs that augment the subject’s normal abilities, making him stronger,
faster, and more powerful. Multiple Stat Boosters of the same type are not cumulative.
· A Strength Boost increases all Strength-based damage dealt by the subject.
· A Magic Boost increases all Magic-based damage dealt by the subject.
· A Speed Boost increases the Speed of the subject
Level 2 Stat Boosters have an effect of 25%, Level 4 Stat Booster have an effect of 33%,
and Level 6 Stat Boosters have an effect of 50%. Thus, a Level 4 Strength Boost would
increase the power of the subject’s weapon attacks by 33%, or one third. May not be
combined with Backfire. Stat Boosters may not be Cloned for different stats.
Status Effect
(Power Level: Medium)
The Tech bestows one or more positive or negative status effects on the target. The
minimum Tech Level of the power is equal to the sum of the levels of all the chosen
effects. Positive effects will always work, but negative effects require a successful magic
attack roll. Each negative status effect has a base modifier to the attack roll, as listed
below. For each Tech Level of the power, you have 10 additional points to divide
between the attack modifiers of all the chosen effects. For example, a fourth-level power
might have Stun at -20 and Seal at -35. All temporary effects, such as Slow and
MBarrier, last for 3 rounds. See Chapter VI: Combat for more information on Status
Effects.
STATUS EFFECT | TECH LEVEL | BASE ATTACK MODIFIER |
Stun, Poison | 1 | -40 |
Berserk, Curse, Dsentence | 1 | -45 |
Blind, Slow, Sleep, Seal | 2 | -55 |
Frog, Mini, Confuse | 3 | -65 |
Stop, Stone, Charm, Venom | 4 | -70 |
Haste, Barrier, Mbarrier | 3 | — |
Regen, Reraise | 4 | — |
Wall | 5 | — |
SECONDARY EFFECTS
Secondary Effects are modifiers to the primary function of the power. Most Secondary
Effects raise or lower the MP cost of the Tech in exchange for extra functionality or some
sort of deficiency. The total Tech Level modifier is applied to the Tech Level of the
power for purposes of figuring MP cost ONLY- the Tech Point cost of the power is not
affected. Unless otherwise noted, any Primary Effect may be combined with any
Secondary Effect. No Tech can have more than two Secondary Effects. If a Tech has
enough Secondary Effects to reduce its effective Tech Level to 0 or lower, the power
costs 1 MP.
Area Effect
(MP Adjustment: +1 Tech Level)
The special ability affects either all enemies or all allies. Tech Levels 1-2 have half their
normal effect (numerical values or chance of success, whichever is appropriate), while
Tech Levels 3-6 have full effect. May not be used in conjunction with Self-Only.
Backfire
(MP Adjustment: -1 Tech Level)
The Tech is dangerous to its user as well as to his enemies, for every time the power is
used, there is a 15% chance that it backfires, affecting the user instead of its intended
target. May not be combined with beneficial Primary Effects such as Healing, and may
not be used in conjunction with Random Target.
Boost
(MP Adjustment: +2 Tech Levels)
This tech is more powerful than others of the same kind, dealing more damage
based on the level of the secondary. Boost increases the damage of a tech by 50%. Boost may be
attached to Healing, granting the same bonus to HP. Boost may not be attached to
Demi Attack, Revenge, or Revive.
Dedicated
(MP Adjustment: Varies)
Similar to the Dedicated special weapon ability, this causes damage dealt to a
creature of a specific type to take double the damage from a damaging tech
(Though it does not stack with a weapon already affected by the same dedication).
Further, if the tech is a status effect, or has a lesser status attack, the base miss
chance is reduced by half. Any single tech may only have one instance of
Dedicated. Dedicated techs can only target enemies.
The MP Adjustment for the standard Dedicated Secondary is +1 MP, however,
you may choose at Tech creation to make it so that the Tech ONLY affects
monsters of the chosen Type. This variant of Dedicated grants the Tech a -2 MP
adjustment.
Drain Attack
(MP Adjustment: Special)
The Tech, which must deal damage of some type to the opponent, drains a portion of the
damage dealt back to the user, restoring his HP. For +1 Tech Level of MP, the power
drains 25% of the damage dealt; for +2 Tech Levels, the drain is 50%. If combined with
MP Attack, the Tech damages and drains MP instead of HP. If combined with Area
Effect, choose one of two effects when the Tech is created:
1) Damage all enemies, and drain ONLY from the target that took the most damage.
2) Damage a single enemy, and divide the drained HP or MP between all allies.
HP Drain may NOT be combined with Sacrifice, but MP Drain may. Neither version
may be combined with Healing.
Elemental
(MP Adjustment: None)
The attack carries a certain element with it- Fire, Ice, etc. If the Tech is used with a
weapon that has an elemental property, the element of the Tech overrides the element of
the weapon. Elemental does not count towards the limit of two Secondary Effects per
Tech; any Tech may carry an Elemental regardless of how many other Secondary Effects
it has. May only be combined with damage-dealing Techs.
Inaccurate
(MP Adjustment: -1 Tech Level)
The Tech is less accurate than most, and requires an attack roll. May only be combined
with Techs that do not normally require attack rolls, such as Weapon Techs, Magical
Attacks, and Break Arts. If combined with Quadra Slam, each of the four attacks makes
its own attack roll. Inaccurate Techs cannot score critical hits.
Limited Uses
(MP Adjustment: -1 Tech Level)
The Tech may only be used once per Tech Level per battle. Even if the user is knocked unconscious after expending all its uses, and is later revived, the Tech may not be used anymore during that battle.
Lesser Status Attack
(MP Adjustment: +1 Tech Level)
Causes a negative status effect in addition to the primary effect of the Tech. The effect
requires a magic attack roll, and has a base modifier to the attack roll as listed. The
modifier is increased by +5 per Tech Level of the power, to a maximum of -30.
Temporary effects such as Curse last for 1d3 rounds. Only one Status Effect may be
chosen, but Lesser Status Attack can be chosen twice on one Tech, adding two possible
status effects. May not be combined with Healing.
STATUS EFFECT | BASE ATTACK MODIFIER |
Stun, Poison, Curse | -60 |
Berserk, Blind, Sleep, Slow, DSentence | -65 |
Frog, Mini, Seal, Confuse | -75 |
Stop, Stone, Charm, Venom | -80 |
MP Attack
(MP Adjustment: +1 Tech Level)
Rather than damaging the target’s Hit Points, the Tech is designed to destroy magical
strength. The Tech deals no damage, but reduces the target’s Magic Points by 1 / 10 of its
damage roll; if the Tech normally deals no damage (for example, a Magic Break), make a
damage roll as per a normal attack. Alternately, you may deal half damage to the target’s
HP and 1 / 20 to its MP. May not be combined with Healing. If combined with Revenge,
the damage dealt to the target’s MP is instead based on your own MP. At Tech Level 2,
the damage is half the amount of MP you have lost; at Tech Level 4, the damage is equal
to that amount. This damage is calculated prior to deducting the MP cost of the Tech.
Random Target
(MP Adjustment: Special)
The Tech is chaotic in nature and cannot be completely controlled. For –1 Tech Level,
the Tech targets a random enemy (or ally, if the Tech is beneficial). For –2 Tech Levels,
the target is completely random, and may be either an enemy or a friend.
Self-Only
(MP Adjustment: -1 Tech Level)
The Tech, which must be beneficial in nature, works in such a way so that it can only
affect its user- no other ally may be targeted. May not be used in conjunction with Area
Effect.
Short Range
(MP Adjustment: -1 Tech Level)
Normally, all Techs are considered long-ranged, meaning they can target flying creatures
without penalty. However, with this Secondary Effect, the Tech is restricted to melee
range, suffering penalties to hit at long range.
Single Use
MP Adjustment: -2
The Tech can only be used once per battle. If a character dies, and is later revived, The character still cannot use the Tech for the remainder of the battle.
Steal As Well
(MP Adjustment: +1 Tech Level)
In addition to the normal effects of the Tech, the user makes an additional attack roll at
–60. If successful, he steals one of the target’s items, as per the Steal Minor Ability. If
used in conjunction with Area Effect, the attack receives an additional penalty of -20.
May not be combined with Healing or other beneficial Techs.
ALTERNATE COST METHODS
These "secondaries" take up no Secondary slots, they merely change how the player pays to use their techs. These costs are
meant to emulate the Archer's "Aim" or the Dark Knights "Darkside" abilities.
Charge Power
Instead of consuming MP, the user of the Tech must focus his energy for a certain amount of time before unleashing the Tech.
Normally a Tech requires 8 Speed Points to use, just like any other action, but a Charge Power requires a higher expenditure of Speed Points. If a character does not have sufficient Speed Points, he may wait, taking no actions and expending no Speed Points, until he has enough points to execute the Tech. If combined with Secondary Effects, the amount of SP required increases or decreases in the same way as MP cost normally would. A Charge Power consumes SP according to its effective Tech Level and its Power Level as follows:
Effective Tech Level | Weak Sp Cost | Medium SP Cost | Strong SP Cost |
---|---|---|---|
0 | 9 | 9 | 10 |
1 | 9 | 10 | 11 |
2 | 11 | 12 | 13 |
3 | 13 | 14 | 15 |
4 | 15 | 16 | 17 |
5 | 17 | 18 | 19 |
6 | 19 | 20 | 21 |
7 | 21 | 22 | 23 |
8 | 23 | 24 | 25 |
Sacrifice
(MP Adjustment: Special)
Sacrifice allows a character to partially or completely convert the MP cost of a power
into lost Hit Points. There are three variants, chosen at creation.
1) The power uses no MP, and instead drains (Original MP Cost * 5) HP from the user.
2) The power requires half the normal amount of MP, and drains (Original MP Cost * 3)
HP from the user. If combined with Healing, the Tech CANNOT affect the user, even if Area Effect is also chosen. This also
means that a Healing Tech may not be combined with both Sacrifice and Self-Only.
UNIQUE POWERS
Unique Powers are unusual abilities that do not fit into any other category. Unless
otherwise stated, Unique Powers may not be combined with any Secondary Effects
except Sacrifice and/or Limited Uses.
Absorbency
(Tech Level: 6)
(Power Level: Strong)
Grants one target Absorbency to one element for 2 rounds. All damage dealt by that
element is reversed, restoring HP instead of reducing it. The element must be chosen
when the ability is learned. May be combined with Self-Only.
Debilitate
(Tech Level: Variable)
(Power Level: Medium)
Debilitate infuses the enemy with a random elemental weakness. Roll 1d8 and consult the
following table to determine which one. If cast a second time, the new weakness will
replace the first. The caster also has a base 30% chance to force an element of his choice.
Debilitate has a base Tech Level of 3, and the chance to force an element may be
increased at a rate of +10 per extra Tech Level. Lasts until the battle ends or the weakness
is overridden by a new attempt to Debilitate. If the target already posesses a Weakness,
Resistance, Immunity or Absorbency to the resultant element, roll again.
DIE ROLL (1d8) | INFLICTED WEAKNESS |
---|---|
1 | Fire |
2 | Ice |
3 | Water |
4 | Lightning |
5 | Earth |
6 | Wind |
7 | Holy |
8 | Shadow |
Dispel
(Tech Level: Variable)
(Power Level: Weak)
The Dispel power removes the effects of negative status conditions from the target. The
power may remove up to 2 status effects per Tech Level. However, more severe
conditions require a more powerful Dispel. The Tech may remove any Dispellable
Effects of a level equal to or lower than the power’s Tech Level. May be combined with
Self-Only or Area Effect.
TECH LEVEL OF DISPEL | DISPELLABLE EFFECTS |
1 | Poison, Sleep, Curse |
2 | Berserk, Blind, Slow |
3 | Frog, Mini, Seal, Confuse, Charm, Zombie |
4+ | Stop, Stone, Venom, DSentence |
Esuna
(Tech Level: 6)
(Power Level: Medium)
A more powerful version of Dispel, Esuna removes ALL negative status conditions from
the target. May be combined with Self-Only.
Immunity
(Tech Level: 4)
(Power Level: Medium)
Grants one target Immunity to one element for 2 rounds, reducing damage from that
element to zero. The element must be chosen when the ability is learned. May be
combined with Area Effect or Self-Only.
Invulnerability
(Tech Level: Variable)
(Power Level: Strong)
The subject of this spell becomes completely invulnerable to either Physical or Magical
damage for a limited amount of time. For Tech Level 4, the subject is protected for one
round; at Tech Level 6, the protection lasts two rounds. A character may not be under the
effects of both types of Invulnerability at once. May be combined with Self-Only, and the
Level 4 version may be combined with Area Effect.
MP Steal
(Tech Level: 3)
(Power Level: Special)
MP Steal drains an amount of MP from the target equal to 5 + (MAG / 10) and bestows it
upon the caster. MP Steal has an MP cost of 1, and may not be combined with ANY
Secondary Effects.
