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Map Combat Rules

New Stats

Move: The total number of spaces the character can move in a single action. All characters and monsters start with a base Move stat of 2, which allows the character to move up to 2 spaces away from their current position each action. However, as a characters’ Speed (SPD) goes up, the PC or monster can move farther. For every 5 points of Speed (5, 10, 15, 20, 25, 30), the Move of the individual goes up by 1.

Jump: This stat determines the vertical, rather than the horizontal movement that a character can have in a single action. Like Move, Jump for each character and monster begins with a base of 2, and it increases with the Agility (AGI) of the individual, with the same progression used for Move. For every five points of Agility (5, 10, 15, 20, 25, 30), the Jump rating increases by one point. character with a jump of 3 could move from a HL 0 to a HL 3, but not from a HL 3 to a HL 7. It can also be used to hop between distances that would require having to waste extra move points. The distance cleared still counts as move points however.

A Character’s class can also affect their move and jump, as noted in the chart below:

Job Move Jump
Dancer +1 +0
Dragoon +0 +1
Fencer +1 +0
Monk +0 +1
Ninja +1 +1
Thief +1 +0

Moving & Attacking

Height Levels (HL)

Although most combat is done on even ground, it’s not always the case. To handle this, the system uses what’s called ‘Height Level’ or HL to determine how much higher or lower the space is than the surrounding area. Any space with a Height Level that is higher than the medium should be listed with a number (1, 2, 3, etc.) while lower Height Levels should be listed as negatives (-1, -2, -3, etc.). In game terms, the Height Level can be used to determine areas that are significantly higher or lower like castle walls or pits. Characters can move up and down Height Levels provided they have an adequate Jump stat to cover the difference. For instance a character can jump HL 0 to HL 3 without a problem with a Jump 3, but can’t move from HL 3 to HL 7. Flying creatures and players, however, are completely unaffected by Height Level, and can move as though the entire map was of the same height.

But not all differences in height are sheer verticals. There also can be slopes or stairs between varying height levels, as well as ladders or vines between two wildly different height levels. If a character takes one of these designated paths, they only need spend one point of Jump for every 2 points of vertical they move.

Water Depth & Swimming

In addition to Height Levels, the Map Combat rules have different scales for water depth. Water Depth is essentially recorded in the same way as Height Levels and can affect battles that might occur in the deeper areas. At Depth 1, water cuts Move in half but the character can still act. Depth 2 water reduces Move to 1, and the character can take no actions other than moving. Depth 3 or more water can’t be navigated at all without the Swimming skill.

A successful Swimming skill-test will let the character move normally in Depth 1, while allowing the character to moev at half of their maximum MOV in Depth 2 and 3, but takes their action. See the skill description in Chapter 5, Skills for more details.

Monsters, too, will have a hard time within water and follow the same rules as players. However, creatures with Move: Fly or the status condition Float will be completely unaffected by the depth of water, as they will be above it. Creatures that are type: Aquan or have Move: Swim are also completely unaffected, as this is their natural habitat.

Skills & Movement

Acrobatics: This skill helps the character make longer jumps than normal. If the character decides to use this skill to aid a jump, they do so at the cost of their non-Move Action this initiative. When the attempt is made, make a straight skill check; should this pass, the character may add 1 Jump to their score for that action.

Climbing: This is the skill aids in moving up and down between height levels. If the character attempts to climb between to HLs greater than their Jump rating, they may make a Climb Check with a penalty or bonus as determined by the GM (see the Climbing Skill in Chapter 5 for examples). If the character wins the check, they may stop partway up the vertical for their action, and continue climbing on their next action, making another Climb check as need be. Making this check means the character cannot take a non-move action this initiative.

Advantages & Disadvantages

Below are some advantages and disadvantages that can modify a character, making them stronger or weaker in the field of Map Combat.

Advantages

Fleet-Footed (3)

Naturally fast on their feet, the character can cover ground faster than would normally seem possible.

Athletic (2 – 3)

The character has good legs, and an exceptional acrobatic prowess. They are able to jump higher and farther than normal for their species.

Restrictions: The Dragoon Class must pay an additional point to take this advantage.

Animal Companion Modifications

Disadvantages

Limp (2 or 4)

The character has a limp or some other deficit, hindering their ability to move as fast as their fellows.

Clumsy (1 – 4)

The individual is more likely to fall flat on their face, rather than leap gracefully.

Lamed
Due to the nature of map combat, and the inclusion of Limp and Clumsy, the Lamed disadvantage may no longer be taken.

