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Kuroyomi

PostPosted: Wed Apr 18, 2007 3:54 pm


Quick Guide: Jobs


SOME JOBS HAVE CHANGED, PLEASE BEAR WITH US. IF YOU NOTE SOMETHING THAT HAS NOT BEEN UPDATED, CONTACT CREW.


One does not become a master swordsman or legendary mage by luck alone; training and experience both play an important part in the shaping of a hero. Each of the four Classes in the FFRPG – Warrior, Expert, Adept and Mage – draws its power from a slightly different source. Fighters tap on chi and physical power, Mages on the natural force of magic, Experts on their expertise and ingenuity, and Adepts on a combination of all three. These four Classes encompass a number of separate professions recognisable in the heroes and heroines of the Final Fantasy series – crafty Engineers, sneaky Thieves, deadly Ninja, noble Dragoons and more are all represented here.
FORMAT

The Jobs presented over the course of this chapter follow a standard format. After a brief introduction, each has a 'Job profile' containing the most important details for the Job.

Attribute Bonuses are given before the profile proper. Added to a character's Racial Maximums, these determine the caps for the character's Attributes as a whole, as described in Character Creation.

Representatives lists characters in the Final Fantasy series that are either known members of the Job in question or embody many of its qualities. The game each character featured in is given in (parentheses).

HP Die is used to calculate the Job's Hit Points at character generation and upon gaining a Level as described in Character Creation.

MP Die is used to calculate the Job's Magic Points at character generation and upon gaining a Level as described in Character Creation.

Weapons lists the Weapon types this Job is proficient with. Weapon types not listed in a Job’s profile may not be wielded by a character unless they have the Advantage Special Training. The one exception to this are Thrown Weapons, which may be used by all Jobs.

Armor lists the Armor types this Job is proficient with. Armor types not listed in a Job's profile may not be worn by a character unless they have the Advantage Special Training.

Accuracy Bonus varies from Job to Job, and is used to calculate to the character's Accuracy as per Character Creation.

Skill Points give the number of Skill Points a character of this Job can spend at character creation.

Skill Aptitude lists the Skill Category the character can buy Skills at half cost from.

The Job's Ability Set is presented after the profile, presenting each individual Ability in an easy-to-read format. For Jobs with the ability to cast Spells, the Ability Set will also contain a table showing when new Spells are gained, if applicable.

* Note: When using a Job Ability, no weapon abilities apply unless the ability description specifically says otherwise.


Warrior Jobs

    * Archer
    * Dragoon
    * Fencer
    * Fighter
    * Knight
    * Monk
    * Samurai
    * Sword Master


Expert Jobs

    * Bard
    * Chemist
    * Dancer
    * Engineer
    * Gambler
    * Mediator
    * Mime
    * Thief


Mage Jobs

    * Black Mage
    * White Mage
    * Sage
    * Summoner
    * Time Mage


Adept Jobs

    * Blue Mage
    * Red Mage
    * Dark Knight
    * Paladin
    * Rune Knight
    * Ninja
    * Magic Knight
    * Geomancer


Return to Game System

* All Job write-ups are subject to change at any time.
PostPosted: Wed Apr 18, 2007 4:06 pm


ARCHER



Since the first hunters invented the bow to hunt animals, it quickly became one of the most prominent weapons in the armies. Over the course of history, the bow evolved into more technologically advanced forms, such as crossbows and firearms. As time progressed and the hunters became soldiers, those who mastered the bow became Archers. Archers can range from bow-wielding infantry to rifle-wielding snipers trained to perform long-range assassinations, depending on the era. Rarely would Archers need to put their own bodies on the line as frequently as melee warriors, as they can fire and be well out of range of most conventional counterattack methods. Having such an advantage comes at a price, though: the number of attacks they can perform is limited to the amount of ammunition they are carrying.

Quote:
STR VIT AGI SPD MAG SPR
+15 +10 +15 +10 +5 +5


Representatives: Barret (FFVII), Mustadio (FFT), Wakka (FFX), Archer Job (FFT, FFTA), Gunner Job (FFTA, FFX-2), Hunter Job (FFIII, FFV), Ranger Job (FFXI), Sniper Job (FFTA)

HP Die: d10

MP Die: n/a

Weapons: Boomerangs, Bows, Crossbows, Rifles

Armor: Armwear, Hats, Suits, Shields

Attack Bonus: +30

Skill Points: 240

Skill Aptitude: Wilderness

Required Skills: Tracking, One Weapon Skill


SNIPE

The Archer job specializes in fighting with virtually any type of ranged weapon through skill and a few subtle tricks. With such a weapon at hand, they can focus their will into their shots to increase their accuracy, cripple enemies by aiming for specific parts of their bodies, and utilize other abilities that make them invaluable in any party.


Take Aim [Level 1]

Type: Slow (2) Target: Single

One of the Archer's most powerful abilities, Take Aim uses training and patience to find the perfect moment to attack. The Archer is able to track his target perfectly, capable of landing shots even in situations where it would seem impossible. When using Take Aim, the Archer makes a normal Attack action. This attack automatically hits, inflicting normal damage, taking Armor into account. Also, any statuses which may be inflicted by the weapon or any special ammunition being used gain a +30% chance to take effect (unless the target is Immune).


Charge [Level 8]

Type: Slow Target: Single

Another method Archers use to increase the effectiveness of their assaults is simply by waiting for a perfect shot. The longer they wait, the more damage they inflict. As the Archer increases in level, he becomes more patient and precise with his assault, charging longer and inflicting a percentage of additional damage.


Quote:
Level__Damage Bonus__Charge Time
8_________+25%_________4
29________+50%_________10
43________+75%_________14
64________+100%________20

For example, a shot that normally inflicts 200 HP of damage will inflict 300 HP of damage with Charge +50% at a charge time of 10. All Charged shots are reduced by the target's Armor.


Leg Aim [Level 15]

Type: Slow (6) Target: Single

The Archer takes aim, firing a crippling shot intended to hamstring the target’s movement. Leg Aim has a CoS of Dexterity, Evasion of inflicting the Status Condition Immobilize (4).


Arm Aim [Level 22]

Type: Slow (8 ) Target: Single

Drawing a bead, the Archer lets loose with a well-placed shot, aiming to cripple the target’s fighting ability. Arm Aim has a CoS of Dexterity, Evasion of inflicting the Status Condition Disable (4).


Mindblow [Level 29]

Type: Slow (10) Target: Single

The Archer aims at the enemy's skull, and fires a concussion-inducing shot. Since the Archer's intention wasn't to inflict cranial pain, but to scramble their brains a little bit, this Ability inflicts 100% weapon damage to the enemies MP, and ignores ARM & M.ARM


Tableturner [Level 36]

Type: Slow (12) Target: Single

Using dead-eye aim and accumulated knowledge, the Archer fires a shot which strikes the enemy's armor. The impact causes the enemy's own defense to work for the Archer, inflicting normal weapon damage. However, instead of subtracting the target's ARM from the damage done, that amount is added.


Arrow Guard [Level 43]

Type: Support

After repeatedly being on the business end of ranged assaults, the Archer eventually learns to be able to see incoming Ranged assaults, giving him more of a fighting chance to dodge that otherwise fatal shot. The Archer is granted a Defense bonus equal to his Level in regards to any Ranged attack focused solely on him. In this respect, Arrow Guard does not grant bonuses against anything modified by M. Defense or Abilities that target Groups, Parties, or the entire battlefield, regardless of the assault's method of defense.


Barrage [Level 50]

Type: Slow (16) Target: Group

Harnessing the power of the Take Aim skill and letting loose with everything he's got, the Archer can unleash a rapid fire barrage of attacks to his opponents. When using Barrage, the Archer hits each target in the enemy group once, automatically striking the target for normal damage. For each individual target, however, the Archer may opt to use special ammunition. A different type of ammunition may be selected for each target, and if any special effects of that ammunition are applied, as if Barrage were a normal Attack action. Any special ammunition chosen for Barrage is consumed as normal. Irrespective of the ammo used or the number of targets, each of the shots hits its designated target only. For example - when facing down two Bombs, an Adamantoise and a Flan, the Archer can select to use an Ice Arrow on each of the Bombs to do extra damage to them, while using a Samurai Arrow to punch through the Adamantoise's extra-thick shell better and a Mute Arrow to prevent the Flan from casting further spells. Total ammunition use for that particular use of Arrow Rain was two Ice Arrows, a Samurai Arrow and a Mute Arrow, all of which are removed from the Archer's inventory.


Triple Foul [Level 57]

Type: Slow (18 ) Target: Single

One of the Archer's prized crippling techniques, the Archer focuses on his shot for a few moments, then shoots. The shot divides off into three fragments, each targeting a different portion of the body. This attack will inflict no damage, however, the Archer simultaneously inflicts the statuses Confusion (6), Disable (6), and Silence (6). Each of these effects has a Dexterity, Evasion chance of being inflicted. Each status is checked for separately.


Unlimited Shot [Level 64]

Type: Slow (20) Target: Group

Even the Archer panics sometimes! In a jam, the Archer may simply unload as many shots as they can, not worrying about whom or what they hit. Because the Archer is not concentrating as he should, each shot hits a random enemy target, and gradually loses accuracy.

The first shot automatically hits the target. The second shot has a flat 90% chance to hit, ignoring Evasion. Every subsequent shot subtracts 10% from this number. Therefore, the third shot has a flat 80% chance to hit, the fourth has a flat 70% chance, etc. After enough shots, the CoS hits a minimum of 10%. The Archer may continue to shoot until he misses the target. Each shot inflicts normal weapon damage and is reduced by Armor.

Kuroyomi


Kuroyomi

PostPosted: Wed Apr 18, 2007 4:13 pm


DRAGOON



Dragoons are warriors who have been trained to mimic the actions of a dragon by use of their internal energies. Whereas most Jobs are ground-bound, Dragoons have the capability to leap unbelievable heights, earning a place in legends as "those that fly like a dragon." They are also known for invoking the spirits of dragons, assisting them in performing feats that may not necessarily compare to those of Mages and Summoners, but are respectable in their own right.

The Dragoons are elite warriors who have a reputation of completing even the most suicidal missions. Often they serve as soldiers positioned within an army's cavalry or infantry, but some Dragoons may find it more feasible to hone the supernatural aspect of their Dragon arts outside the realm of the military. In some regions, the Dragoon may be referred to as a 'Dragon Knight', often being one that lends his services to royalty.


Quote:
STR VIT AGI SPD MAG SPR
+15 +12 +10 +10 +8 +5


Representatives: Kain Highwind (FFIV), Freya Crescent (FFIX), Cid Highwind (FFVII), Dragoon Job (FFIII, FFV, FFT, FFTA)

HP Die: d10

MP Die: n/a

Weapons: Axes, Knives, Polearms, Swords

Armor: Gauntlets, Helmets, Mail, Shields

Attack Bonus: +30

Skill Points: 240

Skill Aptitude: Weapon

Required Skills: Acrobatics, One Weapon Skill


DRAGON

The fundamentals of the Dragoon's training come from the study of the powers of dragons. With their extensive training in both ground and aerial combat, Dragoons are capable of using their Dragon arts to launch attacks from the skies as well as lending their support on the ground.


Jump [Level 1]

Type: Special Target: Single

By drawing on the spirit of the Wind Drake, a Dragoon gains the ability to break the bonds of gravity and soar into the skies with a single bound. Jump can carry the Dragoon as far as 30 meters – vertically, horizontally, or a combination of both. If used as an attack, it inflicts 200%, Armor Physical damage on the target, striking automatically.

Jump essentially functions as a Slow Action. Once the Dragoon has Jumped, she will land during her next turn, regardless of whether it takes place later in the same Round or in the next Round entirely. While in the air, the Dragoon generates Initiative as normal, but moves too quickly to be targeted; she will not be affected by any Group attacks targeting her allies. Status Conditions continue to affect the Dragoon and count down as normal ‘in-flight’.

As with any Slow Action, anything that would prevent the Dragoon from completing the Jump – up to and including Hit Points being reduced to 0 or lower – will automatically cancel it, returning her to the field of battle. Use of Jump may be restricted in areas with low ceilings, though this is left to the GM’s discretion.


Cherry Blossom [Level 8]

Type: Slow (4) Target: Group

The Dragoon throws his weapon towards the center of the enemy area, which explodes into a barrage of cherry blossoms that spread out and slash all enemies repeatedly for 75%, Armor weapon damage.


Ancient Circle [Level 15]

Type: Slow (6) Target: Party

Intense training has given the Dragoon insight into the vulnerabilities of the creatures he immitates, and this ability is the proof. This ability grants the Dragoon and his allies the Dragon Killer ability on any weapon they wield for four rounds, allowing them to inflict 200% damage against Dragon-type monsters with a normal Attack Action.


