FF7's Materia Rules
These rules intend to simulate FF7's Materia rules. They intend to give players a similar experience to the game rules, with spells and abilities encapsulated inside magical orbs called "Materia" that can be equipped and unequipped at will. As it is with the rest of the FFRPG 4e system, this is not a direct translation of the videogame rules and instead tries to focus on the spirit of the game system.
General Character Creation changes
When using Materia, all characters have no Jobs. The HP and MP multipliers for all characters are the same as a Freelancer. During character Creation, the character must choose one weapon type, other than Twin Blades, and one armor type. Characters earn no Abilities at any level whatsoever. Those are the equipments the character may use without penalties. All characters start game with 1000 Gil instead of 200 Gil. Other than that, follow normal Character Creation rules.
Materia Slots
Equipment has an added property: Materia Slots. Each weapon or armor has a number of Materia Slots, of varying power. There are 4 types of Materia Slot, from weakest to strongest: Lesser, Greater, Superior and Master. Each Slot may hold exactly one Materia orb of its level or lower (thus, a Superior Materia Slot may hold any Materia except for a Master Materia). Materia may be inserted or removed from Slots at any moment outside combat. The number of Materia Slots in each equipment may not be changed by Invention or Blacksmith.
Swapping Weapons
Anytime you change weapons, you also change your equipped Materia. If this has any repercussions on your HP or MP values, change your current and maximum HP and/or MP by the amount indicated in the Materia.
Advancement
Due to the increased need of Gil due to Materia costs, increase the Gil rewards by something between 25% and 50%. Also, all characters may add their Air values to ARM and Water values to MARM if they're level 19 or greater, regardless if they have a level 19 core ability or not.
Materia Slot List
| Equipment Type | Min Level | Slots |
| Armor | 01 | 3 Lesser |
| Weapon | 01 | 1 Lesser |
| Armor | 10 | 4 Lesser, 2 Greater |
| Weapon | 10 | 2 Lesser |
| Armor | 19 | 4 Lesser, 3 Greater |
| Weapon | 19 | 2 Lesser, 1 Greater |
| Armor | 28 | 5 Lesser, 4 Greater |
| Weapon | 28 | 2 Lesser, 2 Greter |
| Armor | 37 | 5 Lesser, 4 Greater, 1 Superior |
| Weapon | 37 | 2 Lesser, 2 Greater, 1 Superior |
| Armor | 46 | 4 Lesser, 5 Greater, 3 Superior |
| Weapon | 46 | 3 Lesser, 2 Greater, 1 Superior |
| Armor | 55 | 5 Lesser, 4 Greater, 2 Superior, 2 Master |
| Weapon | 55 | 3 Lesser, 3 Greater, 2 Superior |
| Armor | 64 | 5 Lesser, 4 Greater, 2 Superior, 3 Master |
| Weapon | 64 | 3 Lesser, 3 Greater, 3 Superior, 1 Master |
Materia List
Independent (Purple) Materia
These Materia provides passive bonuses to the user and change its stats. When more than one Purple Materia's effects the same characteristic (HP, for example), use only the highest modifier.
| Name | Power | Cost | Effect |
| HP+ | Lesser | 250 | Increase your HP by 1x your level |
| MP+ | Lesser | 280 | Increase your MP by 1x your level |
| Warrior | Lesser | 200 | You may equip Heavy Armor, Heavy Weapons, Polearms and Weapon & Shield |
| Archer | Lesser | 210 | You may equip Medium Armor, Bows, Rifles and Throwing Weapons |
| Mage | Lesser | 190 | You may equip Light Armor, Wands, Rods and Instruments |
| Duelist | Lesser | 180 | You may equip Medium Armor, Claws/Gloves, Knives/Light Swords and Katanas |
| Ninja | Lesser | 245 | You may equip Twin Blades |
| Arcane Fury | Lesser | 205 | As Adept's Arcane Fury |
| Precise Shot | Lesser | 230 | As Archer's Precise Shot |
| Quick Throw | Lesser | 200 | As Archer's Quick Throw |
| Point Blank | Lesser | 270 | As Archer's Point Blank |
| Warning Volley | Lesser | 240 | As Archer's Warning Volley |
| Mana Armor | Lesser | 1420 | As White Mage's Mana Armor |
| Brawler | Lesser | 170 | As Monk's Brawler |
| Drunken Dance | Lesser | 210 | As Monk's Drunken Dance |
| Spirit Power | Lesser | 270 | As Monk's Spirit Power |
| Gillionaire | Lesser | 180 | As Rogue's Gillionaire |
| Treassure Hunter | Lesser | 210 | As Rogue's Treasure Hunter |
| Feint | Lesser | 370 | As Rogue's Feint |
| Flee | Lesser | 240 | As Rogue's Fight Another Day |
| Armored Agility | Lesser | 260 | As Warrior's Armored Agility |
| Quick Hands | Lesser | 100 | As Alchemist's Quick Hands |
| Sentinel | Lesser | 125 | As Defender's Sentinel |
| Deadly Dance | Lesser | 590 | As Dervish's Deadly Dance |
| Lightning Strike | Lesser | 275 | Enemies cannot use interrupt actions to react to your attacks |
| Slim Target | Lesser | 275 | As Fencer's Slim Target |
| Draw Out | Lesser | 350 | As Squire's Draw Out |
| Counter Tackle | Lesser | 200 | As Squire's Counter Tackle |
| Weaponcaster | Lesser | 780 | As Squire's Weaponcaster |
| HP & MP+ | Greater | 2500 | Increase your HP and MP by 1x your level |
| HP++ | Greater | 2450 | Increase your HP by 2x your level |
| MP++ | Greater | 2850 | Increase your MP by 2x your level |
| Quick Channeling | Greater | 3000 | As Adept's Quick Channeling |
| Ambush | Greater | 1950 | As Archer's Ambush |
| Phlegm | Greater | 1880 | As Artist's Phlegm |
| Inspiration | Greater | 2780 | As Artist's Inspiration |
| Favored Element (Element) | Greater | 3240 | As Black Mage's Favored Element. Each individual Materia has a specific Element linked to it |
| Zen Awareness | Greater | 2500 | As Monk's Zen Awareness |
