Final Fantasy Tactics Advance

From FFRPG

I. Introduction

a. The "real" Ivalice b. Clan Wars c. The Law of the Judges

II. History (mostly conjecture, in-game is somewhat vague)

a. Birth of the Totemas(?) b. Lawless ages c. The first Judge-King d. Rise of the Clans e. (e-game)(?)

III The world

a. (region create explnation) b. Locations _Cities i. Cyril ii. Sprohm iii. Cadoan iv. Baguba Port v. Muscadet vi. Bervenia Palace _Natural i.Giza plains ii. Lutia Pass iii. Nubswood iv. Eluut Sands v. Ulei river vi. Aisenfield vii. Roda Volcano viii. Koringwood ix. Salikawood x. Nargai Cave xi. Kudik Peaks xii. Jeraw Sands xiii. Uladon Bog xiv. Gotor Sands xv. Delia Dunes xvi. Materiwood xvii. Tubola Cave xviii. Deti Plains xvix. Siena Gorge xvx. Ambervale _ Jagds i. Jagd Dorsa ii. Jagd Ahli iii. Jagd Helje

IV. Player Resources

a. FFTA Races b. Job conversion c. ORD jobs (?) d. Weapon Learning (?) e. Clan Creation f. Combos g. Map combat h. advantages & disadvantages i. skills

V. GM resources

a. Law system b. Judges c. Monster Bank d. Once More- the "real" Ivalice e. The FFT connection f. Running a pub g. Sample clans


Contents

1.Introduction

1-I. The "Real" Ivalice

In Final Fantasy Tactics Advance (henceforth known as FFTA), we begin the story in a snow-covered town called St. Ivalice in what appears to be modern day times. Four misfit children discover an ancient grimoire, an acnient tale of swords and sorcery in a distant time and land. After the kids depart and go to sleep, St. Ivalice is converted magically into Ivalice via the magic of the ancient book.

Througout the game, the main characters grapple with the un-reality of this fantasy world (whose source is actually Mewt, a troubled young boy with bully problems). This places this worldbook for this world in an precarious place: the entire in-game universe of FFTA is itself a fantasy, whih bears very close parallels to both FFT and FF XII. Therefore, this worldbook aims to treat Ivalice as its wn autonomous realm independent of both of these games. When dealing with the existential nature of the world, let us assume that Ivalice is a sort of alternate reality, existing parallel to St. Ivalice, and the Gran Grimoire (the magic book) sort of "xeroxed" this Ivalice upon St. Ivalice, placing certain people close to Mewt into the established universe. This allows for adventures taking place prior to or after e-game events. Later in the worldbook, there will be a section devoted to helping GMs plan campaigns dealing with issues similar to the e-game, i.e. returning the world to normal.

1-II Clan Wars

The major motive force in the world of Ivalice is the Clans, and their movements and interactions. A Clan is a catchall term used to describe any sort of unified group of individuals accepting mercenary work. This usually amounts to exploration, security, or retreival missions, especially where armed combat is likely. However, Clans also except more refined work, such as forging, alchemy, and other crafting, and menial tasks like gardening or ranch work. There are no strict guidelines to what Clans can do, and the only practical limits are what people will pay to be done.

There is also a very competitive nature to Clans, and one of their huge facets is a strong territorial tradition. When a Clan becomes large enough, they may claim an amount of area as their turf, and they are obligated to defend it. Naturally, other clans enjoy the mission opportunities territory entails, so expansionist conflicts among clans is a daily fact of life. Joining a Clan is the most practical method of adventuring in Ivalice- with benefits, comissions, guaranteed allies and other types of compensation, the economic advantages are obvious. You could opt to work independently, but this does leave one without the many benefits of clan membership (commissions, guaranteed jobs, lodging, health care, etc.). Also, this does leave somebody subject to much more bodily danger. One might wonder why there isnt an incredible amount of bloodshed and death from the constant fighting, but all licensed clans fall under the protection and jurisdiction of...