Lancer [Level 22]

Type: Slow (8 ) Target: Single

Invoking the powers of the Red Dragon, the Dragoon enchants his weapon with a blood red glow. He then attacks the enemy, inflicting 125%, Armor weapon damage in HP, and 50% weapon damage in MP. The damage to the target's MP ignores Armor when being calculated.


Reis' Wind [Level 29]

Type: Slow (10) Target: Party

The Dragoon invokes the powers of Reis, the Holy Dragon. Her spirit embraces the party, slowly healing all wounds, granting the Regen Status (4).


Dragon Spirit [Level 36]

Type: Reaction

Upon gaining this ability, the Dragoon can call forth the spirit of the Dragon of Life to come to his aid upon being injured. If the Dragoon takes Physical or Magical damage, there is a flat 30% chance of the Dragoon instantly being granted the Reraise Status. Note that Dragon Spirit can only be invoked once per battle regardless of how many times the Dragoon is reduced to 0 HP and revived.

Trigger: Physical or Magical damage.


White Draw [Level 43]

Type: Slow (14) Target: Special

The Dragoon calls forth the powers of the White Dragon. Its spirit surrounds a single enemy, siphoning MP equal to the Dragoon's weapon damage, less the target's M.Armor. The spirit then flies around the party, dividing the pool of MP evenly between all the Dragoon's MP-using allies.


Power Jump [Level 50]

Type: Special Target: Group

An advanced version of the standard Dragoon's Jump, this requires three Slow Actions, each Action requiring a -16 Initiative Penalty. On the first Action, the Dragoon leaps high into the air, noticeably higher than a standard Dragoon Jump. On the second Action, while still in the air, the Dragoon generates golden energy versions of his weapon, hurling them as projectiles toward the enemy group for 150% Magical damage modified by MAG and the enemy's M. Armor instead of STR and Armor. For example, using a Partisan which normally inflicts (15 x STR) + 4d12, Armor damage, with Power Jump, the damage to the enemy group is now ((15 x MAG) + 4d12) x 1.5, M. Armor Magical Damage. The Dragoon will remain in the air until the third Action, in which he will again launch energy versions of his weapon towards the enemies, again inflicting 150% weapon damage modified by MAG and M. Armor. On the same Action, immediately following this final aerial assault, he will land on the center target for 200% weapon damage, modified by STR and Armor. While in the air, the Dragoon is immune to being targeted by any attacks, abilities or effects. However, any pre-existing status conditions will continue to act as normal. Should the Dragoon be reduced to 0 HP or otherwise killed, the Power Jump is not completed and they return to the field of battle.


Dragon Breath [Level 57]

Type: Slow (18 ) Target: Single

The Dragoon calls forth the powers of a two-headed dragon, in which the heads rest on the Dragoon's shoulders. The dragons breathe out a divine mist that engulfs the enemy, doubling the amount of pain they have received on a CoS of Dexterity, M.Evasion. For example, if the enemy has already taken 300 HP of damage, the mist inflicts another 300 HP of damage. Under no circumstances can Dragon Breath inflict more than 999 HP of damage. This ability ignores Armor when calculating damage.


Dragon Horn [Level 64]

Type: Special Target: Group

This is the ultimate version of the Dragoon Jump, named after the repeated striking attacks of a dragon using its horn to destroy its prey. This version of Jump requires two Slow Actions, each Action requiring a -20 Initiative Penalty. On the first Action, the Dragoon jumps high in the air, readying his weapon for the next Action to bounce off the landing. When the Dragoon lands on the second Action, he will land on his target, bounce off his weapon back into the air a short distance, and land on a random enemy target with his weapon. The initial impact is guaranteed, but roll 1d8 to determine the number of times the Dragoon will bounce up and land additional hits: 1: once, 2-4: twice, 5-7: three times, and 8: four times. The initial landing inflicts 200%, Armor weapon damage; however, since the Dragoon does not have as much of a vertical fall to aid the damage of the bounces, these additional attacks only inflict 75%, Armor weapon damage each. While in the air, the Dragoon is immune to being targeted by any attacks, abilities or effects. However, any pre-existing status conditions will continue to act as normal. Should the Dragoon be reduced to 0 HP or otherwise killed, Dragon Horn is not completed and they return to the field of battle.
PostPosted: Wed Apr 18, 2007 4:42 pm


FENCER



Some swordsmen rely on brute force or calling upon their inner energies to defeat their foes. The Fencer, however, relies on sheer speed and grace to take down their enemies. The Fencer is also a master of the defensive arts, and relies on his speed, natural skill, and training to simply avoid many a blow that is aimed at him. Fencers most often make use of light swords, such as rapiers and foils. The Fencer also does not wear heavy armor, as his focus is not on reducing the damage done by an attack, but on simply not being hit at all. Fencers are often employed by kingdoms as elite guardsmen, and are almost always trained by fellow Fencers in limited schools. The best Fencers out there are renowned for being nigh impossible to successfully strike.

Quote:
STR VIT AGI SPD MAG SPR
+10 +10 +15 +15 +5 +5


Representatives: Fencer Job (FFTA)

HP Die: d10

MP Die: n/a

Weapons: Knives, Light Swords, Swords

Armor: Armwear, Hats, Suits, Shields

Attack Bonus: +30

Skill Points: 240

Skill Aptitude: Weapon

Required Skills: One Weapon Skill


FENCING

Fencing is the art of using one's speed and ingenuity to overcome an opponent. It includes distracting attacks and calling upon elemental forces with their internal energies, in addition to rapid strikes with their blades.


Swarmstrike [Level 1]

Type: Slow (2) Target: Single

The Fencer summons a swarm of insects out of thin air, and with a wave of the weapon, commands them to charge at a single target. The tiny bugs swarm the target, trying to envelop it and strike with bites and stings; when all is said and done, this ability has a Dexterity, Evasion chance of inflicting Poison (Unlimited).


Reflex [Level 8]

Type: Support

Upon reaching this level, the Fencer begins to transcend normal dodging abilities, and becomes much more difficult to strike, gaining a bonus to their Evasion score equal to half their level.


Featherblow [Level 15]

Type: Slow (6) Target: Single

The Fencer executes a basic form, thrusting and slashing his sword in the air about him. Upon its completion, a feather-shaped blade of air flies at the target for (10 x AGI) + 3d8, M.Armor Wind damage.


Greased Lightning [Level 22]

Type: Support

At this point, the Fencer has become so swift that he can strike enemies faster than the eye can track. Due to this, normal Attack Actions made by the Fencer are fast enough that the enemy's Reactions fail to go off.


Shadowstick [Level 29]

Type: Slow (10) Target: Single

The Fencer brings his sword around him, cutting through the air, in an intricate form. The nearby spirits are called to action, and shadows rise up from the ground. They swirl around the target, dealing (14 x AGI) + 4d8, Armor Shadow damage. In addition, they have a Dexterity, Evasion chance of inflicting Agility Break (4).


Checkmate [Level 36]

Type: Slow (12) Target: Single

The Fencer approaches his opponent, and unleashes a number of quick thrusts at him. The attacks are aimed at pressure points and vital areas, and has a Dexterity, Evasion chance of inflicting the Condemned and Slow statuses on the victim (4). Roll seperately for each status.


Swallowtail [Level 43]

Type: Slow (14) Target: Group

The Fencer concentrates for a time, then unleashes a flurry of swift strikes at the enemy party. The blows, spread out like the feathers in a swallow's tail, pepper all foes for (16 x AGI) + 5d8, Armor Physical damage apiece.


Manastrike [Level 50]

Type: Slow (16) Target: Single

The Fencer raises his blade before his face, and the sword lights up with a blue glow. Using his internal energies, the Fencer stabs at his enemy, dealing (20 x AGI) + 4d12, M.Armor MP damage to a single foe.


Nighthawk [Level 57]

Type: Slow (18 ) Target: Single

The Fencer gathers the surrounding shadows onto his blade, and crafts them into the shape of a fierce bird of prey. The shadowy bird launches itself at the Fencers enemy, striking for (27 x AGI) + 5d12, M.Armor Shadow damage before vanishing.


Piercethrough [Level 64]

Type: Slow (20) Target: Single

The Fencer is briefly surrounded by a bright light, and then dashes at his chosen foe like a blur. As he does, he impales his target, inflicting (32 x AGI) + 5d12 Physical damage, ignoring the Armor of the target.

Kuroyomi


Kuroyomi

PostPosted: Wed Apr 18, 2007 4:47 pm


FIGHTER



The Fighter is a combatant without roots or restrictions, with incarnations ranging from grizzled soldiers and mercenaries to wandering adventurers and their ilk. Where other warriors spend their lives perfecting a single technique or honing their talents in a particular type of weapon, the Fighter's training ground is the battlefield; their skills those mastered by virtue of necessity and raw survival. Though their attacks lack the finesse and flash of their compatriots' repetoire, an experienced Fighter is nonetheless a formidable presence in any combat situation.

Quote:
STR VIT AGI SPD MAG SPR
+15 +15 +10 +10 +5 +5


Representatives: Fighter Job (FFI, FFIII), Warrior Job (FFXI), Squire Job (FFT), Soldier Job (FFTA), Gladiator Job (FFTA)

HP Die: d12

MP Die: n/a

Weapons: Axes, Flails, Knives, Polearms, Gloves, Rods, Staves, Swords, Greatswords, Light Swords, Katanas, Claws, Bows, Ninja Knives, Swallows, Boomerangs, Crossbows

Armor: Armwear, Gauntlets, Hats, Helmets, Mail, Shields, Suits

Attack Bonus: +30

Skill Points: 240

Skill Aptitude: Weapon

Required Skills: Intimidation, One Weapon Skill


BATTLE SKILL

The Fighter's forte lies not in their training but in their experience; rather than committing themselves to a particular weapon or combat style, they adjust their techniques to the demands of the battle, responding and reacting according to the circumstances at hand.

Special note: while weapon abilities are cancelled out by most Warrior abilities (Archer's lock-on is an example of an exception), every single one of the Fighter's offensive abilities using weapon damage continue to make use of their weapon abilities.


Mighty Strike [Level 1]

Type: Slow (2) Target: Single

Concentrating on a single opponent, the Fighter gathers their strength, preparing to charge for a single all-or-nothing blow in the hopes of striking some weak point on his target -- a rent in the armor, a loose scale, a vulnerable underbelly. Roll for Mighty Strike as you would for a normal Attack Action; the Fighter's Attack% is reduced by half after modifying for Defense. Thus, a Fighter with an Attack% of 180 attacking a target with DEF 30 would only have a 75% chance to hit when using Mighty Strike. This attack roll can never result in a critical hit. Should the attack be successful, it inflicts 200%, Armor weapon damage to the target. Any special effects of the weapon used apply to the attack, as if this ability were a normal Attack action. If the weapon has the ability Critical+ or Critical++, the CoS for Mighty Strike is increased by 10 or 20 points, respectively, and the CoS is increased by 5 or 10 points if the Fighter has the Signature Weapon advantage, respective of the 3 and 5 point versions. Only the largest one of these bonuses is applied, however. If the Fighter is wielding two weapons, only one of the Fighter's choice can be used to execute Mighty Strike with.


Third Eye [Level 8]

Type: Fast

To survive in a fight, the Fighter must sometimes move instinctively to avoid harm. Taking a moment to focus his concentration, the Fighter will gain better awareness of the area around himself, and be able to evade attacks without knowing it. After using Third Eye, the next physical attack that would normally hit the Fighter will instead miss, no matter the success roll. This effect lasts for a duration of (2) after the Fighter uses Third Eye, or until one attack is dodged. Until such happens, the Fighter may not use Third Eye again.


Scream [Level 15]

Type: Fast

Focusing all his power and internal reserves of energy, the Fighter gathers his strength. Then, with a ear-shattering battlecry, the Fighter releases the energy, giving himself the statuses Power Up (4) and Agility Up (4).


Quick Hit [Level 22]

Type: Fast Target: Single

Striking out and focusing on speed rather than power, the Fighter leaps to the attack. With a single swipe, the Fighter inflicts 75% weapon damage, with any special effects of the weapon added on to the attack, as if this ability were a normal Attack action. After performing Quick Hit, the Fighter receives a bonus of +8 to his next initiative roll. This bonus can only be applied once to a turn, and multiple uses of Quick Hit will not convey added initiative bonuses.


Double Cut [Level 29]

Type: Slow (10) Target: Single

In a flawless display of speed, strength and accuracy, the Fighter delivers a devastating double attack against a single opponent. The target is automatically hit by two attacks for normal weapon damage each time. Additionally, any special effects of the weapon used apply to the attack, as if this ability were a normal Attack action. If the Fighter is wielding two weapons, only one of the Fighter's choice can be used to execute Double Cut with.


First Strike [Level 36]

Type: Support

A trained Fighter learns to prepare themselves for combat at any and every opportunity; accordingly, when the time for battle arrives, the Fighter is always amongst the first to strike a blow. First Strike allows a Fighter to always act during the Preemptive Round, even if no other combatant is entitled to do so; beyond this, the Fighter must roll for Initiative as normal.


