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Expert Jobs

Where Warriors derive their focus from weapons and martial traditions, Experts revolve around specific skills and occupational niches. Chemists, for example, derive their powers from the study of alchemy, Thieves from pickpocketing and stealthy movement, and Bards from their singing and instrumental skills. The result is a more tightly-defined party member whose usefulness peaks in select situations and whose forte lies in support. While able to hold their own in a fight, Experts are always at their strongest in conjunction with a well-rounded group.

Bard
吟遊詩人

There are those would say that the Bard is the very root of adventuring heroism. Certainly, warriors may aspire to be remembered in story and song, but it is Bards who write the words and pen the tunes, giving great deeds the final polish they need to enter history in proper.

“You spoony bard!” —Tellah, FINAL FANTASY IV

Though typically more at home in a rowdy pub than on a raging battlefield, Bards can be invaluable assets to any adventuring group, dazzling friend and foe alike with a repertoire that seems to tug at the very base of one’s emotions. Their magic-infused songs are the culmination of years of practice and sacrifice, offering a versatility only matched by the most dedicated of mages; with a mere strum of the lute, a Bard can fire up her comrades’ fighting spirits or send waves of sonic devastation ripping through the nearest enemy formation.

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

Job Profile

Representatives: Edward Chris van Muir (FFIV_), Bard Job (_FFIII, FFV, FFXI, FFT_), Songstress Dress Sphere (FFX-2_)
HP Die: d8
MP Die: N/A
Weapons: Bows, Knives, Instruments
Armor: Armwear, Hats, Suits, Robes
Accuracy Bonus: +20
Skill Points: 260
Skill Aptitude: Artistic
Expertise Formula: (
Singing
Rating / 2) + Level + (SPR × 2)

Bardsong

The Bard’s weapon is her music; in her hands, a simple chord becomes a force both grand and terrible.

Hide (Level 1)

Target: Self Type: Fast Action

To chronicle that great last stand in poem and song means knowing when to duck out when the battle goes bad. Hide allows a Bard to give up all other Actions for the Round and retreat to safety, reappearing at the start of the next Status Phase. Until then, the Bard is not considered an active combatant and cannot be targeted.

Elegy (Level 1)

Target: Group Type: Magic Ability (2)

The foreboding melody of this song rings heavy with memories of senseless slaughter and lives lost in vain, inviting the listener to dwell on its message for a few precious moments. Elegy has a CoS of Expertise, M. Evasion of reducing the targets’ Initiative by 25%. Roll separately for every eligible combatant in the targeted Group.

Logical Etude (Level 1)

Target: Party Type: Magic Ability (2)

The Bard strikes up a song that demands attention, drawing the listener’s focus to the precise interplay of melody and rhythm. Logical Etude bestows the Status Condition Spirit Up (4).

Mambo (Level 1)

Target: Party Type: Magic Ability (2)

The rousing, energetic rhythm of this flamenco all but demands movement, leaving listeners swaying and tapping against their will. Mambo bestows the Status Condition Agility Up (4).

Water Rondo (Level 1)

Target: Group* Type*: Magic Ability (2)

Rising like the tide, cascading notes call forth reservoirs of long-buried water to erupt beneath the enemy. Water Rondo inflicts (1 × MAG) + d12, M. Armor Water Elemental damage to all combatants in the targeted Group, striking automatically.

Esoteric Melody (Level 10)

Target: Party Type: Magic Ability (4)

A harmonious melody begins, swelling up to a magnificent crescendo—then stops, leaving a terrible silence that seems to sap the energy from the air itself. Esoteric Melody bestows the Status Condition Mental Up (4).

Lullaby

Target: Group Type: Magic Ability (4)

In ancient times, this song was used to lull babies to sleep; today, its peaceful melody still lives on, pacifying even the fiercest of foes. Lullaby has a CoS of Expertise, M. Evasion of inflicting the Status Condition Sleep (4). Roll separately for every eligible combatant in the targeted Group.

Minne (Level 10)

Target: Party Type: Magic Ability (4)

Fragments of this ancient piece have formed the basis of many songs over the ages, but none rival the rush of mystic power conjured up by the slow, primal notes of the original. Minne bestows the Status Condition Armor Up (4).

Foe Requiem (Level 10)

Target: Group Type: Magic Ability (4)

Dischordant notes ring out seemingly without rhyme or reason, each crash and wail drawing out fresh waves of darkness to batter the enemy. Foe Requiem inflicts (4 × MAG) + d12, M. Armor Shadow Elemental damage to all combatants in the targeted Group, striking automatically. In addition, Foe Requiem has a flat CoS of 30% of inflicting the Status Condition Curse (4); roll separately for every eligible combatant in the targeted Group.

Battle Cry (Level 19)

Target: Party Type: Magic Ability (6)

The ragged, lusty notes of this song recall the thunder of war drums and the steady thump of marching legions. Battle
Cry
bestows the Status Condition Power Up (4).

Dusk Requiem (Level 19)

Target: Group Type: Magic Ability (6)

The Bard conjures a bitter, mocking melody, lashed with a bile that stabs directly at the heart. Dusk Requiem has a CoS of Expertise, M. Evasion of inflicting the Status Condition Poison on all eligible combatants in the targeted Group (∞).

Etude (Level 19)

Target: Party Type: Magic Ability (6)

True to its name, this song’s sudden chord shifts and strange pitches defy all convention, building a thick wall of sound that seems to envelop its listeners. Etude bestows the Status Condition Magic Up (4).

Silence Song (Level 19)

Target: Group Type: Magic Ability (6)

The Bard makes the motion to begin a song, but no melody follows—only a yawning silence that gradually swallows up all ound on the battlefield. Silence Song inflicts (7 × MAG) + 2d12, M. Armor Magical damage to all combatants in the targeted Group, striking automatically. It also has a flat CoS of 30% of inflicting the Status Condition Silence (4); roll separately for every eligible combatant in the targeted Group.

Desert Aria (Level 28)

Target: Group Type: Magic Ability (8)

The swirling, sweeping sounds of this song recalls the choking, oppressive force of a sandstorm in full swing. Desert Aria inflicts (10 × MAG) + 2d12 Magical damage to all combatants in the targeted Group, striking automatically. This damage ignores M. Armor and all other defensive Status Conditions save Shield.

Element Carol (Level 28)

Target: Party Type: Magic Ability (8)

A suite of songs rich with the power of the elements, by turns as unpredictable as a thunderbolt, as brilliant as pure light, as cold and desolate as encroaching ice. Element Carol bestows the Status Condition Element Resist (4) for one Element of the Bard’s choice. The Element must be declared when using this Ability.

Element Minuet (Level 28)

Target: Party Type: Magic Ability (8)

A series of bell-like notes soars through the air, increasing in intensity with each repetition until the party’s weapons are left vibrating. Finally, a sudden chord shift brings the song to an end, sending a rush of elemental power sweeping over the group. Element Minuet allows the Bard to add the Equipment Ability [Element] Strike (4) for one Element of the Bard’s choice to all currently equipped Weapons. The Element must be declared when using this Ability.

Scare (Level 28)

Target: Group Type: Magic Ability (8)

The Bard thrashes out a series of harsh, grating notes, assailing the enemy with such a din that weaker-willed foes turn tail on the spot. Scare has a CoS of Expertise, M. Evasion of _Eject_ing all eligible combatants in the targeted Group with 25% or fewer of their maximum Hit Points remaining. Roll separately for each eligible combatant.

Carnage Elegy (Level 37)

Target: Group Type: Magic Ability (10)

The sound of this chaotic, discordant dirge is powerful enough to stop an army in its tracks, conjuring up images of brutal slaughter and utter defeat. Carnage Elegy has a CoS of Expertise, M. Evasion of reducing the targets’ Initiative by 50%. Roll separately for every eligible combatant in the targeted Group.

Forest Nocturne (Level 37)

Target: Group Type: Magic Ability (10)

As deep and bewildering as the worst of its namesakes, this series of songs conjures up images of snaking brambles and beasts crashing through undergrowth. Forest Nocturne inflicts (13 × MAG) + 3d12, M. Armor Magical damage to all combatants in the targeted Group, striking automatically. In addition, Forest Nocturne has a flat CoS of 30% of inflicting the Status Condition Slow (4); roll separately for every eligible combatant in the targeted Group.

Sword Madrigal (Level 37)

Target: Party Type: Magic Ability (10)

Reminiscent of the sounds of a fierce melee, the sweeping chords and sharp, sudden breaks establish a rhythm to guide the blades and blows of the Bard’s allies. Sword Madrigal bestows the Status Conditions Accuracy Up (4) and Critical Up (4) on all eligible combatants in the active Party.

Warding Round (Level 37)

Target: Party Type: Magic Ability (10)

Ascending and descending in turn, the notes of this song grow in power with each repetition until the sound drowns out all else, leaving the party in a sudden oasis of calm amid the din of battle. Warding Round bestows the Status Conditions Status Immune (Berserk) (4), Status Immune (Blind) (4), Status Immune (Poison) (4), Status Immune (Sleep) (4), and Status Immune (Zombie) (4).

Nameless Song (Level 46)

Target: Party Type: Magic Ability (12)

With the origins of this melody lost to time, generations of bards have learned to improvise around the gaps in the original music. For this reason, it is said that no two performances of the Nameless Song will ever be the same. Nameless Song bestows one randomly-determined Status Condition; roll a d8 for each active party member and consult the table below to see which Status they gain.

Table 4-6: Nameless Song Effects
Roll Status Gained
1 Shell (4)
2 Protect (4)
3 Regen (4)
4 Reraise (∞)
5 Aura (4)
6 Float (4)
7 Haste (4)
8 Vanish (4)

Operetta (Level 46)

Target: Group Type: Magic Ability (12)

A haunting, almost alien melody swirls into being, drawing waves of mana from the enemy as it swells to a climax. Operetta has a CoS of Expertise, M. Evasion of reducing the targets’ MP to 50% of its current value, regardless of ARM or M. Armor values. Roll separately for every eligible combatant in the targeted Group.

Requiem (Level 46)

Target: Group Type: Magic Ability (12)

Sad yet peaceful, this elegant song is a heartfelt appeal to the roaming and restless dead wandering the world, deprived of their eternal rest. Against Undead targets, Requiem has a CoS of Expertise, M. Evasion of reducing the targets’ HP to 50% of its current HP. This damage is not modified for ARM or M. ARM, but is still subject to the Damage Cap. Roll separately for every eligible combatant in the targeted Group.