Neutralize
(Tech Level: 6)
(Power Level: Strong)
Neutralize serves to eliminate elemental affinities on a target for a short amount of
time. Neutralize removes all Weaknesses, Resistances, Immunities, Lesser
Absorbencies, and Greater Absorbencies from the target for 1 Round of combat.
Resistance
(Tech Level: 2)
(Power Level: Medium)
Grants one target Resistance to one element for 3 rounds, reducing damage from that
element by half. The element must be chosen when the ability is learned. May be
combined with Area Effect or Self-Only.
Scan
(Tech Level: 1)
(Power Level: Weak)
This Tech allows the user to discern the following information about the target monster:
Current / Max HP, Current / Max MP, Weaknesses, Resistances, Immunities, and
Absorbencies. You can also spot any items the monster may be carrying. At the
Master’s option, Scan may also be used to find traps, secret doors, and other hidden
things.
Steal Gold
(Tech Level: Variable)
Power Level: Weak
The character attempts to steal money from the target. To do so, you must make an
attack roll at -40. For every Tech Level of the power beyond the first, your attack
modifier is increased by +10. The amount of gold stolen is 100% of the target’s GP
value (see Appendix I: Monster Creation). Once a particular target has been stolen from,
additional attempts provide only 1 / 10 the normal amount of gold. The monster still
yields the same amount of money when it is defeated. If combined with Area Effect, the
attack modifier recieves an additional penalty of -25.
Note: If you have chosen to use Techs, skip this section.
Blue Magic is the art of learning and using the attacks used on you by your enemies. Practitioners of Blue Magic often wield exotic powers with very strange effects, far different than anything used by more traditional fighters and mages. A small list of sample Enemy Skills is provided below, as a demonstration of what Blue Magic is all about, but Masters should feel free to invent completely new and unusual powers.
LEARNING ENEMY SKILLS
There are three different methods of learning Blue Magic. You must choose one, and
only one, at character creation. A character can have a maximum number of Tech Levels
equal to 5 + (MAG / 2). Learning an Enemy Skill is permanent- it cannot be unlearned.
Unlike Techs, Enemy Skills may never be upgraded.
Memory
Characters who choose the Memory method learn their powers by experiencing them
directly. A Memory character who is struck by a monster’s special ability automatically
has the option of learning that power- assuming he survives the blow! In addition, a
Memory character has a 20% chance to learn any power that he observes, but is not
targeted with directly- for example, an attack on an ally, or a monster’s healing magic.
Lore
Characters who choose the Lore method learn their powers by study and observation,
rather than placing themselves directly in harm’s way. As a normal action, a character
with Lore can study a monster, and has a 50% chance to learn one of its special powersselected
randomly or chosen by the Master. He may also choose to single out a particular
power that he has already seen, with a 70% chance to learn that specific power.
Assimilate
Characters who choose the Assimilate method learn their powers by somehow
assimilating or consuming the monster itself. An Assimilate character may eat the
monster, drain its life force, or, in some cases, such as with cyborgs, attach some part of
the monster to himself. To Assimilate a monster, the character makes a normal attack,
dealing 1/5 of his normal damage. If the blow is enough to kill the monster, the
assimilation is successful, and the character may select one of its special powers to learn.
Only one power may be learned from an individual monster, but the character can
Assimilate multiple monsters of the same species in order to learn several different
powers.
SAMPLE ENEMY SKILLS
Some of the sample skills listed here are simply Power Attacks or Attack Magic, as
explained in Chapter II: Tech Creation. Notation for these skills is given as #PX or #MX.
The number indicates the level of the attack. Find this number on the appropriate chart in
Chapter II to determine the amount of damage dealt. Following the number is a letter- a P
indicates that the skill is a Power Attack; an M indicates that the skill is Attack Magic.
Finally, there is another number that indicates the Power Level of the attack. A 1
indicates Weak, 2 indicates Medium, and 3 indicates Strong.
1,000 Needles
MP: 6
Deals exactly 100 points of damage to a single target.
Angel’s Breath
MP: 49
All allies are cured of all negative status effects.
Aqualung
MP: 19
A violent maelstrom deals 3M2 points of Water damage to all enemies.
Beta
MP: 29
An explosion of fire deals 4M3 points of Fire damage to all enemies.
Black Hole
MP: 23
Removes all status effects- positive and negative- from all combatants, and cancels any
other effects such as Break Arts.
Goblin Punch
MP: 3
You assault a single enemy with your equipped weapon, dealing 1P2 damage. If the
target is exactly the same experience level as you, the damage is doubled.
Hug
MP: 17
An unusual skill sometimes used by medusae, Hug restores the target to full HP, but
petrifies it as well.
Level 5 Death
MP: 26
ALL combatants whose experience level is a multiple of 5 are instantly killed.
Limit Glove
MP: 26
If your HP is below 10%, Limit Glove deals 8M3 points of physical, non-elemental
damage to a single target. Otherwise, nothing happens.
Lucky Seven
MP: 6
Roll 1d10. If the result is a 7, a random enemy target takes 999 damage; otherwise, the
target takes 1 damage.
Magic Hammer
MP: 4
Reduces the target’s current MP by 1 / 5, and restores the caster’s MP by the same
amount.
Mighty Guard
MP: 49
All allies are placed under the effects of Barrier and MBarrier for 1d4+1 rounds.
Pumpkin Head
MP: 21
Deals damage to one enemy equal to your maximum HP minus your current HP.
Roulette
MP: 14
One randomly chosen combatant- friend, foe, or the caster himself- is instantly reduced to
zero HP and eliminated.
Suicide
MP: 0
The aggressive Bombs and their Exploder attack have made this last-resort tactic
infamous among adventurers. The user of Suicide sacrifices himself, dropping to zero
HP, to deal an amount of damage to a single target equal to twice the amount of HP he
had remaining.
Trine
MP: 12
Electrocutes a single enemy with three bolts of lightning, dealing 3M2 points of
Lightning damage.
White Wind
MP: 21
Releases a soothing wind that blows around and through the area, restoring an amount of
HP to all allies equal to your current HP.
Secondary Skills are lesser, supporting abilities that all characters learn.
There are two types of Secondary Skills: Command Skills and Support Skills.
Command Skills are active commands that a character may execute for no MP;
they range from special attacks to minor healing to defensive maneuvers. Support
Skills are passive skills that boost a character's natural capabilities; they may
increase his Speed, make him more resistant to damage, or let him counter an
enemy's attacks. Characters choose one Command Skill and one Support Skill at
character creation.
COMMAND SKILLS
Capture
You can capture and train monsters to assist you in battle. The Capture command
will only work if the target is below 50% of its maximum HP. Once Captured, you
may Release the monster at any time during a future battle. It will use any ability it
knows on the target of your choice. Once Released, the monster is gone
permanently. Only one monster may be Captured at a time.
Coin Toss
Hurls a quantity of gold coins at extremely high velocity, dealing heavy damage to
the enemy. For every 1 G thrown, 1 damage is dealt. The damage may target a
single enemy, or be divided equally among all enemies. A maximum of 10 +
(Level * 10) G may be thrown in a single turn.
Chakra
Chakra restores the HP and MP of one person by an amount equal to 25% and
10% of the user's maximums, respectively.
Clone
This trick, often used by artists, creates an exact duplicate of a single monster to
fight on his side. Make a magical attack roll at –40; if successful, the clone fights
to the best of its ability on the side of its master. The cloner does not control the
clone, and still acts normally in combat. The clone vanishes when killed or when
the battle ends. Clone does not work on boss monsters.
Example: Arty Artiste decides to use his own version of the Clone power to sketch
out the troll his party is battling. His Magic Accuracy is 10, and the troll has a
Resist of 35. He rolls a 66, adds his Magic Accuracy (10) and subtracts 40 for the
Clone penalty. His total is a 36, barely enough to beat the troll’s resistance. His
drawing comes to life, an exact replica of the troll, and fights on Arty’s side for
the rest of the battle.
Deathblow
You attempt to strike an opponent in a vital spot to deal extra damage. Make an
attack roll with a penalty of -40. Note that a natural 90 or higher does NOT
automatically hit when using Deathblow. If your attack hits, it is automatically
critical, dealing double damage. At the Master’s option, a successful natural roll
that exceeds the attacker's Critical may deal triple damage instead of double.
Dice is an unpredictable ability that deals a random amount of damage. At
character creation, choose either Strength or Magic to affect your Dice damage.
When you use Dice, roll 5d6 and consult the following chart. The damage dealt is
done to all enemies.
5D6 RESULT | DAMAGE DEALT |
---|---|
5 | 1 |
6 to 8 | Stat / 10 |
9 to 12 | Stat / 5 |
13 to 19 | Stat / 2 |
20 to 26 | Stat * 2 |
27 to 29 | Stat * 5 |
30 | Stat * 10 |
Draw Out
Draw Out is the ability to release the spirit or latent mystical power within a
weapon. When a weapon is Drawn Out, it releases this power, causing a variety of
different effects. However, there is a 20% chance each time a weapon is Drawn
Out that the power within will escape or consume itself. When this happens, the
weapon will remain serviceable in combat, but can never again be Drawn Out.
Artifact-level weapons will never lose their power, but if the die roll indicates a
"break," that weapon cannot be Drawn Out for the rest of the battle. Draw Out can
be used with any weapon the character possesses, not just the one he is currently
equipped with. See Chapter V: Equipment for details on Draw Out.
Health
The Health ability restores the HP of all allies by 20% of their maximums.
Jump
You jump high into the air, putting you out of reach of weapons and other effects.
On your next turn, you come down on a single enemy, dealing double damage
with a normal attack.
Kick
You can deliver a flying kick or other area attack, dealing 1 / 3 normal damage to
all enemies. Other possible uses of this power include Leo’s Shock and Cecil’s
Dark Wave. If the Master allows it, you may attach an elemental to your attack.
Manipulate
You attempt to control one opponent's body and mind. To Manipulate a target, you
must make a successful magic attack roll at -40. You no longer take any actions in
combat instead, you control the Manipulated target. Manipulation ends when the
victim takes damage from a spell or attack, or when you choose to release the
monster. Releasing a Manipulated monster is a Free Action, and is executed on the
monster’s turn.
Example: Dastardly Dan attempts to Manipulate one of the ogres that is attacking
him. His Magic Accuracy is 17, and he’s got to beat the ogre’s Resist score of 31.
Dan rolls a 65, adding 12 for his Magic Accuracy and subtracting 40 for the
power’s penalty, and succeeds with a total of 37. On Dastardly Dan’s next turn, he
is busy Manipulating the ogre, and can’t do anything himself. Instead, he forces
the ogre to attack one of its cohorts!
Mimic
You copy the last attack or special ability used by the target. The effect of the
power is the same, but uses your Strength and Magic dice and bonuses. You
choose the target of the power, but you must pay any costs associated with the
power. You may Mimic any target, friend or foe.
Mix
You combine two items into a more powerful effect, at the expense of destroying
the items in the process. This effect is largely dependent on the ingredients and
may do anything from harming your enemies to healing your allies to more. See
Appendix V for Chart and guidelines to creating new effects
Morph
You are able to morph into a more powerful form. Doing so requires one action.
While transformed, your Strength and Magic are doubled. In addition, your Hit
Points are maxed out upon transformation. If you so desire, and the Master allows
it, your alternate form may have a different set of Techs and a different Minor
Ability than you normally do. At the end of each of your turns- not counting the
turn in which you activate Morph, you lose 15% of your maximum MP. If this loss
reduces you to 0 MP, you immediately revert to your original shape. You may also
choose to revert as your action for the round. Doing so negates the loss of MP for
that round. In either case, your HP- but not your MP- is restored to what it was
before your transformation. If you are reduced to 0 HP while transformed, you
immediately revert with 1 HP remaining. You may Morph only once per battle.
An alternate use for this power is to have several different forms, each of which
may have its own set of powers. However, these variant forms do NOT gain
bonuses to Strength or Magic, and your HP does not change when your morph or
revert. If your HP is reduced to 0 while in one of these forms, you revert
immediately and are knocked unconscious. Note that these forms may have
various alternate uses outside of combat- a druid that can transform into different
animals could fly, breathe under water, or run at high speed, depending on the
form he uses at a particular moment.
Example: Arlek the Frightening is facing a tough boss, and decides to Morph into
his alternate form. He currently has 100 of his 500 HP remaining, and 27 of his
100 MP remaining. When his turn comes, he activates Morph, and changes into a
powerful dragon. His HP is restored to 500, and his Strength and Magic, which are
both normally 100, are boosted to 200 each. On his next turn, he attacks with a
breath weapon Tech that costs 12 MP. At the end of his turn, he loses 15% of his
max MP, which comes out to 15. The loss brings him down to 0 MP, and he
reverts to normal, with 100 HP, 0 MP, and 100 Strength and Magic.