Bonecrusher [Level 43]

Type: Reaction

Though slow to provoke, the Fighter's reflexes leave them capable of retaliating against incautious opponents with bone-shattering force. Whenever the Fighter is hit for physcial damage, resolve damage and then make a percentile roll. Bonecrusher has a CoS of (Level/3) + AGI% of allowing the Fighter to make an immediate Attack Action against the enemy who struck the blow, inflicting 150%, Armor damage if successful. Roll to hit as normal. If the Fighter is wielding two weapons, only one may be used to counter with.

Trigger: Physical damage


Slash-All [Level 50]

Type: Slow (16) Target: Group

Gathering their chi, the Fighter dissolves into a blur of movement, circling around their opponents to rain blows from every side and angle, striking each enemy with a single well-placed attack. All enemies are hit for 100%, Armor weapon damage. Additionally, any special effects of the weapon used apply to the attack, as if this ability were a normal Attack action with Target: Group instead of Target: Single. If the Fighter is wielding two weapons, only one of the Fighter's choice can be used to execute Slash-All with.


Final Attack [Level 57]

Type: Reaction

Even on the verge of defeat, 'down but not out' is the Fighter's watchword. Regardless of how grievous their injuries are, the Fighter always has enough energy for one last blow before they go down, oftentimes nastily surprising opponents who thought the Fighter to be out of commission. When reduced to 0 or fewer HP by an attack, the Fighter can take one more Action before falling; resolve the effects of this Action immediately, even if it would normally require an Initiative Penalty on the Fighter's part. Note that during the effects of this action, the Fighter is considered to be at 0 HP and already fallen - a Potion would fail to keep the Fighter alive, so a Phoenix Down would be required to maintain the Fighter at 1 HP.

Trigger: Being reduced to 0 HP by Physical or Magical damage.


Finishing Touch [Level 64]

Type: Slow (20) Target: Single

Gathering all remaining reserves of energy, the Fighter springs forward to deliver a single crippling attack, engulfing their opponent in a chaotic explosion of uncontrolled chi energy. Finishing Touch has a CoS of Dexterity, M.Evasion to instantly reduce the target to 0 HP, regardless of their current HP score and Armor rating - treat this as a Death-type Status Condition for purposes of calculating Immunities. Should this fail, the Fighter still has a CoS of Dexterity, M.Evasion of inflicting the status conditions Stone (U) and Stop (4) on the target. Roll separately for each Status Condition.
PostPosted: Wed Apr 18, 2007 5:04 pm


KNIGHT



The general. The leader of troops. The demoralizer and breaker of enemy formations. The Knights techniques capitalize on exploiting weaknesses... And making them if there aren't any to be found. Originally found exclusively in the employ of rulers , these techniques and those who teach them have spread over time to every corner of the world, from battle-field to battlefield.

Quote:
STR VIT AGI SPD MAG SPR
+15 +15 +10 +10 +5 +5


Representatives: Knight Job (FFIII, FFV, FFT), Leo (FFVI), Steiner (FFIX), Auron (FFX), Soldier Job (FFTA)

HP Die: d10

MP Die: n/a

Weapons: Axes, Swords, Greatswords, Flails, Gloves, Knives, Polearms

Armor: Gauntlets, Helmets, Mail, Shields

Attack Bonus: +30

Skill Points: 240

Skill Aptitude: Weapon Skills

Required Skills: Leadership, One Weapon Skill


SWORD ART

There will be flavor text here as well, someday


Minus Strike [Level 1]

Type: Slow (2) Target: Single

Part of a Knight's training is the willingness to fight to the bitter end, and to stand strong, even when it seems hopeless. This technique holds to that, harnessing the Knight's own wounds to injure the enemy. Harnessing his own vital life energy, the Knight gathers power in his weapon, and slashes at the victim, causing a blast of power to rise up and rip through the target. When Minus Strike is performed, it deals one enemy damage equal to the difference between the Knight's maximum HP and current HP. Thus a Knight with only 56 of his possible 120 HP will do 64 HP damage to their target. Damage from this attack is not modified by the target's Armor rating.


Armor Break [Level 8]

Type: Fast Target: Single

The Knight understands that sometimes it is better to weaken the enemies defenses than to attack them outright. With a powerful blow, the Knight has a Dexterity, Evasion chance of shattering the target's armor and render them nearly defenseless, inflicting Armor Break (6).


Mental Break [Level 8]

Type: Fast Target: Single

While the Knight is a master of physical combat, many of the Knight's allies are more powerful in the ways of magic. To assist them in combat, the Knight has learned how to devastate mystical defenses, as well as physical ones. This ability gives the Knight a Dexterity, Evasion chance to inflict Mental Break (6) to a target.


Speed Break [Level 15]

Type: Slow (6) Target: Single

Sometimes the best way to defeat your enemy is to take away his mobility. The Knight understands this better than most, and takes it to deadly extremes. This ability allows the Knight to inflict 125%, ARM damage and has a Dexterity, Evasion chance to inflict Agility Break (6) to a target.


Power Break [Level 22]

Type: Fast Target: Single

The best defense is often times is to prevent the enemy from striking at all. Striking at an opponent's weapon, the Knight has a Dexterity, Evasion chance to break the enemy's offensive capabilities, inflicting Power Break (6).


Magic Break [Level 22]

Type: Fast Target: Single

Not all opponents rely on physical attacks to do damage. In order to halt an offensive, the Knight must also learn how to handle magic as well as steel. Taking a swing at the target's head, the Knight has a Dexterity, Evasion chance of inflicting Magic Break (6).


Mind Break [Level 29]

Type: Slow (6) Target: Single

One of the keys to victory is taking away your opponents tactical options and forcing them to face you on your own terms. As an extension of this, Mind Break inflicts 125%, ARM damage and has a Dexterity, Evasion chance of inflicting Spirit Break (6).


Thunder Slash [Level 36]

Type: Slow (12) Target: Single

The Knight focuses all his rage into one wide arced slash, which sends a barrage of crackling energy forth, inflicting 150%, Armor Lightning Elemental damage to one enemy.


Climhazzard [Level 43]

Type: Slow (14) Target: Group

The Knight brandishes his weapon in a threatening manner before slashing through the air, sending a wave of energy at all enemies, inflicting 125%, M.Armor Magical damage.


Iai Strike [Level 50]

Type: Slow (16) Target: Single

The Knight rears back and hits the enemy with one massive, all-or-nothing blow with all their might which has a flat 30% chance of instantly reducing any opponent to 0 HP regardless of their current HP or the damage cap (enemies that are I: Death are unaffected by this portion of the ability). If the target is not instantly killed, the residual force of the blow inflicts 100%, Armor physical damage.


Shock [Level 57]

Type: Slow (18 ) Target: Group

The Knight holds his weapon to the sky, using it as a rod to direct a stray bolt of energy into the sky. This triggers a sudden rain of destructive bolts, dealing 150%, Armor physical damage to the entire enemy party.


Stock Break [Level 64]

Type: Slow (20) Target: Group

The Knight focuses all his accumulated knowledge into a single brutal blow. Charging forward, the Knight strikes once in the midst of the enemy, sending a powerful shockwave outwards. Each enemy has a Dexterity, Evasion chance of being inflicted with Armor Break (6), Mental Break (6), Power Break (6) and Magic Break (6). Roll only once per target - either all statuses are inflicted, or none are.

Kuroyomi


Kuroyomi

PostPosted: Wed Apr 18, 2007 7:18 pm


MONK



Sometimes referred to as Black Belt, the Monk is master of the world's unarmed combat styles; a tough, pugnacious combatant formed by years of hard exercise and rigorous training. Unlike other warriors, Monks eschew the use of weapons entirely, instead choosing to wreak havoc on their opponents with feet, fists and any other part of their body they can throw into an attack; their control over their internal energies is no less absolute than that over their bodies. However, these talents require the Monk to remain almost entirely unencumbered, to the extent of making heavy armor more of a hindrance than a benefit; an experienced Monk thus learns to rely on their own agility and fortitude more than any piece of protective gear. There are other tradeoffs as well; the Monk's hermetic lifestyle, with its emphasis on simple living and a regimen of demanding, repetitive exercises, takes its toll on the young and impatient; only one in ten trainees ever ascends to the coveted rank of Karateka, and masterhood with it. The majority break off their education with only a handful of kata under their belts, culling the numbers of would-be Monks more effectively than any foe could hope to.


Quote:
STR VIT AGI SPD MAG SPR
+15 +15 +7 +8 +10 +5


Representatives: Black Belt (FFI), Karateka Job (FFIII), Yang (FFIV), Sabin (FFVI), Tifa Lockheart (FFVII), Zell Dincht (FFVIII), Monk Job (FFIII, FFV, FFT)

Hit Die: d12

MP Die: n/a

Weapons: Claws, Flails, Staves, and Gloves

Armor: Armwear, Hats, Suits

Attack Bonus: +30

Skill Points: 240

Skill Aptitude: Weapon

Required Skills: Acrobatics, One Weapon Skill


Martial Arts

As a master of unarmed combat, the Monk's body is as dangerous a weapon as any sword or spell, combining crippling bare-handed blows, spectacular energy attacks, and spiritual discipline to devastating effect. Punch Art may be used in conjunction with any d6 or d8 weapon that the Monk weilds. However, if the Monk is capable of weilding a d10 or d12 weapon, Punch Art may not be used with that weapon.


Brawler [Level 1]

Type: Support

In any other profession's training, hand-to-hand fighting is a matter of last resort; respectable in a bar-brawl, but of little use against the thick hide of the average monster. Monks, however, are taught to rely on their fists from day one, over time honing their proficiency to the point where even a simple punch can become a force to be reckoned with. Martial Arts allows a Monk to strike twice when making an Attack Action against a target with a single Flail or Staff, or a set of Claws or Gloves; calculate damage as if the Monk had made two separate attacks, rolling to hit for each. This ability does not work in conjunction with the Two Weapons skill.


Punch Rush [Level 1]

Type: Slow (2) Target: Single

The Monk attacks a single target with a flurry of rapid-fire punches, fists moving faster than the eye can follow to inflict 150%, Armor damage.


Meteor Strike [Level 8]

Type: Slow (4) Target: Single

In an impressive display of strength, the Monk forcefully lifts an opponent above their head before violently suplexing them into the ground, inflicting 150%, Armor damage in the process. In addition, the force of Meteor Strike's impact has a CoS of Dexterity, Evasion of inflicting the Status Condition Confuse (4) on the target.


Earth Slash [Level 15]

Type: Slow (6) Target: Group

The Monk gathers their chi, releasing the accumulated energies in a wave of golden energy which surges along the ground before erupting in a shower of rocks and debris, inflicting (10 x MAG) + 3d6, M.Armor Earth Elemental damage to all targets.


Counter [Level 22]

Type: Reaction

Moving with superior speed, the Monk is able to marshall their powers to make a devastating counterattack. Whenever the Monk is successfully hit by physical damage, resolve the damage and then make a Percentile Roll. Counter has a CoS of ([Level/2] + [AGIx2])% of allowing the Monk to make an immediate Attack Action against the enemy who struck the blow; roll to hit as normal. This reaction cannot be triggered by damage from another Reaction.

Trigger: Physical damage.


Aura Bolt [Level 29]

Type: Slow (10) Target: Single

The Monk fires a powerful beam of blue-white energy from their palms, cutting into the target for (19 x MAG) + 5d8, M. Armor Holy Elemental damage.


Fire Dance [Level 36]

Type: Slow (12) Target: Group

With a complex kata, the Monk creates an explosive release of chi energy, sending lines of fire scoring across the battlefield to inflict (17 x MAG) + 4d8, M. Armor Fire Elemental damage on all enemies.


Spiraler [Level 43]

Type: Fast Target: Party

In a whirl of life force, the Monk converts their own vital essences into a healing wave which surges over the party, revitalising and restoring. Spiraler restores HP to the Monk's allies at the expense of the Monk's own; the Monk must declare how much of their HP they wish to sacrifice when the Ability is used. Reduce the Monk's HP by the appropriate amount and then consult the table below to see how much HP the Monk's allies regain in turn.

Quote:
Table 4-1: Spiraler Effects
Monk's VIT HP Restored per 1 HP Sacrificed
5-9 2
10-14 3
15-19 4
20-24 5
25-29 6
30 7


For example, a Monk with VIT 22 sacrificing a total of 40 HP through Spiraler would restore 200 HP to all allies.


Air Render [Level 50]

Type: Slow (16) Target: Group

The Monk begins to spin on the spot, charging up their chi to release a series of of crescent-shaped air blasts which cut into the enemy, inflicting. (21 x MAG) + 4d10, M. Armor Wind Elemental damage to all targets.


