History
Guardian Forces are special supernatural creatures that are scattered around the world.
Most of these creatures were once normal creatures or supernatural beings, but a twist
in fate forced them to be what they are now, guardian forces that can bond with other
beings to imbue them with incredible power.
A Guardian Force exists in a single location and is unable to move from that location.
While it is possible for them to move if the area they are attached to is mobile, they
cannot physically leave that area once they have become a Guardian Force. The areas
that a Guardian Force can attached to can vary widely, such as a natural cavern, a
clearing in a forest, or even a statue in the middle of a city.
Some of these creatures enjoy being Guardian Forces and explore the world through the
beings they have bonded with, while others resent their confinement and will try to
prevent people from bonding with them. Once bonded with a creature, the Guardian
Force cannot willingly remove his essence from that creature, but it can be taken by
another humanoid, and several Guardian Forces have allies and servants who will steal
Guardian Force essences from undeserving people.
Dr. Odine initially discovered Guardian Forces and he did some research into what they
are capable of doing. After his initial report was finished, Dr. Odine left the issue
to continue his research on other topics. Years later, Cid and Edea Kramer came upon
his report and decided to investigate more thoroughly. What they discovered would shock
them and give rise to the Gardens and the SeeD Mercenary Organization.
Guardian Forces could be bonded to humanoids and would give the person incredible
powers. This much was already in Dr. Odine’s report, but he didn't know or didn't
report that the bond grows deeper over time and even the lowliest guardian force
can grant amazing powers, even the power to transform into or summon a manifestation
of the guardian force. This gave Cid and Edea access to an incredible power, which
they wanted to use for the betterment of everyone. Using the orphans from the last
Sorceress War as their troops, Cid and Edea built Balamb Garden and the SeeD
Mercenary Organization. Cid chose Balamb as the site of his Garden for the simple
reason that there were three nearby Guardian Forces that were willing to join with
him in his plan.
After founding Balamb Garden, Cid Kramer explored the world in search of more Guardian
Forces and rumors of Guardian Forces. By the end of his journey he had catalogued
almost all Guardian Forces in the world and had bonded with a good number of them
personally. Even his wife, the Sorceress Edea, bonded with several Guardian Forces.
Process of Bonding
To bond with a Guardian Force is to have that Guardian Force place a portion of
its power into a humanoid. That person will then possess powers and abilities
that they did not have before and they will have the ability to transform into
a creature or summon a creature resembling the Guardian Force. This gives a person
an incredible ability in combat and many other uses.
A Guardian Force can never be forced to bond with someone and must do so willingly.
Most Guardian Forces will only bond with those it feels are worthy. Proving your worth
might require successfully completing a quest, defeating the Guardian Force in combat,
or merely reaching the Guardian Forces without dying might be enough. Once a guardian
force chooses to bond with a person, 24 hours is required before the bonding is
complete and the guardian force reaches level 1.
Once a person is bonded with a Guardian Force, the Guardian Force cannot take his
power back. But a person can willingly break the bond, and many do so when they
retire from adventuring or fighting. Sorceress Edea returned the power of all the
Guardian Forces she bonded with except for one and Cid Kramer did the same thing
when he retired from adventuring and became the Headmaster of Balamb Garden. However,
a bonded person has the ability to steal a guardian force from another bonded person,
this process is called Drawing.
Alexander
Alexander was the pride and joy of Edea Kramer during her time of searching for guardian
forces for the newly completed Balamb Garden. While Cid Kramer became deeply involved in
running the school, Edea continued his search for guardian forces. Somewhere on the huge
Galbadia continent, Edea encountered Alexander and bonded with it. When other students
saw the power that Alexander has given her, they wanted to bond with it as well, but the
first challenge in acquiring Alexander was to convince Edea to reveal its location. As
of her departure from Balamb Garden, she had never revealed the guardian force's location.
During their encounter inside Galbadia Garden on the Centra continent, Alexander was
successfully drawn out of Sorceress Edea by Zell Dincht, who decided to continue bonding
with Alexander for the rest of the War of the Gardens. Currently the guardian force's
original location is unknown. Although Edea never revealed Alexander's location, he is
actually located in a large cavern beneath an abandonned train station between Deling,
the capital of the Galbadian Republic and Dollet. Alexander believes that his location is
so remote and so hard to find, that he will willingly bond with any person of a good
alignment that locates him. Unfortunately, he refuses to bond to those of a non-good
alignment.
- Junction Abilities:
- Level 1: Enhance Healing and Spirit Junction.
- Level 2: Transform.
- Level 4: Elemental Attack Junction (Holy), Elemental Defense Junction
x2, and Spirit +25%.
- Level 8: Ability x4, Enhance Medicine, and Spirit +50%.
- Level 12: High Level Magic and Elemental Defense Junction x4.
- Level 15: Damage Boost (+150%) and Revive.
- Transform: By activating this ability, the bonded person transforms into a
manifestation of Alexander. All junction abilities known by the bonded person,
including those from other guardian forces, are still usable while the bonded person
is transformed. Bonuses from the bonded person, including hand-to-hand combat skills,
continue to apply in the transformed state. All PPE used by the bonded person comes
from the bonus PPE provided by the guardian force first before coming out the bonded
person's personal PPE. The bonded person can transform once per day when the guardian
force is at level 2 and an additional time per day at when the guardian force is at
levels 4, 8, 12, and 15 and the transformation lasts for 1 melee round per level of
the guardian force. The bonded person cannot transform into the guardian force more
then once per hour.
- Alexander Template:
- Racial Type: Racial Type changes to Supernatural Creature - Major (Holy)
- Attributes:
- P.S.: +11 (+3D6) *
- P.P.: -4 (-1D6), minimum of 6.
- P.E.: +10 (+3D6)
- * PS is considered supernatural
- Size: Increase height to 20' (6.1 m) tall
- Weight: Increase mass to 12 tons (10.9 metric tons)
- S.D.C.: +250
- Natural Armor Rating: 14
- Horror Factor: 12
- P.P.E.: +350 (+6D6x10+140)
- Natural Abilities:
- Level Bonus: At every level of experience, including level 1, add
+20 S.D.C., +3D6 PPE, +100' (30.5 m) to the range of Holy Judgment, and
+25 to the damage of Holy Judgment. At levels 3, 6, 9, 12, and 15 add +1
to PS attribute. At levels 4, 8, 12, and 15 add +1 to natural armor rating.
- Holy Judgment:
This is the special attack of Alexander and releases a powerful energy
blast. This special attack requires all of the guardian force's attacks
per melee for the round it is used and must be the first action the
guardian force takes in a melee round.
- Range: 2500' (762 m)
- Damage: 1D4x100 points of damage against a supernatural creature,
but no damage against non-supernatural creatures.
- Bonus: +5 to strike
- Bonuses: +5 to save vs. all types of magic.
- Penalties: -3 to save vs. psionics and all psionic attacks inflict double
damage against the guardian force.
- Combat Bonuses: +2 to strike, +8 to parry, -3 to dodge, and -5 to roll
with punch, fall, and impact.
- Damage: The base damage for a punch is 1D4 and the base damage for a kick
is 1D6. Damage is increased according to the supernatural strength of the
guardian force.
- Appearance: The guardian force appears as a large metallic humanoid.
Bahamut
There have only ever been a few dragon guardian forces in the world, and most people believe
they are just legends, for little has ever been able to contain or control these powerful
beasts. However, this is only partially true. Although difficult, it is not impossible to
control a dragon and with the resources of the Galbadia Republic behind you, the task becomes
even easier. When the Galbadia Republic decided to experiment with guardian forces, it
located a facility in the middle of the ocean, far away from any prying eyes or civilian
populations. The Galbadia Military wanted to see if they could create a Guardian Force and
so many experiments were devised to reach this goal. One such experiment involved the capture
of a dragon and placing it into an energy reactor. The dragon was not too pleased with what
the Humans were doing, but it was overwhelmed by the sheer numbers of the attackers. Once the
process was complete, Bahamut was forever altered and he became a guardian force, and as you
might expect, he was very mad.
Using all of his powers, Bahamut called a wave of monsters to the research facility. By the
time the scientists discovered the connection between Bahamut and the sudden monster attack,
it was too late and the defenders were killed by the monsters. With the Humans gone, Bahamut
allowed the monsters to leave if they wanted, but a number of creatures decided to stay and
make their home in the research facility. Bahamut remained undisturbed in the facility for
years before Squall located the facility and investigated it. Weary of killing, Bahamut
attempted to frighten Squall into leaving, but when he refused, Bahamut was forced to fight
him personally. Upon his defeat, Bahamut agreed to bond with Squall and grant him a part of
his strength.
- Junction Abilities:
- Level 1: Damage Boost (+100%) and Mug.
- Level 2: Transform.
- Level 3: Magic +100% and Regeneration.
- Level 6: Ability x5 and Strength +50%.
- Level 9: Auto-Protect and Damage Boost (+150%).
- Level 12: Forbidden Magic and Rare Item.
- Level 15: Damage Boost (+200%) and Expendx2-1.
- Transform: By activating this ability, the bonded person transforms into a
manifestation of Bahamut. All junction abilities known by the bonded person,
including those from other guardian forces, are still usable while the bonded person
is transformed. Bonuses from the bonded person, including hand-to-hand combat skills,
continue to apply in the transformed state. All PPE used by the bonded person comes
from the bonus PPE provided by the guardian force first before coming out the bonded
person's personal PPE. The bonded person can transform once per day when the guardian
force is at level 2 and an additional time per day at when the guardian force is at
levels 5, 10, and 15 and the transformation lasts for 1 melee round per level of the
guardian force. The bonded person cannot transform into the guardian force more than
once per hour.
- Bahamut Template:
- Racial Type: Racial Type changes to Supernatural Creature - Major, Dragon
- Attributes:
- P.S.: +7 (+2D6) *
- P.P.: +4 (+1D6)
- P.E.: +7 (+2D6)
- Spd: +10 (+3D6) and gains a Flying speed of 70 (2D6x10)
- * PS is considered supernatural
- Size: Increase height to 15' (4.6 m) tall and 30' (9.1 m) long.
- Weight: Increase mass to 4 tons (3.6 metric tons)
- S.D.C.: +500
- Natural Armor Rating: 12
- Horror Factor: 13
- P.P.E.: +420 (+4D6x10+280)
- Natural Abilities:
- Dragon Traits: Nightvision 100' (30.5 m), see the invisible, turn
invisible at will, prehensile tail, bio-regeneration 2D6 S.D.C. per melee
round, fire resistant (fire attacks, both magical and non-magical, inflict
half damage), and cold resistant (cold attacks, both magical and
non-magical, inflict half damage).
- Level Bonus: At every level of experience, including level 1, add
+25 S.D.C., +4D6 PPE, +1 to PS attribute, +200' (61 m) to the range of
Mega Flare, and +50 to the damage of Mega Flare. At levels 3, 6, 9, 12,
and 15 add +1 to natural armor rating.
- Fire Breath:
Once per melee round, Bahamut can breathe magical fire in a 60' (18.3 m)
long cone.