Weapon Ranges

Some weapons are able to attack from further away than others. The Range is the number of spaces away from the character that they may attack. Note that Weapon can only attack hit a HL equal to 2 above the HL the character is currently resting on, or the Range of the weapon; whichever is greater. The same applies to HL below a character, but this number is equal to 3 or the weapons range; whichever is greater. Bows, Crossbows, Darts, Greatbows, Rifles, Scrolls, Bombs and Throwing Stars, however, can attack as far below the characters current HL as they choose, ignoring the previously stated rule. All weapons will also follow a Line of Sight, so should an obstacle or another Target be in-between the Character and their Chosen target, the attack will instead hit the first obstacle or target in the Line of Sight.

Greatswords now give a bonus to ARM equal to their tier. Axes have an additionally +5 Crit range that stacks with everything. Polearms either have Range: 2, or have Range: 1 while granting an EVA bonus equal to the weapon’s DS. This is chosen when the Polearm in question is bought.

Due to the nature of their stupid retarded power, Rifles cost 110% of their normal prices. (I may go through and reprice everything one day, maybe.)

Weapon Type R
Axes 1
Boomerangs 4
Bows 6
Claws 1
Crossbows 5
Darts 4
Flails 2
Gloves 1
Greatbow 7
Greatsword 1
Handguns 7
Instruments 3
Katana 1
Knives 1
Light Sword 1
Ninja Blades 1
Polearms 1–2
Rifles 8
Rods 1
Scrolls 4
Staves 1
Swallows 1
Swords 1
Bombs 4
Throwing Stars 4

Job Abilities

Below is a listing for all the ranges and area of effects for the various Abilities for all the Core FFRPG Jobs.

Examples: O is the “center” of the move, “X” are additional spaces hit.

E: 2

X
X O X
X

E: 3

X
X X X
X X O X X
X X X
X

E: Cone 2

X
O X
X

E: Cone 3

X
X X
O X X
X X
X

Archer

Ability R E V IFF?
Take Aim As Weapon 1 0
Charge +25% As Weapon 1 0
Leg Aim As Weapon 1 0
Arm Aim As Weapon 1 0
Mindblow As Weapon 1 0
Charge +50% As Weapon 1 0
Tableturner As Weapon 1 0
Charge +75% As Weapon 1 0
Arrow Guard N/A N/A N/A
Barrage As Weapon 3 2 Yes
Triple Foul As Weapon 1 0
Charge +100% As Weapon 1 0
Unlimited Shot As Weapon 4 4 Yes

Dragoon

Ability R E V IFF? Notes
Jump Jump 1 0 May use STR for Jump rating
Cherry Blossom 4 2 1 Yes
Ancient Circle 0 3 2
Lancer As Weapon 1 0
Reis’ Wind 0 3 2
Dragon Spirit 0 1 0
White Draw* As Weapon 1 0
Power Jump Jump 3 2 Yes Use MAG for Jump rating
Dragon Breath As Weapon 1 0
Dragon Horn Jump 4 4 Yes

White Draw: The MP-restoring effect is R: 0, E: 3, V: 2, and IFF: Yes.

Fencer

Ability R E V IFF?
Swarmstrike 4 1 0
Reflex N/A N/A N/A
Featherblow 4 1 0
Greased Lightning N/A N/A N/A
Shadowstick 4 1 0
Checkmate 4 1 0
Swallowtail 4 2 1 Yes
Manastrike 4 1 0
Nighthawk 4 1 0 Yes
Piercethrough 3 Line 1

Fighter

Ability R E V IFF?
Mighty Strike As Weapon 1 0
Third Eye 0 1 0
Scream 0 1 0
Quick Hit As Weapon 1 0
Double Cut As Weapon 1 0
First Strike N/A N/A N/A
Bonecrusher As Weapon 1 0
Slash-All 0 4 1 Yes
Final Attack Depends on the move selected
Finishing Touch As Weapon 1 0

Knight

Ability R E V IFF?
Minus Strike As Weapon 1 0
Armor Break As Weapon 1 0
Mental Break As Weapon 1 0
Speed Break As Weapon 1 0
Power Break As Weapon 1 0
Magic Break As Weapon 1 0
Mind Break As Weapon 1 0
Thunder Slash As Weapon 1 0
Climhazzard 1 Cone 3 0 Yes
Iai Strike As Weapon 1 0
Shock 1 Cone 4 0 Yes
Stock Break 4 3 0 Yes

