FFD 100
FFD 100
HP
Your max HP is determined by your current Primary
Job, your Character Level, and your Vitality.
Damage reduces your current HP. If your current HP
is reduced to 0, your character is KOed and is at risk
of death. HP can not go below 0.
Max HP is: (P. Job HP + Vitality/10) x Char. Level
Example: Squall is Level 5. He has a 50% Vitality
score and his current Primary Job is Fighter. Fighter
has a Job HP of 10. His max HP is 75 (50/10 = 5,
added to his Job HP he gains 15 HP per level, x 5
levels).
MP
Your character's Magic Points, or how many spells he
can cast without rest. When a character runs out of
MP, he can no longer cast spells until he restores
some. It is determined by your Primary Job and
Character Level
Max MP is: P. Job MP x Char. Level
Character Creation                                      Purchasing Abilities with JP
Follow these steps to create a Level 1 Character:       At the end of every session, you gain JP based on the
                                                        challenges you have encountered and overcome. You
   1) Pick a race. Mark on your character sheet         should be rewarded the same whether those
      your race's starting Attribute scores, Favored    challenges were overcome with force or through
      Skill, movement speed, and any special            peace. Some sample challenges:
      abilities it may provide.
                                                        Easy Challenge (1 JP): A single enemy that is not
   2) Pick three additional skills to be Favored        particularly threatening to the players.
      Skills. Favored Skills gain a 20% bonus. With
      your race's Favored Skill, you should now         Average Challenge (3 JP): A group of enemies that
      have four Favored Skills                          forces the players to expend resources and take
                                                        damage during the encounter.
   3) Pick one of the Base Jobs to be your starting
      Primary Job. Mark on your character sheet         Difficult Challenge (5 JP): A midboss who stands in
      your HP and MP.                                   the way of the party and the completion of an
                                                        adventure.
   4) Mark on your character sheet your Primary
      Job's Action Ability and any other abilities it   Boss Level (10 JP): A significant boss encounter,
      grants at level 1.                                someone powerful enough to be threatening on a
                                                        campaign-scale.
   5) Mark on your character sheet your Primary
      Job's starting equipment.                         When you have JP, you can spend it on abilities in any
                                                        Job you access to. Every ability you purchase
   6) Pick an Limit Break. This can not be changed      increases your Job Level in the job by 1. See the Job
      over the course of the game, so pick an Limit     System section for more about Job Levels.
      Break that most suits the jobs you will most
      likely play. Mark the Limit Break's level 1
      power on your character sheet.
   7) Fill in details (physical appearance,
      background, age, etc.)
Character Advancement
Your character will advance in two primary ways: By
Character Level and by purchasing Abilities with JP.
By Character Level
You gain a Character Level whenever you complete
an adventure. When you gain a Character Level:
   1) Determine your new Max HP and MP based
      on your Primary Job.
   2) Add 5% to any Attribute.
   3) At levels 5, 10, 15, and 20, you can choose one
      more Favored Skill.
   4) At levels 8 and 16, you gain access to more
      powerful versions of your Limit Break.
Races                                                      Viera
                                                           “Often called the People of the Wood, the viera are a
Humes                                                      lithe and swift race. Like humes, they can fill a great
                                                           variety of roles on the battlefield.” -Description from
“The most common of the races, humes can be found          FF Tactics A2
throughout Ivalice. In skill and ability they are
perhaps the most balanced race. While they excel in
no single area, they perform capably in most any
role.” -Description from FF Tactics A2
A short lived race without any defining strength, the      Resembling a hume with rabbit-like features
Humes have nonetheless become the defining power           (including ears and supple limbs), dark skin, and
in Ivalice, controlling most of the culture, wealth, and   silver hair, Viera are an ancient race that lost their
military power. What they lack in pure power they          homeland centuries ago and have come to live in the
make up for in adaptability and spirit.                    woods on the outskirts of hume civilization. Males
Starting Attributes:                                       and females live in separate communities, and only
                                                           communicate when need arises; the secretiveness of
Strength: 40%                                              the male communities leads to many misconceptions
Dexterity: 40%                                             that the Viera are a female only race. A Viera that
                                                           leaves the woods to live among Humes becomes an
Vitality: 40%
                                                           outcast and can never again live among their kind.
Intelligence: 40%
                                                           Starting Attributes:
Mind: 40%
                                                           Strength: 30%
Charisma: 40%
                                                           Dexterity: 60%
Movement Speed: 6
                                                           Vitality: 30%
Favored Skill: Any (Pick One)
                                                           Intelligence: 40%
Special: Pick two Attributes to increase 10%.
                                                           Mind: 40%
                                                           Charisma: 40%
                                                           Movement Speed: 6
                                                           Favored Skill: Detection
                                                           Special: Mist Sensitivity: Viera can sense when the
                                                           Mist is nearby, and enter a Berserk state if they
                                                           become exposed to high concentrations of it.
Bangaa                                                     Nu Mou
“Tough scales cover this reptilian race head to toe.       “Canine features and long, droopy ears set this race
Their violent tempers, powerful physique, and love of      apart. Even-tempered and thoughtful, they possess the
the battle make them at home on the front lines.”          capacity for great intellect. Like moogles, they shun
-Description from FF Tactics A2                            water and avoid it to all cost. Though ill-suited for the
                                                           front lines of battle, they make incomparable mages
                                                           and weavers of magick.” -Description from FF
                                                           Tactics A2
A small, inquisitive race, moogles have among their       Big, brutish, and none too bright. The seeq are one of
kind some of the most brilliant inventors to ever live.   the most physically intimidating races of Ivalice, only
Their constant rush for knowledge and understanding       slightly taller than the average hume but much bulkier.
sometimes causes them to act without worrying about       Considered a 'lower class' by the humes for their crude
the consequences, as evident by the devices of war        manners and lack of intelligence, they will
they built that have since been used in Hume conflicts.   nonetheless use them for physical labor needs. The
They should not be underestimated physically for          seeq surprise everyone with their speed, able to easily
their stature, though, the legends of the Chocobo         outpace a hume on foot.
