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jugh3ad
Captain

PostPosted: Fri Jan 20, 2006 5:58 pm


Final Fantasy Tactics



Few role-playing game span the type of rich history that Final Fantasy Tactics presented. From the fall of the ancient Ronkan Empire to the life and death of Saint Ajora and eventually to the events of the Lion War; Ivalice and its neighboring countries have faced many tragedies and triumphs. The goal of the Final Fantasy Tactics worldbook is to give players and gamemasters a chance to play in the world that FFT only gave us a glimse of. In addition to Ivalice, where the game took place, the worldbook also expands into Ordalia and Romanda as well as introducing Minuzo, Kaibatsu, and Kaladis.

Unlike all the other worldbooks, the Final Fantasy Tactics does not use the FFRPG system. Instead, it has its own unique RPG system based on the FFRPG known as the "Final Fantasy Tactics System" or FFTS for short.

About the calendar: All of the dates given in the history guides are in the Ajorian Calendar (AC) which marks 0 as the birth of Saint Ajora Glabados. Although the other countries may use a different calendar, the dates will always be according to the Ajorian Calendar.

Warning: Some of the material in this worldbook includes some potential spoilers for Final Fantasy Tactics. If you haven't beat the game yet, then I recommend that you not read any of the background material for the game until you have.
PostPosted: Fri Jan 20, 2006 6:00 pm


When most people think of Role-Playing Games you find on the various video game consoles such as the Sony Playstation, the Sega Genesis, the Super Nintendo, and other such consoles; They think of games like Final Fantasy VII or Lunar: Silver Star Story. Games where the characters go on perilous quests of self-discovery & such where the good guys stand on one side and the monster & bad guys stand on the other. And from there they start whacking at each other with weapons or magic until the other side dies.

But not all console RPGs are like that. Buried among the standard RPGs is the sub-genre known as "Strategy RPGs". Games such as Final Fantasy Tactics, Shining Force, Tactics Ogre, Brigadine, Kartia, etc. Unlike other RPGs, you tend to control a small group of characters (5-10 units) and proceed to attempt fighting a similar armed group of opponents. The difference is you can employ different tactics aside from the attack, defend, or magic. You could let your opponents come to you, attack from their flanks or back, use terrain to your advantage, or decide to either attack from a distance with archers or get up close & personal.

This system, the Final Fantasy Tactics System or FFTS, is heavily based on the job system used by what some consider the best of the Final Fantasy game line, Final Fantasy Tactics. In FFT, you could move your units around the battlefield using the terrain and different tactics to your advantage over your enemies. While the game retains the classic "feel" of the FF series with wizards, priests, moogles, and chocobos, FFT was its own beast. Like FFT, players using the FF Tactics System play the role of a character and as the character goes into more battles, they can learn new job skills and use them in whatever fashion they wish.

Final Fantasy Tactics: The Role-Playing (or FFTRPG) is in fact two game systems. The first is based on the Returner Final Fantasy RPG. The other is an experiment for the Fuzion RPG system by R. Talsorian Games and Hero Games. While there are differences between the two systems, the idea is essentially the same: You control a character who can train in a variety of different jobs to learn different abilities to use. The two game systems are offered for those that want something different. The Returner version (also referred to as the "classic" version) is still available for those that prefer the Returner system or have been using it. The Fuzion version is newer, more simple, and can be jumped into easily. There are some very notable differences such as a completely new weapon and armor list as well

The original Final Fantasy Tactics Job System was developed by David Huber, Jeff Taft, and Robert Pool with special thanks to Smith and Matt Bateman for morale support and occassional ideas. The FF Tactics System was written/re-organized by Robert Pool.

jugh3ad
Captain


jugh3ad
Captain

PostPosted: Fri Jan 20, 2006 6:04 pm


Final Fantasy Tactics
The History of Ivalice

Written by Robert Pool
Version 0.5

Of all the countries of the world, few have seen as many wars and battles as Ivalice. From the fall of the ancient Ronkan Empires to the Fifty Year war to the Lion Wars, the following history guide will walk you through the different eras and events that have colored its past, present, and future. These include the The Begining, the Ronkan Empire, the Age of myth, the life & death of Saint Ajora, the Rise of the Glabados Church, the fifty year war, the lion war, and the present.

The Beginning
(-4000 to -2000)

Like our world, mankind on Pheisias humbly started as amoeba working their way through monkeys and different varieties of primitive men before evolving into homo sapiens. During this period of time (Estimated from -4000 to -2500 on the Ajorian Calendar) the majority of mankind lived on the southwestern coast of what years later would become Kaladis. Most of the people of these times were simply tribes of huntergatherers. As the age neared its close, however, iron smithing had been developed as well as basic magic study. Unfortunately, there are extremely few records during this time partly in thanks to a lack of a written language (which was first developed during the age of the Ronkan Empire) although there are some rare ruins left behind that have been found in remote parts of Kaladis.

During this period, the countries that would later become Kaladis and Mizuno were first settled. Ivalice, Romanda, and Ordalia were first settled during the Ronkan Empire.

The Ronkan Empire: The First Empire
(-2000 to -1000)

History dates that the first true 'civilization' as the Ronkan Empire; an empire that grew from a humble farm village near Zeltenia to a huge empire that spanned most of what would become Ivalice as well as parts of Romanda and Ordallia near its end rough estimated between -1100 and -1000). Not very much is known about this mysterious empire save that it excelled at the use of magic even compared to the level used by the most powerful of today's magicians. Even more mysterious is what caused its downfall. The Ronkan Palace, the center of the empire, was up until its discovery during the Lion Wars a myth in and of itself. Several important ruins came from this era including Matoya's cave, the Tower of Babel, Mirage Tower, and (of course) the Ronkan Palace. The Ronkan empire was the first country to develop a written language with Mizuno soon following within its own language known as Nihonjin.

The Age of Myth
(-1000 to -200)

Following the downfall of the Ronkan Empire, the territories splintered into four seperate countries: the Baron Kingdom, the Kushuka Kingdom, and the Paramekia Empire. Like the Ronkan Empire, these three nations covered Ivalice and began making inroads into the areas that would become Romanda and Ordalia in later years. This period is largely known as the age of myth due to in part to the amount of fantastic ruins that were left behind as well as the level of technology developed.

Baron Kingdom: a kingdom whose military might rivaled many of the other nations during the age of myth. Baron supported a large number of elite knights as well as a well-known navy of Airships. Baron covered much of what would become Gallione, Favoham, and western Lesalia.

Kashuka Kingdom: Compared to its neighbors, Kashuka was a center of trade where traders from other countries would come to trade their wares. Unfortunately for the country itself, its nobility ruled with harsh hand with little concern for their people. After years of abusing the coffers of their nation, the royal family was dethroned in the end by a huge revolution. On a modern map, Kashuka would occupy much of central Lesalia and most of of Zeltenia.

Paramekia Empire: Like its neighbors, the Paramekia empire had a specialty, namely technology. It was the first to develop airships and maintained a fleet that was a fair equivelant of Baron's navy. In addition to its airships, Paramekia also first developed guns that used magical ammunition as well as its "war golems": powerful robots that were used as first line soldiers and guards in . The empire covered what would become Lionel. Many historians believe that its capital is deep below Gulg Machine City. Paramekia was also the first to develop steam powered devices and were the first to develop the science of magitek (the fusing of magic and machine).

Melmond: A secluded nation far to the east in what would later become southern Ordalia. Moreso than other countries, Melmond embraced the study of magic in full and supported many academies dedicated to teaching the arcane arts to interested students. Other studies such as history, philosophy, and literature were also popular among Melmond's people. Unfortunately, melmond was considered by many of it neighboring countries to be in sinc with the forces of Lucavi because of their magical might.

Like the Ronkan empire before them, all four continents of the age of myth were destroyed by unknown circumstances. Many historians believe widely that this age was ended in the wars that would continue between the years -200 until the life of St. Ajora. The Zodiac Brave Story first emerged during this era. For those that don't know it, the zodiac brave story is the tale of an evil king who called on the powers of Lucavi (The Glabados Church's equivelant of satanluciferdevil). Unfortunately Lucavi killed the king and caused great havoc throughout the world. In the end, a small group of 12 heroes banded together and used the sacred zodiac stones to become the Zodiac Braves. The Zodiac Braves were able to defeat Lucavi and (supposedly) restored order. Whether the Zodiac Brave Story had any direct relationship to the wars that plagued the next 200 years is a mystery.

The Life & Death of St. Ajora
(-200 to 26)

The Ajorian Calendar begins its 1st years as the birth of St. Ajora. This begins earlier at -200 because of the wars that would continue to rage by the time the would-be "child of god" would be born. By the time Ajora Glabados came, the four kingdoms of the age of myth had splintered into seven provinces: Gallione, Favoham, Lesalia, Lionel, Zeltenia, Limberry, and Mulmond. Melmond was nearly destroyed during the wars early on and left to its own. It would be resettled several centuries later by refugees from the Jyhads that would follow the rise of the Glabados Church

When Ajora Glabados was young, one day he sprang up, walked to a well, and prophesized that "soon, a calamity will befall this land. I am now sealing this well, and no one can drink from it." Several days later, the "Black Death" plagued Velvenia. The people who drank from contaminated well water fell ill and died one after another. However, only the families that believed Saint Ajora's words survived and not fallen to disease. Since then, Saint Ajora became worshipped as "The Miracle Child" or "The Son of God".

Soon after these events, word of a new messiah that would lead Ivalice out of the chaos born from years of war. By the time Ajora had reached 18 years old, he had already gained a devoted community of followers. Much like it had years earlier, another ambitious king attempted to summon Lucavi. The king of Mudora had created an army of immense size in the hopes of securing all of Ivalice under Mudora's control. Once again, a new group of Zodiac Braves were created united by St. Ajora to defeat the new Lucavi.

Despite his growing widespread fame, Ajora had made many enemies. The Mudora Empire feared Saint Ajora's rise to power; they feared his preaching of the coming of God's country. In those days, there was a much larger church. Clergy of the Fara faith, the predominant religion, feared Saint Ajora's power. The conclusion is obvious. Saint Ajora was captured with a secret tip from Germonik, Ajora's 13th Apostle. Saint Ajora was executed at the Golgoralda execution site. However, Saint Ajora was the "Son of God". God's anger struck at the clergymen of the Fara faith. Right after the execution, Fara faith's headquarter of Murond sank into the ocean because of some natural calamity.

The Rise of the Glabados Church
(25 to 952)

Following the death of Saint Ajora, his remaining apostles established a new church under his name: the Glabados Church through using its namesake's exploits. Soon after its establishment, it was able to cooperate with warring nations on a working peace treaty that set up the Atkasha family as the rulers of Ivalice. As part of the peace treaty, Limberry was assimilated into Zeltennia. Despite the end of open warfare among the remaining five nations, a new cold war developed between the remaining followers of the Fara Clergy and the newly formed Glabados Church. Diminished thanks to the tragedy that led to the destruction of the Mudora empire, the Glabados church had no trouble forcing the Fara Clergy and its remaining followers from Ivalice. The remaining Fara followers would slowly over the period of 300 years help create the nation of Ordallia to the east. The Glabados Church during the first 500 years of its existence was powerful, to say the least. Thanks to its iron handed beliefs it helped create several different splinter factions of the glabados religion including the Argades church which would later become the official religion of the Romanda Empire.

The Fifty year War
(953 - 1003)

The June 12th, 953 on the Ajora Calendar is the date historians acknowledge as the beginning of what would later be known as the Fifty Year war. The war was ignited when King Diwanu of Ordalia died without naming an heir. The throne was succeeded by diwanu's brother, Valowa, but Denamunda of Ivalice declared war.

This was only an excuse. The real reason was because of Zelamonia, a territory of Ordalia running along the Ivalician border. It was once independant, but was annexed over a century ago after an invasion. Ordalia supported Zelamonia, but the result was a failure. Unrest among the nobles and citizens of Zelamonia, along with Ordalia's rule, led them to seek intervention from Ivalice.

With Victories in the early battles, Ivalice's army marched on the Zelamonia's capitol, Cura. But king Denamunda fell ill during the battle and was never able to return to his kingdom. The confusion gave the Ordalian army an opportunity, as Valowa was successful in holding off the Ivalice Army. Approximately two years of stalemate was broken by the Romandan Army's invasion.

Romanda is a military state seperated from Ivalice by the Lanar Channel. Under king Valowa's orders, a blood relative, they marched on Ivalice. But king Denamunda was a brave warrior against both the Romandan and Ordalian armies. An outbreak of beubonic plauge in Romanda for them to retreat three years into their invasion attempt.

The two squads most effective during the war were the Hokuten, led by Balbanes Beoulve and the Natent led Cidofalos "TG Cid" Orlandu. They scored many victories as they marched on Ordalia. But the long war was disasterous for both administrations. Farmers' revolts and riots broke out in mandy areas as both kingdoms focused on their war efforts within their borders. This made another stalemate that lasted until the death of king Denamunda (widely believed to be an assassination). His successor, Omdolia, was not fit to lead the kingdom and left all matters of state to the elder statesmen and his Queen. Therefore, there was no power to drive the troops of prince Lanard, Valowa's successor, out. After allowing the invasion of Zeltennia, battles where both Hokuten and Nanten fought in, Ivalice hoped for peace. Realizing that the was useless, both countries agreed on peace, focusing their efforts within their respective borders. Although the agreement was bilateral, Ivalice surrendered.

Soon after Ivalice's economy was on the brink of bankruptcy because of severe war reparations. Payment could not be made to soldiers and large groups of knights were discharged. As a result high unemployment, uncertainty, and distrust filled Ivalice. The year following the end of the Fifty Year war (1004) saw a dramatic increase in the number of bandits, thieves, mercenaries, and rebels. One such rebel group known as the Death Corps caused a great deal of trouble for most of Gallione. They were able to abduct Marquis Elmdor of Limberry who was on his way to Igros Castle and later made a direct attack on Igros castle wounding Dycedarg Beoulve and kidnapping Teta Hyral. The Marquis was later rescued by Ramza Beoulve, Delita Hyral, and Algus Sadulfus. The kidnappings turned out later to be done under the orders of Gustav Margueriff, who would later try to use Teta to save himself during the attack on Fort Zeakden where the Hokuten were able to snuff the remaining Death Corps. During the attack, Algus Sadulfus was killed by Delita Hyral after the limberian cadet shot his sister. Soon after, Delita was nearly killed by an explosion set off by Gustav. He narrowly survived thanks in part to his sister shielding him from the full brunt of the blast. Following what seemed to be the death of his friend, Ramza Beoulve and his remaining unit became mercenaries.

