Final Fantasy VIII RPG.pdf

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    Here is our homemade RPG system of the popular video game Final Fantasy VIII. We strongly recommend that you

    or at least one person in your playgroup have already played the original game, and that you are familiar with pen 'npapers rpgs in general. This will ease play a lot. If you aren't familiar with rpgs, you should go to the rpg- archive for a

    lot of information. You should check our homepage often for updates and new interesting stuff. We hope that you willenjoy playing, and if you find anything that doesn't work well, or you have any comments or suggestions, please email

    us [email protected]. We strongly recommend the use of a calculator to adjust junctions, or use our greatjunctions calculator!

    The world of FFVIII is a science fiction themed, futuristic one. With the way the game works, in order to gain spells,you have to draw them from draw points or enemies, with a special ability. The possibilities are extremely huge.

    These documents are not registered. The materials, text and graphics, that are under the Copyright 1997, 1998 by

    Square Co, Ltd., were taken under the only permission that is granted by Square in proper and generals terms, allowingthe use of such materials for non-commercial behavior. However, this Copyright prevent the public use, publication or

    distribution of Final Fantasy related materials, and since we are not registered and don't have a permission, we shall notbe recognized as the publishers, and shall not reclaim the related rights.

    Final Fantasy VIII

    Pen 'n Paper RPG

    mailto:[email protected]:[email protected]
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    Chapter I :

    Character Creation

    The first thing to choose when creating a character is the race. All races have advantages and disadvantages. See 'Races' formore information.

    Each player character starts with 90 points that are to be shared in Hp, [Attributes] and [Skills](and Backgrounds forhumans). The Hit points, or Hp, have a base of 10. Not more than 20 points may be used to gain Hp.

    [Attributes]The maximum point to be distributed in attributes is 28. The starting maximum for each individual attribute is 8(Except for

    Shumi).

    One character point gives one attribute point.-Strength(Added to physical damage)

    -Vitality(Physical damage is reduced by this stat number)-Magic(Added to magical damage)-Spirit(Magical damage and/or effectiveness is reduced by this stat number)

    -Speed(Added to the initiative, also count as the character's quickness)

    -Luck(The chance to do critical strikes, and for situations that involve luck in some way)

    [Skills]Though the skills' maximum is 255%, a character may not start with a skill higher than 80%. One character point gives 5%in a skill. See 'Skills' section for more information.

    You may also take advantages and disadvantages to personalize your character.

    [Starting Equipment]All characters start with 2d100+ Luck*10 Gils.

    You may now choose or design your Limit Break and choose your starting weapon within the Equipment list.

    Races

    ______ __HumansThey are the typical humans, the race, as we know it. A character creation, humans get 20% in their primary weapon skill.

    They level up at regular intervals, following this chart

    Level Experience needed

    1 02 200

    3 500

    4 9005 14006 2000

    7 27008+ Lvl*100 + previous

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    Humans Evolution Chart

    Level Attributes pts. Skills pts. Hp Base Draw %

    1-5 1 20% 1d4 + Vit/2 60% + Spirit - (Spell lvl x 10)

    6 -15 2 25% 1d4 + Vit/2 65% + Spirit - (Spell lvl x 10)

    16-30 2 25% 1d6 + Vit/2 70% + Spirit - (Spell lvl x 10)

    31-50 2 25% 1d8 + Vit/2 75% + Spirit - (Spell lvl x 10)51-85 3 30% 1d10 + Vit/2 80% + Spirit - (Spell lvl x 10)

    86 -100 4 35% 2d6 + Vit/2 85% + Spirit - (Spell lvl x 10)

    Backgrounds

    Backgrounds are specials advantages allowed only to humans. May only be bought during character creation. The Game

    master decides to use or do not use any of the backgrounds. Furthermore, only one background may be taken (Backgroundsare completely independents from advantages and disadvantages.).

    Balamb Garden-5 pts.. : Student. The character may use GFs.

    -12 pts : SeeD. Start with a GF(Game master discretion). Gain 400 gils per month.

    Galbadia Garden-5 pts : Private. Start with a Galbadian Soldier armor. Gain 400 gils per month.

    -10 pts : Paratrooper. Start with a Galbadian Paratrooper armor. Gain 500 gils permonth.

    Trabia Garden

    -4 pts : Scholar. Get 80% to share in Lores at character creation.-9 pts : Trabia SeeD. Trained in Balamb Garden. Also get 80% in Lores, and may

    use GFs. Gain 400 gils per month.

    Sorceress

    -50 pts : Get +50% on attribute Magic at creation, and 10% more on eachLevel Up. May draw, stock and cast spells, and junction magic to all attributes. Start with one Ultima, 5full spells of first level and 2 spells of level two. Women only. The Game master should not let player take

    this background too often. See the glossary to know what is a sorceress exactly.

    Esthar Academy-10 pts : Esthar Soldier. Start with an Esthar soldier armor and Blade. Gain 600

    gils per month.

    ______ __ShumiThe Shumi Tribe mostly live in the north, and are usually pacific. They are usually smaller than humans, have huge hands,but they grow following their environnement and their personalities. The honorable and leaders become tall, the strong

    warriors become large, and so on.

    Instead of having 8 as a maximum to the starting attributes, refer to this table:

    Strength 7

    Vitality 7

    Magic 9

    Spirit 9

    Luck 9

    Speed 8

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    ProfilesThe Shumi advance following profiles. He may switch profiles at any time, and always keep all the abilities learned. The

    maximum level in each profile is 35.Shumi Profiles Evolution table:

    Level Experience needed

    1 02 130

    3 325

    4 585

    5 910

    6 1300

    7 1755

    8+ Lvl*65 + previous

    __________________MagicianThough the Shumi may not stock spells, he may draw-cast spells from enemies, or cast some with a Magic Stone if theyhave the appropriate ability.

    Level Attributes pts Skills pts HP Base Draw %

    1-3 1 15% 1d4 +Vit/2 60% + Spirit - (Spell lvl x 10)

    4-8 1 20% 1d4 +Vit/2 65% + Spirit - (Spell lvl x 10)

    9-15 2 20% 1d4 +Vit/2 70% + Spirit - (Spell lvl x 10)

    16-25 2 25% 1d6 +Vit/2 75% + Spirit - (Spell lvl x 10)

    26-35 2 25% 1d8 +Vit/2 80% + Spirit - (Spell lvl x 10)

    Abilities:

    Level 1: Use Lvl1 Magic

    Level 2: The shumi may draw and cast spells from a target, but may not stockLevel 4: Get +1 Magic

    Level 7: Get +1 SpiritLevel 11: Use Lvl2 Magic

    Level 14: Get +1 MagicLevel 17: Stock first and second level spells in Magic Stones

    Level 23: Use Lvl3 MagicLevel 25: Get +1 Magic

    Level 28: Get +1 SpiritLevel 32: Stock third level spells in Wizard Stones

    Level 35: May stock first and second level spells without Magic Stones(10 differentspells, with a maximum of 20 in each)

    __________________Traveler

    Level Attributes pts Skills pts HP

    1-3 1 20% 1d4 +Vit/2

    4-8 1 20% 1d4 +Vit/2

    9-15 2 25% 1d6 +Vit/2

    16-25 2 30% 1d8 +Vit/2

    26-35 2 30% 1d10 +Vit/2

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    Abilities:

    Level 3: Add 50% in History or Area Knowledge SkillsLevel 5: The shumi may use whips, flails or swords(With the appropriate skill)

    Level 8: Get +1 Luck

    Level 12: Evaluate- The shumi has [Luck + Traveler Level*3]% chances of knowing anitem price

    Level 16: Bargain- The shumi has [Traveler Level*2 - Target's Spirit]% chances of

    paying any item 75% of the real price (or selling 125%)Level 21: The cost of History and Area Knowledge Skills are reduce by half

    Level 27: Get +2 Luck

    Level 30: Identify- The shumi has [Magic + Traveler Level*2]% chances to identify anitem's use

    Level 35: The shumi may learn moombas abilities, if they're not specified 'moombas

    only'

    __________________Artisan

    Level Attributes pts Skills pts HP1-3 1 20% 1d4 +Vit/2

    4-8 1 25% 1d4 +Vit/2

    9-15 2 25% 1d6 +Vit/2

    16-25 2 30% 1d8 +Vit/2

    26-35 2 35% 1d8 +Vit/2

    Abilities:

    Level 3: Add 50% in Lores, Computers, technology or Mechanics skillsLevel 6: Remold Weapons

    Level 10: Forge M-Stone PiecesLevel 15: Refine Items- The shumi may transform an item into another

    Level 20: Forge Magic StonesLevel 25: The cost for Mechanics and Lores skills are reduced by half

    Level 30: Identify- The shumi has [Magic + Artisan Level*2]% chances to identify anitem's use

    Level 35: Forge Wizard Stones

    THE Evolution

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

    anymore.

    ______ __Moombas

    The moombas are considered by humans to be ridiculous mutations of an unknown animal. But the moombas, who share alot with the Shumi Tribe, are very intelligent creature, though sometimes it's hard to believe. Most of them don't speak, but

    several know some words teach mainly by humans. The moombas are commonly used as cheap workers, or even sometimeslaves. They are of very affective nature for those who treat them well. The moombas may not draw or cast spells, but have

    many similar abilities. These abilities are learned by earning AP from monsters, and work like the Guardian Force learning.

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    The moombas cannot use weapons, but their bite does 1d4+Strengh, and the damage for the claws is listed in the second

    table.Level Experience needed

    1 0

    2 100

    3 250

    4 450

    5 700

    6 1000

    7 1350

    8+ Lvl*50+ previous

    Level Attributes pts Skills pts Hp Hand damage

    1-5 1 15% 1d4 + Vit/2 1d4 + Strength each

    6-15 2 20% 1d6 + Vit/2 1d4 + Strength each

    16-30 2 20% 1d6 + Vit/2 1d4 + Strength each

    31-50 3 25% 1d8 + Vit/2 1d6 + Strength each

    51-85 3 25% 1d10 + Vit/2 1d6 + Strength each

    86-100 4 30% 2d6 + Vit/2 1d8 + Strength each

    Moombas Abilities

    Full Attack Stance(30)When used, the character's vitality is reduced to 0, but all the points lost are added to strength. May only be used once a day,

    at the cost of one round of concentration, and last for 1d6+2 rounds.