Seraph Song (Level 46)

Target: Party Type: Magic Ability (12)

Swept up in a wave of lush harmonies, the Bard’s allies find themselves re-energized, overcoming wounds and aches to battle with renewed vigor. Seraph Song bestows the Status Condition Regen (4).

Goddess’s Hymnus (Level 55)

Target: Party Type: Magic Ability (14)

The odd rhythms and cadences of this song move the very elements of magic, coaxing ambient power to surround the Bard’s allies. Goddess’s Hymnus bestows the Status Condition MP Quarter (4).

Little Song (Level 55)

Target: Group Type: Magic Ability (14)

The odd rhythms and cadences of this song move the very elements of magic, coaxing ambient power to surround the Bard’s allies. Little Song has a CoS of Expertise, M. Evasion of inflicting the Status Condition Mini (4). Roll separately for every eligible combatant in the targeted Group.

Love Serenade (Level 55)

Not as much a melody as a torrent, this musical onslaught rings heavy with buried passions and emotional turmoil. Love Serenade inflicts (19 × MAG) + 4d12, M. Armor Magical damage to all combatants in the targeted Group, striking automatically. In addition, Love Serenade has a flat CoS of 30% of inflicting the Status Condition Confusion (4); roll separately for every eligible combatant in the targeted Group.

Shining Fantasia (Level 55)

Target: Party Type: Magic Ability (14)

Striking up a repetitive yet hypnotic hymn, the Bard calls sweeping beams of light down from the heavens to envelop his allies and shield them from harm. Shining Fantasia bestows the Status Conditions Protect (4) and Shell (4).

Earth Blues (Level 64)

Target: Group Type: Magic Ability (16)

The deep, resonant notes of this melody shake the earth to its very core, conjuring pillars of rock and dust. Earth Blues inflicts (22 × MAG) + 5d12, M. Armor Earth Elemental damage to all combatants in the targeted Group, striking automatically. In addition, Earth Blues has a flat CoS of 30% of inflicting the Status Condition Petrify (4); roll separately for every eligible combatant in the targeted Group.

Hero’s Rime (Level 64)

Target: Party Type: Magic Ability (16)

This swelling, majestic anthem conjures up images of ancient warriors and mighty deeds celebrated through the ages, spurring all who hear it to greater heights of determination. Hero’s Rime bestows the Status Conditions Agility Up (4), Armor Up (4), Magic Up (4), Mental Up (4), Power Up (4), and Spirit Up (4).

Last Song (Level 64)

Target: Party Type: Magic Ability (16)

Beginning with a few gentle notes, this song quickly careens into a whirlstorm of chord and key shifts, testing the Bard’s ability to its limit. Last Song bestows the Status Condition Haste (4).

Threnody (Level 64)

Target: Group Type: Magic Ability (16)

Stirred by the Bard’s mournful melody, a howling pack of elemental spirits descends upon the enemy, overwhelming them in short order. Threnody has a CoS of Expertise, M. Evasion of inflicting the Status Condition Element Weak (4), Element chosen by the Bard; roll separately for every eligible combatant in the targeted Group.

Chemist
薬師

In the Chemist’s world, the flask is mightier than the sword. Though rarely unarmed, a Chemist prefers to let his vials and bottles do the talking. With an extensive knowledge of herbal and alchemical lore, these adventuring academics 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.

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

Job Profile

Representatives: Rikku (FFX_), Chemist Job (_FFV, FFT, FFTA_)
HP Die: d8
MP Die: n/a
Weapons: Bows, Gloves, Knives, Rifles, Staves
Armor: Armwear, Hats, Suits, Robes
Accuracy Bonus: +20
Skill Points: 260
Skill Aptitude: Technical
Expertise Formula: (_Alchemy
Rating / 2) + Level + (MAG × 2)

Azoth

The Chemist’s primary area of expertise is potions and items—here, long hours spent crouched over an alembic can have strange and useful effects.

Pharmacology (Level 1)

Target: Self Type: Support Ability

Chemists can coax maximum potency out of almost any item, boosting its beneficial powers far beyond the manufacturer’s original intentions. Pharmacology is automatically applied to any Recovery Item used by the Chemist, replacing the effect given in Chapter 6 with the one shown in the table below. Effects prefaced with a ‘+’ add to rather than replace the original effect.

Table 4-7: Pharmacology Effects
Item Effect
Tonic Restores 50 HP
Potion Restores 100 HP
Hi-Potion Restores 250 HP
Mega Potion Restores 200 HP
Hyper Potion Restores 500 HP
X-Potion Restores HP to maximum
Ultra Potion Restores 400 HP
Tincture Restores 30 MP
Ether Restores 60 MP
Hi-Ether Restores 150 MP
Hyper Ether Restores 300 MP
X-Ether Restored 600 MP
Elixir
Megalixir
Phoenix Down +Restores HP to 25% of maximum
Phoenix Pinion
Mega Phoenix +Restores HP to 25% of maximum
Antidote +Status Immune (Poison) (4)
+Status Immune (Venom) (4)
Eye Drops +Status Immune (Blind) (4)
Echo Herbs +Status Immune (Silence) (4)
Tranquilizer +Status Immune (Berserk) (4)
Bandage +Status Immune (Disable) (4)
+Status Immune (Immobilize) (4)
Alarm Clock +Status Immune (Sleep) (4)
+Status Immune (Unaware) (4)
Cornucopia +Status Immune (Mini) (4)
Maiden’s Kiss +Status Immune (Toad) (4)
Golden Needle +Status Immune (Petrify) (4)
+Status Immune (Stone) (4)
Holy Water +Status Immune (Curse) (4)
+Status Immune (Zombie) (4)
Chronos Tear +Status Immune (Slow) (4)
+Status Immune (Stop) (4)
+Status Immune (Sap) (4)
Remedy +Target gains Status Immune to all Status Conditions cured by Remedy (4)

Treatment (Level 11)

Target: Party Type: Fast Action

The Chemist directs a weak stream of vital energy over his comrades, creating a cloud of blue motes to ease their ills and pains. Treatment suppresses the effects of all negative Status Conditions currently affecting the Party until the end of the next Status Phase. This does not protect the Party from Status Conditions inflicted after Treatment has been used, nor can Status Conditions affected by Treatment be canceled by other means while their effects are being suppressed. Status timers continue to count down as normal with the exception of those of Petrify and Condemned—these Conditions do not count down during the Status Phase if suppressed during the course of the Round.

Distribute (Level 22)

Target: Party Type: Reaction

The Chemist is a master of judging dosage, allowing him to wring the maximum effect out of almost any curative. When triggered, Distribute allows the Chemist to take any ‘excess’ HP or MP beyond the target’s maximum values and divide it evenly amongst the rest of the Party, Chemist included. For instance, if the Chemist uses a Hi-Potion on an ally with 340 HP and a maximum HP value of 400 HP, only 60 of the 125 Hit Points the Hi-Potion restores are needed to heal her up to maximum value. The remaining 65 are rounded down to 63, then divided equally between the other three members of the Party, restoring 21 HP to all. If this results in any further ‘excess’ HP or MP, that excess is lost.

With an item like an Elixir, which restores a character’s Hit Points to their maximum value, the excess is equal to what the character’s current HP was before the item was used. For example, an Elixir used on an ally with a current HP value of 240 and a maximum HP value of 604 gives the Chemist 240 HP to split evenly between all Party members.

If the item that triggered Distribute has Target: Group, select one of the allies affected when deciding how many HP and MP to distribute.

Reaction Trigger: Chemist uses a Recovery Item on a Party member whose healing effect restores the target’s Hit or Magic Points above their maximum values.

Mix (Level 34)

Target: Varies Type: Fast Action

By combining two one-shot items, the Chemist can create a potent mixture many times more powerful than its ingredients. Mix allows the Chemist to combine two Battle Items from his Inventory Slot into one powerful combined product—full rules for doing so are found in Appendix I.

W-Item (Level 47)

Target: Self Type: Support Ability

Enough close calls, and a Chemist becomes adept at slinging items fast enough to see his comrades out of any tight spot. W-Item allows the Chemist to make two consecutive Item Actions at the cost of a single Action.

Auto-Potion (Level 61)

Target: Self 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. When triggered, Auto-Potion allows the Chemist to immediately use one Recovery Item in their Inventory Slot on themselves. If a Status triggered Auto-Potion, the Item used must be one that cancels the Status; if damage triggered it, the Item must restore Hit Points. Auto-Potion will only trigger once per attack, even if the attack inflicts damage as well as a Status Condition; in this case, the Chemist must decide whether to recover the lost HP or cancel the Status.

Reaction Trigger: Chemist takes Physical or Magical damage, or is afflicted with a negative Status Condition.

Dancer
踊り子

Though these days their name tends to conjure visions of perfumed fops and bar-room wenches, the Dancer’s profession has a long and sacred history. In distant antiquity, priestesses and temple dancers summoned divine power through the movements of their bodies, yoking sun, tide, life, and death in elaborate and carefully choreographed ceremonies. The best of their number dedicated their lives to the art, beginning their training at an early age and performing until age began to dull their flexibility; at this stage, they would retreat behind the scenes, guiding their successors’ careers in turn.

In time the old religions fell out of favor, but the power within those ceremonies lived on, harnessed by a new generation of practitioners. Though a few still practice the traditional ways, today’s Dancers are by and large removed from their roots, using their skills to sow discord rather than call for divine favor. One thing, however, has not changed: the profession remains primarily female-dominated. The reasons for this are as much biological as cultural—few males can muster the intense agility and grace required to successfully execute the most complex dances; fewer still have the cool needed to overcome the deep-seated ridicule male Dancers will inevitably face for their career choice.

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

Job Profile

Representatives: Penelo (FFTA2_), Dancer Job (_FFV, FFT, FFXI_), Songstress Dressphere (FFX-2_)
HP Die: d8
MP Die: n/a
Weapons: Claws, Flails, Gloves, Knives, Rods, Staves
Armor: Armwear, Hats, Suits, Robes
Accuracy Bonus: +20
Skill Points: 260
Skill Aptitude: Artistic
Expertise Formula: (
Dancing
Rating / 2) + Level + (AGI × 2)

Dance

With a Dancer, every movement has a purpose. The position of a foot, the timing of a step, the twist of a hip or neck—all of these things combine to unlock a reservoir of mystical power.

