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Kingdom Hearts RPG Guide

This document provides an overview and rules for a Kingdom Hearts roleplaying game. It includes character creation details like primary stats that begin with d4 and ability points to spend. It also outlines races like human and cartoon, skills, abilities and spells. The document provides motivation tables to help players develop their characters and describes the base game mechanics involving attribute checks.

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Leandro Jheison
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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0% found this document useful (1 vote)
499 views76 pages

Kingdom Hearts RPG Guide

This document provides an overview and rules for a Kingdom Hearts roleplaying game. It includes character creation details like primary stats that begin with d4 and ability points to spend. It also outlines races like human and cartoon, skills, abilities and spells. The document provides motivation tables to help players develop their characters and describes the base game mechanics involving attribute checks.

Uploaded by

Leandro Jheison
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Kingdom Hearts RPG

I've been having these weird thoughts lately... Like, is any of this for real... or not?
-Sora

If you have questions, comments, suggestions, or just want to let me know how your game
went, please direct them to khttrpg@gmail.com. I’d love to hear any and all feedback.

Current content:
- Kingdom Hearts
- Chain of Memories

CHARACTER CREATION
Each primary stat begins with a d4 in each attribute. At level one, you start with 20 Ability
Points to spend. You can spend these in several ways:
 Increasing a Primary Stat or Skill by one die.
 Buying a Spell or Special Ability
 Increasing HP, Defense, or MP by 1.
Skills may not have a higher die type than their associated Primary Stat.
For example, if you were to raise an attribute by one die type, a d4 in Body would
become a d6 in Body. This cannot go past a d20.

Your HP is by default 3, and Defense is by default 1. This can be increased through AP


or Equipment.
Your MP is by default 15. This can be increased through AP or Equipment.

1
Munny and Fame represent your buying power and your power to convince people of
things, or take on larger tasks. You have 1d6 Munny to start with, and 0 Fame. They increase
as rewards by the DM for deeds done during gameplay.

PRIMARY STATS
 BODY
o How strong, fast, or tough a character is. Represents general athletic ability.
Manages physical damage.
 MIND
o How intelligent a character is. Represents intellectual ability and retention.
Manages many skills.
 HEART
o How strong a character’s spirit is. Represents strength of will. Manages magical
damage.

SECONDARY STATS
Hit Points (HP)
 How much damage a character can take before succumbing to darkness.
 By default the player starts with 1 HP. This can be increased with AP or Equipment.
 HP dropping below 0 doesn’t kill the player. Instead the player is required to make a
HRT saving throw. If they roll below a 4, they take 1 point of temporary darkness from
their HEART score.
 HP can be increased by 1 by spending 1 AP.
Defense
 How easy a character is to hit.
 This is by default 1. It can be increased with AP or Equipment.
 Defense is increased in the same way that Primary Stats or skills are, with each
subsequent rank costing another point than the last. From Defense 1 to 2 costs 1 point.
2 to 3 costs 2 points, 3 to 4 costs 3, etc.
Magic Points
 How many times per long rest the player can use a Special Ability.
 This is by default 15. It can be increased with AP or Equipment.
 MP can be increased by 1 by spending 1 AP.
Drive Gauge
 How much potential the player’s Drive abilities have, and how fast the gauge fills.
 This is by default 10. It can be increased with AP or Equipment.
 The Drive Gauge can be increased by 1 by spending 1 AP.
Munny
 How much money a character has.
 Starts at 0, increases with deeds.
Fame
 How recognizable or influential a character is.
 Starts at 0, increases with deeds.
Ability Points (AP)
 Used to buy special abilities.
 Can be awarded by the DM for outstanding RPing or clever puzzle-solving.

RACES
Human
 +1 die type to any attribute.

2
Cartoon
 +2 HEART, -1 BODY.

MODIFIERS
Heartless
 +2 BODY, -2 MIND, take 50% Darkness damage, X2 Light damage.
Nobody
 +2 BODY, -2 HEART, take 50% Darkness damage, X2 Light damage.

SKILLS
Climb Body

Computers Mind

Driving/Piloting Body

Games Mind

Intimidation Mind

Investigation Mind

Keyblade Mastery Heart General use of keyblade functions beyond combat.

Knowledge Creatures Mind Knowledge of various types of enemies.

Knowledge Local Mind Knowledge of the particular world you are in.

Knowledge Worlds Heart Knowledge of how the general cosmology works.

Knowledge Magic Heart Knowledge of how magic works.

Notice Mind

Persuasion Mind

Throw Body Accuracy of thrown items.

Repair Mind

Skullduggery Body General roguish activities. Lock picking, stealing.

Stealth Body

Willpower Heart The ability to leap Into profound danger.

ABILITIES AND SPELLS

Abilities and Spells are special attacks and character modifiers you can buy with AP.
Executing most of them takes a standard action to do, although if there are exceptions it is listed
under the description of the ability.

3
Team Attacks require several players to have the same ability, and use up the turns of
any players involved. They tend to do more damage. Subslot abilities are abilities that modify
existing ones. They operate the same way as their primary counterpart, but have an added
bonus for a small amount of extra MP. Finishers are special abilities that do extra damage, but
deplete the Drive Gauge.

ROLEPLAY
For those unfamiliar with the source material, or who are just having trouble coming up
with a character, it may be useful to consult the following tables in order to determine what sort
of character you have. These are by no means required, but may give you a starting point to
build a character off of. The DM is suggested to take these motivators into account when
designing adventures and story arcs.

MOTIVATIONS: A motivation can give you a starting idea on who your character is as a person
and what makes them tick.
D20 Roll Description

1 Wanderlust: Your character was born on a world that felt all-too small. They braved many dangers in
search of adventure, and found out that there are many worlds out there that share the same sky.

2 Power: Your character felt stifled, far too weak. Whether it’s to protect others, or for their own selfish
ends, your character wanted to amass power. How they come across it is up to you…

3 Rescue: Your character lost someone important to them, and will cross any expanse necessary to
save them.

4 Accident: Your character stumbled on to forces beyond their control, sending them stumbling into the
larger world. While it may have been an accident, they’re out to make the best of their situation.

5 Treasure: Your character has heard tales of a legendary weapon or artifact that makes their mouth
water. They’ll stop at nothing to get their hands on it.

6 Revenge: Something terrible was done to your character, or someone they love. Now they are on a
quest to bring the perpetrator to justice. How far will they go?

7 Honor: Perhaps your character belongs to a chivalric order, or maybe they live by a strict moral code.
Either way, they feel duty-bound to enact justice wherever it is needed.

8 Secrets: The world contains many mysteries, and your character wants to learn them all! They have
roved out in search of some truth, and are eager to learn more.

9 Learning: Your character is a student of some kind. Perhaps a squire, or a wizard-in-training. Either
way, they have something to prove and much to gain by completing the mission they are on.

10 Mission: Your character has been sent on a quest by someone important to them. They must do
whatever they can in order to complete this mission.

11 Obsession: Your character is obsessed with something. Perhaps it’s an artifact? Perhaps a concept,
or an ideal. Either way, this drives their every action, and they are consumed with seeking it.

12 Truth: Something isn’t right. Something, in your heart or mind, is missing. There is a gap where your
memory should be. You must find out what’s happened to you, or you will never know peace.

13 Debt: You owe someone big time. Maybe it’s money. Maybe it’s your life. You have placed yourself,
or been placed, in the debt of someone else.

4
14 Loss: Your home was destroyed entirely. You managed to survive, and with no other options you
wandered out into the greater world. Perhaps you’re looking for another home, or maybe revenge?

15 Good News: You know a greater truth of the world, and it’s your job to spread it! You know the new
good news, and you won’t rest until everyone has been enlightened.

16 Loner: You wander about to avoid making permanent ties. But perhaps this latest adventure is the
one that will finally forge a bond within you.

17 Fame: You are a star waiting to be born! You are on a quest to spread your name far and wide. But
are you seeking fame, or infamy?

18 Perfection: You want to be the absolute best at something. It could be a martial skill, a discipline, a
collector, any number of things.

19 Fear: You are running from something. It could be your past life, a responsibility, or the horrible things
you’ve done. You want to start over, but the looming specter of your past haunts you.

20 Friendship: You’re just looking for friends. Are you looking for more, or your first ones ever?

THE BASE GAME


All checks in the game are made by rolling an associate die in Primary Stats, Secondary
Stats, or Skills. If you need to lift a box, you would make a Body check. If you have a d6 in
BODY, you roll a d6. The DM determines what the score required to pass a check is, although
most checks should succeed on a 3 or 4.

INITIATIVE
When combat begins, all players and enemies draw a card from a deck. Whoever has
the highest value card goes first, with Aces being high. In the event of a draw, cards take priority
in this order. Hearts > Clubs > Spades >Diamonds. To remember, try this pneumonic: “Help,
Cure Sora, Donald”.
If a player draws the Joker card, they may interject with their turn at any time.

It is advised to group enemies together under a single card, as the Kingdom Hearts RPG
emphasizes large groups of enemies in combat.

COMBAT
To attack, the player makes a Body roll if attacking physically, or Heart roll if casting a
spell to determine if they hit. If the player passes the Defense threshold of the enemy, the player
inflicts the damage they have rolled.
All attacks have a basic attack that does a d4 of damage, but Abilities and Weapons can
modify damage.
Damage output is calculated like so: Primary Stat+Ability Used+Weapon Damage.
If no special Ability or Weapon was used, then those are skipped.
During combat, a player may do a base attack, use an Ability, or take a skill action.
Some skill actions like notice or knowledge are free actions. Speaking is always a free action.
If an enemy’s HP is reduced to 0, they are destroyed and removed from play. If the
player’s HP is reduced to 0, they must interact with their Heart Primary Stat.
All combatants threaten the 8 squares around them. An enemy leaving a threatened
square allows for one free Attack of Opportunity (AOO) per round per player or enemy. Healing
spells provoke Attacks of Opportunity.

5
EXPLODING DICE
If the player ever rolls the maximum number on a die, the die “explodes” and the player
can roll again and add the total to their roll. This goes on for as long as the player keeps rolling
the max number. Certain items and abilities can increase the player’s range to explode.
Conversely, rolling a 1 on your Primary Stat die is an automatic failure.

ASSISTANCE
Both players and enemies can Assist allies in combat. This involves giving up their turn
in order to add their Attack roll to an ally’s attack roll. For example, if a Shadow has 1d4 Attack,
two supporting Shadows could give up their turn to assist the first one, giving it a total of 3d4 to
attack.

MUNNY
Munny is an expendable resource awarded by the DM. Generally for an easy combat,
the DM might award 1 or 2 Munny per player. Once Munny is spent, it is gone, the resource
does not replenish unless the DM gives it to the player through combat or through treasure.

HEART PRIMARY STAT (HRT)


 The Heart or HRT Primary Stat represents the player’s ability to resist darkness and stay
in a fight.
 When HP drops to 0 or below, the player must make a HRT saving throw. Rolling 4 or
above stabilizes the player. Below 4 and they take 1 point of temporary Darkness
damage to their HRT score.
 HRT scores can be restored after a long rest, or through certain Abilities.
 If a player’s HRT score falls to 0 or below, they fall to darkness. They must make a final
HRT saving throw of 7. For every party member that makes an assisting HRT saving
throw of 4 or above, that number is decreased by one. So if three party members make
their saving throw, the player must make a HRT saving throw of 4.
 If the player makes this saving throw, they are stable but unconscious. If they fail, they
succumb to darkness and are transformed into a mindless Heartless of appropriate level.

DRIVE GAUGE
The Drive Gauge is a meter that fills up whenever a spell or special ability is used. By
default, Drive Gauge maxes out at 10, but can be increased by spending AP. Whenever a
player is in their standard form, using a spell or ability increases the Drive Gauge by 1. When
the player has amassed enough points in their Drive Gauge, they can enter a Drive Form or use
a Finisher.
Drive Forms are special transformations the player can enter to gain a boost in stats and
gain access to special abilities that are unavailable elsewhere. While a Drive Form is active, the
Drive Gauge decreases by 1 every round. Using a special ability while in a Drive Form depletes
the Drive Gauge by the MP cost of the ability, as well as using up MP as normal.
When the Drive Gauge reaches 0 again, the player reverts to normal.

Finishers are unique abilities that can be used by spending both Drive Gauge points as
well as MP. They are often more powerful than most special abilities.

ACTIONS

6
Different kinds of actions in the Kingdom Hearts RPG can be seen as either “Standard
Actions”, “Move Actions” or “Free Actions”. All characters get one standard, one move, and a
number of free actions up to the DM’s discretion in every round of combat.

A Standard Action is an action that takes up the majority of a round of combat.


Examples include attacking an enemy, using an item, casting a spell, or any skill check that
would take up an inordinate amount of time.

A Move Action is the ability for a character to move a certain amount of space during a
round of combat. Every character has a base movement speed, which determines how much
ground they can cover over the course of 1 round, or 30 seconds. This is displayed in
increments of 5ft. For the purposes of tabletop gaming, 5 ft. is considered a “square” on most
board layouts. Movement speed can be broken up. For instance, a character with a base speed
of 30 ft./sec. could move up 15 ft., attack an enemy, then move away the remaining 15 ft.
Some other actions could be considered a move action. Dropping to or standing from a
prone position, entering stealth, or climbing could be considered move actions.

A Free Action is any action that does not require an inordinate amount of effort. The
player can have as many of these as the DM will allow. Talking is always a free action. Other
examples are Knowledge skill checks, dropping a weapon or item, or Notice skill checks.

A Reaction is any action that is triggered by the actions of another character. While a
player might have several different abilities that allow for different types of Reactions, each
player may only make one Reaction per round.

A Team Attack is a type of Special Ability that is executed by multiple players. It


requires all players involved to have this ability, and they all must use their standard action in
order to execute the attack. Whichever player activates the attack, the other players involved
forfeit their turn order for that round in order to assist with the Team Attack.

ADVANCEMENT
The players gain Ability Points at the DM’s discretion. This can be for completing
combat, solving a puzzle, particularly clever roleplaying, or any other aspect of the game the
players manage to excel at. A normally-paced game will reward the players with one ability point
for completing a challenge. However the DM may award more or less depending on how fast
they would like the players to advance.
Upon leveling up, the player gains an Ability Point, and may do one of the following things:
 Increase a Primary Stat
 Increase HP, Defense, or MP by 1.
 Gain a new Ability
 Increase 2 Skills by 1
 Gain 1 new Skill

TARGET MODIFIERS
Name Effect

Projectile A projectile that can hit a target within range of the player. Can be blocked by cover.