    Infravision(18)The moombas may detect heat levels, and may see the form of living creatures (with warm blood) or of particulary cold

    ones. Undeads cannot be seen with this ability.

    Night Vision(22)

    The moombas can now see in darkness as well as in daylight. Furthermore, the moombas is immune to Blind spell.

    Two-Hands(10)

    The moombas may use his two claws in battle, doing an attack with both, each round. The attacks may target two enemies ifthey are at less than three meters from each other. This ability is moombas only.

    AP Bonus(25)The moombas receive 4 AP after level up.

    Chameleon Skin(20)

    The moombas may change his skin's colour to fit with the environment. It takes one round to operate the change. Anystealth check for hiding has two time more chances of being effective. This ability is moombas only.

    Waterbreath(20)

    Ability to breathe under water. This ability is moombas only.

    Regen(20)The moombas is cured of 10% (rounded up) of his current missing Hp each hour.

    Venom Fangs(22)

    The moombas' bite has 40% + lvl/2of doing poison. This ability is moombas only.

    Cat legs(8)Any downfall of less than 12 meters never does damage to the moombas if he's conscious.

    Counter(65)

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    The moombas has 40% chances to retaliate on any attack made against him. No other special ability may be used during this

    counter-attack.Rage(26)

    The moombas now have the ability to turn into Berserk at will, taking a complete round to invoke rage. The duration is themoombas' level (maximum of 40) in rounds, but he may leave rage whenever he wants, at the cost of one round to calm

    down. This ability is moombas only.

    Cure(24)

    By licking the wounds, the moombas may heal 3d8+Magic Hp to any creature he can touch. This ability is moombas only.

    Attribute-Up (28)

    The moombas may boost one of his attributes by 1d8 for a number of rounds equal to his Magic.

    Attribute-Down(30)The moombas has 60% + Magic - Enemy's Attributechances to lower the chosen attribute of the target by 1d8 for a number

    of rounds equal to his Magic.

    Treatment(36)The moombas may heal, in one round, all the abnormal status on a single target. Dealing with poisons takes an additional

    round.

    Jump(12)The moombas may jump up to 4 meters high or make an horizontal jump of 8 meters. If used in combat, the moombas lose

    initiative but automatically get a critical hit if he hits. This ability is moombas only.Initiative(15)

    The moombas' side always win the first initiative of a fight.

    Smells Life(20)The moombas smells any form of life at less than 5 meters from him. This ability is moombas only.

    Subsist(13)

    The moombas may spend a number of days equal to his vitality/3 without eating or sleeping. Afterward, the moombas musteat and sleep normally for the double of the duration.

    Alert(10)You are never surprised. Any awareness-related skill cost you half to purchase.

    Quick toes(18)The moobas may move at twice the normal moving speed for his vitality in hours. He must afterward rest for the same

    amount of time. This ability has no effect in combat. This ability is moombas only.

    HP+20%(20)Your character get +20% HP.

    HP+40%(35)

    Your character get +40% HP. HP+20% is needed to learn this, but they are not cumulative.

    Strength+20%(20)Your character get +20% Strength.

    Strength+40%(35)

    Your character get +40% Strength. Strength+20% is needed to learn this, but they are not cumulative.

    Vitality+20%(20)Your character get +20% Vitality.

    Vitality+40%(35)

    Your character get +40% Vitality. Vitality+20% is needed to learn this, but they are not cumulative.

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    Magic+20%(20)

    Your character get +20% Magic.Spirit+20%(20)

    Your character get +20% Spirit.

    Spirit+40%(40)Your character get +40% Spirit. Spirit+20% is needed to learn this, but they are not cumulative.

    Speed+20%(20)Your character get +20% Speed.

    Speed+40%(35)Your character get +40% Speed. Speed+20% is needed to learn this, but they are not cumulative.

    Luck+20%(20)

    Your character get +20% Luck.

    Luck+40%(35)Your character get +40% Luck. Luck+20% is needed to learn this, but they are not cumulative.

    HP Bonus(30)

    Your character gets an additional Hit Point each level.

    Strength Bonus(20)Your character gets an additional Strength Point each 5 level.

    Vitality Bonus(20)

    Your character gets an additional Vitality Point each 5 level.

    Magic Bonus(22)Your character gets an additional Magic Point each 5 level.

    Spirit Bonus(20)

    Your character gets an additional Spirit Point each 5 level.

    Speed Bonus(25)Your character gets an additional Speed Point each 4 level.

    Luck Bonus(20)

    Your character gets an additional Luck Point each 4 level.

    Racial Skills

    LanguageThe moombas have their own language, though it's very a basic one, it's enough for most of them. However, some moombas

    may have learned another language(the human language). These skills represent how much they know the language. A rollmay be required to understand something, but for a more casual use, refer to the table below:

    01 to 25 % The moombas knows some words.

    26 to 50 % The moombas may make some simple sentences.51 to 75 % The moombas may handles a small conversation

    75 + The moombas talks almost as well as a human.

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    Skills

    Alchemy

    Ability to create potions. The character must have some instruments and ingredients at his disposition, although no largelaboratory is needed(but could give bonuses). You roll Magic + Alchemy, minus a difficulty decided by the type of potion

    you are trying to make. Follow the table below for difficulties:

    Potion 50 Antidote 100Hi-Potion 100 Soft 75

    Phoenix Down 160 Gf-Potion 50Eyes Drop 40 Gf-Hi Potion 100

    Echo Screen 30 Gf-Returner 160

    If the roll doesn't succeed, the character make another one to see if the 'try' cause damage. An unsuccessful second rollmeans that the chemist takes from 5 to 30 points of damage.

    Animal Riding

    To ride on Chocobo s back. Usually only necessary in dire situation or when tempting a complex action while riding. Thegame master should give difficulties according to the mount(when afraid or angry), the climate, and other conditions.

    Area Knowledge

    Knowledge of a region's geography and some of its history.

    ArtsAny type of art, from painting to singing. The appropriate attribute should be chosen against a difficulty or a target's

    spirit(to impress, for example).

    AwarenessInstinct and alertness. The skill to roll when being surprised, and for intuition feelings.

    Brawling/Martial Arts(weapon)

    At first level, a brawling attack(without gloves) does 1d2+Strengh. When reaching level twelve, it does 1d4+Strengh. At

    level fifty, 1d6+Strengh.

    Craft

    Allow the remolding and construction of weapons and armors. You still need the items, but pay nothing though.

    DisguiseAlso includes acting. Skill roll with appropriate attribute according to the situation minus the target's spirit.

    Evasion (Dodge)

    You may decrease your enemy's attack skill by your evasion skill. Each 4% placed in dodge give only 1%. Trying to dodgea firearms attack may not have the same effectiveness.

    Driving

    Chose one type, ground, water or air driving. Someone who don't have the skill may drive under normal conditions but willcrash if things get a little bit wrong...

    Etiquette

    Base the difficulty on the title(rank) of the interlocutor.

    FalsificationCopying documents or signature, creating formal permissions or ID.

    Firearms(weapon)

    Ability to use firearms. The character may also uses machine-guns, but with a 30% penalty.

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    GamesGambling and bidding games like triple triad.

    Gunblade(weapon)

    Ability to use gunblades. The specialist may also uses swords, but with a 30% penalty.

    History

    Knowledge of the world's history, or of a particular subject (Centra, The Sorceresses...).

    Intimidation

    Induce fear into others. The target resist with his/her/its spirit. The game master shall choose an effect according to theeffectiveness of the roll, but it is usually -3 to next round initiative or penalties to skill rolls.

    Jump/Acrobaties

    Simply jump, trying to reduce the damage of a fall, or even doing a gymnastic representation!

    Kama (weapon)Ability to fight with claws and kama.

    Knives(weapon)

    To fight with knives or throwing knives.

    LeadershipThe ability to control sheep(you know what I mean) and crowds.

    Lores

    Chose a type of knowledge like legends, monsters, spells, sorceresses, GFs, etc.

    Machine-guns(weapon)Ability to use machine-guns. The character may also uses firearms, but with a 30% penalty.

    Mechanics

    Ability to build/repair mechanism and machines.

    MedicineWith a successful roll you can stop a bleeding wound, cure sicknesses or reduce poison effect by half.

    Pickpocket

    Capacity of stealing objects from people. Make the roll minus the target's spirit, and set the difficulties upon the conditions.

    StealthFurtively, dissimulation and hiding. Base the difficulty on the environment(lights, noise...).

    Survival

    Hunting and camp making. A type of climate must be specified.

    SwimmingOnly needed while into a difficult situation.

    Swords(weapon)

    Ability to use swords. The specialist may also uses gunblades, but with a 30% penalty.

    TechnologyAbility to work with, build and/or repair computers and other advanced technology.

    Tracking

    Find and follow trails. Base the difficulty upon the environmental conditions and the time it was made.

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    Whips/Flails(weapon)

    The ability to uses Whips/Flails.

    Starting Skills

    Non-Affiliate HumanBrawling 30%Area Knowledge 30%

    Driving (Earth) 25%Survival 10%

    Climbing 10%

    Balamb SeeD/StudentBrawling 30%

    Area Knowledge 30%Driving (Earth) 25%

    Swimming 20%Climbing 10%

    GF Lore 15%

    Trabia SeeDBrawling 30%

    Area Knowledge 50%History 20%

    Driving (Earth) 25%

    Swimming 20%Climbing 10%

    Galbadia SoldierBrawling 30%Area Knowledge 30%

    Driving (Earth) 25%Swimming 20%

    Climbing 10%+15% in Primary Weapon Skill

    (may surpass the startingmaximum of 80%)

    Galbadia ParatrooperBrawling 30%Area Knowledge 30%

    Driving (Earth) 25%Survival 10%

    Stealth 25%

    Climbing 15%

    MoombasBrawling 30%

    Area Knowledge 20%Survival 20%

    Swimming 30%Climbing 20%

    ShumiBrawling 25%Area Knowledge 40%

    Driving (Earth) 20%Survival 10%

    Climbing 10%Craft 20%

    Limit Break

    ___Designing Limits___________A limit break is a special skill characters can use in dire situation. The Limit becomes active when the character has lessthan 1/3 of his total Hp. The two types of Limits are Physical Attacks and Magical Effects. At creation, the character has 14

    points to distribute in different aspects of the limit. He'll get one additional point each five level.