The Lion War
(1005 - 1006)

The Lion War was sparked shortly after the death of King Ormdolia. With his only son two years old at the time, the two princes: Larg of Gallione and Goltana of Zeltenia found themselves competing over who would become the guardian of the prince. Prince Larg was favored by Queen Ruvelia while Goltana had the support of the nobles. The resulting war lasted two years and begans with the abduction of Princess Ovelia by the Nanten. Prince Goltana would later expose to the other nobles that Queen Ruvelia was responsible for princess' kidnapping. Soon following were several bloody battles, all of which cumulated in the Hokuten's attack on the Bethla Garrison. During the attack, many of the Hokuten were poisoned through the use of a poisonous spore. But more devestating to either side was the deaths of both Larg and Goltana. It was discovered that Goltana was murdered by Orlandu who was then killed by a young knight named Delita Hyral. With the death of their leaders, the Lion Wars soon grinded to a halt. Princess Ovelia several months later took the throne with Delita as King. A week later the queen's body was found in her garden apparently killed by an assassin.

(Note: If you read the ending very carefully (particularly what Olan says), you'll discover that Delita did -not- kill Ovelia. He mearly made it look like he did.)

The Future?
(1007 - ?)

Coming soon
PostPosted: Fri Jan 20, 2006 6:05 pm


Kingdom of Ordalia

Capital: Moreve Royal Capital
Government type: Feudal Monarchy
Rulers: King Lanard IV
Population: 897,000
Military Strength: 79,000
Primary Trading Partners: Romanda
Economy: Weak

The Kingdom of Ordalia is a nation that has been beset by a long war and left unstable as a result. Despite the victory of the war, Ordalia suffered greatly, especially in the Zelamonia province. As a result, the economy is weak and the Kingdom's political situation is vastly unstable.

Ordalia can be divided up into six different provinces. The province of Zelamonia is situated on the western border with Ivalice, bordering on the Ivalician province of Zeltennia. To the east of Zelamonia is the largest province, the Lyons Province. It is home of the capital and roughly one-third of all of the noble houses. To the north and south of Lyons are the Kyllione and Henivue provinces, respectively. Kyllione's eastern border ends with the Eastern Sea. Hevinue is a long, narrow province that snakes from the end of Zelamonia, across Lyons, and then ends at the province east of Lyons, the Juareso province. Juareso is the second largest province, and like Kyllione, its eastern border is on the Eastern Sea. Finally, south of Hevinue is the Rivura Province, a small region which is surrounded on three sides by ocean and on the fourth, the Hevinue province.

The economy of Ordalia can be divided up by the provinces. Zelamonia produces almost nothing, though it was once an important agricultural province. Most of its fields and farms were destroyed in the Fifty Years War. Lyons has two trade cities and the capital, and primarily is responsible for trading, though it also has many fields in the countryside. Kyllione is situated in the Brivesua Mountains and their foothills, and occupy a region rich in many minerals, making mining a primary industry there. Henivue is primarily a trading province as well, though it also has some copper mining in the hills in its eastern portions. Juareso is mainly an agricultural region and the breadbasket of Ordalia. Rivura is a vineyard-rich province and the home of the summer homes of the wealthy.

The Fifty Years War wrought an unforeseen amount of destruction upon Ordalia and Zelamonia in specific. The war was fought primarily in Zelamonia, and the front lines varied as victories for the Ivalician and Ordalian forces pushed the front back and forth. After King Valowan of Ordalia died, King Lanard pushed the front from Zelamonia and into Zeltennia, where the war was fought for its remaining twelve years. King Omdolia of Ivalice was unable to push out the Ordalian forces, led by Lanard himself. Lanard, however, made several tactical errors that kept him from gaining full dominion over the Ivalician province, and allowed the Hokuten and Nanten to score several impressive victories. Finally, Omdolia and Lanard made a peace agreement. Though it was bilateral, Ordalia was regarded as the victor and imposed reparations upon Ivalice.

The Ordalian soldiers began to leave Zeltennia, as per the peace agreement. Along the way, the Firewall Elite, the best squadron of Ordalia's soldiers, disappeared. The nobles turned to the war, and looked over Lanard's and Valowan's record. They did not like what they saw.

The agreement amongst roughly half of the noble houses was that the failure to achieve a more complete victory in the war came was the fault of the Crown and the incompetence of the King. Lanard was given a choice: he would either agree to sharing command of the military with the nobles and Church, or face a full rebellion. He chose to share command. To put this agreement on paper, a pact was signed in the city of Breveau, in the Hevinue province.

The Breveau Pact ended up splitting the military into two factions: the forces of the Crown and the forces of the nobles and Church, which are often called the Breveau Pact. Both sides now worry more about the day when they will come to blows with the other, and rebuilding the Kingdom has come to a halt as this new war seems to be ready to break out at any time. The economy of the nation is at a standstill, and like Ivalice, many people are turning to becoming bandits and thieves for a living.

Natural Landmarks

The Stoneline Hills: The Stoneline Hills are near the border with Ivalice in Zelamonia. They are a set of hills with natural rock outcroppings which were used as a natural fortress by both sides in the Fifty Years War.

Lake Janissery: Lake Janissery is situated in western Zelamonia, and has been renowned by soldiers in the Fifty Years War as a mystical place. There are numerous tales of its waters providing healing to those who bathe in them.

Thurger Woods: Thurger Woods are inside the Lyons province, and have a major road, which stretches through them. The woods have become the home of numerous bandits and are generally seen as unsafe for travel.

Mount Glabadine: Mount Glabadine is only six miles from the limits of the capital, and is famed as a place from which Saint Ajora once gave a speech. It is regarded as a holy site, and has a small monastery placed upon it.

Dynis Plains: Dynis Plains are a rolling set of plains in the eastern portion of the Lyons province. They are known for not being flat, but actually rather wavy, making travelling over them difficult and allowing bandits and thieves to hide rather easily.

Myskod Wood: These woods in Kyllione are often seen as a cursed place and generally avoided by most people. Something has made all of the trees here die, and their twisted corpses still stand. It is also rumored that the ground is poisonous.

Vabnok Crags: This set of mountains is insanely steep and form a complete wall around the city of Vabnok. They are treacherously hard to pass and have protected the city many times in the past.

Brivesua Mountains: These mountains start in Kyllione and end at the Eastern Sea. They are particularly rich in iron and other ores, and several towns are situated in them to access their ore.

Dymod Caverns: The Dymod Caverns are high in the Brivesua Mountains on a peak that is notoriously hard to reach. The Dymod Caverns are several levels of deadly caves, and are rumored to have been made when Lucavi first rose in the Age of Myth. It is said that in the deepest depths of the caverns, fresh magma bubbles from the ground.

Chocobop Plains: These plains, in the relatively flat Juareso province, are said to be the original plains of the chocobos by several folk songs. They do have herds of wild chocobos, and not all are friendly.

Reauve Mire: Reauve Mire is in Rivura, and the only notable natural landmark in the province. It has peat moss, which is used as some small industry by the inhabitants of the Rivura province, but is also known for having crocodiles.

Important People of Note

King Lanard IV de'Yarves of Ordalia: Lanard has led Ordalia for sixteen years. He began his rule in the Fifty Years War, with the death of his father, King Valowan. He is only a fair general, and while he managed to push the forces of Ivalice out of his country, he failed to successfully take much of the country. He also lost the Firewall Elite, which is arguably his greatest failure. Now Lanard is a brooding, concerned man. His power has been reduced by the Breveau Pact, and he fears that the nobles may decide to remove him from the throne in favor of another of their number.

Lanard is also a powerful warrior, and often led the soldiers of Ordalia by fighting at their side. He is now forty-eight years old, and is beginning to lose his edge due to age. He watched the Lion War unfold with great concern. His throne is backed by the might of Romanda, but he fears that war could unfold between the forces of the Crown and supporters of the Breveau Pact. He now awaits the day that he will ride once more into battle, but this time against his own people.

Queen Leana de'Yarves of Ordalia: Leana has stood loyally at her husband's side through the end of the Fifty Years War and through the chaos of the Breveau Pact, but it is well known she is having her doubts now. Leana seems determined to curb a war from occurring in Ordalia, and struggles to keep both sides cool. Her husband and his ministers dismiss her efforts as futile.

Dauphin Launce de'Yarves of Ordalia: Launce is the pride of his father's life and a truly strong and intelligent lad. He has shown himself to be a capable warrior and officer, and seems ready to lead Ordalia. He will certainly surpass his father in skill. However, his father is trying to make sure he will have a throne to lead from.

Sir Charles de'Yarves: Sir de'Yarves is renowned as a powerful Holy Knight and the head of the Royal Knights of Ordalia. He leads the High Order, and is a capable general and a person of great integrity. He is also unwaveringly loyal to the King, and spoke out quite violently against the signing of the Breveau Pact. He is also the King's cousin.

Lord Captain Sebastian de'Yarves: Lord Captain Sebastian is the leader of the Crown Guard and a nephew of the King. He is a veteran of the Fifty Years War, and a master of defensive strategy. He is also known to be of questionable character when it comes to his faithfulness to his wife.

Lord Admiral Vernon de'Yarves: The Lord Admiral of the Royal Navy is as close as Ordalia has to a naval genius. He has managed to keep the Royal Navy respectable with the reduction of funds available as a result of the economic depression caused by the Fifty Years War.

Miron Guaster: Miron Guaster is head of the Order of the Dauphin, and he is not a public man. He is also not related to the King and is a commoner. Nothing else is known, and he is never seen in public. A variety of tales about him are in the rumor mill, ranging from him being a reincarnated Saint Ajora to him being a heretic.

Archbishop Johan Gibbs: Archbishop Gibbs is the mastermind behind the Breveau Pact, and has preached that the Crown's power must be reduced for the sake of Ordalia and Saint Ajora. This also happens to result in an increase in his own personal power.

Alric Duarten: Alric Duarten was the leader of the Firewall Elite in the war, and is said to have been a wandering swordsman that learned his abilities from a variety of sources before founding the Firewall Elite. He disappeared with his squadron at the end of the Fifty Years War and has not been seen since.

Military structure of Ordalia

The Crown
The Royal Knights of Ordalia
The High Order
The Provincial Orders
The Crown Guard
The Ceremonial Parade
The Palace Guard
The City Guard
The Order of the Dauphin
The Royal Navy
The Breveau Pact
The Pact Legion
The Command Battalion
The Provincial Battalions
The Legions of the Noble Houses
- The Firewall Elite*

The High Command Council: The High Command Council was created in the last eight years of the Fifty Years War to try and unify the Ordalian military. Prior to its creation, the Ordalian military was horrendously divided into over twenty separate forces which only had the King and his top advisers to coordinate them. The Command Council only marginally improved the situation, however, as their control did not spread from the war room to the battlefield at any rate that could truly change the outcome of the war. The High Command Council, however, was not discarded with the signing of the Breveau Pact. It was instead changed so those three branches would compose the decisions over the Ordalian military. The first was the Crown, reduced in power by the Breveau Pact, but still a respectable force of military might. The second was the elected leaders of the Breveau noble lineages. The third was in name only: the legendary Firewall Elite, who disappeared at the end of the Fifty Years War. The High Command Council has the leaders of the two present factions all have a single vote in the Command Council.

The Crown: The royal line of Ordalia is an ancient household, which shares ties with the Romandan royal house. It is a family hardened by tradition and warfare; many of the men of royal descent are accomplished warriors and are the leaders of the soldiers under the crown, and formerly, the entire military of Ordalia. Members of the royal family head all branches of the military under the Crown.

The Royal Knights of Ordalia: The Royal Knights of Ordalia are the elite chocobo-mounted warriors of the Kingdom. They are all trained fighters and in the Fifty Years War, they held the most decorated units on the Ordalian side besides the Firewall Elite. They are divided into the High Order and the Provincial Orders. The High Order is an elite unit that serves as the elite cavalry of the entire Kingdom of Ordalia. The Provincial Orders are assigned to provinces and only leave them in times of war or emergencies.

The Crown Guard: The Crown Guard is an infantry force trained in the defense of cities and important palaces. They are a well trained force, but are not overly large, especially when compared to the legions of the noble houses. They are divided into the Ceremonial Parade, Palace Guard, and the City Guard. The Ceremonial Parade is the standard parade soldiers in the entire Ordalian military. They are not a combat force, but are composed of veterans and a goal for all soldiers retiring from active duty. The Palace Guard is the group of soldiers that is one of the best trained in all of Ordalia and meant to protect the royal palace in Moreve. They are very few in numbers, but are among the most experienced and well trained soldiers in the world. The City Guard forms the main body of the Crown Guard and composes the central defense of Ordalia's great cities.

The Order of the Dauphin: The Order of the Dauphin is a force that is officially a group of volunteers that supports the Crown. Unofficially, they are the soldiers that fight internal threats against the Crown. The Order of the Dauphin is a cross between a secret police, intelligence agency, terrorists, and mob of fanatics. They are responsible for subtly attacking the noble houses through an arsenal of questionable methods. Their unofficial war has stayed just that, unofficial, so far. Members of the Order of the Dauphin, or Dauphinites, can be identified by a tattoo of a crowned raven on the small of their backs.

The Royal Navy: The Royal Navy has managed to stay entirely under the command of the Crown, mostly because of the fact that maintaining a navy is beyond the economic reach of the noble houses.

The Breveau Pact: The Breveau Pact, signed in the city of Breveau a year after the end of the Fifty Years War, marked the end of royal domination over the military. It was also a major domestic victory for the noble houses and the Fara Clergy. The noble houses and Church made an attempt to unite their combined militaries and create a major force in the nation. The union has only partially worked; the Church and a few of the major houses are responsible for leading it, and the remaining noble houses offer varying degrees of cooperation. Some give their full support, while most provide when asked for. Some provide the minimum amounts needed. A few noble houses are also supportive of the Crown, and a few are even separate from both.

The Pact Legion: The main body of the Breveau Pact is the Pact Legion. The Pact Legion is made of combat infantry and cavalry that ascend above divisions amongst the houses. Two-thirds of the Pact Legion is made of the soldiers of the Fara Clergy, which were fully integrated into it. The rest come from the noble houses. The Pact Legion is led by the Command Battalion, which is responsible for aiding and leading the Battalion placed in each province.

The Legions of the Noble Houses: The main body of the entire military of Ordalia is in the legions of the noble houses. These units are divided up not by territory, but by the nobles. Neither is equal, but all include infantry and cavalry. They are not spread out equally over Ordalia, mostly concentrated in the highly populated heartland of the Kingdom. This leaves the countryside all too open to attack, and left it vulnerable to attack by the forces of Ivalice in the Fifty Years War. The Noble Legions side with whoever their lord does in regards to the idea of a civil war, and the forces of the nobles will be the main combat unit of both sides, with the Breveau Pact having slightly more than the Crown.

The Firewall Elite: The Firewall Elite was once the most feared unit in all of Ordalia, composed of the most powerful warriors in all of the Kingdom. They were the most effective Ordalian squadron in the Fifty Years War, rivaling the Hokuten and Nanten. They were not made or led by a noble or member of the royal family, but by civilians. After the war, however, the Firewall Elite never returned home from the front lines. This has left the Crown, who they were loyal to, vulnerable, and hurt the moral of the country as a whole. The rumors of their whereabouts and fate are numerous.

Mercenaries: Mercenaries have risen in number since the Fifty Years War, from both former soldiers and people of war-torn lands with little recourse. The Crown and Breveau Pact have both began to hire recently, for what seems to be an inevitable war.