Monk

Ability R E V IFF? Notes
Brawler N/A N/A N/A
Punch Rush 1 1 0 Knockback: 3 tiles in any direction
Meteor Strike As Weapon 1 0
Earth Slash 8 Line 2
Counter As Weapon 1 0
Aura Cannon 4 1 0
Fire Dance 4 2 1 Yes
Soul Spiral 0 3 3
Razor Gale 4 3 2 Yes
Demi Shock As Weapon 1 0
Phantom Rush As Weapon 1 0

Samurai

Ability R E V IFF? Notes
Draw Out As Weapon 1 0 T:Single
0 3 1 Yes T:Group/Party, Tiers 1-8
0 4 2 Yes T:Group/Party, Tiers 9-10
Soul Blade As Weapon 1 0
Mineuchi As Weapon 1 0
Meatbone Slash As Weapon 1 0
Dragon Fang 4 2 1 Yes
Two Hands N/A N/A N/A
Shooting Star 4 1 0
Shirahadori N/A N/A N/A
Banishing Blade 4 1 0
Tornado 4 3 2 Yes
Meikyo Shisui Depends on the move used

Swordmaster

Ability R E V IFF? Notes
Delay Attack As Weapon 1 0
Dispatch As Weapon 1 0
Fated Circle 4 2 1 Yes
Provoke 4 1 0
Cross-slash As Weapon 1 0
Spiral Cut As Weapon 1 0
Blade Beam 3 1 0
0 Cone 3 3 Yes Blade Beam’s split mode
Strikeback As Weapon 1 0
Quadra-slice 3 4 4 Yes
Cleave 4 2 1 Yes

Bard

Ability R E V IFF?
Hide 0 1 0
Rank 1 Songs 0 3 2 Yes
Rank 2 songs 0 3 2 Yes
Rank 3 songs 0 3 2 Yes
Rank 4 songs 0 3 2 Yes
Rank 5 songs 0 3 2 Yes
Rank 6 songs 0 3 2 Yes
Rank 7 songs 0 4 3 Yes
Rank 8 songs 0 4 3 Yes

Chemist

Ability R E V IFF? Notes
Medicine N/A N/A N/A
Treatment 0 3 2
Distribute 0 2 1 Yes Centered on target
Mix (Single) 5 1 0
Mix (Group) 5 2 1
Mix (Random) 5 4 4
W-Item Per Items used
Auto-Potion 0 1 0

Dancer

Ability R E V
Flirt 4 1 0
Rank 1 Dances 4 1 0
Rank 2 Dances 4 1 0
Misdirecting Masque Move 1 Jump
Rank 3 Dances 4 2 1
Borrowed Time 4 1 0
Break Dance 4 1 0
Rank 4 Dances 4 1 0
Nameless Dance 4 2 1
Sword Dance As Weapon 1 0
Last Dance 5 3 2
Dirty Dancing 5 1 0
Earth Rave 5 1 0
Felicity 0 1 0

Engineer

Ability R E V IFF?
Invention 1 1 0
Rank 1-7
“Ranged” Part +3 N/A N/A
“Group” Part N/A +1 +1
“Random” Part N/A +2 +2
Rank 8-10
“Ranged” Part +5 N/A N/A
“Group” Part N/A +2 +2
“Random” N/A +3 +3
Peep 3 1 0
Scavenge N/A N/A N/A
Disassembler 1 1 0
Maintenance 0 3 3 Yes
W-Invention Depends on the Inventions

Gambler

Ability R E V IFF? Notes
Element Reels As Weapon 1 0 Single
3 2 1 Group
Double Up N/A N/A N/A
Moogle: Star 4 2 1 Yes
Moogle: Crown 4 2 1 Yes
Moogle: Heart 4 1 0 Yes
Moogle: Moogle 0 1 0 Yes
Moogle: Bar As per the normal Call’s R/E/V
Mog Gambler Face 4 2 1
Moogle: Joker Doom 0 50 50
Toy Box: 1–2 3 1 0
Toy Box: 3–4 3 1 0
Toy Box: 5–6 4 1 0
Toy Box: 7–8 4 1 0
Toy Box: 9 4 2 1
Toy Box: 10 4 2 1
Dice 3 1 0
Status Reels 3 2 0
Lucky Seven 1 0
Do Over N/A N/A N/A
Bribe 3 1 0
Phantom Dice 0 3 2
Chocobo: Chocobo 4 1 0 Yes
Chocobo: Airship 4 2 0 Yes
Chocobo: Diamond 4 1 0 Yes
Chocobo: Dragon 4 2 1 Yes
Chocobo: Bar As per the Call’s normal R/E/V
Chocobo: Joker Doom 0 50 50
Lagomorph 4 2 1
Attack Reels As Weapon 1 0
Magic Reels As per the Spell’s normal R/E/V
THE END 0 50 50
TH Angel ND 0 50 50
Spare Change 1 Cone 3 1

Mediator

Ability R E V
Capture 4 1 0
Entrust 4 1 0
Parley 4 1 0
Advice 4 1 0
Threaten 4 1 0
Manipulate 4 1 0
Invite 4 1 0
Charge! 5 1 0

Charge!: After the mediator selects a target to Charge!, only allies with enough Move and Weapon Range to target/attack the selected target will be able to take part in the Charge!.