1-III. The Law of The Judges

The face of law, order, and strength in Ivalice is undoubtedly the Judge. Clad in fullmail and atop a chocobo, one of these imposng figures is present during any clan v clan conflict to ensure that the law is followed. The Judge's responsibilities is the protction of the average citizenry from the collateral damage of clan battles, as well as the lives of Clanners themselves.

When a registered clan announces a formal "engagement" or battle, a Judge is summoned via magic to supervise. His primary actions in-battle regard the distribution of Yellow and Red penalty cards, given as punishment for infractions (yellow for minor, red for major). Such cards are marked on a clanner's personal record, and the clan's record as a whole. A red card, however, immediately transports a clanner to Prison in Sprohm, where he awaits bail.

The laws of the day are usually meant to balance out the abilities of clanners, as well as to prevent any one clan from gaining dominance by shaking up the playing field. In exchange for this restriction, registered clanners get the added security of knowing that they will never be killed in battle- when someone is rendered unconscious or suffers serious injury, the Judge's mysterious magic keeps them in a state of stability. A clanner is glad to have such an insurance- clanning is a primarily a business venture, and few would be willing to die for such matters.

The laws are not universal, however- in some areas, the sheer danger of the inhabitants makes a judge reluctant to enter. Hence, in vicious slumlike areas known as Jagds, freedom to fight dirty is the tradeoff for endangering your life.

It is the interaction of these two forces- Judge and Clan, Law and Chaos- which forms the basis of life in Ivalice.

2. History

3. The World

a. Region Creation

placeholder stuff about region create, may not really apply. What Im thinking of is just saying GM's create their own map. Open to suggestions.-

b.Locations

Cities

i. Cyril 
ii. Sprohm 
iii. Cadoan 
iv. Baguba Port 
v. Muscadet 
vi. Bervenia Palace 

Natural

i.Giza plains 
ii. Lutia Pass 
iii. Nubswood 
iv. Eluut Sands 
v. Ulei river 
vi. Aisenfield 
vii. Roda Volcano 
viii. Koringwood 
ix. Salikawood 
x. Nargai Cave 
xi. Kudik Peaks 
xii. Jeraw Sands 
xiii. Uladon Bog 
xiv. Gotor Sands 
xv. Delia Dunes 
xvi. Materiwood 
xvii. Tubola Cave 
xviii. Deti Plains 
xvix. Siena Gorge 
xvx. Ambervale 

Jagds

i. Jagd Dorsa 
ii. Jagd Ahli 
iii. Jagd Helje 

4. Player resources

a.) FFTA Races

(Both of these by M)

BANGAA

A gruff lizardfolk renowned for its temperament. Physically, the Bangaa are burly, muscular creatures caught in a permanent stoop; despite their bulk, they are capable of extended bursts of speed, and can cover ground exceptionally quickly. Their senses of smell and hearing are highly developed, making them excellent scouts and trackers; in addition, they are exceptionally athletic. Hard scales cover their bodies, while their snouts are jammed with razor-sharp teeth capable of rending and tearing with terrible ease.

The Bangaa’s four ears are heavy and floppy, hanging loosely but hearing no less keenly for it; Bangaa in high office frequently choose to pierce them or encase the tips of each ear in metal. Tattoos are another common decorative device, particularly among the younger set; in most cases, these are drawn on the shoulders and acknowledge the individual’s family ties and position.

Four distinct sub-species of Bangaa exist: the sharp-snouted, long-eared Sanga and Bista – colored gray-black and ochre respectively – and the blunt-snouted, short-eared Faas and Ruga, colored green and sand-brown. However, interbreeding has created a plethora of hybrids over the centuries; the lines between sub-species can be blurred at the best of times. Despite their longevity, low breeding rates mean that Bangaa population size remains relatively static.