Peep
You can examine all monster and discern thier strengths and weaknesses. You
discover the monster's Current / Maximum HP, Current / Maximum MP,
Weaknesses, Resistances, and Absorbencies. You can also spot any items the
monster may be carrying. At the Master’s option, Peep may also be used to find
traps, secret doors, and other hidden things.
Peril
A powerful attack that leaves the user more vulnerable to attack, Peril deals twice
the damage of a normal attack, but all damage dealt to the character until his next
turn is increased by 50%.
Rage
When you enter a Rage, you go berserk. Until the end of the battle, you can take
no actions other than normal attacks. While berserk, you gain a +25% bonus to the
damage you deal with weapons. During the round in which you activate Rage, you
also immediately make a normal attack. However, because you can feel no pain,
the Master will keep track of your HP- you will not know how much damage you
take or how close you are to dying!
Runic
You can use your weapon to attract the energy of magical attacks. Generally, this
means an attack that deals magical damage and uses Magic as its relevant stat (if
any), but the Master may make exceptions. Any such attack that is directed against
you or your allies between the time you use Runic and your next turn has no
effect. Instead, you gain an amount of HP equal to 1 / 10 of what the damage
would have been, and an amount of MP equal to 1 / 5 the amount of HP gained.
Runic cannot absorb attacks that automatically target an area.
Example: Amos the Valiant and his friends are up against dire odds. An entire
group of powerful evil wizards has surrounded them and are preparing to burn
them alive. Amos raises his sword and activates Runic. One of the wizards smugly
casts a powerful Firaga spell, and rolls 500 points of damage against Amos’ friend
Luke the Lucky. To the wizard’s surprise, his spell fizzles, and Amos the Valiant
regains 50 HP and 10 MP.
Slots
Slots is the ultimate gamble for those who like a little excitement. When invoked,
Slots produces a random effect that may be helpful or harmful to the user and his
allies. When you use Slots, roll 3d6 and consult the following chart. Players may
create new effects for Slots, subject to the Master’s approval.
3 |
4 to 5 | Roulette: One randomly-chosen combatant is immediately reduced to zero HP.* |
6 to 9 | Single Magic (See Below) |
10 to 13 | Lagomorph: The lagomorph appears and restores 10% of each ally’s maximum Hit Points. |
14 to 16 | Multi-Magic: As Single Magic, but strikes all enemies. |
17 | Reset: ALL combatants are revived and restored to maximum HP and MP. |
18 | Victory: All enemies are completely destroyed.* |
- Has no effect on Boss Monsters
EXPERIENCE LEVEL | TECH LEVEL |
1 to 9 | 1d2 |
10 to 19 | 1d3 |
20 to 29 | 1d4 |
30 or more | 1d6 |
The elemental and damage type (Physical or Magical) may be randomly chosen or
selected by the Master. Also, at the Master’s option, there is a 10% chance that the
attack backfires and hits an ally instead!
Steal
You attempt to steal from your target in the heat of combat. Make an attack roll at
-25; if successful, you steal one of the target’s Steal Items. The item may be the
one of lowest G value, or may be chosen randomly, at the Master’s option. Steal
can only capture Steal Items, not Drop Items.
Throw
You can throw a single weapon with devastating force. Roll damage as for a
normal attack with the chosen weapon, but double the resultant damage. The
weapon is destroyed in the process.
Wish
You may sacrifice any number of HP you wish to restore one ally's HP by three
times that amount. For example, if you chose to give up 100 HP, your ally would
regain 300 HP. You may not target yourself with Wish, and may not sacrifice
more HP than you currently have. If Wish reduces you to 0 HP, you may either
heal ALL allies instead of one, or choose one ally whose HP and MP are
completely restored.
X-Magic
X-Magic (or X-Tech, if you prefer) allows you to burn MP more rapidly in
exchange for a much greater attack rate. You may use two Techs (and no more) in
a single turn, one after the other, but you must pay an additional amount of MP
equal to 50% of the total spent. For example, if you use X-Magic to cast Flare (26
MP) followed by Fire 3 (19 MP), which have a combined MP cost of 45 MP, you
must spend an additional 23 MP for a grand total of 68 MP.
SUPPORT SKILLS
Attack Up
The character posesses great physical strength. His starting Attack Power is
increased by 5. In addition, for every 5 points of Strength the character has, he
gains an additional +1 bonus to his Attack Power. For example, a character with a
Strength stat of 50 would have +10 AP added to his base AP.
Chemist
You are able to use items to better effect. Whenever you use a potion or ether, you
heal double the HP or MP that you normally would when using such items. When
using a status dispel item, you remove that status from the entire party.
Concentrate
The character has a sixth sense when it comes to attacking with weapons. His
physical attacks ALWAYS hit their target, and his Critical drops by –2 per 15
Agility, rather than -1. In addition, a critical hit by a character with Concentrate
deals TRIPLE its normal damage, rather than double. The effects of Concentrate
do not apply to the Deathblow Command Skill.
Counter
You have a chance to counter an enemy's attack with one of your own. At
creation, you must choose whether you want to counter attacks made with
weapons or special attacks. Weapon attacks include all attacks made with
weapons, including unarmed attacks, Weapon Techs, and weapon-related
Command Skills such as Jump or Deathblow. Special attacks include various other
Command Skills and Techs, such as Slots, Stat Breaks, and Magic Attack Techs.
Special attacks may also include other forms of attack as the master sees fit- for
example, a rod that fires bolts of energy may be considered a special attack, rather
than a weapon attack. You must also choose one of the following methods to
counter with:
· Normal attack (30% chance): You make a normal attack roll, dealing damage as
normal if you hit.
· Command Skill (30% chance): Choose ANY Command Skill. It may be the
Command Skill your character normally knows, or it may be a completely
different one; the only restriction is that Chakra and Health are not allowed as
Counter Skills. When the counter is activated, the Command Skill takes effect as it
normally would.
· Tech (20% chance): You counter with a Tech, paying the MP cost as normal.
You must either choose a specific Tech that you always counter with, or you may
counter with any Tech you choose- this decision is up to the Master.
· Mirror Tech (20% chance): The attack you counter with is exactly the same as
the one used by the attacker, but uses your Strength or Magic to determine its
effects. You must pay any MP cost associated with the power. At the Master's
option, a Mirror Tech may carry a different elemental affinity than the original
attack, or it may automatically be of the opposing element. Mirror Techs cannot
counter normal attacks.
Using a Counter skill requires no expenditure of Speed Points. You do not have to
counterattack if you do not wish to do so. Note that counterattacks cannot be
countered in return.
Cover
When any ally is at 25% or lower of his maximum HP, you will automatically take
all damage that would otherwise have struck your wounded ally. It is possible to
be Covering multiple allies at once. Cover does not protect the wounded ally
against Area Affect powers.
Flight
The gift of Flight is a rare ability usually posessed only by winged races or
powerful psychics. The character is considered a Flying character, as per the rules
for flight in Chapter VI: Combat.
Lucky
The character is blessed with unnatural luck. Once per battle, the character may
choose to reroll any one die roll. The roll may be one that he makes himself, or
one made by another combatant that targets him specifically. He may choose
which of the two results to use.
Magic Up
The character posesses great magical power. His starting Magic Attack Power is
increased by 5. In addition, for every 5 points of Magic the character has, he gains
an additional +1 bonus to his Magic Attack Power. For example, a character with a
Magic stat of 50 would have +10 MAP added to his base MAP.
Mental Strength
The character posesses great mental stamina. His starting MP is increased by 5. In
addition, for every 5 points of Spirit the character has, he gains an additional +1
MP. For example, a character with a Spirit stat of 50 would have +10 MP added to
his base MP.
Natural Resistance
The character has developed a resistance to one of the eight natural Elements. He
takes only half damage from attacks of that element.
Quickness
The character is unusually fast and agile, granting him a +2 bonus to Speed.
Secret Hunt
Characters with this skill are experienced at scavenging, and can sometimes
fashion useful items from the remains of fallen monsters. Any monster defeated by
a character with Secret Hunt has a 100% chance to yield any Drop Items they
have, and a 30% chance to drop any Steal Items they still possess.
Toughness
The character posesses great physical stamina. His starting HP is increased by 35.
In addition, he gains +6 HP per point of Vitality, instead of the normal +5.
Weapon Guard
The character has learned to parry attacks with his weapon, granting him +2 Evade
per level of the weapon he is equipped with.
No adventurer is complete without arms and armor. This chapter contains
lists of weapons, armor, items, and relics, complete with price listings for each
piece of equipment. If you upgrade your equipment and wish to sell your old
weapons and armor, you may sell them for half the listed price.
WEAPONS
There are two ways to purchase weapons for your character. The first is to
use the Weapon Construction System to custom-build a set of 10 weapons of any
type that your character will use. The second is to simply use a premade weapon
list. Several premade weapons can be found in the Resources section of the
ZODIAC home page. Your character may only equip one weapon at a time. You
may describe him as using two daggers, for example, but for game purposes he is
considered to be wielding one weapon.
WEAPON CONSTRUCTION SYSTEM
There are 9 normal weapons that can be bought from weapon shops, and one
Artifact level weapon. This is an extremely powerful, one-of-a-kind weapon that
can only be found or given- never bought. When creating a set of ten weapons for
your character, you are given 6 points to split between the physical and magical
strength of the type of weapon you are creating. The following chart shows the
cost of each level of power. Choose one column for your weapons' physical power
and one for its magical power. These numbers are added to your character's AP
and MAP, respectively, when you equip the weapon. Also shown in the table is
the amount of gold you must spend to purchase a weapon of the indicated level.
Keep in mind that the points you spend here apply to the entire weapon list, not
each individual weapon.
Example: Diff the Biffer thinks swords are cool, so he wants the biggest swords he
can get. He decides to put 5 points- the maximum- into his swords' Attack Power
bonuses, leaving the 1 leftover point for the wimpy Magic Attack Power bonuses.
Now, all the swords that Diff uses grant him a bonus to his AP according to the 5-
point column, and a bonus to his MAP according to the 1-point column.
LEVEL | 1 POINT | 2 POINT | 3 POINT | 4 POINT | 5 POINT | PRICE |
1 | 0 | 10 | 15 | 20 | 30 | 75 |
2 | 0 | 15 | 25 | 30 | 45 | 150 |
3 | 0 | 20 | 30 | 40 | 60 | 400 |
4 | 0 | 30 | 40 | 50 | 80 | 800 |
5 | 10 | 40 | 55 | 70 | 100 | 1200 |
6 | 20 | 50 | 70 | 90 | 120 | 2000 |
7 | 30 | 60 | 85 | 110 | 140 | 3000 |
8 | 40 | 70 | 100 | 13 0 | 160 | 5000 |
9 | 50 | 80 | 115 | 150 | 180 | 8000 |
10 | 70 | 100 | 150 | 200 | 230 | —— |
The number of points you spend on physical and magical strength also affects the
type of die that you roll to determine damage from an attack of that type. Spending
1 point sets your damage die to d6, 2-4 points sets it to d8, and 5 points grants you
a d10. In the example above, Diff the Biffer would roll d10's for all of his physical
attacks, and d6's for all of his magical attacks. See Chapter VI: Combat for more
information on damage dealing. Some weapons have special abilities above and
beyond the ability to deal damage. These abilities are bought from a pool of 10
points that is divided among the 9 regular weapons in the list. Each individual
weapon can have only two different abilities, and cannot have more points of
abilities than half its Weapon Level. Thus, an 8th-level sword could have no more
than 4 points of abilities. The 10th-level artifacts have their own separate pool of 4
points.
WEAPON ABILITIES
Dedicated Weapon
Point Cost: 2
The weapon is designed to kill a certain type of monster- dragons, demons, etc.
Damage is doubled against that type of creature.
Drain Weapon
Point Cost: 3
The wielder of the weapon absorbs 20% of the damage done to restore his own
HP. The amount restored cannot exceed the current hit points of the target.
Example: Diff the Biffer is wielding a Drain Sabre. He attacks a dragon, and
scores a critical hit for 300 points of damage, regaining 60 HP in the process.
Elemental
Point Cost: 0
The weapon deals damage from one particular element- Fire, Ice, etc. Any one
weapon may only have one element.
Keen Edge
Point Cost: 2
The weapon has a greater chance to cause critical hits. Subtract 10 from your
Critical.
Long Range
Point Cost: Special
ALL weapons of this type are ranged or projectile weapons, granting them a longrange
attack and allowing the wielder to attack flying creatures without penalty.
This ability takes 2 points off of the TOTAL number of points the weapon set has,
and does not count towards individual weapon limits. Thus, a standard set of
Long-Range Weapons would have 8 points to divide amongst the individual
weapons.
Spell Effect
Point Cost: 2
The weapon has a 15% chance of casting a particular spell on the target after a
successful attack roll. The actual effect is a first-level Magical Attack Tech of any
element. The wielder may also choose to cast the spell directly from the item, with
a 15% chance to destroy the item. Artifact-level weapons will never be destroyed
by releasing the spell within; however, there is a 15% chance that the spell ceases
to function for the remainder of the battle, nullifying both random and purposeful
activation. Any one weapon may only have one Spell Effect.