Knights hold more truth than you might think.
                                                          Starting Attributes:
Starting Attributes:
                                                          Strength: 60%
Strength: 30%
                                                          Dexterity: 40%
Dexterity: 50%
                                                          Vitality: 60%
Vitality: 30%
                                                          Intelligence: 25%
Intelligence: 60%
                                                          Mind: 30%
Mind: 30%
                                                          Charisma: 25%
Charisma: 40%
                                                          Movement Speed: 8
Movement Speed: 4
                                                          Favored Skill: Endurance
Favored Skill: Disable Trap
                                                          Special: Seeq can sprint 3x the normal distance before
Special: Moogles have an advanced understanding of        needing an Endurance roll.
technology and can use their Disable Trap skill to
work on all manner of devices and gadgets.
Gria
“Wings of a dragon and a powerful tail distinguish
this unique race. Outwardly small, some might even
say cute, gria make vicious foes in battle. They have a
fierce, competitive spirit.” -Description from FF
Tactics A2
                                                            Starting Attributes:
                                                            Strength: 40%
                                                            Dexterity: 40%
                                                            Vitality: 40%
                                                            Intelligence: 40%
                                                            Mind: 40%
                                                            Charisma: 40%
                                                            Movement Speed: 6
                                                            Favored Skill: Any (Pick One)
                                                            Special: Gria's wings allow them to fly short distances
                                                            and fall slowly. They are not effected by harsh terrain,
                                                            can fly across distances equal to their Movement
                                                            Speed, and do not take fall damage.
A race that has only recently come to the attention of
the humes as they explored the forests of Jylland.
Originally mistaken for demons due to their horns and
wings, the Gria are actually a peaceful, if isolationist,
race. A few have left their homelands to learn more
about these races from outside they are just now
learning of. Their self-reliance has given them a well-
rounded skill set.
Job System                                                  Crystal Jobs
Final Fantasy d100 is a little different from other class   Like Advanced Jobs, Crystal Jobs require certain
based systems in that it not only expects but               conditions to be met before they are unlocked. In
encourages players to change classes (or in this case,      addition to the normal requirements, a Crystal
jobs) in order to make the character build they want.       Fragment must also be found and carried on your
                                                            possession. While you have the Crystal Fragment,
                                                            you have access to the job. If the Crystal Fragment is
Primary Job                                                 not in your possession, you lose access to the job and
A player has one job 'equipped' or active at any given      all associated abilities. You can only have one Crystal
time. This is the Primary Job. The character always         Fragment in your possession at a time.
has access to all the purchased abilities of their
primary job.
Base Jobs
Everyone starts with access to five basic Jobs: Fighter,
Thief, Whiter Mage, Black Mage, and Archer. You
can purchase abilities from these jobs and switch any
of them to your Primary Job freely.
Advanced Jobs
Advanced Jobs require certain conditions to be met
before you gain can purchase abilities from them.
Usually, this means having a certain combination of
Job Levels, but it might also require purchasing
certain abilities. An Advanced Job is unlocked the
moment you purchase its Active Ability.
Abilities                                                  Special Abilities
There are four different kinds of job abilities. These     Special Abilities are active as soon as you purchase
are: Active Abilities, Support Abilities, Common           them, but only so long as its job is your Primary Job.
Abilities, and Special Abilities. Some abilities must      If you switch Primary Jobs from the one which you
be equipped to have access to them, while others you       purchased the Special Ability, it no longer has effect.
always have access to.
Support Abilities
In addition to the Cross-Job Active Ability, each
character can also equip two Support Abilities. The
Support Abilities can be from the Primary Job or from
any other Job the character has access to. Each job
has support abilities for purchase. If you lose access
to a Job, you can no longer equip its support abilities.
Common Abilities
When you purchase a Common Ability, its effect will
always be active, no matter what your Primary Job is,
so long as you still have access to its job.
Basic Jobs                                               Equip Shields (5 JP): Support Ability. Grants you the
                                                         Shield license, regardless of job.
Starting Abilities:                                      Monkey Grip (20 JP): Support Ability. You may use
                                                         a two handed weapon in one hand, or use both hands
Combat Basics: Active Ability. Pick one technique        to wield a massive weapon.
from the Combat Basics technique list.
                                                         Extra Attack (30 JP): Support Ability. When you
Counter: Special Ability: When you are hit for HP        make a normal melee attack action, you may make
damage from an enemy within melee range, you may         one more attack against the same target.
spend your Reaction to make an an attack back. Roll
your Melee skill, if it is a success deal damage as      Unbreakable (10 JP): Special Ability. You gain
normal.                                                  ( 5 x Fighter Level ) added to your Max HP.
                                                         Heavy Swing (15 JP): Common Ability. When you
Starting Equipment:                                      make a melee, ranged, or thrown attack (both
Cuirass                                                  normally and through the use of techniques) you may
                                                         add a Difficulty to your roll of anywhere in the range
Adventurer's Pack
                                                         of 5 and 40. Any attempt to defend against this attack
Potion x2                                                has a Difficulty equal to the Difficulty you applied. In
100 gil                                                  addition, the attack deals an additional 1 damage of its
                                                         type for every 5 Difficulty. (So on a Heavy Swing
Pick one of the following:                               with a Difficulty of 20, a damage bonus of 4 is
Longsword and Shield or                                  applied) Any additional attacks made this turn are all
                                                         made at the same penalty, with the same bonuses.
Greataxe
                                                         First Aid (10 JP): Common Ability. You may spend 1
Purchasable Abilities:                                   minute to bandage recent cuts, apply salve to bruises,
Combat Basics II (10 JP): Pick two more techniques       and set bones. Recover Xd8 HP on yourself, where X
from the Combat Basics technique list.                   is equal to your Character Level. Usable once per
                                                         day.