VITAL DATA Representatives: Euver (FFTA), Migelo (FFXII) Height: 1.7 – 2.1m (Male) / 1.5 – 1.9m (Female) Weight: 120 – 140kg (Male) / 100 – 130kg (Female) Skin Colors: Gray-black, ochre, sand-brown, green Eye Colors: Black, blue Habitats: Mountains, Deserts, Cities Lifespan: 100-120 years Young - 10 to 20 years Average - 30 to 60 years Old - 80 to 100 years

Society

A crude, caste-like system divides Bangaa society by species. Traditionally, the sand-brown Ruga acted as hereditary priests, lawmakers and leaders while the tough-scaled Faas – whose name literally translates to ‘warrior’ in the Bangaa tongue – served as their fighters and enforcers, an arrangement that has existed since ancient times. The Sangaa occupy the next tier; theirs are the mundane occupations of farmer, worker and craftsman, making them the glue that keeps Bangaa society bound together. The lowest of the low are Bista merchant caste; traditional Bangaa society regards them as a necessary evil in spite of the fact that they draw their profits from the work of others and contribute little of meaning in return.

In many cases, these divisions date back centuries. At one point in time, birth determined your future profession; once born into a caste, it was impossible to leave it without abandoning Bangaa society as a whole. However, generations of interbreeding and the influence of other races have done much to break down the old caste lines. Though the more conservative Bangaa – particularly the Ruga – follow the traditions to the letter, most adopt a more relaxed approach in this regard; even those whose professions follow the caste model generally don't begrudge their children for wanting to diversify.

While the Bangaa associate with other races, they tend to be most comfortable around humans. The two races share temperaments, general attitudes, and cultural development, but find the most important unifying factor in their monotheistic beliefs – to such an extent that Bangaa readily accept the traditions and rituals of human religions as equal to their own. Nowhere is this more visible than in their 'holy warriors;' Faas professions such as the White Monk and Templar have much in common with human Paladins in spirit and outlook, and will fight alongside the latter without hesitation.

Bangaa also work alongside humans in more mundane matters; their aptitude for martial pursuits, combined with a tough-as-leather constitution, has made them popular as soldiers, guards, gladiators, and – in the case of the more dim-witted specimens – brute physical labor.

Roleplaying

Bangaa tend to be arrogant and boastful creatures, permanently in the throes of ill temper. Though sometimes characterised as slow-witted or primitive, their intelligence is on par with that of humans; furthermore, they can be extremely spiritual creatures, with a pious edge that may surprise those who think of them as barely-restrained berserkers.

Bangaa in human socities quickly pick up human mannerisms and gestures, resulting in body language that occasionally borders on the comical. Due to the structure of their larynxes, Bangaa speak Common Tongue in a slurring, hissing fashion, an impediment that makes it difficult for them to master the often complex incantations required for higher-level magic. As a result, the spells used by Ruga Bishops and other Bangaa spellcasters tend to be unique ones, created specifically to circumvent pronounciation problems.

Though they are distantly related to Lizardmen, Bangaa hold their relatives’ low intellect and barbarous lifestyle in utter contempt; as a result, only those with a death wish would dare refer to them as ‘lizardman’ within earshot. Unsurprisingly, 'lizard' is an even worse insult to them – on par with calling a human 'monkey,' though only the fiercest of humans could match their reaction.

Bangaa names are typically two syllables long, and tend to have a slightly harsh sound to them. The letter 's' is almost never used in Bangaa naming. Sample monickers include Rinok, Bwagi, Gijuk, Mouni, and Barong.


VIERA

The enigmatic Viera are a slender, silver-haired race descended from burrowing rodents. Universally female, Viera are physically identical to humans in many respects, though there are several differences between the two. The most notable of these is also the most visible: the large, rabbit-like ears that protrude from the top of their heads, granting them particularly keen hearing. Combined with the Vieras' excellent vision, these allow them to track movement as far as away as ten kilometers. There are even suggestions that Viera hearing extends beyond the range of the mundane world; the Viera themselves claim to hear voices of spirits, of nature itself.