Demi Shock [Level 57]

Type: Slow (18 ) Target: Single

The Monk begins to charge a sphere of crushing gravitational energy between their hands, pouring in more and more power before finally hurling the projectile at their opponents. Demi Shock has a CoS of Mind, M.Evasion to instantly draw away 50% of the target's current HP; regardless of how much HP the target currently possesses, Demi Shock will never take away more than 999 HP. This is a Gravity-type effect.


No Mercy [Level 64]

Type: Slow (20) Target: Single

Through intensive concentration, the Monk transcends the limitations of their own body in a single burst of chi, seeming to be in four places at once as they mercilessly pummel the target with barrage of punches and kicks, inflicting 300%, Armor damage in the process. Damage from this ability is not restricted by the damage cap and breaks the damage limit, meaning that it is allowed to surpass 999 damage.
PostPosted: Wed Apr 18, 2007 7:27 pm


SAMURAI



Samurai are tradition-bound warriors with a mystical bent; though their firm code of chivalry leads to inevitable comparisons with their brothers-in-arms, the Knights, where the Knight relies on brute force, the Samurai's true power stems from their supernatural allies. On their own, a Samurai is a versatile combatant; though many Samurai are also trained in the arts of mounted combat and archery, able to engage their opponents up close as well as at a distance, their weapon of choice is the katana.

Skilled swordsmen, the secret of the Samurai's success with their weapon of choice lies in its construction; the metal of the katana entraps a nature spirit, or kami, bound to the weapon during the forging process. Learning how to free these imprisoned spirits in order to channel their energies into an attack is an integral and long-winded part of the Samurai's training; those Samurai who distinguish themselves through their accomplishments in battle will eventually learn to expand this talent into harnessing the power of free-roaming kami of earth and the elements into ever-more devastating effects. A few have even gone beyond this, moving bare-footed over lakes on cushions of water spirits or travelling through the bitterest cold cloaked by fire kami; such mastery, however, is only seen on the rarest of occasions.

Quote:
STR VIT AGI SPD MAG SPR
+13 +12 +10 +10 +10 +5


Representatives: Auron (FFX), Samurai Job (FFV, FFT, FFX-2, FFXI)

HP Die: d10

MP Die: n/a

Weapons: Katana, Swords, Knives

Armor: Gauntlets, Helmets, Mail

Attack Bonus: +30

Skill Points: 240

Skill Aptitude: Weapon

Required Skills: One Weapon Skill


BUSHIDO

Literally translating to 'the path of the brave warrior', the Samurai's code of martial conduct is one which stresses bravery, honor and self-discipline in as well as out of battle. All Draw Out effects (unless directly stated otherwise) are reliant on the katana that the Samurai is wielding at the time of the ability's use. If no katana is being wielded, then the ability may not be used. Merely having a katana in the inventory is not sufficient, and the character must have it equipped to activate it.


Draw Out [Level 1]

Type: Slow (Variable) Target: Varies

A Samurai may call on a Katana's resident spirit for assistance at any point in battle - provided they have the desired Katana equipped. Each Katana has its own unique effect; consult the table below for the relevant details.

However, this talent is not without its price -- each time Draw Out is used on a Katana, there is a (30 + Draw Out Rating) - Samurai's Level)% CoS that the spirit inside the Katana will be exhausted after the use of the Draw Out. As a result, the Samurai is inflicted with the status Curse (4), ignoring any immunities to the status. A Percentile Roll must be made immediately after the effects of the Draw Out have been calculated; these go through regardless of whether or not the Katana is exhausted. This CoS may never be lower than 10%, regardless of the Samurai's current Level.

Quote:
Table 4-1: Draw Out Effects

Name Type Rating Target
Effect
Ashura Slow (2) 1 Group
A series of ghostly swords materialize, slashing at all enemies for (2 x MAG) + 2d6, M. Armor
Magical Damage.
Oborotsuki Slow (2) 1 Single
The world seems to darken as the Samurai propels a glowing silver sphere of energy at the target
for (4 x MAG) + 2d6, M. Armor Magical damage & has a 30% flat chance to cause the status
condition Blind (4).
Kotetsu Slow (4) 5 Group
A chilling banshee-howl penetrates all enemies for (4 x MAG) + 3d6, M. Armor Magical Damage.
Moutsurugi Slow (4) 5 Single
A series of ghost strike out at the enemy to form the kanji for the word "Fuin" (Seal). The
Samurai has a Mind, M.Evasion chance to inflict Magic Break (6).
Namakura Slow (6) 10 Single
A warm, calm wind begins to blow, granting the Regen Status Condition (6).
Mukademeru Slow (6) 10 Single
The area is lit green as strings of light assault the target for (8 x MAG) + 4d6, M. Armor Bio
damage and form a spider's web. There is also a 30% chance to cause the status condition
Poison (U).
Ichimonji Slow (8 ) 18 Group
An unearthly whisper removes (12 x MAG) + 4d6, M. Armor MP from all opponents.
Raikoumaru Slow (8 ) 18 Group
Potent lightning bolts strike the enemies for (12 x MAG) + 4d6, M. Armor Lightning damage.
Bizen's Pride Slow (10) 24 Single
A ethereal crane takes flight, inflicting the Haste Status Condition (6).
Onikiri Slow (10) 24 Single
An ethereal lion charges from the blade, causing (15 x MAG) + 5d6, M. Armor Magical damage.
Murasame Slow (12) 35 Party
A weeping spirit appears, restoring (15 x MAG) + 5d6 HP to all allies.
Ikuzatachi Slow (12) 35 Group
An angry swarm of red and blue emerge from the Katana, ripping into the enemies for (16 x MAG)
+ 5d6, M. Armor Magical damage.
Kiyomori Slow (14) 44 Party
An army of spectral soldiers appears, granting the Shell (6) and Protect (6) Status Conditions
to all allies.
Jyurokusakura Slow (14) 44 Single
Blackness surrounds the target as Death appears. The target has a 30% chance to be instantly
reduced to zero HP, regardless of current HP or the damage cap. If unsuccessful, the Draw Out
causes (19 x MAG) + 4d8, M. Armor Magical damage.
Heaven's Cloud Slow (16) 50 Group
A screaming spirit charges at the enemy for (24 x MAG) + 4d8, M. Armor Magical Damage.
Kageshibari Slow (16) 50 Single
Five ghosts circle the enemy with ethereal fire causing (27 x MAG) + 4d10, M. Armor
Magical damage and has a 30% chance to cause Stop (4).
Shiranui Slow (18 ) 55 Single
Intangible cherry-blossoms swirl around the target, draining out (30 x MAG) + 4d10, M. Armor
Magical damage.
Chaos Blade Slow (18 ) 55 Group
A tempest of ghosts emerge from the Katana with a 30% chance of causing each of the following
status conditions: Blind (6), Poison (U), Confusion (6), and Slow (6). Roll separately for each
condition.
Masamune Slow (20) 60 Group
A conflagration of blue flames blazes the enemy for (35 x MAG) + 4d10, M. Armor
Magical Damage.
Genji Blade Slow (20) 60 Party
Gold light surrounds the party, granting the status conditions Haste (6) and Regen (6).


Soul Blade [Level 1]

Type: Slow (Variable) Target: Single

By tempering the power of the blade's spirit, a Samurai knows how to release the energy trapped in their Katana in short, steady bursts to inflict Status ailments on their foes. As with Draw Out, each blade's spirit has its own power; the Status Conditions listed below have a Mind, M.Evasion chance of affecting the chosen target.

Quote:
Table 4-2: Soul Blade Effects
Katana Type Rating Effect
Ashura Slow (2) 1 Berserk (6)
Oborotsuki Slow (2) 1 Blind (6)
Kotetsu Slow (3) 5 Confusion (6)
Moutsurugi Slow (3) 5 Spirit Down (6)
Namakura Slow (5) 10 Sleep (6)
Mukademeru Slow (5) 10 Poison (U)
Ichimonji Slow (7) 18 Silence (6)
Raikoumaru Slow (7) 18 Weakness: Lightning (4)
Bizen's Pride Slow (8 ) 24 Slow (6)
Onikiri Slow (8 ) 24 Disable (6)
Murasame Slow (9) 35 Time Slip (6)
Ikuzatachi Slow (9) 35 Armor Break (4)
Kiyomori Slow (10) 44 Dispel - all statuses are cancelled.
Jyurokusakura Slow (10) 44 Condemned (4)
Heaven's Cloud Slow (11) 50 Curse (4)
Kageshibari Slow (11) 50 Stop (4)
Shiranui Slow (12) 55 Meltdown (2)
Chaos Blade Slow (12) 55 Charm (4)
Masamune Slow (14) 60 Slow (6) + Agility Break (6)
Genji Blade Slow (14) 60 Power Break (6) + Magic Break (6)


One immediate advantage is that these small releases of power are far less dangerous to the weapon itself - each time Soul Edge is used, there is a (20 + Draw Out Rating) - Samurai's Level% CoS that spirit's release will leave the Katana exhuasted. As with Draw Out, the Percentile Roll must be made immediately after calculating the effects; the CoS may never be lower than 5%, regardless of the Samurai's current Level.


Mineuchi [Level 8]

Type: Slow (4) Target: Single

Charging their Katana with spiritual energy, the Samurai smacks an opponent with the flat of the blade with thundering force. The suddenness and impact of the strike has a Dexterity, Evasion chance of nullifying the target's next action. Mineuchi automatically fails if the target is I: Seal. Each time Mineuchi is used, there is a (28 - Samurai's Level)% CoS that the Katana is exhausted from the blow; the usual 10% minimum applies.


Meatbone Slash [Level 15]

Type: Reaction Target: Single

In times of crisis, the Samurai is able to snatch victory from the jaws of defeat. If the Samurai is struck while below 25% of their maximum HP, they have a flat 50% chance of counter-attacking. Roll to hit as per an Attack Action, but the damage inflicted, if it hits, is equal to the Samurai's maximum HP.

Trigger: Physical damage.


Dragon Fang [Level 22]

Type: Slow (8 ) Target: Group

The Samurai plunges their blade into the earth, releasing an angry swarm of fire spirits which engulf their opponents for (14 x MAG) + 5d6, M. Armor Fire Elemental damage. In addition, the attack also has a flat 30% CoS of reducing each affected target's initiative by 50%; roll separately for each target in the Group. As with Draw Out, each time Dragon Fang is used, there is a (62 - Samurai's Level)% CoS that the Katana is exhausted from the sudden release of energy; the usual 10% minimum apply.


Two Hands [Level 29]

Type: Support Ability

By wielding a weapon in two hands, the Samurai can put additional power into their blows. Any time the Samurai makes an Attack action with a one-handed weapon and has the extra hand free, the player can opt to cause 125% with the Attack. This can not be done if the Samurai is wielding a two-handed weapon, is equipped with a second weapon, or otherwise does not have the second hand free.


Shooting Star [Level 36]

Type: Slow (12) Target: Single

The Samurai calls upon the power of the storm spirits, generating a crackling array of electrical spheres around the edges of their blade as they charge their target with the intention of launching it into the skies in a single forceful blow.

Shooting Star strikes with the charged blade for (18 x MAG) + 4d8, M. Armor Lightning Elemental damage. Should the target survive, the Samurai has a CoS of Dexterity, Evasion to instantly Eject the target from the battlefield. As with Draw Out, each time Shooting Star is used, there is a (76 - Samurai's Level)% CoS that the Katana is exhausted from the sudden release of energy; the usual 10% minimum apply.


Shirahadori [Level 43]

Type: Support Ability

At this point in the Samurai's career, they have come to a point where their mastery of the Katana that they can expertly block incoming melee strikes with their blade. In game terms, the Samurai gains a bonus to their Defense stat equal to their Level when struck with an Attack action by an enemy. The bonus from Shirahadori does not, however, work against any attack or ability that has the Ranged or Group modifiers. It also has no effect against spells or status attacks resisted by Magic Defense.


Banishing Blade [Level 50]

Type: Slow (16) Target: Single

The Samurai takes a deep breath, gathering the power of kami within themselves before exhaling a vapor of destructive energy onto the surface of their blade. Attracted by this discharge of power, a horde of spirits appears, assaulting the enemy in a wailing rush of violent, chaotic power.

Banishing Blade strikes the target for (28 x MAG) + 4d8, M. Armor Magical damage from the force of the spirits' assault. In addition to this, there is a Dexterity, Evasion chance of inflicting the statuses Armor Down, Mental Down, Power Down and Magic Down (6); roll separately for each of the four statuses. As with Draw Out, each time Banishing Blade is used, there is a (90 - Samurai's Level)% CoS that the Katana is exhausted from the sudden release of energy; the usual 10% minimum apply.


