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jugh3ad
Captain

PostPosted: Tue Jan 31, 2006 11:21 am


Expert Jobs
PostPosted: Tue Jan 31, 2006 11:23 am


Bard

The master entertainer, the Bard can be found in most places: the roadside tavern singing bawdy songs for the locals, the village square telling stories to the children, or in the throne rooms of kings and emperors, telling and singing the legends and tragedies of times and places long-gone. The Bard is capable of swaying the emotions and opinions of others through their words and songs, weaving tapestries of music and emotion that can enrapture even the hardest of hearts and change their attitudes to the bard's liking. However, the Bard is also quite powerful, capable of learning songs and melodies that can enhance the powers of others, or they can channel the powers of magic through their songs. Because of this the Bard is both a useful member of an adventuring party and wonderful companionship during the most trying of times.

STR VIT AGI SPD MAG SPR
+7 +7 +11 +11 +12 +12

Representatives: Gilbert (FFIV), Bard Job (FFIII, FFV, FFT, FFXI)
HP Die: d8
MP Die: n/a
Weapons: Instruments, Knives, Bows
Armor: Armwear, Hats, Robes, Suits
Attack Bonus: +20
Skill Points: 260
Skill Aptitude: Artistic
Required Skills: Singing, One Weapon Skill
Hide [Level 1]

Type: Fast Target: Single

One tactic available to a successful Bard is simply put, "Not getting hit." This may be a cowardly tactic, but the Bard's allies should be better equipped to take damage anyway. When using Hide the Bard takes cover out of sight of everyone, friend and foe alike, and cannot be targeted or affected by any actions in the battle - likewise the Bard cannot take any actions while hiding. However, the Bard is still affected by any status conditions that were inflicted and active prior to the Bard hiding. The Bard must remain in hiding until the next Status Phase when he automatically emerges.
Sing [Level 1]

Type: Magic (Varying Charge Time)

Through their near-magical powers, the songs of the Bard are capable of a wide variety of different effects ranging from putting monsters to sleep to summoning dragons to blow their opponents to smithereens. As he increases in level, the Bard slowly gains access to stronger songs along the way. Sing% is (Singing/2 + Level + SPRx2).

First Rank Songs [Level 1]

Elegy
Type: Magic (2 CT) Target: Group

This slow song gives praise to fallen heroes of the past, inundating the field with sad notes that reduce the enemy to a crawl. For each successful (Sing%), M.Defense check, the appropriate member of the enemy's party has their current initiative reduced by 25%.

Water Rondo
Type: Magic (2 CT) Target: Group

Rising like the tides, this song swirls as the quick tune is repeated over and over, summoning up a small whirl of water that inflicts (1xMAG) + 1d12, M. Armor Water damage to all enemy targets.

Mambo
Type: Magic (2 CT) Target: Party

An enthusiastic dance tune, this song inspires those who listen to dance - and this dancing provides the party members extra speed and agility in their movements, effectively granting the status condition Agility Up (4).

Focus Chant
Type: Magic (2 CT) Target: Party

With a light accompaniment, this chant rings out clearly through the air, creating a point on which the party is able to focus and concentrate on as a mental anchor. All party members within hearing gain the status condition Spirit Up (4).

Second Rank Songs [Level 10]

Lullaby
Type: Magic (4 CT) Target: Group

Soothingly quiet, this song lulls those who hear it into a deep, peaceful slumber, giving them a calm respite from the harsh world around them. On a successful (Sing%), M.Defense check, the target is put to Sleep (4).

Demon's Requiem
Type: Magic (4 CT) Target: Group

Playing for those beyond the world, this tune summons up images of demons and devils that embody the worst evils imaginable in the world. So horrifying are these images that those hearing the song suffer (4xMAG) + 1d12, M. Armor Shadow damage, as well as having a 30% chance of suffering from the status condition Curse (4).

Minne
Type: Magic (4 CT) Target: Party

Using a song of love, the Bard creates images of great protectors through history, inspiring the party to steel themselves against the enemy's strikes, much as the protectors shielded others. Building their defenses, the party is granted the status condition Armor Up (4).

Mystery Melody
Type: Magic (4 CT) Target: Party

Though the melody of this song is familiar to all those who listen, there is something about it which is beyond comprehension that none can place or fully grasp. However, it does sharpen the spirits of the listeners, providing any party members who hear it the status condition Mental Up (4).

Third Rank Songs [Level 19]

Dusk Requiem
Type: Magic (6 CT) Target: Group

Shadowy images of twilight swirl through this solemn tune, pantomiming the setting sun's rays. From this lifts the setting sun of the victim's life force as well, and those failing against a (Sing%), M.Defense roll are inflicted with Poison (U).

Silence Song
Type: Magic (6 CT) Target: Group

This song - or more accurately, lack of song - makes no actual noise. It simply is an echo that washes over the field, canceling out all other sounds. Then, with a rush, normal hearing returns, crashing over the enemy party to cause (7xMAG) + 2d12, M. Armor Non-Elemental damage and having a 30% chance of knocking the ability to speak from them and cause the status condition Silence (4).