Cities of Ordalia

Moreve Royal Capital

Government: Monarchy
Mayor: Lord Mayor Sinard Clevau
Population: 9,500
Military: 600 Militia, 700 Royal Knights (300 High Order, 400 Lyons Order), 400 Palace Guard, 600 City Guard
900 Dauphinites, 1000 Noble Legionnaires
Province: Lyons
Crime Rate: Moderate

Moreve is the largest city in Ordalia, with an astounding population of approximately 9500 citizens and thousands of transients at any given time. It is also one of the most important cities on Pheisias, serving not only as the capital of Ordalia and the center of political life in the Kingdom, but as the center of several primary trading routes.

The city has a fairly low crime rate considering the current state of Ordalia, as the militia and Crown Guard have little tolerance for much of anything so near the King and his family. However, crime is on the rise as unrest and riots force these defenders to deal with more pressing dangers and allow the smaller crimes to go unnoticed and, too often, unpunished.

The city is a sprawl of narrow streets and two and three story buildings. These streets can easily confuse a traveller, as they wind through the city in a strange and unorganized fashion. There are also sewers below these streets, but they are also unorganized and dangerous, as thieves have made them their own covert way of transportation. In the center of the city rises the Royal Palace, home of King Lanard and the royal family.

Nalseau Fort City

Government: Military Dictatorship
Mayor: General Stuart Gibralten
Population: 800
Military: 100 Militia, 300 City Guard, 400 Dauphinites, 500 Noble Legionnaires
Province: Lyons
Crime Rate: Low

Nalseau is an overgrown fort city that was made for the purpose of serving as the front line defense of Ordalia upon its conception, when it only consisted of Lyons. Despite the fact it is too far into the country to really protect anything and only serves as a base against bandits, it remains under military dictatorship. Nalseau, however, may be reactivated in the event of a civil war: it is near the capital and its commanding officer, General Gibralten, is a supporter of the Crown.

Nalseau has a very low crime rate, as General Gibralten generally responds to crime swiftly and harshly. It also has little trade of any note and what trade does exist is military related.

Nalseau is a cluster of homes and businesses that are on the north and east walls of a massive fortress that was the original namesake of the city. The fortress can easily hold the entire city's population if need be.

Talore Trade City

Government: Monarchy
Mayor: Lord Pierre Rossa
Population: 2,300
Military: 300 Militia, 300 City Guard, 150 Dauphinites, 400 Lyons Legionnaires, 500 Noble Legionnaires
Province: Lyons
Crime Rate: Somewhat High

Talore is situated in the northeastern part of Lyons, sitting along a main trade route with both Kyllione and Juareso. It also is an important watering hole for caravans headed towards Moreve. It is the second most important trading city in all of Ordalia, though it is not the largest.

Talore is looked over by Lord Pierre Rossa. The House of Rossa is very important to the grand scheme of things in the trade city, but it also shares the city with four other noble houses: Ruan, Oftven, de'Reine, and Merele. The five houses of Talore are renowned for their squabbling. If a war breaks out, Rossa and Merele will side with the Crown while the rest will go with the Breveau Pact. The current state of Ordalia has made crime and such rise.

Talore is similar to Moreve, with narrow buildings and streets. A river runs through the middle of it, and a small island in the middle of the city holds the manor of the House of Rossa. Around this island is the wealthy district, and where the other manors are placed. The trade city steadily declines in wealth, safety, and appearance from the central island.

Zykrau Magic City

Government: Mages' Council
Mayor: High Elder Vazerdien
Population: 1,200
Military: 100 Militia, 200 City Guard, 100 Mages, 200 Noble Legionnaires
Province: Lyons
Crime Rate: High

Zykrau Magic City is the premier training place of mages in Ordalia, and where any respectable Ordalian magic user will go to learn his abilities. It sits off of the main roads and it prefers to remain rather isolated from the rest of the kingdom. This is because a great deal of magical experiments occur here, and the isolation can protect the rest of the country in an emergency.

Zykrau suffers from a great deal of mismanagement. The Mages' Council, which rules the city, is not only responsible for running the city, but also the magic college situated there. The college is their main concern, and the rest of the city falls into the hands of the all too small militia. This means that crime is rampant except in the college and Zykrau's streets are all too unsafe.

The city can best be divided into two areas. The eastern region holds the college and the homes of teachers and students. The western region is made up of slums.

Vabnok Machine City

Government: None
Mayor: None
Population: Varies, always under 200
Military: Usually none
Province: Kyllione
Crime Rate: Anarchy

Vabnok seems to be a cursed city. It was originally discovered two decades into the Fifty Years War and seemed to be a wealth of machinery and technology that could be used against Ivalice. Massive efforts went underway to unearth the city, revealing shattered and warped buildings of metal and glass and great technology.

It was six years into the excavation that the curse of the city became clear. Mages never liked the location and picked up some strange detections, similar to those that resulted from use of a Flare spell, but much higher. Children born in the city were often misshaped or stillborn. The hair fell out of longtime residence. Strange cancers were rampant in the population. Vabnok was abandoned.

Today, it is populated by transients searching for relics of the past and criminals. Most stay no longer than a month, fearful of getting whatever curse hangs over the city of Vabnok.

Maltyre Trade City

Government: Monarchy
Mayor: Lord Siegfried Kyreau
Population: 1,600
Military: 300 Militia, 300 Royal Knights (Kyllione Order), 400 City Guard, 800 Kyllione Legionnaires
700 Noble Legionnaires
Province: Kyllione
Crime Rate: Somewhat High

Maltyre is perhaps the most important city in the entire Kyllione province, and certainly the largest. It lies on a trade route with the road that leads into Lyons, and is surrounded by the Myskod Wood. All of the ore mined in Chyrele comes through Maltyre before going to various destinations in Ordalia. It also serves as the capital of the province of Kyllione.

Maltyre is controlled entirely by the House of Kyreau, who are fierce supporters of the Breveau Pact. The Kyreau family has turned its attention towards a possible war with the Crown, which they see as inevitable, and are raising troops and supplies for such a war. Crime has spread into the city from Ordalia's instability and has made it, like much of the country, entirely unstable.

Maltyre hugs the large road that heads through the center of the city, being rather long but not of considerable width. A fortress in the eastern part of the city serves as the capital for the entire Kyllione province. The Kyreau Manor lies outside of town slightly, but is still easily protected by the city's military.

Chyrele Mining City

Government: Dictatorship
Mayor: Guildmaster Uvos Marvienne
Population: 700
Military: 300 Militia, 400 City Guard, 200 Kyllione Legionnaires
Province: Kyllione
Crime Rate: Low

Chyrele is the primary mining city in all of the Brivesua Mountains, and serves as the base for numerous mining operations. A single road leads from it towards Maltyre, though it has many mountain paths leading to various mines and such.

The mining city is under the control of Guildmaster Uvos Marvienne, the leader of the mining guild, and is completely neutral in the affairs of the Crown. Uvos has a penchant for being very mercenary, and is known for only answering to money. He sees the upcoming war as profitable. He also keeps a tight hand on the city and has kept crime to a minimum through military means.

Chyrele is spread out in the Brivesua Mountains, with rocky outcroppings preventing it from having much organization. The quality of life is spartan for the miners. Uvos would not have it any other way.

Yudesto Port City

Government: Monarchy
Mayor: Lord Jugas Wervenne
Population: 800
Military: 100 Militia, 200 City Guard, 400 Dauphinites, 20 Royal Navy Ships, 800 Noble Legionnaires
Province: Kyllione
Crime Rate: Moderate

Yudesto is the only port in Kyllione, and a fairly small city but of some importance, as it is the main sea route to Romanda. It is under the strict control of the Crown, and the main naval stronghold of Lord Admiral de'Yarves.

Yudesto is under the rule of Lord Jugas Wervenne, who is a second cousin to the King and makes sure it is always loyal to the Crown. In the event of war, he knows that his city will be a target and is fortifying it for such.

Yudesto is wrapped around tightly by walls, which also reach out into the sea to help protect it from disastrous storms and sea monsters. The city is composed mostly of smaller buildings and wide roads for easy travel.

Breveau Pact City

Government: Council
Mayor: The Great Congress
Population: 5,700
Military: 500 Militia, 300 Royal Knights (Hevinue Order), 500 City Guard, 10 Royal Navy Ships, 600 Command Legionnaires, 500 Hevinue Legionnaires, 900 Noble Legionnaires
Province: Hevinue
Crime Rate: Somewhat Low

Breveau is second to the royal capital at Moreve in fame inside Ordalia. It was not always this way, however. At one time, Breveau was a city that served as a minor trading area and fell under the rule of a minor noble house. The only notable structure was the great Breveau Palace, which was built by the local lord. After the Fifty Years War, however, it was the site of the signing of a pact that later carried its name. Since then, it has become a secondary capital and is the full capital of Hevinue. It is also a naval base and has a small (but growing) port.

The city is a shining new example for the rest of the Kingdom and the fastest growing and safest (for its relative size). Three-fourths of the buildings are new and the people profit from the city's fame and trade. A dedicated militia keeps crime down to a rare degree compared to the rest of Ordalia.

The center of Breveau is the Breveau Palace, a massive expanse of wealth and grandeur. It is where the Great Congress of the Breveau Pact convenes, and the capitol building of the Hevinue Province. From here, narrow streets and buildings typical of Ordalian architecture stretch out. New buildings are always being added on the outskirts of the city. Breveau also has a decent port.

Gaberond Mining City

Government: Monarchy
Mayor: Lord Jyver Keau
Population: 300
Military: 50 Militia, 75 City Guard, 40 Dauphinites, 100 Hevinue Legionnaires, 150 Noble Legionnaires
Province: Hevinue
Crime Rate: Somewhat High

Gaberond is the second city in Hevinue, and the only city truly of much note. It occupies the eastern edge of the Stoneline Hills. It mines some iron, though not nearly as much as Chyrele, and not enough to solely provide for any faction in a war.

Gaberond is divided into three factions. Lord Keau is old and nearing the end of his life, and has two twin sons as his heirs. Who will succeed is unknown yet. Baiver Keau is a stout loyalist to the Crown, while Tinzer Keau is loyal to the Breveau Pact. In addition, Lord Jyver's youngest brother, Siumar Keau, is an important member of the mining guild and would like Gaberond to fall into its jurisdiction. When and if war breaks out, Gaberond will most likely be a site of battle rather than a supplier.

Gaberond sprawls amongst the foothills, and spreads as the mines grow, thus making it one of the most spread out cities in all of Ordalia. Earlier mines are even inside the actual city proper, some of which are still used.

Revour Trade City

Government: Council
Mayor: Headmaster Jenvus Gerlande
Population: 1,800
Military: 300 Militia, 300 Royal Knights (Rivura Order), 300 City Guard, 15 Royal Navy Ships, 650 Rivura Legionnaires, 1,200 Noble legionnaires
Province: Rivura
Crime Rate: Moderate

Revour is in the wet interior of Rivura, the resort province of Ordalia. It is also the only city, placed along the coast and with many roads leading to the numerous manors and villas in Rivura. It is a trading center for both the Kingdom and the local area. It is also the closest that Rivura has to a capital.

Headmaster Jenvus Gerlande is the man who makes sure Revour says a safe place for the many noble visitors to the city. He has outlawed duels and feuding and is careful to maintain a cap on crime. He is backed by the Breveau Pact in full.

Revour is placed on the eastern coast of the Rivura province, and is built in a semi-circular format along the coast. The harbor is one of the best in the Kingdom and a primary port for the navy. The entire town is clean and picturesque. Beyond it, in the Rivuran countryside, are the manors and villas of the nobility.

Huavire Castle City

Government: Monarchy
Mayor: Lady Cilene Kalitra
Population: 3,200
Military: 400 Militia, 300 Royal Knights (Juareso Order), 300 City Guard, 800 Juareso Legionnaires,
900 Noble Legionnaires
Province: Juareso
Crime Rate: Somewhat High

Huavire Castle is the oldest castle in all of Ordalia, built several centuries ago in a period long forgotten to rule over a small nation that took up roughly a fourth of the province. It has a large city around it now, and serves as the capital of Juareso as well as a major trading city and port.

Huavire is ruled by Lady Cilene Kalitra, a legendary woman who is one of the key founders of the Breveau Pact. She rules over Huavire and most of Juareso, and will no doubt support any attempt against the Crown. She is responsible for Juareso being the stronghold of anti-Crown sentiment.

Huavire is built in the old style, like Moreve, and entirely around the magnificent castle. It has a large port and is a major naval center, as well as a trade crossroads in the province.

Rovisonde Port City

Government: Monarchy
Mayor: Lord Quiren Mylure
Population: 1,300
Military: 200 Militia, 250 City Guard, 20 Royal Navy Ships, 300 Juareso Legionnaires, 400 Noble Legionnaires
Province: Juareso
Crime Rate: Somewhat High

Rovisonde is upon the eastern coast, and a smaller port, but one which lays near the south to help protect the southern coasts. It is also a fairly important trade center and another stronghold of the Breveau Pact.

Rovisonde is ruled by Lord Mylure in name only; he in fact answers to Lady Kalitra of Huavire, who mostly oversees the city as well and keeps it as a strategic naval striking point in the event of a war, and part of her plan to stop Lord Admiral de'Yarves from having the complete upper hand at sea.

Rovisonde is built around the natural harbor in the city, with traditional architecture. It has major roads leading both to Moreve and Huarive.

Cura Fort City

Government: Monarchy
Mayor: Prince Tyll de'Yarves
Population: 2,100
Military: 400 Militia, 200 Royal Knights (Zelamonia Order), 400 City Guard, 600 Dauphinites, 800 Noble Legionnaires
Province: Zelamonia
Crime Rate: High
Nifty Note: Cura is the only Ordalia city named in the e-game.

Cura is the main city of Zelamonia and the capital of the great province, as well as the site of a major battle in the Fifty Years War. It has also been the capital of Zelamonia when it was a nation. Cura is now a major trade center, if such can exist in the ruined province of Zelamonia.

Prince Tyll de'Yarves is the ruler of Cura and the nephew of the King. He keeps Cura as a stronghold of support for the Crown. This is vital to the Crown; many of Cura's soldiers are veterans of the Fifty Years War. They are kept fresh by efforts to fight bandits inside Zelamonia.

Cura is built with tall buildings and narrow streets much like other cities in Ordalia, but it also features some Ivalician architecture; a direct result of acculturation in the Fifty Years War.

Inireau Border City

Government: Dictatorship
Mayor: Lieutenant Colonel Louis Vyrunne
Population: 900
Military: 100 Militia, 200 City Guard, 500 Noble Legionnaires
Province: Zelamonia
Crime Rate: Somewhat High

Inireau is a forgotten outpost from the Fifty Years War, which was once the headquarters of the Ordalian invasion of Ivalice. Inireau was abandoned after the Fifty Years War, left with some soldiers and a few of the peasants of the devastated Zelamonia countryside. It has become a den of crime and antiquity since then.