- Area of Effect: 60' (18.3 m) cone in front of Bahamut.
- Damage: 6D6 points of magical fire damage
- Mega Flare:
This is the special attack of Bahamut and releases a powerful energy blast.
This special attack requires three melee attacks to perform and can only
be used once per minute.
- Range: 5000' (1524 m)
- Damage: 1D6x100 points of damage
- Bonus: +5 to strike
- Attacks per Melee: +1 attack per melee
- Combat Bonuses: +4 to strike, +2 to parry, and +2 to dodge.
- Damage: The base damage for a claw strike is 1D8, base damage for a bite
is 2D4, and the base damage for a tail strike is 1D6. Damage is increased
according to the supernatural strength of the guardian force.
- Appearance: The guardian force appears as a large, humanoid-like dragon.
Brothers
During an older age of the world, two minotaur brothers wandered the countryside looking for
adventure. One brother was a powerful warlock, while the other was a powerful psychic, but
both were incredibly strong and tough in a fight. As they adventured, they came across a
tomb from an older era. The ruins of the tomb revealed few details as to who was buried in
the tomb, or even how old the tomb was, but the brothers came to love the incredible sense
of peace they felt in the area of the tomb.
Before long, other adventures came to the tomb, mostly to see if their was any treasure to
plunder. The brothers did not like these grave robbers, so they would attack them and try
to chase them away from the tomb. Eventually the brothers completely lost track of time and
the will to adventure left them, leaving only the desire to protect the tomb. It was not
until an adventurer arrived and defeated the brothers that they realized that they had
changed. Although defeated, the brothers did not die, together they had become a guardian
force and could not be killed. Having read about the powers of the guardian forces during
their years of adventuring, the brothers knew they could bond with anyone they chose to,
but starting with the adventurer that had defeated them, the brothers decided to only bond
with those that were stronger or better then they were. The only way to demonstrate this
strength would be to defeat them in battle.
- Junction Abilities:
- Level 1: Hit Point Bonus and Hit Point Junction.
- Level 2: Summon.
- Level 4: Defend, Hit Points +25%, and Strength Junction.
- Level 8: Cover, Damage Boost (+75%), and Elemental Defense Junction x1.
- Level 12: Hit Points +50% and Spirit Junction.
- Level 15: Elemental Attack Junction (Earth) and Hit Points +100%.
- Summon: By activating this ability, the bonded person summons the two
manifestations of the Brothers: Sacred and Minotaur. The Brothers always fight
side-by-side and never travel very far from each other under any circumstances.
The Brothers follow the commands of the bonded person as closely as possible, but
they will not damage or destroy anything that they believe is a ruin or a tomb.
The stats listed below include bonuses from high attributes. The bonded person can
summon Sacred and Minotaur once per day when the guardian force is at level 2 and
an additional time per day at when the guardian force is at levels 4, 8, 12, and
15 and the creatures remain for 1 melee round per level of the guardian force. The
bonded person cannot summon the guardian force more than once per hour.
- Sacred:
- Racial Type: Supernatural Creature - Major
- Attributes:
- I.Q.: 8 (2D6+1)
- M.E.: 11 (3D6)
- M.A.: 7 (2D6)
- P.S.: 17 (5D6)
- P.P.: 14 (4D6)
- P.E.: 28 (5D6+10)
- P.B.: 10 (3D6)
- Spd: 7 (2D6)
- Size: 5' (1.5 m) tall
- Weight: 340 lbs (154.2 kg)
- S.D.C.: 90 (2D6x10+20)
- Hit Points: 76 (PE attribute x2 +1D4x10)
- Natural Armor Rating: 12
- Horror Factor: 14
- P.P.E.: 21 (6D6)
- Natural Abilities:
- Minotaur Traits: Nightvision 60' (18.3 m) and can see in total darkness,
recognize scent 22%, track by blood scent 54%, fire resistant (fire attacks,
both magical and non-magical, inflict half damage), and cold resistant (cold
attacks, both magical and non-magical, inflict half damage).
- Level Bonus: At every level of experience, including level 1, add +15
S.D.C., +10 Hit Points, +1D6 to PPE, +100' (30.5 m) to the range of Brotherly
Love, and +5 to the damage of Brotherly Love. Every third level of experience
(levels 3, 6, 9, 12, and 15) add +1 to strike and +1 to parry. Every fifth
level of experience (levels 5, 10, and 15) add +1 attack per melee. In
addition, Sacred receives bonses from W.P. Blunt.
- Limited Range: Sacred must remain within 200' (61 m) of the bonded
person and Minotaur. If the distance is ever greater than that Sacred and
Minotaur instantly disappear.
- Brotherly Love:
This is the special attack of Sacred and Minotaur and they perform it together.
This special attack requires two melee actions from each brother and cannot be
used more than once per minute. This attack takes the shape of a huge boulder
crackling with mystical energy hurtling towards the target.
- Range: 1000' (305 m)
- Damage: 1D4x10 points of damage, half the damage is physical damage
and the other half is magical damage of not particular type.
- Bonus: +5 to strike
- Skills of Note:
- Bonuses: +3 to save vs. horror factor, +7 to save vs. all types of magic, +7
to save vs. pain, +7 to save vs. disease, +7 to save vs. extreme temperatures, +7
to save vs. electrocution, +7 to save vs. toxins, and +26% to save vs. coma / death.
- Attacks per Melee: 2 attacks per melee (2 from Sacred)
- Combat Bonuses: +1 to strike, +1 to parry, and +1 to dodge.
- Combat Abilities: Automatic Parry, Basic Attacks, Choke, Critical Strike (20),
Grab, Strike, Dodge, Parry, Simultaneous Attack, Maintain Balance, Roll with Punch /
Fall / Impact, and Move.
- Damage:
- Restrained Punch: 1D6
- Punch: 2D6+2
- Power Punch: 4D6+2 (counts as two attacks)
- Kick: 3D6+2
- Head Butt: 3D6+2
- Charge with Horns: 5D6+2 with a 60% chance of knocking down the victim (counts
as two attacks)
- Weapons:
- Mace: +2 to strike, +2 to parry, inflicts 2D4+2 points of damage per regular
strike.
- Appearance: Sacred appears as a diminutive Minotaur with blue fur and yellow
horns.
- Minotaur:
- Racial Type: Supernatural Creature - Major
- Attributes:
- I.Q.: 8 (2D6+1)
- M.E.: 11 (3D6)
- M.A.: 7 (2D6)
- P.S.: 24 (5D6+6)
- P.P.: 14 (4D6)
- P.E.: 18 (5D6)
- P.B.: 10 (3D6)
- Spd: 7 (2D6)
- Size: 8' (2.4 m) tall
- Weight: 440 lbs (199.6 kg)
- S.D.C.: 70 (2D6x10)
- Hit Points: 66 (PE attribute x2 +1D4x10)
- Natural Armor Rating: 12
- Horror Factor: 14
- P.P.E.: 21 (6D6)
- Natural Abilities:
- Minotaur Traits: Nightvision 60' (18.3 m) and can see in total darkness,
recognize scent 22%, track by blood scent 54%, fire resistant (fire attacks,
both magical and non-magical, inflict half damage), and cold resistant (cold
attacks, both magical and non-magical, inflict half damage).
- Level Bonus: At every level of experience, including level 1, add +10
S.D.C., +10 Hit Points, +1D6 to PPE, +100' (30.5 m) to the range of Brotherly
Love, and +5 to the damage of Brotherly Love. Every third level of experience
(levels 3, 6, 9, 12, and 15) add +1 to strike and +1 to parry. Every fifth
level of experience (levels 5, 10, and 15) add +1 attack per melee. In addition,
Minotaur receives bonses from W.P. Blunt.
- Limited Range: Minotaur must remain within 200' (61 m) of the bonded
person and Sacred. If the distance is ever greater than that Sacred and
Minotaur instantly disappear.
- Brotherly Love:
This is the special attack of Sacred and Minotaur and they perform it together.
This special attack requires two melee actions from each brother and cannot be
used more than once per minute. This attack takes the shape of a huge boulder
crackling with mystical energy hurtling towards the target.
- Range: 1000' (305 m)
- Damage: 1D4x10 points of damage, half the damage is physical damage
and the other half is magical damage of not particular type.
- Bonus: +5 to strike
- Skills of Note:
- Bonuses: +3 to save vs. horror factor, +2 to save vs. all types of magic, +2
to save vs. pain, +2 to save vs. disease, +2 to save vs. extreme temperatures, +2
to save vs. electrocution, +2 to save vs. toxins, and +6% to save vs. coma / death.
- Attacks per Melee: 2 attacks per melee (2 from Minotaur)
- Combat Bonuses: +1 to strike, +1 to parry, and +1 to dodge.
- Combat Abilities: Automatic Parry, Basic Attacks, Choke, Critical Strike (20),
Grab, Strike, Dodge, Parry, Simultaneous Attack, Maintain Balance, Roll with Punch /
Fall / Impact, and Move.
- Damage:
- Restrained Punch: 1D6
- Punch: 2D6+9
- Power Punch: 4D6+9 (counts as two attacks)
- Kick: 3D6+9
- Head Butt: 3D6+9
- Charge with Horns: 5D6+9 with a 60% chance of knocking down the victim (counts
as two attacks)
- Weapons:
- Mace: +2 to strike, +2 to parry, inflicts 2D4+9 points of damage per regular
strike.
- Appearance: Minotaur appears as a heavily muscled Minotaur with blue fur and
red horns.
Carbunkle
Carbunkle is a unique creature and like many guardian forces, its origins are completely
unknown. Somehow, Carbunkle became a guardian force and it is found at the ceremonial arch
in Deling, the capital of the Galbadia Republic. Most guardian force scholars believe that
Carbunkle was always at the site, but had hidden while Deling grew around it. Whatever its
origin, Carbunkle is a very friendly guardian force and will only bond to people with a
good alignment, Unfortunately, two very nasty lizards known as iguions took it upon
themselves to protect Carbunkle, even from people that the guardian force would willingly
bond with. Anyone wishing to bond with Carbunkle must face the iguions in combat and defeat
them.
- Junction Abilities:
- Level 1: Status Defense Junction x1, Vitality Bonus, and Vitality
Junction.
- Level 2: Summon.
- Level 4: Hit Point Junction, Status Attack Junction, and Vitality +25%.
- Level 8: Ability x4, Counter, and Magic Junction.
- Level 12: Auto-Reflect, Hit Points +25%, and Status Defense Junction x2.
- Level 15: Create Magical Medicine, Hit Points +50%, and Vitality +50%.
- Summon: By activating this ability, the bonded person summons the
manifestation of Carbunkle. The guardian force follows the commands of the bonded
person as closely as possible, but will not do anything that is against its good
alignment. The stats listed below include bonuses from high attributes. The bonded
person can summon Carbunkle once per day per level of the guardian force and it
remains for 1 melee round per level of the guardian force. The bonded person
cannot summon the guardian force more than once per hour.