Combat Basics III (40 JP): Gain the last four
techniques from the Combat Basics technique list.        Guts (20 JP): Special Ability. You gain 5% more to
                                                         your Limit Break gauge when you take HP damage.
Weapon Guard (10 JP): Support Ability. You can
use the block Skill with melee weapons.
Combat Basics
Combat Basics techniques cover a variety of attack
strategies to allow a Fighter to overcome enemy
defenses.
Rush: Make a regular Melee attack. If successful, in
addition to normal damage, it also pushes a foe back 1
space.
Throw Stone: A regular Throw attack that does not
require ammunition. It deals 1d4 + Damage Mod
physical damage.
Wild Swing: Swing your weapon in a wide arc in
front of you. On a Melee Skill success, deals damage
to enemies in three adjacent squares in melee range.
Each affected enemy can defend normally.
Beatdown: Sacrifice accuracy for damage. Make a
Melee skill roll with only 25% Difficulty. If
successful, it deals double the normal damage.
Blitz: Sacrifice damage for a chance to slip past an
enemy's defenses. On a Melee Skill success, deal half
the normal damage. Your target may not Block, Parry,
or Dodge this ability.
Provoking Strike: Attack with the intent of drawing
the enemy's attention. On a successful Melee Skill
success, deal normal damage and your target may not
attack anyone but you during its next turn.
Through Strike: On a successful Melee Skill, deal
your melee damage. It pierces armor.
Thief                                                     Hinder: (15 JP) Special Ability. When you Backstab
                                                          an enemy, you deal 10% damage to their Strength
Scoundrels, muggers, and other ne'er do wells.            score.
Thievery is a job often looked upon by traditional
fighters, seeing stealthily moving around and striking    Infiltator (20 JP): Special Ability. You can move at
an enemy unawares to be cowardly. Thieves find their      full speed while being stealthy.
work pragmatic, and when the tide of a battle turns       Vital Wounds (20 JP): Special Ability. Add your
because the enemy is missing precious supplies or         Backstab damage as bonus damage to your melee,
their devices of war have been sabotaged, the thief       ranged, and thrown critical hits.
needs not the thanks of his comrades to know he did a
job well done.                                            Greed (20 JP): Special ability. Gain 10% to your
                                                          Limit Break gauge when you steal from an enemy.
                                                          Evasion (25 JP): Common Ability. If you would take
Job HP: 6                                                 half damage after succeeding on a Dodge Skill,
Job MP: 1                                                 instead take no damage.
Licenses: Daggers, Knives, Light Armor                    Improved Evasion (30 JP): Special Ability. Requires
                                                          Evasion. If you fail a Dodge roll against a spell that
Starting Abilities                                        deals damage, you take half damage instead. Any
Steal: Active Ability. Your hands are so deft, they can   effects are still applied.
pick an enemy's pocket while facing them in battle.       Poison Lore (15 JP): Common ability. You can apply
You start with the Steal Item technique.                  poisons to your weapons. This takes one action, or
Backstab: Special Ability. If you hit an enemy with a     can be done out of combat. When poisoned, your
melee or thrown attack while he is unaware of you,        weapon will inflict the Poison status on the next
deal an extra d4 physical damage for each Thief           creature it hits.
Level.
Starting Equipment
Leather Garb
Combat Knife
Thief's Pack
200 gil
Purchasable Abilities
Steal II (10 JP): Learn the Mug technique.
Steal III (20 JP): Learn the Steal Shield technique.
Steal IV (40 JP): Learn the Steal Weapon technique
and the Steal Armor technique.
Combat Readiness (10 JP): Support Ability. At the
beginning of any combat you are aware of, you begin
at the top of the turn order. If more than one
combatant has this ability, determine which one of
them goes first by Dexterity.
Equip Daggers (5 JP): Support Ability. Grants you
the Dagger license, regardless of job.
Steal
The thief's ability to take items and equipment from
an enemy in the middle of combat.
Steal Item: Taken an item from an opponent that is
not currently equipped. Roll Stealth, with a difficulty
equal to ¼ of your opponent's Detection OR Melee
Skill (their choice). On success, steal a random item
from their pack.
Mug: Same as Steal Item, except instead of a Stealth
you roll Melee Skill. An opponent can defend against
it normally. On success, deal normal damage and
steal a random item from their pack.
Steal Shield: Steal a currently equipped shield. Roll
Stealth, with difficulty equal to ½ of your opponent's
Detection OR Melee Skill (their choice). On success,
steal their shield.
Steal Weapon: Steal a currently equipped weapon.
Roll Stealth, with difficulty equal to ½ of your
opponent's Detection OR Melee Skill (their choice).
On success, steal their weapon.
Steal Armor: Steel a currently equipped piece of
armor. Roll Stealth, with difficulty equal to your
opponent's Detection OR Melee Skill (their choice).
On success, steal a piece of armor.
Archer                                                   Equip Crossbows (5 JP): Support Ability. Grants the
                                                         Crossbow License, regardless of Job.
Behind every line of fighters, there are their equally
important ranged support. Some strategists even          Archery Love (20 JP): Special Ability. Whenever
claim that the true power behind every formation is      you hit an opponent with an Aim technique, gain 5%
not the line of soldiers, or even mages, but how the     of your Limit Break gauge.
rows of bowmen are deployed. But even a single           Sharper Arrows (25 JP): Special Ability. Your
archer can make the difference, if he knows how to       arrows and bolts have the “Sharp” attribute (their
pick his targets.                                        critical multiplier is increased by 1).
                                                         More Precise Arrows (25 JP): Special Abilities. Your
Job HP: 8                                                arrows and bolts have the “Precise” attribute (they
                                                         deal critical damage a roll of 10 or less).
Job MP: 1
                                                         Point Blank Shot (10 JP): Common Ability. You can
Licenses: Bows, Crossbows, Light Armor                   use the Ranged Skill against enemies in adjacent
Starting Abilities                                       spaces.