Inireau is loosely controlled by Lieutenant Colonel Louis Vyrunne, who keeps the city from falling to bandits. He also has started serving as a mercenary for the Breveau Pact, seeing no reason to support the Crown.

Inireau is just on the border with Zeltennia in Ivalice, and has a small road leading to it from the Ivalician province. Inireau is mostly ignored by both countries and recieves little trade from anywhere.

jugh3ad
Captain


jugh3ad
Captain

PostPosted: Fri Jan 20, 2006 6:06 pm


The 50 Year War

The following is a short explanation of the 50 year war, as described in Final Fantasy Tactics under the rumor "50 year war". This material will have upmost importance for the FFT worldbook. It was taken almost straight from the rumor during chapter one of the game about the 50 year war, so it might need a little editingimprovement.

A war that lasted 50 years between Ivalice and Ordalia, known as the "50 year war".

The was ignited when King Diwanu died without naming an heir. The throne was succeeded by diwanu's brother, Valowa, but Denamunda of Ivalice declared war.

This was only an excuse. The real reason was because of Zelamonia, a territory of Ivalice running along the Ordalian border. It was once independant, but was annexed over a century ago after an invasion. Ivalice supported Ordalia, but the result was a failure. Unrest among the nobles and citizens of Zelamonia, along with Ordalia's rule, led them to seek intervention from Ivalice.

With Victories in the early battles, Ivalice's army marched on the capitol of Cura. But king Denamunda fell ill and was never able to return to his kingdom.The confusion gave the Ordalian army an opportunity, as Valowa was successful in holding off the Ivalice Army. Approximately two years of stalemate was broken by the Romandan Army's invasion.

Romanda is a military state seperated from Ivalice by the Lanar Channel. Under king Valowa's orders, a blood relative, they marched on Ivalice. But king Denamunda was a brave warrior against both the Romandan and Ordalian armies. An outbreak of beubonic plauge in romanda for them to retreat three years into their invasion attempt.

The two squads most effective during the war were the Hokuten, led by Balbanes and the Natent led TG Cid. They scored many victories as they marched on Ordalia. But the long war was disasterous for both administrations. Farmers' revolts and riots broke out in mandy areas as both kingdoms focused on their war efforts within their borders. This made another stalemate that lasted until the death of king Denamunda (widely believed to be an assassination). His successor, Omdolia, was not fit to lead the kingdom and left all matters of state to the elder statesmen and his Queen. Therefore, there was no power to drive the troops of prince Lanard, Valowa's successor, out. After allowing the invasion of Zeltennia, battles where both Hokuten and Nanten fought in, Ivalice hoped for peace. Realizing that the was useless, both countries agreed on peace, focusing their efforts within their respective borders. Although the agreement was bilateral, Ivalice surrendered.

Soon after Ivalice's economy was on the brink of bankruptcy because of severe was reparations. Payment could not be made to soldiers and large groups of knights were discharged. As a result high unemployment, uncertainty, and distrust filled Ivalice.
PostPosted: Fri Jan 20, 2006 6:07 pm


FFT Location Descriptions

-------------------------



This post includes all the descriptions of every battle site and

town in the game taken from it by myself through scribbling them all

down. They are not meant to be full descriptions of all the locations

in the but should give Mindyme a place to start when she starts doing

townbattle site descriptions.



The continent of Ivalice is split up into four providences:

Gallione, Lesalia, Lionel, and Zeltenia. Each providence is

maintained by Duke who then answers to the King of Ivalice. The

rulers of each area is a member of the royal family in some way

(prince larg of Gallione is the queen's elder brother and Prince

Goltanna is the king's cousin). The townscities probably have a

mayor or govenor of some sort as well but these weren't a big

issue in the game. For games set in the aftermath of the Lion

War, that'll change of course.



WARNING!!! This file includes my own notes about these places

and some of them include brief descriptions of what happened here

during the game. If you haven't gotten through chapter 4, then

don't bother reading this unless you want to (possibly) spoil some

suprises. Consider yourself warned.



revision history



1.1: Limberry is part of Zeltenia, so I fused the two together.

Made sure whatever refrences to nations were replaced with

Providences.

1.0: first draft



Gallione

--------



(located in the southwest region of ivalice and includes most of

what makes up chapter one)



Gariland Magic City

The royal academy of magic which produced war heroes like the wizard

Eldibis.



(Where the game begins. Likely has a large academy where they train

Hokuten Knights)



Mandalia Plains

White limestone plains looking like tusks. Also known as the "beast

plains".



(Where you first encounter Algus. Home to many chocobos, goblins,

and the ocassional bandit. west of Gariland City).



Igros Castle

The base of prince Larg, ruler of gallione. The largest fort city

next lesalia city.



(Also home to the Beoulve family castle. Northwest of the Maldalia

plains)



Sweegy woods

Premevial forests surrounded by a mountain range. Now extinct

moogles once lived here.



(place where Ramza, Algus, and Delita ran into some goblins,

skeletons, and bombs. East of Gariland)



Lenalia plains

Bare except for some bristles which cover what resemble graveyards.



(site where Ramza defeated Miluda. North of Gariland)



Fort Zeakden

For built during war to protect against Romanda across Larner Channel.



(Where chapter one ended. East of Igros castle and west of Favoham

plains).



Theives' den

Small floating fort. Once a fisherman's shelter, now a theives'

hideout.



(Where Ramza first defeated Miluda, Wiegraff's sister)



Lionel

------



(Area southwest of Gallione. Includes much of chapter 2)



Araguay woods

vast forest area south of lesalia. Treasury of wild animals.



(Home to many goblins and chocobos. Could be part of Lesalia

rather than Lionel. Is east of Dorter Trade city)



Zirekile falls

Zirekile falls flows from mt. Algost, fall aluringly down stair

shaped clifts.



(Where Gafgarion first double-crossed Ramza and Delita first showed

up in chapter 2. Also could be part of Lesalia and is east of Araguay

forest)



Zaland fort city

Built on a hill, this aerial city also serves as the entrance to ft.

Lionel.



(where Ramza saved Mustadio. South of Zirekile falls)



Bariaus Hill

Hill where st. ajora's first disciple, Bariaus, was executed by the

empire.



(Where Ramza & company had to take out fencer (I think). Known for

it's sharp cliffs and bandits- many of them summoners or time mages)



Lionel Castle

The base of Cardinal Draclau, ruler of Lionel. Where st. Ajora was

caught.



(where Ramza took out Draclua, who transformed into a monster with

the power of a holy stone. South of Baurias hill)



Zigolus Swamp

Bloody battlefield where many died in the war. Later turned into a

huge poisonous swamp.



(Home to many undead- specifically ghouls. West of Lionel castle)



Goug Machine City

The mining city produces mechanical weapons with generations old

technology.



(home of Mustadio. Despite the wealth the city mines, most of the

town's citizens live in poor slums. Bart Company, a criminal

syndicate from Warjilis has strong control over the city. Much of

what Goug produces is shipped via boat to Warjilis since few

traders want to try passing through Zigolus Swamp)



Warjilis Trade City

Lionel's only trade city. A central trade port on the burgoss sea.



(the HQ of the Bart Company, who deals in every known black market

substance known to man south of Baurias hill. South of Baurias

valley. Following the collapse of Bart Company, a number of smaller

trade companies has sprung up to replace it. Some more benign than

others.)



Baurias Valley

Barren Vallen where st. ajora's first disciple bariaus hid from the

empire.



(Barren might be completely off- during the game baurias valley is

a lush watery lake when you fight there. Place where you save Agrias

after she escapes from Lionel castle. Also southeast of Lionel castle

and north of Warjilis)



Galgorand Execution Site

Site St. Ajora was executed. Now it's the lionel public execution

site.



(place where gafgarion ambushed Ramza & co. southwest from baurias

valley)



Deep Dungeon

Lighthouse built to protect ships in the Bugress Sea. Partially

destroyed in the War.



(also home to some of the most powerful monsters in the game)



Lesalia

-------



(The center of Ivalice, lesalia is the biggest of the four providences

that make up the continent).



Dorter Trade City

A crossroad in the trade routes, it becomes a trade city with many

merchants.



(Where Ramza and co. found at about the rat's nest in the desert in

chapter one. Located east of Sweegey woods.



Zeklaus desert

"death desert". Though upwards of 50c in the day, it falls below

zero at night.



(place where Ramza and co. fought some of the death corps to save

the marquis. Located north of the Dorter)



Goland Coal City

Farmeria's plateau is rich in minderal. Snow storms rage here

throughout the year.



(Place where Ramza save Olan from some thieves and later helped

Beowulf find Reis. North of Zeklaus desert)



Lesalia Imperial Capitol

In the center of the imperial capitol of ivalice stands a beautiful

palace.



(where Ranmza is first called a "Heretic" by the church by the

examiner whose name I forget. North of Goland)



Grog Hill

Largest grandary of lesalia. most of the crops grown here are sent

to the capitol of Lesalia.



(place where Ramza meets up with Olan again after defeating some

Nanten Knight deserters).



Bervenia Volcano

Largest active volcano in Ivalice. Lava flows covering the sky with

smoke and ash.



(where you you find a special sword on its highest peak. Otherwise

a place to fight stuff).



Favoham

-------



(A small area locate in between Gallione and Lesalia to the north

of both lands.)



Yardow Fort City

For city with 10 century history. Thick castle walls protect against

invasions.



(where Ramza saved Rafa in chapter 3.)



Yaguo Forest

Virgin forest full of 200 yr. old yaguo trees. Scars from the war

are still visable here.



(This forest is utterly haunted by ghosts of all persuasions).



Riovanes Castle

The base of prince (? that should be duke) Barinten, ruler of

Favoham. Romanda spires top the castle.



Favoham plains

Huge plain covered in short grass. Strong cold winds blow from

larner chanel.



(Where Ramza first fights wiegraff in chapter one. west of Riovanes

castle, north of Lenalia plains, and east of Fort Zeakden)



Zeltenia

--------



(Zeltennia is a frontier providence that acts as a border between

the rest of Ivalice and Kaladis to the east. Because of this, it

suffered horridly during the 50 year war with Romanda. Now it only

includes a few towns despite being the largest of the four providences

in terms of size).



Finath river

Flowing from mt. Zeara, 6000 dorma high, the water temperature goes

below zero.



(Another no-name not really special battlesite. This one featured

a lake and is home to alot of Ochus, Morbols, Chocobos, panthers,

and the ocassional Dragon).



Zeltennia Castle

The base of prince golana, ruler of zeltenia. Made even tighter

after the war.



(Place where Ramza defeated the church's heretic examiner with

Delita's help).



Zarghidas Trade City

Central trade point with sea gull. Its glory faded after diplomatic

relations ended.



(where you find Aeris....)



Helveska Temple

Ruin of an ancient sanctuary in the cliffs. Use as a guerilla base

during the war.



(Where Worker 9 is located. You have to take him out in order to

get *****)



Dogula Pass

Mt. Randoria stands 2000 dorma high. A holy place where priest

trained and fasted.



(nothing special happened here. Ramza took out some bandits or

guards I think).



Bervenia Free City

Known as St. Ajora's birthplace, this town is under the direct

control of the church.



(First place ramza encounters Vormav's daughter (whose name I can

never remember. I'm starting to think the next thing I do is create

a list of VIPs so I don't forget who they are....)



Bed Desert

Wild desert area west of limberry. An ancient royal palace is buried

under the sand.



(Where Ramza fought and defeated Balk of the Shrine Knights).



Bethla Garrison

natural fort surrounded by cliffs on three sides and used as a front

line during the war.



(Where Ramza saved Orlandu aka TG cid).



Germinas Pass

Oldest mountains on the continent. A barren land with little

rainfall.



(Ramza beat up some bandits here. The battlefield was mostly a bunch

of high cliffs and rock)



Poeskas Lake

Once a huge lake, 'death lade' is now dried up and covered with

white sand.



(I've forgotten what happened here)



Limberry Castle

The base of Marquis Elmdor, ruler of Limberry. A white castle on a

lake diara.



(Where Ramza took out the Marquis and his little buddies.



Dolbodar Swamp

Fertiel swamps west of limberry. Dolbadar river brings fertile soil

to the plains.



(I have no idea if anything happpened here. I think it's just another

battlefield with no real signifigance to the game.)

jugh3ad
Captain


jugh3ad
Captain

PostPosted: Fri Jan 20, 2006 6:09 pm


FFT Ruin Locations

------------------



The following is a big ol' list of descriptions for each ruin you find

in the bar jobs that you get to do. Since these are side-quests and

there's no actual refrences as to how you find them, there's no spoilers.



Off topic: Alot of these have refrences to past FF games, which could

bring some possible problems as far as FFRPG cosmology is concerned.

Well, I guess not. FFT is definitely not connected to esperworld and

should stay that way. All we need to settle is the heavenhellhades

business.



Shrine of Chaos

Long ago ancient gods sealed Jade, the king of hell, deep underground.

Also on that very same spot is the shrine of Chaos, a defiled shrine

with an air of decedance.



Forbidden Land Eureka

According to legend, Eureka was once the prosperous capital of the

Kashuka kingdome which collapsed due to the enormous debt of the royal

family. Today, it's a ghost town, a memory of its past glory.



Pandemonium

The former capital of the ancient Paramekia Empire. Surrounded by a

mountain range of 9000m, even airships couldn't access it. The only

way to reach the city was through a corridor that passed through hell.



Mirage Tower

This tower connect the ancient Ronkan Castle to the earth. A special

magic coating on the walls keep the tower hidden. Once in a while, the

castle can be faintly seen as a mirage.



Floating Castle

Winged men once knew how to build floating rocks. This same technology

was used to build this castle. But with the disappearance of the

winged men, this technology was lost.



Matoya Cave

The cave where the magician Matoya who served the ancient kingdome

of Ronkan lived. He was well liked by the people, but after creating

a demon he was feared as a sorcerer.



Crystal Tower

The castle of the ancient kingdom of Baron. The town was built like a

labrynth to keep strangers out. The castle itself is made of pure

crystal representing the power and wealth of the royal family. It was

built entirely at the people's expense.



Magic Continent

Once believed to be a gate to heaven or hell, recently scholars agree

it is the result of a great impact caused by a floating island crashing

to the earth.



Castle of Trials

In the past, this was a military school for the kingdom of Baron.

An exceptional group of airship pilots called the "Red Wings" graduated

from this academy. Even a great institution like this was destroyed.



Tower of Babel

The legendary tower that reaches into heaven from deep underground.

It's also known as the giant's tower. More than a legend, this is a

valuable record of a past civilization.



Ronkan Ruins

At its height, the Ronkan Empire covered the world. But because of

a mysterious disease, the entire civilization was destroyed. Today,

all an empty castle remains quietly floating.



Falgabird

Said to be the village of magic swordsman hide. Because magic swords

shorten the lives of the user the number of swordsman steadily

declined. Now all that remains of it are empty houses.



Magic Train

A transport train. Used during the war to transport man-made demons,

it's now known as the magic train. It's all called the "carrier of

the dead". According to legend, the train takes the souls of the

recently deceased to Hades where they spend the rest of eternity

in peace.