Spot A spot on the map within the player’s view within range.

Radius A radius, emanating from the player.

7
Person or A specific enemy or target within the player’s range.
Target

Line A line, originating from the player that stretches a certain length.

Cone A cone, emanating from the player. It starts at 1 square in width, and an additional two squares in width
are added in a triangular shape for the range of the spell.

Actor Creates an object that has its own move action.

STATUS EFFECTS
Name Effect

Burned 1d4 points of fire damage every turn.

Frozen -2 to Defense.

Stunned Immediately drop your weapon.

Dazzled -2 on Attack rolls.

Paralyzed Incapable of making any actions besides saving throws.

Poisoned -2 to damage.

Silenced Unable to cast any magic spells.

Doom Starts a counter on a creature that counts down from 5 each round. When the counter reaches 0, the
creature dies instantly. Spellcaster must be killed or hit 6 times to stop the countdown.

Terrorized Target will use their full move action to flee in the opposite direction.

Bound Incapable of taking move actions.

Angry Disadvantage on attack rolls, but an extra d6 of damage in the event of a successful hit.

Confused 1/3rd chance the target will attack either themselves, an ally, or the intended target.

Any time a player or enemy attempts to inflict a status condition they must make a
separate Heart roll against the opponent’s Defense, with no other bonuses. Lower tiered spells
have a penalty to this roll, indicating that it is harder to inflict a status condition with a weaker
spell.

ABILITIES
TIER 0 SPELLS
Name Damage Range Effects MP AP Requirements Type

Honey N/A 15 ft. Radius Summons a swarm of 1 1 None Bees


Storm uncontrollable bees. Enemies and
allies that end their turn inside of it

8
take 1 point of damage.

TIER 1 SPELLS
Name Damage Range Effects MP AP Requirements Type

Fire +1 15 ft. -2 to inflict Burned for 1 Round 1 1 None Fire


Projectile

Fire Wall None 20 ft. Line Wall of fire that inflicts Burned on 2 1 Fire Fire
any that end their turn in it.

Temper None 15 ft. Cone Inflict the Burned condition, knock 2 1 Fire Fire
Flare enemies back to the edge of the
cone.

Blizzard +1 20 ft. Spot -2 to inflict Frozen for 1 Round 1 1 None Ice

Ice Burn None 20 ft. Spot Create a puddle that if walked 1 1 Blizzard Ice
through, knocks an enemy prone.
Lasts for 2 rounds.

Aqua +1 10 ft. Cone Spray water at an enemy in a cone. 1 1 None Water


Splash

Thunder +1 10 ft. Radius -2 to inflict Stunned for 1 Round 1 1 None Thunder

Lightning +1 15 ft. -2 to inflict Stunned for 1 Round 1 1 Thunder Thunder


Bolt Projectile

Gravity +1 5 ft. Radius -2 to inflict Dazzled for 1 Round 1 1 None Space

Bind None 15 ft. Person -2 to inflict Bind for 1 Round 1 1 None Space

Cure None 15 ft. Person +1HP 1 1 None Healing

Aero None 15 ft. Person +1 Defense for 3 Round 1 1 None Wind

Wind None Self Enemies cannot enter 5 ft. radius 1 1 Aero Wind
Armor around you for 2 Rounds.

Wind None 15 ft. Cone Blows targets back. Does no 1 1 Aero Wind
damage.

Tornado +1 10 ft. Line -2 to inflict Stunned for 1 Round 1 1 Aero Wind

Quake None 10 ft. Radius -2 to knock enemies prone in a 1 1 None Earth


radius.

Stop None 15 ft. Person Inflict Paralyzed for 1 Round 2 1 None Time

Time Out None 10 ft. Radius -2 to inflict Bind in a 10 ft. Radius 2 1 Stop Time
for 1 Round

Terror None 20 ft. Person -2 to inflict Terror for 1 Round. 1 1 None Darkness

Confuse None 15 ft. Person -2 to inflict Confuse for 1 Round 1 1 None Darkness

Dark None 30 ft. Spot Create a portal to teleport between 1 1 None Darkness

9
Corridor any two known locations. Unless
properly protected, take temporary
Darkness damage to your HRT
score every round in the portal as if
failing your saving throws.

Sample None 5 ft. Person Read someone’s memory of a 2 1 None Memory


Memory specific event.

Adjust None 5 ft. Person Improve someone’s opinion of you, 2 1 Sample Memory
Memory giving an advantage on speech Memory
checks.

Present None 5 ft. Person Give someone a present that 1 1 None Physical
explodes at the end of your turn,
damaging enemies and allies for
1d4 damage.

TIER 2 SPELLS
Name Damage Range Effects MP AP Requirements Type

Fira +2 30 ft. -1 to inflict Burned for 2 Rounds 2 2 D6 HRT, Fire Fire


Projectile

Homing +1 30 ft. Actor -2 to inflict Burned for 2 Rounds. 2 2 D6 HRT, Fire Fire
Fira Creates a ball of fire that can be
moved up to 30 ft. Does damage
on contact, disappears after 1
Round.

Blazing +1 15 ft. Cone -1 to inflict Burned for 2 Rounds 2 2 D6 HRT, Fire Fire
Fury

Firetooth None 5 ft. Person Set your weapon on fire. -2 to inflict 2 2 D6 HRT, Fire Fire
Burned for 2 Rounds with every
standard attack.

Blizzara +2 40 ft. Spot -1 to inflict Frozen for 2 Rounds 2 2 D6 HRT, Ice


Blizzard

Homing +1 30 ft. Actor -2 to inflict Frozen for 2 Rounds. 2 2 D6 HRT, Ice


Blizzara Creates a ball of ice that can be Blizzard
moved up to 30 ft. Does damage
on contact, disappears after 1
Round.

Ice Needle +2 15 ft. Actor Creates ice needles that can move 2 2 D6 HRT, Ice
up to 30 ft. in one round. Damages Blizzara
for 1d4 anyone who touches them
on the first round, acts as a barrier
afterward.

Icy Terror +1 15 ft. Radius -1 to inflict Frozen for 2 Rounds 2 2 D6 HRT, Ice
Blizzard

Slide None 5 ft. Person Coat your weapon in ice. -2 to inflict 2 2 D6 HRT, Ice
Break Frozen for 2 Rounds with every Blizzard
standard attack.

10
Thundara +2 20 ft. Radius -1 to inflict Stunned for 2 Rounds 2 2 D6 HRT, Thunder
Thunder

Bolts of +1 30 ft. Spot -1 to inflict Stunned for 2 Rounds 2 2 D6 HRT, Thunder


Sorrow Thunder

Mega Volt +1 15 ft. Line Creates a wall of lightning. -1 to 2 2 D6 HRT, Thunder


inflict Stunned for 1 Round. Thundara

Gravira +2 10 ft. Radius -1 to inflict Dazzled for 2 Rounds 2 2 D6 HRT, Space


Gravity

Warpinator None 5 ft. Person -7 to destroy the nearest enemy 2 2 D6 HRT, Space
instantly. Does not work on targets Gravity
with more HP than the caster.

Teleport None 20 ft. Radius Use your standard action to teleport 3 2 D8 HRT, Space
behind an enemy. Gravity, Stop

Magnet +1 15 ft. Radius Pulls all enemies within a 30 ft. 3 2 D6 HRT, Space
Spiral radius 15 ft. closer to you, then Gravira
does damage within a 15 ft. radius.

Synchro None 20 ft. Radius Average out the HP between two 3 3 D6 HRT, Space
targets. Gravira, Cura

Cura None 30 ft. Person +3 HP 2 2 D6 HRT, Cure Healing

Aerora None 30 ft. Person +3 Defense for 4 Rounds 2 2 D6 HRT, Aero Wind

Gale of +1 30 ft. Line -1 to inflict Stunned and knock 3 3 D6 HRT, Wind


Severance enemy prone. Aerora

Storm’s None Self Enemies cannot enter 10 ft. radius 2 2 D6 HRT, Wind
Eye around you for 3 Rounds. Aerora

Impact None 20 ft. Radius -1 to knock enemies prone in a 2 2 D6 HRT, Earth


Quake radius. Quake

Ground +2 30 ft. Person -1 to inflict Bind for 2 Rounds. 3 2 D6 HRT, Earth


Impact Summon rocks on a target to do Quake
damage.

Blossom None 20 ft. Radius Creates a shower of petals that 3 2 D6 HRT Plant
Shower damage all who end their turn in
the radius for 1 point of damage.

Stopra None 30 ft. Person Inflict Paralyzed for 2 Rounds 3 2 D6 HRT, Stop Time

Shock +1 20 ft. Radius Knocks enemies back 20 ft., -1 to 3 2 D6 HRT, Stop Time
Impact inflict Paralyzed for 1 Round.

Ghostly +2 30 ft. Spot Blast up to two targets with 3 2 D6 HRT Darkness


Scream darkness.

Dark None 5 ft. Target Drain 1d4 HP from an enemy to 2 2 D6 HRT, Cure Darkness
Punisher yourself. If this kills the enemy, only
drain the remaining HP.

Dark Rush +1 20 ft. Line Use both your standard and 2 2 D6 HRT Darkness

11
movement action to rush forward,
damaging anything in your path for
1d4 damage.

Holy +2 10 ft. Radius Calls down a pillar of light. Allies 3 2 D6 HRT Light
within the radius get a +1 to DEF
for a turn, enemies take damage.

Holy +10 ft. Extends the radius of Holy. 3 3 D8 HRT, Holy Light
Burst

Miracle None 20 ft. Radius Restores 1d4 HP and MP. 3 3 D8 HRT, Cura Light

Gifted N/A Extend effect by an extra 1d4. 5 5 D10 HRT, Light


Miracle Miracle

Omnilaser None 15 ft. Actor Create a stationary portal that can 3 3 D8 HRT Light
shoot one laser per round for 1d4
points of damage. Lasts 3 rounds.

Delete None 5 ft. Person -2 to delete the last few minutes 2 2 D8 HRT, Memory
Memory from someone’s mind. Sample
Memory

Overwrite None 15 ft. Person Change a memory slightly. Can 3 2 D8 HRT, Memory
Memory only overwrite one element per Sample
casting. -1 to success each time an Memory
element of a specific memory is
edited. Cannot change more than 4
elements of an event. If the check
fails, the original memory returns.

Blast None 10 ft. Actor Summon a barrel that can move in 2 2 D8 HRT, Physical
Barrel a line 5 ft./Round. Upon contact Present
with someone it explodes, doing
2d4 damage in a 10 ft. radius.

TIER 3 SPELLS
Name Damag Range Effects MP AP Requirements Type
e

Firaga +4 60 ft. Inflict Burned for 4 Rounds 4 4 D10 HRT, Fire


Projectile Fira

Firaga Burst None 20 ft. Inflict Burned for 4 Rounds on a 4 4 D10 HRT, Fire
Radius wide radius. Firaga

Firagaball +2 30 ft. Cast Firaga that explodes on 5 4 D10 HRT, Fire


Projectile contact, dealing 1d6 splash Firaga
damage in a 10 ft. Radius.

Firaga Break +4 30 ft. Line Create a large line of fire magic. 5 4 D10 HRT, Fire
Anyone ending their turn in it takes Firaga
1d6 points of damage.

Blizzaga +4 80 ft. Spot Inflict Frozen for 4 Rounds 4 4 D10 HRT, Ice
Blizzara

12
Diamond None 30 ft. Inflict Frozen for 2 Rounds 4 4 D10 HRT, Ice
Dust Radius Blizzaga

Freeze None 30 ft. Unblockable. Encases a foe in ice, 4 4 D10 HRT, Ice
Person but only lasts one round. 1/Rest. Blizzara

Thundaga +4 40 ft. Inflict Stunned for 4 Rounds 4 4 D10 HRT, Thunder


Radius Thundaga

Graviga +4 20 ft. Inflict Dazzled for 4 Rounds 4 4 D10 HRT, Space


Radius Gravira

Warp None 15 ft. Cone -7 to destroy all enemies within a 6 5 D10 HRT, Space
15 ft. cone. Does not work on Warpinator,
enemies with more HP than the Gravira
caster.

Curaga None 60 ft. +5 HP 4 4 D10 HRT, Healing


Person Cura

Aeroaga None 60 ft. +5 Defense for 6 Rounds 4 4 D10 HRT, Wind


Person Aerora

Whirlwind to +3 20 ft. Spot Summons a Large tornado for 2 5 5 D10 HRT, Wind
the Void Rounds. Tornado can move 30 Aeroaga
ft/Round, anyone who ends their
turn in it is inflicted Stunned and
knocked prone.

Cyclone None 20 ft. Spot Summons a fixed Large tornado. 5 5 D10 HRT, Wind
Snatch Anyone who ends their turn within a Aeroaga
30 ft. radius of it is drawn 15 ft.
towards it. Anyone who ends their
turn within a 15 ft. radius of it takes
1d4 points of damage.

Rockshatter +3 20 ft. Line Summons 4 rocks that shoot off in 5 5 D10 HRT, Earth
cardinal directions from the caster. Ground
Impact

Stopga None 60 ft. Inflict Paralyzed for 3 Rounds 6 5 D10 HRT, Time
Person Stopra

Lethal Frame None N/A Take an extra turn at the end of the 5 5 D10 HRT, Time
round. Stopga

Catastrophe +2 30 ft. Two-turn attack. On the first turn, 5 5 D10 HRT Light
Projectile take aim at an enemy, doing 1d4
points of damage. If the enemy has
not moved, on the second turn do
2d6 points of damage.

Copy None 15 ft. Copy the attack of an enemy and 4 5 D10 HRT, Memory
Memory Person store it. Can take this ability Sample
multiple times to copy more Memory
attacks.

Unchain None 15 ft. -5 to knock someone unconscious 5 5 D10 HRT, Memory


Memories Person immediately. Difficulty is reduced Sample
by 1 for each time Overwrite Memory,

13
Memory has been used on that Overwrite
person. Memory

Furious None 20 ft. Inflict Stunned in a 15 ft. radius, 4 4 D10 HRT Physical
Bellow Radius pushes enemies back to the edge
of spell.