Stat Bonus
Point Cost: 2
The weapon improves its wielder's abilities. The exact amount of the increase
depends both on the chosen stat and the weapon’s level. No weapon may increase
Strength.
STATISTIC | AMOUNT OF INCREASE |
---|---|
Magic | Base +3, +2 per Weapon Level |
Agility | Base +3, +2 per Weapon Level |
Vitality | Base +1, +1 per Weapon Level |
Spirit | Base +1, +1 per Weapon Level |
Status Effect
Point Cost: Variable
The weapon has a 30% chance to cause a status effect. With the exception of Stun and
Death Sentence, effects last 1d2 rounds.
STATUS EFFECT | POINT COST |
---|---|
Blind, Death Sentence, Poison, Sleep, Stun | 2 |
Charm, Curse, Seal, Venom | 3 |
DRAW OUT
//Note: If your character does not have the Draw Out minor ability (or has Mimic and knows another player's character with
Draw Out), skip this section.//
Draw Out is an extraordinary ability that allows a character to draw hidden power from
his weapon and release it in a variety of ways. This power can come from many things.
Most wands and staves, for example, are highly charged with magical energy, whereas
other weapons may be inhabited by ancient and powerful spirits. All weapons have a
unique set of properties that can be tapped by a sufficiently talented individual. The
abilities that can be Drawn Out are determined in a method similar to the weapon
creation process. Every weapon in the set has one, and only one, of the following special
properties that is activated upon using Draw Out. Beware, however, for all weapons have
a 20% chance per Draw Out to lose their draw powers forever. Such a weapon is still
useable in combat and retains all of its special properties, but it can never again be Drawn
Out by anyone. However, a new instance of the same weapon may be found or
purchased, and subsequently Drawn Out. Artifact weapons will never lose their draw
powers, but there is a 20% chance per Draw Out that the weapon cannot be Drawn Out
for the remainder of the battle.
Break
The weapon reduces the Strength, Magic or Agility of each enemy by one fifth (Weapon
Level 1-3), one fourth (Weapon Level 4-6), or one third (Weapon Level 7-10) for the
remainder of the battle.
Demi Attack
All enemies have their HP reduced by one fourth (Weapon Level 1-5) or one third
(Weapon Level 6-10) of their current values.
Healing
The weapon suffuses the party in healing energy, restoring 10 + (25 * Weapon Level) HP
to all allies.
Immunity
All allies gain Immunity to one element for (Weapon Level / 3) rounds, rounded up.
Magical Attack
The weapon deals magical damage to ALL enemies. The attack has a die class the same
as the weapon, and rolls a number of dice equal to (Weapon Level / 3) + User’s Magic
Dice, with additional damage equal to your Magic Attack Power. The attack may be of
any element, or non-elemental.
MP Attack
The weapon deals damage as a Magical Attack to all enemies. However, instead of
damaging the enemies’ HP, the attack reduces their MP by 1 / 10 of the damage rolled.
Resistance
All allies gain Resistance to one element for 1 + (Weapon Level / 3) rounds, rounded up.
Stat Booster
All allies get +5 per Weapon Level to Strength, Magic, or Agility for 1d3+1 rounds.
Status Effect
The weapon can either cause negative status effects to the wielder’s enemies, or bestow
positive effects on his allies. The weapon can have up to two status effects, and they
must either both be positive or both be negative. For every level of the Weapon, you
have 5 points to divide between the success rates of all the chosen effects, to a maximum
of 85%. For example, a fourth-level weapon might have a 40% chance of Stun and a
35% chance of Seal. Up to two Status Effects may be chosen, and the combined Level
cannot exceed the level of the weapon. The effect targets all of the user’s enemies.
Temporary effects such as Slow and MBarrier last for 1d2+1 rounds.
STATUS EFFECT | LEVEL | CHANCE OF SUCCESS |
Stun, Poison | 1 | 35% |
Berserk, Curse, DSentence | 2 | 30% |
Blind, Slow, Sleep, Seal | 3 | 20% |
Frog, Mini, Confuse | 4 | 10% |
Stop, Stone, Charm, Venom | 5 | 5% |
Instant Death | 7 | 0% |
Haste, Barrier, MBarrier | 4 | — |
Regen, Reraise, Wall | 5 | — |
ARMOR
The protective equipment worn by soldiers and adventurers is divided into two types:
Armor and Guards. You may equip only one of each type of armor at a time. Armor
grants a bonus to Hit Points and Magic Points; simply add these values on to your base
HP and MP. Guards grant a bonus to your Evade score, helping you defend against
attacks.
There are two ways to purchase armor for your character. The first is to use the Armor
Creation System to custom-build a set of 10 Armors and Guards of any type that your
character will use. While taking a bit more time, this path allows for the maximum
amount of flexibility in armor types (maybe Scarfs and Smocks for your Artist character,
or even Spoons and Aprons for your Pasta Chef). The second is to simply use a premade
armor list. Several premade Armors can be found in the Resources section of the
ZODIAC web site.
ARMOR CONSTRUCTION SYSTEM
There are 9 normal armors that can be bought, and 1 artifact-level armor that can only be
found or given to a character (with the GM's discretion). Some armors have powers that
make them slightly more effective at resisting damage. Some armors are endowed with
extra defenses against status abilities and elementals, some raise statistics, and others stillhave special protection
against physical or magical attacks. These abilities are bought
from a pool of points that is divided among the first 9 Armors in the list. By default,
Armor has a pool of 10 points, and Guards have a pool of 5 points- but you may choose
for your Armor to only have 5 points, and your Guards 10, if you wish. Each individual
Armor cannot have more points of abilities than half its Armor Level. Thus, an 8th-level
Armor could have no more than 4 points of abilities. Furthermore, the 10th-level armor of
each set- the Artifact- has its own separate pool of points. The set that has a 'normal' pool
of 10 points gets an 'Artifact' pool of 5 points, and the set that has a 'normal' pool of only
5 points gets an 'Artifact' pool of 3 points.
Example: You decide that your Armor will have a pool of 5 points, and your Guards will
have a pool of 10 points. Your Artifact Armor gets 3 points automatically, and your
Artifact Guard gets 5 points.
The following charts list the costs and basic effects of each class and level of Armor and
Guards. The first chart lists the HP and MP bonuses, respectively, for Armor of each
type- Defense, Enhance, and Balanced. The second chart lists the Evade bonus of Guards.
Armors and Guards of level 10 are 'artifacts.' These are extremely powerful, one-of-akind
armors that can only be found or given- never bought.
ARMOR LEVEL | HP / MP (ENHANCE) | HP / MP (BALANCED) | HP / MP (DEFENSE) | PRICE |
---|---|---|---|---|
1 | +10 / +4 | +20 / +2 | +35 / +0 | 75 |
2 | +15 / +6 | +30 / +3 | +50 / +0 | 150 |
3 | +20 / +8 | +50 / +4 | +75 / +0 | 400 |
4 | +35 / +12 | +80 / +6 | +120 / +0 | 800 |
5 | +50 / +20 | +100 / +10 | +150 / +0 | 1,200 |
6 | +65 / +25 | +130 / +14 | +200 / +0 | 2,000 |
7 | +80 / +30 | +160 / +18 | +250 / +0 | 3,000 |
8 | +100 / +40 | +200 / +20 | +300 / +0 | 5,000 |
9 | +125 / +50 | +250 / +25 | +375 / +0 | 8,000 |
10 | +175 / +65 | +350 / +35 | +500 / +0 | — |
GUARD LEVEL | EVASION BONUS | PRICE |
---|---|---|
1 | +2 | 30 |
2 | +4 | 75 |
3 | +6 | 200 |
4 | +8 | 400 |
5 | +10 | 600 |
6 | +12 | 1,000 |
7 | +14 | 1,500 |
8 | +16 | 2,500 |
9 | +18 | 4,000 |
10 | +23 | — |
ARMOR ABILITIES
Defense / Magic Defense
Point Cost: 3
The armor reduces physical or magical damage (choose ONE) by 25%. No armor may be
resistant to both types of damage.
Physical / Magical Weakness
Point Cost: Special
The wearer of the armor takes an extra 25% damage from physical or magical attacks
(choose only ONE). This weakness will pay up to three points towards any special ability
on the same piece of armor.
Elemental Absorbency
Point Cost: 3
Similar to Elemental Resistance, only the attack is not only nullified (does no damage
whatsoever), but the armor's wearer recovers HP equal to the full damage of the attack.
Elemental Immunity
Point Cost: 2
Similar to Elemental Resistance, only the attack is nullified (does no damage
whatsoever).
Elemental Resistance
Point Cost: 1
Can be for any one of the eight basic elements: Ice, Fire, Lightning, Earth, Water, Wind,
Holy and Shadow. The armor is especially good at repelling attacks of that elemental
affinity, and as such, all damage from them is halved (50%).
Elemental Weakness
Point Cost: Special
The opposite of an Elemental Resistance, the armor's wearer takes double damage from
one of the eight basic elements, chosen when the armor is created. This weakness will
pay one point towards any special ability on the same piece of armor.
Stat Bonus
Point Cost: 2
Increases an attribute by a certain amount, as shown below. Only one type of stat bonus
per armor.
STATISTIC | AMOUNT OF INCREASE |
---|---|
Strength | Base +3, +2 per Armor Level |
Magic | Base +3, +2 per Armor Level |
Agility | Base +3, +2 per Armor Level |
Resist | Base +2, +1 per Armor Level |
Vitality* | Base +1, +1 per Armor Level |
Spirit* | Base +1, +1 per Armor Level |
- May ONLY be selected for Guards- Armor may NOT increase Vitality or Spirit.
Status Immunity
Point Cost: Special
The armor totally cancels the effect of one or more of the below Status Effects, rendering
the wearer unable to be affected by them. When purchasing Status Immunities, pay the
cost of the highest-level Immunity you wish to have on the armor. Additional Status
Immunities cost 1 point each.
STATUS IMMUNITY | POINT COST |
---|---|
Stun, Poison, Berserk, Slow, Blind, Death Sentence | 1 Point |
Zombie, Sleep, Venom, Mini, Curse, Confuse | 2 Points |
Stop, Stone, Frog, Charm, Seal | 3 Points |
RELICS
Relics are special items that grant various beneficial effects to their wearer, ranging from
stat bonuses to protection from the elements. You can equip only one relic at a time.
Relics are created with a point-buy system, much as with weapons and armor.
**RELIC CONSTRUCTION SYSTEM*
Each relic created may have up to 8 points of abilities built into it. Each character has 30
points to create a maximum of 8 relics. In addition, each character may design 2 artifact
relics, which contain 16 points of abilities each.
The powers that relics may have are divided into separate categories. A relic may only
have one option from each category. The only exception to this is Status Immunity - any
number of Status Immunities may be added to a relic (you must still pay full cost for
each).
Only one relic may be equipped at a time, though a player may swap equipped relics at
any time, including during combat, as a standard action (8 SP).
Non-artifact relics have a price equal to 500 G times the point value. For example, a relic
that adds +10 Strength costs 1000 G. When the player wishes to purchase a relic from a
shop, it is up to the Master to decide whether that particular relic is available (generally,
if the character has enough money, he should be allowed to purchase any relic from his
list).
A list of premade classic relics can be found on the ZODIAC web site.
Elemental Protection
Provides elemental resistance, immunity or absorption.
LEVEL | POINT COST |
---|---|
Resistance (one element) | 4 points |
Immunity (one element) | 10 points |
Absorption (one element) | 16 points |
Resistance (all elements) | 16 points |
Increases the wearer's stats (Strength, Magic, Vitality, Spirit, Agility). Bonus stat points
may be distributed in any manner, chosen when the relic is created.
BONUS STATS | POINT COST |
+10 stats | 2 points |
+15 stats | 3 points |
+20 stats | 6 points |
+25 stats | 10 points |
+30 stats | 13 points |
+40 stats | 16 points |
STATUS IMMUNITY
Completely protects the wearer against one or more negative status effects. The listed
point value is the cost to add immunity to ONE of the associated status effects.
· (1 PT) Berserk, Blind, Charm, Confusion, Curse, Frog, Mini, Poison, Seal, Sleep,
Slow, Stop, Stun, Venom, Zombie)
· (2 PT) Death, DSentence, Stone
· (16 PT) Immune to ALL negative status
COMBAT BONUSES
The wearer of the relic experiences one of two enhancements to his combat ability.
· Elemental Boost: Choose one element. The wearer's Strength Dice or Magic
Dice, whichever is appropriate, is increased by +1 (4 points) or +2 (6 points)
when using any Tech that is aligned with the matching element. This includes a
non-elemental Power Attack when wielding an appropriate elementally-charged
weapon, but does not include normal attacks with such weapons.
· Critical Boost: The wearer's Critical is reduced by 5 (4 points) or 10 (8 points).