Tornado [Level 57]

Type: Slow (18 ) Target: Group

The Samurai raises their blade skywards, summoning a howling vortex of wind spirits to surround them. With a swing of their Katana, the Samurai sends the resulting whirlwind towards their opponents before ramming their blade deep into the earth to unleash a swarm of fire kami in the direction of the advancing tornado. The two groups of spirits merge, creating a flaming vortex which blasts the enemy for (14xMAG)+3d10 Fire Elemental damage and (14xMAG)+3d10 Wind Elemental damage; in this case, M. Armor is ignored for the purposes of calculating damage.

As with Draw Out, each time Tornado is used, there is a (97 - Samurai's Level)% CoS that the Katana is exhuasted from the sudden release of energy; the usual 10% minimum apply.


Meikyo Shisui [Level 64]

Type: Support Ability

Meikyo Shisui is a technique not to be taken lightly; as much as the Samurai value their Katana, circumstances may force them to sacrifice their weapon to unleash the full force of the blade's trapped spirit. Meikyo Shisui may be declared in conjunction with any Ability which would normally have a chance of exhausting the Samurai's Katana; the exact results depend on the Ability being used. If the Samurai uses Meikyo Shisui, the Ability goes into effect immediately, bypassing any CT and acting as a Fast action. However, this automatically exhausts the Katana, regardless of anything. Additionally, the exhaustion from Meikyo Shisui can not be cured or removed through any means other than the status' duration expiring normally.

Kuroyomi


Kuroyomi

PostPosted: Wed Apr 18, 2007 7:33 pm


SWORDMASTER



Life and death, balanced on an edge thinner than a childs hair. In every culture, there are those who devote themsleves to mastery over one thing or another. Mages seek to master the hidden secrets of the universe, scholars seek to master the worlds knowledge... Swordmasters seek to master their own bodies, turning simple skill with a blade into an art-form as exotic and beautiful as it is deadly.

Quote:
STR VIT AGI SPD MAG SPR
+15 +15 +10 +10 +5 +5


Representatives: Cyan (FFVI), Cloud (FFVII), Squall (FFVIII), Tidus (FFX)

HP Die: d10

MP Die: n/a

Weapons: Katana , Knives, Light Swords, Swords, Greatswords

Armor: Gauntlets, Helmets, Mail, Shields

Attack Bonus: +30

Skill Points: 240

Skill Aptitude: Weapon

Required Skills: One Weapon Skill


SWORD TECHNIQUES

The result and refinement of basic combat knowledge, the Swordmaster's arts are a deadly fusion of speed, grace, and devastating power that cover a wide range of offensive and defensive techniques.


Delay Attack [Level 1]

Type: Slow (2) Target: Single

Striking to stun as well as to injure, the Delay Attack allows the Swordmaster to inflict 100%, ARM damage and reduce their target's initiative score by 50%. In addition, if Delay Attack is used against a target making a Slow action, that action is immediately aborted and the target forced to Defend instead.


Dispatch [Level 8]

Type: Slow (4) Target: Single

Dispatch allows the Swordmaster to focus their ki energy into a more forceful slash. This increases the damage normally inflicted by the Swordmaster's blade to 125%, Armor weapon damage.


Fated Circle [Level 15]

Type: Slow (6) Target: Group

The Swordmaster swings his blade around slowly clockwise to form a circle. Upon reaching '12 o'clock', the Swordmaster performs a slash that rips into their enemies in unison. Each enemy targeted by Fated Circle sustains 75%, Armor weapon damage.


Provoke [Level 22]

Type: Fast Target: Single

Through the choice use of bragging, challenging and possibly a few taunts, the Swordmaster can stir an enemy into a rage. There is a (50 + Level + (SPRx2), M.Evasion chance that the target will change tactics specifically and exclusively attack the Swordmaster until either the Swordmaster or the target is dead. There is no restriction in how the target can do this, but all offensive attacks must either be directed at the Swordmaster, or include the Swordmaster among the targets. If the Swordmaster can not be targeted, the enemy may attack freely, but will continue to go after the Swordmaster, if the opportunity presents itself. For the purpose of determining immunities, Provoke is considered a Mystify status.


Cross Slash [Level 29]

Type: Slow (10) Target: Single

The Swordmaster delivers two swift slashes that forms a cross pattern. Cross Slash counts as one attack (despite the description above) and has two immediate effects. It inflicts 150%, Armor weapon damage and has a Dexterity, Evasion chance to inflict Disable (4).


Spiral Cut [Level 36]

Type: Slow (12) Target: Single

The Swordmaster shows off their athletic talents by performing a series of somersaults towards their opponent. On the final flip, the Swordmaster delivers a powerful strike that rips through the enemy's armor. The enemy's armor has no effect on the damage by the attack, which is increased to 150% weapon damage.


Blade Beam [Level 43]

Type: Slow (14) Target: Special

The Swordmaster unleashes a wave of ki energy through their blade at a single enemy for 150%, Armor weapon damage. Upon striking, it explodes into smaller waves inflicting 1/2 the damage of the original blast to all of the other enemies. The damage done by the secondary waves remains constant regardless of the target's Armor rating.


Strikeback [Level 50]

Type: Reaction Target: Self

The Swordmaster's expertise with their blade has reached a point where they can block incoming attacks & swiftly retaliate. They have a flat 30% chance to counter any melee attack made upon them, not only inflicting damage upon the enemy but interrupting their attack. This ability has no effect against missile attacks from weapons such as Bows and Guns, from offensive magic spells or from attacks which target the entire party instead of just the Swordmaster.

Trigger: Single-target non-Ranged Physical attacks.


Quadra Slice [Level 57]

Type: Slow (18 ) Target: Special

This ability is among the most infamous attacks in the Swordmaster's repertoire. The Quadra Slice allows the Swordmaster to blink in & out of range of their opponent and deliver an attack each time. A high initiative penalty aside, Quadra Slice delivers four strikes that inflict normal (100%, Armor) weapon damage to four random targets.


Cleave [Level 64]

Type: Slow (20) Target: Group

The pinnacle Sword Technique, Cleave uses everything that they have mastered to deliver a perfect slash that slays all of the Swordmaster's foes instantly. The attack has a Dexterity, Evasion chance to instantly reduce all of the enemies to zero HP, regardless of their current HP or the damage cap. Roll for each enemy; however, this has no effect upon enemies that are immune to death attacks such as undead monsters or bosses.
PostPosted: Wed Apr 18, 2007 7:51 pm


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.

Quote:
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).

Cantus Firmus

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).

Foe 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).

Esoteric 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 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 Magical damage and having a 30% chance of knocking the ability to speak from them and causing 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

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.

Desert Aria

Type: Magic (8 CT) Target: Group

A melodious burst of sound, this song forms a veritable spear of solid sound waves which swirls the very air and dust into a fierce thrust, crashing through and around any defenses that are encountered. It inflicts (10xMAG) + 2d12 Magical 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.

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]

Romeo's Ballad

Type: Magic (10 CT) Target: Group

A tragic tale of love won and lost, time seems to stand still 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 Magical damage on the victims, and have a 30% chance of tangling them up to cause the status condition Slow (4).

Sword Madrigal

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 Accuracy boosted to 255 (4), and gain Critical+ (4).

Herb Pastoral

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

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.

Quote:
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 Magical damage from the force of the musical blow.

Goddess's Hymnus

Type: Magic (14 CT) Target: Party

A soft and solemn piece, this hymn calls out to the gods to aid the party, praising them for their previous actions as it begs for their aid. The hymn itself is a dramatic power on its own - unlocking hidden mystical energies that flow from the song, fueling the party's magical exploits. For the next four turns, all spells cast by the party have their MP cost reduced by 25%.

Shining Fantasia

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]

Threnody

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 Rime

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).

Last Song

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.

Kuroyomi


Kuroyomi

PostPosted: Wed Apr 18, 2007 7:55 pm


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.

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


Representatives: Ezel Berbier (FFTA), 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
Azoth

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.


Medicine [Level 1]

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. Medicine 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 Medicine Effect replaces the original effect, unless it is prefaced by '+'; in this case, both the original effect and the Medicine Effect apply.

Quote:
Table 4-4: Medicine Effects
Item Medicine Effect
Tonic Restores 50 HP to one target
Potion Restores 100 HP to one target
Hi-Potion Restores 250 HP to one target
Hyper 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 150 MP to one target
Hyper Ether Restores 300 MP to one target
X-Ether Restores 600 MP to one target
Elixir Not affected
Megalixir Not affected
Phoenix Down + Restores HP to 25% of maximum
Phoenix Pinion Not affected
Mega Phoenix + Restores HP to 25% of maximum
Phoenix Spirit Not affected
Antidote + Immunity to Poison* and Venom* (4)
Eye Drops + Immunity to Blind* (4)
Echo Screen + Immunity to Silence* (4)
Tranquilizer + Immunity to Berserk* (4)
Bandage + Immunity to Disable* and Immobilize* (4)
Alarm Clock + Immunity to Sleep* and Unaware* (4)
Cornucopia + Immunity to Mini* (4)
Maiden's Kiss + Immunity to Toad* (4)
Soft + Immunity to Stone* and Petrify* (4)
Holy Water + Immunity to Curse* and Zombie* (4)
Chronos Tear + Immunity to Slow*, Stop*, and Time Slip* (4)
Remedy + Immunity to Status Ailments* (4)



Treatment [Level 11]

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.


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. When A group-effect Item is being used to retore HP, the Chemist may only Distribute from a single target of the Chemists choice.

Trigger: Restoring HP or MP through use of an item.


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 take 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. Auto-Potion may only activate once per successful attack. W-item does not apply to Auto-Potion.

Trigger: Physical or Magical damage, being inflicted with a negative status.
PostPosted: Wed Apr 18, 2007 8:04 pm


DANCER



The Dancer is a strange sight on the battlefield. Dressed lightly and moving with a sensuous grace, they seem out of place. Almost as if some wealthy but naive person had stumbled into the middle of a fierce engagement. Then they begin to move, performing the steps of mystic choreography that are their livelihood. Suddenly the enemy finds themselves entranced, the hypnotic movements seeming to drain their strength and will to fight. Some even become hopelessly drawn to the Dancer and find that they are doing anything they can to protect them, even if that means turning on their friends and allies! Even monsters, magical beings and other inhuman creatures are not immune to these mystic charms. This job is closely linked to the Bard, as it uses a medium normally associated with art to create magical effects. They should not be underestimated however, as they can turn the tide of the battle. There have been no known applications of the Dancer's powers that directly benefit allies (unlike the Bard). All Dance powers are meant to hinder and cripple the enemy. It should be noted here that while the majority of Dancers are female (and in some societies a male Dancer is a taboo), not all of them are. Still most you'll encounter will be female, and they prefer light weapons and armor to heavy arms.

Quote:
STR VIT AGI SPD MAG SPR
+10 +5 +14 +14 +9 +8


Representatives: Dancer Job (FFV, FFT), Songstress (FFX-2)

HP Die: d8

MP Die: n/a

Weapons: Knives, Claws, Gloves, Rods, Staves, Flails

Armor: Armwear, Suits, Robes, Hats

Attack Bonus: +20

Skill Points: 260

Skill Affinity: Artistic

Required Skills: Dancing, One Weapon Skill


Flirt [Level 1]

Type: Fast Target: Single

The first power all Dancers learn is the simple flirt. It is not really magical in nature, and involves the Dancer making herself look both harmless and friendly towards the target. The Dancer will instinctively be able to recognize, from body language and verbal cues, what would best work in this regard. With a Mind, M.Evasion chance to succeed, the Dancer can flirt with a target, causing her to avoid damage. If successful, the victim will not directly attack the Dancer, unless there are no other targets available. Collateral damage (such as Group or randomly targeting attacks) can still happen, but the monster will not attempt to specifically target the Dancer. This effect lasts for a duration of (4). Targets which are I: Mystify are not affected by Flirt.


DANCE

The primary ability of the Dancer is the ability to channel mystical forces through their movements and meditation. This power is partly external (as magic) and partly internal (as weapon arts). A Dancer can be prevented from using this ability through the status conditions Curse or Immobilize. To perform a dance, the player decides what rank of dance she wishes to perform. To determine which dance within that rank is performed, the player rolls a d6. Each dance listed equates to a number, 1 through 5. If the dance performed has a single target, the Dancer can select what enemy is hit. On a 6, the Dancer recieves the Failure! result, and instead of performing a dance, makes a standard Attack action against a random enemy, doing 75%, Armor weapon damage. If the Dancer chooses to perform a rank which is lower than her current highest (such as performing a Rank 2 dance while having access to Rank 3 dances), the Dancer, should she not get a Failure! result, may choose which of that rank's five possible dances is performed and does not have to act as the random die roll indicates.

Dance% is (Dance skill/2 + Level + AGIx2).

Rank 1 Dances [Level 1]

Sleepy Shuffle

Type: Fast Target: Single

The Dancer starts the dance energetic enough, but with each motion the speed decreses. No words are needed - the Dancer makes the target sleepy just with her movements. On a successful Dance%, M.Evasion check, the target is inflicted with Sleep (4).