Power Song
Type: Magic (6 CT) Target: Party

Calling up images of old heroes and the strength of armies, the Bard weaves an inspirational tale that helps bolster the party's might. Those who hear this song are granted the status condition Power Up (4).

Etude Of Magic
Type: Magic (6 CT) Target: Party

This difficult piece challenges the Bard's skill to play it. However, successfully done, it creates an artistically beautiful tune that edges into the supernatural. Those hearing it are granted the status condition Magic Up (4), as the song permeates them with unreal energies.

Fourth Rank Songs [Level 28]

Scare
Type: Magic (8 CT) Target: Group

Starting out quiet and calm, this song happily moves along, as the Bard sings a story of peaceful life and love. It all ends suddenly as the music jarringly strikes a discordant chord, and the story changes from peace to instead summoning up the most frightening and fearsome images the Bard can imagine. Broken by the scary images summoned by this, all targets below 25% HP have a (Sing%), M.Defense chance of being Ejected, retreating from the battle in blind fear.

Songlance
Type: Magic (8 CT) Target: Group

A sharp burst of sound, this song forms a veritable spear of solid sound waves that thrust outwards, crashing through any defenses that are encountered. It inflicts (10xMAG) + 2d12 Non-Elemental damage to the enemy party, and this damage ignores M. Armor as well as any defensive status conditions except Shield.

Minuet
Type: Magic (8 CT) Target: Party

A speedy dance number, this tune envelops the party, giving each of them a beat to dance to. The steps danced in, however, are actually magical symbols that imbue the party's strikes with elemental power. All party members that hear this song gain an elemental attribute (4) to their Attack actions of the Bard's choosing.

Resistance Carol
Type: Magic (8 CT) Target: Party

Filled with joy, this song raises the spirits of those who listen, preparing them for coming times. The Bard's repertoire usually contains a wide variety for each season and situation, giving the song a number of effects. When listening to this song, all party members gain R: Element (4), element of the Bard's choosing.

Fifth Rank Songs [Level 37]

Last Song
Type: Magic (10 CT) Target: Group

Creeping forward, this song seems to slow time itself as it plays, taking all the actions of the enemy and forcing them to move in slow motion. On a successful (Sing%), M.Defense check, the target's current initiative is reduced by 50%.

Forest Suite
Type: Magic (10 CT) Target: Group

Not one song but several played in concert, these complex tunes summon up images of far-off trees and wilds, teeming with life. In a burst, the peaceful images turn violent, in a massive wave-like assault of those phantasmal woodland creatures, who inflict (13xMAG) + 3d12, M. Armor Non-Elemental damage on the victims, and have a 30% chance of tangling them up to cause the status condition Slow (4).

Madrigal's Great Sword
Type: Magic (10 CT) Target: Party

A three-part song, this harmonious tune sharpens the focus of the listeners, helping them to spot their opponents with precision and find just the right spot to attack for the greatest yield. All party members who hear it have their Attack% boosted to 255 (4), and gain Critical+ (4).

Pastoral Of Herb
Type: Magic (10 CT) Target: Party

A rural tune, raw and peaceful, this song brings forth images of open fields where herbs grow, wafting curative fumes across the party, protecting them from harm. All party members gain the inherent abilities of I: Berserk, Blind, Poison, Sleep, Zombie (4).

Sixth Rank Songs [Level 46]

Operetta Of Anecdote
Type: Magic (12 CT) Target: Group

A musical short story, the mini-drama rapidly plays by as the Bard sings. At the climax, it springs into action, as the finale brings waves of tinkling laughter that wash over the enemy. The Bard has a (Sing%), M.Defense chance with each target to reduce their MP by 50%.

Requiem
Type: Magic (12 CT) Target: Group

A dirge for the dead, this song rumbles across the battlefield. It has no effect on the living, but in the dead, it reminds them of their former lives. These memories cause a wellspring of life to appear within them, disrupting the dark flows of energy that sustains unlife. If the Bard is successful on a (Sing%), M.Defense check, the Undead creature's HP is reduced by 50%.

Angel Song
Type: Magic (12 CT) Target: Party

Calling down bright lights from above with a heavenly psalm, the Bard bathes the party in glowing white light that surrounds everyone and revitalizes their spirits and bodies. Hearing the music and feeling the warmth of the light, all party members gain the status condition Regen (4).

Nameless Song
Type: Magic (12 CT) Target: Party

This song has no name, because it is never performed the same way twice. A chaotic mix of sound, the Bard's song creates a haphazard mass of energy that is unleashed on the party. While it is always to their benefit, just how it benefits them is suspect. When Nameless Song is used, roll 1d8 for each party member. Each party member gains a positive status condition from the table below, corresponding to the number rolled.

1: Shell (4)
2: Protect (4)
3: Regen (4)
4: Reraise (U)
5: Aura (4)
6: Float (4)
7: Haste (4)
8: Vanish (4)

Seventh Rank Songs [Level 55]

Imp Song
Type: Magic (14 CT) Target: Group

Bringing up images of hordes of tiny proto-humanoids, this song's wild and spirited music spawns a chaotic storm of little green imps that run wild over the enemy. Those unlucky enough to fall to a successful (Sing%), M.Defense roll by the Bard are inflicted with Mini (4) as they are transformed into similar tiny green beings.