Other distinctive features include limber legs, long, sharp fingernails and three-toed, pawlike feet inherited from their digging ancestors. Viera skin colors range from tan to brown, depending on species; the 'pure-blooded' Veena Viera have lighter skin, while the Rava Viera are darker in coloration.

VITAL DATA Representatives: Fran (FFXII), Shara (FFTA) Typical Height: 1.6 – 1.8m (excluding ears) Typical Weight: 70 – 90kg (Female) Hair Colors: Universally silver Eye Colors: Red, green, blue Habitats: Forests Lifespan: 220-240 years Young - 8 to 15 years Average - 40 to 130 years Old - 180 to 200 years

Society

The Viera have been forest-dwellers for many generations, living their lives in accordance with the Green Word – the cryptic whisperings of the nature spirits and forces of the elements that they claim represents the collective will of the wood itself. The majority spend their entire lives in the forest, gleaning what little they know of the outside world from the Word itself. They believe that as long as they follow its guidance and protect it from others, the forest will continue to provide for them as it did for their ancestors. This relationship may even extend as far as reproduction – as an all-female race, Viera should be incapable of breeding among themselves, but Viera infants are still found deep in the forest from time to time. Nobody truly knows where these children come from – least of the Viera, who simply refer to them as 'Blessings of the Wood' and raise them collectively as members of a single sisterhood.

This strange symbiosis is integral to the Viera race; so complete is their trust in the Word that to leave the forest is to turn one's back on the very foundations of life. Those who venture into the outside world are written off as dead by their fellows and never allowed to return; it is believed that such 'unbelievers' would only bring disaster and misfortune to the forest if permitted to re-enter Viera society.

Unsurprisingly, their dependance on their habitat makes Viera fiercely territorial beings. Due to their isolation, Viera generally do not associate with other races except in times of trespassers and invaders are dealt with as harshly as possible. In such situations, their weapon of choice is the bow, a perfect complement for their extraordinary eyesight. Viera also make able spellcasters, drawing on the mystic energies of the forest and its supernatural inhabitants to destroy interlopers.

Due to their physical beauty and human-like appearance, outcast Viera have an easier time melting into human societies than other races do; they readily strike up relationships with humans, and may even respond to their romantic advances on occasion. Still, expatriate Viera are ultimately closest to one another, thanks to their shared history and long lifespans; any city with significant Viera presence will see them form tight, insular communities in a surprisingly short span of time.

Roleplaying

Viera can be grouped into two broad categories – those who abide by the Green Word and those who have abandoned it to explore the world. There is little love lost between the latter and former; outcasts usually view their forest-dwelling counterparts as blind, hidebound xenophobes, while the traditionalists refuse to acknowledge the existence of their wandering, city-dwelling brethren out of hand. Adventuring Viera tend to be outcast, though it is possible for a party to battle alongside traditionalist Viera in extraordinary circumstances.

An outside observer would find the Viera coolly intelligent, perhaps excessively so. Their long lifespans give them the ability to pursue knowledge in an orderly, focused manner; they have time enough to concentrate on mastering a subject in its entirety before moving on to the next, gradually building a wealth of abilities over the course of several decades. Viera age slowly, giving them a deceptively youthful appearance; a Viera with the face – and body – of a thirty-year-old can easily have the experiences and memories of two human lifetimes. As such, they can be creatures of many secrets and surprises; the depth and breadth of their knowledge is often bewildering to other races unaware of their longevity.

All Viera are born with the ability to hear supernatural voices and influences to a certain extent, though only a few actively train it. City-dwelling Viera are more likely to let this ability atrophy unless their profession specifically makes use of it, though it may manifest from time to time in the form of 'hunches' and 'premonitions.'

Viera speak Common Tongue fluently and eloquently. Due to the fact that they have no lineage or family in the traditional sense, Viera have only one name, typically one to three syllables in length. Sample Viera names include Letiina, Jote, and Mjrn.

b.) Job Conversion

This just a little table to show how jobs translate from the FFRPG core rules translate to FFTA, at least in cases not obvious. For jobs with no obvious parallel, see next section.