Aim: Active Ability. Pick one technique from the         Bow Martial Arts (15 JP): Common Ability. When
Aim techniques list.                                     wielding a Bow or Crossbow, you may treat the
                                                         weapon as if it is melee weapon with 1d4 physical
Boost: Special Ability. You can spend you action         damage and x2 critical damage. You may use your
taking special aim and care with your draw. The next     bow for melee techniques and abilities.
weapon attack you make does double damage if it
hits.
Starting Equipment
Leather Garb
Adventurer's Pack
150 gil
Pick one of the following:
Longbow and Arrows x 20
Crowsbow and Bolts x 20
Purchasable Abilities
Aim II (10 JP): Pick an additional Aim technique.
Aim II (25 JP): Pick an additional Aim technique.
Aim IV (40 JP):Learn the last remaining Aim
technique.
Double Shot (30 JP): Support Ability. When you use
your Ranged Skill to make a normal attack, you may
have it do twice the damage at the cost of an extra
ammunition.
Faster Movement (20 JP): Support Ability. Your
Movement Speed is increased by 3 spaces.
Equip Bows (5 JP): Support Ability. Grants the Bow
License, regardless of Job.
Aim
An archer's ability to make called shots, hitting certain
points of an enemies body to hinder their abilities.
Targets can defends against Aim techniques normally.
Aim: Legs: On a successful Ranged Skill roll, target
takes 1 HP of physical damage that penetrates armor
and is inflicted with Root for turns equal to your
Archer Level. No effect on creatures that have wings
or otherwise do not require legs to move.
Aim: Arms: On a successful Ranged Skill roll, target
takes 1 HP of physical damage that penetrates armor,
and is Disabled for turns equal to your Archer Level.
No effect on creatures without arms.
Aim: Lips: On a successful Ranged Shill roll, target
takes 1 HP of physical damage that penetrates armor,
and is Silenced for turns equal to your Archer Level.
Aim: Eyes: On a successful Ranged Skill roll, target
takes 1 HP of physical damage that penetrates armor,
and is inflicted with Darkness for turns equal to your
Archer Level.
White Mage                                              Equip Maces (5 JP): Support Ability. Grants the
                                                        Mace License, regardless of Job.
The healers, supporters, and caretakers that keep the
fighters on their feet and healthy. Practicing the      Holy Strike: (10 JP): Support Ability. You may use
ancient art of White Magic, which calls upon their      your Mind attribute to determine your Melee Damage
inner wisdom for understanding, White Mages are         Mod as opposed to your Strength.
known for being compassionate and kind, and adverse     Blessings (20 JP): Special Ability. Whenever you cast
to violence. But run towards violence they often        a “Shell” or “Protect” type spell on one of your allies,
must, for no company of fighters is confident without   your Limit Break gauge gains 10%.
a White Mage to support them should they need it.
                                                        Healer (15 JP): Common Ability. Your “Cure” type
                                                        spells heal an additional 1d8 HP.
Job HP: 4                                               Healer II (30 JP): Special Ability. Requires Healer.
Job MP: 4                                               The bonus to your “Cure” type spells increases to 3d8.
Licenses: Staffs, Maces, Robes                          Quick Rest (15 JP): Common Ability. If you rest for
                                                        an hour, you can recover 2 MP / White Mage Level.
Starting Abilities
White Magic Casting: Active Ability. You begin
with access to all Level 1 White Magic spells.
White Magic Familiarity: Special Ability. Your
chance of success of casting White Magic spells is
increased 20% (this stacks with the bonus for Favored
Skill). You can recognize other forms of White Magic
being cast without having to roll for success.
Starting Equipment
Robes
Staff
Mage's Pack
150 gil
Purchasable Abilities
White Magic II (10 JP): Gives you access to all
Level 2 White Magic Spells.
White Magic III (20 JP): Gives you access to all
Level 3 White Magic Spells.
White Magic IV (30 JP): Gives you access to all
Level 4 White Magic Spells.
White Magic V (40 JP): Gives you access to all
Level 5 White Magic Spells.
Arcane Defense (25 JP): Support Ability. You gain
5 Resistance to Fire, Water, Air, and Earth magic
attacks.
Regenerator (20 JP): Support Ability. When you take
HP damage, you gain the Regen status for 3 turns.
White Magic Casting                                       Level 4 (16 MP, Difficulty 20)
Spells to cure the wounded and protect the standing.      Shellga: Grants up to four targets the effect of the
Spells cost Level-squared MP to cast. The difficulty      Shell spell.
of casting a spell greater than Level 1 is 5 x Spell      Protectga: Grants up to four targets the effect of the
Level                                                     Protect spell.
Level 1 (1 MP, Difficulty 0)                              Sharpa: Grants up to four target weapons the effect of
Cure: Restore 1d8 + Magic Mod HP to one target.           the “Sharp” spell.
Shell: For turns equal to your White Mage level, all      Precisa: Grants up to four target weapons the effects
spells that would damage target ally have their           of the “Precise” spell.
numerical effects halved. This halving is applied after   Holy: Deals 6d6 + Magic Mod light damage to 3x3
Resistance is applied.                                    area.
Protect: For turns equal to your White Mage level, all    Level 5 (25 MP, Difficulty 25)
physical damage that would be dealt to target ally is
halved. This halving is applied after Resistance is       Arise: Restore a KOed ally to consciousness with half
applied.                                                  of Max HP.
Level 2 (4 MP, Difficulty 10)                             Curaja: Restores 8d8 + Magic Mod HP to up to six
                                                          targets.
Cura: Restore 3d8 + Magic Mod HP to one target.
                                                          Heal: Restore one target to Max HP.
Esuna: Cures a target of poison, stone, silence,
disable, darkness, toad, paralysis, and sleep.