Love Sonata
Type: Magic (14 CT) Target: Group

This cascade of music washes over the enemy, bringing up images of true love, wild passion, and faithful friendship throughout the ages. So powerful are these images, that they have a 30% chance of causing the status condition Confusion (4), obscuring who is friend and who is foe. Additionally, the enemy takes (19xMAG) + 4d12, M. Armor Non-Elemental damage from the force of the musical blow.

Archmage's Symphony
Type: Magic (14 CT) Target: Party

An orchestral piece, this symphony is dedicated to ancient wizards, telling the story of great experiments in the arcane arts. Among the stories is a dramatic power in and of itself - unlocking hidden mystical energies that flow from the song itself, fueling the party's magical exploits. For the next four turns, all spells cast by the party have their MP cost reduced by 25%.

Fantasia Of Light
Type: Magic (14 CT) Target: Party

Free-flowing and ever-changing, this angelic song summons forth great swaths of light that surround the party, shielding them from outside harm and blocking away anything that would hurt them. When under the aegis of this song, all party members are granted the status conditions Protect (4) and Shell (4).

Eighth Rank Songs [Level 64]

Threnodi
Type: Magic (16 CT) Target: Group

With a flourish, the Bard summons up waves of tiny fairy-like sprites that rise from the ground and swarm the enemy party. As a mass, they overrun the opponents, latching onto them and conducting the force of further attacks to aid the Bard's party. If the Bard is successful on a (Sing%), M.Defense check, the target gains an elemental weakness (W:Element) (4) to the Bard's choice of element.

Earth Blues
Type: Magic (16 CT) Target: Group

A rumbling song, based off of a simple three-note chord, this tune's power dives deep into the ground, causing massive spikes of stone to slam upwards from the ground, impaling the enemy party for (22xMAG) + 5d12, M. Armor Earth damage. Even beyond that, each of the enemy has a 30% chance to be wrapped in the stone, inflicting the status condition Petrify (4).

Hero's Saga
Type: Magic (16 CT) Target: Party

Perhaps the greatest song of all Bards, this musical number conjures up images of long-dead heroes in their greatest moments - slaying dragons and demons, conquering evil, saving town, nation and world, and bringing forth all that is right. The force of these images are so moving that they inspire all those who listen to the heights of strength, letting them push on through any obstacle to achieve greatness. All party members are granted the status conditions Power Up (4), Magic Up (4), Armor Up (4), Mental Up (4), Agility Up (4) and Spirit Up (4).

Fugue Of The Swift
Type: Magic (16 CT) Target: Party

While starting at a decent speed, this song accelerates rapidly, spiraling upwards faster and faster, going completely out of control. As it moves quicker, it brings the party with it, accelerating them as the song does. At the peak, the party is granted the status condition Haste (4), as the tune wildly careens along.

jugh3ad
Captain


jugh3ad
Captain

PostPosted: Tue Jan 31, 2006 11:25 am


CHEMIST

In the Chemist's world-view, the flask is mightier than the sword. He does not wield flashing weapons of war, and he may be forced to forego the mage's fine silk robes for more fireproof leather smocks, but woe betide the poor villain who underestimates this four-eyed combatant. Armed with glass vials and bottles, and with an extensive knowledge of herbal and alchemical lore, the chemist can create an impressive variety of potions, poultices, and poisons that have effects ranging from simple wound closure to fireballs as big around as houses. While the chemist may use magical ingredients in his concoctions, his methods are purely scientific -- the equations and proportions involved in his mixtures obey strict physical laws, and this is a matter of pride to the chemist. In a world where magic often takes center stage, it is the chemist's mission to prove to his companions -- and perhaps more importantly, his enemies -- that while bending reality is a powerful skill, it is no match for making reality work for you.

The Chemist's weapon is his mind, moreso than any other job. He can smite his opponents as well as any wizard with his quickly-mixed explosives, acids, and poisons, and he possesses the added flexibility of being able to heal his allies of damage and other afflictions, as well. The monster that mistakes the spindly chemist for an easy meal is in for a painful four-course lesson.

STR VIT AGI SPD MAG SPR
+8 +8 +12 +12 +12 +8

Representatives: Banon (FFVI), Rikku (FFX), Chemist Job (FFV, FFT, FFTA)
HP Die: d8
MP Die: n/a
Weapons: Knives, Staves, Gloves, Bows, Rifles
Armor: Armwear, Hats, Suits, Robes
Attack Bonus: +20
Skill Points: 260
Skill Aptitude: Technical
Required Skills: Alchemy, One Weapon Skill
PHARMACOGNOSY

The Chemist's primary area of expertise is with potions and items. Here, experience gained from far too many hours spent crouched over an alembic can have strange and useful effects.

Treatment [Level 1]
Type: Fast Target: Party

In a wash of blue particles, the Chemist directs a weak stream of vital energy over his comrades, canceling all negative Status conditions currently affecting the Party that have a duration. This recovery, however, is not permanent; any Status condition removed by Treatment during a Round is re-added to the target during the Status Phase of the next. Furthermore, this Ability does not protect the target from additional Status Conditions inflicted after Treatment has been used; these continue to affect the target as normal. While under the effects of Treatment, all Statuses continue to count down in their duration, with the exception of Petrify and Condemned. Those instead have their countdowns stopped for a turn. A Status Condition suppressed by Treatment can not be cured.