- Carbunkle:
- Racial Type: Supernatural Creature - Major
- Alignment: Principled
- Attributes:
- I.Q.: 10 (3D6)
- M.E.: 11 (3D6)
- M.A.: 10 (3D6)
- P.S.: 11 (3D6)
- P.P.: 20 (4D6+6)
- P.E.: 29 (3D6+18)
- P.B.: 18 (5D6)
- Spd: 40 (1D4x10+20 Flying, can hover)
- Size: 4' (1.2 m) tall with a 2' (0.6 m) long tail.
- Weight: 120 lbs (54.4 kg)
- S.D.C.: 150 (3D6x10+40)
- Hit Points: 146 (PE attribute x4 +1D4x10)
- Natural Armor Rating: 15
- Horror Factor: 8
- P.P.E.: 70 (2D4x10+20)
- Magic Powers: Carbunkle knows the following invocation spells: all spells
from levels 1 to 5 plus Circle of Concealment, Dispel Magic Barriers, Impervious
to Energy, Luck Curse, Negate Magic, and Wind Rush.
- Natural Abilities:
- Level Bonus: At every level of experience, including level 1, add +20
S.D.C., +10 Hit Points, +2D4 to PPE, +5' (1.5 m) radius to the area of effect
of Defensive Aura, +1 to damage prevented by the Defensive Aura, +5' (1.5 m)
radius to the area of effect of Magical Aura, +1 to the effective caster
level increase by the Magical Aura, +15' (30.5 m) to the area of effect of
Ruby Light, and +1 melee round to the duration of Ruby Light. Every third
level of experience (levels 3, 6, 9, 12, and 15) add +1 to PE attribute.
Every fifth level of experience (levels 5, 10, and 15) add +1 attack per
melee.
- Limited Range: Carbunkle must remain within 100' (30.5 m) of the
bonded person. If the distance is ever greater than that Carbunkle instantly
disappears.
- Defensive Aura:
Carbunkle is constantly surrounded by a powerful defensive aura that effects
only the bonded person and his allies. Any living creature under the effects
of this aura, but not including Carbunkle, takes one less point of damage
whenever it is dealt damage.
- Range: Centered on Carbunkle.
- Area of Effect: 5' (1.5 m) radius
- Magical Aura:
Carbunkle is constantly surrounded by a powerful aura that increases the
effectiveness of magic cast by the bonded person and his allies. Living
creatures under the effects of this aura, but not including Carbunkle,
increase their effective caster level by 1.
- Range: Centered on Carbunkle.
- Area of Effect: 5' (1.5 m) radius
- Ruby Light:
This special ability of Carbunkle has a dramatic effect on all spells and
psionic powers cast within its area of effect. All spells or psionic powers
used by anyone or anything other then Carbunkle or the bonded person will be
immediately turned on the caster as if the spell were cast by another wizard
of the same level. Activating this ability requires only one melee action
and it cannot be activated more than once each time Carbunkle is summoned.
- Range: Centered on either Carbunkle or the bonded person.
- Area of Effect: 15' (4.6 m) radius
- Duration: 1 melee round
- Bonuses: +7 to save vs. all types of magic, +7 to save vs. pain, +7 to
save vs. disease, +7 to save vs. extreme temperatures, +7 to save vs.
electrocution, +7 to save vs. toxins, and +28% to save vs. coma / death.
- Attacks per Melee: 2 attacks per melee (2 from Carbunkle) or 2 magical
attacks per melee.
- Combat Bonuses: +3 to strike, +3 to parry, +3 to dodge, and +8 to roll
with punch, fall, and impact.
- Combat Abilities: Automatic Parry, Basic Attacks, Critical Strike (20),
Strike, Dodge, Parry, Simultaneous Attack, Maintain Balance, Roll with Punch /
Fall / Impact, and Move.
- Damage:
- Punch: 1D4
- Head Butt: 2D4
- Power Head Butt: 4D4 (counts as two attacks)
- Appearance: Carbunkle's appearance is similar to a kangaroo, but it has
aqua colored fur and a large red ruby in its forehead.
Cerberus
Cerberus began its life as the demonic minion of a powerful sorceress, but after only
a few years of loyal service, it betrayed the Sorceress and killed her. After that,
Cerberus wandered the world looking for a new place to live and eventually settled in
some ruins on the Galbadia continent. At some point after Cerberus settled in the
ruins, he became a powerful guardian force, but he refused to bond with anyone.
Eventually, the ruins he lived in was converted into Galbadia Garden, but Cerberus
remained hidden until Sorceress Edea took direct control of the garden and used it
has her personal base. When Galbadia Garden began wondering around the world in
search of Ellone, Cerberus revealed his presence and took control of the Garden's
central chamber and attacked anyone who entered it. Squall Leonhart and his group
were among those attacked by Cerberus, but they were the first to ever defeat him.
In exchange for sparing Cerberus's life, the guardian force bonded with Squall and
agreed to bond with other Balamb Garden students that defeated him in battle. Squall
didn't tell Cerberus that, as a guardian force, he couldn't be killed through simple
combat, but by the time Cerberus discovered his immortality, he had grown accustomed
to bonding with people that could defeat him, that he continued doing so.
- Junction Abilities:
- Level 1: Spirit Junction, Status Attack Junction, and Status
Defense Junction x1.
- Level 2: Summon.
- Level 4: Alert, Magic Junction, and Strength Junction.
- Level 8: Initiative, Speed Junction, and Status Defense Junction
x2.
- Level 12: Ability x4, Hit Junction, and Speed +25%.
- Level 15: Expendx2-1, Speed +50%, and Status Defense Junction x4.
- Summon: By activating this ability, the bonded person summons the
manifestation of Cerberus. The guardian force follows the commands of the bonded
person as closely as possible, but will try to be unnecessarily cruel to match
its evil alignment. The stats listed below include bonuses from high attributes.
The bonded person can summon Cerberus once per day when the guardian force is at
level 2 and an additional time per day at when the guardian force is at levels
4, 8, 12, and 15 and it remains for 1 melee round per level of the guardian
force. The bonded person cannot summon the guardian force more than once per
hour.
- Cerberus:
- Racial Type: Supernatural Creature - Major
- Alignment: Diabolic
- Attributes:
- I.Q.: 10 (3D6)
- M.E.: 17 (4D6+3)
- M.A.: 10 (3D6)
- P.S.: 21 (6D6)
- P.P.: 21 (3D6+10)
- P.E.: 14 (4D6)
- P.B.: 7 (2D6)
- Spd: 50 (1D6x10+20)
- Size: 4' (1.2 m) tall and 10' (3.1 m) long
- Weight: 900 lbs (408.2 kg)
- S.D.C.: 80 (1D6x10+40)
- Hit Points: 49 (PE attribute x2 +6D6)
- Natural Armor Rating: 10
- Horror Factor: 14
- P.P.E.: 21 (6D6)
- I.S.P.: 48 (ME attribute x2 +4D6)
- Psionic Powers: Cerberus knows the following psionic powers:
Impervious to Cold, Impervious to Fire, Invisible Haze, Levitation, Mind
Block, Mind Bolt, Nightvision, Presence Sense, Telekinetic Leap, and
Transfer ISP. Cerberus is treated as a master psychic.
- Natural Abilities:
- Level Bonus: At every level of experience, including level 1, add
+5 S.D.C., +1D6 Hit Points, +2D6 to ISP, +1 to initiative, +5' (1.5 m)
radius to the area of effect of Psionic Aura, +1 to the effective
psychic level increase by the Psionic Aura, +15' (30.5 m) to the area of
effect of Counter Rockets, and +1 minute to the duration of Counter
Rockets. Every third level of experience (levels 3, 6, 9, 12, and 15)
add +1 to PP attribute and +2 to Spd attribute. Every fifth level of
experience (levels 5, 10, and 15) add +1 attack per melee.
- Limited Range: Cerberus must remain within 100' (30.5 m) of the
bonded person. If the distance is ever greater than that Cerberus
instantly disappears.
- Psionic Aura:
Cerberus is constantly surrounded by a powerful aura that increases the
effectiveness of psionic powers cast by the bonded person and his
allies. Living creatures under the effects of this aura, but not
including Cerberus, increase their effective psychic level by 1.
- Range: Centered on Cerberus.
- Area of Effect: 5' (1.5 m) radius
- Counter Rockets:
This special ability of Cerberus has a dramatic effect on all spells
and psionic powers cast by Cerberus, the bonded person, and his allies
within its area of effect. This ability reduces the PPE and ISP cost
of any spell or psionic power by 50%. Activating this ability requires
only one melee action and it cannot be activated more than once each
time Cerberus is summoned.
- Range: Centered on either Cerberus or the bonded person.
- Area of Effect: 15' (4.6 m) radius
- Duration: 1 minute
- Bonuses: +1 to save vs. insanity and +1 to save vs. psionics.
- Attacks per Melee: 3 attacks per melee (3 from Cerberus)
- Combat Bonuses: +2 to initiative, +7 to strike, +3 to parry, +8
to dodge, and +2 to roll with punch, fall, and impact.
- Combat Abilities: Automatic Parry, Basic Attacks, Critical Strike
(19-20), Strike, Dodge, Parry, Simultaneous Attack, Maintain Balance, Roll
with Punch / Fall / Impact, and Move.
- Damage:
- Claw Strike: 2D4+6
- Tail Strike: 2D6+6
- Restrained Bite: 1D6
- Bite: 3D6+6
- Power Bite: 6D6+6 (counts as two attacks)
- Appearance: Cerberus appearance is similar to a large crocodile or
alligator except his legs are longer and he has three large dog heads.
Diablos
Diablos was a powerful demon and son of a demon lord; all who knew him trembled at his
immense magical powers. The only problem with Diablos was his rather low intelligence
and many other demons took advantage of him, often making him the brunt of practical
jokes. When Diablos would realize that he was being made fun of, he would fly into a
rage and attack all those around him. For those that made fun of him, and ensured they
were no where nearby when he went into a rage, the destruction he caused was even
funnier then the original jokes.
One day, Diablos was tricked by one of his demonic rivals and was trapped in a magical
lamp and thrown into a dimension rift. Diablos was trapped in a small dimensional pocket
inside the lamp and he was furious at what had happened to him, but for all of his
magical powers, he was unable to break out. From dimension to dimension the magical lamp
traveled until it eventually landed near Balamb Garden and was discovered by Edea Kramer.
When she tried to examine it magically, she was pulled into the dimensional pocket.
Suddenly seeing a new being in the dimensional pocket, Diablos did the one thing that was
the most logical, he attacked. At the end of the battle, Diablos, much weakened from his
stay in the dimensional pocket, was defeated by the Sorceress Edea. After the battle,
Edea explained to Diablos that he had somehow become a guardian force and that he could
share his energy with others. In exchange for sparing his life, Diablos agreed to allow
special garden students that defeated him in combat to share his power; those that failed
to defeat him were killed.
- Junction Abilities:
- Level 1: Magic Junction, Status Magic, and Time Magic.
- Level 2: Transform.