Flirt (Level 1)

Target: Single Type: Fast Action

A Dancer is not above exploiting her wiles to gain that all-important edge in combat. Flirt has a CoS of Mind, M. Evasion of preventing the target from directly targeting the Dancer with attacks and effects (4). Target: Group and All effects function as normal, and are not affected by Flirt. Treat this as a Mystify-type effect.

Perform (Level 1)

Target: As Effect Type: Fast Action

Traditionally, most dance is structured, but the Dancer prefers to play things fast and loose, improvising steps and motions as the spirit strikes. When a Dancer chooses to Perform, her player must first select the Rank she wishes to dance at. At Level 1, only Rank I will be available, but as the Dancer advances in Levels, additional Ranks will be unlocked.

After selecting the appropriate Rank, the Dancer’s player then rolls a d6. On a roll of 1 to 5, the Dancer executes the dance given for that number in the Rank; resolve the effects as listed. For instance, if the Dancer was performing a Rank I dance and rolled a 4, she would perform Witch Hunt. If the Dancer is performing at a Rank lower than the highest available to her, a roll of 1 to 5 means that the Dancer can choose which one of the five dances she performs.

A roll of 6 at any Rank means the Dancer failed to summon any substantial power from her performance. She instead makes an immediate Attack Action against an active combatant of her choice within the targeted Group, striking automatically for 75%, Armor Physical damage.

Because Perform requires the Dancer to be in motion, it is sealed by both Curse and Immobilize. Furthermore, because the targets are determined by the individual dances, the Dancer does not have to initially declare what she is targeting when Perform is used.

Rank 1 Dances (Level 1)
1: Sleepy Shuffle

The Dancer kicks up an energetic jig, but with each passing motion the speed decreases further and further, leaving observers straining to stay awake. Sleepy Shuffle has a CoS of Expertise, M. Evasion of inflicting the Status Condition Sleep (4).

Target: Single

2: Ochu Dance

The Dancer twists and turns in a mad, chaotic dance, limbs flailing wildly in nausea-inducing arcs as poisonous mist steams from every pore. Ochu Dance has a CoS of Expertise, M. Evasion of inflicting the Status Condition Poison (∞).

Target: Single

3: Temptation Tango

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. Temptation Tango has a CoS of Expertise, M. Evasion of inflicting the Status Condition Confusion (4).

Target: Single

4: Witch Hunt

The Dancer channels mystical forces into her steps, sending magical shockwaves towards the target with each stomping step. Witch Hunt inflicts 50% Physical damage on the targeted combatant, striking automatically. Any damage dealt by Witch Hunt is subtracted from the target’s MP rather than HP; damage calculations use the Dancer’s AGI, regardless of the Weapon currently equipped.

Target: Single

5: Darkness Dance

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, the Dancer will swing her legs out along the ground, kicking up a mighty cloud of dust in her target’s face. Darkness Dance has a CoS of Expertise, M. Evasion of inflicting the Status Condition Blind (4).

Target: Single

Rank 2 Dances (Level 15)
1: Slow Dance

While they start out quick, the Dancer’s movements grow slower and slower as the dance wears on, seeming to drag time itself with it. Slow Dance has a CoS of Expertise, M. Evasion of inflicting the Status Condition Slow (4).

Target: Single

2: Jitterbug

With a flurry of quick steps, the Dancer sucks the target’s vitality away, using it to enhance her own motions. Jitterbug inflicts 50% Physical damage on the targeted combatant, striking automatically. The Dancer regains a number of Hit Points equal to the damage inflicted; damage calculations use the Dancer’s AGI, regardless of the Weapon currently equipped.

Target: Single

3: Misdirecting Masque

The Dancer sways and dodges through the thick of the enemy, singling out an opponent to be caught up in the rhythms of her dance. Misdirecting Masque has a CoS of Expertise, Evasion of allowing the Dancer to share the target’s physical space. For as long as this is the case, any Physical Melee and Ranged attacks that target the Dancer will target the _Masque_’s victim instead. Group and All effects that would normally affect the Dancer or target affect both; in the case of the latter, both the Dancer and the target will be hit once as normal.

_Masque_’s effect lasts for the remainder of the current Round. At the beginning of the next Round, the Dancer can sustain the Masque by making another successful d% roll against the same CoS. This counts as a Zero Action, and does not prevent the Dancer from taking other Actions. However, the Dancer cannot use Perform for the remainder of the Round if she decides to sustain.

Target: Single

4: Disarming Dervish

Swirling and spinning, the Dancer spirals madly in a whirl of confusing motions and wild gyrations. The utter unpredictability of this dance befuddles the target, causing defenses to be misdirected and leaving weak points exposed. Disarming Dervish has a CoS of Expertise, M. Evasion of canceling all Barrier-type Status Conditions currently active on the target, save Shield.

Target: Single

5: Wicked Waltz

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. Wicked Waltz has a CoS of Expertise, M. Evasion of reducing the targeted combatant’s current Hit Points by 33% of their current value. Regardless of how many HP the target currently possesses, Wicked Waltz may never inflict more than 999 damage. Treat this as a Gravity-type effect.

Target: Single

Rank 3 Dances (Level 30)
1: Borrowed Time

Alternating 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. Borrowed Time has a CoS of Expertise, M. Evasion of inflicting the Status Condition Sap (6).

Target: Single

2: Wiznaibus

The Dancer throws herself into a furious spin, building up both chi and momentum before releasing the accumulated payload straight into the midst of the enemy. Wiznaibus inflicts 100%, Armor Physical damage on all active combatants in the targeted Group, striking automatically. Damage calculations use the Dancer’s AGI, regardless of the Weapon currently equipped.

Target: Group

3: Break Dance

Pounding her feet on the ground, the Dancer causes a geyser of rock and dirt to erupt from beneath the target. Break Dance has a CoS of Expertise, M. Evasion of inflicting the Status Condition Petrify (4).

Target: Single

4: Polka

The Dancer shows off her agility, disillusioning the target of the notion that muscle power is truly better. Polka has a CoS of Expertise, M. Evasion of inflicting the Status Condition Power Down (4) on all eligible combatants in the targeted Group. If the d% roll results in a 20 or lower, Polka instead inflicts Power Break (4).

Target: Group

5: Heathen Frolick

The Dancer dances a light-hearted jig, the exuberance of her movements cutting through her foes’ concentration like a knife. Heathen Frolick has a CoS of Expertise, M. Evasion of inflicting the Status Condition Magic Down (4). If the d% roll results in a 20 or lower, Heathen Frolick instead inflicts Magic Break (4). Roll separately for each eligible combatant.

Target: Group

Rank 4 Dances (Level 45)
1: Forbidden Dance

This dance has neither name nor form—not even the Dancer knows what will happen as she embarks on the first steps, moving purely as instinct guides her to rain calamity on her foes. Forbidden Dance automatically inflicts randomly determined Status Conditions on all eligible combatants in the targeted Group; roll a d8 for each affected combatant and consult the table below to determine which Status Condition they now suffer from. Status Immunities apply as normal; a Status Resistance means Forbidden Dance has a flat CoS of 50% of inflicting the Condition in question.

Table 4-8: Forbidden Dance Effects
Roll Status Condition
1 Poison (∞)
2 Blind (6)
3 Silence (6)
4 Slow (6)
5 Stop (4)
6 Toad (∞)
7 Confuse (6)
8 Sleep (6)

Target: Group

2: Deadly Duet

The Dancer whirls about the target with her weapon outstretched. When a full circle is complete, the Dancer’s weapon takes on an ominous red glow; as she begins her second round, her victim’s life force streams in desperate, unwilling pursuit. With a final flourish, the Dancer completes her steps, claiming the target’s life for her own. Deadly Duet inflicts 100%, Armor Physical damage on the target, striking automatically. In addition, it inflicts 50% Physical damage on the target, striking automatically; this damage is subtracted from its MP rather than its HP. The Dancer regains a number of Hit and Magic Points equal to the damage inflicted in this fashion; all damage calculations use the Dancer’s AGI, regardless of the Weapon currently equipped.

3: Miniature Minuet

The Dancer stretches out; her entire body uncoils further with each passing step, growing longer and longer until all who watch her seem to feel the world shrinking around them. Miniature Minuet has a CoS of Expertise, M. Evasion of inflicting the Status Condition Mini (∞).

Target: Single

4: Dance of the Dead

With a mere handful of steps, the Dancer becomes a conduit for dark and unholy energies, sapping the life from anything unfortunate enough to be caught in her path. Dance of the Dead has a CoS of Expertise, M. Evasion of instantly reducing the target to 0 HP, regardless of their current HP scores, Armor, or M. Armor ratings. Treat this as a Death effect.

Target: Single

5: Debilitating Flourish

Flashing motes of mystical energy pepper the air as the Dancer sways and gyrates, popping in a dozen hues and shades. A final flourish leaves the lights surrounding a single foe, glowing in unison before fading out. Debilitating Flourish has a CoS of Expertise, M. Evasion of inflicting the Status Condition Element Weak (4) on the target for an Element of her choice.

Target: Single

Rank 5 Dances (Level 60)
1: Sword Dance

The Dancer draws her weapon, sweeping it around in long and graceful strokes that tail her every movement until she has become a dervish of destruction. Sword Dance inflicts 200%, Armor Physical damage on the targeted combatant, striking automatically. Damage calculations use the Dancer’s AGI, regardless of the Weapon currently equipped.

Target: Single

2: Violent Flourish

Considered by many to be the ultimate dance, this complex series of steps has the ability to freeze an entire army in its tracks. Violent Flourish has a CoS of Expertise, M. Evasion of stunning all eligible combatants in the targeted Group, forcing them to skip their next turn. Treat this as a Seal-type effect. Roll separately for each eligible combatant.

Target: Group

3: Dirty Dancing

By guiding an enemy’s movements through her own, a trained Dancer can open up holes in defense at will, creating weak points where none existed before. Dirty Dancing has a CoS of Expertise, M. Evasion of inflicting the Status Condition Meltdown (2); Status Immunities are ignored when resolving Dirty Dancing’s effects.