Doom None 20 ft. -2 to inflict Doom on a target. 5 5 D10 HRT Nothing


Person

TIER 4 SPELLS
Name Damage Range Effects MP AP Requirements Type
Ragnarok 5D6 15 ft. Radius Fire a powerful burst spell. All 5 D20 HRT Light
Mega +5 30 ft. Cone Cast an incredibly large fire spell. 10 5 D20 HRT, Fire
Flare Firaga
Raging +3 20 ft. Actors Summons 1d4 Large fire tornados 10 5 D20 HRT, Fire
Storm that can move at 20 ft./Round. Firaga,
Anyone ending their turn in them Aeroaga
takes 2d4 points of damage and
can be Burned.

TEAM ABILITIES
Name Damage Range Effects MP AP Requirements Type
Wild +3d6 15 ft. Line Two players carry a third like a 5 5 D8 BODY Physical
Crush battering ram. Takes all three
player’s turns to use. Uses the
battering ram player’s BODY stat
for damage.
Stardust +1d6 Varies Make a physical attack with a DC 3 5 D8 BODY Physical
Blitz of 3 to baseball-swing another
player’s spell into an enemy for
extra damage.
Furious +1d4 15 ft. Target Knock an enemy at another player, 7 5 D8 BODY Physical
Volley who can hit the enemy back to you.
Each successive hit deals an extra
d4 of damage and is another -1 to
hit. Ends on the first miss.
Trinity 10D6 20 ft. Radius The whole party must sacrifice a All 5 D12 HRT Light
Limit turn to cast.

SUMMONS
Name Damage Radius Effects MP AP Requirements

Earthshine +5 10 ft. Does damage in a radius. 5 2 D8 HRT


(Simba) Radius

Watergleam +1 20 ft. Pushes enemies. 5 2 D8 HRT


(Dumbo) Cone

Naturespark None 20 ft. Special abilities cost 1 less MP inside 5 2 D8 HRT


(Bambi) Radius radius.

Fireglow +3 15 ft. Inflict Burned for 1 Round 5 2 D8 HRT


(Mushu) Spot

14
Omnislash +3 20 ft. Attacks enemies in a line. 5 2 D8 HRT
(Cloud) Line

Lucky Bounty None None Digs up a random item from the Potions 5 3 D8 HRT
(Pluto) table. On a 1, finds nothing. Can be used
once per long rest.

Smash +2 10 ft. Goofy knocks a target into the air. Hit the 5 3 D8 HRT
(Goofy) Radius target’s DEF to deal an extra 1d6 damage.

Magic! +2 Varies Roll a 1d4. On a 4, Donald casts Fira. 3 5 3 D8 HRT


(Donald) Blizzara, 2 Thundara. On a 1, Donald
explodes, dealing damage to allies and
enemies in a 15 ft. Radius.

Lamp Charm None Varies Genie mimics your actions for 2 turns. 5 3 D8 HRT
(Genie)

Feather Charm +1 15 ft. Attacks any enemies within reach for 1 5 2 D8 HRT
(Peter Radius point of damage. Can make up to 1d4
Pan/Tinkerbell) attacks.

REACTIONS
Name Damage Range Effects MP AP Requirements Type

Guard None N/A Take ½ Damage on one attack. 1 1 None Reaction

Counter Standard N/A Make a standard attack against an 1 2 None Reaction


attack enemy that exits your threatened
squares. (Attack of Opportunity)

Sandstorm None None Make an AOO on enemies moving 1 3 D8 BODY Reaction


through your threat range.

MP Gift None 20 ft. Sacrifice 2 MP to give to an ally. 2 4 D8 HRT Reaction

Evolution None 20 ft. Subtract up to 1d4 HP from your own 3 4 D8 HRT Reaction
HP and give it to an ally.

Barrage None 20 ft. Move an enemy within line of sight 5 1 2 D6 BODY Reaction
ft. away from you.

Card Break None 5 ft. Make an opposed attack roll to 3 3 D8 BODY Reaction
prevent an enemy from attacking.
Uses up your standard action.

TIER 1 ABILITIES
Name Damage Range Effects MP AP Requirements Type

Dodge Roll None N/A Move without provoking AOO. 1 1 None Physical

Slapshot +1d4 5 ft. Add 1d4 damage to a base attack. 1 1 None Physical

Sliding None N/A Increase movement speed by 5 ft. 1 1 None Physical


Dash

Vortex None N/A +5 ft. Range to any base attack. 1 1 None Physical

15
Combo None N/A +1 attack. Passive 1 None Physical
Plus

Scan None 20 ft. Free action to see enemy’s HP. 0 1 None Physical

Berserk +1d6 N/A Boosts damage when at 1 HP Passive 1 None Physical

Cheer None N/A Summons last 1 extra round. 1 1 None Physical

High Jump None N/A +2 to Climb checks. 1 1 D8 BODY Physical

Mermaid None N/A Doubles speed underwater. 1 1 D8 BODY Physical


Kick

Rocket +1d4 10 ft. Knock down flying enemies. 1 1 D6 BODY Physical

Applause! None 15 ft. Quickly close the gap between an 1 1 D8 MIND Physical
enemy.

Spiral Wave +1d4 10 ft. Attack in a spiral in a cone in front of 1 1 D6 BODY Physical
Cone you.

Strike Raid +1d4 20 ft. Hurl the keyblade at an enemy. Takes 1 1 D6 HRT, D6 Physical
a turn to re-summon. BODY

Fire N/A -2 to inflict Burned for 1 Round. 2 2 Strike Raid, Subslot


Raid Fire

Blizzard N/A -2 to inflict Frozen for 1 Round. 2 2 Strike Raid, Subslot


Raid Blizzard

Thunder N/A -2 to inflict Stunned for 1 Round. 2 2 Strike Raid, Subslot


Raid Thunder

Gravity N/A -2 to inflict Dazzled for 1 Round. 2 2 Strike Raid, Subslot


Raid Gravity

Stop N/A -2 to inflict Paralyzed for 1 Round. 2 2 Strike Raid, Subslot


Raid Stop

Blade N/A Drain 1 HP from a target to yourself. 2 2 Strike Raid, Subslot


Storm Cure

Helm Split None 5 ft. Knock 1d4 enemies adjacent to you 1 1 None Physical
Radius back 5 feet.

TIER 2 ABILITIES
Name Damage Range Effects MP AP Requirements Type

Aerial +2 N/A Extra damage if you are at a lower 0 2 None Physical


Sweep elevation than the enemy.

Hurricane +2 N/A Extra damage if you are at a higher 0 2 None Physical


Blast elevation than the enemy.

Ripple None N/A Use HEART to calculate damage Passive 2 D6 HRT Physical
Drive instead of BODY.

16
Stun Impact +2 5 ft. Inflicts Stunned at a -1. 1 2 D6 BODY Physical

Treasure None N/A +1 Munny whenever it is earned. Passive 3 D6 MIND Physical


Magnet

MP Rage None N/A +5 MP when HP is at 1. Passive 3 D8 HRT Physical

Second None N/A Keep 1 HP after taking a fatal hit. 1/Rest 3 None Healing
Chance

Jackpot None N/A Loot more items at DM’s discretion. 1/Rest 3 D8 MIND Physical

Tech Boost None N/A Gain additional Ability Points. 1 Every 3 D8 HRT Physical
2 Levels

Glide None 30 ft. Glide for 30 ft. 1 3 D6 BODY, D6 Physical


HRT

Charge None 20 ft. Rush forward and knock an enemy 1 3 D8 BODY Physical
Dazzled for 2 turns.

Weapon +2 5 ft. Make up to 3 attacks on enemies 2 3 D8 BODY Physical


Tornado adjacent to you for 1d4 damage.

Raging +1 5 ft. Push up to 3 enemies adjacent to 2 3 D8 BODY Physical


Boar you 10 ft. back.

Asp’s Bite +1 5 ft. Immediately knock an enemy prone. 2 3 D8 BODY Physical

Crescent None +10 ft. Leap 10 feet into the air to attack Passive 3 D8 BODY Physical
Cone flying enemies.

Humming +1 5 ft. Do 1d4 strikes for 1d4 points of 2 3 D8 BODY Physical


bird damage each. Ends on the first
miss.

Ferocious +2 15 ft. Close a gap and do extra damage. 2 3 D8 BODY Physical


Lunge Line

Impulse +1 5 ft. Knock an enemy into the air, then 2 2 D8 BODY, 2 Physical
spike them into the ground for 1d4 attacks
splash damage in a 5 ft. radius.

Maelstrom +2 5 ft. Hit an enemy many times for 1 point 2 2 D8 BODY Physical
of damage. Each successive attack
gets an additional -1 to hit. Ends on
the first miss.

Drop Shot +2 15 ft. Slam your weapon into the ground. 2 2 D8 BODY Physical
Cone -1 to inflict Dazzle in a 15 ft. cone.

Circle +2 15 ft. Create a shockwave that has a -1 to 2 2 D8 BODY Physical


Reject Radius inflict Dazzle.

TIER 3 ABILITIES
Name Damage Range Effects MP AP Requirements Type

Blitz +2d6 10 ft. Strike enemies in front of you with 2 3 D6 BODY Physical

17
Line a leap.

Gravity 25% 5 ft. 25% chance of casting Gravity. 4 3 D8 HRT Gravity


Break enemy’s
HP

Zantetsuken +3 15 ft. If the enemy has 5 HP or less, kills 3 3 D8 BODY Physical


instantly.

Critical Plus None N/A Subtract 1d4 from the explode 1/Rest 3 None Physical
chance of an attack.

MP Haste None N/A Reduces the MP cost of a spell by 1/Rest 3 D8 HRT Physical
2.

Second None N/A When healed from being knocked 1/Rest 3 None Healing
Wind out, double the amount of HP
received.

Sonic Blade +D4 10 ft. Make up to 5 additional attacks on 3 3 D8 BODY Physical


an enemy for a d4 of damage
each. Ends on the first miss.

Judgment +1d4 20 ft. Hurl the keyblade at an enemy 3 3 D8 HRT, D8 Physical


Line 1d4 times. Takes a turn to re- BODY
summon.

Reflect Raid +1d4 20 ft. Hurl the keyblade at an enemy. 3 3 D8 HRT, D8 Physical
Line Bounces off 1d6 enemies. Takes a BODY
turn to re-summon.

Superglide None N/A Can fly as a movement action for Passive 4 D8 HRT Physical
30 ft/sec.

Teleport +3 10 ft. Teleport 1d4 times to attack 4 3 D8 HRT, D8 Physical,


Rush Person different enemies. Cannot take a BODY Space
standard action next turn.

Deathscythe +3 20 ft. Fire a 10ft wide projectile in a line. 3 3 D10 BODY Physical
Projectile

TIER 4 ABILITIES
Name Damage Range Effects MP AP Requirements Type

Leaf Bracer None N/A Casting Cure does not provoke Passive 4 D10 HRT Healing
AOO.

Ars 13D4 15 ft. Unleash a flurry of blows. 1/Rest 4 D10 BODY Physical
Arcanum

TIER 1 DRIVE FORMS


Dark Mode

MP AP Drive Cost Effects

3 5 3 +10 ft/Round, -3 HRT checks, ½ damage from Darkness attacks, X2 from light.

18
Special Abilities

Name Damage Range Effects MP Drive Gauge Type

Inverse +2 20 ft. Release a burst of dark energy that inflicts 2 2 Darkness


Burst Radius Confused.

Dark Firaga +2 20 ft. Fire a blast of dark fire that explodes on 3 3 Darkness,
Projectile impact. Does 1d4 splash damage in a 10 ft. Fire
radius.

Shock Slash +2 20 ft. Fire 1d4 bursts of darkness that can inflict 2 2 Darkness
Projectile Confused.

Dark None N/A Meld with any surface into a shadow, as a 2 1 Darkness
Shadow standard action. Incapable of attacking or
being attacked in this form.

Dark Break +2 5 ft. Leap over an enemy and attack them. Can 2 2 Physical
knock the enemy prone.

Dark Aura +2 5 ft. Attack an enemy 1d4 times. 5 All Finisher

REPLICAS AND GUARDIANS


To create a Replica or Guardian servant, the player must first expend 7 AP, 7 MP, and
13 Munny to do so. This actor is then a separate entity that is controlled by the player, with the
abilities of a blank character sheet. All of their Primary or Secondary Stats or Skills are treated
as if they have no points in them.
Thereafter, whenever the player has unspent AP, they may invest it in their creation.
They can improve their creations stats and buy it abilities and spells, just as they would for
themselves.
However, Replicas and Guardians have Growth stat, which starts at 0. Whenever the
DM feels that the players have interacted with the creation in a meaningful way, the DM may
award the creation a Growth point. If the creation ever reaches 7 Growth points, they grow a
heart, and become a character independent of the players. After this, it is treated as an NPC
and is no longer controlled by their creator.
If the player creates a Guardian, they may assign it the Heartless or Nobody race if they
wish, and add the associated Race stats to it during creation without having to spend AP. This
requires a DC 7 HRT check to do so however.

ARMS
TIER 0 KEYBLADES
Name Damage Range Explode Chance Munny Effects

Beeblade N/A 5 ft. N/A X Does no damage, summons a


swarm of angry bees when used.

TIER 1 KEYBLADES
Name Damage Range Explode Chance Munny Effects

Kingdom Key +1 5 ft. 0 X None

19
Kingdom Key D +1 5 ft. 0 X None

Jungle King +1 10 ft. 0 5 None

Olympia +1 5 ft. -1 5 None

Lady Luck +1 5 ft. 0 5 +1 MP

TIER 2 KEYBLADES
Name Damage Range Explode Chance Munny Effects

Three Wishes +2 5 ft. 0 15 None

Pumpkinhead +2 10 ft. -1 15 None

Crabclaw +3 5 ft. 0 15 +1 MP

Wishing Star +3 5 ft. -1 15 None

Fairy Harp +2 5 ft. -1 15 +1 MP

Divine Rose +3 5 ft. -1 15 None

Star Seeker +2 5 ft. 0 15 Extra attack when in midair.

Monochrome +2 5 ft. 0 15 Doubles effectiveness of healing


spells/items used by wielder.

Follow the Wind +2 5 ft. 0 15 Gain 1 extra Munny whenever it is


earned.

Maverick Flare +0 5 ft. -3 20 None

TIER 3 KEYBLADES
Name Damage Range Explode Chance Munny Effects

Spellbinder +3 5 ft. 0 30 +2 MP

Metal Chocobo +4 10 ft. X 30 -1 MP

Lionheart +3 5 ft. 0 30 +1 Bonus Attack

Diamond Dust +3 5 ft. 0 30 +1d4 ice damage.

