Chapters
Many job abilities state that they are limited in use, only able to be activated for a number of times per chapter. A chapter generally amounts to a decent length of time in which many battles are fought, a timeframe that ends with some sort of plot twist, boss battle, and/or resolution of sorts.
Resting
The ability to recover lost Hit Points is crucial to a party’s long-term survival. Magic and items can patch up injuries on the go, but can drain the party's resources if there's a lot of hurt to go around. The alternative is to let injuries heal up the natural way – with rest. To rest, characters need just two things: time and space. Time is self-explanatory – the longer the party has to kick back and relax, the more beneficial the rest will be. In order to benefit from a rest period, a character cannot undertake any complex or physically exerting activities during that time period unless they are directly related to the recovery process. In other words, taking the time to make splints and sewing wounds is fine; forging a sword or clearing boulders is not.
Space is a little trickier. The default space requirement for rest is an area where the party can stretch out without fear of being attacked by marauding monsters and the like. In practical terms, this means that long stretches of rest are impossible in the middle of a dungeon thick with enemies unless the party can find some way to keep itself completely protected during that time - it's difficult to really relax when there's a perpetual fear of monster ambush.
A Full Rest is the best kind of relaxation a group can get, normally accomplished through an Inn or other establishment that caters to adventurers – though price can sometimes be a deterrent. Using a Tent or a Special Vehicle (with the Good Night’s Sleep property) to spend the night snoozing in dangerous wilderness also counts as a Full Rest.
Travel Rest is typical of the kind of night's sleep a party will get on the road. Assuming the party can rest for a full night without interruptions, they recover 50% of their maximum HP and MP.
Characters with the Healing Skill can also use their talents to assist the natural healing process, increasing recovery gains in both the short and long term. During rest periods, characters may make a skill check at varying difficulties – usually Challenging – to speed up the healing process. If the party was taking a Travel Rest, they recover 100% of their HP and MP back instead of the normal value, as if it was a Full Rest.
A failure means the character’s ministrations are very time-consuming; not only does the party still only recover the normal 50% HP and MP, but the user of the skill doesn’t get a wink of sleep and doesn’t get the benefits of any sort of rest at all.
Space is a little trickier. The default space requirement for rest is an area where the party can stretch out without fear of being attacked by marauding monsters and the like. In practical terms, this means that long stretches of rest are impossible in the middle of a dungeon thick with enemies unless the party can find some way to keep itself completely protected during that time - it's difficult to really relax when there's a perpetual fear of monster ambush.
A Full Rest is the best kind of relaxation a group can get, normally accomplished through an Inn or other establishment that caters to adventurers – though price can sometimes be a deterrent. Using a Tent or a Special Vehicle (with the Good Night’s Sleep property) to spend the night snoozing in dangerous wilderness also counts as a Full Rest.
Travel Rest is typical of the kind of night's sleep a party will get on the road. Assuming the party can rest for a full night without interruptions, they recover 50% of their maximum HP and MP.
Characters with the Healing Skill can also use their talents to assist the natural healing process, increasing recovery gains in both the short and long term. During rest periods, characters may make a skill check at varying difficulties – usually Challenging – to speed up the healing process. If the party was taking a Travel Rest, they recover 100% of their HP and MP back instead of the normal value, as if it was a Full Rest.
A failure means the character’s ministrations are very time-consuming; not only does the party still only recover the normal 50% HP and MP, but the user of the skill doesn’t get a wink of sleep and doesn’t get the benefits of any sort of rest at all.
Consecrated Areas
Ordinarily, resting in the middle of a dangerous dungeon is out of the question. But in some cases, the PCs may discover small patches of consecrated ground in otherwise dangerous territory, usually marked by unusual features or simply a noticeable aura of magic energy. In addition, characters with access to a certain White Magic spell have the ability to consecrate the earth. Such areas naturally repel monsters and other hostile creatures, making it possible to rest there for at least short periods of time.
Critical Injuries
All characters suffer a few scratches and scrapes during the course of their career, but some injuries can’t just be shrugged off with a Potion and a good night’s sleep. Things like broken arms, trauma and severed vocal cords are all examples of these kinds of critical Injuries. Critical Injuries can bestow negative attributes as determined by the GM for as long a period as the injury remains. It can usually be treated by intuitive white magic or healing checks over a period of time, and lesser injuries such as broken bones heal in weeks of game time (usually at a chapter end).
Unconsciousness
When your HP reaches zero, you are completely incapacitated. You can take no actions until revived. This might be accomplished through a teammate using an item with the Resurrection property on you – such a Phoenix Down – a white magic spell, or other means entirely. Curative Potions and Healing spells will have no effect while in this state.
After combat ends, all characters who had been knocked Unconscious get back to their feet and are treated as having one hit point.
When foes are brought to 0 HP, they are considered ‘defeated.’ What this MEANS, exactly, is up to the player and the GM to come to a conclusion on together. Deceased? Unconscious? Lacking any will to fight? Generally, foes are killed – but players shouldn’t feel this is morally wrong. The Aethereal Sea assures that existence after death is peaceful and pleasing for all races, and defeated monstrosities are dissolved into the universal divine energy of the cosmos.
After combat ends, all characters who had been knocked Unconscious get back to their feet and are treated as having one hit point.
When foes are brought to 0 HP, they are considered ‘defeated.’ What this MEANS, exactly, is up to the player and the GM to come to a conclusion on together. Deceased? Unconscious? Lacking any will to fight? Generally, foes are killed – but players shouldn’t feel this is morally wrong. The Aethereal Sea assures that existence after death is peaceful and pleasing for all races, and defeated monstrosities are dissolved into the universal divine energy of the cosmos.
Death
There are two ways for death to occur in the Final Fantasy RPG. The first is for the entire party to be knocked Unconscious. Most of the time, this doesn’t mean the end for the party; rather, they’ll wake up in a nearby safe location, losing all EXP they had saved up. Against Bosses, however, this could mark the end of the campaign unless a single character goes out in a Blaze of Glory.
The second method is if a single character falls against a Boss or Superboss; Bosses are capable of taking an action that permanently ends the character’s existence (though there is usually an opportunity to save the character’s life). There is absolutely no resurrection for dead characters without spending Destiny.
The second method is if a single character falls against a Boss or Superboss; Bosses are capable of taking an action that permanently ends the character’s existence (though there is usually an opportunity to save the character’s life). There is absolutely no resurrection for dead characters without spending Destiny.