    -Physical Attacks : For each point, the attack causes one die of damage(or cure one die). The weapon used determines thekind of dice. A point may also give 10% chance of doing a abnormal status(Or 5% for really powerful spells like death or

    stop). Each point may also give 10% chances to hit. Imagine any kind of effect, the limit is the most personalised part of thecharacter.

    -Magical Effects : May cast spells or similar effects. Keep a balance.

    The Game master always has the last word.

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

    Blue Magic(Magical Effect)The blue magic is a very strange art indeed. By fighting many enemies, you may learn to use their own weapons. When youfight a new enemy and get its belongings, you can sometimes learn their abilities.

    Mighty Guard

    Creature encountered : BehemothItem gained : Barrier

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

    Ultra WavesCreature encountered : Caterchipillar

    Item gained : Spider WebEffect : Create huge high frequency sounds, reducing all enemies in a 5 meters area to silence(40%), and doing them 3d6 of

    damage.

    ElectrocuteCreature encountered : Blitz or Creeps

    Item gained : Coral FragmentEffect : The target and all creatures within 3 meters lose 4d6 + Magic due to lightning damage.

    Drinking Wind

    Creature encountered : Abyss WormItem gained : Windmill

    Effect : The caster take a deep breath then throw the piercing breeze on one enemy for 2d10 + Magic (Wind damage). Thecaster gains the entire HP lost by the victim.

    Elemental Blow(Physical Attacks)

    You may now use the magical energy with your weapons. When attacking, you conjure a spell to strengthen your blow. Inorder to make a certain attack, you must have the according spell, and the spell is lost afterward.

    -Hit : Use the character's hit stat

    -Damage : 2d* + Strength + any elemental spell(within the 8 elements)The weapon damage also becomes elemental damage of the chosen type.

    Hyne's Energy(Magical Effect)Cast any spell you have with double range, damage, %...(choose one)

    Advantages and Disadvantages

    Advantages and disadvantages really make up an unique character. You may only take them during character creation, and

    they remain forever or, for extremely rare cases, may be lost during the course of a campaign.All advantages and disadvantages are rated, and in order to take two points in advantages you must have two points in

    disadvantages.This is only a list to give you some ideas. The game master may design any serious advantage and disadvantage he

    imagines.

    ________Advantages

    -Resource(4): You have a remuneration(a job or otherwise) of 600 Gils per month, and an additional 200 for each other pts.

    spent. May not be taken with Esthar and Balamb, Trabia or Galbadia Garden backgrounds. You cannot take this with Poor.

    -Wealth(2): It may be family heirloom or simply earned funds. Your starting money is 6d100+(luck*10). You cannot have

    the least amount of money within the party. If so, reroll until it is no more the case. You cannot take this with the Poordisadvantage.

    -Contacts(4): You have a good contact within an organisation(either be the Esthar Academy, the Trabia Garden or anythingelse). Spend(2) more pts. to have an additional contact within the same organisation, or (3) to have a contact into another

    organisation too.

    -Sorceress Scanner(2): If, there's a sorceress at anytime at less than 10 meters away, you have 35% +magic -the sorceress

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    spirit to feel that she is magically unusual, and that she is a "sorceress". You cannot detect if she has good or evil

    behaviours. To the GM: the sorceress also knows she was discovered...

    -Good Reputation(4): You have a really good reputation among the members of a chosen area or society. This give you aneasier access to superior grades. It just takes a little less to "grade up" within an organisation. To the GM discretion.

    -Weapons Master(4): You may chose two primary weapon. In other terms, both cost you the normal price. If you take a

    third weapon, however, the skill will cost you the double.

    ________Disadvantages

    -Weakness(4): You have a native and unexplainable weakness against a chosen element. When taking damage from the

    according elemental hit or spell, your vitality or spirit does not reduce it.

    -Physical Weakness(4): It takes 2 pts. to raise your strength and vitality attributes of 1. This exclude the character creationprocess.

    -Magical Weakness(4): It takes 2 pts. to raise your magic and spirit attributes of 1. This exclude the character creation

    process.

    -Unlucky(4): It takes 3 pts. to raise your luck of 1 pts.. This exclude the character creation process. Situations that you are"out of luck" could also happen.

    -Poor(2): Your starting money is 5d10+(luck*10) instead of 2d100+(luck*10). You cannot have more starting money than

    any of the others players. If this is the case, reroll until you have less. You cannot take this disadvantage with wealth orresource.

    -Spells Instability(4): Each day, you have 40%(reduce with luck) chances that any of your spells is empty(the number you

    have reduced to 0) when you wake up.

    -Draws Inapt(*): Your % of chance to draw is always reduced by 10% for each pts. you want to gain this way.

    -Social Black Sheep(2): You are rejected by almost everyone, and oddly enough, when you show up into a store, themerchants often raises his prices...just for you ;)

    -Hunted(*): There's a price on your head. You said something, or did something at the wrong time, in the wrong place. Ask

    the game master for the rating. If it will play an important part of the game and will cause trouble to the player, gives like3pts. But, if a "hunter" just shows up once or twice during the game, give 1- 2pts.

    -Claustrophobia(2): You are extremely claustrophobic and uncomfortable indoors or underground. You receive -20%

    penalty on all rolls in such conditions.

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    Chapter II :

    The World

    History

    _________The Mankind EraA history heard by all, forcefully swallowed by some, and revered by others. Few still remembering it entirely. The Centra

    civilisation, also known as Centra Empire, saw daylight 4000 years ago, or so will we count. They lived in peace forhundreds and hundreds of years. They built a single but huge city on the southern continent, but did not seemed to explore a

    lot. On each generation, a very small number of young girls were given fragments of Hyne's own power. These rare personswere called sorceress. They helped the Centra society, for they had inherited strange powers. During the years, Centra tried

    to understand this energy, in result they created impressive magical technology and found the existence of the mysticsGuardian Forces.

    _________The First Lunar CryFollowing the archives, it started around 3900, more than a hundred year ago. There was some unexplainable violence, andpeople became selfish. The first Lunar Cry known to human occurred. Thousands of evil creatures from the Moon kept

    falling, forming a bloody bridge to Earth. Animals and pacific creatures of the Earth were killed, or somehow turned into

    horrible monsters. Centra's people spread around the world, escaping in mobile shelters, and living their once-wonderfulcity behind them. The monsters completely ruined the Centra Empire, and only pieces of burnt land remain today. Theescaped citizens divided into two groups, the Western and the Eastern. The Moon monster breeded, and invaded to rest of

    the world. Since they mostly spread on the eastern land, and also because of the temperate climate, Esthar soon becamereally advanced in technology. The other side became the world like we know it, Galbadia being the first permanent city

    created. They had left quickly, and with no methods of communication, the western land never knew what happened to theothers who went elsewhere. The two societies divided, and Esthar stayed closed and secret. Even now, nobody really knows

    if Esthar exist or not. There are rumors and legends, not more.

    _________The TroublesTimber and Balamb were created respectively in 3971 and 3973. Dollet followed a year after, principally to install a

    communication facility. Galbadia had spread a lot. In 3982 (40 years ago) the galbadian army took control of Timber. Ayear after, a strange phenomenon occured, the Radio Interference. Almost all radio communication facilities were shut

    down because of the noise across all frequencies. Short transmissions are still possible, but most country now communicatesthrough the use of HD cables running underground. The only radio communication facility still 'almost' operationnal is the

    Dollet Communication Tower. The first Garden was created in 3988. With the financial help of an unknown shumi and themoral help of his wife the sorceress Edea, Cid Kramer created the Balamb Garden from an ancient Centra shelter.

    Galbadia(also on a Centra shelter) and Trabia Garden respectively followed. The Gardens were supposed to be neutralorganizations 12 years after, the Timber Owls, leaded by the well-known Rinoa Heartily and the famous Balamb SeeDs,

    declared the Timber independence. Some say it started the Galbadian moves. The longly forgotten Sorceress Edea(said tohave been possessed by Ultimecia, a sorceress from futur), gained control of Galbadia, and ultimatly the Galbadia Garden.

    Fortunatly, the bold SeeDs, led by the legendary Squall Leonheart, stopped her machiavelics schemes. Galbadian missilesdestroyed the Trabia Garden during the fights, and a similar (but missed) attempt was made against Balamb Garden, who

    used the shelter's technology to escape the attack.While constant battle were raging, a second Lunar Cry fell upon Earth, bringin back to life an ancient imprisonned

    Sorceress, Adel. But Esthar was prepared. Though Esthar was in a way discovered, they still keep their secret and their

    doors closed, and most people are still unaware of their presence. The world now live an era of peace, each day helps incontrolling the breeding monsters from the moon. But the Great Hyne, creator of mankind, did not settle this world forpeace.

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    TTIIMMBBEERRMMAANNIIAACCSSJune Special issue

    As for our June special edition, we decided to make a compilation of the greatest articles of Laguna Lore. We must

    tell again that since some articles are old, there may some mistakes, especially the fact that Timber is now independant!So now, let's enjoy a trip around the world with our reporter Laguna!

    Hi Everyone! I'm Laguna Lore, I've been soldier in Galbadia Army for several years, it was the only way to travelI've found. But now I'm here to report you my travels! I'll go everywhere, and if ladyluck is with me I'll maybe reach Esthar!