One Winged +1 10 ft. -3 45 -3 MP


Angel

Hidden Dragon +3 5 ft. 0 30 Restore 1d4 MP whenever damage


is taken.

Photon Debugger +3 5 ft. 0 30 +1d4 thunder damage.

Bond of Flame +3 5 ft. 0 30 +1d4 fire damage.

Total Eclipse +6 5 ft. 0 30 -3 DEF

Midnight Roar +4 5 ft. 0 30 +3 DEF when at 1 HP.

20
TIER 4 KEYBLADES
Name Damage Range Explode Chance Munny Effects

Oathkeeper +2 10 ft. -2 50 +3 MP

Oblivion +5 10 ft. -1 50 -3 MP

Keyblade of +3 10 ft. -1 50 -2 HRT


Heart

TIER 5 KEYBLADES
Name Damage Range Explode Chance Munny Effects

Ultima +5 10 ft. -2 X +2 all Primary Stats

TIER 1 STAFFS
Name Damage Range Explode Chance Munny Effects

Mage’s Staff 0 5 ft. 0 X +1 MP

Morning Star 0 5 ft. 0 5 +2 MP

Warhammer +1 5 ft. 0 5 None

TIER 2 STAFFS
Name Damage Range Explode Chance Munny Effects

Shooting Star +1 5 ft. 0 15 +1 MP

Magus Staff +2 5 ft. 0 15 None

Lord Fortune +1 5 ft. -1 15 +1 MP

Wizard’s Relic +1 5 ft. 0 15 +2 MP

TIER 3 STAFFS
Name Damage Range Explode Chance Munny Effects

Silver Mallet +2 5 ft. 0 30 +2 BODY

Heart Staff +1 5 ft. 0 30 +1 HRT, +1 MP

Violetta +2 5 ft. 0 30 -2 MP

TIER 4 STAFFS
Name Damage Range Explode Chance Munny Effects

Dream Rod +2 5 ft. -1 50 +3 MP,

21
Grand Mallet +3 5 ft. 0 50 -1 MP

Fantasia 0 5 ft. X 50 +4 MP

Meteor Strike +4 5 ft. X 50 +2 MP

TIER 5 STAFFS
Name Damage Range Explode Chance Munny Effects

Save the Queen +5 10 ft. -2 X +2 all Primary Stats

TIER 1 SHIELDS
Name Damage Range Explode Chance Munny Effects

Knight’s Shield +1 5 ft. 0 X None

Stout Shield +1 5 ft. 0 5 +1 DEF

TIER 2 SHIELDS
Name Damage Range Explode Chance Munny Effects

Smasher +2 5 ft. 0 15 +1 BODY

Golem Shield +2 5 ft. -1 15 +1 DEF

Mythril Shield +4 5 ft. 0 15 None

Adamant Shield +2 5 ft. 0 15 +2 DEF

TIER 3 SHIELDS
Name Damage Range Explode Chance Munny Effects

Onyx Shield +3 5 ft. -1 30 +2 DEF

Dream Shield +3 5 ft. 0 30 +1 DEF, +1 BODY, -2 HRT

Seven Elements +3 5 ft. 0 30 -1d4 damage when hit with elemental


spell

Gigas Fist +3 5 ft. 0 30 +2 BODY

TIER 4 SHIELDS
Name Damage Range Explode Chance Munny Effects

Genji Shield +4 5 ft. 0 50 +3 DEF, -2 BODY

Herc’s Shield +4 5 ft. 0 50 +3 BODY, -1 DEF, -1 MP

Defender +4 5 ft. X 50 +5 DEF

22
Mighty Shield +4 5 ft. -2 50 +3 BODY, -1 DEF, -1 MP

TIER 5 SHIELDS
Name Damage Range Explode Chance Munny Effects

Save the King +5 5 ft. -2 X +2 all Primary Stats

TIER 0 SWORDS
Name Damage Range Explode Chance Munny Effects

Wooden Sword None 5 ft. N/A X Incapable of dealing damage.

Dummy Soul +1 5 ft. 0 X Cursed, stuns the wielder if used.


Eater

TIER 1 SWORDS
Name Damage Range Explode Chance Munny Effects

Dream Sword +1 5 ft. 0 X None

Soul Eater +1 5 ft. 0 X -2 Explode chance when at 1 HP.

ACCESSORIES, ARMOR, AND ITEMS


Accessories are a way for the players to further improve their characters. Accessories
and armor often have abilities that modify the player’s stats in a passive way so as to make
them better equipped to handle the dangers the world possesses.

Armor falls into different slots. Each slot can only have one thing equipped to it at a time.
For instance, if a player owns two different rings, they may only have one equipped.

Cards are a unique brand of accessory, as they often allow the player to modify dice
rolls, or other game mechanics once every so often. A player may only have one type of card at
a time.

ACCESSORIES
Name Munny Slot Effects

Protect Chain 10 Neck +1 DEF

Protera Chain 20 Neck +2 DEF

Protega Chain 30 Neck +3 DEF

Obsidian Ring 5 Ring +1 Attack

23
Prime Cap 5 Head +1 DEF

Fire Ring 7 Ring -1d4 Fire Damage

Fira Ring 13 Ring -1d6 Fire Damage

Firaga Ring 20 Ring -1d8 Fire Damage, Advantage against Burned

Firagun Band 30 Ring -1d10 Fire Damage, Advantage against Burned, +1 Attack

Blizzard Ring 7 Ring -1d4 Ice Damage

Blizzara Ring 13 Ring -1d6 Ice Damage

Blizzaga Ring 20 Ring -1d8 Ice Damage, Advantage against Frozen

Blizzagun Band 30 Ring -1d10 Ice Damage, Advantage against Frozen, +1 Attack

Thunder Ring 7 Ring -1d4 Thunder Damage

Thundara Ring 13 Ring -1d6 Thunder Damage

Thundaga Ring 20 Ring -1d8 Thunder Damage, Advantage against Stunned

Thundagun Band 30 Ring -1d8 Thunder Damage, Advantage against Stunned, +1 AP

Ability Stud 10 Earring +1 AP

Guard Earring 20 Earring +2 AP, +1 DEF

Master Earring 40 Earring +3 AP, +2 DEF

Chaos Ring 7 Ring -1d4 Darkness Damage

Dark Ring 13 Ring -1d6 Darkness Damage, +2 DEF

Element Ring 22 Ring -1d6 Fire, Ice, or Thunder Damage

Three Stars 27 Ring -1d6 Fire, Ice, or Thunder Damage, +2 DEF

Power Chain 15 Neck +1 Attack

Golem Chain 20 Neck +1 Attack, +1 BODY

Titan Chain 25 Neck +2 Attack, +2 BODY, +1 DEF

Energy Bangle 15 Wrist +1 DEF, +1 HP

Angel Bangle 25 Wrist +2 DEF, +2 HP

Gaia Bangle 35 Wrist +3 DEF, +3 HP

Magic Armlet 15 Wrist +1 MP

Rune Armlet 20 Wrist +2 MP, +1 DEF

Atlas Armlet 25 Wrist +3 MP, +2 DEF, +1 HRT

EXP Bracelet 20 Wrist +4 AP

24
EXP Necklace 20 Neck +4 AP

EXP Earring 20 Earring +4 AP

EXP Ring 20 Ring +4 AP

Heartguard 20 Neck +2 HRT, +1 DEF, -1d6 Darkness Damage

Ribbon 25 Neck +3 DEF, -1d6 All Elemental Damage

Crystal Crown 25 Head +1 HP, +1 BODY, +1 HRT, +1 DEF, +1 AP

Brave Warrior 15 Earring +1 HP, +1 Attack

Irfit’s Horn 20 Neck +1 AP, +1 DEF, -1d6 Fire Damage

Ifrit’s Belt 25 Belt +1 BODY, +1 Attack, -1d6 Fire Damage

Inferno Band 25 Wrist +2 DEF, -1d4 Fire or Darkness Damage

Shiva Belt 25 Belt +1 HRT, +1 Attack, -1d6 Ice Damage

Ramuh Belt 25 Belt +1 BODY, +1 AP, -1d6 Thunder Damage

White Fang 25 Neck +1 AP, +1 BODY, +1 DEF

Ray of Light 20 Earring +2 HP, +1 HRT

Holy Circlet 30 Head +3 AP, -1d6 Fire, Ice, or Thunder Damage

Raven’s Claw 30 Neck +2 Attack, +2 DEF, -1d6 Darkness Damage

Moogle Badge 30 Neck +1 HP, +1 AP, +1 BODY, +1 Attack

Royal Crown 40 Head +2 DEF, +2 HRT, -1d4 Fire, Ice, Thunder Damage

Omega Arts 40 Earring +3 HP, +3 Attack, +2 HRT, +3 DEF

Cosmic Arts 50 Earring +4 HP, +4 Attack, +3 HRT, +4 DEF

Black Coat 30 Cloak Shields the wearer from the darkness of the Dark Corridors and the lanes
between worlds. Take -1 to Darkness Damage.

CARDS
Name Munny Effects Randomizer

Shadow 10 Add +1 to one attack per combat. 1

Soldier 15 At an extra attack once per combat. 2

Powerwild 15 Invert the value of a die once per rest. 3

Bouncywild 15 Gain an extra munny once per rest. 4

Large Body 15 Nullify frontal damage once per day. 5

Fat Bandit 15 Add +2 to one attack when striking an enemy from behind once per combat. 6

25
Sea Neon 15 Reroll a die once per combat. 7

Bandit 20 Automatically explode a die once per day. 8

Pirate 20 Automatically cause a roll to fail once per day. 9

Red Nocturne 10 +1 to a Fire spell once per combat. 10

Blue 10 +1 to an Ice spell once per combat. 11


Rhapsody

Yellow Opera 10 +1 to a Thunder spell once per combat. 12

Green 10 +1 to an HP boost item or spell once per combat. 13


Requiem

Wizard 15 +1 to any spell once per combat, but become incapable of receiving benefits 14
from any summon.

Air Soldier 10 Re-summon a weapon as a move action once per combat. 15

Barrel Spider 15 Explode upon death, dealing 1d6 damage in a 10 ft. radius. 16

Wight Knight 10 +10 ft to your jumping height/distance. 17

Air Pirate 15 +1 against Stun attempts. 18

Gargoyle 10 Add +1 to defense once per combat. 19

Search Ghost 20 Absorb 1d4 HP from an enemy once per rest. 20

Aquatank 20 +1 MP when you run out once per rest. 21

Screwdriver 10 -1 to an enemy attack once per combat. 22

Wyvern 20 +1 Drive Gauge when you run out once per rest. 23

Defender 15 -1 damage from a physical attack once per combat. 24

White 20 Restore 1 HP whenever you use a summon. 25


Mushroom

Black Fungus 30 Store a random card effect once per rest. Roll a d6 for the tens value, then a 26
d10 for the ones value.

Creeper 15 Stop an attack of opportunity against a cure spell once per rest. 27

Tornado Step 20 +2 to the Drive Gauge once per rest. 28

Crescendo 20 Become incapable of using spells, but get a +3 to summon abilities. 29

Neoshadow 30 Once per rest, cause an enemy’s HP to drop by 1d4 for 3 rounds. 30

Darkball 30 Once per rest, search the initiative deck and draw whichever card you like. 31

Guard Armor 20 Once per combat, add +5 to the range of any attack. 32

Hades 30 +1 attack when at 1 HP. 33

26
Trickmaster 30 +1 DEF when under a status condition. 34

Jafar 30 +1 when using the Card Break reaction. 35

Ursula 30 Once per rest, take ½ damage from any spell. 36

Oogie Boogie 30 Once per rest, get +1 HP per round for 3 rounds. 37

Parasite 20 Once per combat, take away an enemy’s move action. 38


Cage

Hook 30 If an attack would drop you to 0 HP, hang on with 1 HP if you take more than 39
half your total HP in damage once per rest.

Dragon 30 Once per combat, get a +1 to attack at the cost of not filling the Drive Gauge. 40
Maleficent

Darkside 30 Once per rest, copy the last attack used by an enemy. 41

Riku Replica 30 Once per rest, a spell or special ability uses no MP. 42

Card Soldier 30 Once per rest, a Drive Form attack uses no Drive Gauge. 43

Ansem 40 Once per rest, nullify all darkness damage for a round. 44

Xemnas 40 When receiving consecutive attacks, the enemy gets disadvantage on the 45
second strike and beyond.

Xigbar 40 +1 to projectile attacks. 46

Xaldin 40 Once per rest, cast Aero for free. 47

Vexen 40 -1 to ice damage against you. 48

Lexaus 40 +1 when executing a Finisher. 49

Zexion 40 Once per rest, cast Confuse for free. 50

Saix 40 Once per rest when performing multiple attacks, get a +1 for each subsequent 51
attack.

Axel 40 +2 against Stunned. 52

Demyx 40 +1 to water-based attacks. 53

Luxord 40 Once per rest, use Card Break without sacrificing your standard action. 54

Marluxia 40 +3 to your max Drive Gauge. 55

Larxene 40 +10 ft./Round to your speed. 56

Roxas 40 Once per rest, double the damage of a standard attack. 57

Gold Card 50 Once per rest, allow another player to use their Card one more time. 58

Platinum 50 Once per combat, take no damage from an attack. 59


Card

Honey Bee 0 Cursed. Once per rest summons an uncontrollable swarm of bees. 60

27
POTIONS
Name Munny Effect Lucky Bounty

Potion 3 Restore 1 HP 2

Hi-Potion 5 Restore 2 HP 3

Mega-Potion 10 Restore 3 HP 4

Ether 3 Restore 3 MP. 5

Mega-Ether 5 Restore 5 MP. 6

Elixir 10 Restore 1 HP, restore 3 MP. 7

Megalixir 15 Restore 2 HP, restore 5 MP. 8

Tent 15 Restore 1 HP to the entire party. Can only be used in safe situations. 9

Camping Set 20 Fully restores HP to the entire party. Can only be used in safe situations. 10

Cottage 25 Fully restores HP to the entire party. Can only be used in safe situations. 11
Counts as a long rest.

Healing Herb 15 Fully restores HP 12

Thunder 5 Casts Thunder. 13


Potion

Cure Potion 3 Removes 1 status effect 14

Aero Potion 5 Casts Aero 15

Power Up 20 +1 BODY 16

Defense Up 20 +1 DEF 17

AP UP 20 +1 AP 18

Honey 3 Pour on the ground to create a 10 ft. radius patch that halves movement 19
speed.