| Invention | Greater | 4000 | As Rogue's Invention. Remove one Greater Materia Slot from the equipment altered by Invention. |
| Blackshmith | Greater | 2000 | As Warrior's Blacksmith. Remove one Greater Materia Slot from the equipment altered by Blacksmith. |
| Pharmacology | Greater | 2600 | As Alchemist's Pharmacology |
| Alchemical Fire | Greater | 2600 | As Alchemist's Alchemical Fire |
| Vaccination | Greater | 2600 | As Alchemist's Vaccination |
| Poison Distilling | Greater | 2600 | As Alchemist's Poison Distilling |
| Fury | Greater | 2300 | As Berserker's Fury |
| Critical Comeback | Greater | 3500 | As Berserker's Critical Comeback |
| Critical Speed | Greater | 3000 | As Dervish's Critical Speed |
| Zen Focus | Greater | 2200 | As Dervish's Zen Focus |
| Preemptive | Greater | 3200 | As Fencer's Preemptive Attack |
| Just a Scratch | Greater | 4200 | As Fencer's Just a Scratch |
| Total Defense | Greater | 5000 | As Fencer's Total Defense |
| Tireless | Greater | 2500 | As Phalanx's **Tireless |
| Spell Protection | Greater | 2500 | As Rune Knight's Spell Protection |
| HP+++ | Superior | 9000 | Increase your HP by 3x your level |
| MP+++ | Superior | 11000 | Increase your MP by 3x your level |
| Marked Quarry | Superior | 8200 | As Archer's Marked Quarry |
| Action and Reaction | Superior | 12200 | As Time Mage's Action and Reaction |
| Fluid Time | Superior | 9500 | As Time Mage's Fluid Time |
| Asceticism | Superior | 8800 | As White Mage's Asceticism |
| Steal the Spotlight | Superior | 5100 | As Rogue's Steal the Spotlight |
| Measured Risks | Superior | 12500 | As Rogue's Measured Risks |
| Dragon Scales | Superior | 9900 | As Warrior's Dragon Scales |
| Distribute | Superior | 6700 | As Alchemist's Distribute |
| Unawavering Fury | Superior | 14000 | As Berserker's Unawavering Fury |
| Deadly Accuracy | Superior | 12000 | As Dervish's Deadly Accuracy |
| Deep Cuts | Superior | 14000 | As Berserker's Deep Cuts |
| Fierce Assault | Superior | 12500 | As Dervish's Fierce Assault |
| Impromptu Cover | Superior | 800000 | As Fencer's Impropmtu Cover |
| Blade Barrier | Superior | 12000 | As Fencer's Blade Barrier |
| Unshakable | Superior | 10000 | As Phalanx's Unshakable first option |
| Overwhelm Defenses | Superior | 7980 | As Squire's Overwhelm Defenses |
| Faith and Bravery | Superior | 8500 | As Squire's Faith and Bravery |
| Ordered Retreat | Superior | 7000 | As Squire's Ordered Retreat |
| Staggering Blow | Master | Rare | As Adept's Staggering Blow |
| Projectile Rain | Master | Rare | As Archer's Projectile Rain |
| Powerful Chord | Master | Rare | As Artist's Powerful Chord |
| Dedicated Fans | Master | Rare | As Artist's Dedicated Fans |
| Zen Mind | Master | Rare | As Monk's Zen Mind |
| Kuuton | Master | Rare | As Monk's !Kuuton |
| Phantom Rush | Master | Rare | As Monk's !Phantom Rush |
| Footwork | Master | Rare | As Rogue's Footwork |
| Rain of Blows | Master | Rare | As Dervish's Rain of Blows |
| Precise Hits | Master | Rare | As Dervish's Precise Hits |
| Water Dancer | Master | Rare | As Fencer's Water Dancer |
| Fire Dancer | Master | Rare | As Fencer's Fire Dancer |
| Indestructible | Master | Rare | As Phalanx's Indestructible |
| Imbue | Master | Rare | As Squire's Imbue |
Green (Magic) Materia
These Materia grants Spells and/or Spell Groups to the user. When a Green Materia grants Spell Groups, use the levels of acquisition of each individual Spell to see which Spells the user can cast.
| Name | Power | Cost | Effect |
| Enemy Skill | Lesser | 320 | You may cast all Initiate Blue Magic Spells this Materia orb has learnt. Whenever you're hit and survive a Blue Spell, the Materia permanently learns the spell. |
| Minor Fire | Lesser | 260 | Grant the Fire Spell Group. Doesn't grant spells of level 32 or greater |
| Minor Ice | Lesser | 260 | Grant the Ice Spell Group. Doesn't grant spells of level 32 or greater |
| Minor Lightning | Lesser | 260 | Grant the Lightning Spell Group. Doesn't grant spells of level 32 or greater |
| Minor Death | Lesser | 260 | Grant the Death Spell Group. Doesn't grant spells of level 32 or greater |
| Minor Transform | Lesser | 260 | Grant the Transform Spell Group. Doesn't grant spells of level 32 or greater |
| Minor Poison | Lesser | 260 | Grant the Poison Spell Group. Doesn't grant spells of level 32 or greater |
| Minor Cosmic | Lesser | 260 | Grant the Cosmic Spell Group. Doesn't grant spells of level 32 or greater |
| Minor Teleport | Lesser | 260 | Grant the Teleport Spell Group. Doesn't grant spells of level 32 or greater |
| Minor Gravity | Lesser | 260 | Grant the Gravity Spell Group. Doesn't grant spells of level 32 or greater |
| Minor Slow | Lesser | 260 | Grant the Slow Spell Group. Doesn't grant spells of level 32 or greater |
| Minor Weaken | Lesser | 260 | Grant the Weaken Spell Group. Doesn't grant spells of level 32 or greater |
| Minor Stregthen | Lesser | 260 | Grant the Strenghten Spell Group. Doesn't grant spells of level 32 or greater |
| Minor Flight | Lesser | 260 | Grant the Flight Spell Group. Doesn't grant spells of level 32 or greater |
| Minor Healing | Lesser | 290 | Grant the Healing Spell Group. Doesn't grant spells of level 32 or greater |
| Minor Light | Lesser | 260 | Grant the Light Spell Group. Doesn't grant spells of level 32 or greater |
| Minor Air | Lesser | 260 | Grant the Air Spell Group. Doesn't grant spells of level 32 or greater |
| Minor Purify | Lesser | 260 | Grant the Purify Spell Group. Doesn't grant spells of level 32 or greater |
| Curse | Lesser | 160 | Grant the Curse Spell. |