Sharp: Target weapon gains the “Sharp” property for
turns equal to your White Mage Level. (That weapon
has its critical multiplier increased by 1)
Precise: Target weapon gains the “Precise” property
for turns equal to your White Mage Level. (That
weapon deals critical damage on a roll of 10 or less)
Reflect: For turns equal to your White Mage level,
any spells that target the target of this spell have a
30% chance of effecting the caster instead.
Level 3 (9 MP, Difficulty 15)
Curaga: Restores 4d8 + Magic Mod HP to up to four
targets.
Raise: Restores a KOed ally, bringing him back to
consciousness with 1d8 + Magic Mod HP.
Wall: Grant one target the effects of both the Shell
spell and the Protect spell.
Black Mage                                              Magic Counter (40 JP): Special Ability. When you
                                                        are hit with a Black Magic spell that you have access
If magic is a school of war, then Black Mages are the   to, you may use your reaction to cast that spell back at
professors. Tapping into the power of the Ether to      them.
rain destruction upon their enemies, typically in
elemental form, the Black Mage is either your best      Ether Reserves (20 JP): Special Ability. Your Max
friend or most hated enemy, depending on which side     MP is increased by (2 x Black Mage Level).
of the battlefield you find yourself on.                Twincast (30 JP): Special Ability. You may cast two
                                                        Black Magic spells with one action.
Job HP: 4                                               Arcane Fury (20 JP): Special Ability. When you hit
                                                        an enemy with a Black Magic spell that deals a type
Job MP: 4                                               of damage that they are weak to, gain 10% to your
Licenses: Staffs, Robes                                 Limit Break Gauge.
Starting Abilities                                      Arcane Strength (25 JP): Common Ability. When
                                                        you cast any Black Magic spell, you may double the
Black Magic Casting: Active Ability. You begin with     mana cost to double its damage.
access to all Level 1 Black Magic spells.
                                                        High Knowledge (15 JP): Common Ability. You may
Black Magic Familiarity: Special Ability. Your          make one Lore Skill a Favored Ability.
chance of success of casting Black Magics spells is
increased 20% (this stacks with the bonus from
Favored Skill). You can recognize other forms of
Black Magic being cast without having to roll for
success.
Starting Equipment
Robes
Staff
Mage's Pack
150g
Purchasable Abilities
Black Magic II (10 JP): Gives you access to all
Level 2 Black Magic Spells.
Black Magic III (20 JP): Gives you access to all
Level 3 Black Magic Spells.
Black Magic IV (30 JP): Gives you access to all
Level 4 Black Magic Spells.
Black Magic V (40 JP): Gives you access to all
Level 5 Black Magic Spells.
Mage Armor (15 JP): Support Ability. While you are
wearing only Robes, gain 2 Resistance to Physical
Damage.
Intelligent Strikes (10 JP): Support Ability. You may
use your Intelligence to determine your Melee
Damage Mod instead of your Strength.
Black Magic Casting                                       Warp: Moves you and a number of willing creatures
                                                          to another location. The number of creatures you can
Spells to rain devastation on your enemies. Spells        effect with this spell is equal to your Black Mage
cost Level-squared MP to cast. The difficulty of          Level.
casting a spell greater than Level 1 is 5 x Spell Level
                                                          The target location must meet one of the following
Level 1 (1 MP, Difficulty 0)                              conditions:
Fire: A single fireball dealing 1d8 + Magic Mod fire
                                                             •   Be in the same building/dungeon/cave as you.
damage to one target.
                                                             •   Be an area in Ivalice you have visited that has
Thunder: A lightning bolt that deals 2d4 + Magic
                                                                 a strong Mist presence.
Mod air damage to one target.
Blizzard: A spear of ice that deals 1d6 + Magic mod          •   Be a Mage Guild office in a major city you
water damage to one target.                                      have visited.
Poison: Inflicts one target with the Poison status.       Firaga:Fireballs rain from the sky, dealing 8d8 +
                                                          Magic Mod fire damage to all creatures in a 5x5 area.
Geo: A rock deals 2d8 + Magic Mod earth damage to
one target. The space it hits becomes rough terrain.      Thundaga: Lightning bolts strike all around, dealing
                                                          12d4 + Magic Mod air damage to all enemies in line
Drain: Deal 1d12 + Magic Mod dark damage to one           of sight.
target. You regain HP equal to the HP damage the
target takes, up to your Max HP.                          Blizzaga: Freeze a wide area, dealing 8d6 + Magic
                                                          Mod water damage to all creatures in a 5-square cone.
Level 3 (9 MP, Difficulty 15)
                                                          Death: Causes Insta-Death to one target.
Fira: A large fireball dealing 4d8 + Magic Mod fire
damage to one target and any creatures in adjacent
spaces to the target.
Thundara: Multiple bolts of lighting that deal 6d4 +
Magic Mod air damage to up to three targets.
Blizzara: A cascade of ice that deals 5d6 + Magic
Mod water damage to creatures in a 3-square cone.
Level 4 (16 MP, Difficulty 20)
Toad: The target is inflicted with the Toad status. It
remains a Frog until it is cured or until it is dealt
damage.
Flare: A powerful spell that dramatically increases the
heat of an area. A 5x5 area is converted to magma.
Creatures in the area take 6d6 fire damage
immediately (they can not defend from this effect).
Any creature ending a turn on an effected square or
passing through an effected square or who ends their
turn on an effected square takes 3d6 fire damage.
Advanced Jobs
Paladin
Righteousness is often a bad match for a fighter; if
you want to survive you need to be willing to do
whatever it takes. But some manage to turn their
righteousness into a powerful zeal, fueling their
strength and allowing them to cut a path of justice
through the darkness.
                                                         .
Ranger                                                    Traps
Far from the front lines of battle, moving carefully      Sten Needle: Deal physical damage equal to half the
through the woods to position themselves, tracking        trapped creature's current HP. Pierces Armor.
lone enemies and scouting encampments are the             Silence Gas: Trapped enemy is inflicted with Silence.
rangers. Watch out when trying to track one, you may
stumble into one of their carefully laid traps.           Poison Trap: Trapped enemy is inflicted with Poison.