    Deling CityMy home! This center of the Galbadian territory could surely be Esthar's rival ! The Centra's romano-gothic era's

    buildings, the rich manses and the great gateway are really worth the trip. You could walk down the huge streets duringhours, under the nice constant dawn created bu the surrounding mountains.

    Within the shopping arcade is the city's hotel. Although very expensive, I suggest you to visit the warm bar underneath. Ithas been for long the place where soldier go between jobs. The President Deling, leader of Galbadia, live in the

    presidential residence near the center of the town. The General Caraway, chief of the Galbadian Army also resides here, inan awesome manse at the west of the city.

    WinhillA peaceful small village, with old houses, lots of flowers and vegetations of all kind. The citizens live quietly,

    according to the old traditions, and are unaware of the trouble from the rest of the world. I should come back here and

    spend my old years...

    TimberHere is the Timber Maniacs editing house. Timber is a nice area, but its people aren't very sociable for someone

    like me who had been in the galbadian army. Since the city was invaded in 3982 by Galbadia, soldiers roam everywherehere. It is still a really nice place to visit, their bar has a very attractive moond and is worth a look. Exept for the little hard

    time I had with the complex train system (it's not called City of Trains for nothing), I fully enjoyed each day of my stay.(We wish to remember the readers that Timber is now free and independant!...)

    Shumi Village

    While I was looking for Esthar(I was looking for a way from north), I heard for the first time about the ShumiTribe. Their village is located at the north, within mountains and forests. I had some problem around the area, but

    fortunatly for me, the good Shumi Tribe found me down a cliff, and cured my wounds. I will never thank them enough. TheShumi live in small houses made of rocks and roots they are very strange indeed. They give much importance to fraternity

    and friendship, but don't underestimate them, they are really wise!

    DolletAfter my problems in Esthar quest and my meeting with the Shumi Tribe, I somwhow ended up in Dollet. The town

    is quite big, and is much impressive since every building has at least two floors. The old but awesome and comfortabledesing and architecture, gathered with the wonderful sights the bridges offer is really an interesting trip. Dollet is also one

    of the last places where you may find 'almost' effective air communications devices and facility.

    BalamdAfter my unsuccessful search for Esthar and my stay at Dollet, I decided to visit the uncontested fish capital :

    Balamb. This small town is unique in its kind, much different of Timber or Deling City. Buildings are made of sky-blue

    domes, everything in town is round, keeping the mood peaceful and quiet. Navigation is their principal economic andtouristic activity; the Balamb port is always busy. I stayed a while in the Balamb Hotel and saw nice sights that even greatcities cannot offer. Unfortunatly, I shortly ran out of money, and could not even taste the reputed Balamb fish.

    Fishermen Horizon

    A village made of pieces of screwed ships, somehow floating in the middle of the sea. It is really a great work, andI guess it's why the fishermen here are reputed as much for their mecanical skills than for their fishing talents. They're

    independants, and they are fully for violence abolition. They're well organised, hate surprise and special events. I don'tthink any stranger receive a warm greeting here, but once you know them, they're kind people.

    All rights reserved, Timber 3992

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    Chapter III :

    Esthar

    Esthar is a mysterious city hidden on the eastern continent. It was created after Centra's destruction, and since it was well

    hidden from the moon monsters, they got time to build it VERY huge, with advanced technology and defenses. Over theyears, they put much of their efforts on the spatial travels and on the understandement of the sorceresses' powers.

    The Esthar armors and weapons are derived from an ancient technology from Centra, in some way similar to the one usedby Galbadia Garden.

    Armors

    The Esthar Armors allow their soldiers to use (draw/stock/cast) magic, and to junction status defense.

    Soldier Armor

    The soldier may stock 8 different spells at a time, with 15 in each one. Level 1-2 spells only. May junction status defense.

    Strength MagicVitality +1 Spirit +1

    HP Speed

    Elite ArmorThe soldier may stock 15 different spells at a time, with 20 in each one. May junction status and elemental defense.

    Strength Magic +1

    Vitality +1 Spirit +3HP +5% Speed +1

    Upgrading Armors

    Esthar technology isn't easy to understand, and the only people qualified to repair or construct armors are the EstharAcademy engineers. In order to upgrade an armor, the soldier must get an higher rank or act really well according to the

    Academy's code of

    conduct.

    Esthar Blades

    Esthar Blades

    The Esthar blades are a very complex weapon that cannot be bough. They are provided to the Esthar soldiers by theAcademy. There are different techniques that can be learned trough experience.

    Level 1: Normal hit, 1d8+Strength

    Level 4: Shot. The soldier may use the Blade's shotgun, doing damage depending on the ammo.May not use Fast ammo. -2 to initiative.

    Level 12: Drag. The soldier may do whirling attack, thus attacking everyone(including allies) in one meter in round.Level 25: Throw. The soldier may throw the Blade 10 meters away, and attack everyone(including allies) in a 60 cone.

    Automatically lose initiative.Level 35: Homing Throw. Similar as throw, but the soldier may chose the targets. Automaticaly lose initiative.

    Level 50: Counter Attack. The soldier may skip his round, but he'll have 60% chance of retaliating any attack.Level 75: Parry. The soldier may chose to lose initiative and double(with a maximum addition of 40%) his dodge skill

    against any mele attack.Level 100: Energy Blade. The soldier is given a new Esthar Blade, made with a special Odine-developed technology, wich

    base damage is 3d8+Strengh. It is faster and easier to use. It gives +30% to hit, and the soldier may do 3 attacks per rounds.It also has 30% of chance to ignore the target magical protections(i.e. Protect). Thoses only works when the specified Esthar

    owner wield the blade.

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    Chapter IV :

    The Garden

    Gardens are private military academies, which houses young students, of ages 6-19 and of either gender, to train them intocompetent soldiers. The Garden are places where students can live and train, housing superb facilities such as training

    centres, lecture theaters, cafeterias, student accomodation and other student needs that you would expect any college tohave; There's even a library where students can study arts such as magic and fighting. The ultimate aim of a Garden Student

    is to join various armies over the world, but for special students with pure natural talent, an agency called SeeD was set up.Each Garden has its own teachings, but all are neutral, often mercenaries.

    Galbadia Garden

    Unlike the other Gardens, the Galbadia Garden deplores the use of Guardian Force, and therefore replaces them by heavytechnology. Their armor and weapons allow them to use (draw/stock/cast) magic, each different giving them different level

    of power.At character creation, the Galbadia soldier get 50 more Gils, and have 15% more in their principal weapon skill(with a starting maximum of 95%).

    Armors

    _________Galbadia Soldier Armor(Blue)

    Can stock 5 different spells at a time, with 10 in each one. Level 1 and 2 spells only.

    Strength +1 MagicVitality +2 Spirit +1

    Speed HP

    _________Galbadia Paratrooper Armor(Green)

    Can stock 8 different spells at a time, with 10 in each one. Level 1,2 and 3 spells only.

    Strength Magic +2

    Vitality +2 Spirit +2Speed +2 HP +5%

    _________Galbadia Elite/Sergent Armor(Red)

    Can stock 15 different spells at a time, with 20 in each one.

    Strength +2 MagicVitality +4 Spirit +2

    Speed HP +10%

    ____________Upgrading Armors

    5 Cactuar Thorn +1 Speed2 Wizard Stones +1 Magic

    2 Regen Rings / 1 Turtle Shell +1 Vitality

    3 Mezmerize Blades +1 Strength

    2 Water Crystals +1 Spirit

    2 Life Ring + 5% HP

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    Weapons

    Galbadian soldier mostly use swords and gloves, but shotguns, machineguns and other less casual weapons sometime figure

    in their equipments. The second level weapons(Maverick, Ulysses) are considered Soldier's and may junction magic toElemental Attack; the other(Gauntlet, Exeter) is Elite and may junction magic to Elemental Attack and Status Attack. In

    order to junction magic, the weapon user must have armor to stock spells

    Galbadian Warmachines

    At first used for missions in impossible condition or danger for a human, the warmachines quickly became an interesting

    solution. The steel soldiers aren't ambitious, disobediant, lazy, yet they are very wise and powerful.Most of them are unique, since they're supposed to be created for specific missions, and have special abilities according to

    the work for which they were designed. But one of these missions is fighting, and for it were designed and created byhundreds the warmachines. The warmachines are quite common, and presented in two principal types:

    _________________SAM08G

    This living weapon is used for raw fight. It carries two 155mm cannons on its shoulders, and has a 60mm vulcan in itsmouth. Though not very bright, it's a though and powerful model.

    _________________ GIM52A

    This model is used in hard territories like deserts or mountains, because of its wits and limited capacity of flying. Use anadvanced laser technology and homing missiles.

    Balamb Garden

    The first garden created. Cid Kramer built it 34 years ago on a Centra shelter, with the financial help of the Shumi Norg.Cid has been the Headmaster for 12 years, followed by Squall Leonheart, who's still in place. During the Era of Troubles,

    Squall and Cid used the shelter's technology to make the Garden fly, dodging lethal missiles. The Garden still moves, butusually stays around Balamb.

    Balamb Garden use Guardian Forces, powerful magical creatures taking place in the student's mind.

    Trabia Garden

    Trabia was the last Garden created, 2 years after Balamb. It was build on the northen continent. Trabia Garden put muchmore efforts in knowledge than in fighting skills. Many exchanges were made with Balamb Garden, so that some student

    could learn the way of fighting. Several Trabia students join SeeDs each year.The Garden was destroyed 22 years ago during The Troubles by galbadian missiles, but was rebuilt 7 years after in the same

    area.Those who have been to Balamb Garden to finish their training have learned the use of Guarden Force.

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    Chapter V :

    System

    _________Combat BasicsA round of combat is about 10-30 sec long. When engaging a combat, each character (including monsters and other NPCs)

    must roll initiative. You roll 1d10 and add your speed. The one who have the highest score act first, and so on. Some special

    manoeuvers may increase or decrease an initiative, their use must be declared before the roll. The initiative is rolled eachround. If two characters roll the same initiative, they attack at the same time(and thus taking damage at the same time too).Once the initiative done, your character acts. Your chances to hit are your weapon skills rating minus the enemys evade

    rating. As for any skill roll, you throw 1d100 and must get lower than your total chance to hit to be successful. You cannothave less than 10% chances to hit a target.