Honey Pot 10 Set on the ground to attract all mindless enemies within a 25 ft. radius. They 20
will be distracted and eat the honey for 2 rounds.

28
29
Gummi Garage
“Simply astonishing! Today I had a guest from another world. He is a king, and his vessel is built
of the material that composed the meteors. He called the pieces "gummi blocks". It seemed that
my opening the door has opened a path to interworld travel.”
- Ansem Report 9

Since the age of dreams, the Worlds have remained separated by a vast gulf of darkness.
Traversing this is nearly impossible without the special protection of Gummi Ships. These little
vessels allow travelers to hop from world to world, yet although they protect from the all-
encompassing darkness of the void, they are not impervious to the dangers that lurk within it.

GUMMI COMBAT
In many cases, the player will find themselves accosted by the Heartless in the space
between worlds. These Heartless Gummi Ships must be destroyed in order to pass, as they will
harass the players at all costs. Different types of ships all behave differently.

Each player starts off with a basic Kingdom model of Gummi Ship, although different
models can be purchased from many shops.

The objective of a gummi ship mission isn’t necessarily to destroy all of the other ships.
Sometimes it could be to get to the other side of a map, or to capture an objective, or simply to
destroy all of the other pieces. It’s up to the DM’s discretion.

SHIP CREATION
Each player begins the game with a Gummi Ship with the following base stats:
- HP: 1
- Defense: 1
- Attack: 1d4
- Range: 3 Squares
- Speed: 1 Square

30
The player begins the game with 10 AP to spend on Gummi Blocks as they see fit. A Gummi
Ship can have 30 AP worth of upgrades in total.
Gummi Blocks are upgrades to the Gummi Ship that modify its stats in some way. Gummi
Blocks can be bought from most shops.

GUMMI BLOCKS
Name Type AP Munny Effect
Cure-G Cockpit 3 5 +1 HP
Curaga-G Cockpit 5 7 +2 HP
Life-G Cockpit 7 9 +3 HP
Full-Life-G Cockpit 9 11 +4 HP
Fire-G Engine 1 3 +1 Speed
Fira-G Engine 2 5 +2 Speed
Firaga-G Engine 3 7 +3 Speed
Flare-G Engine 4 9 +4 Speed
Holy-G Engine 5 11 +5 Speed
Protect-G Armor 1 2 +1 DEF
Shell-G Armor 2 4 +2 DEF
Dispel-G Armor 3 5 +3 DEF
Aero-G Wing 2 2 +1 Range
Aerora-G Wing 4 4 +2 Range
Aeroga-G Wing 6 6 +3 Range
Float-G Wing 8 8 +4 Range
Tornado-G Wing 10 10 +5 Range
Thunder-G Weapon 3 3 +1 Damage (Single Target)
Thundara-G Weapon 5 5 +2 Damage (Single Target)
Thundaga-G Weapon 7 7 +3 Damage (Single Target)
Comet-G Weapon 5 7 +1 Damage (3 Square Line)
Meteor-G Weapon 9 9 +3 Damage (3 Square Line)
Ultima-G Weapon 13 11 +5 Damage (3 Square Line)
Drain-G Special 5 7 Once per combat, drain 1d4 HP from an enemy.
Esuna-G Special 7 11 Once per travel period, grabs a random item.
Haste-G Special 5 7 Gain an extra attack per round.
Haste-2G Special 7 9 Gain two extra attacks per round.
Osmose-G Special 7 11 Once per travel period, grabs 1d4 Munny.
Warp-G Special 7 7 Once per 3 rounds, instantly warp to a spot on the map.
Transform-G Special 9 11 Once per 3 rounds, transforms the Gummi Ship Into
another blueprMind that also contains Transform-G.
Scan-G V Special 7 5 Reveals hidden enemies in a 3-Square cone.
Scan-G O Special 7 5 Reveals hidden enemies in a 3-Square radius.
Shield-G Special 5 5 Creates a shield of 1 temporary HP.
Shield2-G Special 7 7 Creates a shield of 3 temporary HP.

31
MODELS
Name HP Defense Attack Range Speed Tactics
Stingray 1 1 1d4 2 1 Advances towards the player in a Bodyaight
line.
Siren 1 1 1d4 3 2 Hides behind other ships.
Remora 1 2 1d4 2 2 Positions itself in front of other ships.
Lamia 1 1 1d6 2 2 Circles around the player to flank.
Bomb 1 2 1d8 2 2 Attempts to collide with the player, blowing
up.
Carbuncle 2 3 1d6 2 2 Defends other ships.
Catoblepas 2 2 1d8 2 2 Advances towards the player.
Cindy 3 2 1d6 2 2 Advances to the front of combat.
Imp 1 2 1d6 2 3 Attacks the player, then runs away.
Adamant 3 3 1d8 3 3 Advances towards the player.
Alexander 3 2 2d4 4 2 Positions itself in the middle of other ships.
Atomos 4 4 1d8 3 2 Positions itself in front of weaker ships.
Goblin 2 2 1d8 4 4 Attacks the player then hides behind other
ships.
Ifrit 1 2 2d4 3 4 Moves around the battlefield, attacking at
random.
Omega 4 4 1d6 4 2 Gives a +1 to Attack to all adjacent ally
ships.
Sandy 2 3 1d8 3 5 Gives a +1 Speed to adjacent ships.
Shiva 5 2 1d8 4 3 Hangs towards the back of combat.
Sylph 1 2 2d4 5 5 Moves around combat healing other ships
for 1 HP per turn.
Ahriman 4 5 1d6 3 3 Gives a +1 to Defense to all adjacent ally
ships.
Deathguise 3 2 1d10 5 4 Aggressively attacks the player.
Golem 3 4 2d4 3 3 Protects ships low on HP.
Serpent 4 4 1d10 3 3 Gives a +1 to Range on all adjacent ships.
Ramuh 5 3 1d8 5 3 Can cast Drain on a player once per two
rounds.
Typhoon 3 6 1d8 5 2 +1 Defense, +1 Range on all adjacent ally
ships.
Odin 6 6 1d8 5 2 +2 HP on all adjacent ally ships.
Mindy 2 4 1d10 4 6 Backs up ships low on HP.
Diabolos 7 5 1d10 7 4 +2 Range, +2 Defense on all adjacent ally
ships. Hangs towards the back of combat.
Leviathan 4 3 2d6 4 7 +2 Attack, +2 Damage on all adjacent ally
ships. Aggressively pursues the players.

32
THE HEARTLESS
The shadows that crawl beneath the castle... Are they the people who lost their hearts, or incarnations
of darkness? Or something entirely beyond my imagination?
All my knowledge has provided no answer. One thing I am sure of is that they are entirely devoid of emotion.
Perhaps further study will unlock the mysteries of the heart.
Fortunately, there is no shortage of test samples. They are multiplying underground even as I write this report.
They still need a name. Those who lack hearts... I will call them the Heartless.
 Ansem Report 3

The Heartless are the most common enemies you will face on your journey. They are born from the
darker impulses in people’s hearts, and will stop at nothing to snuff out every light, and plunge everything into
blackness.

TIER 1
Shadow
HP: 1
Defense: 1
Attack: 1d4
Damage: 1
Range: 5 ft.
Size: Small
Speed: 15 ft/sec.
Weakness: None
Special Ability: Shadow
 Can meld with the ground as a
standard action and become
completely immune to attack until it
resurfaces. Can move, but not attack in
this form.
A Pureblood Heartless that flows across the ground as a shadow, completely immune to attack. Watch for
the moment it emerges, then strike!

Red Nocturne
HP: 1
Defense: 1
Attack: 1d6
Damage: 1 Fire + 25% Burned
Range: 20 ft.
Size: Small
Speed: 30 ft/sec.
Weakness: Ice/Water X 2
Special Ability: Fire Immunity
- Any damage caused by fire attacks or
spells heals Red Nocturne instead.

Spellcasting Heartless. While hovering about, they attack by casting Fire. Having low HP, they keep their
distance from their opponents, making them difficult to attack. They absorb fire attacks.

1
Blue Rhapsody
HP: 1
Defense: 1
Attack: 1d6
Damage: 1 Ice + 25% Frozen
Range: 20 ft.
Size: Small
Speed: 30 ft/sec.
Weakness: Thunder X 2
Special Ability: Ice Immunity
- All damage caused by blizzard attacks
or spells heals Blue Rhapsody instead

Spellcasting Heartless. They approach their enemies by bouncing about and attack with Blizzard and absorb
blizzard attacks.

Yellow Opera
HP: 1
Defense: 1
Attack: 1d6
Damage: 1 Thunder + 25% Stunned
Range: 20 ft.
Size: Small
Speed: 30 ft/sec.
Weakness: None
Special Abilities: Thunder Immunity
 All damage caused by thunder attacks
or spells heals Yellow Opera instead.
Spellcasting Heartless. Besides attacking with Thunder, they hurl themselves against their enemies. They
absorb thunder attacks.

Green Requiem
HP: 1
Defense: 1
Attack: None
Damage: None
Range: 20 ft.
Size: Small
Speed: 30 ft/sec.
Weakness: None
Special Abilities: Cure
 Can heal enemy Heartless for 1d4 HP
in a 20 ft. radius.
Special Abilities: Magic Immunity
 Magic attacks and Spells do no
damage to Green Requiem.
Spellcasting Heartless. They heal themselves and other Heartless with Cure. They are slow-moving, but
hover high in the air and absorb most magic attacks.

2
Black Ballade
HP: 10
Defense: 1
Attack: None
Damage: None
Range: 20 ft.
Size: Small
Speed: 30 ft/sec.
Weakness: None
Special Abilities: Shadow Game
 When one spawns, it splits into 5
identical copies. Perceive the real one
with an MIND 4 check. Attack the real
one four times for a prize. Attack the
wrong one for 1 point of damage.
A Heartless that confuses its enemy by creating projections of itself. If the copies are attacked, it will resort
to counterattacks and eventually run away. However, if it is attacked directly and relentlessly…

Shadow Glob
HP: 10
Defense: 1
Attack: None
Damage: None
Range: None
Size: Medium
Speed: None
Weakness: None
Special Abilities: Spawn Heartless
 Spawns a Heartless once every three
rounds.
These dark masses tend to attract Purebloods. Destroy them on sight.

3
TIER 2
Soldier
HP: 2
Defense: 2
Attack: 1d6
Damage: 2
Range: 5 ft.
Size: Medium
Speed: 20 ft/sec.
Weakness: None
Special Abilities: Rotating Kick
 Soldiers can perform a spinning kick in
a 15 ft. line, hitting anyone in their path
for 2 points of damage.

Heartless that emerge from various places. They are brisk in their movements, and rush into their
opponents. However, they are not that tenacious. They often appear in numbers, though they lack
teamwork.

Air Soldier
HP: 2
Defense: 2
Attack: 1d6
Damage: 2
Range: 5 ft.
Size: Medium
Speed: 20 ft/sec.
Weakness: None
Special Abilities: Flight
 Air Soldiers can fly indefinitely at a
speed of 40 ft./sec.
Special Abilities: Knuckle Hammer
 Air Soldiers can perform a diving
punch, with a 25% chance of stunning
the target.

Winged Heartless. They fly over their enemies and dive to strike them. Their high endurance and quickness
make them tough to beat.

4
White Mushroom
HP: 1
Defense: 1
Attack: None
Damage: None
Range: 5 ft.
Size: Medium
Speed: 15 ft/sec.
Weakness: None
Special Abilities: Charades
 White Mushrooms will play a game of
charades with the party.
 They will pantomime three spells, and if
the party casts all three correctly, they
will be rewarded with a random Potion.
 If they cast incorrectly, or the White
Mushroom is attacked, it will
immediately vanish.
Non-attacking, friendly Heartless. They might give you an item if you help them.

Black Fungus
HP: 1
Defense: 3
Attack: 1d4
Damage: 2
Range: 5 ft.
Size: Medium
Speed: 15 ft/sec.
Weakness: None
Special Abilities: Iron Defense
 Creates an impenetrable defense that
is impossible to break through,
No matter how high the player rolls.
Lasts 1 round.
Special Abilities: Poison Cloud
 Creates a cloud of poison with a 15 ft.
radius centered on Black Fungus.
Causes the status Poisoned on a failed
BODY roll of 3.
Hostile Heartless, unlike White Mushrooms. They attack with poison. Defeating them may bring good
things, but it is not easy.

5
Rare Truffle
HP: 1
Defense: 3
Attack: None
Damage: None
Range: 5 ft.
Size: Medium
Speed: 15 ft/sec.
Weakness: None
Special Abilities: Grandstander
 Making a BODY check that beats its
Defense score will knock it into the
air. Each player must pass this
BODY check to keep it up in the air.
If the players can keep it up for
more than 10 hits, it will award them
each with 5 Munny. It disappears
after this, or if any of the BODY
checks fail.
Non-attacking Heartless that are rarely found. They like to jump, so helping them stay in the air may bring
good things.

Large Body
HP: 3
Defense: Impenetrable from the front.
3 from behind or to the side.
Attack: 1d6+2
Damage: 3
Range: 10 ft.
Size: Large
Speed: 15 ft/sec.
Weakness: None
Special Abilities: Jumping Shockwave
 The Large Body slams into the ground,
causing all within a 10 ft. radius to
become Stunned, unless they make a
BODY saving throw of 3.
Special Abilities: Charge
 The Large Body charges forward
wildly, gaining a +2 on Attack and a +1
on Damage. If the Large Body is
reduced to 1 HP, it will use this on
every turn.
Big round Heartless. They seem tame and laid-back, but go berserk when they are angered. With their brute
strength, they can inflict great damage, so be on your guard.

6
Powerwild
HP: 2
Defense: 2
Attack: 1d6
Damage: 3
Range: 10 ft.
Size: Large
Speed: 20 ft/sec.
Weakness: None
Special Abilities: Slide
 A Powerwild can slide in towards the
player, giving itself an extra
15 feet of movement speed per round
in a straight line. Any players it comes
into contact with are hit with a basic
attack that can do 1 point of damage.
This ignores Attacks of Opportunity.

Heartless resembling a monkey. With great physical strength and agility, they often strike with combination
attacks. Avoid close-range battles with them if possible.

Bouncywild
HP: 2
Defense: 2
Attack: 1d6+2
Damage: 1
Range: 10 ft.
Size: Large
Speed: 20 ft/sec.
Weakness: None
Special Abilities: Banana Peel
 A Bouncywild can drop a banana peel
as a free action. If the player
moves into the same square as a
banana peel, they immediately
fall prone and drop 1 Munny.

