Players are introduced to heroes and villains of all kinds in the several worlds of Final Fantasy. Older iterations would have almost classical races such as dwarves and werewolves, but with their own twist. Later on races became more and more outlandish. In Final Fantasy VII there was a quadruped (with no opposable thumbs!) in the party. In Final Fantasy IX, half of the NPCs in any town would be anthropomorphic rats, birds and hippos!

I could sit down and convert each and every one of these races - Savage Worlds provides a ridiculously easy (and fun) system for this - but, besides the fact that I would be stealing half the fun from you, I'd like potential Game-Masters and players to consider making their own races.

There are many reasons Final Fantasy games seldom re-use character races, among them:

  • Character races have to fit the story and setting
  • The story and setting have to be entirely different from other games in the series.
  • The races also have to fit the game play mechanics.
  • Normally non-human characters are an exception in a party, probably so it's easier for the player to relate.
I suggest all players design their characters as humans and leave it to the GM to decide if any of them would make a good non-human and to offer the change to the player.

For convenience's sake, I've included the six basic races from the Ivalice Alliance series. For those not familiar, I'm talking about Final Fantasy Tactics, Tactics Advance, XII, XII: Revenant Wings and Tactics A2. These are the only Final Fantasy games that are inter-connected, so id didn't seem as sacrilegious to bring them into yet another game. I also picked these six because to me they appear to be very balanced among themselves. Just keep in mind that even throughout these sub-series they kept introducing new races, again, designed to highlight the differences in setting and game-play.


The following Race descriptions were taken from The Returner's Final Fantasy RPG. Only some minor adjustments were made. They worked really hard to compile all this data for their game, so make sure to give them a visit!


On any given setting, hume-kind will inevitably be the dominant race; wildly diverse and infinitely tenacious, their ability to make a home in even the most inhospitable of environments has made them the standard against which all other races are measured. Other species refer to them as "Men" or "Hume-kind" while the word "people" covers all intelligent species.

  • Adaptable: Humes are incredibly adaptable. All Hume characters get a free edge at creation without having to balance with a hindrance as long as they have the requisites.


A gruff, athletic lizardfolk renowned for its temperament. Bangaa are burly, muscular creatures caught in a permanent stoop; hard scales cover their bodies, while their snouts are jammed with razor-sharp teeth capable of rending and tearing with terrible ease. Though they may seem ponderous, Bangaa are surprisingly nimble, and can muster short bursts of speed where needed. Despite their reptilian ancestry, Bangaa tend to grow 'whiskers' or facial hair as they age; females have a prominent ruff of downy fur that covers their chests, the only significant difference between the two genders.

Bangaa are excellent scouts and trackers, favoring smell and hearing over sight. As a result, it is not uncommon to see Bangaa wearing blindfolds as a fashion statement. Their long, loose-hanging ears are split in two, giving them superior directional hearing; the tips are often pierced or encased in metal. Tattoos are another common decorative device, particularly among younger Bangaa; these are generally drawn on the shoulders or under the eyes.

Despite their longevity, low breeding rates mean that Bangaa population size remains relatively static. Four distinct subspecies of Bangaa exist: the sharp-snouted, long-eared Sanga and Bista - colored gray-black and ochre respectively - and the blunt-snouted, short-eared Faas and Ruga, colored green and sand-brown. However, interbreeding has created a plethora of hybrids over the centuries whose skin colors can range from white to deep blue.

  • Proud: Bangaa suffer a -2 penalty on smarts when rolling against taunts, if called "lizard" the penalty is -4 and the player temporarily becomes berserk.
  • Bad eyes (major): Bangaa rely on their keen sense of hearing more than on sight.
  • Mean: Bangaa are rough by nature.
  • Slurred Speech (minor): Bangaas are built for working and fighting, not for talking. The shape of their snouts gives a -2 penalty to any Magick rolls.
  • Strong: Although deceivingly slender, bangaas start with a STR of d6.
  • Danger Sense: A superb sense of directional hearing makes a bangaa impossible to ambush.
  • Brawny: Their hunched posture makes bangaas appear a bit broader. It also makes them really good at carrying things.
  • Free Combat Edge: Regardless of trade, bangaas love a good fight. They may pick a free combat edge as long as they have the requisites.