    Determining critical hits:When you roll an attack, you have a number of chances equal to your luck rating divided by twoto do a critical hit. If you have 60% in a weapon skill and have 9 in luck, you must roll from 56 to 60% to make a critical

    hit. When a critical hit occurs, you double the damage.When you hit, you add your strength for your damage if you use any mele weapon. The damage is decreased by the enemy's

    vitality, but is never reduced to less than 1.Exemple:

    Wedge has 70% to hit, Strength 6, Speed 7 and Luck 6. He's fighting a caterchipillar(Speed 3, Vitality 5 and Evasion 0). Onthe initiative roll, Wedge gets a 4, and the caterchipillar gets a 6. Wedge wins the initiative (4+7 > 6+3). Wedge attack. He

    get 68 on his roll, thus making a critical hit. He roll his damage (Blade : 1d8) and get 5. The total damage is (5+6)*2. The

    catherchipillar, having a vitality of 5, take 17 damage.

    _________Abnormal Status

    Some spells and creatures may give abnormal status. Here is a description of each.-Bersek: The affected character fall into an uncontrollable rage. Tough he doesn't attack allies, the GM choose wich target

    he hits. Damage is doubled before all modifications. He may breaks things up and run around.-Sleep:A magical sleep. If the character loses any Hp (Physical Damage only), he wakes up.

    -Confuse: Character is under the GM control. If the character loses any Hp (Physical Damage only), he is no moreconfused.

    -Silence:The victim cannot talk, nor use spells, Draw, or use GFs.-Poison: The magical poison does [1d6 +Magic of the caster -Victim Vitality] (Minimum 1) per round. Other poisons may

    have other effects.-Darkness: The character vision is shrouded by a small magical dark cloud that stands over his eyes. Skills that require to

    see are reduced by 20%, unless a skill or ability prevent it(like nightvision).-Curse: Disable limit break. The character stats and skill% are also recuced by half.

    -Zombie:Take damage from recovery spells and double damage received from holy element, and is healed by poisons. Itact much like a disease, and if it persist more than a day, the character slowly become numb and unable to act and think

    properly until cured. After a week, the character loses 1 vitality point per additional day he is zombified. If he ever reaches0, he becomes a zombie, permanently.

    -Break:The character flesh is turned into stone.-KO: The character is KO, but not dead. He can be "revived" with a Pheonix Down. A character dies when he loses any

    amount of HP while being KO(see the glossary).

    _________SurpriseWhen surprised, a character may not use evasion skill. A surprise hit give the attacker an automatic critical hit. There are

    many ways of making surprise attacks, the most commun is usually to move silently to the back of the target. The victim

    may have to make an awareness roll to avoid surprise, his chances are usually reduce with the attacker stealth.

    _________Magic

    Except for some spells, which are specified and have a % chance of working, all spells are automatically effectives.

    _________DrawTo draw a spell, you must first make a Spell Lore roll. A success mean that you are able to chose the spell you will draw.

    When you fail, the GM chose it on purpose or randomly, but you still get spells. You must then make a draw roll (BaseDraw% + GF Bonus - Spell Level*10) to determine if you are able to draw or not. On success, roll 1d4+1 to see the number

    of spell you get. Draw may also be performed during a fight, as a normal action, but must be at less than 4 meters of the

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    source. You may also choose to draw-cast. In that case, you get -2 to initiative roll, but you immediatly cast the spell you

    just are drawing. The maximum Draw% after all adjustments is 95%.

    Chapter VI :

    Equipment & Gears

    Weapons

    Revolver Type: GunbladeCost:100 Gils

    Attack: 1d10+StrengthInitiative: +1

    M-Stone Piece (x2)Screw(x2)

    Pinwheel Type: Long-Range Weapon

    Cost:100 GilsAttack: 1d6+Strength

    Initiative: -1

    M-Stone Piece(x3)

    Shear Feather(x1)

    Chain Whip Type: Whips/FlailsCost:100 Gils

    Attack: 1d10+StrengthInitiative: -

    M-Stone Piece(x2)Spider Web(x1)

    Knuckle Type: Gloves

    Cost:100 GilsAttack: 1d4+Strength

    Initiative: +3

    M-Stone Piece(x4)

    Fish Fin(x1)

    Flail Type : Whips/Flails

    Cost:100 GilsAttack: 1d8+Strength

    Initiative: -1

    M-Stone Piece(x2)Bomb Fragment(x1)

    Valiant Type : Firearms

    Cost:100 GilsAttack: Ammo

    Initiative: -2

    Screw(x4)

    Steel Pipe(x1)

    Kama Type : KamaCost:100 Gils

    Attack: 1d6 eachInitiative: +2

    Screw(x4)Fish Fin(x1)

    Machinegun Type : Machinegun

    Cost:100 GilsAttack: Ammo

    Initiative: -1

    Screw(x6)

    Steel Pipe(x1)

    The Machinegun uses the same ammo as the

    shotgun(exept for exploding ammo). On each attack, theuser may divide equally the attack on two targets.

    Blade Type : SwordsCost:100 Gils

    Attack: 1d8 + Srength

    Initiative: -

    Screw(x2)M-Stone Piece(x3)

    Bo Type : Staff

    Cost:100 GilsAttack: 1d6 + Srength

    Initiative: -

    M-Stone Piece(x2)

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    Magical Items

    Items Cost Effect

    Potion 10 +30 HP

    Hi-Potion 50 +100 HPPhoenix Down 100 Remove KO

    Elixir 2500 Cure HP completlyRemedy 100 Cure all abnormal status

    Soft 10 Cure Petrify

    Echo Screen 5 Cure Silence

    Eyes Drop 5 Cure Darkness(Blind)Antidote 10 Cure Poison

    Tent 100 Cure all Character's HP

    Cottage 150 Cure all Character's and GFs' HP

    GF-Potion 20 +30 HP to GF

    GF Hi-Potion 50 +100 HP to GF

    GF Returner 100 Remove KO to a GF

    Odine Materials

    Odine was a mad scientist from Esthar, who studied sorceresses all his life. He managed to create small devices that couldreduce their power.

    Odine Amulet

    When weared, reduce Magic by half but double spirit.

    Odine ArmbandsThe user may not cast magic, but any spell targeting him has 30% chances of failure.

    Odine Drink

    When drunk, the target lose all the spells he had in memory (if any) and is immune to magic for 1d6 rounds.

    Casual Items

    Items Cost Items Cost

    Rope(By meter) 2 Bike(Road) 5000

    Chain(By meter) 7 ATV 4500

    Flashlight 15 Average Car 9000

    Camera 25 Fuel(50km) 120

    Video Camera 275 Rapid ammo(1d4+1; 2x par round) 1/2

    Mirror (Small) 10 Normal ammo(1d6+1) 1/5

    Mirror (Large) 24 Explosive ammo(1d10+2) 3

    Compas 48 Knife 12

    Goggles 50

    Note : All ammo ignore the target's vitality.

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    Other ItemsBy defeating monsters, enemies and troughout adventures and exploration, the character will end up with a whole bunch ofstrange object (Screw, Sharp Spike...). These items may be used to remold weapons (and armors for galbadian), but may

    also be sold. Though not everyone is looking for a Star Fragment or a Steel Pipe, the Game master may put a price on theseitems. Some of them make people and GFs learn abilities, other may give or stock spells. The most commun are the MagicStones and the M-Stone Pieces. They contain energy that can be mutated into spells with the use of a GF ability (or big

    technology). The M-Stone Pieces give level 1 spells, the Magic Stones give level 2, and the Wizard Stones grant the morepowerful spells. There are 5 spells per stone. Some other items may give abilities to GFs. They all also have their logicalsuses, even tough somes are quite hard to describe (and also somewhat very hard to imagine what the fuck they could be).We're gonna try to fix that later. Once used, these items lose their powers. Here are some exemples.

    Accelerator GF learns Auto-Haste

    Adamantine GF learns Vit+60%

    Aegis Amulet GF learns Eva-J

    Bomb Spirit GF learns Kamikaze

    Circlet GF learns SumMag+10%

    Diamond Armor GF learns GFHP+40%Elem Atk GF learns Elem-Atk-J

    Elem Guard GF learns Elem-Defx4

    Energy Crystal GF learns SumMag+30%

    Force Armlet GF learns Spr+40%

    Gaea's Ring GF learns HP+80%

    Giant's Ring GF learns HP+40% Moombas learns HP+40%

    Glow Curtain GF learns Auto-Reflect

    Gold Armor GF learns GFHP+30%

    Healing Mail GF learns GFHP+10%Healing Ring GF learns Recover

    HP-J Scroll GF learns HP-J

    Hyper Wrist GF learns Str+60%

    Hypno Crown GF learns Mag+40%

    J etEngine GF learns Spd+20%Moombas learns Spd+20%

    Luck-J Scroll GF learns Luck-J

    Mag-J Scroll GF learns Mag-J

    Magic Armlet GF learns Spr+60%

    Med Kit GF learns Treatment Moombas learns Treatment

    Monk's Code GF learns Counter Moombas learns Counter

    Moon Curtain GF learns Auto-Shell

    Orihalcon GF learns Vit+40%

    Phoenix Spirit GF learns Revive

    Power Wrist GF learns Str+40%

    Regen Ring GF leanrs HP+20%

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    RocketEngine GF learns Spd+40%

    Royal Crown GF learns Mag+60%

    Rune Armlet GF learns Spr+20% Moombas learns Spr+20%

    Samantha Soul GF learns SumMag+40%

    Silver Mail GF learns GFHP+20%

    Spd-J Scroll GF learns Spd-J

    Spr-J Scroll GF learns Spr-J

    Status Guard GF learns ST-Defx4

    Steel Curtain GF learns Auto-Protect

    Str-J Scroll GF learns Str-J

    Strength Love GF learns Str+20% Moombas learns Str+20%

    Star Fragment GF learns SumMag+20%

    Status Atk GF learns ST-Atk-J

    Steel Pipe GF learns SumMag+10%

    Turtle Shell GF learns Vit+20% Moombas learns Vit+20%

    Chapter VII :

    Magic

    Spells

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

    Fire 2d6 + Magic Range : 15 Level : 1

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

    igniting flammables objects.