Target: Single

4: Fatal Flamenco

The Dancer approaches a single target with fast, aggressive steps, producing a red rose from the depths of her clothing. Poison glints on the flower’s thorns as the Dancer whirls around, raking her victim with one swift movement before slipping the rose away again. Fatal Flamenco has a CoS of Expertise, M. Evasion of inflicting the Status Condition Venom (4).

Target: Single

5: Felicity

The Dancer suddenly accelerates, body twitching and writhing in a frenzy of motion that defies observation. Felicity allows a Dancer to immediately perform two Dances at no additional cost. Choose two Dance Ranks—or the same Rank twice—and roll a d6 for each one to determine which Dances are performed. If Felicity is rolled again during this process, ignore the result and reroll.

Engineer
機工士

Drills, robots, airships—the Engineer’s mechanical wizardry conjures any number of miracles from bolts, oil, and a little ingenuity. Though their talents extend to all machines great and small, Engineers channel most of their energy into bewildering inventions they seem to spend every spare moment refining, building, and designing. Unpredictable at best, these devices are just as likely to spit out smoke as searing death, but every failure only seems to redouble the Engineer’s determination—and any success more than makes up for the embarrassing malfunctions along the way.

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

Job Profile

Representatives: Cid Pollendina (FFIV_), Edgar Roni Figaro (FFVI_), Rikku (FFX_), Gadgeteer Job (FFTA_), Mustadio Bunanza (FFT)
HP Die: d8
MP Die: n/a
Weapons: Crossbows, Claws, Gloves, Light Swords, Swords, Polearms, Rifles
Armor: Gauntlets, Hats, Suits, Shields
Accuracy Bonus: +20
Skill Points: 260
Skill Aptitude: Technical
Expertise Formula: (
Invent
Rating / 2) + Level + (AGI × 2)

Tools

Engineers are firm believers in the power of a good set of tools—with the right implement, anything can happen. Unlike other Experts, rolls against the Engineer’s Expertise can botch – any roll of 95 to 100 is considered an automatic miss or failure, regardless of the character’s Skill or other modifiers.

Invention (Level 1)

Target: Self Type: Support Ability

The Engineer is capable of creating and wielding Inventions using the rules given in Appendix I. As described in Chapter 2, they begin the game with a single device built during the character creation process, and can assemble additional ones as the game progresses.

Initially, Engineers are limited to a single Invention Level 1 device, but quickly learn to build bigger and better Inventions as they gain experience. Every few Levels, they gain the ability to build another, higher-level Invention. The exact progression for this is given in the table below.

Table 4-9: Invention Level Progression
Invention
Level
Accessible
at Level
1 1
2 8
3 15
4 22
5 29
6 36
7 43
8 50
9 57
10 64

Regardless of how many Invention Levels the Engineer can access, they are restricted to having one Invention of each Level at one time. At Level 15, for instance, the Engineer could have one Invention Level 1 device, one Invention Level 2 device, and one Invention Level 3 device. If he wanted to build another Level 2 device, he would have to discard or dismantle the existing one. Using an Invention in battle is a Fast Action by default, though the Delay Defect turns this into a Slow Action.

Peep (Level 11)

Target: Single Type: Fast Action

A keen eye is essential to an Engineer’s success. Peep has a CoS of Expertise, M. Evasion of allowing the Engineer to see a target’s Level, current and maximum Hit and Magic Points, as well as any Elemental Weaknesses the target may possess.

Reclaim (Level 22)

Target: Self Type: Support Ability

Clever Engineers can salvage workable parts from almost any source. Reclaim gives the Engineer a CoS of (Invent Skill Rating) – 40 to recover a single Part after any battle in which at least one Construct-type opponent was defeated. The exact nature of the Part is left to the GM’s discretion, but should generally have an Availability of around 100 – Engineer’s Level. Using Reclaim will not affect any items or treasure the opponent would normally drop upon defeat.

Dismantler (Level 34)

Target: Single Type: Slow Action (10)

By pilfering vital components from a mechanical opponent, a skilled Engineer can induce an instant—and destructive—malfunction. Dismantler has a CoS of Expertise, Evasion of reducing a Construct target to 0 HP, regardless of its current HP score, Armor, or M. Armor rating; treat this as a Death effect. This Ability may also be used to disarm mechanical traps and security measures at the GM’s discretion.

Maintenance (Level 47)

Target: Party Type: Fast Action

Veteran Engineers keep a close eye on their comrades’ equipment, ensuring that it is always in top condition. Maintenance gives the Engineer and all active allies in the party Status Immune (Weaken) (4).

Dual Invention (Level 61)

Target: Varies Type: Support Ability

A master Engineer always has the right device to hand, swapping Inventions in the blink of an eye. Dual Invention allows the Engineer to make two consecutive Ability Actions with Inventions of Level 5 or lower at the cost of a single Action.

Gambler
ギャンブラー

To the Gambler, all of life’s a game—and the only way to win is to ante up. Masters of chance, Gamblers crave excitement on almost primal level, chasing risks and payoffs through back-alley dice pools, high-stakes poker games, and monster-infested dungeons with scarcely a thought to their own safety. Parties looking for steady, predictable comrades will not find much to like in the Gambler’s brash manner; if anything, they are the archetypical loose cannon, ready to plunge into danger at a moment’s notice or stake an entire kingdom on the throw of the dice.

“Gambling against the Empire, with nothing to lose but my life… I haven’t felt so excited in years!” —Setzer Gabbiani, FINAL FANTASY VI

But experienced Gamblers also know a thing or two about playing the odds; with a Gambler in the party, the laws of probability become surprisingly malleable.

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

Job Profile

Representatives: Setzer Gabbiani (FFVI_), Cait Sith (FFVII_), Selphie Tilmitt (FFVIII_), Wakka (FFX_), Lady Luck Dressphere (FFX-2), Corsair Job (FFXI)
HP Die: d8
MP Die: n/a
Weapons: Boomerangs, Crossbows, Gloves, Knives, Light Swords
Armor: Armwear, Hats, Shields, Suits
Accuracy Bonus: +20
Skill Points: 260
Skill Aptitude: Thievery
Expertise Formula: (
Gambling
Rating / 2)+ Level + (MAG × 2)

Fortune

The Gambler’s techniques are as unpredictable as the Gambler himself, as liable to bowl over a legion of foes as strike the party dead on the spot. But for every time those powers fizzle at a crucial moment, there’s that moment when the Gambler’s luck pays off big, pulling the party out of the fire when they need it most. Which way will Lady Luck turn with you? Roll the dice, spin the reels, and find out!

A Gambler’s Luck

Fortune smiles on all Gamblers—any roll of 1 to 20 on an Expertise check is considered a Critical Success.

Double Up (Level 1)

Target: Self Type: Support Ability

Risk big to win big! Double Up is used in conjunction with a Slots Ability, and has an additional Gil cost equal to 50% of the Reel set’s. By announcing that they are using Double Up and paying the Gil, Gamblers may roll an additional d10 for the Reel and choose the higher of the two results. For Reels that require more than one d10 roll, the player must specify which of the d10 he wishes to apply the second roll to. The Double Up die is always rolled first—if the second die comes up with the same result as the original roll, the _Reels_’ result is a Bust and the Gambler loses 10% of his current Hit Points, regardless of the actual Reel used.

Double Up in Action

Caprice the Gambler decides to Double Up on Magic Reels. This costs her an additional 250 Gil—half of Magic Reels’ basic cost of 500—but allows her to roll another d10 for one of the three d10 rolls. She opts to use the extra die for the right reel and rolls it, getting a 7. Caprice then makes the roll for Magic Reels, getting a 4 for the left reel, a 7 for the center reel, and a 2 for the right reel. As she can choose the higher of the two rolls, she uses the 7 from Double Up instead of the 2. However, if she’d opted to use Double Up for the center reel, she would have ended up with a Bust—both the first and second roll came up with a 7.

Dice (Level 15)

Target: Single Type: Slow Action (6)

With a liberal application of chi, the Gambler can enlarge his trusty dice to many times their original size, sending them out to bowl over his foes with a practiced flick of the wrist. Dice allows the Gambler to immediately roll 2d6. If the dice come up doubles, Dice has no effect; if the dice come up double 1s, the Gambler immediately loses 50% of his current Hit Points. All other results deal (Roll Total) × Gambler’s Level Physical damage to the targeted combatant, striking automatically; this damage is not reduced by any Status Condition save Shield.

Lucky Seven (Level 29)

Target: Single Type: Reaction

No matter where your travels may take you, seven remains the luckiest of numbers. When triggered, Lucky Seven allows the Gambler to make an immediate counterattack against the combatant who damaged him, striking automatically. This attack has a CoS of Expertise, Evasion. How much damage it inflicts depends on the result of this roll:

Table 4-10: Lucky Seven Effects
Outcome Damage Inflicted
Botch 0
Failure 7
Success 77
Critical Success 777

Damage dealt by Lucky Seven cannot be reduced.

Reaction Trigger: Any attack reduces the Gambler’s Hit Points to a number ending in ‘7’.

Do Over (Level 36)

Target: Self Type: Support Ability

Sometimes, you just have to raise the stakes that little bit further. Do Over allows the Gambler to pay a number of Gil equal to the full cost of a Reel Ability to roll another d10 in the same manner as Double Up. The Gambler’s player must choose which d10 will be affected; unlike Double Up, however, Do Over can be used after the die 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)

Target: Single Type: Fast Action

The Gambler isn’t the only one who know the value of a Gil. Bribe allows the Gambler to make an offering of money to the target, hoping it is either greedy or unscrupulous enough to take the cash and run. The player begins by deciding how much money they wish to offer. Whether of not the Bribe succeeds depends on how much money the character offers—the higher the sum compared to the target’s Gil value, the greater the CoS. However, the player will not know the basic CoS when making the roll—the only thing they have to run on its their own intuition.

Table 4-11: Base Bribe CoS
Bribe Offered Base CoS
10% or more of target’s Gil value 10
25% or more of target’s Gil value 20
50% or more of target’s Gil value 40
100% or more of target’s Gil value 60
200% or more of target’s Gil value 100

Bribe attempts below 10% of the target’s Gil value automatically fail. Additional modifiers may be imposed on the basic CoS, depending on the circumstances; some examples are given in the table below.