                                                          Bear Trap: Trapped enemy is dealt 1d8 damage that
                                                          Pierces Armor and is Rooted until someone spends an
Requirements: Archer 2, Thief 2                           action to assist them out of the trap.
Job HP: 8                                                 Caltrops: Traps an area of 3 adjacent squares. The
Job MP: 1                                                 effected square count as rough terrain. A creature that
                                                          steps on an effected square take 1d6 damage that
Licenses: Light Armor, Bows, Crossbows, Knives,
                                                          pierces armor. This trap is not expended upon being
Daggers
                                                          triggered.
Purchasable Abilities
Traps (10 JP): Active Ability. You have the ability to
quickly lay traps in combat. You may have up to two
such traps deployed at a time. When you lay a trap,
opponents who can see you roll Detection with
difficulty equal to 10 x Ranger Level. If they succeed,
they are aware of the trap. When you buy this ability,
learn one Trap technique.
Traps II (20 JP): Learn two additional Traps.
Traps III (30 JP): Learn two additional Traps.
Camouflage (15 JP): Support Ability. As long as you
are outdoors you can attempt to hide/stealth, even if
there is nothing to hide behind.
Beast Lore (20 JP): Special Ability. You may role
Lore (Nature) as an action fighting a natural creature.
On a success, you and all party members deal an extra
1d6 damage to that type of creature for the rest of
combat.
Awareness (10 JP): Special Ability. You are always
aware of traps.
Sniper
The elusive sniper to some seems like just an archer
who has decided to do his aiming from further back.
Well … they are not wrong.
Requirements: Archer 4
Job HP: 8
Job MP: 1
Licenses: Light Armor, Bows
Purchasable Abilities
Sharpshoot (10 JP): Active Ability. While
Sharpshoot is equipped, the range of your bows is line
of sight. You also have access to all your learned Aim
techniques. Your Sniper Level is added to your
Archer Level to determine the length of inflicted
status effects.
Sharpshoot II (25 JP): When firing from more than
six spaces away, your Aim techniques do normal
damage (as opposed to 1 HP).
Sharpshoot III (40 JP): You gain an additional
technique: Aim: Headshot. A successful Ranged
Attack with this technique deal critical damage.
Advanced Archery (30 JP): Special Ability. If you
have purchased the “Sharper Arrows” and/or “More
Precise Arrows” Archer Abilities, you have access to
them while your Main Job is Sniper.
Snipe from Shadows (20 JP): Special Ability. When
you fire your bow out of hiding, you may immediately
attempt to hide again, at a 30% difficulty.
Snipe from Shadows II (30 JP): When your bow
attack hits an unaware enemy, you deal an extra 2d6
damage.
Alchemist                                                   Maintenance (30 JP): Special Ability. Items in your
                                                            pack can not be stolen during combat.
Most who would use their book-smarts to help on the
battlefield would dedicate their study to the magic         Bomb License (5 JP): Support Ability. Grants you
arts. But some turn to the laws of chemistry and            the Bomb License, regardless of Job.
mechanics, mixing together powerful salves and tools
of war.
Requirements: Fighter 4
Job HP: 12
Job MP: 0
Licenses: Swords, Axes, Light Armor
Purchasable Abilities
Savagery (10 JP): Active Ability. You may use an
action to enter into the Berserk status. This state lasts
until the end of combat, or until it is removed.
Savagery II (20 JP): Your damage bonus from the
Berserk status increases to 1d12. Your Physical
Resistance bonus from the Berserk status increases
to 5.
Savagery III (40 JP): Your weapon has the “Sharp”
property while you are in Berserk status. You may use
Techniques while under the Berserk status.
Scream (25 JP): Special Ability. You may make a
battle-roar as an action. All hostile creatures that can
hear you lose one buff at random. Does not effect
buffs granted by equipment.
Intimidating Presence (20 JP): Special Ability.
When dealing with NPC's who are a lower Character
Level than you, you automatically succeed on
Intimidate checks to be granted reasonable support
and information.
Bloodlust (15 JP): Support Ability. When you
kill/KO an enemy with a melee attack, you may make
an additional normal melee attack against another
enemy within range. This triggers for each enemy
killed.
Time Mage
Weaving ether to distort the flow of space and time
itself, the Time Mage both recognizes their power and
how powerless they are against time's nonstop fury.
With significant control, a time mage can speed up
time in or slow down time in localized areas.
Acrobatics: Tumble, balance, and slip out of restraints. Survival: Live off the land, hunt, and track.
Disable Trap: Disable a mechanical trap or similar         White Magic: Used to cast and understand White
devices.                                                   Magic
Ranged: Used to make attacks with ranged weapons. Handle Animal: Calm, ride, and tame wild beasts.
Stealth: Hide and move silently through the shadows.       Intimidate: Scare a person into doing what you want.
Often opposed by Detection.                                Persuade: Ask nicely for someone to do what you
                                                           want.
Vitality Skills                                            Perform: Play an instrument, dance, sing, or some
Block: Used to block attacks in combat.                    combination of the three.
Magic Mod                                             Some effects will reduce cut damage in half (such a
                                                      Protect for physical damage. Modify for these kinds
All Magic is considered either White Magic or Black   of effect after you apply your Resistance to damage.
Magic for the purposes of the Magic Mod. For White
Magic, use Mind. For Black Magic, use Intelligence.   Pierce Armor:
Weapons
Weapons are separated by license. Your character must have the proper license to use a weapon. Weapons have
the following attributes:
Melee Weapons
Melee Weapons do their damage plus Damage Mod based on Strength. Massive weapons require an ability to
use. Wielding two 1-handed weapons requires an ability.