Touzas Village

A vilage of dwarves called Liliputians. Once a dictatorship, it

was liberated by the giant, Atlas. Touzas in the original dwarven

language means "Distant Land".



Chocobo Forest

Verry little light comes into this deep forest where many rare breeds

of Chocobo live. In its center it's said that the world tree grows.

The forest reaks of Chocobos.



Semite Falls

One of the most important areas of the Paramekia empire. Mithril can

be found within this gigantic waterfall and its water was used as fuel

for the airships of their time.
PostPosted: Fri Jan 20, 2006 6:11 pm


Character Name

==============



Appearance:



Background:



Personality:



Possesions:



Goals:



Name:

Player:

Job:

Level:



Strength: ( )

Agility: ( )

Vitality: ( )

Magery: ( )

Willpower: ( )

Speed: ( )



HP: ( )

MP: ( )

Defense:

Armor:

M. Defense:

M. Armor:

Damage Capacity: x



Skills



Equipment

Light Nephilim
Crew


jugh3ad
Captain

PostPosted: Fri Jan 20, 2006 6:37 pm


[ Message temporarily off-line ]
PostPosted: Fri Jan 20, 2006 6:43 pm


Chapter Two:
Job System

This chapter delves into the heart of the Final Fantasy RPG Job System: the Jobs themselves. As mentioned in the last chapter, each job is split into four categories: Squire, Chemist, Special, and Custom. The Squire and Chemist jobs form the basic jobs that any character can train in. The Squire Jobs are all the jobs that are derived from being a Squire: Knights, Archers, Monks, Thieves, Geomancers, and Lancers. They are most of the front line fighters in any successful army. The chemist jobs, likewise, descend from the chemist job and carry most of the magic using jobs such as the wizard, priest, time mage, and summoner. Special jobs become available when the character reaches a certain combination of expertise in multiple jobs. They include the bard, dancer, samurai, ninja, mime, and calculator. Custom squires are special jobs that are unique to a specific character and replace the action skills of the normal squire job.

Aside from stat or skill modifications or equipment restrictions, the main benefit of any job is the Job Skills that it has available to it. All Job Skills fall in one of four categories: Action, Reaction, Support, and Movement. Each character can have one skill from each type "on" at any time with the exception of action skills which the character may use two of at any time. Thus it is possible to train in different jobs and customize the abilities each job has. You can have a knight that that can use black magic, teleport at will, grab sword blades, and wield a weapon with both hands.

Job Progression Chart

In order to be able to switch to a more powerful job, a player must reach a certain job level in his present job. The below chart includes the Job Levels are required to switch to which job. The job ranks required for Level 5 jobs (combination/special jobs such as the samurai, mime, ninja, and calculator) are included with each job's description.

Squire
Knight: Squire Lv. 2
Archer: Squire Lv. 2
Monk: Knight Lv. 3
Thief: Archer Lv. 3
Geomancer: Monk Lv. 4
Lancer: Thief Lv. 4

Chemist
Priest: Chemist Lv. 2
Wizard: Chemist Lv. 2
Oracle: Priest Lv. 3
Time mage: Wizard Lv. 3
Negotiator: Oracle Lv. 4
Summoner: Time Mage Lv. 4

Special
Samurai: Knight Lv. 4, Monk Lv. 3, Dragoon Lv. 2
Ninja: Archer Lv. 4, Thief Lv. 3, Geomancer Lv. 2
Bard: Summoner 4, Negotiator 4
Dancer: Geomancer 5, Lancer 5
Calculator: Priest and Wizard Lv. 5, Oracle and Time Mage Lv. 4
Mime: Squire and Chemist Lv. 8, Priest, Wizard, Knight, and Archer Lv. 4

jugh3ad
Captain


jugh3ad
Captain

PostPosted: Fri Jan 20, 2006 6:47 pm


Chapter Three
Equipment

You wouldn't go outside without any clothing would you? Going around in the buff would be a good comparison for an adventurer that isn't armed, armored, and ready for the dangers that will come for them. This chapter includes lists of all the weapons, armor, accessories, vehicles, and other items available to players.

All characters start with 300 gil to buy equipment with. Your characters will need weapons, armor and some other necessary items to survive as an adventurer in the world. As you continue to travel, you'll come across more and more money.

Weapons
Armor
Accessories
Potions & Other Items

Equipment Availability

Alot of times you can't just go into any old weapon store and say, "Hey Mr. Merchant, I'd like a ". Some equipment is more rare or common depending on its worth and capabilities (a plain ol' sword is more common then a well-made weapon that can do more damage). This is what's called "Equipment Availability". There are 5 classifications for equipment availability and every item- from tonics to the Ultima Weapon- fits somewhere in between. These are Common, Uncommon, Rare, Very Rare, and One-of-a-kind (or OOAK). Starting at 100% and degrading by 25% with each step down you take, this the amount that the gamemaster must roll under in order for the specific merchant to have that item in stock. One of a kind items are just that- one of a kind. There is just one of them and even then you have to find it unless it's part of the GM's adventure. The below are some Equipment availability examples:

Common (C): Weak weapons, armor, and potions.

Uncommon (U): weapons & armor made out of precious metals or substances (Mithril, gold, silver, etc.)

Rare (R): Weak relics or accessories (ie. white cape). Strong weapons or armor that produce magic effects or high-powered potions (X-potion or X-Ether).

Very Rare (VR): Mid-upper level relics or accessories (ie. cure ring). Close but not quite artifact level weaponry and armor.

Selling Equipment

As characters upgrade to better equipment, they may at any time sell their old junk for a reduced price- 2/3rd that of its listed price. So if you paid 3000 for the item, you'd get back 2000 instead. Artifact-level items, since they're so rare, should be held onto no matter how much better the character's equipment has gotten.
PostPosted: Fri Jan 20, 2006 6:48 pm


Chapter 3: Equipment
Weapon List

The worlds of the Final Fantasy Tactics System are a place where danger is always a step behind. Adventurers such as most FFTS players should know this better than anyone. In order to survive, you will need a good weapon to defend yourself with- be it a powerful Rifle, a well forged Sword, or even a stout staff. The weapon lists below will supply you with all the weapons you'll ever need. The FFTS weapon list is closely based on the weapons available in Final Fantasy 4 and 6 along with some entries from Secret of Mana, Final Fantasy 7, Chrono Trigger, Final Fantasy Tactics, or original weapons when necessary.

There are 20 types of weapons available in the FFTS: Axes, Books, Bows, Boomerangs, Claws, Crossbows, Cudgels, Gloves, Hammers, Katanas, Knives, Musical Instruments, Ninja Knives, Pistols, Polearms, Rifles, Scythes, Staffs, Swords, and Whips.

Format Notes

Just to make sure no one is confused, the following is an explanation of how the format used for "note" section of the weapon lists is used.

(Element) Affinity: the weapon has an affinity to one of the 6 combat elements: fire, earth, water, air, light, or darkness. Any weapon that can randomly cast an elemental spell (fire, ice, etc) has an affinity to the same element of the spell.

Fatal blow: the weapon has a 30% chance to instantly kill the victim when used in combat situations each time a successful strike occurs.

Poison Weapon: the weapon has a 30% chance to inflict the poison status on the target every time the weapon is used. If successful, the character loses 1/10th of their hit points each round. The poison status condition lasts 1d10 rounds.

Random "(spell or status)": there is a 30% chance the weapon can cast a spell or cause that status condition when used in combat. Status conditions are marked with an asterix (*) by their name.

Weapon Prices

For sake of ease, the prices for all weapons are split into five categories: Cheap (A), Not quite cheap (B), Normal (C), Somewhat Expensive (D), and Expensive (E). When you buy a new weapon, simply check the below chart for the price. The exact price will depend on how much damage the weapon can do- a Hawkeye (boomerang) is a 1d8+4 weapon, so it'll cost you 320 GP to buy it. Aside from staffs and books, any weapon that comes with a random magic ability should be considered Rare (R). All 3d*+ weapons are considered artifacts- they cannot be bought or sold.

Note: In the case of weapons that start out as 1d*+1 such as gloves, consider the weapon to be one plus less. So a leather glove (1d6+1) would cost 30 GP rather than 60.

Damage


A


B


C


D


E

1d*


30


40


50


60


70

1d*+1


60


80


100


120


140

1d*+2


120


160


200


240


280

1d*+3


240


320


400


480


560

1d*+4


480


640


800


960


1120

1d*+5


1060


1280


1600


1920


2240

2d*+1


2120


2560


3200


3840


4480

2d*+2


4240


5120


6400


7680


8960

2d*+3


6360


7680


9600


11520


13440

2d*+4


9540


11520


14400


17280


20160

2d*+5


14500


17500


21500


26000


30000

The categories shape up as...

* Cheap (A): Knives, Gloves
* Not Quite Cheap (B): Ninja Knives, Boomerangs, Claws, and Cudgels
* Normal (C): Bows, Swords, Staffs, Whips
* Somewhat Expensive (D): Pistols, Polearms, Axes, Scythes, Musical Instruments, Crossbows, Katanas, Hammers
* Expensive (E): Rifles, Books

Weapon Descriptions

Axes: With a well-earned reputation for their heaviness and cutting power an axe in the hands of strong warrior is something to definitely fear. Dwarves are infamous for their love of the axe, as are some imps and goblins.

Bows: The bow is the basic long range weapon. The pull on the string and the durability of the bow vary depending on the quality, and it can be used to fire arrows long distances. All bows have a range of 5 quares (R:4). Bows are also the lone ranged-weapon in the FFTS that can be fired without a clear path to the character.

Books: A weapon used by the more "scholarly" classes and aspects (sages and cosmic mages only), these books can cause various effects when a special series of phrases written down in the book are spoken out loud. The dictionary has a range of R:4 E:1 V:0 and requires the use of the character's chosen magical lore skill for attacks. Artifact level books (those that do 3d8+ damage) have a range of R:4 E:2 V:0.

Boomerangs: In the real world boomerangs are among the stranger forms of weapon and originated from the Australian aborigine tribes. In the Final Fantasy games boomerangs are among the best type of throwing weapon available. Due the cinematic magic of the FF games a boomerang will always return to its thrower's hand after it strikes its target. In games using the hex map combat rules from Chapter Four: Combat, all boomerangs have a range of 3 hexes (R:3).

Claws: Often used by Black belts and ninjas, claws consist of three blades- roughly 6 to 10 inches long- that are fastened to the back of a pair of leather gloves. Essentially they look like the X-man Wolverine's claws although some varieties are a single blade enforced to the glove. The Claw's damage substitutes the character's punching damage on Blitzes, limit Breaks, and other martial arts special powers that involve the use of the hands.

Crossbows: The direct descendant of the bow and arrow, the crossbow resembles a cross between a firearm and a bow. The body of the weapon is similar to a rifle save for the bow-like mechanism in the front of the weapon. A bolt is cocked back (much like an arrow) and by pulling the trigger the bolt is shot. All crossbows have a range of 5 hexes (R:5).

Cudgels: This group of weapon covers any number of common blunt weapons such as maces or clubs that are grouped together for the sake of easiness. Attacks using these weapons require the cudgel weapon skill.

Gloves: Essentially Gloves feature reinforcements of some sort around the knuckle regions of the character's hand making their punches more powerful. Black belts, particular those that prefer to their fists rather than claws, often wear these to give them an edge. The Claw's damage substitutes the character's punching damage on Blitzes, limit Breaks, and other martial arts special powers that involve the use of the hands.

Hammers: Heavy bludgeons; Hammers are created by attaching a large wooden or metal head to a shaft of wood or metal about 10 inches to 1 foot in length. Adventurers with strength to spare and a love for cracking skulls often use such heavy weapons.

Katanas: The oriental equivalent of swords; Katanas are widely used by samurai and ninjas. The blades differ from European (and thus, the 'sword' weapon category) in that they are created by folding the blade over and over, giving it a strong blade while remaining light. Samurai are particularly dependent on their katanas for their draw out power, which allows them to summon forth the spirit dwelling with these ancient blades. Because of the rarity of both the samurai job and the swords themselves, Katanas start at 2d10 instead of 1d10. (note: Ashura, which is rated 2d10, has the same prices as a 1d10+5 weapon)

Knives: Also known as dirks or daggers, knives are essential a more nasty combat useful version of the standard steak knife. Typically their blades measure between 6" to 10" as anything beyond a foot is considered a sword.

Musical Instruments: Often used by Bards, there are many musical instruments created by blacksmiths or musicians that are capable of being used as a weapon. Many of them inflict damage by playing a certain riff or note that causes a sonic blast of energy that causes harm to anything (people, monsters, and everything in between). Some of the most common musical instrument weapons are Lutes, Harps, Flutes, and Pan Pipes, but others (preferably ones that can be carried around) are possible. Any attacks using a musical instrument require the use of the musical instrument skill. The asterix (*) should be replaced by the character's instrument of preference. For instance, a fancy * would become a Fancy Lute if that was the player's preference. All musical instruments have a range of 4 squares (R:4).

Ninja Knives: Used by the oriental assassins, Ninja knives are in-between a katana and the standard knife in terms of appearance. Their blades are a bit longer- some reaching 1'6" or 2' and are constructed in the same fashion as katanas. They require the knives skill in order to use them properly.

Pistols: Any gun with a barrel less than 8" long qualifies as a pistol. Like pistols in our world, they are small easy to conceal guns are often more manageable than their heavier cousins. However considering that the worlds that most FFTS campaigns are set, pistols are very rare and often the realm of the Engineers that invent them. Pistols have a range of 8 squares.

Polearms: Since the days of hunter-gatherers, there have been polearms. Polearm is an term used to describe a variety of different weapons that feature a long length wood that ends in a piece of metal. These can include different varieties of Spears, Lances, Pikes, Halberds, and even Naginata. Because of their length, a polearm can be used to strike at an opponent two square away.

Rifles: Where as Pistols are light and small, Rifles are large and somewhat heavy. Any gun with a barrel over 8" qualifies as a Rifle. Unlike Pistols, Rifles tend to make a large amount of noise as well as make bigger holes in the things (or people) that are shot with them. Like Pistols, most Rifles are the arena of the resourceful engineers that invent them. Rifles have a range 8 squares.

Scythes: Although used by many cultures for farming, the scythe can be a mean weapon in combat as well. The scythe is a long single edged blade of about 2 feet in length connected to a 4' to 8' staff. The scythe requires the axe skill in order to use it properly.

Staffs: Often made of 6 to 8 foot pole staffs are a combination walking stick and weapon. The staff is wielded by using one end of the pole to strike an area of the opponent's body: often the head torso or legs. Magicians are fond of using staffs as they're not very difficult to teach as compared to heavier weapons such as swords or polearms and many staffs have magical limited spellcasting ability each time they are used. All the staffs with random spell powers such as the pearl staff and fire staff can release the spell of the same name if the magician desires to. Only magicians can unleash these effects: other classes can't call up the casting power of the staffs although they can still randomly cast the spell while fighting. Because of their length, a staff can be used to strike at an opponent two square away.