Thief

Ability R E V
Steal 1 1 0
Gil Snapper 1 1 0
Catch N/A N/A N/A
Distract 4 1 0
Mug As Weapon 1 0
Detect 4 1 0
Steal Heart 4 1 0
Countertheft 1 1 0
Robber’s Evidence 4 1 0
Footwork +2 Move +1 Jump

Black Caller

See Magic.

Black Mage

See Magic.

Sage

See Magic.

Summoner

When Summoning, the Summon effectively replaces the Summoner on the map.

See Magic.

Time Mage

See Magic.

White Caller

See Magic.

White Mage

See Magic.

Blue Mage

Ability R E V
Visual Learning 0 5 4

See Magic.

Dark Knight

Ability R E V
Darkside As Weapon +1 1 0
Black Sky 4 2 1
Night Sword 4 1 0
Zombie Attack 4 1 0
Dark Sword 4 1 0
Beast Flare 5 2 1
Catastrophe 4 2 1
Nightmare 4 1 0
Demon Slice As Weapon 1 0
Soul Eater 4 3 2

Geomancer

Ability R E V
Plasma 4 1 0
Gusty Wind 4 1 0
Pitfall 4 1 0
Sun Bath 0 3 2
Tempest 4 1 0
Leave Swirl 4 1 0
Elf Fire 4 1 0
Wild Bear 4 1 0
Hell Ivy 4 2 1
Branch Spear 4 4 4
Soil Evidence 0 3 2
Collapse 4 1 0
Local Quake 4 2 1
Sonic Boom 4 2 1
Landslide 4 3 2
Ability R E V
Vacuum Blade 4 1 0
Quicksand 4 1 0
Sand Storm 4 2 1
Antlion 4 1 0
Desert Storm 4 3 2
Poison Mist 4 1 0
Spectre 0 3 2
Heavy Dust 4 2 1
Will O’Wisp 4 1 0
Vine Hell 4 3 2
Plasma 4 1 0
Waterfall 0 3 2
Sliprain 4 2 1
Water Ball 4 2 1
El Nino 4 3 2
Ability R E V
Evil Gaze 4 1 0
Elf Fire 4 1 0
Earth Heal 0 3 2
Carve Model 4 2 1
Cave-In 4 4 4
Snare 4 1 0
Elf Fire 4 1 0
Kamaitachi 4 2 1
Tapir 0 3 2
Tempest 4 1 0
Fire Whip 4 1 0
Shining Air 0 3 0
White Flame 4 1 0
Lava Ball 4 2 1
Prominence 4 1 0
Ability R E V
Ice Rabbit 4 1 0
Icicle 4 2 1
Freezeblink 4 2 1
Surge 4 1 0
Ice Soul 4 1 0

Magic Knight

Ability R E V
Enchantment As Weapon 1 0
Quake Strike As Weapon 50 50
Whirlwind Strike As Weapon Cone 3 2
Ultima Strike As Weapon Cone 3 2
SOS-Shell N/A N/A N/A
SOS-Protect N/A N/A N/A
SOS-Haste N/A N/A N/A

Ninja

Ability R E V IFF? Notes
Throw 5 1 0
Two-swords N/A N/A N/A
Utsusemi 0 1 0
Katon 4 1 0
Image 0 1 0
Suiton 4 1 0
Shadow Stitch 4 1 0
Raiton 4 1 0
Sunken State 0 1 0
Doton 4 1 0
Elan 0 +2 +2 Yes Bonus applies to Jutsus

Paladin

Ability R E V Notes
Cover Move 1 Jump Target must stay in range to receive benefits.
Sentinel Move 1 Jump
Lightning Stab 4 2 1
Healing Wind 4 2 1
Split Punch 4 1 0
Astra 5 1 0
Seal Evil 4 1 0
Holy Circle 0 3 0
Stasis Sword 4 3 2
Holy Explosion 4 Line 2
Great Gospel 4 3 2

Red Mage

See Magic.