| Minor Water | Lesser | 1600 | Grant the Water Spell Group. Doesn't grant spells of level 32 or greater |
| Minor Earth | Lesser | 1260 | Grant the Earth Spell Group. Doesn't grant spells of level 32 or greater |
| Minor Shadow | Lesser | 1600 | Grant the Shadow Spell Group. Doesn't grant spells of level 32 or greater |
| Minor Elemental | Lesser | 1200 | Grant the Elemental Spell Group. Doesn't grant spells of level 32 or greater |
| Minor Life | Lesser | 1800 | Grant the Life Spell Group. Doesn't grant spells of level 32 or greater |
| Minor Armor | Lesser | 1500 | Grant the Armor Spell Group. Doesn't grant spells of level 32 or greater |
| Minor Shield | Lesser | 1500 | Grant the Shield Spell Group. Doesn't grant spells of level 32 or greater |
| Minor Images | Lesser | 1350 | Grant the Images Spell Group. Doesn't grant spells of level 32 or greater |
| Minor Speed | Lesser | 1800 | Grant the Speed Spell Group. Doesn't grant spells of level 32 or greater |
| Minor Meteors | Lesser | 1600 | Grant the Meteors Spell Group. Doesn't grant spells of level 32 or greater |
| Dispel | Greater | 2800 | Grant the Dispell Spell. |
| Major Fire | Greater | 3200 | Grant the Fire Spell Group. |
| Major Ice | Greater | 3200 | Grant the Ice Spell Group. |
| Major Lightning | Greater | 3200 | Grant the Lightning Spell Group. |
| Major Death | Greater | 3200 | Grant the Death Spell Group. |
| Major Transform | Greater | 3200 | Grant the Transform Spell Group. |
| Major Poison | Greater | 3200 | Grant the Poison Spell Group. |
| Major Cosmic | Greater | 3200 | Grant the Cosmic Spell Group. |
| Major Teleport | Greater | 3200 | Grant the Teleport Spell Group. |
| Major Gravity | Greater | 3200 | Grant the Gravity Spell Group. |
| Major Slow | Greater | 3200 | Grant the Slow Spell Group. |
| Major Weaken | Greater | 3200 | Grant the Weaken Spell Group. |
| Major Stregthen | Greater | 3200 | Grant the Strenghten Spell Group. |
| Major Flight | Greater | 3200 | Grant the Flight Spell Group. |
| Major Healing | Greater | 4100 | Grant the Healing Spell Group. |
| Major Light | Greater | 3200 | Grant the Light Spell Group. |
| Major Air | Greater | 3200 | Grant the Air Spell Group. |
| Major Purify | Greater | 3200 | Grant the Purify Spell Group. |
| Astra | Greater | 3100 | Grant the Astra Spell. |
| Major Water | Greater | 4100 | Grant the Water Spell Group. |
| Major Earth | Greater | 3550 | Grant the Earth Spell Group. |
| Major Shadow | Greater | 4100 | Grant the Shadow Spell Group. |
| Major Elemental | Greater | 4000 | Grant the Elemental Spell Group. |
| Major Life | Greater | 6800 | Grant the Life Spell Group. |
| Major Armor | Greater | 3000 | Grant the Armor Spell Group. |
| Major Shield | Greater | 3000 | Grant the Shield Spell Group. |
| Major Images | Greater | 2420 | Grant the Images Spell Group. |
| Major Speed | Greater | 3900 | Grant the Speed Spell Group. |
| Major Meteors | Greater | 4000 | Grant the Meteors Spell Group. |
| Regeneration | Greater | 5020 | Grant the Regeneration Spell Group. |
| Drain | Superior | 5420 | Grant the Drain Spell Group. |
| Hex | Superior | 8900 | Grant the Hex Spell Group. |
| Mage Bane | Superior | 7000 | Grant the Mage Bane Spell Group. |
| Paralysis | Superior | 8900 | Grant the Paralysis Spell Group. |
| Divination | Superior | 7000 | Grant the Divination Spell Group. |
| Madness | Superior | 5420 | Grant the Madness Spell Group. |
| Enchantment | Superior | 8900 | Grant the Enchantment Spell Group. |
| Astraga | Superior | 7000 | Grant the Astra and Astraga Spells. |
| Great Gospel | Master | Rare | Grant the Great Gospel Spell. |
| Old | Master | Rare | Grant the Old Spell. |
| Meteor | Master | Rare | Grant the Meteor Spell. |
| Time Stop | Master | Rare | Grant the Time Stop Spell. |
| Holy | Master | Rare | Grant the Holy Spell. |
| Shield | Master | Rare | Grant the Shield Spell. |
| Rebirth | Master | Rare | Grant the Rebirth Spell. |
| Doomsday | Master | Rare | Grant the Doomsday Spell. |
| Flare | Master | Rare | Grant the Great Flare Spell. |
| Ultima | Master | Rare | Grant the Great Ultima Spell. |
Red (Summon) Materia
These Materia give acess to Summoned Beasts. You may use only the !Call version of the Beast, using your own level as guidelines to which effects you can cast.
| Name | Power | Cost | Effect |
| Asura | Greater | Unique | As Asura |
| Chocobo | Greater | Unique | As Chocobo |
| Fenrir | Greater | Unique | As Fenrir |
| Ifrit | Greater | Unique | As Ifrit |
| Lakshimi | Greater | Unique | As Lakshimi |
| Ramuh | Greater | Unique | As Ramuh |
| Shiva | Greater | Unique | As Shiva |
| Valefor | Greater | Unique | As Valefor |
| Atomos | Superior | Unique | As Atomos |
| Carbuncle | Superior | Unique | As Carbuncle |
| Catoblepas | Superior | Unique | As Catoblepas |
| Golem | Superior | Unique | As Golem |
| Kirin | Superior | Unique | As Kirin |
| Madeen | Superior | Unique | As Madeen |
| Sylph | Superior | Unique | As Sylph |
| Titan | Superior | Unique | As Titan |
| Unicorn | Superior | Unique | As Unicorn |
| Alexander | Master | Unique | As Alexander |
| Cerberus | Superior | Unique | As Cerberus |
| Kujata | Superior | Unique | As Kujata |
| Leviathan | Superior | Unique | As Leviathan |
| Odin | Superior | Unique | As Odin |
| Phoenix | Superior | Unique | As Phoenix |
| Sraphin | Superior | Unique | As Sraphin |
| Zodiac | Superior | Unique | As Zodiac |
Yellow (Command) Materia
These Materia provide new actions to its user, be it attacks or reactions.