Double [Level 11]
Type: Support

Chemists have a canny knack when it comes to figuring out how to coax maximum potency out of almost any item, boosting its beneficial powers far beyond the manufacturer's original intentions. Double is automatically applied any time a Chemist performs an Item Action with a Recovery Item -- the exact effects depend on the item being administered, as shown in the table below. The Doubled Effect replaces the original effect, unless it is prefaced by '+'; in this case, both the original effect and the Doubled Effect apply.

Table 4-4: Doubled Effects
Item Doubled Effect
Tonic Restores 50 HP to one target
Potion Restores 100 HP to one target
Hi-Potion Restores 500 HP to one target
X-Potion Restores one target's HP to maximum
Tincture Restores 30 MP to one target
Ether Restores 60 MP to one target
Hi-Ether Restores 300 MP to one target
X-Ether Restores 600 MP to one target
Elixir Not affected
Phoenix Down + Restores HP to 25% of maximum
Remedy + Immunity to Status Ailments* (4)
Antidote + Immunity to Poison* and Venom* (4)
Echo Screen + Immunity to Silence* (4)
Soft + Immunity to Stone* and Petrify* (4)
Eye Drops + Immunity to Blind* (4)
Cornucopia + Immunity to Mini* (4)
Maiden's Kiss + Immunity to Toad* (4)
Holy Water + Immunity to Curse* and Zombie* (4)
Tranquilizer + Immunity to Berserk* (4)

Distribute [Level 22]
Type: Reaction Target: Party

By carefully managing the dosage of a Recovery Item, the Chemist can wring a little extra life out of almost any curative item. Whenever a Party member - including the Chemist - recovers HP or MP through the use of an item, the Chemist will automatically redirect any 'excess' from the recovery effect to be divided equally amongst all other hurt Party members. The distributed amount is always equal to the difference between the ally's maximum HP or MP and the amount restored -- a character recovering 250 HP while needing only 102 HP to reach their maximum HP value would give the Chemist 148 HP to divide. The one exception to this are 'full-recovery' effects such as the Elixir, which restore a character's HP and MP to its maximum value. In this case, the HP -- or MP -- available for distribution will be equal to the character's current HP prior to being restored. Excess remaining after the first distribution is not split further. For example, an ally with 240 HP out of a maximum of 604 would give the Chemist 240 HP to split evenly between all Party members who are injured. However, if one party member is only hurt by 1 HP, they would still recover as much as everybody else, and any excess this time would be lost.

Mix [Level 34]
Type: Fast

The Chemist's signature ability rests in their talent for blending hitherto-harmless ingredients into a concoction that can easily turn the tide of battle. For more information on Mix, consult the section on Mixtures in Appendix I.

W-Item [Level 47]
Type: Support Ability

Years of handling delicate vials and expensive glassware have given the Chemist a certain nimbleness in the fingers that's seen them through more than one tight situation. W-Item allows a Chemist to perform two Item Actions at the cost of only one Action.

Auto-Potion [Level 61]
Type: Reaction

At the pinnacle of his powers, the Chemist's mastery of potions and curatives is wired to hair-trigger reflexes; even as injury strikes, the Chemist has just the right item at hand to administer blessed relief. As a result, the Chemist may automatically use one Recovery Item in their Inventory on themselves every time they takes damage or are inflicted with a negative Status Condition during the course of a battle. This Recovery Item must be one that helps the Chemist recover from the damage or Status Condition which triggered Auto-Potion.
PostPosted: Tue Jan 31, 2006 12:31 pm


ENGINEER

STR VIT AGI SPD MAG SPR
+13 +10 +13 +8 +10 +6

Representatives: Cid (FF4), Edgar (FF6), Cid (FF7), Rikku (FFX), Mustadio (FFT), Gadgeteer (FFTA)
HP Die: d8
MP Die: n/a
Weapons: Claws, Crossbows, Gloves, Light Swords, Swords, Polearms, Rifles
Armor: Gauntlets, Shields, Suits, Hats
Attack Bonus: +20
Skill Points: 260
Skill Aptitude: Technical
Required Skills: Invent, One Weapon Skill
TOOLS

With uncanny technical skill the Engineer is one to be feared with tools in hand. Whether disabling a mechanical foe or constructing weapons of mass destruction, the Engineer uses his impressive knowledge and skilled hands to complete any task.

The expert skill Tool% is used for several Engineer abilities. Tool% is determined by (Invent Skill + LVL + AGIx2). Unlike other expert skills, rolls against Tool% can botch - any roll of 95-00 is an automatic miss/failure, regardless of the character's skill or other modifiers.

Invention [Level 1]
Type: Special Target: Special

The Engineer is able to field an impressive number of Inventions as designed by the ICS. An Engineer gains a number of systems (invention bases) every few levels. Tool creation and to a less degree, modification is no simple task and can only be performed during rest periods or whenever the GM dictates.