Heartless resembling a monkey. Unlike Powerwilds, they attack from long range with a sling shot. They
scamper about during battle, making them difficult to hit.

7
Bandit
HP: 2
Defense: 2
Attack: 1d6+2
Damage: 2
Range: 5 ft.
Size: Medium
Speed: 20 ft/sec.
Weakness: None
Special Ability: Fling
 Bandits can fling themselves at the
players in a straight line for 20 ft. Any
player this comes into contact with has
a basic attack made against them for
standard damage. This ignores Attacks
of Opportunity.

Heartless that mostly appear in Agrabah. They can travel under the sand. They attack deftly with a long
sword. Attack them with caution.

Fat Bandit
HP: 3
Defense: Impenetrable from the front. 3 from
behind or to the side.
Attack: 1d6+2
Damage: 3
Range: 10 ft.
Size: Large
Speed: 15 ft/sec.
Weakness: None
Special Ability: Flame Throw
 Breathes a 15 ft. cone of flame forwards.
BODY save of 3 to avoid.
Does 1 point of damage, and has a 50%
chance of inflicting the Burned condition
for 1 round.
Special Ability: Flame Shot
 Fires three fireballs from his mouth at up
to three separate targets for 2 Damage.
25% chance of inflicting the Burned
condition for 1 round.
Special Ability: Fist of Flame
 Flaming punch that creates a shockwave
in a 10 ft. radius. 25% chance of inflicting
the Stunned condition. Anyone directly hit
is Burned for 2 rounds.

Heartless that mostly appear in Agrabah. They are well-balanced offensively and defensively. Besides
strong physical attack, they use fire, and they block attacks against them. Their movement is their weakness.

8
Pot Spider
HP: 1
Defense: 2
Attack: 1d6
Damage: 2
Range: 5 ft.
Size: Medium
Speed: 30 ft/sec.
Weakness: None
Special Abilities: Surprise!
 Disguising themselves as normal pots, Pot
spiders get a +3 bonus to Attack during a
surprise round.

Ordinary pots turned Heartless. They lie in wait as ordinary pots, then reveal themselves and attack when their
enemies draw near.

Barrel Spider
HP: 2
Defense: 2
Attack: 1d6
Damage: 2
Range: 5 ft.
Size: Medium
Speed: 30 ft/sec.
Weakness: None
Special Abilities: Surprise!
 Disguising themselves as normal barrels,
Barrel Spiders get a +3 bonus to Attack during
a surprise round.
Special Abilities: Kaboom!
 The Barrel Spider immediately explodes when
dropped to 0 HP, or if attacked with fire attacks
of any kind. This explosion immediately does
1d6 fire damage, and has a 50% chance of
inflicting the Burned condition for 1 round.
BODY 4 check to dodge.
Gunpowder barrel turned Heartless. They charge into their enemies and explode. Any physical impact or fire
will set them off.

9
Pot Scorpion
HP: 3
Defense: Invulnerable to attacks, unless on its back.
In which case, its defense is 1.
Attack: 1d6+2
Damage: 2
Range: 10 ft.
Size: Medium
Speed: 30 ft/sec.
Weakness: None
Special Abilities: Surprise!
 Disguising themselves as normal pots,
Pot Scorpions get a +3 bonus to Attack during
a surprise round.
Special Abilities: Invulnerability
 The Pot Scorpion is completely invulnerable to
damage unless it’s been flipped on its back.
Any Aero magic will do this.
Special Abilities: Poison Bomb
 The Pot Scorpion shoots a glob of poison from
its tail, creating a 10 ft. radius of poison on the
ground. Anyone besides the Pot Scorpion who
ends their turn in this takes 1d4 points of
poison damage, and has a 50% chance of
acquiring the Poisoned condition for 1 round.
An ordinary pot turned Heartless by the power of darkness. Unlike the Pot Spider, its pot is tough as nails. A
simple attack won't be enough to make it cry for mercy.

10
TIER 3
Screwdriver
HP: 2
Defense: 4
Attack: 1d6+2
Damage: 3
Range: 10 ft.
Size: Medium
Speed: 40 ft/sec.
Weakness: None
Special Abilities: Thunder Immunity
 All Thunder-type attacks or damage are
completely nullified.
Special Abilities: Docking
 Up to 4 Screwdriver can dock with an
Aquatank, increasing its mobility by 10 ft. per
creature.

Heartless that acts with Aquatank. Unpredictable creatures, dashing forward one minute, cowardly retreating
the next. They are invigorated by the sparks from Aquatank.

Sea Neon
HP: 2
Defense: 3
Attack: 1d6+2
Damage: 2
Range: 10 ft.
Size: Medium
Speed: 40 ft/sec.
Weakness: None
Special Abilities: None

Heartless resembling jellyfish. They swim fast, and attack in numbers. Overall, they are not tough opponents.

11
Sheltering Zone
HP: 2
Defense: 3
Attack: None
Damage: None
Range: 10 ft.
Size: Large
Speed: 20 ft/sec.
Weakness: None
Special Abilities: Electric Current
 Delivers an electric current of 1d4 damage
whenever they are attacked, or if the player
collides with them.
Special Abilities: Spawn
 When they are destroyed, they spawn three
Sea Neons.

Heartless resembling a jellyfish. You receive damage just from colliding with it. They move slow, but break up
into many Sea Neons if struck. They fling their tentacles away to keep their enemies away.

Aquatank
HP: 4
Defense: 4
Attack: 1d6+2
Damage: 2
Range: 10 ft.
Size: Large
Speed: 20 ft/sec.
Weakness: None
Special Abilities: Docking
 Up to 3 Screwdriver can dock with an
Aquatank, increasing its mobility by 10 ft. per
creature.
Special Abilities: Lightning
 Casts lightning in a 20 ft. radius, doing 1d6
damage to all players, and healing all
Screwdrivers in the area for 1d6 HP. DC 3
BODY to dodge.
Special Abilities: Thunder Immunity
 All Thunder-type attacks or damage are
completely nullified.
Heartless resembling a fish that calmly swim the seas. They are often carrying Screwdivers. Leisurely large
creatures that do not attack unless provoked.

12
Sniperwild
HP: 3
Defense: 2
Attack: 1d6+2
Damage: 3
Range: 30 ft.
Size: Medium
Speed: 30 ft/sec.
Weakness: None
Special Abilities: Alarm
 Once every two rounds, Sniperwild can raise
an alarm as a free action to summon another
Sniperwild.
Special Abilities: Snipe Shot
 Sniperwild can use its movement action to
take aim, bypassing a player’s Defense to
automatically hit.

A Heartless resembling a monkey. It roams as it pleases, rarely paying attention to its surroundings.
If Sora is spotted, it will call forth numerous allies, all armed with slingshots.

Search Ghost
HP: 2
Defense: 3
Attack: 1d6+2
Damage: 2
Range: 5 ft.
Size: Medium
Speed: 10 ft/sec.
Weakness: None
Special Abilities: Search Light
 Search Ghost casts a 15 ft. cone of light in
front of itself. It will not attack unless a player
steps into this cone.
Special Abilities: Absorb
 Whenever Search Ghost attacks, it heals itself
for the amount of damage it inflicts.
Special Abilities: Warp
 Although Search Ghost cannot move fast, it
can warp to any point on the map once every
other turn.

Heartless that mostly appear in Atlantica. They roam in dark areas and emit light from their eye to target their
enemies. They can warp from one place to another.

13
Wight Knight
HP: 2
Defense: 4
Attack: 1d6+3
Damage: 4
Range: 5 ft.
Size: Medium
Speed: 30 ft/sec.
Weakness: None
Special Abilities: Spin Attack
 Once every other turn, Wight Knight can
perform a spinning attack, hitting anyone
within arm’s reach for a standard attack.
Special Abilities: Leap
 Wight Knight can use its move action to leap
its full movement speed in an arc, bypassing
Attacks of Opportunity.

Heartless that mostly appear in Halloween Town. Their jerky, dancelike attack moves are fairly easy to dodge,
but cause large damage.

Gargoyle
HP: 4
Defense: 4
Attack: 1d6+3
Damage: 4
Range: 5 ft.
Size: Medium
Speed: 30 ft/sec.
Weakness: None
Special Abilities: Dark Orb Form
 Gargoyle can turn into an orb of dark energy
as a standard action. It is completely
invulnerable in this form, but cannot attack.
Special Abilities: Spew
 Once every two turns, Gargoyle can shoot a
blast of dark energy that has a +3 to Attack.

Winged Heartless that mostly appears in Halloween Town. They can move from one place to another almost
without notice. Since they are prone to sneak attack, they often get caught off guard by counter attacks.

14
Pirate
HP: 4
Defense: 4
Attack: 1d6+3
Damage: 4
Range: 5 ft.
Size: Medium
Speed: 30 ft/sec.
Weakness: None
Special Abilities: Staggering Slash
 The Pirate can perform a special attack with a
+3 to hit and a +4 to damage. A DC 4 BODY
save will block the attack, knocking the Pirate
prone.

Heartless that mostly appear in Neverland. They are quite combative with their swords. They often just focus
on the enemies in front, making them vulnerable to attacks from behind.

Air Pirate
HP: 4
Defense: 4
Attack: 1d6+3
Damage: 4
Range: 5 ft.
Size: Medium
Speed: 40 ft/sec.
Weakness: None
Special Abilities: Flight
 The Air Pirate can fly in any direction as a
move action. They can sustain a hover in
mid-air at no penalty.

Winged Heartless that mostly appear in Neverland. They are extremely combative and are hardly ever caught
off guard. They attack with martial-arts-like techniques.

15
Jet Balloon
HP: 4
Defense: 4
Attack: 1d6+3
Damage: 3
Range: 10 ft.
Size: Large
Speed: 20 ft/sec.
Weakness: Stop, Aero will stop it from firing Missile
Divers for 2 rounds.
Special Abilities: Docking
 Up to 3 Screwdriver can dock with an
Aquatank, increasing its mobility by 10 ft. per
creature.
Special Abilities: Lightning
 Casts lightning in a 20 ft. radius, doing 1d6
damage to all players, and healing all
Screwdrivers in the area for 1d6 HP. DC 3
BODY to dodge.
Special Abilities: Missile Dive
 Jet Balloon can fire Missile Divers at a player
as a standard attack. These do 1d6+2 damage
on impact, and cause the player to drop 3
Munny. A Jet Balloon can have up to 3 stored.
A Heartless similar to the Aquatank. It flies through the air with tremendous speed. Chasing it will lead to a
perilous aerial battle as it unloads its Missile Driver attack, an attack similar to the Screwdriver. Its heinous
nature attracts them to prey who carry lots of munny.

Missile Diver
HP: 2
Defense: 4
Attack: 1d6+2
Damage: 3
Range: 10 ft.
Size: Medium
Speed: 40 ft/sec.
Weakness: Aero spells can deflect them away.
Special Abilities: Missile Dive
 Jet Balloon can fire Missile Divers at a player
as a standard attack. These do 1d6+2 damage
on impact, and cause the player to drop 3
Munny. A Jet Balloon can have up to 3 stored.
Special Abilities: Docking
 Up to 3 Missle Diver can dock with an Jet
Balloon, increasing its mobility by 10 ft. per
creature.

???

16
Battleship
HP: 5
Defense: 5
Attack: 1d8+3
Damage: 5
Range: 30 ft.
Size: Large
Speed: 20 ft/sec.
Weakness: None
Special Abilities: Flight
 The Battleship can fly in any direction as a
move action. They can sustain a hover in mid-
air at no penalty.
Special Abilities: Destructible
 The sail of the Battleship can be destroyed,
dropping its movement speed to 5 ft/sec.
 The cannons of the Battleship can be
destroyed, removing its ability to use its
Bombardment and Cannon abilities.
Special Abilities: Bombardment
 The Battleship can rain bombs on enemies
below it, for 1d4 points of damage. It can drop
3 bombs per round.
Special Abilities: Cannon
 The Battleship can fire its cannon once every
other round, increasing its Attack by 2.
Heartless that fused together with a pirate ship. They attack with homing and magic projectiles. Attack them at
close range.

17
TIER 4
Gigas Shadow
HP: 10
Defense: 4
Attack: 1d8
Damage: 3
Range: 10 ft.
Size: Large
Speed: 30 ft/sec.
Weakness: None
Special Ability: Shadow
 Can meld with the ground as a standard action
and become completely immune to attack until
it resurfaces. Can move, but not attack in this
form.
Special Abilitiy: Done
 If Gigas Shadow inflicts any damage on a
player, they will disappear out of happiness for
a job well done.
A large Heartless similar to a Shadow. Like its predecessor, it's quite persistent and will chase its target
around. If it just does the littlest amount of damage to Sora, it will fade out of sheer happiness.

Stealth Soldier
HP: 7
Defense: 5
Attack: 1d8+1
Damage: 3
Range: 5 ft.
Size: Medium
Speed: 30 ft/sec.
Weakness: None
Special Abilities: Invisibility
 Stealth Soldiers are completely invisible and
cannot be perceived without a DC 5 Notice
check. Attacking them while in this state is at a
disadvantage.
 They become visible after being hit once.
Special Abilities: Charge
 Stealth Soldiers’s attacks have a 50% chance
of inflicting the Stunned condition.

A stealthy Heartless similar in appearance to a Soldier. It appears alongside other Heartless and deals attacks
from afar. Although a troublesome enemy, it shows itself once its weakness is uncovered.

18
Grand Ghost
HP: 10
Defense: 4
Attack: 1d8+2
Damage: 3
Range: 10 ft.
Size: Large
Speed: 10 ft/sec.
Weakness: Healing spells/Items
Special Abilities: Passive
 Grand Ghost will not attack unless a player
attacks it first.
Special Abilities: Immune
 Grand Ghost is completely impervious to all
forms of damage from conventional attacks
and spells. It can only be damaged through
healing spells and items.
Special Abilities: Warp
 Although Grand Ghost cannot move fast, it
can warp to any point on the map once every
other turn.
A Heartless similar to the Search Ghost, often spotted within Monstro. Weapon attacks do no damage, only
causing items to drop. Approach the phantom and use said items for a startling discovery.