- Level 3: Encounter Resistance and Hit Points +25%
- Level 5: Darkside and Magic +25%.
- Level 8: Hit Junction and Hit Point Junction.
- Level 10: Ability x4 and Hit Points +50%.
- Level 13: Encounter Protection and Mug.
- Level 15: Hit Points +100% and Magic +50%.
- Transform: By activating this ability, the bonded person transforms into a
manifestation of Diablos. All junction abilities known by the bonded person,
including those from other guardian forces, are still usable while the bonded person
is transformed. Bonuses from the bonded person, including hand-to-hand combat skills,
continue to apply in the transformed state. All PPE used by the bonded person comes
from the bonus PPE provided by the guardian force first before coming out the bonded
person's personal PPE. The bonded person can transform once per day when the guardian
force is at level 2 and an additional time per day at when the guardian force is at
levels 3, 6, 9, 12, and 15 and the transformation lasts for 1 melee round per level
of the guardian force. The bonded person cannot transform into the guardian force
more than once per hour.
- Diablos Template:
- Racial Type: Racial Type changes to Supernatural Creature - Major (Dark)
- Attributes:
- I.Q.: -4 (-1D6), minimum of 5
- P.P.: +4 (+1D6)
- P.E.: +7 (+2D6)
- Spd: Gains a Flying speed of 50 (1D4x10+30)
- Size: Increase height by +2' (0.6 m)
- Weight: Increase mass by +30%
- S.D.C.: +50
- Natural Armor Rating: 12
- Horror Factor: 14
- P.P.E.: +140 (+4D6x10)
- Magic Powers: While transformed, the bonded person knows all invocation
spells from levels 1 to 4 and can select three more spells from each spell level
from levels 5 to 13. These spells are only available when the bonded person is
transformed and cannot be taught to other people. The spells are chosen when
the guardian force reaches level 2 and cannot be changed.
- Natural Abilities:
- Level Bonus: At every level of experience, including level 1, add +5
S.D.C., +2D6 PPE, +5 to Flying Spd attribute, and +100' (30.5 m) to the
range of Dark Messenger. At levels 3, 5, 7, 9, 11, 13, and 15 add +10% to
the damage of Dark Messenger. At levels 3, 6, 9, 12, and 15 add +1 to PP
attribute. At levels 4, 8, 12, and 15 add +1 to horror factor. At levels 5,
10, and 15 add +1 to natural armor rating.
- Dark Messenger:
The special attack of Diablos is different then the attacks by the other
Guardian Forces, instead of damaging a target directly, it causes damage
as a percentage of the target's current amount of S.D.C. and hit points.
This special attack requires two melee attacks to perform and it can only
be used once per melee round.
- Range: 2000' (610 m)
- Damage: The target will take damage equal to 10% of its total
S.D.C. and hit points combined. For example, a target that has 100
S.D.C. and 60 hit points that was hit with this attack would take 16
points of damage. The damage from this attack cannot be reduced by
any means.
- Bonus: +3 to strike
- Bonuses: Immune to horror factor.
- Penalties: The bonded person takes damage as if he were an evil
supernatural creature regardless of his or her actual alignment.
- Attacks per Melee: +1 attack per melee
- Combat Bonuses: +2 to strike, +2 to parry, +2 to dodge.
- Damage:
- Restrained Claw Strike: 1D4
- Claw Strike: 2D6
- Power Claw Strike: 4D6 (counts as two attacks)
- Appearance: Diablos is a powerful demonic creature and looks it.
Covered in smooth red and block skin, Diablos' appearance is fearsome, with
curved horns on his head and two large, bat-like wings sprouting from its
back.
Doomtrain
It had no name and few coherent thoughts, but it was angry. It was also quite dead, which
could make anyone angry. It took out its anger on anyone that it could find, but it had no
corporeal body, so there was little it could do directly. However, there was one thing that
the entity could do well: possess objects. Possessing objects and using them allowed it to
vent its anger on those that still lived, but it was never enough. It could rage for
centuries, but it would never be enough. In a weird twist of fate, the sheer uselessness of
its anger hit the tectonic entity with enough force and truth to give it a moment of
clarity. It saw what its anger had done and it was ashamed, for one shining moment, the
entity realized that its anger served no purpose and never would. In that one moment, the
entity gave up. Possessing the closest object it could find, the entity surrendered and
tried to end whatever remained of its life.
But nothing is ever as it seems. The entity did not cease to exist. Instead it gained a new
lease on life. It became sentient once again, but it was trapped in the body it had chosen,
it was trapped the body of a train. The entity was now a guardian force named Doomtrain.
Doomtrain had no idea how it knew it had change, or even what its new name was, it just
knew. Doomtrain also realized that being a giant train wasn't the best thing it could be,
but it could have chosen a worse body. Unlike most guardian forces that are trapped to a
specific area, Doomtrain was only trapped on the train tracks that criss-crossed the
Galbadia continent, he could move freely along those tracks. So for many years, Doomtrain
simply wondered from place to place and stories began to emerge about a ghost train made of
twisted black metal. Anyone that could successfully track down and catch the elusive
guardian force was allowed to bond with it; good and evil do not matter very much to
Doomtrain, but to atone for its past crimes, Doomtrain refuses to bond with those that it
believes want to cause widespread wanton destruction.
- Junction Abilities:
- Level 1: Absorb, Elemental Defense Junction x1, and Status Defense
Junction x1.
- Level 2: Summon.
- Level 3: Darkside and Status Attack Junction.
- Level 5: Damage Boost (+25%), Elemental Defense Junction x2, and
Status Defense Junction x2.
- Level 7: Auto-Shell and Elemental Attack Junction (Dark).
- Level 10: Create Forbidden Medicine and Damage Boost (+75%).
- Level 12: Damage Boost (+150%) and Sell Junk.
- Level 15: Elemental Defense Junction x4, and Status Defense Junction
x4.
- Summon: By activating this ability, the bonded person summons the
manifestation of Doomtrain. The guardian force follows the commands of the bonded
person as closely as possible, but will try to be unnecessarily cruel to match
its evil alignment. The stats listed below include bonuses from high attributes.
The bonded person can summon Doomtrain once per day when the guardian force is at
level 2 and an additional time per day at when the guardian force is at level 10
and it remains for 1 hour per level of the guardian force. The bonded person cannot
summon the guardian force more than once per hour.
- Doomtrain:
- Racial Type: Supernatural Creature - Major
- Alignment: Diabolic
- Attributes:
- I.Q.: 10 (3D6)
- M.E.: 14 (4D6)
- M.A.: 14 (4D6)
- P.E.: 14 (4D6)
- Spd: 60 mph (96.6 kmph)
- Size: 12' (3.7 m) tall and 80' (24.4 m) long
- Weight: 35 tons (31.8 metric tons)
- S.D.C.: 1000 (2D4x100+500)
- Hit Points: 98 (PE attribute x2 +2D6x10)
- Natural Armor Rating: 15
- Horror Factor: 15
- P.P.E.: 21 (6D6)
- Natural Abilities:
- Level Bonus: At every level of experience, including level 1, add
+100 S.D.C., +10 Hit Points, +100' (30.5 m) to the range of Runaway Train,
and +10 to the damage of Runaway Train.
- Limited Range: Doomtrain must remain within 1000' (305 m) of the
bonded person. If the distance is ever greater than that Doomtrain
instantly disappears.
- Runaway Train:
The special attack of Doomtrain creates a small train of magical energy
that races directly towards the target. This special attack requires no
melee actions to perform, but it can only be used once per minute.
- Range: 2000' (610 m)
- Damage: 2D6x10 points of damage
- Bonus: +3 to strike
- Attacks per Melee: 1 attack per melee (1 from Doomtrain)
- Combat Bonuses: +5 to strike
- Combat Abilities: Critical Strike (20) and Strike.
- Damage:
- Ram: 1D4 per mph of speed, with a minimum speed of 20 mph (32.2 km/h).
- Appearance: As his name suggests, Doomtrain appears as a giant train.
However, the train has a demonic appearance, with black and red siding and
a demonic face etched into the front of the train. Doomtrain consists of two
cars, the first is the locomotive, which runs on magic, and the second is a
40' (12.2 m) long passanger car that can hold up to twenty people comfortably.
Although Doomtrain can run along regular train tracks, he can travel along
normal ground and even over water and when he does so, he creates rail tracks
under his wheels that disappear as soon as he passes over them.
Eden
Eden was always an oddity. One of the few, true alien intelligences that was not evil,
he had always been shunned by other alien intelligences and mortals alike. The alien
intelligences wanted nothing to do with one they considered to be weak and flawed, and
the mortals were terrified of Eden's monstrous appearance and always believed that he
was lying about his good intentions. So Eden wandered the megaverse, looking for those
in need of help and that could look past his outward appearance. During his wanderings,
Eden felt something calling him in the direction of a planet that he had never visited
before. After arriving, Eden discovered that he was trapped and was unable to leave.
Even worse, his body was trapped underneath a mountain range on the Centra continent
and was only able to leave by creating a splinter entity, and even the splintered
entity was unable to leave the dimension. At first Eden was angry at being trapped, but
eventually he accepted his limitations and used what power he had to help the
communities on the Centra continent. In fact, he found that he help even more easily
then he had before. He was now a guardian force and he could more directly share his
power with those he felt were worthy.
Eden sent his splintered entity into the world to track down those that Eden believed
were worthy of his power. One such being was a powerful, artificial monster called
Ultima Weapon. This creature was created many millenia ago for war, but it had evolved
past that and had become a force of good and peace. Powerful in the extreme, Ultima
Weapon became even more powerful after it bonded with Eden. Unfortunately, Ultima Weapon
was called to an undersea research center by the dragon guardian force Bahamut. In the
terrible battle that followed, Ultima Weapon was injured and the constant presence of
the monsters slowly twisted its mind. By the time Squall's group encountered Ultima
Weapon, the monster had almost completely reverted to its former life of a living
weapon.
Junction Abilities
- Speed Junction
- Evasion Junction
- Hit Junction
- Mad Rush
- Darkside
- Devour
- Improved Luck
- Expendx2-1
- Expendx4-1
- Damage Boost (+50%)
- Damage Boost (+150%)
- Damage Boost (+250%)
- Gain Junction Ability
- Merge
- Transform
- Attack: Eternal Breath
Griever
Although powerful, Eden is not the most powerful of the Guardian Forces, Griever is.
Forged by Squall Leonhart in the years after Time Compression and the defeat of
Ultimecia, Griever was given immense power. While Squall took the secret of forging
guardian forces with him to his grave, Griever remained as his legacy. From his lair
in the mountains of Balamb Island, Griever bonded with only the most exceptional and
good warriors, making them even more powerful. However, as the centuries flew past,
Griever began to care less and less about the good in people, and came to see only
the power. Griever began to bond with anyone with the strength to come close to defeat
it, without caring about the intentions of the person. This is how Griever met
Ultimecia, the most powerful Sorceress that has ever lived. With Griever as one of her
two guardian forces, Tiamat being the other, Ultimecia was virtually stoppable. If not
for the amazing courage of Squall and his followers, Ultimecia would have succeeded
with her plan to compress time.