An Engineer is only able to use Inventions he personally created, other Engineer's inventions are simply too alien to use.

In addition the level 1 system a starting Engineer gains 100 gil worth of parts to build his first invention, anything extra comes from his normal gil supply. This money may only be used for parts, and may not be immediately resold by the Engineer.

System Level Level Gained

1 1
2 8
3 15
4 22
5 29
6 36
7 43
8 50
9 57
10 64

Peep [Level 11]
Type: Fast Target: Single

With a hardened eye for detail an Engineer can examine almost anything for its strengths and flaws. With a successful (Tool% - MDef) check the Engineer can estimate a monster's Level, HP, MP and any elemental weaknesses.

Scavenge [Level 22]
Type: Support

Not ever one to turn down any possible parts an Engineer is able to scavenge the remains of Machina based enemies. After a battle where Machina-type enemies were defeated, assuming the offending machine did not escape, the Engineer has a (Tool% -100) chance to recover a single part, chosen by the GM. The rarity of the part is up to GM whim, but should generally be within a few points of (100 - Engineer's Level). This part is in addition to any of the battle's normal item drops, and is not affected by the item drops nor effects them.

Disassembler [Level 34]
Type: Slow (10) Target: Single

With expert knowledge the Engineer can tamper with any Machina based monster in an attempt to short-circuit them. Disassembler has a (Tool% - 50 - Enemy's Level) to cause instant death to any Machina monster. Monsters with I: Death are not affected by this attack.

Maintenance [Level 47]
Type: Fast Target: Party

With an eye to detail the Engineer makes sure his party's equipment is always in tip-top condition to avoid any potential damage. Effectively, when used this grants each party member a (Tool% -100) CoS to gain I:Weak(4)

W-Invention [Level 61]
Type: Special Target: Special

Growing more skilled in Invention usage the Engineer is now able to use his simpler inventions with greater ease. The Engineer is able to select two inventions of level 5 or less to be triggered in the Engineers turn. All effects and defects are combined and calculated once.

jugh3ad
Captain


jugh3ad
Captain

PostPosted: Tue Jan 31, 2006 12:34 pm


[ Message temporarily off-line ]
PostPosted: Tue Jan 31, 2006 12:37 pm


MEDIATOR

The Mediator is an odd kind of adventurer. Whereas most adventurers fight their battles through brute strength or an incantation of a spell, the Mediator fights with mere words. Often the Mediator will hold a status of nobility among royalty or political parties, as they are usually present in conferences or treaty negotiations, serving to resolve or settle differences between opposing factions, but occasionally the Mediator will use his unmatched social skills for his own personal gain.

STR VIT AGI SPD MAG SPR
+8 +8 +12 +10 +10 +12

Representatives: Trainer Job (FF5), Beastmaster Job (FF11), Monster Tamer Job (FFTA), Reis Dular (FFT), Mediator Job (FFT)
HP Die: d8
MP Die: n/a
Weapons: Knives, Flails, Instruments, Rifles
Armor: Armwear, Hats, Robes, and Suits
Attack Bonus: +20
Skill Points: 260
Skill Aptitude: Social
Required Skills: Negotiation, One Weapon Skill
TALK SKILL

The Mediator knows not the meaning of the phrase "actions speak louder than words." Often responsible for the resolution of the most heated debates, the Mediator has a way of speaking that comes off to be perceptively more powerful than the conventional speech of various societies. The Mediator can use his words in such a convincing manner that enemies will often become allies, allies will have a reason to continue fighting in the most dire of circumstances, or enemies may end up convincing themselves of their doom! Even when those around the Mediator do not understand his language, the meaning of his words are spoken loud and clear to the intended recipient, whether they want to hear his words or not.

Talk% is (Negotiation skill/2 + Level + SPRx2).

Capture [Level 1]
Type: Magic Target: Single

Capture allows the Mediator to 'store' a monster as a special attack. When a monster is reduced to 0 HP in battle, the Mediator has the option to catch it as a Fast action in the same round the monster is killed. At a later point in battle, the Mediator may choose to release a captured monster as a Fast action. The captured monster will appear on the battlefield, use a special ability determined by the GM that benefits the Mediator's party, and then escapes away. The Mediator can have only one monster captured at any a time to start, and any given specific monster may only be captured once. Mini-, super- and normal bosses are immune to being captured. Experience and Gil for a captured monster are awarded as normal.
As the Mediator gains levels, more monsters may be captured and held at the same time. At levels 16, 31, 46 and 61, the Mediator gains the ability to hold one extra captured monster, up to 5 total. These are released separately,

Entrust [Level 10]
Type: Magic Target: Single

When the Mediator's turn comes up, he may choose to switch places with another party member or monster. If the target is hostile (an enemy, or a Charmed/Confused party member), the chance of success is (Talk%), M.Defense. Otherwise, success is automatic. If successful, the Mediator's place in the initiative order is swapped with the other person's. This has different effects, depending on if the other person has acted yet or not. If they have not, they act immediately, and the Mediator acts later, on what would have been their turn. If they have already, the Mediator effectively gives up his turn to allow the other person an extra action on the Mediator's initiative.