Wizard
HP: 10
Defense: 4
Attack: 1d8+2
Damage: None
Range: 30 ft.
Size: Large
Speed: 10 ft/sec.
Weakness: Healing spells/Items
Special Abilities: Fire
 Projectile, 2d6 damage.
 Can cause Burned condition. DC 5 BODY.
Special Abilities: Blizzard
 Spot, 2d6 damage.
 Can cause Frozen condition. DC 5 BODY.
Special Abilities: Thunder
 15 ft. Radius, 1d6 damage.
 Can cause Stunned condition. DC 5 BODY to
dodge.
 Casts for two turns, completely invulnerable to
damage during.
Special Abilities: Gravity
 10 ft. Radius, 1d6 damage.
 Can cause Dazzled condition. DC 5 BODY.
Special Abilities: Magic Immunity
 The Wizard is immune to all spells.
Heartless that attack with various powerful spells. Eludes enemy attacks by teleporting, making them tough to
beat.
19
Darkball
HP: 10
Defense: 5
Attack: 1d8+3
Damage: 5
Range: 5 ft.
Size: Medium
Speed: 30 ft/sec.
Weakness: None
Special Abilities: Gaseous Form
 As a standard action, Darkballs can turn into a
gaseous form that is impervious to damage.
 When they emerge from this form, they
release a burst of energy that does 2d6
damage. DC 5 BODY to avoid.
Special Abilities: Berserk
 When a Darkball is reduced to half of its HP or
less, it goes berserk, halving its attack but
doubling its damage.
Heartless born purely out of darkness. Their movements are unpredictable, as they often make sudden moves
and attacks.

Wyvern
HP: 13
Defense: 5
Attack: 1d8+3
Damage: 7
Range: 5 ft.
Size: Large
Speed: 45 ft/sec.
Weakness: None
Special Abilities: Flight
 The Wyvern can fly in any direction as a move
action. They can sustain a hover in mid-air at
no penalty.

Giant Heartless that attack from the air. They are quite swift for their size and are hard to attack, especially
while they are high in the air. Counterattacking when they come down would be most effective.

20
Defender
HP: 15
Defense: Impenetrable from the front. 7 from behind.
Attack: 1d8+3
Damage: 7
Range: 5 ft.
Size: Large
Speed: 15 ft/sec.
Weakness: None
Special Abilities: Fireball
 Defender can shoot a fireball forward with a
range of 20 ft for 1d8 damage.
 Chance of inducing the Burned condition. DC
4 BODY to avoid.
Special Abilities: Frost Breath
 Defender can shoot a 15 ft. cone of frost
forward for 1d8 damage.
 Chance of inducing the Frozen condition. DC
4 BODY to avoid.
Special Abilities: Haymaker
 Defender can swipe in an arc in all squares
adjacent to it once every two turns.
Heartless that mostly appear in Hollow Bastion. They carry an eerie shield with a face that casts Fire and
Blizzard and bites nearby enemies.

Shadow Self
HP: ???
Defense: ???
Attack: ???
Damage: ???
Range: ???
Size: ???
Speed: ???
Weakness: None
Special Abilities: Shadow Self
 Occasionally, when the darkness is strong, a
shadow duplicate of the player may be
created. This duplicate copies the player’s
stats, abilities, and equipment in every way.

The closer you get to the light, the greater your shadow becomes.

21
TIER 5
Bit Sniper
HP: 5
Defense: 5
Attack: 1d8+3
Damage: 5
Range: 5 ft.
Size: Small
Speed: 30 ft/sec.
Weakness: None
Special Abilities: Flight
 The Wyvern can fly in any direction as a move
action. They can sustain a hover in mid-air at
no penalty.
Special Abilities: Laser
 The Bit Sniper can fire a laser in a 30 ft. line at
the player, damaging any in its path.
Special Abilities: Snipe Shot
 Bit Sniper can use its movement action to take
aim, bypassing a player’s Defense to
automatically hit.

Pink Agaricus
HP: ???
Defense: 10
Attack: None
Damage: None
Range: 5 ft.
Size: Huge
Speed: 15 ft/sec.
Weakness: None
Special Abilities: Stop Game
 Pink Agaricus will engage the player in a Stop
Game. The game last 3 rounds.
 If the players can hit Agaricus more than 3
times, they will be gifted a potion.
 If the players can hit Agaricus more than 7
times, they will be gifted a Cottage.
 If the players can hit Agaricus 13 times or
more, they will be gifted a Crystal Crown.

A colossal Heartless called forth by euphoric White Mushrooms. A dancer by nature, once it starts dancing, it
can't stop.

22
Neoshadow
HP: 15
Defense: 7
Attack: 2d8+3
Damage: 7
Range: 5 ft.
Size: Medium
Speed: 30 ft/sec.
Weakness: None
Special Ability: Shadow Out
 Can meld with the ground as a standard action
and become completely immune to attack until
it resurfaces. Can move, but not attack in this
form.
 Can grab at a player in this form to immobilize
them, but not attack.
Special Abilities: Air Rush
 Soldiers can perform a spinning kick in a 20 ft.
line, hitting anyone in their path for 4 points of
damage.
Special Abilities: Immunity
 Neoshadows are completely immune to Stop
magic.
Special Abilities: Spawn Neoshadow
 When at a third or less of their total HP,
Neoshadow will attempt to spawn another
Neoshadow every other turn. These take two
turns to spawn, and have no defense and only
1 HP while spawning.
A Heartless that travels in packs. Combining their powers allows them to attack Sora while also healing
themselves. Leaving even just one alive will result in a never-ending battle.

23
Invisible
HP: 20
Defense: 8
Attack: 2d8+5
Damage: 10
Range: 5 ft.
Size: Large
Speed: 30 ft/sec.
Weakness: None
Special Ability: Dark Firaga
 Invisible can fire a blast of fire with a range of
30 ft. for 2d6 damage.
 Has a 50% chance of inflicting Burned, DC 7
BODY to avoid.
Special Ability: Curse
 Invisible vanishes and curses the player,
making a ring of fire appear around the player.
 On the Invisible’s next turn, the curse goes
into effect, detonating for 3d8 damage.
 This can be avoided with a DC 7 HRT save, or
cured with anything that removes status
effects.
Heartless wielding a large sword. These winged Heartless can move freely through the air. Besides their
sword, they attack with their tail and wings. With their high attack power, they often defeat their foes quickly.

Angel Star
HP: 20
Defense: 8
Attack: 2d8
Damage: 10
Range: 30 ft.
Size: Medium
Speed: 20 ft/sec.
Weakness: None
Special Abilities: Flight
 The Wyvern can fly in any direction as a
move action. They can sustain a hover in
mid-air at no penalty.
Special Abilities: Pink Light
 The Angel Star emits a pink light that
summons a tornado, doing 2d6 damage.
Special Abilities: Blue Light
 The Angel Star emits a blue light that calls
down a laser which can do 1d6 damage.
 25% chance of summoning another Angel
Star.
Special Abilities: White Light
 The Angel Star emits a white light, then fires
three balls of lightning for 1d8 damage each.
 Inflicts Stunned, DC 5 BODY save to avoid.
Flying Heartless that cast potent spells. They are born of holy spells. They attack from long range with magic.
They block physical attacks with their wings, making them difficult to defeat.
24
TIER 6
Darkside
HP: 30
Defense: 5
Attack: 2d6+2
Damage: 3
Range: 15 ft.
Size: Huge
Speed: 15 ft/sec.
Weakness: Head X2 Damage
Special Abilities: Dark Pool
 Darkside punches the ground, creating a
10 ft. radius miasma. Anything hit by it
takes 1d4 damage.
 The pool summons 1d4 Shadow heartless.
Special Abilities: Dark Rain
 Darkside causes dark energy to rain from
the sky in a 20 ft. radius for 2 rounds.
Anyone who ends their turn in this takes
1d4 points of damage.
Special Abilities: Dark Missile
 Darkside shoots missiles of energy from
the hole in its body. It fires 1d6 of these, for
1d4 points of damage apiece.
Enormous Heartless that appeared in Destiny Islands with Shadows. It led the Shadows in the battle against
Sora when he first received the Keyblade. Although Sora defeated it, the island was swallowed by the
darkness.

25
Guard Armor
HP: 25
Defense: 5
Attack: 2d6+2
Damage: 4
Range: 15 ft.
Size: Huge
Speed: 15 ft/sec.
Weakness: None
Special Abilities: Separate
 Whenever 5 or more points of damage are
done to Guard Armor, a part of its body splits
off and begins to act independently. Each
body part can use its related special ability on
its own, and has 5 HP.
Special Abilities: Spinning Claw
 Guard Armor’s gauntlets spin around,
performing a standard attack on anything
within their radius.
Special Abilities: Stomp
 Guard Armor’s legs stomp at the player, doing
1d4 points of damage.
 Can potentially inflict the Stunned condition,
DC 3 BODY to avoid.
Special Abilities: Tornado
 Guard Armor’s torso spins around at high
speed, doing 1d4 points of dmage.
 Can potentially knock the player prone. DC 3
BODY to avoid.
Special Abilities: Smash
 Guard Armor leaps into the air and crashes to
the ground, doing 1d6 points of damage
across a 10 ft. radius.
 DC 3 BODY to avoid.
Leader of the Heartless in Traverse Town. It falls apart when it receives damage, but each part attacks
individually. Sora meets Donald and Goofy for the first time just before fighting this Heartless.

26
Opposite Armor
HP: 30
Defense: 6
Attack: 2d6+3
Damage: 5
Range: 15 ft.
Size: Huge
Speed: 15 ft/sec.
Weakness: None
Special Abilities: Guard Armor
 Opposite Armor has all of the special
abilities of Guard Armor, however it splits
every 6 HP, and each of its limbs has 6 HP.
Special Abilities: Dogpile
 Opposite Armor throws all of its limbs at the
player, for 1d6 damage each.
 DC 4 BODY for half damage.
Special Abilities: Armor Cannon
 Guard Armor’s torso charges for 1 round,
then fires a 10ft. wide, 30 ft. long laser.
 Anything caught in this takes 2d6 points of
damage.
Heartless that guards the keyhole in Traverse Town. It is a modified form of Guard Armor, but is more
powerful.

27
Trickmaster
HP: 25
Defense: 5
Attack: 2d6+2 (x2)
Damage: 4
Range: 5 ft.
Size: Small
Speed: 20 ft/sec.
Weakness: Head X2 Damage
Special Abilities: Fire Breath
 Trickmaster can breathe fire in a 15 ft. cone.
Anything in the cone takes 1d6 points of
damage.
 Can inflict the Burned condition. DC 3 BODY
to avoid.
Special Abilities: Light Up
 After half of its health is depleted,
Trickmaster will light its batons on fire, adding
an additional 1d4 points of fire damage per
hit.
 Afterwards, every hit can inflict the Burned
condition. DC 3 BODY to avoid.

Heartless that Sora and company encounter while they searched for Alice. His herky-jerky attacks and juggling
act flustered Sora and the others.

Stealth Sneak
HP: 25
Defense: 5
Attack: 2d6
Damage: 4
Range: 10 ft.
Size: Huge
Speed: 30 ft/sec.
Weakness: None
Special Abilities: Lunge
 Stealth Sneak charges at a player,
ramming them for 2d4 damage. DC 4
BODY to avoid.
Special Abilities: Laser Eyes
 Stealth Sneak fires a laser with +2 to
attack at the player for 1d6 damage.
Special Abilities: Invisible
 As a free action, Stealth Sneak can turn
invisible, giving it a +5 to Defense. It turns
visible again if it is hit. It takes 2 rounds of
reload time after becoming visible to re-use
this ability.
Heartless that attuned to the darkness in Clayton's heart. It somehow manipulated the light to turn invisible and
fought alongside Clayton.

28
Pot Centipede
HP: 25
Defense: 10
Attack: 2d6
Damage: 4
Range: 5 ft.
Size: Huge
Speed: 30 ft/sec.
Weakness: None
Special Abilities: Pot Body
 The body of the Pot Centipede is made up of
5 Pot Spiders. They have a Defense of 1 and
HP of 1. For each one that is destroyed, the
Pot Centipede’s Defense goes down by 1.
Special Abilities: Electric Whip
 The head and tail of the Pot Centipede can
whip anyone within range for 1d6 electric
damage.
 Can inflict the Paralyzed condition. DC 4
BODY to avoid.
Special Abilities: Reform
 Once every 3 rounds, another Pot Spider will
appear and rejoin the Pot Centipede,
restoring 5 HP and adding 1 Defense.
Heartless called by Jafar to stop Aladdin. Its long body is composed of a number of Pot Spiders linked
together. Even if its body comes apart, it can regenerate itself by gathering other pots.

Chimera
HP: 30
Defense: 7
Attack: 2d6
Damage: 5
Range: 10 ft.
Size: Huge
Speed: 20 ft/sec.
Weakness: None
Special Abilities: Explode
 The Chimera can create a chemical
explosion in a 15 ft. radius that does 2d6
points of damage to any inside.
 DC 5 BODY save for half damage.
 Can inflict the Poisoned condition. DC 4
BODY save to avoid.
Special Abilities: Summon Gargoyle
 The Chimera can summon 3 Gargoyle
heartless once every 3 rounds.
A Heartless wandering the streets of Halloween Town. Generally a slow-paced creature, it attacks quickly and
relentlessly when angered. Armed with various abilities such as summoning Gargoyles, one must use this
creature's own tricks against it.

29
Parasite Cage
HP: 30
Defense: 7
Attack: 2d8 (x2)
Damage: 5
Range: 15 ft.
Size: Huge
Speed: None
Weakness: None
Special Abilities: Swallow
 Parasite Cage can make an attack on a
player, and swallow them inside the cage.
For every round the player is inside, Parasite
Cage restores 1d6 HP.
 DC 5 BODY check to break free.
Special Abilities: Acid Bomb
 Parasite Cage can spew acid in a 15 ft.
radius around itself. Anyone ending their turn
in this takes 1d4 points of damage and
becomes Poisoned for 2 rounds.
Special Abilities: Gas Bomb
 Parasite Cage can launch a projectile that
creates a cloud of poison in a 10 ft. radius.
That lasts 3 rounds.
 Anyone ending their turn in this becomes
Poisoned for 2 rounds.
Heartless that appeared inside Monstro. It's known to swallow its enemies. Sora and the others rescue
Pinocchio, who was trapped inside it.