    Fira 5d6 + Magic Range : 20 Level : 2

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

    Firaga 5d10 + Magic Range : 20 Level : 3

    Strong fire based damage. The air around the target become very hot, and a thermal explosion

    occurs. Any creature within 5 meters in round take half damage. It has 70% of igniting flammablesobjects.

    Thunder 2d6 + Magic Range : 15 Level : 1

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

    double the damage.

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    Thundara 5d6 + Magic Range : 15 Level : 2

    Medium thunder based damage. A lightning fall fro the skies. Must be casted outside. If the targetis wet, double the damage.

    Thundaga 6d10 + Magic Range : 20 Level : 3

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

    double the damage.

    Blizzard 2d6 + Magic Range : 15 Level : 1

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

    Blizzara 5d6 + Magic Range : 20 Level : 2

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

    Blizzaga 5d10 + Magic Range : 20 Level : 3

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

    Cure 3d6 + Magic Range : 0 Level : 1

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

    Cura 6d6 + Magic Range : 0 Level : 2

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

    wounds.

    Curaga 8d10*2 + Magic Range : 0 Level : 3Strong based healing damage. A beam of refreshing blue light appears from the target's body.

    Regen 1d8+Magic/round Range : 0 Level : 3

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

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    Esuna Remove status Range : 0 Level : 2

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

    Life Remove KO Range : 0 Level : 2

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

    Full-Life Remove KO Range : 0 Level : 4

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

    Reflect Reflect Spells Range : 5 Level : 2

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

    Protect Reduce by half physical

    damage Range : 0 Level : 2

    A blue barrier shows up when the affected target is hit. Reduces physical damage of the target for

    1d6 rounds.

    Shell Reduce by half magical

    damage

    Range : 0 Level : 2

    A pink barrier shows up when the affected target is hit by spells. Reduce magical damage for 1d6rounds.

    Double May cast 2 spells/rnd Range : 0 Level : 2

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

    Triple May cast 3 spells/rnd Range : 0 Level : 3

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

    Demi Target loses 1/4 of his

    total HP Range : 10 Level : 3

    A black cloud with blue strands gathers around the target, warping him inside out.

    Aero 2d10 + Magic Range : 20 Level : 2

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

    Tornado 5d12 + Magic Range : 25 Level : 3

    Strong wind based damage. Area of effect: 5 diameters. A small tornado takes the targets up in the

    air, and then it disappears and let 'em fall.

    Quake 5d12 + Magic Range : 25 Level : 3

    Strong earth based damage. Area of effect: 10 diameters. The ground in the area of effect shatters

    and shakes up and down, hitting hard everyone.

    Water 6d6 + Magic Range : 15 Level : 2

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

    Dispell Remove spells Range : 5 Level : 2

    Remove spells effects currently effective on the target.

    Sleep Target gain sleep status Range : 5 Level : 1

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

    Confuse Target gain confuse

    status Range : 5 Level : 1

    The target sees chicobos floating around his head, and it confuses his mind. The target is now

    confused for 1d6+2 rounds. It has 40% (+Magic - target spirit) of working.

    Silence Target gain silence

    status Range : 10 Level : 1

    A white cloud form itself aroung the target mouth, and seals it. The target is now silenced for1d6+2 rounds. It has 50% (+Magic - target spirit) of working.

    Bersek Target gain bersek

    status Range : 5 Level : 2

    Red/black fury inducing lines spin toward him. The target is now bersek for 1d6+2 rounds. It has40% (+Magic - target spirit) of working.

    Blind Target gain blind status Range : 10 Level : 1

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

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    Zombie Target gain zombie

    status Range : 2 Level : 2

    Poison and evil hatred flow into the target veins. It has 30% (+Magic -target spirit) of working.

    Curse Target gain curse status Range : 3 Level : 2

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

    PainTarget gain darkness,

    silence and poison

    status

    Range : 10 Level : 3

    A cursing black symbol, made of a dark and poisonus cloud affect the target. It has 50% (+Magic -

    target spirit) of working. All status remains until cured.

    Break Target gain break status Range : 10 Level : 4

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

    Bio 1d6(+ Magic) of poison

    damage + poison status Range : 5 Level : 2

    Infected green jelly balls hit the target. It does 1d6(+ magic) of poison damage, and has 60%

    (+Magic - target spirit) of giving the poison status.

    Ultima 6d10*2 (+magic) Range : 25 Level : 4

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

    Flare 5d10*2 (+magic) Range : 25 Level : 4

    ery strong fire based damage on one target. Everyone within a 10 meter diameter of the target also

    takes of the damage. It has 60% of igniting flammable objects.

    Meteor See below Range : 25 Level : 4

    Very strong non- lemental damage. Number of magical meteor casted within a zone of 10 meters indiameter: 1d6+2. The number of meteor each "eat" is divised by the number of target within the

    zone(EX: if there are 8 meteors and 4 targets in the zone, each one "eat" 2 meteors). Each meteordoes 2d6 (+Magic) damage. Can only be cast outside.

    Holy 5d10*2 (+magic) Range : 20 Level : 4

    Very strong holy based damage on one target.

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    Apocalypse 2d100*3 (+Magic) Range : 15 Level : 4

    Very strong non-elemenal damage. Only available at the Fallen Ultimecia Castle. Area of effect: a

    zone of 5 by 15 meters. It affect 1d4+1 targets within the zone, and does 2d100*3 (+magic)damage.

    Aura Activate limit break Range : 5 Level : 4

    The target is surrounded by a very bright yellow light, showing the power of his will and mind. He

    can now uses his limit break for a duration of 1d4 rounds.

    Slow Speed/3 Range : 10 Level : 2

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

    Haste Speed*3 Range : 10 Level : 2

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

    Stop See Below Range : 10 Level : 3

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

    rounds.

    Float See Below Range : 2 Level : 2

    The caster may levitate a weight up to (half of his magic) kilos, and move it at (1/4 spirit) metersper rounds. Duration of 1d10+( magic) rounds. If the target resist, it has 60% (+magic -target

    spirit) of working. Excluding that possibility, Float always succed.

    Flight See Below Range : 2 Level : 3

    The caster may make fly someone(or something) with a weight up to his (magic*2) kilos, and moveit at his (spirit*2) meters per rounds. Duration of 1d10+( magic) rounds. If the target resist, it has

    a 60% (+magic -target spirit) of working. Excluding that possibility, Flight always succed.

    Light See Below Range : 0 Level : 1If it resist, the touched item or person as a 80% (+magic -target spirit) of glowing with a bright

    light. Excluding this possibility, Light always work. It covers 3 meters in diameters, and last for

    duration of 2d8 (+magic) rounds.

    Create food See Below Range : 1 Level : 1

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

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    Charm See Below Range : 10 Level : 1

    There is 50% (+magic -target spirit) that the target is charmed, thus under the control of the caster

    for 1d4 rounds. The target will not do anything that can put his life and his actual status in danger.If he loses any Hp(Physical damage only), he is no more charmed. The affected target does not

    remember being charmed after the spell wears off.

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    Junctions

    These tables show the bonus that gives a given junctionned spell. When you make a junction, multiply the number you findhere by the amount of the given spell you have(rounded up if higher than 0.5).

    (We suggest the use of our Junction Calculator)

    [ Attribute Junction ]

    Spells P Strength Vitality Magic Spirit Speed uckApocalypse 20 1.5 1 2 1 1 1

    Ultima 15 1 0.82 1 0.95 0.6 0.6

    Full-Life 12 0.2 0.8 0.2 0.85 0.08 0.2

    Water 0.75 0.2 0.14 0.18 0.14 0.12 0.13

    Aero 0.75 0.17 0.1 0.16 0.1 0.2 0.15

    Esuna 1.25 0.06 0.36 0.12 0.36 - 0.1

    Aura 8.5 0.7 0.22 0.24 0.24 0.1 0.4

    Quake 6.5 0.4 0.2 0.4 0.2 0.07 0.12

    Demi 4 0.34 0.18 0.36 0.18 0.12 0.1

    Cure 0.5 - 0.15 - 0.15 - -

    Cura 1.25 0.08 0.28 0.08 0.28 - -

    Curaga 5.5 0.2 0.65 0.2 0.65 0.1 0.1

    Confusion 1.75 0.22 0.18 0.28 0.18 0.18 0.08

    Silence 0.25 0.06 0.05 0.12 0.1 - -

    Thunder 0.25 0.1 - 0.1 - 0.08 0.08

    Thundara 0.5 0.15 0.08 0.15 0.08 0.12 0.12

    Thundaga 3.5 0.3 0.16 0.3 0.16 0.14 0.14

    Shell 1 0.06 0.18 0.1 0.4 - 0.14

    Stop 2 0.18 0.2 0.3 0.24 0.48 0.1

    Sleep 0.25 0.06 0.05 0.12 0.1 - -

    Slow 1.25 0.12 0.16 0.2 0.2 0.4 0.1

    Zombie 2 0.15 0.24 0.15 0.12 - -

    Double 0.5 0.15 0.06 0.18 0.06 0.1 -

    Death 4.5 0.22 0.22 0.38 0.58 0.1 0.38

    Dispell 2.5 0.12 0.38 0.16 0.6 0.08 0.14Triple 6 0.7 0.1 0.7 0.1 0.7 0.3

    Tornado 7.5 0.48 0.24 0.42 0.24 0.33 0.14

    Drain 1 0.13 0.3 0.2 0.24 0.06 -

    Berseker 0.75 0.13 0.08 0.14 0.08 0.05 -

    Bio 1.75 0.24 0.15 0.24 0.15 0.05 -

    Fire 0.25 0.1 - 0.1 - 0.08 0.08

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    Fira 0.5 0.15 0.08 0.15 0.08 0.12 0.12