POTIONS
The average adventurer isn’t invulnerable. Sooner or later, he’s going to get hurt.
Fortunately, there are many types of potions that can rejuvenate the body, giving you the
edge you need to push through the last floor of the dungeon or hold out for another few
rounds against that boss. All potions can be used on any target, and disappear after one
use. Some rare and powerful potions cannot be bought from shops.
POTION TYPE | EFFECT | COST |
---|---|---|
Potion | Restores 70 HP | 25 |
Hi Potion | Restores 300 HP | 200 |
Super Potion | Restores 500 HP | 600 |
X-Potion | Restores all HP | — |
Ether | Restores 15 MP | 75 |
Hi Ether | Restores 60 MP | 600 |
Super Ether | Restores 100 MP | 1,800 |
X-Ether | Restores all MP | — |
Elixir | Restores all HP / MP | — |
Phoenix Down | Restores life, 10% HP | 350 |
Phoenix Pinion | Restores life, full HP | — |
Annointment | Cures ‘Curse’ | 50 |
Antidote | Cures ‘Poison’ | 25 |
Cornucopia | Cures ‘Mini’ | 50 |
Echo Screen | Cures ‘Seal’ | 75 |
Eyedrops | Cures ‘Blind’ | 50 |
Maiden’s Kiss | Cures ‘Frog’ | 75 |
Remedy | Cures all negative status | 350 |
Revivify | Cures ‘Zombie’ | 75 |
Soft | Cures ‘Stone’ | 100 |
Tranquilizer | Cures ‘Berserk’ | 25 |
Vaccine | Cures ‘Venom’ | 75 |
What kind of Final Fantasy game doesn’t have combat? Combat is an integral part of
ZODIAC, whether against lowly goblins, armored knights, or evil mages. This chapter
delves into the intricacies of monster-bashing.
A NOTE ON ROUNDING
Although we at ZODIAC have tried to make combat math as simple as possible, the
numbers may still be a bit overwhelming at times. Feel free to round off numerical values
as much as you like in order to speed up combat- if you don't feel like subtracting 591
minus 358, make it 600 minus 350. We're here to have fun, after all- it doesn't matter if
your math isn't 100% accurate!
COMBAT SEQUENCE
At the beginning of each round of combat, all combatants recieve a number of Speed
Points (SP) equal to their Speed. At the beginning of the FIRST round of combat, each
combatant receives an additional 1d8 Speed Points.
Each round of combat is made up of multiple segments called "ticks." During a single
tick, combatants take their turns in order of the number of Speed Points remaining. If two
combatants have the same amount of SP, the one with the highest Speed stat goes first. If
the two have the same Speed, their actions are considered simultaneous. In other words,
both actions will take effect, regardless of what the other action actually did- for example,
a character can kill a monster and be knocked unconscious by that monster during the
same round.
Taking an action requires a character to spend 8 Speed Points, and a character may only
take ONE action and one Free Action during his turn. Free Actions require no SP to use.
Actions such as speaking or looking around are even faster than Free Actions; you may
take as many such actions as you like, though if you spend too long at it the Master may
require you to act.
After everyone has taken their turn, one tick has passed. At this time, status effects like
Poison and Regen take effect, and any special effects with timed durations count down by
one tick. Then, if anyone has enough Speed Points remaining to take another action, a
new tick begins. This continues until no one has enough Speed Points to take any actions.
Then a new round begins, and each combatant refreshes his Speed Points, adding his
Speed to any Speed Points he may have left over from the previous round.
For example, Keef the Thief has 20 Speed. He gets into a fight with an ogre, who has 11
Speed. At the beginning of combat, they each roll 1d8. Keef gets a 3, while the ogre gets
a 1- they begin combat with 23 Speed Points and 12 Speed Points, respectively. Keef
goes first, since his Speed is higher. He attacks the ogre with his poisonous dagger, using
8 Speed Points. He hits, and the ogre is Poisoned. Then the ogre takes his turn, also
burning 8 Speed Points. Keef and the ogre are the only two combatants, so one tick has
passed, and the ogre suffers poison damage. Now Keef has 15 Speed Points remaining,
but the ogre only has 4. Keef takes another turn, and burns 8 Speed Points to attack
again. Since the ogre can't do anything else this round, another tick passes, and the ogre
again takes damage from the poison. Keef now only has 7 Speed Points, and the ogre has
4. Neither of them have enough Speed Points for another action, so the round ends. On
the next round, Keef gains 20 more Speed Points, bringing him up to 27- enough for
three attacks this round. The ogre only gets 11 more points, for a total of 15- not quite
enough to attack twice this round.
During your turn, you may make an Attack with your equipped weapon, use any special
powers available to you such as Techs or Command Skills, use a Potion, or Defend
yourself. You may also take a Free Action, if you have one available.
ATTACKING
To make a normal attack, roll 1d100 and add your Accuracy to the result. If the total is
greater than the target's Evade, you hit. However, no matter how high the target's Evade
is or what penalties you have to your attack roll, a natural roll of 90 or higher ALWAYS
hits. If you make a successful strike, and the natural number you roll is equal to or greater
than your Critical stat, you score a critical hit, doubling the damage dealt. Weapon
damage is rolled with the following formula:
(Weapon Damage Roll * 10) + Total Attack Power
Thus, a character with a total Attack Power of 25 and one Strength Die, attacking with a
Long Sword (d8 die class), would roll (1d8 * 10) + 25 for his damage roll. The attack
would deal from 35-105 points of damage. The total damage dealt is subtracted from the
target’s Hit Points.
Magic Dice and MAP typically only come into play when using Techs such as Attack
Magic, but the formula is the same. See Chapter II: Tech Creation for details.
When asked to make a magical attack roll, typically when trying to inflict negative Status
Conditions on an enemy, simply roll 1d100 and add your Magic Accuracy. If the total is
equal to or greater than the target's Resist, the effect is successful.
Some situations, mainly elemental Weaknesses and Resistances, call for effects such as
“half damage” or “double damage.” In this case, simply apply the appropriate modifier to
the total damage dealt.
Example: Diff the Biffer scores a critical hit with his powerful sword Biffcalibur. His
total damage is 200. Because he critically hit, his damage is doubled to 400. Later,
Merlin the Mage casts his powerful Meltdown spell, dealing 700 points of Fire damage.
Unfortunately, the target has Fire Resistance, and the damage is halved to 350.
UNARMED ATTACKS
Occasionally, an adventurer will find himself staring down an opponent without a
weapon to defend himself. A character who attacks with no weapon equipped rolls his
attack as normal, but the die class is only d4, and his Strength is cut in half for purposes
of that attack, which affects both Strength Dice and Attack Power. Needless to say,
fighting unarmed is not recommended if it can be avoided.
USING TECHS
Techs require MP to use. When you execute a Tech, subtract the MP cost from your
current MP. If you do not have enough MP, you can't use that ability. Note that Weapon
Techs and Magical Attack Techs will increase your damage dice and attack power.
WEAPON RANGE
Clearly, a bow and arrow are much more useful for attacking distant opponents than a
broadsword. Weapon range mainly comes into play when fighting flying monsters. As
these creatures will rarely come into melee range, characters attacking them with shortrange
weapons suffer a penalty of -60 to their attack roll. Characters with long-range
weapons ignore this penalty. Note that ALL Techs, even Weapon Techs made with melee
weapons, are considered long-range.
POTIONS
Potions take one round to use, and may be used on any target. They take effect
immediately. All Potions are gone after one use.
DEFENDING
If you choose to Defend, you can take no action during the round, but all damage dealt to
you, regardless of their source, is reduced by half. The exception is damage from the
Poison or Venom status effects, which deal their normal damage. This is in addition to
elemental weaknesses and resistances, but does NOT affect Absorbencies.
FREE ACTIONS
Some actions, such as choosing to end the Cover effect, are considered Free Actions.
This means you may make them without sacrificing your turn for the round. However,
you can only make one Free Action per turn.
DAMAGE AND DYING
When you take damage, you lose HP. When your hit points reach 0, you are incapacitated, and can only be revived through the use of a Phoenix Down, Phoenix Pinion, or Life spell. If you are lucky enough to be under the effects of a Reraise spell, your HP is immediately restored to 10% of its maximum value, and the Reraise effect ends. Note that a character whose Hit Points are depleted is not dead. Characters in ZODIAC typically only die under extreme circumstances- character death should be rare and only occur in dramatic, plot-related situations. Death is permanent, and only the most powerful magic can return a dead character to life- magic that is very likely beyond the reach of mortal beings.
OPTIONAL: DAMAGE LEVELS
Normally, combat damage in ZODIAC is on a fairly small scale- most of the time, damage is in the three-digit range. However, you can easily achieve a more Final Fantasy-ish feel by simply adding a zero- or multiple zeroes, if you wish- to HP and damage rolls for all players and monsters.
OPTIONAL: THE DAMAGE CAP
Unlike the Final Fantasy series, damage in ZODIAC can normally get as high as the dice
will let it. If the Master wishes, he can impose a damage cap- a limit on the maximum
amount of damage that can be dealt with a single blow. Any attack that would otherwise
deal over 999 damage- after figuring in weaknesses, resistances, etc- instead deals 999
damage.
NEGATIVE STATUS EFFECTS
There are many different things that can happen to a character besides taking damage. Negative Status Effects can do anything from inconvenience your character to completely crippling him. Status effects with a duration of "Temporary" wear off after a certain amount of time, indicated in the attack that inflicted them. Effects with a duration of "Permanent" can only be cured by the appropriate Potion or by a Dispel Tech. If your character is knocked unconscious, any "Temporary" negative status effects disappear immediately, but "Permanent" effects remain. All "Temporary" effects vanish when the battle is over.
Berserk
Duration: Temporary
Cure: Tranquilizer
You go berserk, and can do nothing on your turn but attack the nearest enemy.
Blind
Duration: Permanent
Cure: Eyedrop
You are blinded, and suffer a penalty of -30 to your attack rolls.
Charm
Duration: Temporary
Cure: Receive Damage
You fight on your enemy's side until the effect wears off. The player retains control of the
character, but will battle against his former allies. This is up to the Master to enforce.
Confusion
Duration: Temporary
Cure: Receive Damage
You are confused and disoriented, causing you to take random actions each round. You
may attack your friends, heal your enemies, or perform completely nonsensical actions,
such as trying to Manipulate a tree or using a Phoenix Down on yourself. The Master
may determine the character’s random actions, or he may allow the player to do so.
Curse
Duration: Permanent
Cure: Annointment
All your attacks, both physical and magical, deal minimum damage. In other words,
instead of actually rolling your Strength Dice or Magic Dice, treat them as if they had all
come up as 1’s.
Death Sentence
Duration: Temporary
Cure: None
You have until the end of the next combat round to destroy all enemies, ending the battle.
If you fail, your HP will immediately drop to zero.
Frog
Duration: Permanent
Cure: Maiden's Kiss
You are transformed into a frog. You cannot use Techs, and all damage you dealphysical
AND magical- is divided by ten.
Gradual Petrify
Duration: Temporary
Cure: Soft
You slowly but surely turn into a stone statue. You have until the end of the next round to defeat all enemies. If you fail,
you fall under the status effect of Stone.
Mini
Duration: Permanent
Cure: Cornucopia
You are shrunk to a very small size. All damage you deal with weapons, including Power
Attacks, is divided by ten. In addition, all damage dealt to you is increased by 50%.
Poison
Duration: Temporary
Cure: Antidote
When poisoned, you lose 10% of your max HP at the end of each tick. This can reduce
your HP to zero.
Seal
Duration: Permanent
Cure: Echo Screen
Your special abilities are sealed. You cannot use Techs or Blue Magic, but can still use
Command Skills and take other actions.
Sleep
Duration: Temporary
Cure: Receive Damage
You are magically put to sleep, and can do nothing until the effect ends. Any physical
attacks automatically hit, dealing the maximum possible damage, but also waking you up.
Slow
Duration: Temporary
Cure: None
Actions while the character under the effect of Slow cost 2 more SP than normal. This does not affect your current Speed
Points.
Stone
Duration: Permanent
Cure: Soft
You are transformed into a stone statue. You are completely immobile and can take no
action. However, nothing can harm you while you are petrified- all damage dealt to you
is reduced to zero, and you are immune to all negative status effects.
Stop
Duration: Temporary
Cure: None
You are frozen in time. Until the effect wears off, you lose 8 Speed Points on your turn and can take no action. You gain Speed at the top of the Round as normal.
Stun
Duration: Special
Cure: None
You are knocked off balance or temporarily held in place. During your next turn ONLY,
you lose 8 Speed Points and can take no action.
Unconscious
Duration: Permanent
Cure: Phoenix Down / Phoenix Pinion
When your HP reaches zero, you are completely incapacitated. You can take no actions
until revived by a Phoenix Down, Phoenix Pinion, or Revive Tech. Curative Potions and
Healing Techs will have no effect. When you are knocked unconscious, your Speed
Points immediately drop to zero. This is the only status effect that cannot be cured by a
Dispel Tech- only a Revive Tech will work.