Swords: One of the most common weapons among adventurers, swords are long blades of metal capable of superior cutting ability. Swords come in a wide variety- falchions, sabres, epees, rapiers, and so on. Their legacy of being widely used by adventurers gives them one of the largest collection of variants listed here.

Whips: Whips come in two forms: leather and chain. Leather whips are created by wrapping strands of leather into a long length that narrows at the end. Chain whips involve the use of a long series of linked chains together. Both versions measure between 6 to 10 feet long. Because of their length, a whip can be used to strike at an opponent two square away.

Weapon Lists

Axes

Name


Damage


Notes

Hand Axe


1d12


---

Battle Axe


1d12+1


---

Mithril Axe


1d12+2


---

Lode Axe


1d12+3


Random "Slow*"

Might Axe


1d12+4


+1 Strength

Dwarf Axe


1d12+5


---

Thunder Axe


2d12+1


Lightning Affinity

Ogre Slayer


2d12+2


Double damage vs. ogres

Werebuster


2d12+3


double damage vs. animals

Golden Axe


2d12+4


---

Great Axe


2d12+5


---

Rune Axe


3d12+1


---

Atlas Axe


3d12+2


---

Gigas Axe


3d12+3


+2 Strength

Doom Axe


3d12+5


+2 Strength, fatal blow

Bows

Bows


Damage


Notes

Short bow


1d8


---

Long bow


1d8+1


---

Iron


1d8+2


---

Mithril


1d8+3


---

Slumber


1d8+4


Random "sleep"

Aura shot


1d8+5


Light affinity

Fire


2d8+1


Fire affinity

Ice


2d8+1


Ice affinity

Lightning


2d8+2


Lightning affinity

Darkness


2d8+3


Random "Blindness"

Poison


2d8+4


Poison Weapon

Mute


2d8+5


Random "Mute"

Medusa


3d8


Random "Stone"

Samurai


3d8+1


--

Charm


3d8+2


Random "Charm"

Napalm Shot


3d8+3


E:2

Elven Bow


3d8+4


R:6

Artemis


3d86+5


Double damage vs. dragons

Books

Name


Damage


Notes

Battle Dictionary


1d8


---

Monster Manual


1d8+1


---

Mithril Plate


1d8+2


---

Book of Life


1d8+3


Random "confusion"

Silence song


1d8+4


Random "mute"

War & Peace


1d8+5


random "sleep*"

Infernus


2d8+1


Fire affinity, Random "Fire"

Frostros


2d8+2


Ice affinity, Random "Ice"

Thunder song


2d8+3


Lightning affinity, Random "Lightning"

Venomous Thoughts


2d8+4


Poison weapon

Ancient Scroll


2d8+5


Random "age*"

Hellfire Poem


3d8+1


Fire affinity, Random "fire2"

Book of Love


3d8+2


Random "Charm*"

Dragon Story


3d8+3


x2 damage vs. dragons

Evil Curse


3d8+4


Darkness Affinity, random "toad"

Holy Tome


3d8+5


Holy affinity, random "light"

Books

Name


Damage


Notes

Boomerang


1d8


---

Chakra


1d8+1


---

Lode Boomerang


1d8+2


Random "Slow"

Full Moon


1d8+3


---

Hawkeye


1d8+4


---

Crescent


1d8+5


---

Fire Edge


2d8+1


Fire affinity

Rising Sun


2d8+2


---

Red Cleaver


2d8+3


---

Cobra Shuttle


2d8+4


Poison weapon

Sniper


2d8+5


---

Shiva Razor


3d8+1


x3 damage on Critical hits

Ninja Edge


3d8+2


35% chance for Critical hits

Aura Blade


3d8+3


Light Affinity

Crystal Razor


3d8+4


Fatal Blow

Wing Edge


3d8+5


+2 Agi, Fatal Blow

Claw

Name


Damage


Notes

Metal Claw


1d8


--

Mithril Claw


1d8+1


--

Kaiser


1d8+3


Light element

Moogle Claw


1d8+4


random "sleep*"

Bear Claw


1d8+5


---

Blood Fang


2d8


Drain HP

Poison Claw


2d8+1


Random "Poison*"

Blizzard Razor


2d8+2


Ice Affinity

Cat claw


2d8+3


+1 agility

Wolf Fangs


2d8+4


---

Griffin Claw


2d8+5


Poison weapon

Dragon Fangs


3d8+1


Double damage vs. dragons

Aura Claw


3d8+2


Light Affinity

Demon Fangs


3d8+3


Dark Affinity

Vorpal claw


3d8+4


Fatal Blow

Tiger Fangs


3d8+5


+1 Agility/Strength

Crossbow

Names


Damage


Notes

Bronze


d10


---

Iron


d10+1


---

Lode


d10+2


---

Robin


d10+3


---

Sage


d10+5


---

Fire


2d10+1


Fire Affinity

Blizzard


2d10+1


Ice Affinity

Lightning


2d10+2


Lightning Affinity

Dream


2d10+3


Random "Sleep"

Spirit


2d10+4


Light Affinity

Rocket


2d10+5


---

Comet


3d10+1


---

Sonic


3d10+2


Random "Slow"

Siren


3d10+3


Random "Stop"

Napalm


3d10+4


E:2, causes an explosion

Valkerye


3d10+5


The Ultimate Crossbow

Cudgels

Name


Damage


Notes

Club


1d8


---

Mace


1d8+1


---

Spiked Club


1d8+2


---

Mithril Mace


1d8+3


---

Morning Star


1d8+4


---

Heavy Mace


1d8+5


---

Yeti Club


2d8+1


+1 strength

Flail


2d8+2


---

Earthbreaker


2d8+3


Earth Affinity

Rusty Mace


2d8+4


x2 damage vs. Machines

Doombringer


2d8+5


Fatal blow

Holy Mace


3d8+1


Light Affinity

Gigas Club


3d8+2


+2 Strength

Chaos Mace


3d8+3


Random "Confusion*"

Magic Flail


3d8+4


R:3

Mace of Thor


3d8+5


Lightning Affinity, Random "Lightning2"

Gloves

Name


Damage


Notes

Leather Gloves


1d6+1


--

Metal Gloves


1d6+2


--

Mithril Gloves


1d6+3


--

Motor Drive


1d6+4


---

Platinum Fist


1d6+5


--

Rasp Gloves


2d6


Damages MP

Blood Fist


2d6


Drains HP

Heavy Gloves


2d6+1


--

Fire Knuckles


2d6+2


Fire element

Power Gloves


2d6+3


+2 Strength

Diamond Fist


2d6+4


--

Crystal Glove


2d6+5


---

Rocket Fist


3d6+1


+1 Speed

Grand Gloves


3d6+2


--

God Hand


3d6+3


---

Atlas Fist


3d6+4


+2 strength

Aura Gloves


3d6+5


Light element affinity

Hammers

Name


Damage:


Notes:

Iron Hammer


1d12


---

Mithril Hammer


1d12+1


---

Lode Hammer


1d12+2


---

Maul Hammer


1d12+3


A big 20 lb. Hammer!

Rock Buster


1d12+4


---

Rocket Hammer


1d12+5


---

Earth Cracker


2d12+1


Double damage vs. natural structures (walls etc.)

Icicle Mallet


2d12+2


Ice Affinity

Mecha Buster


2d12+3


Double damage vs. machines

Atlas Hammer


2d12+4


+1 Strength

Comet Mallet


2d12+5


Random "Comet"

Thor's Hammer


3d12+1


lightning Affinity, random "lightning 2"

Mega-Buster


3d12+2


---

Gigas Mallet


3d12+3


+2 Strength

Peace Bringer


3d12+4


Holy Affinity

Doom Hammer


3d12+5


Fatal Blow

Katanas

Name

Cost

Notes

Ashura


2d10


---

Kotetsu


2d10+1


---

Bizen Boat


2d10+2


---

Murasame


2d10+3


+1 willpower

Heaven's Cloud


2d10+4


---

Kiyomori


2d10+5


+5 Def and +5 M.Def

Muramasa


3d10+1


---

Kikuichimonji


3d10+2


---

Soul Eater


3d10+3


Random Death*

Masamune


3d10+4


+1 speed

Chirijiraden


3d10+5


---

Knives

Name


Damage


Notes

Dagger


1d6


---

Mithril Knife


1d6+1


---

Guardian


1d6+2


+1 Speed, +5 Defense

Air Lanclet


1d6+3


Wind Affinity

Blind Knife


1d6+4


Random "Blind"

Mage Masher


1d6+5


Random "Silence"

Thief knife


2d6+1


30% chance to steal when attacking

Assassin


2d6+2


Fatal Blow

Platina


2d6+3


---

Man eater


2d6+3


Double damage vs. humans

Sword breaker


2d6+4


+10 defense when parrying

Orichalcum


2d6+5


---

Valiant Knife


2d6


+1 DC at 50% HP & x2 at 25% HP

Aura


3d6+1


Light Affinity

Strato


3d6+2


---

Dragon Fang


3d6+3


x2 damage vs. Dragons

Graedus


3d6+4


Light affinity. random "light 1"

SkyRender


3d6+5


+2 strength

Musical Instrument

Name


Damage


Notes

Old *


1d8


---

Fancy *


1d8+1


---

Dreamer's *


1d8+2


Random "sleep*"

Rage *


1d8+3


Random "berserk*"

Lamia *


1d8+4


Random "Confusion*"

Lode *


1d8+5


random "slow"

Wind *


2d8+1


Wind affinity

Elven *


2d8+2


random "sleep*"

Blood *


2d8+3


1/2 damage heals HP

Mind Killer


2d8+4


1/2 damage also done to MP

Venomous *


2d8+5


Poison weapon

Tempest *


3d8+1


Wind Affinity, random "aero 2"

Dragon *


3d8+2


x2 damage vs. dragons

Fairy *


3d8+3


Random "charm"

Devil *


3d8+4


fatal blow

Celestial *


3d8+5


Holy Affinity

Ninja Knives

Name


Damage


Notes

Tanto


1d8


---

Hidden Knife


1d8+1


---

Short Edge


1d8+2


---

Long Edge


1d8+3


---

Imperial


1d8+4


---

Kodachi


1d8+5


---

Ninja Edge


2d8+1


---

Spell Edge


2d8+2


Random "silence"

Blossom


2d8+3


---

Hardened


2d8+4


---

Strato


2d8+5


wind affinity

Devil Knife


3d8+1


Dark affinity

Iga


3d8+2


+1 speed

Striker


3d8+3


fatal blow

Koga


3d8+4


+1 speed

Stunner


3d8+5


random "Stun*"

Pistols

Name


Damage


Notes

Air Gun


1d10


---

Dart Gun


1d10+1


---

Auto Gun


1d10+2


---

Magnum


1d10+3


---

SMG


1d10+4


+1 speed

Deckard Special


1d10+5


---

Rasp shot


2d10


Damage as MP

Plasma Gun


2d10+1


Random "Stop" on machines

Freeze Beam


2d10+2


Ice affinity

Ruby Gun


2d10+3


---

Dream Gun


2d10+4


---

Mega blast


2d10+5


---

Napalm Shot


3d10+1


Fire Affinity

Aura Beam


3d10+2


Light Affinity

Shocker


3d10+3


x2 damage vs. machines

Grenade Shot


3d10+4


E:2

Wonder Shot


special


Damage can vary

Polearms

Name


Damage


Notes

Iron Spear


1d12+1


---

Heavy Spear


1d12+2


---

Mithril Pike


1d12+3


---

Trident


1d12+4


---

Sprite's Spear


1d12+5


random "balloon"

Fire Spear


2d12+1


Fire Affinity

Blizzard Pike


2d12+2


Ice affinity

Partisan


2d12+3


---

Halberd


2d12+4


---

Oceanid Spear


2d12+5


Random "sleep*"

Gunginir


3d12+1


---

Dragoon Lance


3d12+2


Double damage vs. dragons

Gigas Lance


3d12+3


+2 Str

Daedelus Lance


3d12+4


x2 damage to Machines

Aura Lance


3d12+5


Light affinity, Random "Light 1"

Rifles

Name


Damage


Notes

12 gauge


1d12


---

Hunting Rifle


1d12+1


---

Quicksilver


1d12+2


---

Peacemaker


1d12+3


---

Sniper CR


1d12+4


+10% to gun skill

Buntline


1d12+5


---

Shotgun


2d12+1


---

Shortbarrel


2d12+2


---

Lariat


2d12+3


---

Winchester


2d12+4


---

Long Barrel R


2d12+5


+10% to gun Skill

Outsider


3d12+1


---

Shotgun ST


3d12+3


---

Grenade SG


3d12+4


E:2

Death Penalty


3d12+5


Fatal Blow

Scythes

Name


Damage


Notes

Hand scythe


1d10


---

Steel scythe


1d10+1


---

Mithril scythe


1d10+2


---

Mantis scythe


1d10+3


x2 Damage vs. Insects

Lode scythe


1d10+5


---

Heavy scythe


2d10+1


---

Nasty scythe


2d10+2


Random "Poison 2"

Saraided scythe


2d10+3


---

Flame scythe


2d10+4


Fire Affinity

Demon scythe


2d10+5


Dark Affinity

Vamp. Scythe


3d10


Drains HP

Cosmic scythe


3d10+1


casts "Haste"

Silver scythe


3d10+2


Light Affinity

Shadow scythe


3d10+3


Dark Affinity

Dark scythe


3d10+4


Dark Affinity/Fatal Attack

Grim Reaper


3d10+5


Random "Condemned"

Staffs

Name


Damage


Notes

Wooden Staff


1d8


--

Iron Staff


1d8+1


--

Mithril Staff


1d8+2


---

Full Metal Staff


1d8+3


---

Poison Staff


1d8+4


Random "Poison"

Prism Staff


1d8+5


---

Fire Staff


2d8+1


Random "Fire"

Ice Staff


2d8+1


Random "Ice"

Thunder Staff


2d8+2


Random "Lightning"

Rocket Staff


2d8+3


---

Guardian Rod


2d8+4


casts "Barrier" on user

Heal Staff


2d8+5


Heals damage

Gravity Staff


2d8+5


Random "Demi"

Pearl Staff


2d8+5


Random "Light 1"

Punisher Staff


2d8+1


MP attack

Aurora Staff


3d8+1


Light Affinity

Magus Staff


3d8+3


+2 Magic and Willpower

Comet Scepter


3d8+5


Random "Comet"

Swords

Name


Damage


Notes

Short Sword


1d10


--

Long Sword


1d10+1


---

Mithril Blade


1d10+2


--

Regal Cutlass


1d10+3


--

Rune Edge


1d10+4


MP Attack

Epee Sword


1d10+5


--

Flame Sabre


2d10+1


Fire affinity, Random "Fire"

Blizzard Sabre


2d10+1


Ice affinity, Random "Ice"

Thunder Blade


2d10+2


Lightning affinity, Random "Lightning"

Break Blade


2d10+3


Random "stone*"

Drainer


2d10


Absorbs HP

Soul Sabre


2d10


Absorbs MP

Enchancer


2d10+3


+2 Magic and Willpower

Crystal Sword


2d10+4


--

Falchion


2d10+5


--

Ogre Nix


2d10+5


MP attack

Scimitar


3d10+1


Fatal attack

Excalibur


3d10+3


Light element

Ragnarok


3d10+4


Random "Flare"

Illumina


3d10+5


Random "Light 1"

Ultima Blade


Special


See below

Final Fantasy IV Swords

FF4 Swords


Damage


Notes

Avenger


2d10+2


Auto berserk status

Defender


2d10+5


+5 Arm/Mar/Def/M. Def

Light Sword


2d10+3


Light Affinity

Darkness Sword


2d10+1


Dark Affinity

Shadow Sword


2d10+3


Dark Affinity

Black Sword


3d10+3


Dark Affinity, Fatal attack

Crystal Sword


3d10+5


Light Affinity

Whips

Name


Damage


Notes

Leather Whip


1d8


---

Black Whip


1d8+1


---

Backhand Whip


1d8+2


---

Chain Whip


1d8+3


---

Razor Whip


1d8+4


---

Rising Star


1d8+5


---

Holy Flail


2d8+1


Light Affinity

Blitz Whip


2d8+2


---

Chaos Whip


2d8+3


Random "Confusion*"

Hammer Flail


2d8+4


Random "Slow*"

Nimbus Flail


2d8+5


---

Flame Whip


3d8+1


Flame Affinity

Gigas Whip


3d8+3


+2 Strength

Dragon Whip


3d8+5


double damage vs. dragons

Weapon Notes

Wonder Shot Damage (Pistol)

The Wonder shot's damage can vary widely each time it's used. It does 3d8+5 damage on average but the true result requires a percentile roll:

1-10%: Dud shot, does no damage whatsoever
10-35%: Crappy shot, does 1/2 damage
36-60%: Normal attack
61-90%: Good shot! double damage
91-100%: *kaboom* triple damage

About the Ultima Blade (Sword)

The Ultima blade is unique in that it's power decreases in power the more damage you sustain. If the character's HP is kept in peak condition, he/she is a force to be reckoned with.