Ochu Dance

Type: Fast Target: Single

Spinning around and around wildly, the Dancer twists and turns in a dance which is madly chaotic in the movements. The dance is so dizzying, that viewers will feel ill from the twirling and spinning. If successful on a Dance%,M.Evasion check, the Dancer is able to make one target so sick from the motion that the victim is inflicted with Poison (U).

Temptation Tango

Type: Fast Target: Single

This whirling, twirling dance imitates the mating dance of Chocobos - filled with movements that are tempting, surprising and enigmatic all at the same time, combined with wild flashes of color. So utterly disorienting is this dance, those who view it often lose track of the world around them. If the Dancer makes a Dance%,M.Evasion check, the target is affected by Confusion (4).

Witch Hunt

Type: Fast Target: Single

The Dancer channels mystical forces into her steps, sending magical shockwaves towards the target with each stomping step. The target is struck by the shockwaves and takes 50% weapon damage in MP from this assault. This damage ignores ARM when being calculated, and uses the Dancer's AGI stat, regardless of the weapon being wielded.

Blind Dance

Type: Fast Target: Single

While most of this dance's movements are dramatic and fiery, the true heart of this dance is in the low movements. From time to time in this passionate, aggressive dance, the Dancer will swing her legs out along the ground, kicking a cloud of dust up into the target's field of vision. If successful on a Dance%,M.Evasion check, the target is inflicted with Blind (4).


Rank 2 Dances [Level 15]

Slow Dance

Type: Fast Target: Single

Starting out quick, the Dancer's movements begin to decelerate. Similarly, the target, after a Dance%,M.Evasion check, begins to also come to a crawl, gaining the status Slow (4).

Jitterbug

Type: Fast Target: Single

Dancing rapidly, with a fury of quick steps, the Dancer sucks the target's vitality away, using it to enhance the Dancer's motions. The Dancer inflicts 50% weapon damage, all of which is drained. This damage ignores ARM when being calculated, and uses the Dancer's AGI stat, regardless of the weapon being wielded.

Misdirecting Masque

Type: Fast Target: Single

The Dancer, swaying and dodging, moves up right next to her opponent, and starts to dance around them, staying as close as possible. If the Dancer is successful on a Dance%,Evasion roll, she is considered to be occupying the same physical space as the target. All physical attacks which are aimed for the Dancer automatically target the victim of the Masque instead. Any spell which affects one also affects the other. The Dancer can sustain this dance, as long as she makes a similar Dance%,Evasion roll every turn. Failing that check means the opponent has escaped and the Dancer has returned to her previous position. While performing the Misdirecting Masque, the Dancer may act normally, but can not perform another dance without giving up the benefits of Misdirecting Masque.

Magic Finale

Type: Fast Target: Single

Swirling and spinning, the Dancer spirals madly in a whirl of confusing motions and wild gyrations. The utter unpredictability of this dance confuses the target, causing Evasions to be misdirected and leaving weak points exposed. If employed, there is a Dance%,M.Evasion CoS that the target will lose any Barrier positive status possessed, aside from Shield (this means Protect, Shell, Wall or Reflect).

Wonderwaltz

Type: Fast Target: Single

This devilish dance sends the Dancer in circles around the target, in three step bursts. Every third step sends a slash of dark energy through the target, blasting away life force. If successful on a Dance%,M.Evasion check, this dance removes 33% of the target's current HP. This is a Fatal-type effect, for taking status immunities into account.


Rank 3 Dances [Level 30]

Borrowed Time

Type: Fast Target: Single

With jerky movements and sudden bursts of speed interspersed with no movement at all, the Dancer is able to shake the target's perception of and position within time, inflicting the Time Slip (6) status if a Dance%,M.Evasion check is successful.

Wiznaibus

Type: Fast Target: Group

Furiously spinning around, the Dancer moves at speeds which turn her into a living magnet for energy. When she stops suddenly, this energy which has been attracted flies off, striking all nearby opponents. Each opponent is struck by a blast, causing 100%, Armor weapon damage. Damage from this attack is calculated using the Dancer's AGI stat, regardless of the weapon being used.

Brake Dance

Type: Fast Target: Single

Pounding her feet on the ground, the Dancer causes a geyser of rock and dirt to erupt from beneath the target. These debris wrap around the victim, inflicting them with Petrify (4), if the Dancer is successful on a Dance%,M.Evasion check.

Polka Polka

Type: Fast Target: Group

The Dancer shows off her agility, disillusioning the target of the notion that muscle power is truly better. As a result, after a Dance%,M.Evasion check, the target is inflicted with Power Down (4), swayed away from physical might. Roll a separate check for each target. If the CoS roll is a 20 or below, and successful, the target is inflicted with Power Break (4) instead.

Disillusion

Type: Fast Target: Group

Combining a highly geometrical dance pattern with thoughts of the scientific, the Dancer has a Dance%,M.Evasion chance of drawing the target's mind away from matters of the magical, causing Magic Down (4). Roll a separate check for each target. If the CoS roll is a 20 or below, and successful, the target is inflicted with Magic Break (4) instead.


Rank 4 Dances [Level 45]

Nameless Dance

Type: Fast Target: Group

This dance has never been given a name. Mainly this is due to the fact that it rarely seems to produce the exact same effect and it never involves the same motions twice. When using this dance the Dancer rolls 1d8, consulting the table below to find what status ailment is inflicted on the target. Roll separately for each target.

1d8 Result 1 Poison (U) 2 Blind (6) 3 Silence (6) 4 Slow (6) 5 Stop (4) 6 Toad (U) 7 Confuse (6) 8 Sleep (6)

Magical Masque

Type: Fast Target: Single

Channelling the mystical forces of the Witch Hunt into her weapon, the Dancer strikes out at the target, landing a blow that does 100%, Armor weapon damage to the target's HP, which is drained, plus 50% weapon damage that is done directly to the target's MP, ignoring ARM. Damage from this attack is calculated using the Dancer's AGI stat, regardless of the weapon being used.

Strange Dance

Type: Fast Target: Single

Curling up, the Dancer mimics the world becoming smaller as she dances. The target, similarly, has a Dance%,M.Evasion chance of shrinking, gaining the Mini (U) status.

Dance of the Dead

Type: Fast Target: Single

This dark dance channels pure negative mystic energy from the netherworld into the Dancer. Though outlawed for the dangerous magical power, the Dancer may call on it and, with a simple touch, unleash the forces into a target. On a successful Dance%,M.Evasion check, the target is instantly reduced to zero HP, regardless of current HP or the damage cap. Monsters which are I: Death and bosses of all sorts are automatically immune to this.

Mystery Waltz

Type: Fast Target: Single

Flashing lights come along with this dance, filling the air around the Dancer with a multitude of colors as she sways and gyrates. In the midst of it all, the lights suddenly all turn a single color at once, and streak off to surround the target instead. If successful on a Dance%,M.Evasion check, the Dancer causes the target to become more vulnerable to an element of her choice (W: Element, 4), the exact element indicated by the color of the lights surrounding it. This status is resisted by I: Weak, when accounting for status immunities.


Rank 5 Dances [Level 60]

Sword Dance

Type: Fast Target: Single

Swinging her weapon around with great flourish, the Dancer becomes a dervish of destruction, striking the target over and over again, raining down blows. The target takes 200%, Armor weapon damage from this devastating assault. Damage from this attack is calculated using the Dancer's AGI stat, regardless of the weapon being used.

Last Dance

Type: Fast Target: Group

Considered by many to be the ultimate dance, Last Dance involves a highly complex series of steps that, if performed perfectly, can actually freeze armies in their tracks. When this intense dance is performed, all opponents have a Dance%,M.Evasion chance of being stunned, their next action nullified unless they are I: Seal.

Dirty Dancing

Type: Fast Target: Single

Sometimes, the best way to defeat an opponent is to hit below the belt. The Dancer excels at this. Even in situations where none exists, the Dancer is capable of creating a weak point - and hitting it. Making a flourishing attack, the Dancer strikes the target's weakest spot - doing no damage but directing all others to find the right place to hit for maximum damage. With a Dance%,M.Evasion CoS, the Dancer inflicts Meltdown (2) on the target. This status is applied, even if the target is I: Weak.

Earth Rave

Type: Fast Target: Single

The Dancer's dance, in this case, is one of flourishes and fast, sharp steps. Flying around, the Dancer holds a thorny rose in her teeth as she raps off tapping steps. With a grand turn, she takes the rose out and throws it at the target. If successful on a Dance%,M.Evasion check, the rose strikes the target, punching into them and inflicting the status Venom (4) from poisons on the flower's stem.

Felicity

Type: Fast Target: Special

In a sudden, manic burst of acceleration, the Dancer moves at speeds previously unheard of. In this fury of motion, the Dancer is able to blend the motions of two different dances together, combining their effects without interrupting the intricacies of either. When this result appears, the Dancer selects two dance ranks (they can be the same rank or different ones) and rolls once for each choice. The two resulting dances are performed immediately. When rolling, if the Felicity result is gained, the Dancer must reroll.

Kuroyomi


Kuroyomi

PostPosted: Sun Jun 24, 2007 3:58 pm


ENGINEER



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.

Quote:
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 Affinity: Technical

Required Skills: Invent, One Weapon Skill


TOOLS

The expert skill Tool% is used for several Engineer abilities. Tool% is determined by ([Invent Skill/2] + 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.


Quote:
.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%, MEVA 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 Construct based enemies. After a battle where Construct-type enemies were defeated, assuming the offending machine did not escape, the Engineer may make an Invent skill test with a Formidable (-40) modifier 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.

Dismantler [Level 34]

Type: Slow (10) Target: Single

With expert knowledge the Engineer can tamper with any Construct-type monster in an attempt to short-circuit them. Dismantler has a Tool%, Evasion to cause instant death to any Construct 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. When used this grants each party member Immunity to all Weak-type Negative Status Effects for four rounds.

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.
PostPosted: Sun Jun 24, 2007 4:47 pm


GAMBLER



The Gambler is the gamer, the big spender, and the epitome of luck and fate. Gamblers believe in placing objects or sums of great value on the line, hoping to win even greater prizes. Even outside the casino, big decisions in their lives are often made by the mere flip of a coin. Long term planning and strategic thinking mean nothing to the carefree Gambler, as they perceive everything in life as a bet. When these bets pay off, however, they can bring the parties they accompany anything from access to previously inaccessible places to rare and potent items. However, just as they like to win big, they may also lose big. The Gambler's Abilities in battle are unpredictable, for their attacks, while potentially the most powerful among any adventurer, rely wholly on chance. Just as they can win the battle with their Abilities, they can slay everyone involved in the fight. Even as they save the party from certain doom, they could completely fail to do anything. What will Lady Luck bring to the adventure? Roll the dice, spin the reels, and find out!

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


Representatives: Setzer (FFVI), Cait Sith (FFVII), Selphie Tilmitt (FFVIII), Wakka (FFX)

HP Die: d8

MP Die: n/a

Weapons: Knives, Gloves, Crossbows, Light Swords, Boomerangs

Armor: Armwear, Hats, Suits and Shields

Attack Bonus: +20

Skill Points: 260

Skill Aptitude: Thievery

Required Skills: Gambling, One Weapon Skill


LUCK

Games of chance have always been the forte of the Gambler. A Gambler in this game can count on Lady Luck to produce a wide variety of different effects depending on which way the dice (literally) fall. A Gamblers Expertise is calculated as (Gambling/2) + Level + (MAG x 2), and the Gambler is considered to have scored a Critical Success with their Expertise on a roll of 20 or lower.


Double Up [Level 1]

Type: Support

Sometimes a good, fair game just isn't enough. For those times when the Gambler really needs to pull something impressive out of his hat, they have the art of the Double Up. By announcing the use of this ability before any Reels ability is used and paying an additional 50% of the Reels cost, the Gambler may roll an additional d10 and take the higher of the two results. In the case of reels with multiple d10s, the player must specify which die is being selected. But this ability to play with the odds comes at a price. If the Double Up d10 comes up with the same result as the original die then the Reels automaticaly ends with no further effect and the Gambler suffers a Bust,immediately losing 10% of his current HP.

Example: The Gambler uses Magic Reels and decides to Double Up! The Gambler decides to add it to the third reel, and rolls 1d10, resulting in a 4. Now the Gambler rolls as normal for Magic Reels and gets results of 4 for the first reel, 7 for the second reel, and 2 for the third, increased to 4 by virtue of Double Up. Had the Gambler decided to use Double Up on his first reel the matching numbers would have caused the reel to Bust, ending it automatically as the Gambler loses 10% of his current HP.


Dice [Level 15]

Type: Slow (6)

Target: Single

The Gambler learns the use of a pair of magical dice, which can be used to (sometimes) inflict damage on enemies. When this ability is used, roll 2d6. If the dice come up doubles, no damage is done to the enemy. In addition, if the dice come up double 1s, the Gambler immediately loses half his current HP.