Table 4-12: Bribe Modifiers
Condition Modifier
Target is at 25% or less of maximum HP +20
Target is outnumbered two to one or more +20
Target is of High intelligence -10
Target is of Elder intelligence -20
Previous Bribe attempt made against target +10

Once the GM has determined the final CoS, the player makes the roll. A failure means that the target pockets the Bribe, but does nothing further. The money is lost, though the Gambler may try again. If the roll is successful, the target is immediately _Eject_ed from the battle, dropping its Very Rare item. Notorious, Boss, and End Boss monsters are immune to _Bribe_’s effects.

Phantom Dice (Level 43)

Target: Party Type: Fast Action

With the swiftness of a consummate professional, the Gambler throws a handful of translucent dice into the air, counting under his breath until pairs begin tumbling down in front of his allies. When every die has finally rolled to a stop, their dots glow ominously; a second later, they simply vanish. Phantom Dice allows the Gambler to bestow beneficial effects on himself and his immediate allies. Roll 2d6 for every active combatant in the Gambler’s party, then consult the table below to see which benefit the Phantom Dice confer.

Table 4-13: Phantom Dice Effects
Roll Effect
2 Character gains the Status Condition Shell (4).
3 Character gains the Status Condition Protect (4).
4 Character gains the Status Condition Ruse (4).
5 Character gains +40 M. EVA (4).
6 Character gains +30 ACC (4).
7 Character gains +30 M. ACC (4).
8 Character gains the Status Condition Haste (4).
9 Character gains the Status Condition Reflect (4).
10 Weapon equipped in character’s Weapon Slot gains Piercing (4).
11 Character’s final Gil share for this battle increases by +25%.
12 Character’s final XP share for this battle increases by +25%.

Only one Phantom Dice effect may be active on each party member at any one time. If the Ability is used a second time, the new effect immediately replaces the old one. This applies even if the second Phantom Dice come from a different combatant than the first. Effects granted by Phantom Dice cannot be canceled by Dispel or similar effects—they are only removed when their timers reach ‘0’ or the current battle ends.

Spare Change (Level 64)

Target: Group Type: Fast Action

Some might accuse Gamblers of throwing their money away, but never quite this literally. Infused with chi, Gamblers can turn a handful of coins into a deadly projectile, piercing even the toughest defenses with ease. Spare Change allows the Gambler to spend Gil to inflict (Spent Gil / 10) Physical damage on all eligible combatants in the targeted group, striking automatically. How many Gil are spent is left up to the Gambler’s discretion, but must be at least 10 or greater in order for Spare Change to be used. Damage inflicted by Spare Change cannot be reduced, and cannot exceed 999.

Slots

To a Gambler, a slot machine is the essence of life distilled into a single device. Sometimes you win big, sometimes you lose it all; everything is always in flux, but if you know how to work things, you’ll end up ahead of the game by the day’s end. The Slot Abilities pay tribute to this philosophy; each is modeled after the deeds of a famous Gambler, and has its own particular effects and tricks.

All Slot Abilities cost a certain amount of Gil to use. The exact amount varies from Ability to Ability, and will be clearly listed in the Ability’s description. Furthermore, their effects are entirely random, determined by die roll after the initial payment has been made. Depending on how well the Gambler rolls, the end result can be either helpful or harmful—after all, nothing is ever guaranteed when throwing yourself at the mercies of fortune.

Lining Up the Slots

Many of the Reels have players roll a d10 and then make two Skill Checks. This is intended to simulate an attempt to line up three of a kind on a slot machine—the first roll determines which set they’re trying to match, and the other two check whether the player is successful in getting the other two slots to line up with the first.

Element Reels (Level 1)

Target: Group Type: Fast Action

A Gambler once remarked that she believed her fortune ebbed and flowed with the elements. Places too steeped in the forces of Ice, Wind, or Water would ‘cool’ any winning streak regardless of the Gambler’s skill; the only way out, she reasoned, was to arrange the elements in one’s favor. While she never quite succeeded in finding a method that satisfied her, her beliefs are captured within these reels.

Element Reels allows the Gambler to make Elemental attacks against one or several opponents; each use of this Ability costs 10 Gil. After the payment is made, the Gambler rolls a d10, then consults the table below to see what the reels have turned up.

Table 4-14: Element Reels Effecs
Roll Result Element
1 Black Shadow
2–3 Red Fire
4–5 Blue Water
6–7 Gold Lightning
8–9 Silver Ice
10 White Holy

The Gambler then makes two Task Checks against his Gambling Skill, each with a Conditional Modifier of 10. If both Checks are successful, all eligible combatants in the targeted Group suffer 100%, Armor Elemental damage, where the Element in question is the result previously rolled. If one check fails, the Gambler makes an immediate Attack Action against a single randomly determined combatant in the Group for 100%, Armor Elemental damage. If both checks fail, the Gambler makes a normal Attack Action against a single randomly determined combatant in the Group. If multiple Weapons are equipped, decide which is used to make the attack-any [Element] Strike Abilities on the Weapon are automatically overridden by the effects of Element Reels.

Moogle Reels (Level 8)

Target: As Effect Type: Fast Action

This set commemorates an eccentric figure popularly known as “The Mog Gambler”. Such was his fondness for Moogles that when he finally struck it rich, said Gambler opened a casino entirely staffed by the diminutive creatures, mingling among his employees in a Moogle suit of his own design. Though the casino is closed and the Mog Gambler long gone, a small part of him still remains in these reels.

Moogle Reels allows the Gambler to call up a number of beneficial effects and attacks; each use of this Ability costs 25 Gil. After the payment is made, the Gambler rolls a d10, then consults the table below to see what the reels have turned up.

Table 4-15: Moogle Reels Results
Roll Result Conditional
Modifier
1–3 Star +10
4–5 Crown +10
6–7 Heart +0
8 Moogle +0
9 Bar -20
10 Cat Face -30

Once the result has been determined, the Gambler makes two Task Checks against his Gambling Skill with the Conditional Modifier listed for the result. If both Checks are successful, the Gambler immediately executes the effect listed for the given result below. If one or both Checks are failed, the Gambler executes the Toy Box result instead. If the Gambler rolls the ‘Cat Face’ result and then Botches either of the subsequent rolls, the Gambler executes the Joker Doom result.

Star: Mog Dance

A moogle appears in front of the party and dances a happy jig, revitalizing the Gambler and his allies. Mog Dance restores (4 × MAG) + 3d8 Hit Points to all active allies.

Target: Party

Crown: Toy Soldiers

A platoon of toy soldiers marches onto the battlefield, leveling their rifles and opening fire on the Gambler’s foes. Toy Soldiers inflicts (6 × MAG) + 3d8, M. Armor Magical damage on all active combatants in the targeted Group, striking automatically.

Target: Group

Heart: Lucky Gal

A seductive woman in a bunny suit appears, blowing a kiss at a single party member before disappearing. Lucky Gal raises the target’s ACC to 255 (∞) and grands the Critical Up (∞) status for the remainder of the battle.

Target: Single

Moogle: Combine

A portly Moogle suit materializes around the Gambler and wastes no time in zipping up, trapping the Gambler in its smothering confines. Combine increases the Gambler’s ARM and M. ARM by +100% respectively and increases his ACC to 255, as well as bestowing Immunity to all Status Conditions, positive or negative.

However, as long as Combine remains in effect, the Gambler may only use his Actions to throw a Punch (Single, 150%, Armor damage) or Kupo Nut (Single, *125% Armor *damage, Ranged). Both are considered standard Attack Actions, and are calculated accordingly. Combine lasts until the end of battle, at which stage the Gambler is automatically reduced to 1 Hit Point.

Target: Self

Bar: Summon

The Gambler’s powers bring a weak Summon to the battlefield. Roll a d10, then resolve the Summon’s Call effect as given in Appendix III, using the Gambler’s MAG and M. ACC where appropriate.

Table 4-16: Summon Results
Roll Call
1–2 Ifrit—Inferno
3–4 Ramuh—Thunder Spark
5–6 Shiva—Snowstorm
7 Sylph—Whispering Wind
8 Titan—Earthen Fury
9 Kirin—Life Guard
10 Cait Sith—Cat Rain
Cat Face: All Over

When three portions of the Cat Face are lined up, its eyes glow yellow for a brief moment; anything unfortunate enough to stare directly into this sudden burst of life drops dead on the spot. All Over reduces all eligible combatants in the targeted Group to 0 Hit Points, regardless of current HP, ARM, and M. ARM values. Treat this as a Death-type effect. Notorious, Boss and End Boss enemies are immune to All Over’s effects.

Target: Group

Botch on Cat Face: Joker Doom

All reels carry some measure of risk in them, but the most powerful can have devastating consequences when the Gambler’s luck turns. Joker Doom immediately casts the Blue Magic Spell Roulette on the battlefield (Number of Active Combatants / 2) times. It is possible for a Blue Mage to learn Roulette in this fashion.

Target: All

Toy Box: Varies

Something creaks in the heavens, and a large object rains down on one unfortunate foe. Toy Box has a random effect on one randomly determined combatant in the targeted Group, striking automatically. Roll 1d10 and consult the table below to find Toy Box’s exact effects.

Table 4-17: Toy Box Results
Roll Result
1–2 A one-ton weight crushes the target, inflicting (2 × STR) + 3d6, Armor Physical damage.
3–4 Sharp icicles pierce the target, inflicting (2 × MAG) + 3d6, M. Armor Ice Elemental damage.
5–6 A small house flattens the target, inflicting (3 × STR) + 3d8, M. Armor Physical damage.
7–8 A grossly overweight chocobo splashes onto the target, inflicting (3 × MAG) + 3d8, M. Armor Magical damage.
9 A titanic hammer cracks down on the target, reducing the target’s Magic Points by 10% of their current value.
10 A comet roars into the target, inflicting (4 × MAG) + 4d6, M. Armor Magical damage.

Status Reels (Level 22)

Target: Group Type: Fast Action

The origins of this reel set are lost in mystery, but some rumor that Hades himself had a hand in their creation. Their role is primarily a cautionary one, ever reminding Gamblers of the misery that games of chance can bring.

Status Reels allows the Gambler to inflict Status Conditions on opponents; each use of this Ability costs 50 Gil.
After the payment is made, the Gambler rolls a d10 to see which Status Condition is inflicted.