For example, in a battle, Robin the Mediator (initiative 15) has two teammates who could be Entrusted - the Swordmaster Boris (initiative 12), or the Archer Erique (initiative 20). Robin could Entrust to Boris - she would act on initiative 12, while Boris would act early, on initiative 15. Or she should Entrust with Erique - she would give up her action, and he would act for a second time on initiative 15. If Erique had used an ability with Charge Time, such as Arm Aim (which would cause him to act on initiative 14), things would be slightly different. If Entrusted, Erique acts on initiative 15 and Robin acts on initiative 14 - Erique's Slow action isn't completed when his turn comes up again, and never happens, disappearing with no effect.

Parley [Level 19]
Type: Magic Target: Single

If an enemy is at 25% HP or less, the Mediator may attempt to talk them into giving up. On a successful (Talk%), M.Defense check, the victim will be Ejected from battle, retreating to safety rather than risk death. The Mediator has the option to immediately Capture any monster who leaves the battle through Parley, if so desired, without having to spend an extra action to do so.

Advice [Level 28]
Type: Magic Target: Single

Giving careful direction and suggestions from observing the enemy in action, the Mediator is capable of doubling an ally's chance to get a critical hit with an Attack action. This effect lasts for 4 turns.

Threaten [Level 37]
Type: Magic Target: Single

Hurling a wave of threatening remarks, the Mediator is capable of unnerving an opponent, leading to a greater number of errors. If successful on a (Talk%), M.Defense check, the victim's likelyhood to botch attacks will vastly increase, from 95-100 to 76-100. Additionally, the victim can not critically succeed. This effect lasts for 4 turns.

Manipulate [Level 46]
Type: Magic Target: Single

On a successful (Talk%-50), M.Defense check, the Mediator can inflict the status Charm (4) on a target, using perplexing logic and firm orders to convince the victim to defend the Mediator in battle.

Invite [Level 55]
Type: Magic Target: Single

In battle, the Mediator can attempt to convince an opponent to switch sides in battle. There is a (Talk%), M.Defense chance of success to do this. If it works, the enemy becomes an ally, changing sides to fight for the Mediator. After battle, the invited creature will wait for the Mediator's call. As a Fast action, the Mediator may call the invited beast to help. It will immediately appear in battle and act as an independent combatant, on the Mediator's side. It will act independently and fight to the best of it's abilities until the end of the battle, at which point it will wander off and leave. The Mediator must then invite another, different creature. The Mediator may only have one Invited monster at a time, and each invited beast will only fight at the Mediator's call once. Mini-, Super- and normal Bosses, as well as monsters with I: Mystify are immune to being invited.

Charge! [Level 64]
Type: Magic Target: Single

The Mediator rallies up his party and prepares them for battle. The Mediator will yell "Charge!" and up to four of his party members can make an Attack Action simultaneously off of the Mediator's Initiative, having no effect on their own Initiative scores and effectively giving them a free Attack action. The party members that will attack on the Mediator's Charge! order will depend on their HP. To determine which party members attack off of the Charge!, every party member must roll a d% with a CoS based on the party member's current HP:

Party member has over 75% HP remaining: 40% CoS.
Party member has 75% or less HP remaining, but is still above 50%: 60% CoS.
Party member has 50% or less HP remaining, but is still above 25%: 80% CoS.
Party member has 25% or less HP remaining: 100% CoS.

If more than four party members are successful, the four party members with the lowest d% rolls will Charge! and perform an Attack Action with whatever weapon they have equipped.

jugh3ad
Captain


jugh3ad
Captain

PostPosted: Tue Jan 31, 2006 12:39 pm


MIME

STR VIT AGI SPD MAG SPR
+9 +9 +9 +9 +9 +9

Representatives: Gogo (FFVI), Rikku (FFX) Mime Job (FFV, FFT)
HP Die: d8
MP Die: d6
Weapons: Knives, Rods, Staves, Flails, Gloves, Bows, Crossbows
Armor: Armwear, Hats, Suits, Shields
Attack Bonus: +20
Skill Points: 260
Skill Aptitude: None
Required Skills: Acting, One Weapon Skill
MIMIC

Those who can, do. Those who can't, teach. Those who don't want to, write flavor text. Those who watch those who do, mime. The Mime is known for his astounding ability to copy the things he sees and perform them in the same manner. It takes a strange adventurer to live the life of Mimicry. However, the Mime is not totally dependent on others. Capable of simple actions like everyday life, attacking, using items, the fact remains that the Mime is only at full power when he's surrounded by some powerful friends...or enemies.

When Mimicing an ability, the Mime does not have to possess any ability-specific equipment. An Archer's abilities can be performed with a knife, for example. If the ability in question is equipment-dependent, such as the Samurai's Draw Out, the Mime is considered to be weilding the same weapon as the original character currently is using. A Mime copying a Samurai who is using Kiyomori is considered to be using that weapon for any Mimiced abilities, though the Mime still does damage as per whatever weapon he is using normally for Attack Actions. The only time a Mime must have an item or piece of equipment to Mimic an effect is when the item is consumed. The Mime does not get free Potions, Shuriken or the like when Mimicing an Item action, or the Ninja's Throw, for example. If a skill-based job ability is being Mimiced, use Acting in place of the job's normal skill in the Skill% formula.