When time compression failed, Griever was almost destroyed, but as with Tiamat,
Griever's close association with Squall and his group brought the guardian force back
through time to the current day. Griever's lair is still in the same location it was
when Squall created it, but the geography of Balamb Island changed during the
intervening years and Griever's lair is currently buried underground, with an
incredibly complex network of caves and caverns connecting it to the surface. Griever
fully understands its new situation, but feels no remorse for its role in bringing
about Time Compression. Griever will still bond itself to anyone that can challenge
it successfully and in an ironic twist of fate, Griever has discovered the secret that
Squall used to forge a guardian force. Squall did not actually create Griever, instead
he merely destroyed and rebuilt the mind of the Griever that came back from the future.
No one, not even Griever or Squall, truly knows where Griever originally came from.
Junction Abilities
- Merge
- Transform
- Attack: Shockwave Pulsar
Ifrit
Ifrit is a powerful Guardian Force that has power over the element of fire. He grants
those he bonds to great strength and the ability to cast several fire-based spells, in
addition to the standard abilities common to all Guardian Forces.
His home is located in the Fire Cavern on the Balamb continent, near Balamb Garden. In
fact, his home is so close to Balamb Garden that several Faculty members live in and
around the Fire Cavern. About thirty-five years ago, Cid Kramer came to Ifrit and made
him an offer; if Ifrit would bond to Garden students that came to him, Cid would ensure
that only those worthy would get Ifrit’s strength and that Ifrit would never have to
worry about his home being in danger. Ifrit agreed on the condition that he was allowed
to test the students coming to him by challenging them to combat, Cid readily agreed
since it fit perfectly into his plans for his Garden and SeeD mercenaries as long as
Ifrit never actually killed any of the students that came to him.
Ifrit was originally a Seraph Spirit of Light, and came to this world completely by
accident when he had decided to explore new dimensions in search of evil to destroy.
When he arrived in this world, he discovered that somehow he knew that he would have
to make a decision: he could stay and become a Guardian Force or he could leave this
dimension. Curious as to what a Guardian Force was, he decided to stay and found
himself trapped in the Fire Cavern on the continent of Balamb. At first the Seraph
was furious at his imprisonment, but soon he learned to live with it and to even
embrace it as he learned that he could give a portion of his increased power to
humans to make them stronger and they could protect other people where he no longer
could. He had been doing this for decades before Cid Kramer arrived and offered Ifrit
a chance to help the new Balamb Garden.
- Junction Abilities:
- Level 1: Strength Bonus and Strength Junction.
- Level 2: Transform.
- Level 3: Elemental Attack Junction (Fire) and Strength +10%.
- Level 5: Damage Boost (+50%) and Elemental Defense Junction x1.
- Level 8: Fire Magic.
- Level 10: Ammo Refine and Mad Rush.
- Level 13: Hit Point Junction
- Level 15: Elemental Defense Junction x2 and Strength +25%.
- Transform: By activating this ability, the bonded person transforms into a
manifestation of Ifrit. All junction abilities known by the bonded person,
including those from other guardian forces, are still usable while the bonded person
is transformed. Bonuses from the bonded person, including hand-to-hand combat skills,
continue to apply in the transformed state. All PPE used by the bonded person comes
from the bonus PPE provided by the guardian force first before coming out the bonded
person's personal PPE. The bonded person can transform once per day when the guardian
force is at level 2 and an additional time per day at when the guardian force is at
levels 3, 6, 9, 12, and 15 and the transformation lasts for 1 melee round per level
of the guardian force. The bonded person cannot transform into the guardian force
more than once per hour.
- Ifrit Template:
- Racial Type: Racial Type changes to Supernatural Creature - Major (Fire)
- Attributes:
- P.S.: +7 (+2D6)
- P.P.: +3 (+1D4)
- P.E.: +4 (+1D6)
- Size: Increase height by +2' (0.6 m)
- Weight: Increase mass by +50%
- S.D.C.: +70 (+2D6x10)
- Natural Armor Rating: 12
- Awe Factor: 12
- P.P.E.: +50 (+1D6x10+20)
- Natural Abilities:
- Level Bonus: At every level of experience, including level 1, add
+5 S.D.C., +1 to PS attribute, +100' (30.5 m) to the range of Hell Fire,
+5' (1.5 m) to the blast radius of Hell Fire, +5 to the normal damage of
Hell Fire, and +5 to the fire damage of Hell Fire.
- Absorb Fire: Any fire damage inflicted on Ifrit will heal the
guardian force an amount equal to the damage inflicted by the attack. This
attack allows Ifrit to absorb non-magical fire attacks, like plasma
weapons, and magical fire attacks, including spells and fire damage from
magical weapons.
- Hell Fire:
This is the special attack of Ifrit and it generates a burning boulder
that shoots towards the target at high speed. This special attack
requires two melee attacks to perform and cannot be used more than once
every minute.
- Range: 1000' (305 m)
- Damage: 1D4x10 points of damage and 1D4x10 points of fire
damage.
- Blast Radius: 20’ (6.1 m)
- Bonus: +5 to strike
- Penalties: The bonded person takes double damage from all cold based
attacks and the bonded person is damaged by water like a vampire.
- Attacks per Melee: +1 attack per melee
- Combat Bonuses: +3 to strike, +1 to parry, +1 to dodge, and +3 to
roll with punch, fall, or impact.
- Damage:
- Restrained Claw Strike: 1D4
- Claw Strike: 2D6
- Power Claw Strike: 4D6 (counts as two attacks)
- Appearance: Ifrit altered his normally beautiful, human-like
appearance to more closely resemble the demons that it enjoys hunting.
However, unlike a demon which radiates malice and evil, Ifrit radiates
nobility and has a very majestic presence.
Jumbo Cactaur
A strange race of creatures called Cactaurs live on a small isolated island off of the
Centra continent. This race of creatures is very elusive, often running from fights as
soon as they feel threatened, and generally do not grow to be very large. Sometimes,
for no definable reason, a Cactaur will emerge that can grow to extraordinary sizes.
One such creature became a guardian force soon in its life and has made it its mission
in life to protect the island from outside dangers, which include people that come to
island to hunt the PPE rich creatures or that try to bond with it. The guardian force,
known simply as Jumbo Cactaur, will only bond with a creature that can defeat it in
battle, not an easy task considering its immense size and strength.
- Junction Abilities:
- Level 1: Defend, Hit Point Bonus, Magic Bonus, Spirit Bonus, Strength
Bonus, and Vitality Bonus.
- Level 2: Transform.
- Level 5: Auto-Heal, Evasion Junction, and Kamikaze.
- Level 10: Initiative, Luck Junction, and Regeneration.
- Level 15: Evasion +25%, Expendx2-1, and Improved Luck.
- Transform: By activating this ability, the bonded person transforms into a
manifestation of Jumbo Cactaur. All junction abilities known by the bonded person,
including those from other guardian forces, are still usable while the bonded person
is transformed. Bonuses from the bonded person, including hand-to-hand combat skills,
continue to apply in the transformed state. All PPE used by the bonded person comes
from the bonus PPE provided by the guardian force first before coming out the bonded
person's personal PPE. The bonded person can transform once per day when the guardian
force is at level 2 and an additional time per day at when the guardian force is at
levels 4, 8, 12, and 15 and the transformation lasts for 1 melee round per level of
the guardian force. The bonded person cannot transform into the guardian force more
than once per hour.
- Jumbo Cactaur Template:
- Racial Type: Racial Type changes to Supernatural Creature - Major
- Attributes:
- P.S.: +7 (+2D4+2) *
- P.P.: +7 (+2D4+2)
- P.E.: +7 (+2D4+2)
- * PS is considered superntuarl
- Size: Increase height to 30' (9.1 m) tall
- Weight: Increase mass to 20 tons (18.1 metric tons)
- S.D.C.: +350
- Natural Armor Rating: 13
- Horror Factor: 14
- P.P.E.: +20 (+1D4x10)
- Natural Abilities:
- Level Bonus: At every level of experience, including level 1, add
+5 S.D.C., +100' (30.5 m) to the range of 100 Needles, 1000 Needles, and
10,000 Needles. At every third level of experience (levels 3, 6, 9, 12,
and 15) add +1 to PS attribute, +1 to PP attribute, and +1 to PE
attribute. At level six, the guardian force gains the 1000 Needles
special ability. At level eleven, the guardian force gains the 10,000
Needles special ability.
- 100 Needles:
The weakest of Jumbo Cactaur's special attacks, 100 Needles allows the
guardian force is fire multiple sharp needles at nearby targets. Using
this special attack requires only one melee attack and it can be used
once per melee round.
- Range: 500' (152.4 m)
- Damage: 1D6 points of damage per needle.
- Rate of Fire: Fires one needle per level of the guardian
force.
- Bonus: +4 to strike
- 1000 Needles:
This special attack causes more damage to a much larger area, making it
more powerful than 100 Needles, but even it pales in comparison to the
10,000 Needles special attack. Using this special attack requires two
melee attacks and it can only be used once per minute. This ability
cannot be used until the guardian force reaches level 6.
- Range: 1000' (305 m)
- Damage: 1D6 points of damage per needle.
- Rate of Fire: Fires five needles per level of the guardian
force starting at level 6.
- Area of Effect: The needles can be split between one or more
targets, as long as each target is within 50' (15.2 m) of the other
targets.
- Bonus: +4 to strike
- 10,000 Needles:
The most powerful special attack available to Jumbo Cactaur, 10,000
Needles can cause massive damage over a huge area. Using this special
attack requires all of the guardian force's attacks per melee for the
round it is used and must be the first action the guardian force takes
in a melee round and it can be used only once each time the bonded
person transforms into Jumbo Cactaur. This ability cannot be used until
the guardian force reaches level 11.
- Range: 2000' (610 m)
- Damage: 1D6 points of damage per needle.
- Rate of Fire: Fires twenty needles per level of the guardian
force starting at level 11.
- Area of Effect: The needles can be split between one or more
targets within range.
- Bonus: +4 to strike
- Penalties: The bonded person takes double damage from all fire and
cold based attacks.
- Combat Bonuses: +1 to strike, +1 to parry, +3 to dodge, and +6 to
roll with punch, fall, or impact.
- Combat Abilities: Automatic Dodge, Circular Parry, and Multiple
Dodge.
- Damage: The base damage for a punch is 1D4. Damage is increased
according to the supernatural strength of the guardian force.
- Appearance: As its name suggested, Jumbo Cactaur closely resembles a
regular cactaur except it is a lot bigger. Shaped like a standard desert
cactus, only so much larger, Jumbo Cactaur's body is surrounded by a large
number of sharp needles.
Leviathan
Leviathan was an incredibly powerful sea serpent that had been blessed with a high level
of intelligence, especially for an animal. It roamed the oceans of the world freely and
there was nothing that could stop it or kill it. Leviathan would probably have lived out
its life in relative happiness, but a chance encounter with a power far greater then its
own changed all that and transformed Leviathan from a highly intelligent sea monster
into a guardian force. Leviathan's home was moved from the wide oceans to the relatively
small Odel Lake on the Galbadia continent.