  • Soldier/Warrior>Knight
  • Fighter>Swordmaster
  • Hunter/Sniper> Archer
  • Illusionist> Black Mage
  • Mog Knight> Fighter
  • Gunner> Archer
  • Gadgeteer> Engineer
  • Beastmaster> Mediator
  • Morpher> Summoner
  • Alchemist> Black Mage
  • Elementalist> Geomancer
  • Summoner> Black/White Caller
  • White Monk> Monk
  • Gladiator> Magic Knight
  • Templar> Paladin
  • Bishop> Sage

c.) ORD Jobs

Balance is not guaranteed for any of the following- use at your own discretion.

  • ASSASSIN (By GenLeon)

Concealed deep within the shadows, Assassins are among the most feared professionals in existence. Although similar in nature to the ninja, assassins focus all their skill towards one singular purpose: killing their intended target. Although reknown for their ability to strike quickly and decisively from seemingly out of nowhere, their expertise in their art also allows the Assassin to silence, stun, or even stop victims in their tracks.

STR  VIT  AGI  SPD  MAG  SPR 
+8   +8   +13  +15  +8   +8 

Representatives: Celia and Lede (FFT), Assassin Job (FFTA) HP Die: d8 MP Die: n/a Weapons: Bows, Boomerangs, Crossbows, Knives, Ninja Knives Armor: Armwear, Hats, Suits Attack Bonus: +20 Skill Points: 260 Skill Aptitude: Thievery Default Skills: Stealth, One Weapon Skill

AMBUSH These skills have but one purpose: to disable the assassin's chosen target or kill outright. To utilize these specialized techniques, the assassin must position herself perfectly. To this end, most Assassin skills are based around an Ambush check, calculated as follows:

Ambush% is (Stealth + Level + AGIx2).

Beso Toxico [Level 1] Type: Slow (2) Target: Single

The Assassin leaps from the shadows and strikes, injecting a mild toxin into his victim's system. This strike causes standard weapon damage, and on a successful (Ambush%),Defense check, the target is inflicted with Poison (U).

Resist Bind [Level 8] Type: Support

Expertly trained to avoid enemy enchantments, at this level the Assassin becomes resistant to all Seal and Time category Status Conditions. She gains a bonus to her MDEF score against these effects equal to half her level.

Aphonia [Level 15] Type: Slow (6) Target: Single

The Assassin strikes with great speed, dealing normal weapon damage and injecting a noxious drug into her victim. With a successful (Ambush%),Defense check, the target immediately finds himself unable to speak, having been inflicted with the Status Condition Silence (4).

Oblivion [Level 22] Type: Slow (8) Target: Single

The Assassin lands a powerful blow against her victim's head, painfully altering the target's perception of reality. This blow causes standard weapon damage, and with a successful (Ambush%),Defense check inflicts the Status Condition Confuse (4).

Return Fire [Level 29] Type: Reaction

With an amazing display of agility, the Assasin can attempt to catch incoming projectile attacks as they are coming towards her and propel them back towards her attacker. This ability can only be used to catch thrown or launched weapons that are tangible, such as Shuriken, Arrows, or Ammunition. While Throwing Weapons deal standard damage, returned Ammunition deals damage with a DS equal to (Level/4) times the character's STR, plus (Level / 10) d6. Any special effects of the Ammunition or Thrown Weapon is retained. Every time the Assassin is successfully targeted with a projectile attack, there is an unmodified 50% chance of catching it before it hits and throwing it back. If successful, she will take no damage. If the attempt fails, the Assassin will take damage as usual, and the item will be unaffected by the attempt to catch it.

Rockseal [Level 36] Type: Slow (12) Target: Single

The Assassin leaps at his victim, striking hard and injecting a powerful drug that immediately begins to magically transform the target. The victim takes standard weapon damage, and on a successful (Ambush%),Defense check, is inflicted with the Status Condition Stone (U).