Mimic [Level 1]
Type: Varies

During battle, a Mime can observe others' actions and Mimic them. When using this ability, the Mime will perform the last action before his initiative. All initiative penalties apply. Any rolls for the attack are determined by the Mime's stats. Skill-based checks (such as Steal) use the Mime's Acting% in place of whatever skill would normally be used. However, when using Mimic on a randomized ability (Gambler's Reels, Geomancer's Elements, etc), do not reroll for the effect. The action is performed on the same target(s). If the Mimic does not have enough MP, then the spell cannot be Mimicked. For actions with a Charge Time, the Mimic does not Mimic the action until it has already gone off; Thus, an ability with a Charge Time of 4 used on Initiative 16 will go off on Initiative 12. The Mimic cannot Mime the ability until Initiative 11, after the move has actually gone off, and then Mimic's action does not go off until 7.

Mirror Mimic [Level 9]
Type: Support

So the enemy Behemoth just used a really nasty attack, and you would like to try it out. Unfortunately, if you do, you'll most likely be smacking around your own allies. Mimic is used on the same target, so that Shakedown just shook down the party Mage once again. With Mirror Mimic, this is no longer the case. When using Mimic, if an ability is Mimicked, the target may be either the original target, or the original user.

Command Mimic [Level 17]
Type: Fast

Spontaneous Mimicry, while effective, leaves much up to random chance. Command Mimic allows the character to take any one ability or level of spells available to any of her allies for the remainder of combat. Out of combat, there is no time limit on how long Command Mimic lasts. If an ability is taken, all rolls are made as according to the Mime's stats. If a level of spells is taken, only the spells available to the copied ally may be used. Blue Magic and Summons are handled differently; the Mime can take a number of spells with an MP value equal to his own MP that the copied spellcaster has access to. Only one ability or level of spells may be taken at any one time, and cannot be changed during combat. Abilities which are all gained at a single level and appear under the same heading (such as a Bard's songs) are considered to be one ability for the purposes of Command Mimic. Only Fast, Slow or Magic abilities may be taken in this fashion - not Support or Reaction abilities.

Memory Mimic [Level 25]
Type: Support

Sometimes it's more than a little risky to Mimic the last thing you've seen; at this point, it would be nice to take a pick of the actions throughout the round. Once a Mime gains the ability to Memory Mimic, he can Mimic any action made previously in the round. As always, any and all rolls are made using the Mime's stats.

Final Mimic [Level 33]
Type: Reaction

There isn't always a friend around to avenge your death. In that case, you'll have to do it yourself. When the Mime is defeated in battle, he has a (50+SPR)% chance to Mimic the attack used to defeat him. The attack is targeted against the person who killed the Mime. In cases where the Mime drops to a non-person (such as the Venom status), Final Mimic always fails to activate.

Command Mimic [Level 41]
Type: Fast

The Mimic can now use an additional action to take one additional ability or level of spells from an ally. This acts as one additional slot to store an ability or level of spells, and can be taken from any ally. All other restrictions from the original Command Mimic apply.

Mimic Target [Level 49]
Type: Support

There comes a time, during a life of Mimicry, when perfect imitation just doesn't cut it. Even the best performers want to add their own little spin on a project. Using the art of Mimic Target, the Mime can now choose to target a Mimic action freely, rather than being restricted to only using it on the original target or the mimiced person.

Counter Mimic [Level 56]
Type: Reaction

After having spent all of her adventuring life copying the actions of others, eventually a Mime starts to recognize what's going to happen long before it does. Counter Mimic grants a Mimic a flat 30% chance to avoid any one attack and then Mimic it right back at the enemy who used it. Attacks that are Target: Group cannot be Counter Mimicked.

Job Mimic [Level 64]
Type: Fast

The better a Mime gets to know his allies, the better off he'll be in the long run. When a Mime reaches this level of skill, he can start imitating the Jobs of his allies. The Mimic gains all abilities of the Job in question, while retaining his own stats and skills. However, the Mime is not that Job, no matter how hard he tries. No abilities over Level 50 may be used - Blue Magic is limited to spells of 100 MP or under, Summons and Calls are limited to those 150 MP or under. Reaction and Support Abilities cannot be Mimed; these abilities are the trademark of training for years in one class. When using this ability on a character with access to magic, the Mimic can cast any spell available to the imitated character. The Mime does not gain the stat/die progressions of the Job or its weapon/armor availability. Also, he may only Mimic one Job at any one time. Job Mimic lasts for 4 combat rounds; one round to activate, and three rounds available for use. Outside of combat, there is no time limit.
PostPosted: Tue Jan 31, 2006 12:41 pm


THIEF

A master at misdirection and confusion, the Thief emerges from the shadows that give her shelter, prepared to steal what he wishes, or to strike with short sword and dagger against those who detect her. Thieves move with the grace and skill that is required to practice their art. To the Thief it is an art form to steal, both in the heat of battle and out of it, and it is an art they have mastered to perfection.