Moogles are furry little semi-magical creatures; a race for which the words "disarmingly cute" are all but tailor-made. A puzzle to naturalists, moogles are able to fly with only a flutter of a small set of vestigial bat-like wings on their backs. Wings aside, the Moogles' most distinguishing characteristic is the curious 'pom-pom' connected to the top of their heads by a small, thin stalk; its true purpose is unknown, though some speculate that it may have magical or telepathic properties.

Moogle fur is generally white and downy, though many mutations and variations exist in the world; striped, brown and purple are among the most common, but many others have arisen over the years.

  • Code of Honor, Loyal: Moogles are kind by nature.
  • Small: Moogles average three feet high (four of you count the pom pom).
  • Charismatic, Habit (minor): Moogles share a secret dialect based entirely on hoots and whistles that they use to communicate over long distances or crowded cities, because of the melodic nature of this speech they at times use "kupo!" as a filler in conversation, as an expletive or even a placeholder name. This can get really annoying, really fast, thankfully they compensate by being having a near supernatural way around people. The Charismatic +2 bonus stacks with the -1 penalty for their habit, leaving them with a +1 charisma bonus.
  • Adorable: You can't stay mad at a moogle! They all suffer a -2 penalty to all taunt and intimidate rolls.
  • Vow (minor), Investigator: Moogles stick together, especially when they are apart! They rely on each other to carry letters, messages and news. Although they won't go out of their way to deliver a letter, they will promise to do so if they know their paths will cross. In social situations, Moogles will gravitate towards each other to exchange news and rumors.
  • Wise: The moogles' playful demeanor hides a very sharp spirit. All moogles start with a SPR of d6 at creation.
  • Flight: It is a mystery how they can, with such tiny wings, but some moogles can take to the skies in extreme situations. The player must adhere to the rules of the "Fly" power, including the expenditure of power points. If (and only if) the character does not have an arcane background he may use five "natural" power points that are charged normally.
  • Knack: All moogles get a +2 bonus on smarts rolls when operating, repairing or disabling machinery including locks, traps, guns and airships.

Nu MouEdit

The Nu Mou are an elusive group of hunched, doglike creatures. They are among the longest-lived races, but age early; as they approach adolescence, Nu Mou quickly lose suppleness and muscular flexibility, gradually becoming crooked, stooped adults incapable of moving faster than a shuffle. Bound by these physical limitations, they have become first-rate sages and intellectuals, channeling the energy other races put into honing their bodies into sharpening their minds.

Though they share a single name, there is a significant amount of physical variety among the Nu Mou - to such an extent that some naturalists believe the race encompasses two entirely separate species. The most commonly encountered Nu Mou are gray-or brown-skinned, with long, floppy ears, elephant-like hides and sunken nostrils on either side of the face. Others are smaller and lighter-skinned, with brown, button-like noses, ears like a beagle's, and prominent facial hair. Others still mix features of the first two, though there are some physical constants; beyond the hunched bodies, all sub-species share long, heavy tails topped with a layer of coarse fur, small, four-fingered hands and three-toed feet.

  • Elderly: Nu Mou age fast, and not gracefully.
  • Pacifist (minor): Nu Mou will try to negotiate and debate their way out of any conflict. When push comes to shove, they tend to fall behind the frontlines and take an indirect approach to combat.
  • Big Mouth: What is the point of knowing all kinds of stuff if you can't share it? Nu Mou tend to get carried away when engaged in conversation.
  • Smart: Nu Mou may be weak and slow, but they are brilliant creatures. All nu mou start with a SMA of d6.
  • Magick Sense: The Nu Mou have a near supernatural understanding of magick and can tell if something is magicked even when they don't understand the magick behind it. The player must adhere to the rules of the "Detect Arcana" power, including the expenditure of power points. If (and only if) the character does not have an arcane background he may use five "natural" power points that are charged normally.
  • Jack-Of-All-Trades: Nu Mou will always study subjects beyond their own specialties. They like to figure things out just for fun.