Nightmare [Level 43] Type: Slow (14) Target: Single

The Assassin whispers strange, arcane words into the ear of his target, and then executes a quick slap to the head. The result is that on a sucessful (Ambush%),Defense check she inflicts the Status Conditions Sleep (4) and Condemned (4) on the target. If successful, the target suffers no damage, but instead falls unconscious and experiences a terrible nightmare which immediately kills the target when the Condemned Status expires, even if the target is awakened prior to its expiration. If the Ambush% check fails, the target still takes damage normally.

Shadowbind [Level 50] Type: Slow (16) Target: Single

The Assassin strikes out suddenly at his target, quickly inflicting multiple slashes against his target. The target suffers standard weapon damage, and on a successful (Ambush%),Defense check, she inflicts the Status Condition Stop (4) on the target. If this is unsuccessful, the Assassin still inflicts damage normally.

Last Breath [Level 57] Type: Slow (18) Target: Single

The Assassin strikes out against her target with a series of razor-perfect blows, striking her opponent faster than the eye can follow. On a successful (Ambush%),Defense check the target is instantly killed, regardless of current HP. If this is unsuccessful, the Assassin instead inflicts 150% damage.

Ultima Shear [Level 64] Type: Slow (20) Target: Group

The Assassin chants a powerful incantation, and then leaps forward with lightning-fast speed, enveloping all her foes in a dark blue sphere which then collapses with deadly force. This incredible blast inflicts 150% damage and ignores ARM and any protective spells of the target.

  • DEFENDER (by Deathbymoogle)

The Defender is one of the Bangaa race's highest orders of warriors. These particular warriors train themselves to accomplish a defensive objective at all costs against all odds. They are renowned for keeping to their word, are expected to succeed or die trying, and are rumored to never sleep. Defenders epitomize the single-minded defense of whoever or whatever they have sworn to protect and have the ability to defend it at the cost of their very lives... and beyond.


STR VIT AGI SPD MAG SPR +13 +15 +9 +7 +8 +8

Representatives: Defender Job (FFTA)

HP Die: d12

MP Die: N/A

Weapons: Axes, Knives, Light Swords, Staves, Swords, Greatswords

Armor: Gauntlets, Helmets, Mail, Robes, Shields

Attack Bonus: +30

Skill Points: 240

Skill Aptitude: Weapon

Required Skills: Intimidation, One Weapon Skill

DEFEND Bodyguard Pact [Level 1] Type: Out of Combat Target: Single

The Bodyguard pact is a powerful enchantment of pure will, binding upon the Defender's very life. Any time out of combat or just before combat begins, the defender may make a pact with an ally or item in order to defend it, and must make a specific objective statement about that object. Only one bodyguard pact may be made at any one time, and it lasts until either the defender dies or when defense of the objective is completed and the defender cancels out the pact. Ex: "This objective cannot move from this spot. I stake my life on it." This objective may not be changed in combat. Even if the Defender is revived in combat, they still may not change the objective until combat is over.

- If the bodyguard pact is with an ally, the Defender covers only that ally as if a Paladin, with the exceptions that the cover does not stop at 25% health and that the Defender may not change the target or cancel out of the cover at any point in combat.

- If the bodyguard pact is with an item, it must be an item firmly in the defender's posession or charge and cannot belong to an enemy. That item may not be moved, attacked, used, or stolen, etc. while the Defender remains alive. Ex: "This door may not open until I die." Any attempts to circumvent this objective automatically fail while the Defender remains alive. Ex: "The thief's lockpicking skill automatically fails while the Defender is still alive".

Tremor [Level 8] Type: Slow (4) Target: Group

The Defender is trained to take on overwhelming odds. By slamming the ground mightily, the Defender can knock opponents off their feet, buying time. All opponents take 50% weapon damage and also take a -4 initiative penalty for one round. Opponents that have attacked the Defender or the Defender's objective this round, instead take 75% damage and a -6 initiative penalty.