30
TIER 7
Kurt Zisa
HP: 40
Defense: 7
Attack: 2d8 (x2)
Damage: 5
Range: 15 ft.
Size: Gargantuan
Speed: 20 ft/sec.
Weakness: None
Special Abilities: Silence
 Kurt Zisa casts Silence on the party at
the beginning of the encounter,
preventing the players from using magic
or summoning.
 It will carry two orbs of darkness in its
hands, each with Defense of 3 and HP of
3. If both are destroyed, Silence ends.
Special Abilities: Reflect Barrier
 Kurt Zisa will cast a barrier on itself that
is impervious to all forms of physical
attack. It can only be broken with magic.
The barrier has normal Defense, and 10
HP.
Special Abilities: Firaga Bomb
 Kurt Zisa creates four mines around
itself. It can launch these at a player
once per turn as a free action. If they hit,
or are moved into, they do 2d6 damage.
 DC 4 BODY to dodge.
 50% chance of causing the Burned
condition. DC 4 BODY to avoid.
Special Abilities: Thundaga Ball
 When Kurt Zisa is at 10 HP or less, it will
begin shooting lightning from under the
player’s feet for 1d4 points of damage. It
can shoot 3 of these per turn as a free
action.
 DC 3 BODY to dodge.
Special Abilities: Sandstorm
 Kurt Zisa can summon a large tornado
on a player that does 2d8 points of
damage, and makes the player incapable
of taking a move action on their next turn.
 DC 5 BODY to dodge.
Heartless who emerged from the Keyhole opened by the princesses. He swung his six powerful arms to attack
Sora and company and block their attacks. But Sora sought out his weakness and emerged the victor.

31
Phantom
HP: 40
Defense: 7
Attack: 2d8
Damage: 5
Range: 15 ft.
Size: Gargantuan
Speed: 20 ft/sec.
Weakness: Stop
Special Abilities: Energy Drain Shot
 Phantom fires a blast of dark energy with
a +4 to Attack. Does 5d4 points of
damage.
 DC 5 BODY for half damage.
Special Abilities: Death Sentence
 Phantom inflicts the Doom status on the
player. After 3 turns, the player’s HP is
reduced to 0 instantly.
 The player’s Doom counter can be
delayed by Stop magic.
 The Doom status is removed when
Phantom is destroyed.
Special Abilities: Core
 Phantom has a magic core that changes
color whenever it is damaged. It can only
be damaged by spells corresponding to
the color of its core. Red means Fire
magic, blue means ice, yellow means
thunder, white means physical attacks.
Ghostlike Heartless who haunted the clock tower standing far away from Neverland. Fluttering his eerie cloak,
he cast a spell to take Sora's heart. Having no physical body, regular attacks were useless, but in the end Sora
and company discovered his weakness and prevailed.

32
Chernabog
HP: 50
Defense: 5
Attack: 2d8
Damage: 7
Range: 30 ft.
Size: Colossal
Speed: None
Weakness: None
Special Abilities: Flame Shot
 Chernabog can launch a fireball at the
player for 2d6 damage. DC 5 BODY to
avoid.
 Can cause the Burned condition. DC 5
BODY to avoid.
Special Abilities: Wall of Flame
 Chernabog can create a wall of fire 30 ft.
high in a 30 ft. line. Any player caught in
this or ending their turn in it takes 1d8
points of damage. DC 5 BODY to avoid.
 Can cause the Burned condition. DC 5
BODY to avoid.
Special Abilities: Gale
 Chernabog flaps his wings to push the
players back up to 45 ft. DC 7 BODY to
avoid.
Special Abilities: Magma Geyser
 Chernabog summons a magma eruption
from the ground in a 15 ft. radius around
him.
 Any player caught in this or ending their
turn in it takes 1d8 points of damage. DC
7 BODY to avoid.
 Can cause the Burned condition. DC 5
BODY to avoid.
Special Abilities: Summon Fiend
 Once every two turns, Chernabog can
summon 1d4 Fiends.
 Fiends have 5 HP, and 1 Defense.
 Fiends have a 5ft. range, an Attack of
1d8, and Damage of 2.
 Fiends are Small, have a speed of 30
ft./sec., and no weaknesses.
A giant demon that emerged from the depths of the earth in a fiery eruption.

33
Behemoth
HP: 50
Defense: 9
Attack: 2d8+4
Damage: 7
Range: 15 ft.
Size: Gargantuan
Speed: None
Weakness: Horn X2 Damage
Special Abilities: Stomp
 Whenever the Behemoth makes a move
action, anything within its immediate radius
takes 1d4 points of damage.
Special Abilities: Energy Rain
 Behemoth causes energy to rain from the
sky in a 20 ft. radius. Anyone within the
radius takes 2d6 points of damage. DC 7
BODY save for half.
Special Abilities: Thundaga
 Behemoth casts a thunder attack in a 30 ft.
radius, dealing 5 points of damage. DC 10
BODY save for half.
 Can cause the Paralyzed condition for 2
rounds. DC 5 BODY save to avoid.
Special Abilities: Leap
 Behemoth can jump, causing a shockwave
in a 10 ft. radius when he lands.
 Can cause the Stunned condition for 1
round. DC 5 BODY save to avoid.
Special Abilities: Dark Laser
 Creates 1d6 lasers that attack for 1d6
damage each. DC 5 BODY to avoid.
Special Abilities: Immunity
 Behemoth is immune to Fire, Blizzard, and
Thunder magic.
Immensely powerful Heartless. With their large frame, they trample enemies, and repel most attacks.
Damaging their weak point makes them lose consciousness. Strike them with potent attacks while they are
down.

34
Heartless Guardian
HP: 50
Defense: 10
Attack: 2d8+4
Damage: 7
Range: 15 ft.
Size: Medium
Speed: None
Weakness: None
Special Ability: Bond
 The Heartless Guardian can only be created
by an incredibly powerfully dark being. It is
bound to them, and will do everything it can to
protect them.
Special Ability: Shadow Out
 Can meld with the ground as a standard action
and become completely immune to attack until
it resurfaces. Can move, but not attack in this
form.
 Whenever it emerges from the ground, the
Heartless Guardian releases a blast of dark
energy where it emerges for 1d8 points of
damage. DC 5 BODY to avoid.
Special Ability: Dark Blast
 The Heartless Guardian can fire a blast of dark
energy for up to 30 ft., doing 2d6 points of
damage. DC 7 BODY to avoid.
Special Ability: Drain
 Can use a move action to make a standard
attack to grab a player and a standard attack
to drain them of 2d6 points of HP. Any HP
drained goes to the Heartless Guardian’s
master.
Special Ability: Charge
 The Heartless Guardian can charge at
opponents, doubling its movement speed and
doing 1d6 points of damage to any it collides
with. DC 7 BODY to avoid.
Special Ability: Guard
 The Heartless Guardian will use its body to
shield its master, becoming completely
impervious to damage for 1 round.
Come, guardian!

35
Possessed
HP: ???
Defense: ???
Attack: ???
Damage: ???
Range: ???
Size: ???
Speed: ???
Weakness: None

Occasionally, a heart seeking power will open their


heart to darkness. When that happens, someone
stronger may walk in and take up residence. If the
heart is not strong enough, it can be overrun by
another intelligence.

Such people are not true Heartless, as their heart still


sleeps within their body, but they are prisoners until
some force frees them.

In this form, they often gain incredible powers


afforded to them by the one possessing them, but
they are often still limited by the capabilities of the
host body, until true takeover occurs.

Examples: Riku, Pinocchio, The Queen of Hearts

Take a look at this tiny place. To the heart seeking freedom this island is a prison surrounded by water. And so
this boy sought to escape from his prison. He sought a way to cross over into other worlds. And he opened his
heart to darkness.

36
World of Chaos

HP: 100 Special Abilities: Great Darkness


Defense: 13  Can fire a blast of darkness in a point, 15 ft.
Attack: 2d10+5 radius, or 30 ft. beam for 2d6 damage. DC 7
Damage: 7 BODY to avoid.
Range: 20 ft. Special Abilities: Swallow
Size: Collossal  Can teleport a player to a pocket dimension with
Speed: 20 ft./sec no light filled with 2d6 Shadow heartless. The
Weakness: None player is not able to escape until all are defeated.
Special Abilities: Dance Special Abilities: Summon Bit Snipers
 Whomever is piloting the WOC makes a  WOD can summon 1d4 Bit Snipers as a free
standard attack. action once every other round.
Special Abilities: Barrier Special Abilities: Face
 Makes the pilot of the WOC unable to be  The front of the WOD acts as a separate entity,
attacked for 1d4 rounds. and can cast Thunder for 1d6 damage.
Special Abilities: Dark Laser  Can inflict the Stunned condition. DC 5 BODY to
 Creates 1d6 lasers that attack for 1d6 avoid.
damage each. DC 5 BODY to avoid.  It has a Defense of 5 and 30 HP.
Special Abilities: Gale Special Abilities: Artillery
 Pushes the players back up to 45 ft. DC 7  WOC has 7 organic cannons on its deck that act
BODY save to avoid. as separate entities, and can fire magic missles
Special Abilities: Absorption for 1d4 damage apiece.
 Drains 1d8 HP from a player. DC 7 HRT to  They have a Defense of 3 and 5 HP.
avoid.  1d4 of these regenerate every other round.
Special Abilities: Core
 The WOD has a Core with no Defense and
30 HP. Destroying it prevents it from casting
Great Darkness.

A titanic battleship Heartless created from darkness by Ansem, Seeker of Darkness.

37
Humanoid Heartless
HP: ???
Defense: ???
Attack: ???
Damage: ???
Range: ???
Size: ???
Speed: ???
Weakness: None

Humanoid Heartless are incredibly rare, as nearly


everyone loses their physical form when their
heart succumbs to darkness.

Suffice to say, Humanoid Heartless are incredibly


powerful, often having complete mastery over
darkness and all the powers it entails.

They are incredibly strong, fast, and durable.


They can easily traverse the lanes of darkness
without ill effects. They can summon any number
or kind of Heartless at will.

Humanoid Heartless tend to have an incredibly


nihilistic outlook on life, and a pessimistic outlook
on humanity. They crave power above all else,
and have accepted the primal mission of the
Heartless to plunge all worlds into darkness.

Ansem, Seeker of Darkness is the only known


example, however that is not to say that others
couldn’t exist.

All worlds begin in darkness, and all so end. The heart is no different. Darkness sprouts within it, it grows,
consumes it. Such is its nature. In the end, every heart returns to the darkness whence it came. You see,
darkness is the heart's true essence.

38
THE HEARTLESS II
Chaos affects not only this world, but many other worlds besides.
In the "Ansem's Reports" my apprentice Xehanort had written under my name, I found the records of
his hideous experiments along with his hypothesis about the door that had appeared out of the darkness in my
basement.
All living things have hearts, and all hearts hold darkness deep within.
Worlds are no exception. If a world is a being, the heart it holds must be colossal...
...and the darkness at its core must be monstrous indeed.
 Secret Ansem’s Report 3

For as long as darkness remains in a single heart, The Heartless will continue to spread throughout the
World. Between the research of Ansem the Wise, the treachery of Xehanort, and the ambitions of his
apprentices, many such creatures have been created for all manner of means and environments.

TIER 1

Crescendo
HP: 3
Defense: 1
Attack: 1d4
Damage: 1
Range: 5 ft.
Size: Small
Speed: 10 ft.
Weakness: None
Special Ability: Healing Trumpet
- Can heal itself for 1d4.
Special Ability: Trumpet Summon
- Summons 1d4 Tier 2 Heartless.

A hopping, horn-like Heartless.


It's a bothersome foe that can honk and call other Heartless.
TIER 2
Creeper Plant
HP: 3
Defense: 2
Attack: 1d6
Damage: 1
Range: 5 ft.
Size: Small
Speed: None
Weakness: None
Special Ability: Seed Scatter
- Can fire three seeds per round at a +1
to attack.
Special Ability: Root Needle
- Sends a row of needles in a 20 ft. Line
at a target.

A flower-like Heartless.
It's rooted in one place, but staying far away isn't enough, since it can spit seeds and attack from below with
its sharp roots.

Tornado Step
HP: 3
Defense: 2
Attack: 1d6
Damage: 1
Range: 5 ft.
Size: Small
Speed: 20 ft.
Weakness: None
Special Ability: Jump Slap
- Spins around in a circle, hitting anyone
within reach.
Special Ability: Propeller Charge
- Zooms its full movement speed in a
line, hitting anyone in its path with a +1.

A Heartless that flies about using its arms like propeller blades.
Whether moving or attacking, it's always spin, spin, spinning—but never seems to get dizzy.
TIER 7
Replica
HP: ???
Defense: ???
Attack: ???
Damage: ???
Range: ???
Size: ???
Speed: ???
Weakness: None

A Replica is a puppet created through science


and magic to carry out a task. They can be
imbued with special abilities by their creator, or
a person they are bonded to.

Though they do not have hearts, with enough


love and attention they can grow one and
become an independent entity.

Blank replicas can also be used to give a body


to displaced hearts if their original body is
otherwise unavailable.

Examples: Riku Replica, Xion,

Yes, it was not supposed to gain a mind of its own—nor become the person we see. But in the end, it only
proves that the puppet is the more worthy vessel.
NOBODIES
When a Heartless is born, the body and soul left behind are reborn into this world as a different being.
They possess different intentions than their Heartless brethren, and while it is unclear what these sentient
"things" are after, it would appear they are responsible for much bedlam in the world.
My erstwhile friend the King and his subjects, along with a hero wielding the Keyblade, are battling the
Heartless even as a new threat approaches.
This new threat...they have given themselves a fitting name, I suppose.
These non-beings: "Nobodies."

TIER 7
Nobody Guardian
HP: 50
Defense: 10
Attack: 2d8+4
Damage: 7
Range: 15 ft.
Size: Medium
Speed: None
Weakness: None
Special Ability: Bond
- The Heartless Guardian can only be
created by an incredibly powerful Nobody.
It is bound to them, and will do everything
it can to protect them.
Special Ability: Deathscythe
- Fires a 15 ft. wide projectile in a line. DC 5
BODY to avoid.
Special Ability: Blossom Shower
- Rains energy petals in a 30 ft. radius. All
who end their turn within the radius take
1d4 damage.
Special Ability: Circle Reject
- Creates a shockwave in a 20 ft. radius that
has a +1 to inflict Dazzle.
Special Ability: Gale of Severance
- Fires a bolt of nothingness in a 30 ft. line
that has a +1 to inflict Stunned and knock
the target prone.
Special Ability: Whirlwind to the Void
- Summons a Large tornado for 3 Rounds.
Tornado can move 30 ft/Round, anyone
who ends their turn in it is inflicted
Stunned and knocked prone.
Special Ability: Doom
- Inflicts Doom at a +1.
But what you destroyed was just an image of me. No more than a petty imitation.

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