| Name | Power | Cost | Effect |
| Elemental Strike | Lesser | 240 | As Adept's !Elemental Strike |
| Shadow Strike | Lesser | 260 | As Adept's !Shadow Strike |
| Holy Strike | Lesser | 260 | As Adept's !Holy Strike |
| Will Shield | Lesser | 260 | As Adept's !Will Shield |
| Charge | Lesser | 220 | As Archer's !Charge |
| Hide | Lesser | 120 | As Artist's !Hide |
| Flirt | Lesser | 260 | As Artist's Flirt |
| Witch Hunt | Lesser | 185 | As Artist's Witch Hunt Dance |
| Darkness Dance | Lesser | 195 | As Artist's Darkness Dance Dance |
| Toxic Dance | Lesser | 180 | As Artist's Toxic Dance Dance |
| Temptation Tango | Lesser | 1505 | As Artist's Temptation Tango Dance |
| Wicked Waltz | Lesser | 1505 | As Artist's Wicked Waltz Dance |
| Sword Dance | Lesser | 205 | As Artist's Sword Dance Dance |
| Lullaby | Lesser | 350 | As Artist's Lullaby Song |
| Mambo | Lesser | 180 | As Artist's Mambo Song |
| Elegy | Lesser | 165 | As Artist's Elegy Song |
| Seraph Song | Lesser | 1420 | As Artist's Seraph Song Song |
| Witch Hunt | Lesser | 195 | As Artist's Witch Hunt Dance |
| Mimic | Lesser | 195 | As Artist's Mimic Mimicry |
| Mirror Mimic | Lesser | 235 | As Artist's Mirror Mimic Mimicry |
| Throw | Lesser | 200 | As Artist's !Throw |
| Legend | Lesser | 240 | As Artist's !Legend |
| Phase | Lesser | 210 | As Time Mage's !Phase |
| Lore | Lesser | 160 | As Druid's !Lore |
| Geomancy | Lesser | 200 | As Druid's !Geomancy |
| Tame | Lesser | 210 | As Druid's !Tame |
| Intimidation | Lesser | 170 | As Druid's !Intimidation |
| Advice | Lesser | 520 | As Druid's !Advice |
| Katon | Lesser | 240 | As Monk's !Katon |
| Suiton | Lesser | 240 | As Monk's !Suiton |
| Fuuton | Lesser | 240 | As Monk's !Fuuton |
| Doton | Lesser | 240 | As Monk's !Doton |
| Punch Rush | Lesser | 1500 | As Monk's !Punch Rush |
| Steal | Lesser | 270 | As Rogue's !Steal |
| Detect | Lesser | 170 | As Rogue's !Detect |
| Peep | Lesser | 170 | As Rogue's !Peep |
| Lucky Odds | Lesser | 170 | As Rogue's !Lucky Odds |
| Karma | Lesser | 700 | As Rogue's !Karma |
| Arc | Lesser | 150 | !Arc: as !Attack, but Ranged |
| Jump | Lesser | 280 | As Warrior's !Jump |
| Mighty Strike | Lesser | 250 | As Warrior's !Mighty Strike |
| Minus Strike | Lesser | 300 | As Warrior's !Minus Strike |
| Armor Break | Lesser | 1300 | As Warrior's !Armor Break |
| Mental Break | Lesser | 1300 | As Warrior's !Mental Break |
| Dirty Fighting | Lesser | 800 | As Warrior's !Dirty Fighting |
| Pommel Strike | Lesser | 1600 | As Warrior's !Pommel Strike |
| Treatment | Lesser | 1050 | As Alchemist's !Treatment |
| Counter Attack | Lesser | 200 | As Berserker's Counter Attack |
| Howl | Lesser | 1600 | As Berserker's !Howl |
| Cover | Lesser | 180 | As Defender's !Cover |
| Quick Draw | Lesser | 280 | As Dervish's Quick Draw |
| Arrow Guard | Lesser | 190 | As Fencer's !Arrow Guard |
| Third Eye | Lesser | 210 | As Phalanx's !Third Eye |
| Runic | Lesser | 250 | As Rune Knight's !Runic |
| Magic Ruin | Lesser | 1150 | As Rune Knight's !Magic Ruin |
| Artful Dodge | Lesser | 180 | As !Dodge, but with difficulty 40 |
| Snake Fang | Greater | 1900 | As Adept's !Snake Fang |
| Hallowed Bolt | Greater | 1980 | As Adept's !Hallowed Bolt |
| Black Sky | Greater | 1980 | As Adept's !Black Sky |
| Shadow Blade | Greater | 2400 | As Adept's !Shadow Blade |
| Stasis Strike | Greater | 2680 | As Adept's !Stasis Strike |
| Fury Brand | Greater | 2880 | As Adept's !Fury Brand |
| Night Sword | Greater | 3200 | As Adept's !Night Sword |
| Cleansing Strike | Greater | 2750 | As Adept's !Cleansing Strike |
| Fury Brand | Greater | 2880 | As Adept's !Fury Brand |
| Great Charge | Greater | 3500 | As Archer's !Great Charge |
| Reflex Shot | Greater | 2550 | As Archer's !Reflex Shot |
| Vitals Aim | Greater | 1950 | As Archer's !Vitals Aim |
| Arm Aim | Greater | 1880 | As Archer's !Arm Aim |
| Leg Aim | Greater | 1880 | As Archer's !Leg Aim |
| Head Aim | Greater | 1880 | As Archer's !Head Aim |
| Eye Aim | Greater | 1880 | As Archer's !Eye Aim |
| Wing Aim | Greater | 1600 | As Archer's !Wing Aim |
| Mindblow | Greater | 2600 | As Archer's !Mindblow |
| Hater | Greater | 2500 | As Artist's !Hater |
| Jitterbug | Greater | 3000 | As Artist's Jitterbug Dance |
| Slow Dance | Greater | 2500 | As Artist's Slow Dance Dance |
| Break Dance | Greater | 3500 | As Artist's Break Dance Dance |
| Virulent Flourish | Greater | 2600 | As Artist's Virulent Flourish Dance |
| Water Rondo | Greater | 1950 | As Artist's Water Rondo Song |
| Battle Cry | Greater | 2150 | As Artist's Battle Cry Song |
| Etude | Greater | 2250 | As Artist's Etude Song |
| Requiem | Greater | 2650 | As Artist's Requiem Song |
| Element Carol | Greater | 1760 | As Artist's Element Carol Song |
| Earth Blues | Greater | 2850 | As Artist's Earth Blues Song |
| Toad Song | Greater | 3100 | As Artist's Toad Song Song |
| Memory Mimic | Greater | 2850 | As Artist's Memory Mimic Mimicry |
| Reflex Mimic | Greater | 1400 | As Artist's Reflex Mimic Mimicry |
| Sketch | Greater | 1400 | As Artist's Sketch Mimicry |
| Delay | Greater | 2040 | As Time Mage's !Delay |