100% 5d10
75%: 4d10
50%: 3d10
25%: 2d10
10%: 1d10

Critical Hit Effects

This is an optional rule at best, since most GMs will come up with ingenious ways off how a critical hit will look like when the situation suits them. The following are some rather lame ways that a weapon attack will look like when the character does a critical hit. If your imagination works similar to the games, then all of the "ka-ching!" sound effects of metal meeting monster sound twice as loud as usual.

Axe: The Character hops up a few feet and brings their axes down with all their might.

Boomerang: The boomerang cuts the target once but continues flying behind the target where it quickly comes back for a second cut.

Bow: The character suddenly shoots

Claws: The character hits the target twice with the required loud clanging sound effects.

Gloves: Rather than a normal punch, the character lands a mega-uppercut. GMs may (or may not) allow the character to slug the target off the ground and into the air.

Katana: Same as swords and axes.

Knife: The character cuts their target twice, with the second hit being a vicious stab wound to the chest area.

Ninja Knife: Same as the knife.

Pistol: The shot is twice as loud as usual, with the target being pushed back a bit. If the hex map rules are used from chapter eight, this would be 1 hex.

Polearm: The character uses their polearm's blunt end to trip their target. Before the can react, the sharp end is introduced to the target's gut.

Rifle: The shot is twice as loud as usual, with the target being pushed back a bit.

Scythes: The Character twirls around with their scythe, hitting their target twice.

Staff: The character twirls their staff around before hopping up a few feet and bringing it down on their opponent's head.

Sword: Same as axes. The character hops up a few feet and brings their sword down for an extra powerful blow. Alternately, the character chops away twice with their sword.

Whip: The character hits twice with the whip.

jugh3ad
Captain


jugh3ad
Captain

PostPosted: Fri Jan 20, 2006 6:49 pm


Chapter 3: Equipment
Armor list

As you make your way through the worlds of the final fantasy games, one of the constant dangers a player will be faced with is that of hostile forces- be they angry monsters, unscrupulous soldiers, bandits, rogues, politicians, or the occasional weekend brawl with the ultimate evil. In the heat of battle, the only thing that might save your life is the quality of the armor you wear. Here you will be introduced to all the types of protective gear that can be acquired in the Returner Final Fantasy RPG.

The majority of the armors featured here are derived from Final Fantasy 4, Final Fantasy 6, Chrono Trigger, Final Fantasy Tactics, and a few original pieces where needed.

Format Description

Just so no one is in the dark about how the format that this article uses, the below describes what each of the terms used does.

Hit Point Bonus (+HP): The amount of points that are given toward the character's Hit Points while wearing the armor.

Magic Point Bonus (+MP): The amount of points that are given toward the character's Magic Points (MP) while wearing the armor.

+Def: A bonus to the character's Defense rating. Only Shield provide Defense bonuses.

+MDef: A bonus to the character's Magic Defense rating. Only Shield provide Magic Defense bonuses.

Cost: The amount of Gold Pieces (GP) needed to purchase the armor.

Notes: Anything extra that wearing the armor provides- Resistances, stat bonuses, or innate magical abilities. Since listing all the stuff some pieces armor are resistant too can be a headache, the below are some of the abbreviations used during the Armor list:

R: Resistance (50% damage)
I: Immunity (0 damage)
A: Absorb (damage restores HP)

Fi: Fire
Ic: Ice
Li: Lightning
Ea: Earth
Wa: Water
Wi: Wind
Lig: Light
Dar: Darkness

Str: Strength
Vit: Vitality
Agi: Agility
Mag: Magic
Wil: Willpower
Spd: Speed

Thus, R: Fi translates to "Resistance: Fire".

Armwear

A collection of armbands, wrist or elbow guards, rings, bracelets, and bangles that adorn a part of the arm or hand of the character. Several armwear- specifically some rings- are made specifically to protect their wearing from offensive magical spells and offer a higher Magical Armor Rating than normal armor rating. Any class may wear Armwear.

Name

Cost

+HP

+MP

Notes

Wristband


25


2


0


---

Elbow pad


50


4


2


---

Power Wrist


100


8


4


---

Cobra Bracelet


200


10


6


---

Wolf's Band


400


14


8


---

Silver Band


800


16


10


---

Golem Ring


1600


22


12


---

Frosty Ring


3200


24


14


R: I

Wizard's Bangle


4000


28


16


+1 Mag

Gigas Bangle


4800


30


18


+1 Str

Shield Ring


6400


20


25


---

Guardian Ring


11000


20


24


---

Safety Ring


----


40


26


Casts Barrier

Watcher Ring


----


42


28


I: Change Spells

Dragon Ring


----


46


30


---

Amulet Ring


----


48


32


---

Force Armlet


----


40


35


I: All

Gauntlets

Gauntlets cover a variety of different gloves, usually made of a metal of some sort, worn by fighters and others that prefer heavy armor.

Name

Cost

+HP

+MP

Notes

Gloves


30


4


0


---

Bronze


60


6


0


---

Iron


120


10


0


---

Mithril


240


12


0


---

Gold


480


16


0


---

Paladin


700


18


8


Paladin Only

Gigas


1060


22


0


---

Platina


2120


24


0


---

Ninja Gloves


4240


28


0


---

Diamond


6360


30


0


---

Samurai


9540


34


0


---

Crystal


14310


36


0


---

Force


----


40


20


---

Dragoon


----


42


0


Fighters Only

Holy


----


46


15


Paladin Only

Genji


----


50


0


Ultimate Gauntlet

Hats

Includes a variety of different light hats and headgear made of non-metallic materials such as leather and cloth. Some examples include caps (the raccoon variety), hair ribbons, berets, crowns, and so on. May be worn by all classes, unless noted otherwise.

Name

Cost

+HP

+MP

Notes

Bandana


35


4


2


---

Hair Ribbon


70


6


3


Females Only

Plumed Hat


140


10


5


---

Headgear


280


12


6


---

Magus Hat


560


12


10


+1 Mag

Tiger Mask


560


16


10


+1 Spd

Bard's Hat


1120


18


9


+1 Mag

Green Beret


1120


18


9


+1 Vit

Turban


2240


22


11


---

Beret


4480


24


12


---

Mystery Veil


6720


28


14


Females Only

Dark Hood


10080


32


16


---

Oath Hood


15120


36


18


---

Coronet


---


44


22


Females Only

Regal Crown


---


48


24


---

Cat Hood


---


52


26


---

Holy Ribbon


---


56


28


R: All

Helmets

The opposite of Hats, helmets are heavy metallic headgear used mostly by fighters. Since they're heavier and sturdier, Helmets provide a better armor rating than hats.

Name

Cost

+HP

+MP

Notes

Leather


40


6


0


---

Bronze


80


10


0


---

Iron


160


14


0


---

Mithril


320


18


0


---

Gold


640


22


0


---

Paladin


950


26


6


Paladin Only

Cross


1280


30


0


---

Platina


2560


34


0


---

Circlet


5120


38


0


---

Diamond


7680


42


0


---

Samurai


11520


46


0


---

Crystal


17280


50


0


---

Force


----


30


25


---

Dragoon


----


54


0


Fighter Only

Holy


----


60


15


Paladin Only

Genji


----


64


0


Ultimate Helmet

Mail

The heaviest type of body armor available, mails are mostly made out of heavy plates of metal for maximum protection against physical blows.
Name

Cost

+HP

+MP

Notes

Leather


70


10


0


---

Bronze


140


16


0


---

Iron


280


22


0


---

Mithril


560


28


0


---

Gold


1120


32


0


---

Paladin


1500


32


12


Paladin Only

Magical


2240


38


0


--

Platina


4480


42


0


---

Fire


8960


46


0


R: F

Blizzard


8960


46


0


R: I

Diamond


13440


52


0


---

Samurai


20160


58


0


---

Crystal


30000


64


0


---

Ruby


---


70


0


A:F

Force


---


40


35


---

Dragoon


---


76


0


Fighter Only

Minerva


---


80


0


Females Only. I: all

Holy


---


86


0


Paladin Only

Genji


---


90


0


Ultimate Mail

Robes

Worn mostly by magicians, Robes differ from suits in that they increase the character's magical armor and magical defense rather than armor and defense. They are usually light and can be worn over normal clothing. For game purposes, Robes also includes cloaks and capes.

Name
Cost +HP +MP Notes

Cloth


60


6


8


---

Linen


120


8


12


---

Silk


240


12


14


---

Breeze Cape


480


14


18


---

White Cape


960


18


21


---

Wizard


1920


20


23


+1 Mag

Protect Cape


3840


24


26


---

Tao


7680


26


30


---

Magus


11520


30


32


+1 Mag

Chameleon


17280


32


35


+10% to stealth skill

Royal


25920


36


40


---

Inferno


---


40


45


A: F

Frost


---


40


45


A: I

White


---


44


50


A: L

Black


---


44


50


A: E

Archmage


---


50


60


+2 Mag

Shields

A large piece of wood, metal, or other substance reinforced and worn on the opposite of the character's weapon arm. Fighters mostly use shields. Unlike other pieces of armor, Shields provide a straight bonus to the character's defense and m. defense rather than an armor rating bonus.

Name

Cost

+Def

+Mdef

Notes

Leather


45


+5


+2


---

Bronze


90


+7


+4


---

Iron


180


+9


+6


---

Mithril


360


+11


+8


---

Gold


720


+13


+10


---

Paladin


850


+13


+10


Paladin Only

Knight


1440


+15


+12


---

Platina


2880


+17


+14


---

Fire


5760


+19


+16


I: F

Ice


5760


+19


+16


I: I

Thunder


5760


+19


+16


I: Li

Diamond


8640


+21


+18


---

Samurai


12960


+23


+20


---

Crystal


19440


+25


+22


---

Aegis


---


+28


+22


I: Stone

Force


---


+20


+35


---

Dragoon


---


+30


+24


R: Li, F, I

Holy


---


+32


+26


A: Holy

Genji


---


+35


+28


Ultimate Shield

Suits

Suits are the miscellaneous section of bodyware available in the FFRPG. Some of the entries found under suits include the likes of Ninja suits, overalls, dresses, jackets, and in one case a tiger striped bikini. ^_^
Name

Cost

+HP

+MP

Notes

Clothes


50


8


3


---

Leather Outfit


100


12


5


---

Leather Vest


200


16


7


---

Chain Vest


400


20


9


---

Adamant Vest


800


24


11


---

White Dress


1600


28


13


Females Only

Ninja Suit


3200


32


15


+1 Agi

Gaia Gear


6400


32


17


I: E

Power Sash


9600


40


19


+1 Str

Tiger Suit


14400


44


21


+1 Agi & Spd

Tiger Bikini


15000


46


22


Females only; +1 Agi & Spd

Battle Suit


21600


50


23


+1 Str & Vit

Red Jacket


---


54


25


I:F

Wizard's Outfit


---


40


35


+2 Mag

Behemoth Suit


---


60


28


+2 Str & Vit

Snow Muffler


---


70


30


A:I R:F

Power Suit


---


70


30


+3 Str & Vit
PostPosted: Fri Jan 20, 2006 6:50 pm


Chapter 3: Equipment
Accessories

Accessories are objects imbued with a small bit of magic that give characters special abilities when equipped. These usually include immunities from certain spells or small stat bonuses. Characters may wear only one accessory at once. Items that are listed as 'very rare' but have no price listed means that the accessory can be found multiple times rarely but cannot be bought.

To help keep things organized, all the accessories are organized into five categories: Status Accessories, Magic Accessories, Stat Boosters, Attribute Boosters, and Movement Accessories. Status Accessories cover those accessories that protect the character from certain types of status conditions such as blindness and poison as well as elemental affinities which provide immunity or even absorbancy to specific types of spells. Magic Accessories, when worn, give the same effects as a magic spell such as Protect, Shell, and so on. Stat Boosters increase certain combat stats such as Defense, M. Defense, HP, MP, and so on. Attribute Boosters, as the name suggests, increase the character's attribute ratings. And finally, Movement Accessories may effect the character's two movement stats: Jump or Move.

Shortcuts
Status Acessories
Magic Acessories
Stat Boosters
Attribute Boosters
Movement Acessories

Status Accessories

108 gems
Cost: 10000 GP
Availability: Rare

An armlet made of 108 sparkling jewels, it grants the character immunity to Undead, Blood suck, Frog, and Poison status conditions but also strengthen all Elemental magic (The character is considered +2 level for using elemental attack magic).

Amulet
Cost: 5000 GP
Availability: uncommon

A small platinum amulet that is worn around the character's neck, it protects you from poison, blindness, and zombie attacks.

Angel Ring
Cost: 20000 GP
Availability: Rare

This blessed ring glows in a faint glow and has a small angel engraved on it. It gives its wearer an immunity to death and darkness spells and gives them a one-time life3 (restores every battle).

Defense Armlet
Cost: 2500 GP
Availability: Uncommon An enchanted Armlet that provides the character immunity to stop and slow spells.