If anything other than doubles are rolled, add the two dice together and multiply by the Gambler's current level. That much damage is done to the enemy, ignoring Armor and all statuses except for Shield.

Example: Salina, a Level 22 Gambler, uses Dice and rolls a 1 and a 4. The dice deal 110 damage to the enemy. If Salina had rolled two 4s, no damage would have been done. If Salina had rolled two 1s, she'd have dealt no damage and lost half her own HP as well!


Lucky Seven [Level 29]

Type: Reaction

Seven is a common lucky number! The Gambler takes this concept one step further. If the Gambler gets attacked, and the attack results in the last digit of his HP ending with 7, the Gambler can counterattack and inflict 7, 77, or 777 HP of Physical damage to the opponent who inflicted the original damage, ignoring Armor and M. Armor ratings. When the Gambler uses this ability, the Gambler must roll an Expertise, EVA roll. A critical success inflicts 777 damage, a success does 77 damage, a failled check does 7 damage, and a botch will inflict 0 damage.

Trigger: Physical or Magical damage


Do Over [Level 36]

Type: Support

As with Double Up, Do Over gives the Gambler a bigger risk for a bigger reward. With Do Over, a gambler can pay additional money equal to the full cost of the reel he's using to add a d10 as per double up. Unlike Double Up, however, this ability can be used after the d10 for the Reels has been rolled.

Going ‘bust’ with Do Over caries the same penalties as Double Up, immediately ending the Reels and costing the Gambler 10% of his HP.


Bribe [Level 36]

Type: Fast

Target: Single

The Gambler takes yet another chance with his life, attempting to make a deal with the enemy in hopes that it will let him and his party live. If the Gambler offers enough money, the enemy will leave the party alone, running away with his new spoils, while inadvertently dropping spoils as well! The standard amount of gil to be successful with a Bribe, having the enemy run away from the battlefield, is equal to (Enemy's Level x Enemy's Hit Base) for every 1% CoS. However, the Gambler is not informed prior to the Bribe attempt on how much this is. The amount of Gil required per 1% CoS is known only to the GM, and the Gambler must gamble on offering the right amount of money.

For example, you may have a 50% CoS to Bribe a Level 65 Monster, Hit Base: 2 with 6500 gil, but a 100% CoS with 13000 gil.

In addition, some modifiers may apply:

Enemy is wounded (below 25% HP): -25% Gil

Enemy is outnumbered at least two to one: -25% Gil

Enemy is intelligent: +25% Gil

Enemy is a Miniboss, Boss or Superboss: Cannot be Bribed

Regardless of the Gambler's success or failure with Bribe, that money spent is lost. If the Gambler fails a Bribe attempt, he can try and offer more money on his next Action, but with a +5% modifier in addition to any modifiers above. If successful, the monster is considered to be Ejected. It also automatically drops its Very Rare (01-07) item.


Phantom Dice [Level 43]

Type: Fast

Target: Group

Sometimes, the best way to win is to change the odds... With the swiftness of a professional, the Gambler throws a handful of translucent dice into the air, with two of them landing in front of each party member. The dots on top of the dice glow as the dice themselves evaporate, giving each party member a different benefit.

In game terms, roll 2d6 for each individual party member and consult the chart below to determine the effect.


Quote:
2: Shell (4)
3: Protect (4)
4: +40 EVA
5: +40 MEVA
6: +30 ACC
7: +30 MACC
8: Haste (4)
9: Reflect (4)
10: Weapon gains the Piercing ability (4)
11: +25% Gil
12: +25% XP


Each party member can only have one Phantom Dice effect at a time; if it is used a second time, the new effect replaces the old one.


Spare Change [Level 64]

Type: Fast Target: Group

As a last ditch effort, the Gambler can use his winnings as a weapon to save his own life. Through a long time of wheeling and dealing, the Gambler becomes so adept at handling gil that he can now throw it at enemies with enough skill and aim to inflict some major damage. Every 10 gil thrown equals 1 HP of Physical damage. There is no limit to how much of his gil he can throw at the enemies, as long as he has enough gil for the assault. The damage caused is applied to each target within the enemy group, and will ignore enemy Armor and M. Armor ratings. For example, if the Gambler throws 5000 gil at a group of three enemies, the Gambler will inflict 500 damage to each enemy, regardless of their Armor and M. Armor ratings. Spare Change cannot inflict more than 999 HP damage to a single enemy in one Action.


SLOTS

Slots are, in a sense, the essence of being a Gambler - making your own luck as it comes up. While most people consider slot machines to be uncontrollable, the Gambler has learned to play them like an instrument to maximize the chances of a big payoff - and this shows in his ability effects.

For most Slot abilities, the first of the three reels is always random - determined by a dieroll. The outcome of the other two reels, though, can be influenced by the Gambler, by making a pair of Gambling skill checks. (These checks may be made at a bonus or a penalty, depending on the result on the first reel - some signs on the slot machines are harder to control than others.) If both these checks are successful, the Gambler has lined up a jackpot, and gets to unleash the slots' full power. If one or both of the Gambling checks fail, the Gambler must be satisfied with the booby prize.

EXAMPLE: Marcus, a level 10 Gambler with a Gambling skill of 68, decides to use the Moogle Reels slots effect in a battle against some Goblins. His first attempt at using the Reels gets a Heart (1d10: 6), and he makes two skill checks each at -20. The first succeeds (34) but the second fails (78 ), and Toy Box goes off, impaling a Goblin under some icicles.

The second round, Marcus tries again. This time, he gets a Star (1d10: 2), and both his following skill checks (made at +0 this time), succeed. A Mog Dance goes off, healing his allies.

The third round, Marcus gets the Mog Gambler's Face. His first skill check fails (at -50, it is quite a long shot!), but the second is a Botch - and Joker Doom goes off. Fortunately, there are a *lot* of Goblins on the field, so the Roulette effects only hit them rather than Marcus and his allies. Marcus breathes a sigh of relief, and wonders if his odds of getting a Crown next round and gunning the Goblins down is worth the risk...

However, most Reels also come with a price - each Slot has an associated cost in Gil to use it. This money must be paid out each time the Slot is used, no matter what the results might be. That is part of the cost of the Gambler's power.


Element Reels [Level 1]

Type: Fast

Target: Varies

This is a custom reel set created by a nameless Gambler who was also a tournament fighter. He enjoyed the thrill of exploiting enemy strengths and weaknesses, regardless of whether or not the result was helpful. "Whatever Lady Luck gives me, I will follow," he says to nonbelievers. Every adventuring Gambler learns to utilize this reel set in the memory of this rather eccentric Gambler.

After paying 10 Gil and rolling 1d10 to determine the element, two Gambling skill checks are rolled. Both are performed at -10%. If both checks fail, the Gambler executes a normal Attack Action on a random enemy. If only one check succeeds, the Gambler performs a normal Attack Action on a random enemy, but with the elemental attribute that was randomly determined. If both skill checks succeed, the Gambler attacks the entire enemy party with a Group effect that automatically hits and inflicts 100%, Armor damage of the rolled element. No matter what element is rolled, it always overrides any elemental property inherent in the Gambler's weapon.


Quote:
Table X-X: Element Reels
Symbol Roll
Black (Shadow) 1
Red (Fire) 2-3
Blue (Water) 4-5
Gold (Lightning) 6-7
Silver (Ice) 8-9
White (Holy) 10



Casino Reels [Level 8]

Type: Slow (18 ) Target: Group

Two similar power sets, the Casino Reels are dedicated to mysterious Gamblers of old who were so devoted to their good luck charms that they created an entire set of reels around them. Although the Gambler may only use the Moogle Reels at first, with persistence and dedication they may eventually progress to the Chocobo reels, risking more to achieve even greater results!


Moogle Reels [Level 8]

Type: Fast Target: Varies

This is a custom reel set named for a Gambler long ago that had an obsession with moogles. When the Gambler struck it rich one day, he decided to open a casino and have it run completely by moogles. He even made a stuffed moogle costume for himself so the general public wouldn't notice that he wasn't a moogle at all. Eventually the casino went out of business, but this reel set was designed in respects to this Gambler, known only as "The Mog Gambler." A hint of this Gambler's identity is even hidden within the reel set.

When using Moogle Reels, the Gambler must pay 25 Gil, then roll 1d10 to determine the initial symbol. The Gambler then makes two Gambling skill checks, modified by the symbol's appropriate bonus or penalty.

Table X-X: Moogle Reels


Quote:
Roll Symbol Skill Modifier
1-3 Star +0
4-5 Crown -10
6-7 Heart -20
8 Moogle -30
9 BAR -50
10 MGF* -50


The "MGF" is the Mog Gambler's face, or at least a part of it. Three of these will reveal the Mog Gambler's entire face.

Jackpot Results:

- Star (check at +0): Mog Dance Target: Party

A series of moogles appear in front of the party, restoring each character by (4 x MAG + 3d cool HP.

- Crown (check at -10): Toy Soldiers Target: Group

A series of toy soldiers appear, and open fire on the Gambler's foes, inflicting (6 x MAG) + 3d8, MArm Magical damage on all enemies.

- Heart (check at -20): Lucky Gal Target: Single

A girl dressed in a bunny suit appears, and blows a kiss at a party member of the Gambler's choice. The kiss raises the target's Accuracy to 255 and doubles his chance of inflicting a critical hit with successful Attack actions for the remainder of the battle.

- Moogle (check at -30): Combine Target: Self

The Mog Gambler's moogle suit appears, providing the Gambler with added punch and staying power in combat. The following effects occur:

- ARM and MARM are doubled. - Accuracy increases to 255. - The character gains a Punch attack, which deals 150%, Armor normal weapon damage, and a Kupo Nut attack, which deals 125%, Armor normal weapon damage and is Ranged.

While in the suit, the Gambler can only perform attack actions, and is immune to all statuses (either positive or negative). At the end of the battle, the suit disappears, leaving the Gambler barely conscious at 1 HP.

- BAR (check at -50): Summon Target: Varies

When this effect comes up, one of the weaker Summons is called to visit the battlefield. The Summon will dispense their usual Call effect (no Boost included, and based on the Gambler's MAG), and then leave. To determine the Summon invoked, roll 1d10:


Quote:
1-2: Ifrit - (6 x MAG) + 2d10, MArm Fire damage to Group
3-4: Ramuh - (6 x MAG) + 2d10, MArm Lightning damage to Group
5-6: Shiva - (6 x MAG) + 2d10, MArm Ice damage to Group
7: Sylph - (10 x MAG) + 3d10, MArm Magical damage to one;
total damage is divided evenly among the party and used to restore HP
8: Titan - (10 x MAG) + 3d10, MArm Earth damage to Group
9: Kirin - Regen (6) to party
10: Cait Sith - MACC - 50, MEVA CoS to inflict Confuse (6) to Group, roll for each target.


- Mog Gambler Face (check at -50): All Over Target: Group

They say that those who see the Mog Gambler's face shall not live to tell about it. When the entire face is matched up, it reveals a black tabby cat's face. The cat's eyes glow yellow, and all enemies within range are instantly reduced to 0 HP, regardless of current HP or the damage cap. Notorious, Boss and Super-Boss enemies are immune, as are any opponents who are I: Death.

- Joker Doom (SPECIAL) Target: Unfocused

They also say that those who attempt to see the Mog Gambler's face may not live to tell about it. This ability takes effect if the Gambler rolls a Botch (95-100) on a Gambling check when trying to line up the Mog Gambler's Face. If this occurs, the Blue Magic spell Roulette is cast, and all within range are subject to this spell, friend and foe. The spell is cast a number of times equal to ½ the number of combatants on the battlefield, rounded down.

- Toy Box (SPECIAL) Target: Varies

The Toy Box is the booby prize of the Moogle Reels set, and takes effect when the Gambler fails one or more Gambling checks when using Moogle Reels (unless Joker Doom takes effect instead - see above). What comes out of the Toy Box is itself random - roll 1d10:


Quote:
1-2: 1 Ton Weight lands on a Single enemy of the Gambler's choice, inflicting (2 x STR) + 3d6, Arm Physical damage.
3-4: Icicles slam into a Single enemy of the Gambler's choice, inflicting (2 x MAG) + 3d6, MArm Ice damage.
5-6: A small House lands on a Single random enemy, inflicting (3 x STR) + 3d8, Arm Physical damage.
7-8: A Fat Chocobo charges a Single random enemy, inflicting (3 x MAG) + 3d8, MArm Magical damage.
9: A Magic Hammer materializes, reducing a Single random enemy's MP by 10% of their current total.
10: A Comet falls on a Single random enemy, inflicting (4 x MAG) + 4d6, MArm Magical damage.



Chocobo Reels [Level 43]

Type: Fast Target: Varies

This is a custom reel set created by a nameless Gambler who won big late in his career. He claimed that his good luck charms were chocobos, and always had them by his side whenever he gambled, hence the name of this reel set. Rumor has it that he may be seeking out a gold chocobo, hoping that it will grant him good luck eternally. All adventuring Gamblers can eventually utilize this Reel set, paying respects to this chocobo-obsessed Gambler and his journey.