| Air Gust | Greater | 1520 | As Druid's !Air Gust |
| Adaptative Tolerance | Greater | 2100 | As Druid's Adaptative Tolerance |
| Parley | Greater | 3800 | As Druid's !Parley |
| Zen Evasion | Greater | 2500 | As Monk's !Zen Evasion |
| Aura Bolt | Greater | 2750 | As Monk's !Aura Bolt |
| Dark Bolt | Greater | 2750 | As Monk's !Dark Bolt |
| Kick | Greater | 2660 | As Monk's !Kick |
| Dice | Greater | 2240 | As Rogue's !Dice |
| Dismantle | Greater | 2500 | As Rogue's !Dismantle |
| Moogle Reels | Greater | 2220 | As Rogue's !Moogle Reels |
| Lucky Seven | Greater | 777 | As Rogue's !Lucky Seven |
| Counter Theft | Greater | 3200 | As Rogue's Counter Theft |
| Power Break | Greater | 3300 | As Warrior's !Power Break |
| Magic Break | Greater | 3300 | As Warrior's !Magic Break |
| Quadra Slam | Greater | 5000 | As Warrior's !Quadra Slam |
| Guardbreak | Greater | 4000 | As Warrior's !Guardbreak |
| Double Cut | Greater | 5000 | As Warrior's !Double Cut |
| Slash All | Greater | 2900 | As Warrior's !Slash All |
| Blade Beam | Greater | 2700 | As Warrior's !Blade Beam |
| Hamedo | Greater | 2400 | As Berserker's !Hamedo |
| Provoke | Greater | 2100 | As Berserker's !Provoke |
| Shared Pain | Greater | 3100 | As Defender's |Shared Pain |
| Noble Sacrifice | Greater | 1500 | As Defender's Noble Sacrifice |
| Double Parry | Greater | 3000 | As Dervish's !Double Parry |
| Feign Weakness | Greater | 2500 | As Fencer's Feign Weakness |
| Testudo | Greater | 3800 | As Phalanx's !Testudo |
| Shield Wall | Greater | 2800 | As Phalanx's !Shield Wall |
| Focus | Greater | 3600 | As Squire's !Focus |
| Counter Magic | Greater | 3500 | As Wizard's Counter Magic Sage option |
| Shieldbreak | Greater | 3500 | As Wizard's !Shieldbreak |
| Demi Shock | Superior | 5200 | As Adept's !Demi Shock |
| Mana Safe | Superior | 7900 | As Adept's Mana Safe |
| Colossus Slayer | Superior | 11000 | As Archer's !Vitals Aim modified by Colossus Slayer |
| Do Over | Superior | 6900 | As Artist's !Do Over |
| Deadly Duet | Superior | 5800 | As Artist's Deadly Duet Dance |
| Dance of the Dead | Superior | 7100 | As Artist's Dance of the Dead Dance |
| Fatal Flamenco | Superior | 11000 | As Artist's Fatal Flamenco Dance |
| Dirty Dancing | Superior | 10500 | As Artist's Dirty Dancing Dance |
| Last Song | Superior | 5550 | As Artist's Last Song Song |
| Round Warding | Superior | 9900 | As Artist's Round Warding Song |
| Hero's Rhyme | Superior | 10700 | As Artist's Hero's Rhyme Song |
| Earth Slash | Superior | 6060 | As Druid's !Earth Slash |
| Quagmire | Superior | 10060 | As Druid's !Quagmire |
| Truce | Superior | 8010 | As Druid's !Truce |
| Atemi | Superior | 7700 | As Druid's !Atemi |
| Chakra | Superior | 7700 | As Druid's !Chakra |
| Chi Blast | Superior | 7700 | As Druid's !Chi Blast |
| Gil Toss | Superior | 5724 | As Rogue's !Gil Toss |
| Chocobo Reels | Superior | 6363 | As Rogue's !Chocobo Reels |
| Steal Heart | Superior | 8000 | As Rogue's !Steal Heart |
| Distract | Superior | 10500 | As Rogue's !Distract |
| Dragon Breath | Superior | 7600 | As Warrior's !Dragon Breath |
| Mix | Superior | 8900 | As Alchemist's !Mix |
| Dispel Strike | Superior | 6400 | As Rune Knight's !Dispel Strike |
| Yell | Superior | 5000 | As Squire's !Yell |
| Shellburst Stab | Master | Rare | As Adept's !Shellburst Stab |
| Soul Eater | Master | Rare | As Adept's !Soul Eater |
| Divine Ruination | Master | Rare | As Adept's !Divine Ruination |
| Barrage | Master | Rare | As Archer's !Barrage |
| Crippling Shot | Master | Rare | As Archer's !Crippling Shot |
| Nameless Dance | Master | Rare | As Artist's Nameless Dance Dance |
| Nameless Song | Master | Rare | As Artist's Nameless Dance Song |
| Take Over | Master | Rare | As Artist's Take Over Mimicry |
| Magic Reels | Master | Rare | As Rogue's !Magic Reels |
| Finishing Touch | Master | Rare | As Warrior's !Finishing Touch |
| Shock | Master | Rare | As Warrior's !Shock |
| Iaijustsu | Master | Rare | As Warrior's !Iaijutsu |
| W-Item | Master | Rare | As Alchemist's !W-Item |
| Auto-Potion | Master | Rare | As Alchemist's !Auto-Potion |
| Furious Madness | Master | Rare | As Berserker's Furious Madness |
| Air Dancer | Mster | Rare | As Fencer's Air Dancer |
| Scream | Master | Rare | As Phalanx's !Scream |
| Meatbone Slash | Master | Rare | As Phalanx's !Meatbone Slash |
| Return Magic | Master | Rare | As Rune Knight's !Runic and !Return Magic |
| Triple Magic | Master | Rare | As Rune Knight's !Triple Magic |
| Spell Ruin | Master | Rare | As Rune Knight's !Spell Ruin |
| W-Magic | Master | Rare | As Wizard's !W-Magic |
Blue (Support) Materia
These Materia can be attached to other Materia (check each Materia's description) to unlock extra abilities and powers. Each individual Materia may only be subject to one Blue Materia's Effects, and eacb Blue Materia may only be be attached to one Materia. Should a character equip multiple copies of the same Green, Red or Yellow Materia, it may equip different Blue Materia to each copy and treat them as separate abilities, choosing which one to employ each time they use it.