Fairy Ring
Cost: 1500 GP
Availability: uncommon

A nicely made silver ring with tiny pictures of fairies somehow engraved on it. It gives wearer immunity to poison & Blindness

Fire Ring
Cost: 5000 GP
Availability: Very Rare

This ring is a deep brass color with a fiery-red ruby embedded in it. It grants the wearer immunity to all fire-based attacks.

Goggles
Cost: 1000 GP
Availability: Uncommon

A pair of nicely made goggles that grants the wearer immunity from blindness attacks. +10 defense or m. defense against spells or attacks that rely on eye contact. Goggles also allow the wearer to see in the dark without having a source of light when worn.

Jade Armlet
Cost: 5000 GP
Availability: Rare

Provides immunity to Stone and Slow spells or attacks

Ice Ring
Cost: 5000 GP
Availability: Rare

This accessory is an unusual silver ring with a deep blue sapphire embedded in it. This ring grants the user Immunity to all Ice based attacks and from the effects of extreme heat. Most people who wear it often remark that they tend to feel cold.

Jewel Ring
Cost: 1000 GP
Availability: uncommon

This accessory is a fancy silver ring with a well-made glass jewel. When worn, the jewel ring grants the character immunity to the blindness and petrification status conditions.

Magic Ring
Cost: 5000 GP
Availability: Uncommon

An enchanted armlet that provides the character with immunity to silence and berserk status conditions.

N-ki Armlet
Cost: 7500 GP
Availability: Uncommon

Provides immunity to Confusion and Charm spells or attacks as well as a Resistance to Dark magic.

Peace ring
Cost: 5000 GP
Availability: rare

The peace ring grants its wearer immunity from mind altering spells and attacks such as muddle, charm, and Berserk. In FF7 campaigns, it also grants immunity to Fury & Sadness.

Ribbon
Availability: Artifact

A ribbon of pure white silk, this holy relic protects the character from all negative status conditions- poison, blindness, etc. It can be worn in the character's hair or as a headband.

Rubber Boots
Cost: 1500 GP
Availability: Common

These boots possess any extra large rubber sole that makes the character immune to lightning and stop.

Safety bit
Availability: Very Rare

Grants immunity from fatal attacks & spells.

Star Pendant
Cost: 500 GP
Availability: Uncommon

This accessory looks like a normal, if a bit drab, silver pendant with a picture of a star engraved on it. It grants the wearer immunity from poison

Tetra Elemental
Availability: Artifact

This unique accessory is a gold pendant with a flame, water drop, rock, and lightning bolt engraved on it. It allows its wearer to absorb all Fire, Ice, Lightning, and Earth Damage.

Third Eye
Availability: Artifact

A circlet with a large amber crystal that sits on the character's forehead, the third eye greatly enhances the character's ability to dodge attacks. Consider the character's defense doubled when worn.

Water Ring
Cost: 5000 GP
Availability: Rare

The water ring is a plain silver ring with a water drop engraved on it. It grants the wearer immunity to all water based spells and attacks.

Magic Accessories

Feather Boots
Cost: 1000 GP
Availability: Uncommon

These boots look don't look very special save for the feathers that seem to make little wings on the ankles. When worn, it allows the character to float around on air as if the spell float had been casted on them.

Cure Ring
Cost: 4000 GP
Availability: uncommon

This ring is made of bright silver and has a small cross engraved on it. It has the same effects as the spell regen. It slowly restores HP each round.

Czarina Ring
Cost: 2500 GP
Availability: uncommon

Usable only by females, the Czarina ring casts barrier & shell when the wearer reaches 25% of their HP.

Green Dream
Availability: Artifact

A rare pendant forged from condensed tree sap from a tree of life, the green dream is a pendant that allows a character who has been knocked unconscious (reduced to zero HP) or killed (reduced to negative 1/2 HP) to wake up immediately with 50% of their HP restored. The catch is that it only functions once per battle.

Guard Ring
Cost: 1000 GP
Availability: Uncommon

Another weak relic, the Guard ring casts safe on the character when their HP reaches 25% of its maximum.

Marvel Shoes
Availability: Artifact

The marvel shoes give their wearer random abilities. These usually include safe, shell, float, haste, reflect, and other beneficial status conditions. Roll a 1d6 and halve the result: this is how many status conditions the character gains.

1 Wall
2 Barrier
3 Safe
4 Haste
5 Float
6 Shell
7 M. Barrier
8 Reflect

Mithril Gloves
Cost: 1500 GP
Availability: uncommon

A heavy mithril gloves that when worn casts the spell Safe when HPs are low (25%), the gloves also grant a +5 defense bonus.

Pod Bracelet
Cost: 10000 GP
Availability: rare

A splendid bracelet embedded with pearls that when worn automatically casts the spells Safe & Shell on the wearer.

Reflect Ring
Cost: 10000 GP
Availability: rare

This accessory looks like a fancy silver ring with a pretty sapphire that seems to glow. The reflect ring grants the character the 'reflect' status condition permanently at the start of the battle while the accessory is worn.

Relic Ring
Availability: Artifact

An oddball relic, this ring grants its wearer undead status. See Appendix Two: Monsters for the perks and drawbacks on being one of the unliving.

Running Shoes
Cost: 7500 GP Availability: rare

A sturdy pair of shoes that will automatically cast the spell Haste on the wearer when worn.

Stat Boosters

Glass Orb
Availability: Very Rare

This accessory looks a pure clear ball of glass by all normal appearances but in the hands of a magician it can be extremely useful. When held by a magician, the character's MP maximum increases by 25% while using the orb.

Crystal Orb
Availability: Artifact

This accessory looks a pure clear ball of glass by all normal appearances but in the hands of a magician it can be extremely useful. A very rare relic sought by many powerful magicians, the crystal orb increases the character's Magic Point maximum by 50%. Thus, a character with 100 MPs would now have 150 with the orb.

Gold Hairpin

Availability: Very Rare

When worn by a magician, the Gold Hairpin cut the MP cost for spells by 50%. This accessory is also known as the Silver Stud in Chrono Trigger.

Economizer
Availability: Artifact

When worn by a magician, the Economizer cuts the MP cost of spells by 75%. Also known as the Gold Stud in Chrono Trigger.

Strength Belt
Availability: very Rare

Increases the wearer's HP by 25% when worn. For instance, a character with 100 HP would have 125 while wearing the belt.

Muscle belt
Availability: Artifact

A rare treasure, the muscle belt increases the character's HP by 50%. Thus a character with 100 hit points would now have 150.

Small Mantle
Cost: 300 GP
Availability: Common

An enchanted mantle that grants a +5 bonus to defense and a +3% bonus to M. defense.

Leather Mantle
Cost: 800 GP
Availability: Common

An enchanted mantle made from leather that grants a +10 bonus to defense and a +6% bonus to M. defense.

Wizard Mantle
Cost: 2000 GP
Availability: Uncommon

A special mantle that increases the character's Magic by one point as well as provide a +15 Defense and +9 M. Defense.

Elven Mantle
Cost: 8000 GP
Availability: Rare

A special mantle crafted by elves that boosts your defense by 20 and M. Defense by 12.

Dracula Mantle
Cost: 12000 GP
Availability: Rare

A long reversible cape with a blood-red color on one side and black on the other. Wearing it provides a +25 Defense and +15 M. Defense bonus.

Feather Mantle
Cost: 20000 GP
Availability: Very Rare

A nicely crafted cape adorned with the feathers from rare exotic birds. Wearing it provides a +30 defense and a +20 magic defense bonus.

Attribute Boosters

Strength boosters

Power wrist
Cost: 2500
Availability: Uncommon
Boost: +1 Strength

Hyper wrist
Cost: 7500
Availability: Rare
Boost: +2 Strength

Gigas Wrist
Availability: Artifact
Boost: +5 Strength

Vitality Boosters

Defender
Cost: 2000 GP

Availability: uncommon
Boost: +1 Vitality

Protector
Cost: 6000 GP

Availability: Rare

Boost: +2 Vitality

Savior
Availability: Artifact
Boost: +5 Vitality

Agility

Chocobo Feather
Cost: 2500 GP

Availability: Uncommon
Boost: +1 Agility

Angel Feather
Cost: 7500 GP

Availability: Rare
Boost: +2 Agility

Phoenix Feather
Availability: Artifact
Boost: +5 Agility

Magic

Silver Earring
Cost: 2500 GP
Availability: Uncommon
Boost: +1 Magic

Gold Earring
Cost: 7500 GP
Availability: Rare
Boost: +2 Magic

Platinum Earring
Availability: Artifact
Boost: +5 Magic

Willpower

Silver Talisman
Cost: 2000 GP
Availability: Uncommon
Boost: +1 Willpower

Gold Talisman
Cost: 6000 GP
Availability: Rare
Boost: +2 Willpower

Platinum Talisman
Availability: Artifact
Boost: +5 Willpower

Speed

Rabite Sneakers
Cost: 3500 GP
Availability: Rare
Boost: +1 speed

Hermes Shoes
Cost: 9500 GP
Availability: Very Rare
Boost: +2 speed

Rocket Sneakers
Availability: Artifact

Boost: +5 Speed

Special Boosters

Hero Ring
Availability: Artifact
Boost: +5 Strength & Magic

Champion Belt
Cost: 10000 GP
Availability: Very Rare
Boost: +3 Strength & Vitality

Circlet
Cost: 12500 GP
Availability: Very Rare
Boost: +3 Magic & Willpower

Dash Shoes
Cost: 15000 GP
Availability: Very Rare
Boost: +3 Agility & Speed

Movement Accessories

Battle Boots
Cost: 1000 GP
Availability: Common

Boost: +1 Move

Spike Boots
Cost: 1200 GP
Availability: Common

Boost: +1 Jump

Germinas Boots
Cost: 5000 GP
Availability: Uncommon

Boost: +1 Move & Jump

Red Shoes
Cost: 10000 GP
Availability: Rare

Boost: +1 Magic bonus and a +1 move

jugh3ad
Captain


jugh3ad
Captain

PostPosted: Fri Jan 20, 2006 6:53 pm


Chapter 3: Equipment
Potions

Through the magic of FF-style medicine, characters must often rely on bottles full of questionable smelling liquids in order to survive. Many potions have various beneficial effects such as restoring HP, MP, and relieving negative status conditions such as poison or Toad.

Quick note: Although you can't buy them in any of the E-games, X-Potion, X-Ether, and Elixir have been given a price if GMs want to make them available for sale. These prices are listed in parenthesis (.) in the cost.

Potions Storage

Since this is a pen & paper RPG, you can't go lugging around 500 potions and expect not to break them. Anyway, there are 2 different storage mediums for a potion: a vial & a bottle.

A vial is, well, your average ordinary test tube. It contains enough of the potion to have 1 usage (or dose).

A bottle, on the other hand, contains the equivalent of 3 doses. While it could be done, you could guzzle all 3 doses at once, but you only get double the effect. For instance, a character chugging a tonic would regain 20 + d10 x 2. Ailment cures and full recharging potions (elixirs, x-potions, etc.) are unaffected by chugging- in fact the character might get sick from doing it. A bottle of a potion cost 3 times the potion's regular cost.
Potion


Cost


Avail.


Effect

Potion


50


Common


Restores 50 HP

Hi-Potion


250


Common


Restores 100 HP

X-Potion


1500


Rare


Restores 250 HP

Tincture


150


Uncommon


Restores 30 MP

Ether


750


Uncommon


Restores 75 MP

X-Ether


4500


Rare


Restores 150 MP

Elixir


6000


VR


Restores all HP & MP (one person)

Mega elixir


----


Artifact*


Restore all HP & MP (group)

Phoenix down


1000


Uncommon


Cures "unconsciousness"

Remedy


1500


Uncommon


Cures all Ailments

Antidote


50


Common


Cures "Poison"

Echo Screen


100


Common


Cures "Silence"

Soft Potion


400


Common


Cures "Stone"

Eyedrops


50


Common


Cures "Blindness"

Maiden's kiss


250


Common


Cures "Toad"

Holy Water


1000


Uncommon


Cures "undead"

Revify


450


Common


Cures "Zombie"

Smoke bomb


500


Common


Instantly escape from Random Attacks

One-Shot Items

In FF3j, FF4j, and FF7, character occasionally came across one shot items that offered special powers or performed one-shot spells. These items should only be given as booty from fights with powerful monsters or can be stolen in fights by thieves. Any character using the Chemist job skill "Special Item" can throw these items at either foes or opponents.

Name

Duh, the name of the item.

Range


The range of the item. This is usually only Effect & Vertical since the item must be thrown or used from a connecting square

Effect


Effect of the item when used CoS is always 100%

Frequency


Indicates frequency of item, a few items which can be bought have their costs displayed here.

Note: For all damage causing effects use the Magic, willpower, and MDC of the user All item effects last until end of battle unless other wise noted.
Name


AoE


Effect


Frequency

Speed Drink


E:1 V:0


Causes Haste


VR

Hero Drink


E:1 V:0


+5 to all stats


VR

Vaccine


E:1 V:0


I: all status effects


R

Grenade


E:1 V:0


2d6 + Strength x DC damage


C, 75 gil

S-Mine


E:1 V:0


4d6 + Strength x DC damage


U, 150 gil

8inch Cannon


E:1 V:0


6d6 + Strength x DC damage


R

Hourglass


E:2 V:1


Causes Stop


U

Spider Web


E:2 V:1


Causes Slow


U

Dream Powder


E:2 V:1


Causes Sleep


U

War Gong


E:2 V:1


Causes Berserk


U

Loco Weed


E:2 V:1


Causes Confuse


U

Impaler


E:1 V:0


Causes Toad


U

Shrivel


E:1 V:0


Causes Minimum


U

Ink


E:1 V:0


Causes Blindness


U

Cauldron


E:1 V:0


Causes status effects


VR

Fire Fang


E:2 V:1


Fire 2


U, 300 gil

Fire Veil


E:2 V:1


Fire 3


R, 1000 gil

Arctic Wind


E:2 V:1


Ice 2


U, 300 gil

Ice Crystal


E:2 V:1


Ice 3


R, 1000 gil

Bolt Plume


E:2 V:1


Bolt 2


U, 300 gil

Swift Bolt


E:2 V:1


Bolt 3


R, 1000 gil

Bird Feather


E:2 V:1


Air 2


U, 300 gil

Bird Wing


E:2 V:1


Air 3


R, 1000 gil

Earth Drum


E:2 V:1


Quake 2


U

Earth Hammer


E:2 V:1


Quake 3


R

Bio Waste


E:2 V:1


Bio 2


U

M-Tentacles


E:2 V:1


Bio 3


R

Graviball


E:1 V:0


Demi


U

T/S Bomb


E:1 V:0


Demi 2


R

Stardust


E:3 V:1


Comet 2


VR

Vampire Fang


E:1 V:0


Drain


U

Ghost Hand


E:1 V:0


Osmose


U

Light Veil


E:2 V:0


Barrier


U

Lunar Veil


E:2 V:0


M. Barrier


U

Mirror


E:2 V:0


Reflect


R
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