Table 4-18: Status Reels Results
Roll Symbol Status
Condition
1 Shades Blind (4)
2 Droplet Poison (4)
3 Stars Confuse (4)
4 Broken Leg Immobilize (4)
5 Broken Arm Disable (4)
6 Clock Slow (4)
7 XXX Curse (4)
8 Silence (4)
9 ZZZ Sleep (4)
10 Red Cloud Berserk (4)

Once this is determined, the Gambler makes two d% rolls with a CoS of Expertise, Evasion—one using the highest EVA in the targeted Group as a modifier, one using the lowest. If neither is successful, nothing happens. If one is successful, a randomly determined combatant in the targeted Group will be afflicted with the Status rolled earlier. If both rolls are successful, all active combatants in the targeted Group are afflicted with the Status rolled. Immunities apply as normal.

Chocobo Reels (Level 43)

Target: As Effect Type: Fast Action

These reels remember a successful Gambler who believed that Chocobo birds were particularly lucky, and endeavored to have them around wherever he gambled. He eventually vanished, having sunk most of his winnings into searching for the elusive Gold Chocobo he was certain would assure his fortune for life.

Chocobo Reels allows the Gambler to call up a number of beneficial effects and attacks; each use of this Ability costs 200 Gil. After the payment is made, the Gambler rolls a d10, then consults the table on the next page to see what the reels have turned up.

Table 4-19: Chocobo Reels Results
Roll Result Conditional
Modifier
1–3 Chocobo +0
4–5 Airship -10
6–7 Diamond -10
8 Dragon -20
9 Bar -20
10 7 -30

Once the result has been determined, the Gambler makes two Task Checks against his Gambling Skill with the Conditional Modifier listed for the result. If both Checks are successful, the Gambler immediately executes the effect listed for the given result below. If one or both Checks are failed, the Gambler executes the Lagomorph result instead. If the Gambler rolls the ‘7’ result and then Botches either of the subsequent rolls, the Gambler executes the Joker Doom result.

Chocobo: Chocobo Stampede

A sudden stampede of Chocobos shakes the battlefield, flattening the one combatant unfortunate enough to be left in their path. Chocobo Stampede inflicts (21 × MAG) + 5d8, M. Armor Magical damage to the targeted combatant, striking automatically.

Target: Single

Airship: Dive Bomb

The steady thrum of engines fills the air, accompanied by a sinister, high-pitched whistling. Suddenly, an airship swoops overhead, disgorging a single bomb before peeling away again. Dive Bomb inflicts (21 × MAG) + 5d8), M. Armor Fire Elemental damage to all eligible combatants in the targeted Group, striking automatically.

Target: Group

Diamond: Prismatic Flash

Man-sized cards of multicolored light rise from the ground, shearing through anything in their way. Prismatic Flash inflicts (24 × MAG) + 4d10, M. Armor Holy Elemental damage to the targeted combatant, striking automatically.

Target: Single

Dragon: Megaflare

Wyrmking Bahamut, lord of the dragons, descends from above and bathes the enemy in searing magical fire. Megaflare inflicts (24 × MAG) + 4d10, M. Armor Magical damage to all eligible combatants in the targeted Group, striking
automatically.

Target: Group

Bar: Summon

The Gambler’s powers bring a modestly powerful Summon to the battlefield. Roll a d10, then resolve the Summon’s Call effect as given in Appendix III, using the Gambler’s MAG and M. ACC where appropriate.

Table 4-20: Summon Results
Roll Call
1 Midgarsormr—Earth Aura
2 Carbuncle—Ruby Light
3 Golem—Earth Wall
4 Seraphim—Reviver
5 Ark—Propeller Wind
6 Doomtrain—Runaway Train
7 Kujata—Tetra-Disaster
8 Alexander—Divine Judgment
9 Anima—Torment
10 Cerberus—Counter Rockets
7: All Over

A jackpot bell rings and the words “ALL OVER” appear in glowing, larger-than-life letters, hiding the enemy from sight. When the words finally vanish, the Gambler’s foes are nowhere to be found. All Over reduces all eligible combatants in the targeted Group to 0 Hit Points, regardless of current HP, ARM, and M. ARM values. This is not a Death-type effect, and will not be affected by Resistances or Immunities. Notorious, Boss and End Boss enemies are immune to All Over’s effects.

Target: Group

Failure: Lagomorph

A small pink rabbit in a floppy straw hat materializes in front of the Gambler, showering the party with healing magic before vanishing again. Lagomorph restores (10 × MAG) + 3d8 Hit Points to all active allies.

Target: Party

Botch on 7: Joker Doom

Without the risk of loss, winning loses its fundamental thrill—indeed, any good Gambler knows that to win anything, you must be prepared to lose everything. Joker Doom immediately casts the Blue Magic Spell Roulette on the battlefield (Number of Active Combatants / 2) times. It is possible for a Blue Mage to learn Roulette in this fashion.

Target: All

Attack Reels (Level 50)

Target: Group Type: Fast Action

This set celebrates a renowned tournament fighter with a love for games of chance. Having memorized the major weak points of the human body, this fighter would always begin his battles by thrusting at one of these points at random, leaving his defenses open all in the hopes of landing that single lucky strike. Today, his fearless risk-taking—so fundamental to the very nature of the Gambler—is celebrated by all who use these reels.

Attack Reels allows the Gambler to make multiple, potentially enhanced attacks against a single opponent; each use of this Ability costs 400 Gil. After the payment is made, the Gambler selects an active combatant in the targeted Group at random and makes three attacks against this target. Each attack has a CoS of Expertise, Evasion. If the Gambler is under the effects of Blind, this CoS is reduced to (Expertise / 2), Evasion.

The attack’s effects depend on whether the roll was a failure, success, Critical Success, or Botch:

After all three attacks have been resolved, Attack Reels has no further effect.

Magic Reels (Level 57)

Target: Single Type: Fast Action

Once upon a time, the story goes, an apprentice mage struggled to master the basics of spellcasting. Indeed, no matter how hard he tried, his concentration always wavered at the critical moment. Distraught, he abandoned his studies to spend his meager savings at the roulette table. Then, however, something unexpected happened—as he nervously watched the roulette ball bouncing along the wheel, he realized that he was chanting the incantation for basic Fire magic under his breath. At the exact moment the ball stopped, a gout of flame erupted across the table, badly scorching the veneer and nearly igniting the steward on the spot.

Elated, if rather poorer from the damages, the apprentice tried the spell once more, only to meet with failure again—as long as he concentrated on what he was saying, the spell refused to come. Only when transfixed by the spin and bounce of the ball did the magic cast as bidden. Today, Gamblers who use these reels do so as much to commemorate the apprentice’s life as his discovery that chance is indeed the most powerful force in the universe.

Magic Reels allows the Gambler to cast certain Red Magic Spells at no MP cost; each use of this Ability costs 500 Gil. After the payment is made, the Gambler rolls 3d10. The first d10 is for the left reel, and determines the Level of the Spell cast by the Gambler. The second d10 is for the center reel, and determines how many times the Spell will be cast. The third and final d10 determines the Spell number, and decides exactly which Spell is cast.

Table 4-21: Magic Reels Results
Roll Reels
Left Center Right
1 Level 3 x1 Spell Number 1
2 Level 3 x1 Spell Number 2
3 Level 4 x1 Spell Number 3
4 Level 4 x1 Spell Number 4
5 Level 5 x2 Spell Number 5
6 Level 6 x2 Spell Number 6
7 Level 6 x2 Spell Number 7
8 Level 7 x3 Spell Number 8
9 Level 8 Angel Spell Number 9
10 TH EE ND

Magic Reels in Action

Caprice pays the required Gil for Magic Reels and rolls three d10. The first, for the Spell Level, comes up a ‘6’—a Level 6 Spell. The second, the number of times the Spell will be cast, rolls a ‘4’—the Spell will be cast once. That just leaves the question of which Spell will be actually cast. Caprice’s third roll is a 8—she will cast Spell Number 8 for Level 6, or Waterga, once on a target of her choice.

A roll of 10 on any of the three Reels is effectively a ‘wild card’—the player can choose which of the nine preceding results to use. However, if TH, EE, or ND are used in combination with certain other results, no Spell is cast; instead, the Gambler unleashes a unique effect. These combinations are:

Assuming the Gambler does not trigger one of the special effects, he will instead cast the appropriate Spell given in Table 4-22 below as many times as the Center Reel indicated. All Spells are treated as Target: Single, regardless of their actual Target; harmful Spells will always target an opponent of the Gambler’s choosing, while helpful Spells affect an ally chosen by the Gambler—see Chapter 8 for more details.

TH + EE + ND: The End

The immediate battlefield suddenly becomes a serene garden, its beautiful flower fields only marred by a crumbling tombstone in the midst of the enemy ranks. Engraved in the weathered rock are just two words: THE END. The End reduces all eligible combatants in the targeted Group to 0 Hit Points, regardless of current HP, ARM, and M. ARM values. This is not a Death-type effect, and will not be affected by Resistances or Immunities, even those possessed by Notorious, Boss, and End Boss enemies.

Target: Group

TH + Angel + ND: Rapture

Ethereal angel wings shimmer into life behind the combatants, threatening to lift them into skies at a moment’s notice. When Rapture is cast, a six-Round timer begins. If the battle has not finished before the timer reaches ‘0’, Rapture reduces all active combatants on the battlefield to 0 Hit Points, regardless of current HP, ARM, and M. ARM values. This is not a Death-type effect, and will not be affected by Resistances or Immunities. Notorious, Boss and End Boss enemies are immune to _Rapture_’s effects.

Target: All

Anything but TH + Angel + ND: Full Cure!

The entire party is fully healed of all wounds. Full Cure restores the Gambler and all active allies in the immediate Party to maximum Hit Points.

Target: Party

TH + Angel + Anything bout ND: Wall!

Beams of light pierce the ground, pulling up a solid chunk of earth to shield the Gambler’s allies from harm. _Wall _bestows the Status Condition Wall (4) on the Gambler and all active allies in the immediate Party.

Target: Party

Angel + Any other combination: Devil’s Laugh

The center reel begins to spin again, finally stopping on a laughing devil’s face. Nothing happens—the Gambler has wasted his Action and money.