Hibernate [Level 15] Type: Slow (6)

Defenders not only train their bodies to require less sleep, but also spread out their sleep strategically, even in combat, in order to remain vigilant as long as possible. The regenerative effects of this deep sleep are also greatly sped up by the Defender's own body to compensate for the vastly reduced time. Thus, the Defender enters a hibernation trance, gaining Sleep(2). But while asleep, the Defender removes all negative status effects from themself except sleep. From level 15 on, anytime the Defender is put to sleep, treat it as if this effect was used.

Defense [Level 22] Type: Support

The Defender concentrates entirely on defense, bolstered by an incredible will to perservere. When the Defender chooses to "Defend" instead of "Attack" for the round, the total damage is reduced by 75% instead of the usual 50% after adjusting for ARM and M.ARM

Last Berserk [Level 29] Type: Support Trigger: reduced below 25% HP by a physical or magical attack

The Defender's single-mindedness comes to a head when things are most dire. Giving it all they've got they gain the Berserk effect until restored above 25% HP or until all enemies are defeated (or until they die). There will be a method to their madness, though. Defenders receive a +5 initiative bonus and randomly attack targets that have threatened their objective before reverting to a basic berserker state.

Drop Weapon [Level 36] Type: Slow (8) Target: Single

Defense is more than increasing your own defensive ability, it's also reducing your opponent's offensive capability. A Defender is well trained enough at this point that they have a chance to disarm one opponent, knocking their weapon right out of their hands! Roll an opposing weapon skill check between the Defender and the target. If the target loses, they can continue their turns as normal, but all attacks are resolved as if they are barehanded. The target will fight on this way until they spend a full round getting their weapon back. If the Target doesn't have a weapon, instead make a weapon attack roll, if the attack hits, the target receives Power Down (4).

Mow Down [Level 43] Type: Slow (10) Target: Group

A Defender must be willing to suffer dire consequences to turn the battle in their favor. After developing their will and weapon skills to this point, they push themselves beyond their limits, jump into the middle of the fray and spin and slash around at extremely high speeds until they have targetted all enemies. All enemies take 100% weapon damage, and those that have attacked the Defender or the Defender's objective this round instead receive 125% damage. But, the cost of pushing oneself this far this fast is high. The Defender in return receives the Agility Down (Unlimited) status from fatigue until the end of combat. An additional use of this move without removing the Agility Down status will result in it being "upgraded" to Agility Break (unlimited). On further use will result in an additional Slow (Unlimited) effect, and render the Defender incapable of using this technique again until the statuses are cleared.

Perservering Aura [Level 50] Type: Slow (12)

The Defender has developed their will to perservere beyond normal limits. Determined to continue their bodyguard pact even beyond death, they gain an unnatural strength from within, pushing them on and renewing their strength. The Defender effectively gains Reraise and Regen (4). A Defender may only use this ability once per battle.

Meltdown [Level 57] Type: Slow (18) Target: Group

The Defender's supreme will to perservere turns to bitter frustration and contempt for all who would threaten their objective. Determined to give their all, the Defender glows with a bright aura and then explodes, automatically dealing his Maximum HP in damage to all enemies, ignoring armor and resistances. The Defender is reduced to 0 HP by this move, and dies.

Expert Guard [Level 64] Type: Fast

At the pinnacle of their training, a Defender is truly well-versed in the knowledge of many kinds of attacks, and responds with a superior Defense. Spending the entire round raising an Aura around them, the Defender can instantly see and counter many attacks from any direction. Until their next turn, all HP and MP damage taken by the Defender is reduced to 0. All negative statuses targetting a Defender with Expert Guard have a 100% CoS, including instant KO attacks. Expert Guard loses it's effect if the Defender is disabled or otherwise prevented from taking an action. A Defender may not use this ability two rounds in a row.

5. GM resources.