Venom
Duration: Permanent
Cure: Vaccine
You are infected with a very powerful poison that drains 20% of your HP and 10% of
your MP at the end of your turn each round. This can reduce your HP and MP to zero.
Zombie
Duration: Permanent
Cure: Revivify
Your body is infused with negative energy, partially transforming you into a creature of
darkness. All curative spells, effects, and potions are reversed, dealing damage instead of
healing it.
POSITIVE STATUS EFFECTS
Luckily, not all status effects are bad. Positive status effects, often granted by white
magic, can bestow great advantages on your character- while they last. If your character
is knocked unconscious, any positive status effects disappear immediately.
Barrier
All physical damage dealt to you is halved for the duration of the effect.
Haste
Actions while under the effects of Haste cost 2 less SP for the duration of Haste
MBarrier
All magical damage dealt to you is halved for the duration of the effect.
Regen
You regenerate 10% of your maximum HP per tick. Lasts until the end of the battle or
until you are knocked unconscious.
Reraise
If your HP is reduced to 0 while under a Reraise spell, you are immediately revived with
10% of your maximum HP.
Wall
ALL magic that would otherwise effect you is instead reflected back at the caster.
OPTIONAL: At the Master’s option, magic that strikes a Wall may instead be bounced
towards a random target on the opposite side of combat. This means that casting Cure on
a Walled ally will result in healing your enemy!
ELEMENTALS
Many creatures, weapons, and relics have an affinity to a particular element. This
means that they draw strength from that element, and often have a weakness to an
opposing element. There are eight different elemental types in ZODIAC. They are:
· Earth is the essence of the planet itself. Electricity-using monsters are typically
weak against Earth.
· Fire is the essence of heat and flame. Plants, insects, undead, and cold-using
monsters are typically weak against Fire.
· Water is the essence of the ocean and of healing. Flame-using creatures are
typically weak against Water.
· Wind is the essence of the sky and movement. Flying creatures are typically
weak against Wind.
· Ice is the essence of cold and frost. Reptiles and flame-using monsters are
typically weak against Ice.
· Lightning is the essence of electricity and energy. Metallic and water-dwelling
creatures are typically weak against Lightning.
· Holy is the essence of light and goodness. Undead, demons, and strongly evil
creatures are typically weak against Holy.
· Shadow is the essence of darkness and evil. Angels and other strongly good
creatures are typically weak against Shadow.
ELEMENTAL AFFINITIES
Sometimes, a monster is so strongly aligned with a particular element that it is
impervious to harm from that element, or even grows stronger from exposure to it.
On the other hand, such a monster is often at the mercy of the opposing element.
Certain Relics can also grant elemental affinities to player characters. There are
five levels of elemental affinities:
· Weakness means the character takes double damage from attacks of that element.
· Resistance means the character takes half damage from attacks of that element.
· Immunity means the character takes no damage from attacks of that element.
· Lesser Absorbency means the character takes no damage from attacks of that
element, and instead regains an amount of HP equal to half the damage rolled.
· Greater Absorbency means the character takes no damage from attacks of that
element, and instead regains an amount of HP equal to the damage rolled.
An important part of any RPG is combat, and you can’t have combat without
monsters for the characters to fight against. This section is intended for use by the
Master to create the zombies, demons, and war machines that the characters must
overcome.
STEP 1: CONCEPT
As with creating a character, the first step in building a monster is to decide what it is. Is it a small, quick fairy with magical attacks? Or is it a hulking Behemoth withincredible strength and power?
STEP 2: BASE STATS
All monsters get a total of 25 + (Level * 5) points to allocate between the five stats.
STEP 3: DERIVED STATS
Hit Points are equal to 30 + (VIT * 20) + (Level * 10).
Magic Points are equal to (SPR + Level) / 2.
Attack Power is equal to (STR * 2).
Magic Attack Power is equal to (MAG * 2).
All other derived stats are calculated the same way as for players.
STEP 4: ATTACK DAMAGE
The Master may decide how powerful the monster’s normal attacks should beeither
d6, d8, or d10. The number of dice rolled is equal to the monster’s Strength
Dice. All physical and magical damage is calculated in the same way as for
players.
(Die Roll * 5) + Attack Power.
STEP 5: MONSTER POWERS
Monsters, like characters, have special and unique powers, and more powerful
monsters have stronger, more powerful abilities. Monsters use a simplified version
of the Tech Creation System. Monster Techs are created as normal, but monsters
do not have Tech Points. Instead, they have a number of Tech Levels equal to
1 + (MAG / 5). The powers that a monster has access to may be normal Techs, a
special, monster-only power from the list below, or a new and unusual power of
the Master’s devising. Level * Powers on the Monster Power List have a variable
Tech Level. Level 0 Powers are free for any monster to use.
MONSTER POWER LIST
LEVEL * POWERS
Combination Attack
May only be chosen by a monster with Multiple Parts. Power Level is equal to the
number of Multiple Parts possessed. If ALL parts are intact, they may all combine
their actions for the round into one powerful attack or Tech that deals 50% more
damage than normal. The attack costs no MP.
Exceptional Stats
The monster gains 10 additional stat points per Tech Level of the Exceptional
Stats power. Increasing MAG with this power does NOT affect the monster's total
Tech Points.
Final Attack
When killed, the monster unleashes a powerful final attack. The attack can only be
used when the monster dies, takes no MP, and has a level equal to the level of
Final Attack plus one. A level 1 monster with Final Attack as its first power would
get a Level 2 power as its Final Attack. An alternate version of Final Attack is that
the monster can use the power at any time, but sacrifices himself to do so- such as
a Bomb’s Exploder attack.
Multiple Parts
The monster, usually a boss, is made up of several separate parts- the main body,
which has normal HP, and up to three other parts. The total HP of the extra parts
adds up to half the HP of the main body. The monster dies if the main body is
destroyed, but the additional parts can often make this difficult. The level of this
power is equal to twice the number of extra parts the monster has. Each additional
part has access to one power. The Tech Level of this power is equal to half the
Tech Level of the most powerful Tech the main monster knows. If one part is
destroyed, the monster may revive it as a normal action after at least 1d3+1 rounds
have passed.
LEVEL 0 POWERS
Undead
The monster is undead. All drain-type attacks are reversed, meaning the user loses
HP or MP and the monster gains it. The monster gains Absorbency to Shadow
damage, and a Weakness to Holy damage. Cure spells and Healing Techs deal
damage instead of restoring HP.
Unusual Defense
Due to some racial characteristic, the monster takes either half damage from
Physical attacks and double damage from Magical attacks, or vice versa. As an
alternate form of this power, the monster will automatically reverse its defenses
every 1d2 rounds- it shifts from being weak against Physical and strong against
Magical, to being strong against Physical and weak against Magical.
Weakness
The monster has a Weakness to one element. Each Weakness that the monster has
grants 1 additional Tech Level to the maximum that the monster can learn.
LEVEL 1 POWERS
Flight
The monster is capable of flight, putting it out of reach of most weapons. Shortrange
weapons suffer a penalty to hit flying creatures; see Chapter VI: Combat for
details.
Item Use
The monster possesses either one Potion or one Ether it may use during combat.
Note that the characters will not necessarily find this item if the monster dies
without using it.
Lesser Counterattack
The monster has a 10% chance to counterattack any physical attack against it with
a normal attack.
Lesser Magical Counterattack
The monster has a 10% chance to counterattack any magical attack against it with
a magical Tech of its own.
Command Skill
The monster has learned one Command Skill from Chapter IV, which it can use
for a cost of 4 MP. Note: Not all Command Skills are appropriate for monsters,
such as Capture or Coin Toss.
Resistance
The monster has a Resistance to one element.
Weak Status Touch
The monster can inflict a negative status condition with its normal attack. Treat
Weak Status Touch as a Level 1 Status Effect with no MP cost and half the normal
chance of success.
LEVEL 2 POWERS
Agile
The monster’s Evade is doubled.
Call Minions
The monster can take one turn to call for one of its minions, who arrives at the end
of the round to join the battle. The monster that is called must be at least 10 levels
lower than the caller.
Immunity
The monster has an Immunity to one element.
Weak Regeneration
The monster has a lesser form of regeneration, regaining 5% of its maximum HP
per round.
LEVEL 3 POWERS
Controlled Defense
As the Level 0 Power Unusual Defense, but the monster may shift forms at will as
a free action.
Counterattack
The monster has a 25% chance to counterattack any physical attack against it with
a normal attack.
Lesser Absorbency
The monster has a Lesser Absorbency to one element.
Magical Counterattack
The monster has a 25% chance to counterattack any magical attack against it with
a magical Tech of its own.
Major Item Use
The monster possesses either one Hi Potion or one Hi Ether it may use during
combat. Note that the characters will not necessarily find this item if the monster
dies without using it.
Status Touch
The monster can inflict a negative status condition with its normal attack. Treat
Status Touch as a Level 3 Status Effect with no MP cost and half the normal
chance of success.
LEVEL 4 POWERS
Call for Help
The monster calls for another monster of the same type, who arrives at the end of
the round to join the battle. Because the monster must be the same type as the one
that calls for help, boss monsters cannot choose this power.
Fear
The monster is so powerful that at the beginning of each round, all of its enemies
have a 10% chance to be Stunned for that round.
Greater Absorbency
The monster has a Greater Absorbency to one element.
Regeneration
The monster regenerates injuries quickly, regaining 10% of its maximum HP per
round.
LEVEL 5 POWERS
Force of Will
The monster’s Level 5 power is actually a level 2 or lower Tech that it may use for
no MP cost. Use this power responsibly!
Powerful Item Use
The monster possesses either one Super Potion or one Super Ether it may use
during combat. Note that the characters will not necessarily find this item if the
monster dies without using it.
Strong Status Touch
The monster can inflict a negative status condition with its normal attack. Treat
Strong Status Touch as a Level 5 Status Effect with half the normal chance of
success.
LEVEL 6 POWERS
Call for Superiors
The monster summons a more powerful monster to aid it in battle. The monster
arrives at the end of the round to join the battle. The called monster must be no
more than 10 levels higher than the caller.
Greater Counterattack
The monster has a 50% chance to counterattack any physical attack against it with
a normal attack.
Greater Fear
The monster is so powerful that at the beginning of each round, all of its enemies
have a 20% chance to be Stunned for that round.
Greater Force of Will
The monster’s Level 6 power is actually a level 3 or lower Tech that it may use for
no MP cost. Use this power responsibly!
Greater Magical Counterattack
The monster has a 50% chance to counterattack any magical attack against it with
a magical Tech of its own.
STEP 6: MONSTER TYPE
Monsters are not unique, and thier numbers are not just a single monster. They all have a classification. Behemoths are a
type of Beast, more animal then some of the other types out there.
The Master can choose what they want their monsterous creation to be categorized, be Beast, Construct, Dragon, Slime, or even
Mage. A tip is to think about it's built, it's intelligence, or even how they act, if they eat, if they fly, and what else
you can think of. Listed below is a few common monster types.
Aquans (Water dwelling monster. May be amphibious
Beast (Animal like monster)
Bug (insectile monster)
Construct (golems and machines)
Demon (evil incarnate spawn from the deepest regions of the otherworld.)
Dragon (big scalie monsters capable of magic. Wyverns are included with Dragons.)
Elemental (High magical energy in a sentient form)
Humanoid (.. does this even explaining? Goblins, Ogres, and Trolls fall into this category)
Lizard (A scalie monster, but unlike dragons, they use abilities that come naturally to them)
Plant (A monster with plant like qualities. Malboros and Ochus are Plant Monsters.)
Undead (This is self explanitory… Anything dead, be skeleton, zombie, or ghost)
STEP 7: STATUS IMMUNITIES
This step you choose which Negative Status (also some Techs like Demi, Near-Fatal Attack, Fatal Blow, or any of the Break Arts) the monster is immune to. Choose the statuses you think it would be susceptible too.
STEP 8: REWARDS
Monsters have an Experience Point value equal to (Level * 35), and an amount of gold equal to (Level * 15). Both values are divided up between all surviving characters when the monster is defeated. Many monsters also leave behind items when they are defeated, or have items that may be stolen. Usually, the item isrelated to the monster or its abilities. For example, while a goblin may drop a shortsword when defeated, a giant bird most likely will not. If a monster has a DropItem, it has a 30% chance to give up the item when defeated. Steal Items can only be found by using the Steal Minor Ability. A monster may have one, neither, or both types of items, and may have more than one of each.
BOSS MONSTERS
Some monsters are bigger and tougher than their fellows. These monsters are called Boss Monsters, and are often the leaders of other, lesser monsters. Boss Monsters should generally be of a higher level than the characters. In addition, all bosses have TEN TIMES the normal amount of Hit Points, and DOUBLE the normal amount of Magic Points. Bosses give (150 * Level) Experience Points and (Level * 75) Gold when defeated. All Boss Monsters are immune to Stone, Demi, Death Sentence, and instantdeath attacks, and many bosses are immune to other effects as well. Boss Monsters with Drop Items will ALWAYS drop them when killed, but Steal Items must be stolen normally.