    Firaga 3.5 0.3 0.16 0.3 0.16 0.14 0.14

    Blind 0.25 0.06 0.05 0.12 0.1 - -

    Blizzard 0.25 0.1 - 0.1 - 0.08 0.08

    Blizzara 0.5 0.15 0.08 0.15 0.08 0.12 0.12

    Blizzaga 3.5 0.3 0.16 0.3 0.16 0.14 0.14

    Flare 8.5 0.56 0.26 0.44 0.26 0.12 0.12

    Break 2.5 0.2 0.2 0.34 0.35 0.1 0.12

    Protect 1 0.06 0.4 0.1 0.18 - 0.14

    Haste 1.25 0.12 0.16 0.2 0.2 - 0.1

    Pain 7 0.42 0.38 0.6 0.45 0.05 0.4

    Holy 9.5 0.55 0.28 0.45 0.48 0.1 0.14

    Meteor 11.5 0.75 0.34 0.52 0.34 0.3 0.22

    Meltdown 3.75 0.24 0.8 0.2 0.2 - 0.08

    Regen 6.5 0.18 0.7 0.18 0.6 0.08 0.08

    Reflect 5 0.14 0.46 0.2 0.72 0.1 0.16

    Life 3 0.08 0.5 0.1 0.5 0.05 -

    Float 1.25 0.08 0.15 0.08 0.15 0.16 0.2

    Flight 2 0.1 0.25 0.2 0.3 0.3 0.15

    Create Food - - - - - - -

    Light 0.5 - 0.1 0.1 0.12 - 0.1

    Charm 0.15 - - 0.15 0.08 - -

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    [ Elemental Attack Junction ]

    Spell Element % Up

    Water Water 5

    Aero Air 4Quake Earth 5

    Thunder Thunder 2.5Thundara Thunder 4

    Thundaga Thunder 5Tornado Air 5

    Bio Poison 5Fire Fire 2.5

    Fira Fire 4Firaga Fire 5

    Blizzard Ice 2.5Blizzara Ice 4

    Blizzaga Ice 5Holy Holy 5

    [Elemental Defence Junction]

    Spell Element % up

    Apocalypse All 7

    Ultima All 5

    Full-Life All 7.5

    Water Water 7.5

    Aero Air 4Quake Earth 10

    Thunder Thunder 2.5Thundara Thunder 4

    Thundaga Thunder 7.5

    Shell All 1

    Tornado Air 10

    Bio Poison 7.5Fire Fire 2.5

    Fira Fire 4

    Firaga Fire 7.5Blizzard Ice 2.5Blizzara Ice 4

    Blizzaga Ice 7.5

    Protect Fire/Ice/Thunder 5

    Flare Fire/Ice/Thunder 4

    Holy Holy 10

    Meteor Earth/Air 7.5Life All 2

    Float Earth 2.5

    [ Status Attack Junction ]The number of spells and the number of chances (%) make a ratio of 1 : 5 (Thus, 8 Bio Junctionned to Status attack wouldgive a 40% chances to make poison while attacking).

    Note : The spell Pain give the status Poison, Darkness and Silence. The others give their single effect.

    [ Status Defense Junction ]

    Spell Status Affected % upFull-Life Death 2

    EsunaPoison, Petrify, Darkness,

    Berserk, Slow, Sleep, Stop,

    Curse, Confusion

    1

    Aura Confusion 2

    Confuse Confusion 5Blind Darkness 5

    Stop Stop 5Slow Slow 5

    Silence Silence 5Bersek Bersek 5

    Sleep Sleep 5Zombie Zombie 5

    Death Death 5Drain Drain 5

    Bio Poison 5Break Petrify 5

    Pain Poison, Darkness, Silence, Cure 5

    Holy

    Death, Drain, Confusion,

    Zombie, Sleep, Curse, Berserk,Poison

    2

    ReflectPoison, Petrify, Darkness,

    Confusion, Silence, Berserk,

    Slow, Stop, Sleep

    1.25

    Life Death 1

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    Chapter VIII :

    Guardian Forces

    Guardian Forces, or GFs, are strange and powerful creatures of unknown origin. Though some live on Earth, many livesomewhere else, further than any human will ever go. Some people have learned to use them, or to tame them. The GFs

    give some characters power, and may be summoned in battle or dire occasions.

    There are three types of Guardian Forces, listed as Internal, External and Catalyst. Each is different when the GF issummoned. Internal come into the battle to make their attack, external make their attack from far away, and catalyst use the

    summoner's body to make their move. When a summoned catalyst GF is attacking, the character is completly unaware ofhis surroundings while his body morph into the GF.

    The GFs level up with XP, which them gain even if they are not summoned (but they must be junctionned/equipped).

    Guardian Forces Evolution Table :

    Level Experience Needed1 0

    2 2003 500

    4 9005 1400

    6+ Lvl*100+previous

    ElementMany GFs have element. When it's the case, the GF's damage is considered to be an elemental attack of the chosen element.

    Summoning Speed

    The time needed by the character to summon a GF. During the given number of rounds, the character may not do anyaction, but is aware of his surroundings. During the GF summoning time, if the character is attacked, the GF lose HP instead

    of the character, and the damage he takes is reduced by the summoner's vitality.

    NOTE: All GFs have the following already learned abilities : Magic and Draw. The ability [GF] isn't used in the ff8rpg,since when you have a GF it means you can use him. [Item] isn't used either, 'cause it just wouldn't make any sense at all.

    _________IFRITIfrit is a imposing and powerful creature living in extreme heat conditions. He is proud and honourable, and a lot more

    effective in brutal fights than in magical duels.

    Type : Catalyst

    Element : FireDraw modifier : -20%

    Level HP(cumulative) Attack Power Summoning Speed1 to 9 12 4d8+lvl 3

    10 to 19 +1/lvl 5d10+lvl 3

    20 to29 +2/lvl 6d10+lvl 2

    30 to 39 +3/lvl 6d12+lvl 2

    40 to 49 +4/lvl ... 2

    50 to 59 +5/lvl ... 260 to 69 +6/lvl ... 2

    70 to 79 +8/lvl ... 1

    Abilities:

    Strength-J (learned)HP-J

    Strength BonusElemental Attack-J

    Elemental Defense-JElemental Defense-J x2

    Mad RushGF HP +10%

    GF HP +20%GF HP +30%

    Strength+20%Strength+40%

    SumMag +10%SumMag +20%

    SumMag +30%Higher Summoning Magic

    Refin Elemental(Fire)

    Magic

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    80 to 89 +8/lvl ... 1

    90 to 99 +9/lvl ... 1100 +10/lvl ... 1

    _________CARBUNCLECarbuncle is a small green creature(really?), and he's about the size of a little dog. He lives in an alternate dimension, and

    when he's summoned, he opens a small dimensional door, look to see what's going on, then jump unto our dimension(well,

    FF8 dimension) and do his job...casting reflect.

    Type : InternalElement : None

    Draw modifier : +10%Attack : Cast Reflect on all party members (must be in line of sight).

    Level HP(cumulative) Summoning Speed1 to 9 12 2

    10 to 19 +1/lvl 220 to29 +2/lvl 1

    30 to 39 +2/lvl 1

    40 to 49 +3/lvl 150 to 59 +4/lvl 1

    60 to 69 +5/lvl 170 to 79 +6/lvl 1

    80 to 89 +7/lvl 190 to 99 +8/lvl 1

    100 +10 1

    _________CACTUARCactuars are a small race of living cactus living in a small island located south of Esthar. When they reach a certain revered

    age, they become powerful GFs. Cactuars GFs aren't unique, but that doesn't mean you find one everywhere. They are stillvery rare.

    Type : InterneElement : None

    Draw modifier : -Attack : One thousand needles.

    Level HP

    (cumulative) Attack Power Summoning Speed

    1 to 9 12 25 2

    10 to 19 +1/lvl 40 220 to29 +2/lvl 60 2

    30 to 39 +2/lvl 100 140 to 49 +3/lvl 200 150 to 59 +4/lvl 300 1

    60 to 69 +5/lvl 400 170 to 79 +6/lvl 550 1

    80 to 89 +7/lvl 750 190 to 99 +8/lvl -800 1

    100 +10 999 1

    Abilities:

    Vitality-J (learned)HP-J

    Magic-JStatus-Attack-J

    Status-Defense-J

    HP +20%HP +40%

    Vitality +20%

    Vitality +40%Vitality Bonus

    Counter

    Auto-ReflectGF HP +20%GF HP +40%

    Refine General MagicRefine Recovery Magic

    Abilities:Luck-J

    DefendKamikaze

    Luck + 50%Initiative

    Move HP-UpHP Bonus

    StrengthBonus(Learned)

    Vitality Bonus(Learned)

    Magic Bonus(Learned)Spirit Bonus(Learned)

    Expend x2 - 1

    GF HP + 10%GF HP + 20%

    GF HP + 30%Eva + 30%

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    _________SIRENSiren is a beautiful creature that lives deep within an unknown ocean. When she sings, her song is heard across the world,resonating until it reaches her victims ears. Theses victims are, most of the time, left stunned and damaged by the

    dangerous, yet attractive voice.

    Type : ExternalElement : none

    Draw modifier : +10%

    Level HP(cumulative) Attack Power Summoning Speed

    1 to 9 12 3d8+lvl 3 50% Silence Status10 to 19 +2/lvl 4d8+lvl 3 60% Silence Status

    20 to29 +2/lvl 5d8+lvl 3 60% Silence Status

    30 to 39 +3/lvl 5d10+lvl 2 70% Silence Status

    40 to 49 +3/lvl 6d10+lvl 2 70% Silence Status

    50 to 59 +5/lvl ... 2 75% Silence Status60 to 69 +6/lvl ... 2 75% Silence Status

    70 to 79 +8/lvl ... 1 80% Silence Status80 to 89 +8/lvl ... 1 80% Silence Status

    90 to 99 +9/lvl ... 1 80% Silence Status100 +10/lvl ... 1 80% Silence Status

    _________SHIVAShiva is the opposite of Ifrit, the brutal fire-using GF. She isn't impulsive as Ifrit is, and her magical abilities are way morepowerful.

