Monsters

Monsters in FFZ follow the same basic mechanics that jobs do. Their "job" is considered their "tribe", and they don't get tribe features.

Mostly, FFZ takes the approach that monsters need to work as monsters primarily: that is, combat threats. However, they also exist uniquely in the world, and you might need to deal with them in non-combat scenarios, even recruiting them into your party via certain job abilities. It's also true that the tribe rules are flexible enough to create monster-characters (or even never-before-seen tribes of which your character is the only member). So while in this area you'll mostly find the stats of things to fight, there is substantial additional information.

The monsters are arranged by "family." Each monster within the family is a unique species, and species may occur at a variety of levels and in a variety of types, but all have the same basic family abilities. Each monster family also belongs to a "genus", a broader category of monsters that share certain traits.

You can consider each species within the family to be something like a pallette swap: same general shape and theme, but perhaps with different abilities and at different levels. The genus describes a broader trait, such as "humanoid," "beast," or "dragon."

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