Target: Single

Table 4-22: Magic Reels Spell Results
Spell Level Level 3 Level 4 Level 5 Level 6 Level 7 Level 8
1 Aera Bio Aeraga Charm Renew Old
2 Blizzara Confuse Protectga Esuna Freeze Black Hole
3 Cura Drain Blizzaga Flare Reflect Celestial Stasis
4 Fira Haste Curaga Shellga Nuke Massacre
5 Protect Raise Firaga Quake Shockwave Pulsar Meltdown
6 Regen Ruse Mini Siphon X-Zone Break
7 Silence Shell Stone Stop Toad Holy
8 Thundara Basuna Thundaga Waterga Venom Rebirth
9 Zombie Watera Time Slip Vanish Pain Shield
10 Any Level 3 Any Level 4 Any Level 5 Any Level 6 Any Level 7 Any Level 8

Mediator
話術士

Demagogues, peacekeepers, diplomats, con men—men and women with the Mediator’s talents can be found in all walks of life, practicing the arts of silver tongue and careful suggestion as meticulously as a warrior would his swordsmanship. Though Mediators can put up a fair fight in battle, their strength lies not in arms, but in their ability to manipulate others into doing their bidding; with little more than the right word at the right time, an Mediator can accomplish almost anything.

Keenly intelligent and meticulously logical, the average Mediator may seem a poor fit for a wandering band of rough-and-tumble adventurers. However, those honeyed words reach further than mere fireballs and flashing blades; given a chance, the Mediator’s talents can open doors in many places or sow the seeds of confusion on the battlefield on an unimagined scale.

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

Job Profile

Representatives: Orator Job (FFT_), Beastmaster Job (_FFV, FFXI, FFTA_), Reis Duelar (FFT_)
HP Die: d8
MP Die: N/A
Weapons: Knives, Flails, Instruments, Rifles
Armor: Armwear, Hats, Suits, Robes
Accuracy Bonus: +20
Skill Points: 260
Skill Aptitude: Social
Expertise Formula: (
Negotiation
Rating / 2)+ Level + (SPR × 2)

Speechcraft

The Mediator is master of rhetoric, a consummate professional who can make the cut and thrust of debate seem as thrilling as the clash of steel.

Tame (Level 1)

Target: Single Type: Magic Ability

A wise Mediator knows never to underestimate the power of mercy offered at the right moment. Tame allows the Mediator to ‘spare’ a single opponent reduced to 0 HP prior to the Mediator’s turn in the current Round, recruiting them as a temporary ally. Treat this as a Mystify-type effect; Gil, XP, and items are awarded as if the opponent had been defeated in the normal manner. Notorious, Boss, and End Boss opponents are immune to _Tame_’s effects by default.

In exchange for being spared, the opponent is willing to perform one action on the Mediator’s behalf before the ‘spell’ is broken; to do so, the Mediator must herself make a Fast Action. Out of combat, this assistance will usually allow the party to overcome an obstacle they would not clear under their own steam; in combat, the opponent will use one attack or Ability chosen at the GM’s discretion. Once the deed is done, the Mediator has no further hold over the opponent; in most cases, the Tamed opponent will immediately flee.

Initially, the Mediator is limited to a single ‘recruit’ at a time, but may add one additional opponent at Levels 16, 31, 46, and 61, for a grand total of 5. A given opponent may not be Tamed more than once.

Entrust (Level 10)

Target: Single Type: Magic Ability

The Mediator’s knack for studied negotiation can drastically alter the flow of battle. Entrust allows the target to immediately take a turn, even if it has already acted in the current Round. When targeting hostile combatants, including allies under the effect of Charm or Confuse, Entrust has a CoS of Expertise, M. Evasion; against allies, Entrust is automatically successful.

If the target has any Actions remaining, the Mediator may take another turn when the target would normally act during this Round; the target loses this later turn in exchange for being able to act on the Mediator’s current Initiative. If the target is currently charging a Slow Action, that Action is immediately canceled; if the target has not acted this Round, the Mediator can take another turn on the tick the Slow Action would have normally gone off on. If the Slow Action would not have finished charging during the current Round, the Mediator will not get another turn.

Entrust in Action

Mint (Initiative 36), Hiro (Initiative 12), Haze (Initiative 16), and Lautrec the Mediator (Initiative 15) are locked in combat. Mint and Haze act, then Lautrec’s turn comes up. If he uses Entrust on Hiro, Hiro can act immediately on Lautrec’s current Initiative of 15; Lautrec will act again on Hiro’s Initiative of 12. Alternately, Lautrec can target Haze, allowing him to take a second turn this Round; in exchange, he effectively gives up his own turn. He could also target Mint, in which case Mint would take an immediate turn and Lautrec can take an Action when Mint would normally act next thanks to her Extreme Initiative: at 1 tick.

Parley (Level 19)

Target: Single Type: Magic Ability

With a little careful negotiation, an Mediator can convince a critically wounded foe that discretion is indeed the better part of valor. Parley can only target opponents whose current Hit Points are 25% or less of the maximum value, and has a CoS of Expertise, M. Evasion of convincing the target to immediately flee the battle. Treat this as an Eject-type effect. Opponents who have been affected by Parley can also be automatically Tamed as a Zero Action.

Advice (Level 28)

Target: Single Type: Magic Ability

Through careful direction and timely suggestions, a Mediator is capable of guiding her allies to victory. Advice bestows the Status Condition Critical Up (4).

Intimidation (Level 37)

Target: Single Type: Magic Ability

Intimidation is just that: a rapid-fire stream of withering invective that systematically strips away the target’s concentration and confidence, leaving it dramatically shaken. Intimidation has a CoS of Expertise, M. Evasion of increasing the target’s range for Automatic Misses and Botches from 95 to 100 to 75 to 100 (4); during this time, any Critical Hits or Critical Successes are treated as normal successes.

Manipulate (Level 46)

Target: Single Type: Magic Ability

The Mediator wraps her victim in a skein of skewed logic, dragooning it into obeying her every command for a few precious moments. Manipulate has a CoS of Expertise, M. Evasion of inflicting the Status Condition Charm (4) on the targeted combatant.

Invite (Level 55)

Target: Single Type: Magic Ability

With sweet words and studied persuasion, an Mediator can convince almost anything to fight on her behalf. Invite has a CoS of Expertise, M. Evasion of converting a single opponent into a temporary ally. Treat this as a Mystify-type effect; Notorious, Boss, and End Boss opponents are immune to _Invite_’s effects by default. If successful, the opponent will immediately begin fighting for the Mediator’s party, using whatever attacks and Abilities the GM deems appropriate.

After the battle is over, opponents ‘converted’ in this fashion are considered defeated and will yield the normal rewards. They will also follow the Mediator until called upon to help; doing so requires the Mediator spend a Fast Action. If called up in another battle, the Invited opponent will fight for the Mediator until the end of that battle, acting according to GM discretion; out of combat, the Invited opponent will offer whatever assistance it can for one Scene. After this, it will make its escape. The Mediator may never have more than one Invited opponent at any one time, though she may choose to release a previously Invited opponent at any point for no cost. A given opponent may not be Invited more than once.

Charge! (Level 64)

Target: Party Type: Magic Ability

The greatest battles in history began with but one word. Charge! gives up to four of the Mediator’s allies a limited CoS of making an immediate Attack Action with whatever Weapon they currently have equipped against targets of their own choosing. These Actions do not count towards the attackers’ totals for that Round, and may be taken even if the allies in question have already acted in the current Round.

Every party member must make a separate d% roll to see if they will actually attack; the CoS for this is based on the ally’s current Hit Points, as shown below.

Table 4-23: Charge! Effects
Ally’s Hit Points CoS
100 to 76% of maximum 40%
75 to 51% of maximum 60%
50 to 25% of maximum 80%
25% or less of maximum 100%

If more than four allies succeed, the four lowest-rolling allies will make Attack Actions.

Mime
ものまね士

The Mime is the chameleon of the adventuring ecosystem, training in nothing yet studying everything; with no skills of her own yet every skill around her. No one can say whether a true mimic is born or made—those with the innate talent tend to be nondescript individuals with malleable personalities and a face almost destined to fade into the crowd. Some accept this, subsuming that blank persona into their abilities; others rebel, dressing in outlandish costumes and monstrous masks, giving the world no choice but to recognize them. Whatever the case may be, one thing is always certain—to face a Mime in battle is to stare into the face of chaos itself.

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

Job Profile

Representatives: Gogo (FFVI_), Mime Job (_FFV, FFT_)
HP Die: d8
MP Die: d6
Weapons: Bows, Crossbows, Flails, Gloves, Knives, Rods, Staves
Armor: Armwear, Hats, Suits, Shields
Accuracy Bonus: +20
Skill Points: 260
Skill Aptitude: None
Expertise Formula: (_Acting
Rating / 2) + Level + (SPR × 2)

Mimicry

The Mime’s greatest weapons are his friends and foes. Armed with the uncanny ability to recreate the actions of those around him in minute detail, a Mime can be as weak—or as strong—as anything else on the battlefield.

Mimic (Level 1)

Target: Varies Type: Varies

By observing a target in battle, the Mime can mimic its actions. When used, Mimic allows the Mime to replicate the last Action made—or Ability used—prior to his turn. The effects and target will be identical to the previous Action’s even if they were randomly determined, though all damage codes and CoS formulas use the Mime’s Attributes and Combat Statistics as their basis. However, Abilities with T: Self will target the Mime instead of the original user. Abilities which require the use of a certain Weapon have this requirement waived, using whatever Weapon the Mime currently has equipped instead. For Iaido and Soul Blade, resolve the effects as if the Mime was equipped with the Katana used in the last Action. The only exception are Actions which consume an Item—the Mime must have the same Item in his Inventory in order to be able to Mimic the Action, consuming the Item in the process.

Actions with an MP cost require the Mimic to spend an equal amount of MP—if not enough MP is available, Mimic fails and the Action is wasted. Actions with a Charge Time cannot be _Mimic_ed unless their effects were resolved directly before the Mime’s turn; if so, the Charge Time penalty carries over to Mimic.

Mirror Mimic (Level 9)

Target: Self Type: Support Ability

Slavish imitation alone does not always ensure success. Mirror Mimic allows a Mime to use Mimic with either its original target or the combatant who made the last Action as a target.

Command Mimic (Level 17)

Target: Single Type: Fast Action

Practice makes perfect. Command Mimic requires the Mime to select a single ally and allows them to select one Fast Action, Slow Action, Magic Ability, or Level of Spells that ally possesses and use it for the duration of the current battle or Scene. Only one Ability or Spell Level may be replicated in this fashion per battle or Scene. All damage codes and CoS formulas use the Mime’s Attributes and Combat Statistics as their basis; Charge Times and MP costs carry over as normal.