| Name | Power | Cost | Effect | Attaches to |
| Life Burn | Lesser | 180 | You may quicken the action as Adept's Martial Discipline using HP | Yellow Materia |
| Elemental Soul | Lesser | 500 | Augment the action as Adept's Elemental Soul | Will Shield, Stasis Strike, Fury Brand or Cleansing Strike |
| Color Splash | Lesser | 1150 | Change the action as Artist's Color Splash Mimicry | Yellow Materia with a Mimicry action |
| Target Mimicry | Lesser | 1290 | Change the action as Artist's Target Mimic Mimicry | Yellow Materia with a Mimicry action |
| Elemental Burst | Lesser | 240 | Augment the spells as Black Mage's Elemental Burst | Green Materia |
| Elemental Shock | Lesser | 220 | Augment the spells as Black Mage's Elemental Shock | Green Materia |
| Piercing Arcana | Lesser | 160 | Augment the spells as Black Mage's Piercing Arcana | Green Materia |
| Magic Resistance | Lesser | 500 | You resist status inflicted by the spells as Black Mage's Magic Resistance | Green Materia |
| Careful Casting | Lesser | 490 | Augment the spells as Black Mage's Careful Casting | Green Materia |
| Careful Casting | Lesser | 410 | Augment the spells as Time Mage's Wild Magic | Green Materia |
| Heavenly Blessing | Lesser | 1670 | As White Mage's Heavenly Blessing | Green Materia with Heavenly or Protective Spell |
| Quick Casting | Lesser | 800 | Augment the action as Druid's Quick Casting | Yellow or Red Materia |
| Martial Channeling | Lesser | 120 | Augment the action as Druid's Martial Channeling | Yellow Materia |
| Nature's Blessing | Lesser | 500 | The attached materia can be used to cast Acolyte Blue Spells. Does not count against the limit of Blue Materia attached to the same Materia | Enemy Skill Materia |
| Geomancy Plus | Lesser | 800 | You may use MP to increase the power of !Geomancy or !Geotrance | Geomancy and Geotrance Yellow Materia |
| Magical Camouflage | Lesser | 220 | The augmented action or Spell may avoid up to 2 targets when targetting your own group | Green, Yellow or Red Materia |
| Elan | Lesser | 1100 | The augmented action target all enemies | Katon, Fuuton, Doton and Suiton Materia |
| Vengeful Spirits | Lesser | 1100 | The augmented action always critcal hit when sucessful | Katon, Fuuton, Doton and Suiton Materia |
| Raiton | Lesser | 600 | You may use Monk's !Raiton, and use the attached materia to augment !Raiton in its table | Katon, Fuuton, Doton and Suiton Materia |
| Balanced Chakras | Lesser | 800 | The augmented action may use Earth or Fire as its Offensive Stat. Does not count against the limit of Blue Materia attached to the same Materia. | Yellow Materia whose action use Earth or Fire as its Offensive Stat |
| Adroit | Lesser | 800 | The augmented action may use Earth or Air as its Offensive Stat. Does not count against the limit of Blue Materia attached to the same Materia. | Yellow Materia whose action use Earth or Air as its Offensive Stat |
| Graceful Weave | Lesser | 800 | The augmented action may use Air or Fire as its Offensive Stat. Does not count against the limit of Blue Materia attached to the same Materia. | Yellow Materia whose action use Air or Fire as its Offensive Stat |
| Impromptu Mage | Lesser | 800 | The augmented Spell may use Water or Fire as its Offensive Stat. Does not count against the limit of Blue Materia attached to the same Materia. | Green or Red Materia |
| Critical Force | Lesser | 300 | Augment the action as Warrior's Critical Force | Yellow Materia whose action use a weapon attack |
| Ability Arc | Lesser | 100 | Augment the action with Ranged | Yellow Materia whose action use a weapon attack |
| Weapon Specialist | Lesser | 1200 | Augment the action as Warrior's Weapon Specialist | Mighty Strike, Jump, Minus Strike or Dragon Breath Materia |
| Mastery of Destruction | Lesser | 900 | Augment the action as Warrior's Mastery of Destruction | Armor Break, Mental Break, Power Break or Magic Break Materia |
| Riposte | Lesser | 120 | Augment the action as Berserker's Riposte | Counter Attack or Hamedo Materia |
| Kharmic Strike | Lesser | 120 | Augment the action as Berserker's Kharmic Strike | Counter Attack or Hamedo Materia |
| Ignore Pain | Lesser | 600 | Augment the action as Berserker's Ignore the Pain | Provoke Materia |
| Sovereign Mind | Lesser | 1100 | Augment the action As Berserker's Sovereign Mind. Does not count against the limit of Blue Materia attached to Counter Attack. | Counter Attack or Hamedo Materia |
| Bloodlust | Lesser | 1500 | When the attached materia's effect kicks off, it target you and all allies | Fury, Critical Speed, Tireless or Spell Protection Materia |
| Danger Zone | Lesser | 1500 | At the start of round, you may spend HP equal to 25% of your max HP to gain the effects of the attached materia's until the end of round, regardless of your current HP | Fury, Critical Speed, Tireless or Spell Protection Materia |
| Enhanced Status | Lesser | 1500 | Double the HP threshold to gain the effects of the attached materia | Fury, Critical Speed, Tireless or Spell Protection Materia |
| Arcane Defense | Lesser | 220 | As Defender's Arcane Defense | Cover Materia |
| Perseu's Mirror | Lesser | 1100 | As Defender's Perseu's Mirror | Astra or Astraga Materia |
| Surprise Assault | Lesser | 120 | As Fencer's Surprise Assault | Yellow Materia |
| Magical Reflexes | Lesser | 800 | You may use the augmented reaction when hit by Spells to avoid them | Artful Dodge, Arrow Guard and Third Eye Materia |
| Huge Target | Lesser | 600 | Augment the attached reaction as Phalanx's Huge Target | Artful Dodge, Arrow Guard, Runic or Third Eye Materia |
| Runic Shield | Lesser | 150 | You may use !Shield Wall against magical attacks | Shield Wall Materia |
| Magic Drain | Lesser | 250 | As Rune Knight's Magic Drain | Runic or Return Magic Materia |
| Runic Area | Lesser | 250 | As Rune Knight's Runic Area | Runic or Return Magic Materia |
| Offensive Runes | Lesser | 250 | As Rune Knight's Offensive Runes | Runic or Return Magic Materia |
| Selective Dispel | Lesser | 1210 | As Rune Knight's Selective Dispel | Dispel Strike Materia |
| Anti-Magic Zone | Lesser | 1210 | As Rune Knight's Anti-Magic Zone | Dispel Strike Materia |
| Mana Well | Lesser | 600 | As Squire's Mana Well | Focus Materia |
| Residual Energy | Lesser | 1010 | Augmented Materia's Spells release energies as Wizard's Residual Energies | Green or Red Materia |
| Vital Sacrifice | Lesser | 1100 | Augment the Materia's Spells with Wizard's Vital Sacrifice | Green or Red Materia |
| Summon | Lesser | 400 | You may !Summon the attached Materia | Red Materia |
| Spirit Burn | Greater | 1900 | You may quicken the action as Adept's Martial Discipline using HP or MP | Yellow Materia |
| Reckless Sacrifice | Greater | 2050 | You enhance the action as Adept's Reckless Sacrifice | Yellow Materia that inflicts negative status |
| Deadly Precision | Greater | 1500 | The action also deals 75% weapon damage | Yellow Materia that uses a weapon attack and deals no damage |
| Patience Shot | Greater | 2300 | Increase charge time and damage as Archer's Patience Shot | Yellow Materia |