Swords
      Name               Damage            Critical                 Hands                       Gil
Longsword          1d10               x2                 1-handed                   200 gil
Shortsword         1d8                x2                 1-handed                   150 gil
Broadsword         2d6                x2                 2-handed                   400 gil
Greastsword        2d8                x2                 2-handed                   800 gil
Rapier             1d6                x3                 1-handed                   500 gil
Oversized Blade 2d12                  x2                 Massive                    1500 gil
Knight-sword
      Name               Damage            Critical                 Hands                       Gil
Knight-sword       2d6                x2                 1-handed                   800 gil
Katana
Samuria's Iaido ability has different effects based on the name of his Katana.
      Name               Damage            Critical                 Hands                       Gil
Ashura             1d12               x2                 1-handed                   1000 gil
Osafune            1d8                x3                 1-handed                   1000 gil
Morasame           1d10               x2                 1-handed                   900 gil
Masamune           2d6                x2                 1-handed                   1100 gil
Daggers
      Name               Damage            Critical                 Hands                       Gil
Dagger             1d6                x3                 1-handed                   25 gil
Axes
        Name             Damage            Critical                  Hands                         Gil
Battle-Axe         1d12               x2                  1-handed                   100 gil
Greataxe           2d10               x2                  2-handed                   300 gil
Oversized Axe      3d8                x2                  Massive                    700 gil
Polearms
Polearms have the special trait that they can hit opponents up to one space away.
        Name             Damage            Critical                  Hands                         Gil
Spear              1d8                x2                  1-handed                   100 gil
Lance              2d6                x2                  2-handed                   400 gil
Staff
        Name             Damage            Critical                  Hands                         Gil
Staff              1d6                x2                  2-handed                   50 gil
Maces
        Name             Damage            Critical                  Hands                         Gil
Mace               1d6                x2                  1-handed                   120 gil
Warhammer          2d4                x2                  2-handed                   250 gil
Ranged Weapons
Ranged weapons do their damage plus a Damage Mod based on you Dexterity. All ranged weapons require two
hands to wield. You must have Ammo to fire your weapon.
Bows
         Name                   Damage                Critical               Range                   Gil
Shortbow                 1d8                 x2                      6 spaces             200 gil
Longbow                  1d10                x2                      8 spaces             400 gil
Arrows x20                                                                                20 gil
Crossbow
         Name                   Damage                Critical               Range                   Gil
Crossbow                 1d6                 x3                      10 spaces            250 gil
Bolts x20                                                                                 20 gil
Gun
         Name               Damage                 Critical              Range                     Gil
Handcannon            2d8                   x2                    6 spaces              1000 gil
Bullets x 20                                                                            40 gil
Thrown Weapons
Each type of thrown weapon requires its own license. Thrown Weapons do their damage plus Damage Mod
based on Strength. They are used from your pack like consumables.
Caster Weapons
Caster weapons provide a 20% bonus to one of the caster Skills while they are equipped. They can also be used
to damage the enemy for a small amount physical damage. Roll your attack roll with your Caster Skill. They
do not get a Damage Mod. Each caster weapon has its own license.
         Name               Damage                 Critical            Caster Skill                Gil
Rod                   1d4                   x2                    Black Magic           300 gil
Book                  1d4                   x2                    White Magic           300 gil
Evoker's Horn         1d6                   x2                    Black Magic           600 gil
Instrument            1d6                   x2                    Perform               100 gil
Upgraded Weapons
You can purchase weapons made from better materials at the cost of more gil. Below is a chart of material you
can use to upgrade your weapons, the effects, and the costs of upgrade. Note: For ranged weapons, you must
upgrade the ammo, not the weapon.
      Material                                Effect                                        Cost
Silver             Undead, Vampires, and Werewolves are weak to Silver           x5 Base Cost
Diamond            Weapon immune to Rend                                         x10 Base Cost
Platinum           Weapon always has the Sharp status.                           x15 Base Cost
Adaman             Weapon always has the Precise status.                         x15 Base Cost
Materia            Weapon damage uneffected by magical effects that provide      x20 Base Cost
                   Resistance or Reduce Damage (such as Protect)
Armor
Armor provides some degree of protection from attacks that get past your defenses. Armor increases your
Resistance scores (the amount of damage you prevent from every attack).
There are three tiers of armor: Robes (clothing), Light Armor (leather and chain), and Heavy Armor (plate).
You require a license to wear a set of armor.
Robes
Robes are clothing weaved to provide a degree of protection from the elements. They provide good Magic-type
damage resistances, but little to no physical resistance.
      Name                                           Resistances                                            Gil
Robes                                       Fire 2, Earth 2, Air 2, Water 2                       50 gil
Silken Robe                                 Fire 3, Earth 3, Air 3, Water 3                       750 gil
Wizard's Robes                     Fire 5, Earth 5, Air 5, Water 5, Dark 3, Light 3               2000 gil
Lord's Robes                          Fire 5, Earth 5, Air 5, Water 5, Physical 3                 2000 gil
Light Armor
Simple armor for those wading into the thick of combat, but without the strength or training to wear the heaviest
pieces. Provides some damage resistance to both physical and magical damage.
      Name                                           Resistances                                            Gil
Leather Garb                          Fire 1, Earth 1, Air 1, Water 1, Physical 1                  75 gil
Chain Vest                            Fire 2, Earth 2, Air 2, Water 2, Physical 2                  500 gil
Mythril Vest                          Fire 3, Earth 3, Air 3, Water 3, Physical 6                  2500 gil
Adaman Armor                 Fire 4, Earth 4, Air 4, Water 4, Physical 4, Dark 2, Light 2          2500 gil
Heavy Armor
Plate and mail to shirk aside the occasional blade or axe. Provides good physical resistance but poor magic
resistance.