Over the years, only a few people have located the reclusive guardian force, among them
was Cid Kramer, the headmaster of Balamb Garden. Surprisingly, Norg, the Shumi master of
Balamb Garden, chose to bond the guardian force, but it was drawn out of Norg during his
fight with Squall Leonhart. Leviathan has no standards for bonding with people and will
bond with anyone that locates his lair under Odel Lake. The fact that its lair is
underwater deters most people, but anyone persistent enough can find the guardian
force.
- Junction Abilities:
- Level 1: Spirit Bonus, Spirit Junction, and Support Magic.
- Level 2: Transform.
- Level 4: Elemental Defense Junction x2, Magic Junction, and Spirit +25%.
- Level 8: Auto-Heal, Damage Boost (+75%), and Recover.
- Level 12: Elemental Attack Junction and Spirit +50%.
- Level 15: Create Magical Medicine and Damage Boost (+150%).
- Transform: By activating this ability, the bonded person transforms into a
manifestation of Leviathan. All junction abilities known by the bonded person,
including those from other guardian forces, are still usable while the bonded person
is transformed. Bonuses from the bonded person, including hand-to-hand combat skills,
continue to apply in the transformed state. All PPE used by the bonded person comes
from the bonus PPE provided by the guardian force first before coming out the bonded
person's personal PPE. The bonded person can transform once per day when the guardian
force is at level 2 and an additional time per day at when the guardian force is at
levels 3, 6, 9, 12, and 15 and the transformation lasts for 1 melee round per level
of the guardian force. The bonded person cannot transform into the guardian force
more than once per hour.
- Leviathan Template:
- Racial Type: Racial Type changes to Supernatural Creature - Major (Water)
- Attributes:
- I.Q.: +2 (+1D4)
- P.S.: +11 (+3D6)
- P.P.: +6 (+1D6+2)
- P.E.: +4 (+1D6)
- Spd: Gains a Swimming speed of 80 (2D6x10+10), Leviathan can crawl on the
ground like a snake.
- Size: Increase height to 8' (2.4 m) tall and 40' (12.2 m) long.
- Weight: Increase mass to 22 tons (20 metric tons)
- S.D.C.: +100 (+2D6x10+30)
- Natural Armor Rating: 12
- Horror Factor: 14
- P.P.E.: +130 (+2D6x10+60)
- Magic Powers: While transformed, the bonded person knows all water
elemental spells from levels 1 to 3 and one water elemental spell from each
spell level from levels 4 to 8. These spells are only available when the
bonded person is transformed and cannot be taught to other people. The
spells are chosen when the guardian force reaches level 2 and cannot be
changed.
- I.S.P.: +150 (+2D6x10+80)
- Psionic Powers: While transformed, the bonded person knows three
psionic powers from each of the three lesser categories and two super
psionic powers. These psionic powers are only available when the bonded
person is transformed. The psionic powers are chosen when the guardian
force reaches level 2 and cannot be changed. While transformed, the bonded
person is considered to be a master psychic.
- Natural Abilities:
- Level Bonus: At every level of experience, including level 1, add
+5 S.D.C., +2D6 ISP, +2D6 PPE, +5 to Swimming Spd attribute, +5' (1.5 m)
to the width of the tidal wave created with Tsunami, +10' (3 m) to the
height of the tidal wave created with Tsunami, +5 to the water damage of
Tsunami, and +5% chance of capsizing a boat with Tsunami.
- Absorb Water: Any water damage inflicted on Leviathan will heal
the guardian force an amount equal to the damage inflicted by the attack.
This attack allows Leviathan to absorb non-magical water attacks and
magical water attacks, but not cold damage, including spells and water
damage from magical weapons.
- Underwater Abilities: Leviathan was made to live underwater,
although it can survive indefinitely out of the water. The bonded person
can breathe underwater indefinately and has no maximum depth tolerance.
Leviathan is also immune to the cold and darkness underwater and can see
as if it was daylight even at night, but only underwater.
- Tsunami:
This is the special attack of Leviathan and it creates a huge tidal wave.
The towering wall of water smashes into buildings, vehicles, and people,
but it can only be used when the guardian force is within 200' (61 m) of
a fairly large source of water, like a small river or a small lake. The
tidal wave can also be used on the ocean against water targets, but it
will only damage targets that are on the surface of the water or those
that would be hit by the moving wall of water. Once it hits shore, the
tidal wave will begin to lose height, but its width will remain the same,
until the tidal wave exhausts itself. This special attack requires three
melee attacks to perform and cannot be used more than once each time
Leviathan is summoned.
- Range: The tidal wave loses height at a rate of 5' (1.5 m) for
every 10' (3 m) it travels on land or 20' (6.1 m) it travels on water.
For example, a wave that is 60' (18.3 m) high would have a maximum
reach of 120' (36.6 m) on land.
- Area of Effect: 10’ (3 m) tall and 10' (3 m) wide.
- Damage: 2D6x10 points of water damage to everything caught in
its path and anything standing in the area of effect is automatically
knocked down. Any boat caught in the tidal wave has a 5% chance of
capsizing.
- Penalties: The bonded person takes double damage from all energy
based attacks.
- Attacks per Melee: +1 attack per melee
- Combat Bonuses: +4 to strike and +8 to maintain balance.
- Damage:
- Ram Attack: 5D6
- Restrained Bite: 2D6
- Bite: 4D6
- Power Bite: 1D4x10 (counts as two attacks)
- Appearance: Leviathan appears as a large sea serpent with vibrant
blue scales, almost luminescent.
Pandemonia
The Centra continent is a place of rugged beauty, desolated landscapes, and incredible
wind patterns. At home in those air currents is an intelligent air elemental that has
been named Pandemonia by the luckless travelers that have been caught in the air
storms that the elemental creates for fun and enjoyment. Pandemonia is a guardian
force at home in a small corner of the Centra continent and had only been heard of in
legends until Fujin, a Balamb Garden student captured it and bonded with it.
Having never been caught before, Pandemonia decided that being captured proved that
Fujin should be allowed to bond with the creature. During the course of the Garden
Wars, many more Garden students sought to capture Pandemonia, but none succeeded.
Unfortunately for Fujin, Pandemonia was drawn out of her by Squall Leonhart during
their violent encounter in the city of Balamb. Pandemonia then went on to serve
Squall well during the rest of the Garden Wars.
- Junction Abilities:
- Level 1: Absorb, Initiative, and Speed Junction.
- Level 2: Transform.
- Level 4: Elemental Defense Junction x1, Damage Boost (+75%), and
Strength Junction.
- Level 8: Elemental Attack Junction (Air), and Speed +25%.
- Level 12: Elemental Defense Junction x2, and Strength +10%.
- Level 15: Speed +50%, and Strength +25%.
- Transform: By activating this ability, the bonded person transforms into a
manifestation of Pandemonia. All junction abilities known by the bonded person,
including those from other guardian forces, are still usable while the bonded person
is transformed. Bonuses from the bonded person, including hand-to-hand combat skills,
continue to apply in the transformed state. All PPE used by the bonded person comes
from the bonus PPE provided by the guardian force first before coming out the bonded
person's personal PPE. The bonded person can transform once per day when the guardian
force is at level 2 and an additional time per day at when the guardian force is at
levels 3, 6, 9, 12, and 15 and the transformation lasts for 1 melee round per level
of the guardian force. The bonded person cannot transform into the guardian force
more than once per hour.
- Pandemonia Template:
- Racial Type: Racial Type changes to Supernatural Creature - Major (Air)
- Attributes:
- P.S.: +4 (+1D6)
- P.P.: +10 (+2D6+3)
- Spd: +18 (+5D6) and gains a Flying speed of 100 (3D6x10)
- Size: Increase height by +2' (0.6 m)
- Weight: Increase mass by +100%
- S.D.C.: +50 (+1D4x10+20)
- Natural Armor Rating: 12
- Horror Factor: 12
- P.P.E.: +70 (+2D6x10)
- Natural Abilities:
- Level Bonus: At every level of experience, including level 1, add
+5 S.D.C., +1 to PP attribute, +100' (30.5 m) to the range of Tornado
Zone, +1 melee round to the duration of Tornado Zone, +10' (3 m) to the
diameter of the vortex created by Tornado Zone. At levels 4, 8, 12, and
15 add +1 attack per melee.
- Tornado Zone:
The special attack of Pandemonia generates the most destructive land storm
possible: a tornado. The awesome, black funnel cloud sucks in everything
not bolted down within its diameter and everything nearby. Inside of the
vortex is a hellish realm of wind, debris, and lightning. Unless rooted in
place, objects within 10' (2 m) of the vortex are automatically sucked
into it for the duration of the vortex, however, inside the vortex they
cannot be attacked by those outside of it. This special attack requires
two melee attacks to perform and cannot be used more than once each time
Pandemonia is summoned.
- Range: 500' (152.4 m)
- Area of Effect: The vortex has a diameter of 10' (3 m).
- Duration: 1 melee round
- Damage: 5D6 points of damage at the end of each melee round
while they are in the vortex and 5D6 points of damage when thrown from
the vortex. Anyone not caught in the vortex takes 2D4 points of damage
at the end of each melee round while they are within a radius of five
times the vortex's diameter.
- Penalties: The bonded person takes double damage from all earth based
attacks and receives a penalty of -4 to save vs. any airborne toxin or gas.
- Attacks per Melee: +2 attacks per melee
- Combat Bonuses: +3 to strike, +3 to parry, +4 to dodge, and +4 to
roll with punch, fall, or impact.
- Combat Abilities: Automatic Dodge and Multiple Dodge.
- Damage:
- Restrained Punch: 1D6
- Punch: 2D6
- Power Punch: 4D6 (counts as two attacks)
- Appearance: Pandemonia appears as a blue-skinned humanoid, with a
large series of breathing holes in its upper body.
Quezacotl
Quezacotl began its life as an Ondi Thunderbird, a supernatural spirit that has close
relations to the Native Aboriginal tribes from North America. The creature had decided
to travel through the dimensions to find new adventure and new people to help, until
it came to the Balamb continent, once there it realized that it could make a
connection to the planet that would give it the ability to share its powers with
others. Believing that this would be more beneficial than its original plan, the
spirit chose to become permanently attached to the planet and chose as its home a
small glade in the forest adjacent to the Balamb Garden. The spirit then changed its
name to Quezacotl, after the Aztec god.
Soon after it had established itself, Quezacotl was visited by Cid Kramer, who wished
to form an agreement with the new Guardian Force. The agreement was similar to the
one that Cid formed with Ifrit, Quezacotl would share its power with Garden students
that come to it, if they proved worthy. For Quezacotl, the test of worth was a
challenging mental riddle that would eventually lead the student on a small quest
through the forest to find a hidden object. If the student returned with the object,
then Quezacotl would bond with him. Like Ifrit, Quezacotl has many Garden faculty
members living near and around the glade.