Rune Knight

Ability R E V
Runic 0 5 5
Fury Brand 4 1 0
Stardust Ray 4 2 1
Shellburst Stab As Weapon 1 0
Blastar Punch 4 2 1
Return Magic Per Spell
Venom Fang 4 1 0
Hellcry Punch 4 1 0
Icewolf Bite 4 3 2
Quadra-magic Per Spell

Magic

Note: The Caster will never be harmed by a Group damage spell they cast, unless they are Confused or Charmed while casting said spell.

Colour Magic

Target R E V
Self 0 1 0
Single 5 1 0
Group 5 2 1
All 0 50 50
Target R E V
Self 0 1 0
Single 5 1 0
Group 5 3 2
All 0 50 50

Exceptions

Some spells don’t follow the rules stated above and are specifically listed here.

Spell R E V IFF? Notes
Thrust Kick 1 1 0 20% chance of knockback if Eject fails
Self Destruct 0 2 2
Leap Jump 1 0
Comet 5 4 4 Hits a Random Target in the area
Quasar 5 4 4 Hits a Random Target in the area
Meteor 5 4 4 Hits a Random Target in the area
Goblin Punch As Weapon 1 0
Red Feast As Weapon 1 0
Drill Shot As Weapon 1 0
Spells doing Weapon Damage As Weapon 1 0
Laser Eyes 8 Line 2 May go diagonal for halved range
Flamethrower 8 Line 2 May go diagonal for halved range
Storm Cannon 8 Line 2 May go diagonal for halved range
Aqua Breath 1 Cone 3 3
Electrocute 1 Cone 3 3
Flame Breath 1 Cone 3 3
Bad Breath 1 Cone 3 3
Magic Breath 1 Cone 3 3
Stone Breath 1 Cone 3 3
L4 Holy 0 10 10 Yes
L3 Muddle 0 10 10 Yes
L3 Def-less 0 10 10 Yes
L4 Flare 0 10 10 Yes
L5 Death 0 10 10 Yes
L2 Old 0 10 10 Yes
L4 Suicide 0 10 10 Yes

The Warp line of Time Mage spells also have a slightly more specific use in Map Combat, and their effect are as such:

Summons

All Calls and Abilities specific to a Summoned Creature will automatically IFF.

Calls
|=. Target Type |. R |_. E |. V |
|=. Single |=. 5 |=. 1 |=. 0 |
|=. Group |=. 5 |=. 3 |=. 2 |
|=. Phoenix, Typhon, Leviathan, Lich, Madeen, Odin, Bahamut, Crusader, Magus Sisters, Yojimbo |=. 5 |=. 4 |=. 3 |

Summon Creature Abilities

Target R E V
Single 5 1 0
Group 5 2 1
Phoenix 5 3 2
Typhon 5 3 2
Leviathan 5 3 2
Lich 5 3 2
Madeen 5 3 2
Odin 5 3 2
Bahamut 5 3 2
Crusader 5 3 2
Magus Sisters 5 3 2
Yojimbo’s Group 5 3 2

Items

Item R E V Notes
Recovery Items 1 1 0 Single
4 1 0 Chemist’s Single (or pass a Throwing Weapons check)
1 2 1 Group
4 2 1 Chemist’s Group (or pass a Throwing Weapons check)
Battle Items Use the normal R/E/V of the spells
Support Items Use the normal R/E/V of the spells
Shotgun Ammo 1 Cone 3 2
Super Ball 4 2 2

Status Effects

All these effects are in addition to the normal effects of the status as found in Chapter 7: Combat.

Knockback and Fall Damage

Knockback: Any Physical attack has a 1-5% Chance (Check for this during the “To Hit” roll) to move the target hit back 1 space. With Auto Hit moves, roll for this separately after dealing damage. Signature Weapon 3 increases this to 1-7%, and Signature Weapon 5 to 1-10%. Weapon Inability removes the ability to Knock a character back.

If a target is knocked back into a wall, another target or the like, they’ll take (Attacker’s Level / 5) × d12 damage that bypasses all statuses except Shield. If knocked into another target, both will take the damage.

Fall Damage = (Starting Height – Landing Height – Jump ) × (Starting Height – Landing Height – Jump)d8 (exploding dice) Damage that bypasses all statuses except Shield. So a character falling from HL 8 to HL 1 with a Jump of 4 would take 3d8 × 3, while rerolling any 8 and adding the number to the total, Damage. That same character falling from HL 5 to HL 3 would take no damage.