| Final Action | Greater | 4500 | May use the action as a free action when reduced to 0 HP. | Yellow Materia |
| Worldy Shock | Greater | 1650 | Augment the spells as Black Mage's Worldy Shock | Green Materia |
| Obliterate | Greater | 2240 | Augment the spells as Black Mage's Obliterate | Green Materia |
| Acceleration | Greater | 1250 | Augment the spells as Time Mage's Accelerate | Green Materia |
| Magic Shield | Greater | 1650 | Augment the spells as White Mage's Magic Shield | Green Materia with Protective Spells |
| Offensive Barriers | 1800 | Greater | Augment the spells as White Mage's Offensive Barriers | Green Materia |
| Learning | Greater | 2800 | The attached materia can learn Blue Spells even when you're reduced to 0 HP by it and by rolling a d100 as Druid's Natural Domain | Enemy Skill Materia |
| Nature's Blessing | Greater | 4500 | The attached materia can be used to cast Master Blue Spells. Does not count against the limit of Blue Materia attached to the same Materia | Enemy Skill Materia |
| Tame Plus | Greater | 2500 | Augment !Tame as Druid's Natural Domain | Tame Materia |
| Flurry | Greater | 2800 | As Monk's Flurry of Blows | Punch Rush Materia |
| Suplex | Greater | 3600 | As Monk's Suplex | Punch Rush Materia |
| Spiritual Chakras | Greater | 4200 | Augment the action as Monk's Spiritual Chakras | Yellow Materia that does magical damage |
| Mug | Greater | 4200 | Augment the action as Rogue's Abandon Subtlety | Steal Materia |
| Dragon Horn | Greater | 3500 | Augment the action as Warrior's Dragon Horn | Jump Materia |
| Magical Counter | Greater | 4000 | You may use the attached action when you're hit by a magical attack or Spell | Counter Attack or Hamedo |
| All | Greater | 5620 | When you use this Spell on several targets, use the Single-target damage if it is greater. | Green Materia |
| Defensive Mastery | Greater | 2000 | Reduce the reaction's difficulty by 20 | Yellow Materia with a reaction |
| Mighty Dodge | Greater | 4000 | As Squire's Mighty Dodge | Artful Dodge Materia |
| Arcane Warrior | Greater | 2100 | As Wizard's Arcane Warrior | Green or Red Materia |
| Persistent Curses | Greater | 2100 | As Wizard's Persistent Curses | Green or Red Materia |
| Easy Call | Greater | 2400 | You may equip the attached Materia on a Slot one tier lower | Red Materia |
| Dark Pact | Superior | 4800 | You may quicken the action as Adept's Martial Discipline using HP AND enhance it as Adept's Dark Pact | Yellow Materia |
| Elemental Overload | Superior | 4900 | You may quicken the action as Adept's Martial Discipline using HP AND enhance it as Adept's Elemental Overload | Yellow Materia |
| Nature's Blessing | Superior | 15500 | The attached materia can be used to cast Ancient Blue Spells. Does not count against the limit of Blue Materia attached to the same Materia | Enemy Skill Materia |
| Suplex Plus | Superior | 5600 | As Monk's Suplex and Flurry of Blows | Punch Rush Materia |
| Dragon Master | Superior | 8100 | Augment the action as Warrior's Dragon Horn and Weapon Specialist | Jump Materia |
| Lethal Blow | Superior | 7500 | Augment the action as Warrior's Lethal Blow | Dragon Breath or Minus Strike Materia |
| Dragon Blood | Superior | 9800 | When an enemy attack reduces your HP to 25% of its maximum or less, use the attached action | Yellow Materia |
| Scorching Strikes | Superior | 6600 | Augment the action as Warrior's Scorching Strikes | Armor Break, Mental Break, Power Break or Magic Break Materia |
| Rage Magic | Superior | 8800 | When the attached Spell critical hits, you may spend 25% extra MP to deal double damage. | Red or Green Materia |
| Lethal Precision | Superior | 10500 | Augment the attached materia as Dervish's Lethal Precision | Yellow Materia |
| Armor Specialist | Superior | 4900 | As Phalanx's Armor Specialist | Third Eye and Arrow Guard Materia |
| Silent Spell | Superior | 9500 | As Wizard's Silent Spell Red Mage option, cast a spel from the attached Materia | Green or Red Materia |
| Magical Counter Plus | Master | Rare | You may use the attached action when you're hit by a magical attack or Spell. Does not count against the limit of Blue Materia attached to the same Materia | Counter Attack or Hamedo |
| Spellblade Specialist | Master | Rare | Attaches to a Yellow and a Green Materia. You may use both Materia as a single action. | Yellow and Green Materia |
by Bruno Carvalho
King_Aetolus' FF1 Monster Converting rules
Monster Creation: Converting from FF1
1. Find the Monster’s Stats
- Attack = Earth
- Intelligence = Fire
- Agility = Air
- Accuracy = Water
2. Find the Monster’s ARM & MARM
- Defense/4 = ARM
- Magic Defense/4 = MARM
3. Decide on Monster’s Type:
- Aberration: i. a catch-all type that covers the monsters that can’t be categorized in any of the other types. Due to its breadth, there are no characteristics and abilities that define this type.
- Aquan: i. Creatures that live in water, typically, although many can act on dry land. Usually have Lightning Vulnerable and Water Resist or Water Immune.
- Construct: i. Golems and machines, made of stone, wood, metal or other materials, animated by magic or technology. Usually they have resistance or immunity to several conditions, such as the Mental, Toxic and Transform types. Depending on the material, they may have elemental vulnerabilities and immunities.
- Demon: i. Supernatural antagonists serving the cause of evil, usually with great magical powers. Usually have Light Vulnerable and Shadow Resist or Shadow Immune.
- Dragon: i. Monstrous reptiles, ranging from snake- like creatures to large winged lizards. Drakes range from small power to legendary creatures of similar power to gods. Due to its breadth, there are no characteristics and abilities that define this type.
- Elementals: i. Creatures with a deep relationship with a specific element. Usually have immunity or even the absorption to that element.
- Beast: i. The 'natural' world inhabitants, including common animals, monstrous animals and other wildlife, even those distorted by magic. Often have Ice Vulnerable.
- Humanoid: i. Creatures of with biology and proportions similar to humans. Often have Shadow Vulnerable and Bio Vulnerable.
- Undead: i. Unliving creatures reanimated by supernatural circumstances or ghosts that haunt the living. Usually they have Fire Vulnerable and Zombie.
4. Decide on the Monster’s Class:
Will decide their Power level& number of Initiative dice. Be aware, that Initiative dice may go up for other factors (Extra limbs for example)
- Minion: Weakest form, usually works for others i. 2 Initiative Dice Example: Imp (Goblin)
- Common: regular form of the beast. i. 3 Initiative Dice Example: Gr.Imp (Goblin Guard)
- Elite: Stronger version i. 4 Initiative Dice Example: Black Goblin
- Boss: The Strongest version. i. 5 Initiative Dice Example: Knocker.
5. Calculate the Monster’s Level:
Look at the stats, Round each Stat down to the nearest 10ths, Add these up. Minimum of 1
6. Calculate the Hit Points
- Minions: (4xLevel) + Earth.
- Common: (5xLevel) + Earth
- Elites: (6xLevel) + Earth
- Boss: (7x Level) +Earth.