- Junction Abilities:
- Level 1: Elemental Attack Junction (Energy), and Vitality Junction.
- Level 2: Transform.
- Level 3: Damage Boost (+50%) and Thunder Magic.
- Level 6: Elemental Defense Junction x1 and Magic Junction.
- Level 9: Magic +25% and Mid Level Magic.
- Level 12: Damage Boost (+100%) and Hit Point Junction.
- Level 15: Elemental Defense Junction x2 and Magic +50%.
- Transform: By activating this ability, the bonded person transforms into a
manifestation of Quezacotl. All junction abilities known by the bonded person,
including those from other guardian forces, are still usable while the bonded person
is transformed. Bonuses from the bonded person, including hand-to-hand combat skills,
continue to apply in the transformed state. All PPE used by the bonded person comes
from the bonus PPE provided by the guardian force first before coming out the bonded
person's personal PPE. The bonded person can transform once per day when the guardian
force is at level 2 and an additional time per day at when the guardian force is at
levels 3, 6, 9, 12, and 15 and the transformation lasts for 1 melee round per level
of the guardian force. The bonded person cannot transform into the guardian force
more than once per hour.
- Quezacotl Template:
- Racial Type: Racial Type changes to Supernatural Creature - Major (Energy)
- Attributes:
- P.E.: +10 (+2D6+3)
- Spd: Gains a Flying speed of 70 (2D6x10)
- Size: Increase height by +1' (0.3 m) and has a wingspan of 20' (6.1 m)
- Weight: Increase mass by +25%
- S.D.C.: +30 (+1D6x10)
- Natural Armor Rating: 12
- Horror Factor: 10
- P.P.E.: +200 (+4D6x10+60)
- Magic Powers: While transformed, the bonded person knows all invocation
spells from levels 1 to 5 and can select three more spells from each spell
level from levels 6 to 10. These spells are only available when the bonded
person is transformed and cannot be taught to other people. The spells are
chosen when the guardian force reaches level 2 and cannot be changed.
- Natural Abilities:
- Level Bonus: At every level of experience, including level 1, add
+5 S.D.C., +1 to PE attribute, +2D6 PPE, +100' (30.5 m) to the range of
Thunder Storm, +5' (1.5 m) to the blast radius of Thunder Storm, +10 to
the energy damage of Thunder Storm. At levels 3, 6, 9, 12, and 15 add +1
to save vs. all types of magic and +2 to the energy damage of Energy
Bolt.
- Absorb Energy: Any energy damage inflicted on Quezacotl will heal
the guardian force an amount equal to the damage inflicted by the attack.
This attack allows Quezacotl to absorb non-magical energy attacks, like
laser weapons, and magical energy attacks, including spells and energy
damage from magical weapons.
- Energy Bolt:
At the cost of a single melee attack, Quezacotl can fire an energy bolt.
This attack can be used any number of times per melee round.
- Range: 1000' (305 m)
- Damage: 3D6 points of energy damage
- Bonus: +4 to strike
- Thunder Storm:
This is the special attack of Quezacotl and it generates a large field
of energy where it hits. This special attack requires only one melee
attack to perform, but it cannot be used more than once every minute.
- Range: 2000' (610 m)
- Damage: 1D6x10 points of energy damage
- Blast Radius: 10’ (3 m)
- Bonus: +3 to strike
- Penalties: The bonded person takes double damage from all water
based attacks.
- Attacks per Melee: +1 attack per melee
- Combat Bonuses: +2 to strike, +1 to parry, +3 to dodge, and +2
to roll with punch, fall, or impact.
- Damage:
- Appearance: Quezacotl resembles a large bird with golden feathers.
The air arround Quezacotl is filled with static electricity causing hair
and even Quezacotl's own feathers to stand on end.
Shiva
Shiva is the last of the three guardian forces that have formed an agreement with Cid
Kramer and she is the most mysterious. Not much is known about her except that she was
once a Water Elemental that had become trapped in this dimension. How she transformed
from a relatively mindless elemental into an intelligent and compassionate guardian
force is unknown, and some say that not even Shiva knows the true cause.
No matter what her origins are, Shiva’s home is on a peak of one of the mountains
just north of Balamb Garden and she has been there for many centuries and legends tell
of her helping travelers survive sudden winter storms. Having heard these legends, Cid
came to believe that they may have been caused by a guardian force and after exploring
for many months, he eventually stumbled upon the home of Shiva. The two quickly came
to an agreement and Shiva agreed to help Cid. Shiva’s only challenge to students that
seek to bond with her is simply finding where she lives. Once a student finds her home,
Shiva will bond with them.
- Junction Abilities:
- Level 1: Elemental Defense Junction x1, Ice Magic, and Spirit Junction.
- Level 2: Transform.
- Level 4: Strength Junction and Vitality Junction.
- Level 8: Damage Boost (+50%), Spirit +25%, and Vitality +25%.
- Level 12: Doom and Elemental Attack Junction (Ice).
- Level 15: Elemental Defense Junction x2, Spirit +50%, and Vitality +50%.
- Transform: By activating this ability, the bonded person transforms into a
manifestation of Shiva. All junction abilities known by the bonded person,
including those from other guardian forces, are still usable while the bonded person
is transformed. Bonuses from the bonded person, including hand-to-hand combat skills,
continue to apply in the transformed state. All PPE used by the bonded person comes
from the bonus PPE provided by the guardian force first before coming out the bonded
person's personal PPE. The bonded person can transform once per day when the guardian
force is at level 2 and an additional time per day at when the guardian force is at
levels 3, 6, 9, 12, and 15 and the transformation lasts for 1 melee round per level
of the guardian force. The bonded person cannot transform into the guardian force
more than once per hour.
- Shiva Template:
- Racial Type: Racial Type changes to Supernatural Creature - Major (Cold)
- Attributes:
- P.S.: +7 (+2D6)
- P.E.: +7 (+2D6)
- Size: Increase height by +1' (0.3 m)
- Weight: Increase mass by +10%
- S.D.C.: +40 (+1D4x10+20)
- Natural Armor Rating: 10
- Horror Factor: 8
- P.P.E.: +50 (+1D6x10+20)
- Natural Abilities:
- Level Bonus: At every level of experience, including level 1, add
+5 S.D.C., +1 to PS attribute, +1 to PE attribute, +50' (15.2 m) to the
range of Diamond Dust, +5 to the normal damage of Diamond Dust, and +5
to the cold damage of Diamond Dust.
- Absorb Cold: Any cold damage inflicted on Shiva will heal the
guardian force an amount equal to the damage inflicted by the attack.
This attack allows Shiva to absorb non-magical cold attacks and magical
cold attacks, including spells and cold damage from magical weapons.
- Diamond Dust:
This is the special attack of Shiva and it generates a huge shard of ice
that shoots towards the target at high speed. This special attack
requires two melee attacks to perform and cannot be used more than once
every minute.
- Range: 800' (243.8 m)
- Damage: 1D4x10 points of damage and 1D4x10 points of cold
damage.
- Bonus: +6 to strike
- Penalties: The bonded person takes double damage from all fire based
attacks.
- Attacks per Melee: +1 attack per melee
- Combat Bonuses: +2 to strike, +2 to parry, and +2 to dodge.
- Damage:
- Restrained Claw Strike: 1D6
- Claw Strike: 3D6
- Power Claw Strike: 6D6 (counts as two attacks)
- Appearance: Shiva appears as a beautiful woman with icy blue skin and
white hair. Shiva's body radiates an intense cold.
Siren
Siren was always a beautiful woman and a powerful wizard and she ensured that her
beauty would remain for as long as she lived. She even used her magical powers to
increase her life span and took to exploring the world until she found a small
clearing outside of the city of Dollet where she was transformed into a guardian
force. Through the years, Siren built a log cabin and filled the forest around her
home with powerful monsters to create a refuge for rare and magical creatures
hunted elsewhere in the world. One day, Siren attempted to leave her home in the
forest and discovered that she was trapped. Over the years that she remained
virtually unmoving, staring into her full length mirror, she had never realized
that being transformed into a guardian force prevented her from leaving her home.
From her home in the forest, Siren witnessed the collapse of the Dollet Empire,
the fall from grace that the city of Dollet suffered, and then the invasion of
the city by Galbadia troops. After remaining aloof from the world for centuries,
Siren decided to fight back against the Galbadia Empire and bonded herself to
several powerful monsters in her forest, including a powerful Elnoyle named
Elvoret. Unable or unwilling to distinguish between the Galbadian soldiers and
the SeeD operatives hired to liberate the city, Elvoret attacked a group led by
Squall Leonhart. During the fight, Squall successfully drew Siren out of Elvoret
and remained bonded to the guardian force for the rest of the Garden Wars. During
the course of the war, Squall returned to the city of Dollet and met with Siren
and the two struck a bargain that would allow Garden students to bond with Siren
if they could find her home, a daunting task considering the dangers in the woods
surrounding her clearing.
- Junction Abilities:
- Level 1: Life Magic, Magic Bonus, and Magic Junction
- Level 2: Transform.
- Level 4: Create Normal Medicine, and Status Attack Junction.
- Level 8: Magic +25%, Status Defense Junction x1, and Treatment.
- Level 12: Improved Senses and Magic +50%.
- Level 15: Damage Boost (+75%), Status Defense Junction x2, and
Tool Refine.
- Transform: By activating this ability, the bonded person transforms into a
manifestation of Siren. All junction abilities known by the bonded person,
including those from other guardian forces, are still usable while the bonded person
is transformed. Bonuses from the bonded person, including hand-to-hand combat skills,
continue to apply in the transformed state. All PPE used by the bonded person comes
from the bonus PPE provided by the guardian force first before coming out the bonded
person's personal PPE. The bonded person can transform once per day when the guardian
force is at level 2 and an additional time per day at when the guardian force is at
levels 3, 6, 9, 12, and 15 and the transformation lasts for 1 melee round per level
of the guardian force. The bonded person cannot transform into the guardian force
more than once per hour.
- Siren Template:
- Racial Type: Racial Type changes to Supernatural Creature - Major
- Attributes:
- Size: Increase height by +1' (0.3 m)
- Weight: Increase mass by +10%
- S.D.C.: +40 (+1D4x10+20)
- Natural Armor Rating: 10
- Awe Factor: 14
- P.P.E.: +160 (+3D6x10+50)
- Magic Powers: While transformed, the bonded person knows all
invocation spells from levels 1 to 8 and can select two more spells
from each spell level from levels 9 to 15. These spells are only
available when the bonded person is transformed and cannot be taught
to other people. The spells are chosen when the guardian force
reaches level 2 and cannot be changed.
- Natural Abilities:
- Level Bonus: At every level of experience, including level
1, add +5 S.D.C., +100' (30.5 m) to the range of Silent Voice, and
+10 to the damage of Silent Voice. At levels 3, 6, 9, 12, and 15
add +1 to spell strength. Spell strength bonuses from the guardian
force stack with those from the bonded person.