Summons are more Complex then just being a tech, but still simple enough
for the ZODIAC Final Fantasy RPG. Thses were created for games that want to
simulate FFX and beyond.
This way of creating a Summon is called the GF/Aeon System, named after the
First Summons to recieve damage, and after the Aeons who first became 'battle
partners'.
GF/Aeons are considered a Medium-Powered tech. It's MP cost is equal to it's
current Tech Level +2. In other words, a first-level GF/Aeon will cost 12 MP to
materialize into the battle. Therefore, This is called it's Materialiaztion Cost. This is what
it cost to SUMMON the entity, not to use it.
Once summoned, depending on the style the Master has set up. Either you or the
Master will control the Esper. You can have it attack, defend, or use one of it's techs
(for Esper Commands and Support, see 'Expanded Summon Rules'). There's a cost to
this though. The first action performed by the GF/Aeon is free, but further actions result
in a loss of MP equal to 25% of the Materialization Cost, rounded down. This additional
cost is the Material Upkeep. For every turn the GF/Aeon is out beyond the first action it
takes, deduct the Material Upkeep from your own MP. The reason for this is because
GF/Aeons cannot stay within this realm without the aid of their Summoner's magical
resevoir of MP. Once you have an insignificant amount of MP left, the GF/Aeon
disappears back into the Mana, the Realm of the Espers, etc., etc.
GF/Aeons have stats similiar to a character, if not more powerful. But their stats
also receives restrictions based on their level.
First off, a GF/Aeons base Stats is equal to their Summoner's multiplied times
three, and a modifier is added afterward based on the GF/Aeon's 'signature tech'.
There is a restriction to stats placed BEFORE the modifier is added. See the following
table for the maximum value for stats for the GF/Aeon's Tech Level.
GF/AEON Level | Base Stat Maximum |
---|---|
1 | 40 |
2 | 70 |
3 | 120 |
4 | 190 |
5 | 250 |
6 | 300 |
After you figure out it's Base Stats, Add the Modifier. The modifier can increase
the Base Stat value over the Maximum Stat Value restriction. Modifiers are based off of
one chosen Tech your GF/Aeon has. (See 'Summon's Tech Creation later). If you have
an idea on what your GF/Aeon's Signature Tech is, Then follow the modifier charts
below to see what you add (or Subtract) from your summonable ally.
Primary Effect | Modifier to Base Stats | HP Mod | MP Mod |
---|---|---|---|
Attack Magic/ Power Attack | +1 to all Stats | 6 | 6 |
Break Art: Power Break | +3 STR, -1 MAG, +2 VIT, +1 AGI | 8 | 4 |
Break Art: Magic Break | -1 STR, +3 MAG, +2 SPR, +1 AGI | 4 | 8 |
Break Art: Speed Break | +1 STR, +1 MAG, -1 VIT, +1 SPR, +3 AGI | 2 | 6 |
Break Art: Armor Break | +1 STR, +3 VIT, +2 SPR, -1 AGI | 12 | 8 |
Break Art: Spirit Break | +1 MAG, +2 VIT, +3 SPR, -1 AGI | 8 | 12 |
Demi Attack | +1 STR, +3 MAG, -1 VIT, +2 AGI | 2 | 4 |
Fatal Blow | +3 STR, +2 MAG, -1 VIT, +1 AG | 2 | 4 |
Healing | +2 MAG, +3 VIT, +1 SPR, -1 AGI | 12 | 6 |
Near-Fatal Attack | +3 MAG, +2 VIT, -1 SPR, +1 AGI | 8 | 2 |
Revive | +1 MAG, +3 VIT, -1 SPR, +2 AGI | 12 | 2 |
Stat Booster: Strength | +3 STR, -1 VIT, +2 SPR, +1 AGI | 2 | 8 |
Stat Booster: Magic | +3 MAG, +1 VIT, -1 SPR, +2 AGI | 6 | 2 |
Stat Booster: Speed | +1 STR, +1 MAG, +3 AGI | 4 | 4 |
Status Effect (Level 1) | -1 STR, +1 MAG, +2 VIT, +3 AGI | 8 | 4 |
Status Effect (Level 2) | -1 MAG, +1 VIT, +3 SPR, +2 AGI | 6 | 12 |
Status Effect (Level 3) | +1 STR, +2 MAG, -1 VIT, +3 SPR | 2 | 12 |
Status Effect (Level 4) | +2 STR, -1 MAG, +3 VIT, +1 SPR | 12 | 6 |
Status Effect (Level 5) | +1 STR, +2 MAG, +3 VIT, -1 AGI | 12 | 4 |
Invulnerability: Physical | +3 STR, +1 VIT, +1 AGI | 6 | 4 |
Invulnerability: Magical | +3 MAG, +1 VIT, +1 SPR | 6 | 6 |
Lesser Blue Magic (Lv 0 - 3) | +1 to All Stats | 6 | 6 |
Greater Blue Magic (Lv 4 - 6) | +2 STR, +2 MAG +1 AGI | 4 | 4 |
Note: Lv 0 Blue Magic is nothing but Exploder/Suicide.
Next, add the modifiers from Secondaries. Add the modifier for EACH Secondary
in the signature tech.
Secondary | Modifier to Stats | Modifier to HP | Modifier to MP |
---|---|---|---|
Accurate | +1 STR, +3 MAG, -2 VIT +3 AGI | 1 | 4 |
Boost | +2 STR, +2 MAG, +1 AGI | 4 | 4 |
Area Effect | +2 STR, +2 MAG, -1 VIT, +2 AGI | 2 | 4 |
Drain | +2 STR, +2 MAG, +2 VIT, -1 SPR | 8 | 2 |
Elemental: Earth | +1 STR, -1 MAG, +3 VIT, +2 SPR | 12 | 8 |
Elemental: Fire | +3 STR, +2 MAG, -1 VIT, +1 AGI | 2 | 4 |
Elemental: Holy | +1 MAG, +2 VIT, +3 SPR, -1 AGI | 8 | 12 |
Elemental: Ice | -1 STR, +2 MAG, +1 VIT, +3 SPR | 6 | 12 |
Elemental: Lightning | +1 STR, -1 MAG, +2 SPR +3 AGI | 4 | 8 |
Elemental: Shadow | +3 STR, +2 MAG, -1 VIT +1 SPR | 2 | 6 |
Elemental: Water | -1 STR, +1 MAG, +2 VIT, +3 AGI | 4 | 4 |
Elemental: Wind | +1 MAG, -1 VIT, +3 SPR, +2 AGI | 2 | 12 |
Lesser Status Effect | -1 STR, +1 VIT, +2 SPR, +3 AGI | 6 | 8 |
MP Attack | +1 STR, +3 MAG, +2 SPR, +1 AGI | 4 | 8 |
Weakened | -1 STR, -1 MAG, +3 VIT, +4 AGI | 12 | 16 |
Now that you have your Base Stats figured out, let's get to work on the more battle-vital stats, the Derived Stats.
Hit Points (HP) | 100+(5 per VIT)+(24 per extra Tech Level) + HP Bonus |
Magic Points (MP) | 10+SPR + 9 per 2 Tech Levels + MP Bonus |
Attack Power (AP) | STR * Tech Lvl Modifier (TL 1=1,TL 2 & 3=1.25,TL 4 & 5=1.33,TL 6=1.5) |
Magic Attack Power (MAP) | MAG * Tech Lvl Modifier (TL 1=1,TL 2 & 3=1.25,TL 4 & 5=1.33,TL 6=1.5) |
Speed (SPD) | 10 + 1 per 15 AGI + Tech Level |
Strength Dice (STR D) | 1 + 1 per 100 STR (always d10) |
Magic Dice (MAG D) | 1 + 1 per 100 MAG (always d10) |
Accuracy (ACC) | 10 + 1 per 5 AGI |
Magic Accuracy (MACC) | 10 + 1 per 5 MAG |
Evade (EVA) | 30 + 1 per 5 AGI +2 per Tech Level |
Resist (RES) | 30 + 1 per 10 VIT + 1 per 10 SPR |
Critical (CRIT) | 95 - 1 per 15 AGI |
//Note: Max Tech Levels is ruled out for GF/Aeons //
SUMMON TECH CREATION
SUMMON'S TECH CREATION
Tech Creation for Summons of the GF/Aeon Line are very similiar to Character
Tech Creation. In fact, it's the same thing. There's only one differance: The amount of
Tech Points used to buy the Techs.
GF/Aeons have a set amount of Tech Points for each Tech Level. The table below shows just how much TOTAL TP a GF/Aeon has
each Level.
Tech Level of GF/Aeon Summon | Tech Point Total to be used |
Tech Level 1 | 60 |
Tech Level 2 | 100 |
Tech Level 3 | 200 |
Tech Level 4 | 450 |
Tech Level 5 | 700 |
Tech Level 6 | 1000 |
BASIC RULES OF SUMMONING GF/AEONS
Summons have a few rules when it comes to being in battle…
(1.) When the Summoner summons the GF/Aeon, The Summoner becomes a background figure, only being able to heal the Summon with items, ordering it around, or dismissing it. When the Summon dies or is dismissed, The Summoner returns to play on the battlefield.
(2.) If a Summon loses all it's HP in battle, it disappears back to the Mana, Realm of the Espers, Etc, and cannot be summoned until the Summoner has a good night's rest, or until the next day, whichever comes first. Revival Items and Techs don't work on GF/Aeons.
(3.) A Summoner can have as many Summons as is allowed by the Master. Depending on how the game is played, or what expanded rules is used, this could be anywhere from 1 to 5 Summons (depending on the number of players and how many summons are in the Master's campaign.
That's all you need to know about a GF/Aeon Summon.
Accessory- see Relic.
Accuracy- your base chance to score a hit in combat. Influenced by Agility.
Action- what a character does during his turn in combat, whether it be attacking,
defending, drinking a potion, etc. A character gets only one action during his turn.
Adventure- a single scenario or quest.
Agility- measures your character’s speed and quickness, and affects several factors,
including accuracy, evasion, and speed in combat. Abbreviated AGI.
Armor- equipment ranging from enchanted robes to heavy steel plate mail. Armor
increases the wearer’s Hit Points and Magic Points, and may have other abilities as well.
Armor Class- Defensive, Enhacing, or Balanced. Used to describe the weight of a
particular piece of armor, which affects its HP and MP bonuses.
Attack Power- greatly affects the damage dealt with weapons. Influenced by Strength
and the power of your weapon. Abbreviated AP.
Attack Roll- Used to see if a normal attack hits or misses. If (1d100 + Accuracy) is
greater than the target's Evade, the attack is a hit.
Base Stat- One of the five statistics (Strength, Magic, Vitality, Spirit, and Agility) that
define your character’s strengths and weaknesses.
Blue Magic- the ability to learn and use special skills from one’s enemies. Blue Magic
often gives a character access to strange and powerful techniques that he could never
learn otherwise.
Bonus Points- discretionary points awarded upon gaining a level that may be used to
increase your Base Stats. See Chapter I: Character Creation for more information.
Boss Monster- an extremely tough monster who is much more powerful than ordinary
creatures. Boss Monsters are typically plot-related and show up near the end of the
adventure.
Campaign- a long series of adventures, often with a continuing storyline.
Chance of Success- the percentage chance of a particular effect or event successfully
occurring.
Character- the persona that you, the player, take on in the game world. The difference
between a player and a character is that a player is the actual person playing the game,
and a character is the player’s representative in the ZODIAC world.
Class- a word or phrase such as Fighter, Thief, or Wizard that describes your character
and what he does best. There are no "official" classes that you must choose from- your
character's class is unique, created by you.
Class Power- your character’s primary set of special abilities, either Techs or Blue
Magic.
Cloned Power- a modification of a Tech the character already knows. The effect is the
same, but the elemental affinity or damage type may be different. See Chapter II: Tech
Creation System.
Counterattack- an attack made immediately in response to being attacked by an
opponent.
Critical Chance- your chance to score a double-damage critical hit in combat.
Influenced by Agility.
Critical Hit- a lucky or especially powerful blow that deals twice as much damage as
usual. Critical hits are scored when the attacker’s Attack Roll is equal to or lower than his
Critical Chance.
Damage- injury against a character, subtracted from his Hit Points.
Derived Stat- One of the twelve statistics that are determined by your character’s Base
Stats. Derived Stats usually have a more direct effect on the game than Base Stats do.
Drop Item- one or more items sometimes carried by monsters, which the monster may
drop when defeated.
Duration- how long a particular special effect will last. Most status durations are
measured in rounds, but some may last until the end of combat, or even persist after
combat has ended.