7. Calculate the Magic Points:
- Minions: Water Score.
- Common: Level + Water
- Elite: (2xLevel) + Water
- Bosses: (4xLevel)+Water
8. Convert Special Abilities over
- Find the closest spell / or ability and copy it; or
- Create a new spell or ability from scratch to match.
9. Other Details
- Write down any Weaknesses, Resistances, Immunities, and absorb abilities.
- Decide on the Spoils (Amount of Gil, & dropped Items)
10. Fill in Experience (optional):
Find Base Experience:
- Minions: 2xlevel
- Common: 4xlevel
- Elite: 6xlevel
- Boss: 8xlevel
Add spoils Experience:
- For every 100GP in Money +1point
- For each potion, or battle item, +1 point
- For each Weapon or armor, +2 points
** Add combat Stat Experience:**
- Initiative: For every dice over the base +2 points i. Minion with 3 initiative = 2 points ii. Boss with 8 initiative = 6 points
- For every combat action it can use over 1, +2 points
- For every element it has resistance to: +2 points
- For every element it has Immunity to: +4 points
- For every element it has Absorb to: +8 points:
- For every automatic status (Flight, float, etc): +2 points
- For every Vulnerability: -2 points
- If the monster has an SOS action: +2 points
- Every Point of ARM +1
- Every Point of MARM +2
Example Monster Conversion: Goblin (Alphagenan)
(Video game statistics from: https://finalfantasy.fandom.com/wiki/Goblin_(Final_Fantasy) )
Attack: 4 Intelligence: 1 Agility: 3 Accuracy: 2 Defense: 4 M. Defense 16
HP: 8 MP: 0 Elemental Affinities: None Abilities: None Resistant to: None Items Dropped: None GP: 6
Step1: Find the Monster’s Stats Attack = Earth Intelligence = Fire Agility = Air Accuracy = Water Goblin (Alphagenon) Earth: 4 Air: 3 Fire: 1 Water: 2
Step2: Find the Monster’s ARM & MARM Defense/4 = ARM Magic Defense/4 = MARM Goblin (Alphagenon) Earth: 4 Air: 3 Fire: 1 Water: 2 Arm: 1 (4/4) MARM: 4 (16/4)
Step 3: Decide on the Monster’s Type: This step does not affect the monster as much as the rest. It is just there to help picture the monster. Goblins are Humanoid, they have 2 arms, a head, and walk on 2 legs. Goblin (Alphagenon): Humanoid: Earth: 4 Air: 3 Fire: 1 Water: 2 Arm: 1 (4/4) MARM: 4 (16/4)
Step 4: Decide on the Monster’s Class: Since Goblins are the weakest from of their Monster type, we’ll chose Minion Goblin (Alphagenon): Humanoid Minion Earth: 4 Air: 3 Fire: 1 Water: 2 Arm: 1 (4/4) MARM: 4 (16/4) 2 Initiative
Step 5: Calculate the Monster’s Level: Look at the stats, Round each Stat down to the nearest 10ths, Add these up. (Minimum of 1) Earth: 4 / 10 = 0. Air: 3 / 1 = 0 Fire: 1 / 10 = 0 Water: 2 / 10 = 0 0+0+0+0= 0 (Minimum of 1) Goblin (Alphagenon): Level 1 Humanoid Minion Earth: 4 Air: 3 Fire: 1 Water: 2 Arm: 1 MARM: 4 2 Initiative
Step 6: Calculate the Hit Points Minions: (4xLevel) + Earth. Goblin (Alphagenon): Level 1 Humanoid Minion Earth: 4 Air: 3 Fire: 1 Water: 2 HP: 8 (Level1x4=4, Earth=4) Arm: 1 MARM: 4
Step7: Calculate the Magic Points: Minions: Water Score. Goblin (Alphagenon): Level 1 Humanoid Minion Earth: 4 Air: 3 Fire: 1 Water: 2 HP: 8 MP: 2 (Water=2) Arm: 1 MARM: 4
Step 8: Convert Special Abilities over Alphagenon Goblins have no special abilities, but the picture has a knife. So we will look at the info for knives: Goblin (Alphagenon): Level 1 Humanoid Minion Earth: 4 Air: 3 Fire: 1 Water: 2 HP: 8 MP: 2 (Water=2) Arm: 1 MARM: 4 !Knife Attack: (Quick Physical Attack) Air vs Air Difficulty 40 6 damage (Puncture)
Step 9: Write down any Weaknesses, Resistances, Immunities, and Absorb abilities. Goblins have none of these.
Step 10: Decide on the Spoils (Amount of Gil, & dropped Items) Goblins give 6 gil
Step 11: Fill in Experience: (See below)
Find Base Experience: Minions: 2xlevel Goblins are level 1, (EXP is 2)
Add spoils Experience: For every 100GP in Money +1 point Goblins, give 6gil (Round up to the nearest 100) +1 (Total 3 EXP)
Add combat Stat Experience: a. Initiative: For every dice over the base +2 points Goblins don’t have any special ability to allow more attacks. +0 (Total 3EXP) b. For every combat action it can use over 1, +2 points Goblins only have 1 type of attack.: +0 (Total 3EXP) c. For every element it has resistance to: +2 points Goblins don’t have: +0 (Total 3 EXP) d. For every element it has Immunity to: +4 points Goblins don’t have: +0 (Total 3 EXP) e. For every element it has Absorb to: +8 points: Goblins don’t have: +0 (Total 3 EXP) f. For every automatic status (Flight, float, etc): +2 points Goblins don’t have: +0 (Total 3 EXP) g. For every Vulnerability: -2 points Goblins don’t have: +0 (Total 3 EXP) h. If the monster has an SOS action: +2 points Goblins don’t have: +0 (Total 3 EXP) i. Every Point of ARM +1 Goblins have 1 ARM : +1 (Total 4EXP) j. Every Point of MARM +2 Goblins have 4 MARM : +8 (Total 12EXP)
Now Alphagenon Goblins Appear like this:
Goblin 1st Level Humanoid Minion
Earth 4 Air 3 Fire 1 Water 2
Hit Points 8 Magic Points 2 Armor 1 M. Armor 4
Spoils: 6Gil Experience: 12
Initiative 2 Dice
Attacks
Knife: Quick physical action Air vs Air (40) 6 Damage (Puncture)
Vulnerable: None Resist: None Immune: None Auto: None Sos: None Absorb: None
by /u/King_Aetolus
Fitzy's Limit Break rules
https://docs.google.com/document/d/1S5j327s6dhWhAWWPq7144NtdobYNOS2L9bEiaSxrcrA/edit?usp=sharing
by Fitzy
Robert N.'s Limit Break rules
https://homebrewery.naturalcrit.com/share/rcEdYkv20Pvw
by Robert N.