Abilities that require the use of a certain Weapon have this requirement waived, using whatever Weapon the Mime currently has equipped instead. The only exceptions to this rule are Iaido and Soul Blade, which may not be _Mimic_ed in this fashion unless the Mime has the relevant Katana equipped.

If Command Mimic is used to access a Level of Spells, only those Spells available to the target can be used by the Mime. In the case of Blue and Summon Magic, the Mime can take a number of Spells or Calls with a combined MP value equal to his own maximum MP, chosen from those the Mime’s target has access to.

If Command Mimic is used to mimic the Dancer’s _Perform_or the Geomancer’s Geomancy, the Mime uses whatever effect was generated the first time around.

Memory Mimic (Level 25)

Target: Self Type: Support Ability

A long memory makes for a better performance. Memory Mimic allows the Mime to use Mimic on any Action made prior to his turn during the course of the current Round.

Final Mimic (Level 33)

Target: Varies Type: Reaction

Always bow out on a high note. When triggered, Final Mimic has a CoS of 50 + SPR of allowing the Mime to immediately Mimic the attack that reduced him to 0 HP, targeting the combatant that made the original Action. Final Mimic is subject to the same restrictions as Mimic, though any Charge Time is waived.

Reaction Trigger: Mime’s HP reduced to 0 or lower by an attack

Command Mimic II (Level 41)

Target: Self Type: Support Ability

The longer you spend with somebody, the better you know them. Command Mimic II allows the Mime to use Command Mimic on up to two Spell Levels, Magic Abilities, Fast Abilities, or Slow Abilities per battle or Scene.

Target Mimic (Level 49)

Target: Self Type: Support Ability

The best performer always puts his own spin on things. Target Mimic allows a Mime to freely choose their targets when using Mimic.

Counter Mimic (Level 56)

Target: Varies Type: Reaction

Sooner or later, every performance becomes predictable. When triggered, Counter Mimic has a flat CoS of 30% of allowing the Mime to avoid the effects of the attack and immediately Mimic it, targeting the combatant that made the original Action. Counter Mimic is subject to the same restrictions as Mimic, though any Charge Time is waived.

Reaction Trigger: Attack targeting the Mimic alone

Job Mimic (Level 64)

Target: Single Type: Fast Action

To master a role is to know its nuances. Job Mimic requires the Mime to select a single ally, allowing them to use most Fast Abilities, Slow Abilities, Magic Abilities, and Spell Levels available to that character (4). The exceptions are Abilities gained after Level 50 and Level 7 and 8 Spells. For Blue Magic, no Spell with an MP cost of 100 or higher may be used with Job Mimic; Summons and Calls are limited to those with an MP cost of 150 or lower. Only one ally may be mimiced in this fashion at any one time. If used out of combat, Job Mimic has no time limit.

Thief
シーフ

The Thief is something of an enigma. Where most heroes uphold the law, the Thief openly flouts it. Her skills are invaluable when infiltrating an enemy fortress or retrieving priceless artifacts from talentless brigands, but for some reason that argument never holds up when she’s caught “practicing”, whether she’s been picking pockets or climbing out of a second-floor window with a sack full of silver. Even if she restricts her kleptophilia to adventuring pursuits, the Thief is largely disrespected, but she doesn’t let it get her down. Even Paladins come running to her at the first sign of a trap or complex lock. She may not have the reflexes of the Ninja or the mechanical expertise of the Engineer, but she’s got what she’s got, and she’s damn good at using it. For most adventuring Thieves, it’s not about the money, but the challenge. Anyone can get rich by staying in the city, but no one today makes traps like the ones in the ancient ruins, and no one uses puzzle locks anymore. Who wants a sack of gold when she could decorate her pad with an emerald the size of her fist? The lack of motivation shown by her domestic brethren is enough to make a grown Thief cry!

The Thief’s best weapon is her attitude. When the excrement strikes the windmill, no one remains as calm as the thief. She may let fly with a storm of curses, or cry a few crocodile tears to throw off her enemies (or even her allies), but deep down inside the Thief knows she can handle whatever life throws at her. She’s lived through most of it, and what she hasn’t seen doesn’t scare her. When the Thief does get shaken, it’s a pretty good sign that things are about to take a turn for the ugly.

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

Job Profile

Representatives: Locke Cole (FFVI_), Yuffie Kisaragi (FFVII_), Rikku (FFX), Thief Job (FFI, FFIII, FFV, FFXI, FFT, FFTA, FFX-2_), Zidane Tribal (FFIX_)
HP Die: d8
MP Die: N/A
Weapons: Boomerangs, Light Swords, Knives, Ninja Blades, Swallows
Armor: Armwear, Hats, Suits
Accuracy Bonus: +20
Skill Points: 260
Skill Aptitude: Thievery
Expertise Formula: (
Pickpocket
Rating / 2) + Level + (AGI × 2)

Sneak

In the Thief’s world, the hand is always quicker than the eye and anything—anything—is ripe for the taking.

Steal (Level 1)

Target: Single Type: Fast Action

Thanks to a little cunning and a set of well-honed reflexes, a Thief can pluck a target’s valuables before it even has a chance to react. Steal gives a Thief a CoS of Accuracy, Evasion of stealing an item from the targeted combatant, provided that the combatant had a treasure table set out for them using the rules in Appendix II. The Weapon Skill in question is that used by whichever Weapon the Thief has equipped; if more than one is equipped, choose which to use.

If successful, make a roll against Expertise, Evasion to see exactly what the Thief has snatched:

Table 4-23: Steal Results
Roll Result Item Stolen
Botch None
Failure Common
Beat CoS by 1 – 30 Uncommon
Beat CoS by 31 – 50 Rare
Beat CoS by 51+ Very Rare

A Critical Success increases the rarity of the item stolen by one—from Uncommon to Rare, or from Rare to Very Rare. Stealing an item removes it from the treasure table; it will not drop after battle, and if subsequent Steal rolls end up with the same item, nothing is taken and the Action is wasted.

If Steal is used against a target without a treasure table, the Thief must either declare what she is taking before making the roll, or ends up with one random valuable at the GM’s discretion. Note that unlike the Skill Pickpocket, victims of Steal know immediately they’ve been robbed—the Thief trades subterfuge for speed in this case.

Gil Snapper (Level 8)

Target: Group Type: Fast Action

Though the Thief’s forte lies in larger items, she is not above helping herself to a stranger’s pocket change to fatten her own purse. Gil Snapper has a CoS of (Expertise / 2) of allowing the Thief to snatch a number of Gil equal to (Total Gil Value of All Opponents / 8). Gil taken in this fashion are not deducted from the encounter rewards, but multiple successful uses of Gil Snapper will not increase this amount—the Ability is only effective once per battle.

When used against other targets, the amount of Gil obtained in this manner is left to the GM’s discretion. As with Steal, victims of Gil Snapper immediately notice their loss—Thieves who want to avoid rousing alarm will have to use Pickpocket instead.

Catch (Level 15)

Target: Self Type: Reaction

Some warriors are speedy enough to snatch incoming projectiles out of the air, but only the Thief has the presence of mind to pocket them. When triggered, Catch gives the Thief a flat CoS of 50% of avoiding the attacks effects and immediately adding any Items or Ammunition used in the attack to her Inventory Slot.

Reaction Trigger: Thief is targeted by a Throwing Weapon, Bow, Crossbow, Rifle, or Ranged monster attack that inflicts Physical damage.

Distract (Level 22)

Target: Single Type: Slow Action (8)

In tight quarters, a Thief quickly learns to use any means at her disposal to divert attention from herself—a cloud of dust, a bit of overacting, or a even well-aimed stone can work wonders at the right time. Distract has a CoS of Expertise, Evasion of inflicting the Status Condition Unaware (2).

Mug (Level 29)

Target: Single Type: Slow Action (10)

Though the Thief prefers to pilfer her victim’s valuables with skill and subtlety, there are times when a little cold steel gets far better results. Mug allows the Thief to inflict 100%, Armor Physical damage on the targeted combatant, striking automatically. After damage has been resolved, the Thief has a CoS of Expertise, Evasion of stealing an item from the target in the same manner as if Steal had been used. This does not require an additional Action.

Detect (Level 36)

Target: Single Type: Fast Action

Careful observation is a cardinal virtue among Thieves; sometimes, only a sharp eye and patience can spot the difference between a prince and a pauper. Detect allows the Thief to see the target’s treasure table or any other items of significant value the target is carrying. If used against an opponent with a treasure table, Detect also increases the effectiveness of Steal—for the remainder of the battle, the Thief will steal an additional item every time a successful Steal roll is made. The nature of this ‘bonus’ item depends on the rarity of the stolen item:

Table 4-24: Detect-Aided Steal Results
Item Rolled New Item Stolen
Very Rare Rare
Rare Uncommon
Uncommon Common
Common None

If the additional item was already previously stolen, nothing happens—Steal proceeds as normal.

Steal Heart (Level 43)

Target: Single Type: Slow Action (14)

With her roguish air and charming manner, an experienced Thief can worm her way into any heart, turning even bitter foes into smitten, love-drunk zombies. Steal Heart has a CoS of Expertise, Evasion of inflicting the Status Condition Charm (6). Against Humanoid opponents, Steal Heart will only be effective if the target would normally be receptive to the Thief’s advances; all other monster types are affected as normal.

Countertheft (Level 50)

Target: Single Type: Reaction

Many professions take advantage the brief opening after an opponent’s attack to launch a counterassault. The Thief, true to her nature, uses it to nab valuables from unsuspecting foes. When triggered, Countertheft allows the Thief to immediately use Steal against the opponent who made the attack, striking automatically.

Reaction Trigger: The Thief is targeted by a Single-target Melee Attack Action that deals Physical damage.

Robber’s Evidence (Level 57)

Target: Single Type: Slow Action (18)

A smart Thief recognizes a trapped chest or cursed coin when she sees one; a smarter one keeps these hazards in store to wreak havoc on her opponents, throwing them out in the midst of battle where they’re least expected. Robber’s Evidence inflicts 100% + (Expertise × 2), Armor Physical damage, striking automatically.

Footwork (Level 64)

Target: Self Type: Support Ability

By channeling chi into her movements, a Thief can move with blinding speed, striking and retreating long before her foes have time to act. Footwork allows the Thief to add 20 to her Initiative when determining it at the beginning of the Round.