- Silent Voice:
This is the special attack of Siren and it generates an incredible
powerful blast of sound. This special attack requires two melee
attacks to perform and cannot be used more than once every minute.
- Range: 1000' (305 m)
- Damage: 1D6x10 points of damage against organic creatures
and 2D4x10 points of damage against inorganic creatures.
- Bonus: +2 to strike
- Penalties: -2 to save vs. psionic attacks and all psionics used on
Siren have double the normal duration.
- Combat Bonuses: +1 to strike and +2 to dodge.
- Damage:
- Restrained Punch: 1D4
- Punch: 1D6
- Power Punch: 2D6 (counts as two attacks)
- Appearance: Siren appears as a beautiful woman with perfect cream
coloured skin, long blond hair, and clear green eyes.
Tiamat
Like Bahamut, Tiamat began her life as a normal great horned dragon. Unlike Bahamut,
Tiamat chose to become a guardian force, for even though she was trapped in a single
location, her power would grow. Tiamat was not too concerned about being trapped,
because she believed that she could find a way to work around any limitation. Her
decision made, Tiamat joined the ranks of the guardian forces. She quickly made a
name for herself, become one of the most famous guardian forces, for both good and
evil reasons. Her fame attracted the attention of another powerful being, the
sorceress Ultimecia. Always on the lookout for new talent, Ultimecia convinced Tiamat
to join her crusade for power. As part of the deal, Ultimecia used her power to move
Tiamat to her castle and then hunted down and killed everyone else that was bonded to
the dragon guardian force.
Once in Ultimecia's castle, Tiamat joined the ranks of Ultimecia's other protectors,
but she was by far, one of the most powerful present. It was not until Squall's group
arrived that she was even damaged by any of the numerous attacks on Ultimecia's
castle. Unfortunately, Squall's power was too much for her to handle and she was
given the choice of bonding with Squall or dieing. She chose the former and Squall
users her power to help defeat Ultimecia. However, once the chaos of Time Compression
ended, Tiamat found herself flung back in time with Squall. Unfortunately, her new
home was in almost the exact same place her lair was in Ultimecia's castle, which in
the current time period was a tiny island in the ocean, far off the coast of the
Centra continent. Tiamat attacks anyone that approaches her island, but as with her
fight against Squall during Time Compression, she will bond to anyone that defeats
her in battle.
- Junction Abilities:
- Level 1: Hit Point Bonus, Regeneration, and Return Damage.
- Level 2: Transform.
- Level 3: Ability x5 and Elemental Attack Junction (Dark).
- Level 6: Auto-Protect and Strength +50%.
- Level 9: Counter and Magic +100%.
- Level 12: Hit Points +100% and Strength Junction.
- Level 15: Damage Boost (+200%) and Expendx2-1.
- Transform: By activating this ability, the bonded person transforms into a
manifestation of Tiamat. All junction abilities known by the bonded person,
including those from other guardian forces, are still usable while the bonded person
is transformed. Bonuses from the bonded person, including hand-to-hand combat skills,
continue to apply in the transformed state. All PPE used by the bonded person comes
from the bonus PPE provided by the guardian force first before coming out the bonded
person's personal PPE. The bonded person can transform once per day when the guardian
force is at level 2 and an additional time per day at when the guardian force is at
levels 5, 10, and 15 and the transformation lasts for 1 melee round per level of the
guardian force. The bonded person cannot transform into the guardian force more than
once per hour.
- Tiamat Template:
- Racial Type: Racial Type changes to Supernatural Creature - Major, Dragon
- Attributes:
- P.S.: +10 (+2D6+3) *
- P.E.: +4 (+1D6)
- Spd: +7 (+2D6) and gains a Flying speed of 60 (2D4x10+10)
- * PS is considered supernatural
- Size: Increase height to 10' (3 m) tall and 40' (12.2 m) long.
- Weight: Increase mass to 3.7 tons (3.4 metric tons)
- S.D.C.: +400
- Natural Armor Rating: 13
- Horror Factor: 14
- P.P.E.: +230 (+3D6x10+120)
- Natural Abilities:
- Dragon Traits: Nightvision 100' (30.5 m), see the invisible,
turn invisible at will, prehensile tail, bio-regeneration 3D6 S.D.C.
per melee round, fire resistant (fire attacks, both magical and
non-magical, inflict half damage), and cold resistant (cold attacks,
both magical and non-magical, inflict half damage).
- Level Bonus: At every level of experience, including level 1,
add +30 S.D.C., +2D6 PPE, +1 to PS attribute, +200' (61 m) to the
range of Dark Flare, and +40 to the damage of Mega Flare. At levels
3, 6, 9, 12, and 15 add +1 to natural armor rating.
- Fire Breath:
Once per melee round, Tiamat can breathe magical fire in a 60' (18.3
m) long cone.
- Area of Effect: 60' (18.3 m) cone in front of Tiamat.
- Damage: 5D6 points of magical fire damage
- Dark Flare:
This is the special attack of Tiamat and releases a powerful energy
blast. This special attack requires four melee attacks to perform
and can only be used once per minute.
- Range: 5000' (1524 m)
- Damage: 2D4x100 points of damage
- Bonus: +6 to strike
- Attacks per Melee: +2 attacks per melee
- Combat Bonuses: +4 to strike, +1 to parry, and +2 to dodge.
- Damage: The base damage for a claw strike is 1D8, base damage for
a bite is 2D4, and the base damage for a tail strike is 1D6. Damage is
increased according to the supernatural strength of the guardian force.
- Appearance: The guardian force appears as a typical, large dragon.
Tonberry King
The Tonberries are a race of very powerful magic users and very good merchants. They
are known and feared across the entire planet for both of their skills, but following
the collapse of the Centra Empire the location of the main concentration of Tonberries
was lost. While solitary Tonberries could be encountered anywhere, rumors persisted
that a huge tribe of Tomberries existed, but no one knew where it was. It was also
rumored that this tribe was controlled by the most powerful Tonberry to ever live. As
the centuries passed, the rumors became myths and the myths became bedtime stories or
threats told to children who misbehaved. The rumors are true.
The tribe of Tonberries settled in the ruins of the Centra Empire's capital city on
the Centra continent. Their leader, known simply as Tonberry King, was a powerful
wizard and a very canny merchant. He ruled his people more because no one else wanted
the job then any legitimate claim to it. Another thing that made Tonberry King
special, and also made him very powerful, was that he was a Guardian Force bound to
the Centra ruins. Not especially caring who he bonded with, Tonberry King shares its
power with anyone that can fight a large number of Tonberries (17+1D6), although they
could spread their fights over any length of time that they chose. Following the
defeat of the last Tonberry, Tonberry King will challenge the contender directly, and
if he loses, then Tonberry King will bond with the contender.
- Junction Abilities:
- Level 1: Haggle.
- Level 2: Transform.
- Level 3: Improved Luck.
- Level 4: Sell High.
- Level 5: Initiative.
- Level 6: Damage Boost (+100%).
- Level 8: Familiar.
- Level 9: Regeneration.
- Level 10: Evasion +25%.
- Level 12: Level Down.
- Level 13: Auto-Heal.
- Level 14: Level Up.
- Level 15: Call Shop.
- Transform: By activating this ability, the bonded person transforms into a
manifestation of Tonberry King. All junction abilities known by the bonded person,
including those from other guardian forces, are still usable while the bonded person
is transformed. Bonuses from the bonded person, including hand-to-hand combat skills,
continue to apply in the transformed state. All PPE used by the bonded person comes
from the bonus PPE provided by the guardian force first before coming out the bonded
person's personal PPE. The bonded person can transform once per day when the guardian
force is at level 2 and an additional time per day at when the guardian force is at
levels 4, 8, 12, and 15 and the transformation lasts for 1 melee round per level of
the guardian force. The bonded person cannot transform into the guardian force more
than once per hour.
- Tonberry King Template:
- Racial Type: Racial Type changes to Supernatural Creature - Major
- Attributes:
- M.A.: +2 (+1D4)
- P.E.: +3 (+1D6)
- Size: Decrease height by -1' (0.3 m)
- Weight: Increase mass by +25%
- S.D.C.: +100 (+2D6x10+30)
- Natural Armor Rating: 14
- Horror Factor: 12
- P.P.E.: +110 (+3D6x10)
- Magic Powers: While transformed, the bonded person knows all
invocation spells from levels 1 to 6 and can select two more spells
from each spell level from levels 7 to 13. These spells are only
available when the bonded person is transformed and cannot be taught
to other people. The spells are chosen when the guardian force
reaches level 2 and cannot be changed.
- Natural Abilities:
- Level Bonus: At every level of experience, including level
1, add +10 S.D.C., +2D6 to PPE, +5 to the damage of Chef's Knife
per melee action used to charge the knife. At levels 3, 6, 9, 12,
and 15 add +1 to MA attribute and +1 to strike. At levels 5, 10,
and 15 add +1 to spell strength. Spell strength bonuses from the
guardian force stack with those from the bonded person.
- Magic Lantern: While transformed, the bonded person gains
a poweful magic item called the Magic Lantern. While holding the
the Magic Lantern, the bonded person gains +4 to save vs. all
types of magic, +1 to spell strength, and the bonded person gains
the following fire elemental spells: two spells of choice from
spell levels 1 to 4 and one spell of choice from levels 5 to 8.
These spells are only available when the bonded person is holding
the Magic Lantern and cannot be taught to other people. The spells
are chosen when the guardian force reaches level 2 and cannot be
changed. The Magic Lantern gives off a magical light equal to a
normal lantern and it can be commanded to light or extinguish its
light at will. Only the bonded person can access the powers of the
Magic Lantern, but if lit, the latern will not be extinguished if
the bonded person stops holding it. The Magic Lantern disappears
when the Transformation ends.
- Chef's Knife:
While transformed, the bonded person gains a powerful magic weapon
called the Chef's Knife. The knife, which looks like a typical
butcher's knife, except it is dark blue in colour, is the primary
weapon of the guardian force and can deal amazing amounts of
damage if the bonded person prepares properly. The weapon allows
the bonded person to spend melee actions charging the knife so
that it will inflict more damage on its next successful strike.
The weapon can hold a charge for up to three minutes, but all
charges are automically expended the next time the weapon hits a
target. For example, the bonded person could spend five melee
actions charging the knife, but on its next successful attack, it
could not choose to spend only some of those charges to boost
damage. Only the bonded person can charge the knife, but others
can use it and it will still expend its charges on the next hit.
The Chef's Knife disappears when the Transformation ends.
- Range: Melee combat only.
- Weight: 3 lbs (1.4 kg)
- Damage: 2D6 points of damage per strike and +1D6
points of damage per melee action spent charging the knife.
- Attacks per Melee: +1 attack per melee
- Combat Bonuses: +5 to strike and +2 to parry.
- Damage:
- Restrained Claw Strike: 1D4
- Claw Strike: 1D6
- Power Claw Strike: 2D6 (counts as two attacks)
- Appearance: Tomberry King appears as a typical Tomberry, except
that it has a small gold crown perched on its head.