When using Chocobo Reels, the Gambler must pay 200 Gil, then roll 1d10 to determine the initial symbol. The Gambler then makes two Gambling skill checks, modified by the symbol's appropriate bonus or penalty.

Table X-X: Chocobo Reels


Quote:
Roll....Symbol....Skill Modifier
1-3.....Chocobo........-40
4-5.....Airship...........-50
6-7.....Diamond........-50
8........Dragon..........-60
9........BAR...............-60
10......7...................-70


Jackpot Results:

- Chocobo (check at -40): Chocobop Target: Single

A single yellow chocobo runs across the battlefield, only to be followed by the rest of a massive herd of chocobo. The herd tramples the victim with a chorus of "Wark!", doing (21 x MAG) + 5d8, MArm Magical damage.

- Airship (check at -50): H-Bomb Target: Group

Far overhead, an airship flies past. A small bomb falls out of it, descending rapidly. Landing amidst the enemy party, the bomb detonates, causing (21 x MAG) + 5d8, MArm Fire elemental damage.

- Diamond (check at -50): Flush Target: Single

Five glowing white cards rise out of the ground. They spin in the air, surround the target, and then shoot through the target's body, inflicting (24 x MAG) + 4d10, MArm Holy elemental damage.

- Dragon (check at -60): Sun Flare Target: Group

From above, a great dragon appears, and unleashes a wave of powerful energy on the enemy party. Explosions detonate, shaking the area and inflicting (24 x MAG) + 4d10, MArm Magical damage.

- BAR (check at -60): Random Summon Target: Varies

When this effect comes up, a more powerful Summon arrives on the battlefield. The Summon will dispense their usual Call effect (no Boost included, and based on the Gambler's MAG), and then leave. To determine the Summon invoked, roll 1d10:


Quote:
1: Jormungand - (18 x MAG) + 4d12, MArm Earth damage to Group
2: Carbunkle - Reflect (6) to Party
3: Golem - Wall (6) to Party
4: Seraphim - (22 x MAG) + 4d12 Healing to Party
5: Ark - (22 x MAG) + 4d12, MArm Wind damage to Group, (MACC - 50), MEva to add Confuse (6)
6: Doomtrain - (22 x MAG) + 4d10, MArm Bio damage to Group, (MACC - 50), MEva to add Blind (6), Meltdown (2), and Poison (U), roll
separately for each status.
7: Kjata - (6 x MAG) + 1d10 Fire damage to Group, (6 x MAG) + 1d10 Ice damage to Group, (6 x MAG) + 1d10 Lightning damage to Group,
(6 x MAG) + 1d10 Earth damage to Group
8: Alexander - (26 x MAG) + 5d10, MArm Holy damage to Group
9: Anima - (26 x MAG) + 5d10, MArm Shadow damage to Group
10: Cerberus - Power Up (6) and Magic Up (6) to Party


- 7 (check at -70): All Over Target: Group

The number 7 is extremely lucky for Gamblers. When the Chocobo Reels spits out triple 7s, the jackpot bell rings. The words ALL OVER appear, concealing the enemy party. When they disappear, the enemy party is nowhere to be seen. All enemy targets are instantly reduced to 0 HP, regardless of current HP or the damage cap. Notorious, Boss and Super-Boss enemies are immune; no other immunity, whether natural or aided by a spell or a piece of equipment, will protect the enemies from this fate.

- Joker Doom (SPECIAL) Target: Group

Just as the number 7 is lucky, it can also be a terrible sign. If Lady Luck's good will is abused, the number 7 can become a sign of misfortune. Any time the Gambler rolls a Botch (95-100) on a Gambling check while trying to line up 7s, the Reel instead pops up a 7 and two 3s - unlucky 13. If this occurs, the Blue Magic spell Roulette is cast, and all within range are subject to this spell, friend and foe. The spell is cast a number of times equal to ½ the number of combatants on the battlefield, rounded down.

-Lagomorph (SPECIAL) Target: Party

As a booby prize, a small pink rabbit in a straw hat appears. It does a happy little dance before disappearing, healing all members of the party for (10 x MAG) + 3d8 HP.


Status Reels [Level 22]

Type: Fast

Target: Varies

Nothing is known about this custom reel set. It is rumored that this set was created by Hades himself! Only a select few adventuring Gamblers know about this reel set, and require that the Gambler have a lot of experience, else they'd be cursed with bad luck and misfortune forever.

The symbols on these reels represent various Status ailments. After paying 50 Gil, the Gambler rolls 1d10 to determine the status in question. The Gambler makes two Expertise, EVA checks, one against the enemy with the highest Evade, and one against the enemy with the lowest Evade. If neither is successful, nothing happens. Sucker. If only one check is successful, the Gambler automatically inflicts the status on a random enemy target, unless that target is immune to the status. If both skill checks are successful, the effect targets Group, and affects all non-immune members of the enemy party. Any statuses inflicted have a duration of (4).

Table X-X: Status Reels


Quote:
Symbol............................Roll
Glasses (Blind)...................1
Skull (Poison).....................2
Stars (Confuse)..................3
!Move (Immobilize).............4
!Act (Disable).....................5
Clock (Slow)......................6
X X X (Curse)....................7
. . . (Silence).....................8
Z Z Z (Sleep)....................9
Red Cloud (Berserk) 10



Attack Reels [Level 50]

Type: Fast

Target: Random

This is a custom reel set named for a martial artist who was a compulsive Gambler. Unlike those that she trained with, she believed in Lady Luck more than the lawful beliefs of her teachings. Eventually, she was dismissed from her dojo only to throw most of her finances away in a casino, until one day, she struck it rich and built her own dojo. "Only if you are lucky, can you be the greatest martial artist in the world, just like myself," she says to her students. Eventually, the unorthodox teachings combined with her own compulsive gambling habits drove her out of business, and her whereabouts to this very day are unknown. Many Gamblers remember this woman, mainly for her good looks and as an inspiration to become an adventurer under the profession of a Gambler. This reel set was made in her memory.

After the Gambler pays 400 Gil, a random enemy target is determined and three checks are rolled, using Expertise, Evasion. If the Gambler is Blinded, only half of Expertise is used. Each check is performed individually.

If the check fails, the Gambler gets a Miss result. No damage is inflicted. If the check succeeds, the Gambler gets a Hit result. 100%, Armor weapon damage is inflicted. If the check critically fails, the Gambler gets a BOTCH! result and 75%, Armor of normal weapon damage is inflicted to the Gambler. If the check critically succeeds, the Gambler gets a YEAH! result. 200%, Armor of normal weapon damage is inflicted.


Magic Reels [Level 57]

Type: Fast Target: Varies

This is a custom reel set named for an apprentice Mage who could not master the art of spellcasting. Out of frustration, his teacher scolded him for not having enough dedication to his Red Magic. After months of lacking progress, his teacher decided that he was not cut out to be a magician. Having no purpose in life, the former apprentice gambles his savings. On his first visit, he won big. Although he was happy that he won his money back a hundredfold, he was still discouraged at his lack of spellcasting ability. He went to the casinos again to try and relieve his stress. While he was playing the slots, a few bandits tried to steal his winnings. Under pressure, he cast a Fire spell, which not only destroyed the bandits, but burned the entire casino down as well! He was proud that he was able to cast a spell; however, damages were another story. When he tried to demonstrate his spell in front of his former master, he was able to cast a spell once again- turning himself into a frog. Ashamed, he hopped away, never to be seen again. His master, of all people, created a reel set based on his former pupil's random spellcasting abilities and donated it to the rebuilt casino that his pupil had previously burned down. This reel set was eventually taught to many adventuring Gamblers.

Using this reel set, the Gambler can tap into some Red Magic without expending MP. However, the Gambler is too impulsive to have any control over this power. Therefore, like the apprentice Mage's awkward spellcasting abilities in which this reel set was modeled after, the spells that are cast are totally random.

The mechanics of this reel set are a bit unusual. Unlike the other Reels, there are no skill checks, and there are no repeated symbols to match up. The Left reel determines what level Red Magic spell the Gambler will cast (up to Level 8 ), the Center reel determines how many of that spell will be cast (up to three times), and the Right reel determines exactly what spell will be cast (out of a possible nine spells). This spell will be cast at no MP cost, though starting the Reels costs 500 Gil. The spell will always be beneficial to the Gambler: offensive spells will target the enemy, while support spells will target allies or the Gambler.

Table X-X: Magic Reels


Quote:
Symbols
d10.....Left.....Center.....Right
1.......Lvl 3........1x...........1
2.......Lvl 3........1x...........2
3.......Lvl 4........1x...........3
4.......Lvl 4........1x...........4
5.......Lvl 5........2x...........5
6.......Lvl 6........2x...........6
7.......Lvl 6........2x...........7
8.......Lvl 7........3x...........8
9.......Lvl 8......Angel.........9
10......T H.........E E........N D


Quote:
Table X-X: Right Reel Results
Reel.....Lvl 3.........Lvl 4.........Lvl 5...........Lvl 6.........Lvl 7........................Lvl 8
1.........Aera..........Bio...........Aeraga.......Charm......Full Cure.................Aging
2.........Blizzara.....Confuse.....Protectga...Esuna.......Freeze...................Black Hole
3.........Cura.........Drain.........Blizzaga.....Flare........Reflect Galaxy.........Stop
4.........Fira...........Haste........Curaga.......Shellga.....Nuke......................Doomsday
5.........Protect......Life...........Firaga.........Quake......Shockwave.............Pulsar Meltdown
6.........Regen.......Ruse.........Mini............Siphon......X-Zone...................Break
7.........Silence......Shell.........Stone.........Stop.........Toad......................Holy
8.........Thundara...Wash........Thundaga....Waterga...Venom...................Rebirth
9.........Zombie......Watera.....Time Slip.....Vanish......Pain.......................Break


Consult Chapter 8 for the exact effects of the resulting spell. Be careful! As these are, indeed, spells, if the Gambler is inflicted with the Silence Status, all Magic Reel spins will fail.

Fragments of T H E E N D are wild. They can be made into anything the Gambler wishes, up to the maximum result. For example, T H will allow the Gambler to choose what level spell will cast up to 8th Level, E E will allow the Gambler to choose how many times the spell will be cast up to three times or choose the Angel, and N D will allow the Gambler to choose from any of the nine spells for the spell level that is spun on the Left reel. However, there are exceptions to this rule that take precedence, resulting in miscellaneous effects, as opposed to Red Magic spells:

T H E E N D: The End Target: Group An entire area consisting of the Gambler, his allies, and the enemies transforms into a serene garden with a tombstone in the center of the enemy area. The enemies are instantly reduced to 0 HP regardless of heir current HP and the damage cap, and slowly disappear, as the tombstone reads in large letters: THE END. No instant death immunities, whether natural or granted by equipment or spells, will protect the enemies from this fate. Notorious, Boss and Superboss enemies are not immune to this effect.

T H Angel N D: Rapture Target: Unfocused Angel wings slowly sprout on everyone in the entire battlefield. The battle must be finished in six rounds, or else the wings will fully form, and everyone will fly away from the battlefield, fall, and be reduced to 0 HP, regardless of their current HP and the damage cap. No instant death immunities, whether natural or granted by equipment or spells, will protect anyone from this fate. Notorious, Boss and Superboss enemies are immune to this effect.

T H Angel, no N D: Wall! Target: Party Magical walls appear before each party member, blocking all physical attacks, granting the Wall Status (4).

Angel N D, no T H: Full Cure! Target: Party The entire party is fully healed of all wounds. All HP are restored.

Angel, any other combination: The Center Reel is spun again, automatically landing on laughing Devil's face. No spell is cast, simply wasting the Gambler's Action.

Kuroyomi


Kuroyomi

PostPosted: Sun Jun 24, 2007 5:02 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.

Quote:
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. Notorious, Boss, and Superboss enemies 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.Evasion. Otherwise, success is automatic. If successful, the Mediator's action 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.

If a character has reached Extreme Initiative, the Mediator only swaps their current action with the target. Any EI actions are unaffected by the switch, but Slow Actions will still affect EI as if actions were never switched. For example, Robin, on initiative 45 (EI 10) wants to entrust Enrique, at initiative 36 (EI 1). After the switch, Enrique will act on 37 and Robin on 36, but Robin will still have an EI at 10 and Enrique at 1. If Enrique were to use Arm Aim, the initiative penalty would be subtracted from his initial initiative score, and his EI would be lost.


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.Evasion 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.Evasion 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 and is applied even if the target is I: Mystify.


Manipulate [Level 46]

Type: Magic Target: Single

On a successful (Talk%), M.Evasion 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.Evasion 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. Notorious, Super- and normal Boss monsters, 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.
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