Element- one of the eight elemental forces of the world. Fire, water, lightning, and so on
are all elements. For information on elements, see Chapter VI: Combat.
Elemental Affinity- the alignment of an attack or piece of equipment with a particular
elemental force, be it fire, lightning, wind, etc. For information on elemental affinities,
see Chapter VI: Combat.
Enemy Skill- a Tech used by a monster that may be learned by a character with Blue
Magic.
Evade- your ability to dodge physical attacks. Influenced by Agility and the armor you
wear.
Experience Level- the most general measure of a character’s or monster’s capabilities.
The higher the character’s Experience Level, the more powerful he is. Usually
abbreviated as Level. See Chapter I: Character Creation for information on the benefits of
gaining experience levels.
Experience Points- a running tally that keeps track of how experienced a character is;
after gaining sufficient Experience Points, the character’s Experience Level will rise,
increasing his strength and confidence. Experience Points are usually gained by defeating
monsters. Abbreviated XP.
Free Action- certain actions are classified as Free Actions; characters may take one Free
Action per turn in addition to their normal actions.
Gold- the standard unit of currency in the ZODIAC system; the Master may use Dollars,
Gilder, Zorkmids, or whatever type of currency he chooses for his game world.
Abbreviated G.
Guard- shields, bracers, parrying daggers, and other defensive equipment that helps the
wearer dodge enemy attacks.
Hit Points- represent the amount of damage you can withstand. Influenced by Vitality,
experience level, and the armor you wear. When your Hit Points drop to zero, you are
knocked unconscious. Abbreviated HP.
Level- see Experience Level.
Magic- measures your character’s magical ability, and affects the strength of magical
effects as well as the number of special abilities you can learn. Abbreviated MAG.
Magic Accuracy- affects the chance of success of many special effects, such as turning
an enemy to stone. Influenced by Magic.
Magic Attack Power- greatly affects the damage dealt with magic. Influenced by Magic
and your experience level. Abbreviated MAP.
Magic Attack Roll- Used to see if a special effect such as a status attack succeeds or
fails. If (1d100 + Magic Accuracy) is greater than the target's Resist, the attack is
successful.
Magic Dice- the base number of dice you roll when casting a magical attack spell.
Influenced by Magic. As with Strength Dice, ALL die rolls based on Magic Dice are
multiplied by 5.
Magic Points- represent the amount of energy you have available for using spells and
special abilities. Influenced by Spirit, experience level, and the armor you wear.
Abbreviated MP.
Magical Damage- one of the two types of damage that a character can receive. Magical
damage usually either has no physical form, or has a form that has been magically
conjured. Fire spells and energy bolts typically inflict magical damage.
Master- the “referee” of the game. The Master writes the story and controls the actions
of the monsters and characters that the players will meet over the course of the campaign.
Max Tech Levels- the maximum number of Tech Levels you can learn. In other words,
the combined Tech Levels of all the Techs you know cannot be greater than this value.
Influenced by Magic.
Minor Ability- a special skill that is not as powerful as a Tech, but may be used for no
cost in Magic Points. All characters have one Minor Ability. For information on specific
Minor Abilities, see Chapter IV.
Monster- generic name for characters created using the Monster Creation System.
Monsters are usually, but not always, hostile to the PCs.
Normal Action- see Action.
Normal Attack- an ordinary attack made with the character’s equipped weapon.
Requires an Accuracy roll to succeed.
NPC- non-player character; a character, often with no defined combat stats, controlled by
the Master.
PC- player character; a character controlled by a human player.
Physical Damage- one of the two types of damage that a character can receive. Physical
damage usually affects a character through direct physical impact, such as damage from
weapons or falling rocks.
Player- the person reading this rulebook right now. The difference between a player and
a character is that a player is the actual person playing the game, and a character is the
player’s representative in the ZODIAC world.
Potion- generic name for expendable, one-shot items that generally restore a character’s
health or remove status effects. There is also a potion named “Potion;” whenever the
rules refer to potions, they are referring to the potion list as a whole. For information on
specific potions, see Chapter V: Equipment.
Power Level- Weak, Medium, or Strong. Used to describe how powerful a Tech is
compared to other Techs of its level, and affects the MP cost of the Tech.
Race- more precisely “species,” your character’s race is the type of creature he is,
whether it be human, elf, dwarf, imp, sprite, or something even more exotic. Your
character’s race has no effect on gameplay.
Range- a general indicator of how far a target is from its attacker, either short or long.
Short-range weapons have difficulty attacking long-range targets.
Relic- rings, boots, amulets, and other magical items that grant a character strange and
powerful abilities. A character may equip two Relics at a time.
Resist- is your ability to resist harmful effects, such as poison or paralysis. Influenced by
Vitality and Spirit.
Round- one round of combat is defined as all combatants taking a single turn.
Session- a single period of game play, be it thirty minutes or eight hours. A single session
is often, but not always, comprised of one complete adventure.
Skills- normal, everyday things that a character knows how to do, such as cooking or
swimming. There are normally no set rules for using Skills, but an Optional Skill System
is provided for those who wish to use it.
Speed- measures your character’s ability to act and react in combat. Influenced by
Agility and experience level. Abbreviated SPD.
Speed Points- a pool of points used during combat to perform actions, such as attacking
with weapons or casting spells. Not to be confused with Speed. Abbreviated SP.
Spirit- measures your character’s force of will and inner store of magical energy, and
affects your capacity for using magic and other special powers. Abbreviated SPR.
Status Effect- an abnormal, temporary effect placed on a character, which may be
positive or negative. For information on specific status effects, see Chapter VI: Combat.
Steal Item- one or more items sometimes carried by monsters, which may be captured by
characters using the Steal Command Skill.
Strength- One of the five Base Stats, Strength measures your character’s physical power,
and affects the damage you deal with weapons. Abbreviated STR.
Strength Dice- the base number of dice you roll when attacking with a weapon.
Influenced by Strength. ALL die rolls based on Strength Dice are multiplied by 5; if your
Strength Die roll was an 8, you deal 40 points of damage.
Tech- a special ability requiring an expenditure of Magic Points- or, occasionally, other
resources- to use. Techs have many varied effects, but the most common type is a special
attack that deals much more damage than a normal attack would. For definitions of
specific Techs, see Chapter II: Tech Creation System.
Tech Level- a number used to describe the general power of a Tech.
Tech Points- special points used to learn new Techs or upgrade old ones. Tech Points
can be acquiring by gaining levels or increasing your Magic stat.
Tick- a subphase of a combat round, during which all combatants with sufficient Speed
Points take one turn and status effects are resolved.
Turn- the space of time during combat in which one combatant takes one action.
Unarmed Attack- an attack made without a weapon equipped. Unarmed attacks receive
heavy penalties to damage.
Vitality- measures your character’s toughness and resistance to physical trauma, and
affects the amount of damage you can withstand. Abbreviated VIT.
Weapon- equipment used to inflict damage on one’s opponents. Swords, spears, axes,
crossbows, and magic wands are all weapons, which increase the wielder’s Attack Power
and Magic Attack Power to varying degrees.
Worldbook- a compendium of information pertaining to a specific campaign world. In
ZODIAC, online worldbooks will usually be based on one of the Final Fantasy games.
Worldbooks detail the events that have occurred in the world, as well as important
characters and various towns and other locations.
LEVELS 1-50 | |||
LEVEL | XP REQUIRED | LEVEL | XP REQUIRED |
---|---|---|---|
1 | 0 | 26 | 31,250 |
2 | 50 | 27 | 33,800 |
3 | 200 | 28 | 36,450 |
4 | 450 | 29 | 39,200 |
5 | 800 | 30 | 42,050 |
6 | 1,250 | 31 | 45,000 |
7 | 1,800 | 32 | 48,050 |
8 | 2,450 | 33 | 51,200 |
9 | 3,200 | 34 | 54,450 |
10 | 4,050 | 35 | 57,800 |
11 | 5,000 | 36 | 61,250 |
12 | 6,050 | 37 | 64,800 |
13 | 7,200 | 38 | 68,450 |
14 | 8,450 | 39 | 72,200 |
15 | 9,800 | 40 | 76,050 |
16 | 11,250 | 41 | 80,000 |
17 | 12,800 | 42 | 84,050 |
18 | 14,450 | 43 | 88,200 |
19 | 16,200 | 44 | 92,450 |
20 | 18,050 | 45 | 96,800 |
21 | 20,000 | 46 | 101,250 |
22 | 22,050 | 47 | 105,800 |
23 | 24,200 | 48 | 110,450 |
24 | 26,450 | 49 | 115,200 |
25 | 28,800 | 50 | 120,050 |
LEVELS 51-99 | |||
LEVEL | XP REQUIRED | LEVEL | XP REQUIRED |
---|---|---|---|
51 | 125,000 | 76 | 281,250 |
52 | 130,050 | 77 | 288,800 |
53 | 135,200 | 78 | 296,450 |
54 | 140,450 | 79 | 304,200 |
55 | 145,800 | 80 | 312,050 |
56 | 151,250 | 81 | 320,000 |
57 | 156,800 | 82 | 328,050 |
58 | 162,450 | 83 | 336,200 |
59 | 168,200 | 84 | 344,450 |
60 | 174,050 | 85 | 352,800 |
61 | 180,000 | 86 | 361,250 |
62 | 186,050 | 87 | 369,800 |
63 | 192,200 | 88 | 378,450 |
64 | 198,450 | 89 | 387,200 |
65 | 204,800 | 90 | 396,050 |
66 | 211,250 | 91 | 405,000 |
67 | 217,800 | 92 | 414,050 |
68 | 224,450 | 93 | 423,200 |
69 | 231,200 | 94 | 432,450 |
70 | 238,050 | 95 | 441,800 |
71 | 245,000 | 96 | 451,250 |
72 | 252,050 | 97 | 460,800 |
73 | 259,200 | 98 | 470,450 |
74 | 266,450 | 99 | 480,200 |
75 | 273,800 | — | —- |
LEVELS 1-50 | |||
LEVEL | TOTAL TECH POINTS | LEVEL | TOTAL TECH POINTS |
---|---|---|---|
1 | 12 | 26 | 106 |
2 | 14 | 27 | 112 |
3 | 16 | 28 | 118 |
4 | 18 | 29 | 124 |
5 | 20 | 30 | 130 |
6 | 22 | 31 | 140 |
7 | 24 | 32 | 150 |
8 | 26 | 33 | 160 |
9 | 28 | 34 | 170 |
10 | 30 | 35 | 180 |
11 | 34 | 36 | 190 |
12 | 38 | 37 | 200 |
13 | 42 | 38 | 210 |
14 | 46 | 39 | 220 |
15 | 50 | 40 | 230 |
16 | 54 | 41 | 250 |
17 | 58 | 42 | 270 |
18 | 62 | 43 | 290 |
19 | 66 | 44 | 310 |
20 | 70 | 45 | 330 |
21 | 76 | 46 | 350 |
22 | 82 | 47 | 370 |
23 | 88 | 48 | 390 |
24 | 94 | 49 | 410 |
25 | 100 | 50 | 430 |
LEVELS 51-99 | |||
LEVEL | TOTAL TECH POINTS | LEVEL | TOTAL TECH POINTS |
---|---|---|---|
51 | 460 | 76 | 890 |
52 | 490 | 77 | 900 |
53 | 520 | 78 | 910 |
54 | 550 | 79 | 920 |
55 | 580 | 80 | 930 |
56 | 610 | 81 | 940 |
57 | 640 | 82 | 950 |
58 | 670 | 83 | 960 |
59 | 700 | 84 | 970 |
60 | 730 | 85 | 980 |
61 | 740 | 86 | 990 |
62 | 750 | 87 | 1000 |
63 | 760 | 88 | 1010 |
64 | 770 | 89 | 1020 |
65 | 780 | 90 | 1030 |
66 | 790 | 91 | 1040 |
67 | 800 | 92 | 1050 |
68 | 810 | 93 | 1060 |
69 | 820 | 94 | 1070 |
70 | 830 | 95 | 1080 |
71 | 840 | 96 | 1090 |
72 | 850 | 97 | 1100 |
73 | 860 | 98 | 1110 |
74 | 870 | 99 | 1120 |
75 | 880 | — | —- |
Magic stat at any possible range of values. To use the table, look up the range of values
that your Magic falls into, and simply do what the table says to do.
IF YOUR MAGIC IS… | DO THIS… |
---|---|
1-10 | Add MAG to your Tech Points. |
11-20 | Add 10 to your Tech Points. Also add 2 * (MAG - 10) to your Tech Points. |
21-30 | Add 30 to your Tech Points. Also add 3 * (MAG - 20) to your Tech Points. |
31-40 | Add 60 to your Tech Points. Also add 4 * (MAG - 30) to your Tech Points. |
41+ | Add 100 to your Tech Points. Also add 6 * (MAG - 40) to your Tech Points. |
4th Edition
ZODIAC Final Fantasy RPG 4th Edition is Coming soon!