    Type : Catalyst

    Element : IceDraw modifier : -

    Level HP(cumulative)

    Attack PowerSummoning

    Speed1 to 9 12 4d8+lvl 3

    10 to 19 +2/lvl 5d8+lvl 3

    20 to29 +2/lvl 5d10+lvl 2

    30 to 39 +3/lvl 6d10+lvl 2

    40 to 49 +3/lvl 6d12+lvl 2

    50 to 59 +5/lvl ... 260 to 69 +6/lvl ... 2

    70 to 79 +8/lvl ... 180 to 89 +8/lvl ... 1

    90 to 99 +9/lvl ... 1100 +10/lvl ... 1

    Abilities:

    Mag-J (learned)Status Attack-J (learned)

    Status Defense-J(learned)

    Status Defense-J x2Treatment

    Mag +20%Mag +40%

    Mag BonusMove-Find

    GF HP +10%

    GF HP +20%SumMag +10%SumMag +20%

    SumMag +30%Refine General Magic

    Abilities:Str-J

    Spr-J (learned)

    Vit-JElemental Attack-J

    Elemental Defense-JElemental Defense-J x2

    Doom

    Vit +20%

    Vit +40%Spr +20%

    Spr +40%GF HP +10%GF HP +20%

    GF HP +30%

    SumMag +10%SumMag +20%

    SumMag +30%

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

    Quezacotl Diablos

    Brothers Odin

    Pandemona Cerberus

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    Alexander Doomtrain

    Tonberry King Bahamut

    EEddeenn

    Gilgamesh

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    Guardian ForcesAbilities

    Each GF has a bunch of abilities he may learn. He does with Ability Points (commonly named AP), another type of

    experience given by monsters. Even if the GF is not called, he still gains AP and Exp.Many abilities involve junctionning magic. When that is the case, refer to the 'junction' tables.

    Here you will find the description and AP cost for each abilities, but refer to the Guardian Forces list to see which are

    available to your GF.

    Magic(8)

    Allow the character to use magic.

    Draw(8)Allow the character to draw magic.

    Counter(65)

    The character has 40% chances to retaliate on any attack made against him. No other special ability may be used during thiscounter-attack.

    Auto-Reflect(35)

    Reflect is permanently casted upon the character.

    Auto-Protect(45)Protect is permanently casted upon the character.

    Auto-Shell(42)

    Shell is permanently casted upon the character.

    Treatment(40)The character may take an action to cure all abnormal status on a single target.

    Initiative(15)

    The character's side always win the first initiative of a fight.

    Kamikaze(12)When used, the character makes a suicidal attack, which does normal damage, but the strength bonus is multiplied by 10.

    He automatically hit the one he is attacking. After his attack, the character gains the KO status.

    Mug(48)When attacking, the character will steal an item. Refer to the monster to see what was mugged.

    Darkside(28)

    The character makes a deal with Diablo, which grant him dark strength for an attack. He does double damage(aftermodifications), but the character also loses of the damage.

    Mad Rush(25)

    When used, Bersek and Haste are successfully caste on the character.

    Clear Sight(22)Allow the character to see what would otherwise be invisible. However, the character is not immune to darkness and similar

    complications.

    HP-J(30)Allow the character to junction magic to HPs.

    Strength-J(25)

    Allow the character to junction magic to strength.

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    Vitality-J(25)

    Allow the character to junction magic to vitality.

    Magic-J(25)Allow the character to junction magic to magic.

    Spirit-J(25)

    Allow the character to junction magic to spirit.

    Speed-J(30)Allow the character to junction magic to speed.

    Luck-J(22)

    Allow the character to junction magic to luck.

    Status Attack-J (45)Allow the character to junction a status spell to attack.

    Status Defense-J(25)

    Allow the character to junction a status spell to defense.Status Defense-J x2(25)

    Allow the character to junction a second status spell to defense. Status Defense-J is needed in order to learn this ability.

    Elemental Attack-J(22)Allow the character to junction a spell to attack.

    Elemental Defense-J(30)

    Allow the character to junction an elemental spell to defense.Elemental Defense-J x2(32)

    Allow the character to junction a second elemental spell to defense. Elemental Defense-J is needed in order to learn thisability.

    HP+20%(20)

    Your character get +20% HP. Do not count Junctions.

    HP+40%(35)Your character get +40% HP. Do not count Junctions. HP+20% is needed to learn this, but they are not cumulative.

    Strength+20%(20)

    Your character get +20% Strength. Do not count Junctions.

    Strength+40%(35)Your character get +40% Strength. Do not count Junctions. Strength+20% is needed to learn this, but they are not

    cumulative.

    Vitality+20%(20)Your character get +20% Vitality. Do n ot count Junctions.

    Vitality+40%(35)

    Your character get +40% Vitality. Do not count Junctions. Vitality+20% is needed to learn this, but they are not cumulative.

    Magic+20%(20)Your character get +20% Magic. Do not count Junctions.

    Magic+40%(35)

    Your character get +40% Magic. Do not count Junctions. Magic+20% is needed to learn this, but they are not cumulative.

    Spirit+20%(20)Your character get +20% Spirit. Do not count Junctions.

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    Spirit+40%(35)Your character get +40% Spirit. Do not count Junctions. S pirit+20% is needed to learn this, but they are not cumulative.

    Speed+20%(22)

    Your character get +20% Speed. Do not count Junctions.

    Speed+40%(38)

    Your character get +40% Speed. Do not count Junctions. Speed+20% is needed to learn this, but they are not cumulative.

    Luck+20%(20)

    Your character get +20% Luck. Do not count Junctions.

    Luck+40%(35)Your character get +40% Luck. Do not count Junctions. Luck+20% is needed to learn this, but they are not cumulative.

    HP Bonus(30)

    Your character get an additional Hit Point each level.

    Strength Bonus(20)Your character get an additional Strength Point each 5 level.

    Vitality Bonus(20)

    Your character get an additional Vitality Point each 5 level.

    Magic Bonus(20)Your character get an additional Magic Point each 5 level.

    Spirit Bonus(20)

    Your character get an additional Spirit Point each 5 level.

    Speed Bonus(26)Your character get an additional Speed Point each 4 level.

    Luck Bonus(20)Your character get an additional Luck Point each 4 level.

    GF HP+20%(15)The GF get +20% HP.

    GF HP+40%(25)

    The GF get +40% HP. HP+20% is needed to learn this, but they are not cumulative.

    Higher Summoning Magic(35)When summoning the GF, add GF lvl/2to the damage.

    Refine General Magic(22)

    Allow the character to refine 'general' spells(all except elemental and recovery) from items(usually magical stones).

    Refine Elemental Magic(30)Allow the character to refine elemental spells from items(usually magical stones).

    Refine Recovery Magic(25)

    Allow the character to refine recovery spells from items(usually magical stones).

    Refine Fourth Level Magic(35)Allow the character to refine fourth level spells from items(usually magical stones). Refine General, Elemental and

    Recovery Magic are needed.

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    Chapter IX :

    ENEMIES

    Here are listed monsters, useful npc templates and other types of enemies. We strongly encourage the gamemasters tomodify them to fit in their campaigns and with the player characters. If you want some challenge, monsters should be 2-5

    lvls higher than the players.

    IntelligenceThe creatures' intelligence are represented by numbers. You must refer to this table:

    0 = Extremely stupid.1 = Average animal intelligence.

    2 = Bright animal. May elaborate small plans and tactics.3 = Average human intelligence.

    4 = Superior intelligence.5 = Genius intelligence.

    Weaknesses and resistances

    Most creatures have at least a weakness, and some have resistances. A creature weak against an element will not reduce itsvitality(or spirit) to the damage when hit by the element. If they are very weak, the creature take double damage.

    A creature that resist to an element only takes half damage, and a creature immune to something takes, of course, no

    damage.

    Experience

    Each creature give experience, which count XP and AP. Humans and mere shumi do not gain AP. The APs cannot bedivided into multiple abilities.

    Monsters

    The monsters are a recent phenomena, for they had not been seen before 150 years ago. Some of these creatures are mutatedanimals, yet most are result of the breeding of the monsters coming from the moon. They still have one thing in common:

    monsters all come, directly or not, from the Lunar Cries.

    Monsters are found almost anywhere, but anyway the principal area(s) where each is found are noted below.

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

    Vitality : 8(+1 each 5lvls)

    Spirit : 6(+1 each5 lvls)

    HP:40(+3*lvl) Hit : 80% (+1%*lvl) Counter attacks withsandshake(weak earthquakes)

    Speed : 4(+1 each 5

    lvls)

    Evade : 10(+1

    each 5 lvls) Intelligence : 2

    Damage : 2d6*(lvl/10)Damage(quake) : 1d10

    each 10 lvl

    Commonly found in deserts.

    - Weak against Wind and Water

    - Strong against Earth

    Draw :

    1-19 : Aero20-39 : Aero

    40-100 : Aero,Tornado, Quake

    Items gained :

    1-19: M-Stone, Magic Stone, Windmill20-39: Magic Stone, Wizard Stone,

    Windmill40-100: Windmill

    Item mugged : Magic Stone, Windmill

    XP earned : 200 + 8*Level AP earned : 5

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    Belhelmel

    Vitality : 5(+1 each 5lvls)

    Spirit : 5(+1 each 5lvls)

    HP:3d10(+2*lvl) Hit : 70% (+1%*lvl) Note : Flying.

    Speed : 6(+1 each 5lvls)

    Evade : 0 Intelligence : 3 Damage(saw) : 1d6(+2 each

    3 lvl)Found mostly on

    Galbadia and Centra.

    - Weak against Holy

    - Strong against Thunder- Uses Thunder, Thundara and Thundaga (according to the level)

    - Each time the Belhelmel is attacked, it has 20% chances of becoming angry. In that stage, the

    monster makes two actions each round. When ang