STR VIT AGI SPD MAG SPR
+8 +8 +13 +15 +8 +8

Representatives: Thief Job (FFI, FFIII, FFV, FFT, FFTA, FFX-2), Locke (FFVI), Zidane Tribal (FFIX), Rikku (FFX)
HP Die: d8
MP Die: n/a
Weapons: Boomerangs, Knives, Light Swords, Ninja Knives, Swallows
Armor: Armwear, Hats, Suits
Attack Bonus: +20
Skill Points: 260
Skill Aptitude: Thievery
Required Skills: Pickpocket, One Weapon Skill
SNEAK

They say the hand is quicker than the eye! The Thief always has a bag of tricks up her sleeve, ranging from stealing items from those aware of them to deceiving people to look the opposite direction so their victims are not aware of them at all! They can even use their roguish charm to manipulate others to do their bidding!

Several skills reference a term called Steal%. This is the combat application of the skill Pickpocket, and is calculated using:

Steal% = Pickpocket + Level + AGIx2

Steal [Level 1]
Type: Fast Target: Single

The hallmark of the Thief is the ability to Steal from anyone, anytime, anywhere - including in the midst of battle. The Thief attempting to steal has a Steal%, Defense chance to grab an item from her target; if successful, the Thief rolls 1d100 and gets a reward as follows:

51-100: Common Item
25-50: Uncommon Item
08-24: Rare Item
01-07: Very Rare Item

The particular item depends on those assigned to the target by the GM, following the rules outlined in the MCS. If a Thief makes a subsequent attempt to Steal on the same target and rolls within the range for an already obtained Item, the Thief gets nothing.

Gil Taking [Level 8]
Type: Fast Target: Group

The Thief gains the ability to steal a small quantity of Gil from her unwary opponents. Her chance to succeed is (Steal%)/2 and she grabs an amount of Gil equal to the total Gil value of the encounter divided by 8. This amount is not deducted from the rewards given after combat. Any subsequent attempts at using Gil Taking after a successful attempt will automatically fail; Gil is a finite resource, after all.

Catch [Level 15]
Type: Reaction

An indirect method of stealing doubling as a means of protection, the Thief can attempt to catch incoming projectile attacks as they are coming towards her! Keep in mind that this Ability can only be used to catch thrown or launched weapons that are tangible, such as Shuriken, Arrows, or Ammunition. Intangible items (such as needles from the 1000 Needles spell) cannot be caught, as they are not in a state of matter that can be palmed when they reach the Thief's grasp. Every time the Thief is successfully targeted with a projectile attack, there is an unmodified 50% chance of catching it before it hits. If successful, she will take no damage and will now own the caught projectile. If the attempt fails, the Thief will take damage as usual, and the item will be unaffected by the attempt to catch it.

Distract [Level 22]
Type: Slow (icon_cool.gif Target: Single

A master of deception, the Thief can use anything within her environment, such as a rock, a flashing light, smoke, or whatever is around to distract the opponents into turning around and viewing the object. The suddenness of the action has a (50 + Level + AGIx2), Defense chance of inflicting the Status Condition Unaware on the target (1).

Mug [Level 29]
Type: Slow (10) Target: Single

The Thief can attempt to strike a blow with her weapon as she attempts to steal, inflicting normal weapon damage, minus the target's Armor. In mechanical terms, the Thief makes an Attack Action followed immediately by using the ability Steal. If used by a Thief wielding two weapons, only one weapon of the Thief's choice may be used to attack with Mug.

Detect [Level 36]
Type: Fast Target: Single

Throughout her adventures, the Thief develops a sixth sense for what she wants, who has it, and how she's going to get it. The Thief can detect what Items are available on her target for stealing and thus increase her odds of snagging the rarer ones. For the duration of the battle, the reward ranges for prizes upon successfully stealing from or mugging the detected target are:

76-100: Common Item
41-75: Uncommon Item
15-40: Rare Item
01-14: Very Rare Item

Steal Heart [Level 43]
Type: Slow (14) Target: Single

The Thief, with her roguish air and charming manner, can attempt to manipulate innocent fools to do her bidding, effectively "stealing their hearts." There is a (50 + Level + AGIx2), Defense chance of the target being Charmed (6) as a result. Against humanoid targets, this is only effective against targets of the opposite gender. Against any other types of monster, this Ability will work regardless of gender.

Counter Steal [Level 50]
Type: Reaction

The Thief has now become to good with her hands that she can even steal from someone rushing right at her! When she is subjected to a Melee attack which targets the Thief only, the Thief automatically uses Steal against her assailant; roll for success and a reward based on the Steal Ability, modified accordingly for Detect if it has been used.

Robber's Evidence [Level 57]
Type: Slow (1icon_cool.gif Target: Single

This ability is a mark of the Thief's exploits used to an offensive advantage. The thief produces a special coin from her sleeve and tosses it at the target. It explodes upon impact, causing (Weapon damage + [Steal%]x2), Armor Physical damage.

Footwork [Level 64]
Type: Support

The Thief's legs move so fast that she can execute actions before almost any of the other combatants! The Thief now calculates Initiative as (SPD + 20 + 1d10) for every round of combat.

jugh3ad
Captain

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