In Final Fantasy Zero, managing your speed (abbreviated SPD) is an essential component of combat. It determines the order you go in, and how much you can do on your turn, both of which can help influence whether you are on the aggressive or defensive in a given round.

What's My Speed?

At the beginning of combat (or any other encounter), you roll your Speed dice, which is assigned by your class. You add to this total your Level, and this gives you your character's speed. You may gain and loose Speed over the course of a combat, as well.

Rounds and Turns

FFZ combat is turn-based, meaning that a character who is acting gets to perform their actions (generally) without interruption until their turn is over.

A "turn" in FFZ is one character's actions — when you get to tell your character what to do, it is your turn, and when another player or the GM gets to say what they're doing, it's their turn.

A "round" in FFZ is the sum of all the characters' turns (including the GM's characters).

Order of Actions

In a given round, the battle proceeds from the person with the highest Speed down to 0. After 0, the next round starts. When Speed is equivalent, a roll-off can determine who goes first.

Speed of 0 or Less

When your speed is 0 or less, your turn is skipped on this round. On the next round, roll your Speed again, as if starting a new combat, but subtract your current Speed from it.

Spending Speed

Some spells or techniques will have a cost in speed, either a Delay Time or a Charge Time. These will lower your Speed.

Delay Time

When you use an ability with a Delay Time, you use the ability, and, after it is used, you take the listed Delay as a penalty to Speed. This lowers your Speed for the next round, and all subsequent rounds.

Charge Time

When you use an ability with a Charge Time, it lowers your speed before you use the ability, lowering your speed on the round you use it, and on all subsequent rounds. When your turn comes up, you choose to use the ability, and then, when your lower Speed comes up, you actually use it.

Holding Actions

When your turn comes up, you don't have to act. You can hold your action, and when your turn comes up the next round, you can use two actions instead of one.

You can only hold a number of actions up to your Agility score.

Action Costs

Some powerful abilities require more than one turn to use. If you have held actions, you can apply them toward the turns needed to use the ability, but if the ability uses more actions than you have, you must wait until you have enough to use the ability. On your turn, if you choose such an ability, your current turn is spent, and any future turns you gain are spent fueling the ability, until you have enough turns, and the ability is launched all at once.

The Next Round

Speed may change from round to round, so each round's order may look a little different. At the beginning of each round, the DM should get the Speed of every participant.

The Defend Action

When you take the Defend action, you gain a bonus to Speed equal to your Level.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License