The enigmatic Viera are slender, silver-haired forest-dwellers, almost physically identical to humes save for a few notable differences. The most prominent of these is also the most visible: the large rabbit-like ears that protrude from the top of a Viera's head, granting them hearing keen enough to hear the voices of spirits, of nature itself. Combined with unusually sharp vision, this allows the Viera to track movement as far as away as ten kilometers with unerring accuracy - a feat most other races can only dream of. They also have about twice the lifespan of a healthy hume.

Other distinctive features include limber legs, long fingers, and three-toed, paw-like feet with an arch large enough to make high-heeled shoes an orthopedic necessity. Viera skin colors can range from tan to brown. There is no record of a male Viera in existence.

Most Vieras live in amazon-like tribes on elaborate villages far above the ground in thick jungles, with which they form a symbiotic bond. They protect the forest by patrolling and driving off any threats and in return the trees themselves share their wisdom with the villagers. To avoid confrontation with travelers they use powerful magicks to form illusions that make the villages appear only to the sworn protectors of the jungles. Those who abandon their pact are shunned by the village and the jungle itself.

All player-characters are assumed to be outcasts.

  • Sensitivity to Mist: Perhaps because of their latent wild side, Vieras are extremely sensitive to Mist. While exposed to thickened Mist, vieras temporarily gain the Bloodthirsty hindrance and the Berserk edge.
  • All Thumbs: Even those who have been away from the forest were raised in the jungle. Viera's have to train very hard if they want to become machinists.
  • Wanted (minor): While travelers may come and go through the sacred jungles as long as they behave, vieras will almost certainly meet aggression from their kind and the jungle itself as she may reveal the jungles's secrets to her party.
  • Poverty: Their longevity and humble upbringing result in little regard for wealth or personal belongings.
  • Agile: Vieras are nimble creatures, thus start with an AGI of d6.
  • Alertness: Vieras have keen sight and hearing.
  • Attractive: Their graceful movements, athletic physique, foreign mannerisms and apparent lack of modesty are irresistible even to those of other races.


Slow witted, simple and ponderous, the Seeq are generally pitied at best, and reviled at worst. Due to their pig like appearance, people often refer to them derogatively with terms like "Hamshanks". They spend most of their time trying to avoid learning new skills, and often rely on performing menial labor and thievery to survive.

Because of their great bulk, they are commonly believed to be slow. But while it's true they lack grace and style, they can move much faster than most people realize. More than one Guard's life has ended prematurely at the end of a Seeq's knife.

Their thick hides are usually Blue, Tan, Green or a blending of the three colors, always fading towards an ochre underbelly which is decorated with impressive tattoos and scars. A Seeq's hair is kept in a tightly bound short ponytail or Mohawk, dyed vibrantly to offset their skin tone.

  • Ugly: Seeq aren't easy to look at, and they tend to make it worse with their odd sense of aesthetics.
  • Illiterate: Seeq don't really value education, although they can understand numbers, especially those in coins,
  • Greedy (minor): Seeq like to wear shiny things. They also like to be prepared for any occasion, so they keep various items, rations and weapons at hand.
  • Cautious, Quick: The seeq hate surprises. Before leaving on a trip they will check and double check they have everything they need. They may also take a second or two to check if they're properly equipped before engaging in combat. Once all the decisions are made and they have formulated a plan of action they are surprisingly quick.
  • Vigorous: The seeq are incredibly resilient. Seeq start with a VIG of d6.
  • Haggle: All seeq gain a +2 bonus to charisma when buying or selling.