      Name                                           Resistances                                            Gil
Cuirass                                               Physical 2                                  100 gil
Chain Mail                                            Physical 4                                  750 gil
Plate Mail                                           Physical 10                                  2500 gil
Mirror Mail                           Fire 2, Earth 2, Air 2, Water 2, Physical 8                 2500 gil
Shields
A shield is required to use the Block skill, unless you possess an ability that allows you to block without one.
          Name                                       Special                                        Gil
Shield                                   Allows use of the Block skill.                 100 gil
Consumable Items
Each consumable item can only be used once. One consumable item can be used as an action.
       Name                                       Effect                                              Gil
Potion                                     Restores 1d8 + 1 HP.                             50 gil
Hi-Potion                                  Restores 3d8 + 3 HP                              200 gil
X-Potion                                   Restores 6d8 + 6 HP                              500 gil
Ether                                     Restores 2d6 + 2 MP                               400 gil
Hi-Ether                                  Restores 4d6 + 4 MP                               1000 gil
Elixir                        Restores half of Max HP and half of Max MP                    2000 gil
Mega Elixir                              Restores full HP and MP                            5000 gil
Antidote                                      Cures Poison                                  25 gil
Eye Drops                                    Cures Darkness                                 25 gil
Echo Herbs                                    Cures Silence                                 25 gil
Courage                                       Cures Disable                                 25 gil
Maiden's Kiss                                  Cures Toad                                   25 gil
Alarm                                          Cures Sleep                                  25 gil
Soft                                           Cures Stone                                  50 gil
Golden Needle                                Cures Paralysis                                50 gil
Holy Water                                 Cures Undead-status                              50 gil
Bacchus Wine                              Causes Berserk-status                             100 gil
Calm                                     Removes Berserk-status                             50 gil
Remedy               Cures Poison, Darkness, Silence. Disable, Toad, Stone, Paralysis,      250 gil
                                             Undead-status
Pheonix Down                     Restores KOed creature with 1d8 + 1 HP                     250 gil
Mega Pheonix                   Restores KOed creatures with half Max HP.                    1000 gil
Poison          Your next attack with your weapon inflicts Poison status. Requires ability. 50 gil
Starting Pack
Each of the base classes has a starting pack of items that includes things they will find useful on their
adventures. Each pack cost 50 gil to buy a replacement.
Adventurer's Pack: Included 100ft of rope, chalk, a tent and everything needed to set one up, a bedroll, a pick,
three torches, and flint and steel, among mundane trifles.
Thief's Pack: Includes a lockpick set, a 6ft pole, manacles, a set of dark clothing, a bedroll, and flint and steel,
among mundane trifles.
Mage's Pack: Includes a pouch of regents for spellcasting, paper and ink, oil, a lantern, three candles, and a
bedroll, among mundane trifles.
Mounts
While airship travel is common for traveling great distances, anyone planning on adventuring through the
deserts or the icelands where the airships don't travel will eventually have to get themselves a loyal mount.
Fortunately, Ivalice is the home of a friendly and intelligent species of animal called a Chocobo.
Chobobos come in several breed, recognizable by the color of their feathers. The different varieties are:
Yellow: The most common and widespread, yellow chocobos can be found all over Ivalice. They are fairly
easy to tame, and many breeders have a wide stock for sale at relatively affordable prices.
White: The albino chocobo is not as rare as some believe, but it is very elusive. Incredibly skittish, it is tough
for a hume to even get close enough to try and tame one. Some tamers claim that it is caused by a strong
connection to the ether.
Black: One of the rarer breeds, it is the only chocobo known to have the capacity of flight.
Red: A violent and ill-tempered variety of the typically docile chocobo, they are tough to tame as mounts,
though skilled beastmasters have been seen riding between battles with them and then fighting side by side.
Gold: The rarest all choco breeds, gold chocobos are highly sought after both for the stunning color of their
feathers and for their speed, which handily surpasses all other breeds.
Other Mounts
Ivalice is also home to many horses, such as the powerful warhorses used by the Judges, and light rouncies
sometimes favored by the nobility for the smoothness of their strides. Uncommon mounts such as ponies, large
cats, and even unicorns are not considered strange sights. With enough gil and the proper handling skill, you
are free to travel Ivalice in the style you see fit.
Mounted Combat
When riding a mount into combat, you must roll Handle Animal each turn to keep control of the mount, unless
your mount is specifically trained for combat. A combat-trained mount will follow your orders to move through
combat without a roll. You can also order it to attack with its natural weapons in place of your action (if it has
one that is not being used for stability). While on a mount, you can attack normally, and use spells and
techniques that do not move you. Mounting and dismounting in combat takes an action.
Enemies may choose to attack you or your mount. If your mount takes damage, you must roll Handle Animal
with a Difficulty equal to the damage to remain mounted. Attacks directed at you can be blocked or parried as
normal while mounted, but you can not dodge Melee, Ranged, or Thrown Weapons. If you would be effected
by a spell, you may roll Handle Animal in place of a dodge. On a success, you take half damage and your
mount is unharmed.
Magic Weapons
Swords of flames, invisible daggers, arrows that veer towards their targets. Magic weapons are the stuff of
legends, forged in times forgotten and passed down through the generation. The greatest adventurers of our
time often mark their success by which artifact of power they have managed to wield.
Defender
Type: Knight-sword
Special: You are treated as having the Fighter Ability “Weapon Guard” while wielding this weapon.
Mage Masher
Type: Dagger
Special: HP damage dealt with this weapon is also dealt to the target's MP.
Slasher
Type: Greataxe
Special: Critical Hits with Slasher inflict the opponent with the Slow status.
Special Armor
It's tough to forge magic into something as big as an entire suit of armor, but that does not stop some from
trying bigger and better solutions to keep themselves from getting fried by a fire spell or cut by a sword.
Treated with special chemical, lined with glyphs in important places, or sometimes just adding more steel to the
point the wearer can barely move are all techniques used to create these unique suits of armor.
Auto-Shell Amulet
Special: Whenever you are the target of a spell that would deal HP damage to you, you are automatically
effected the Shell status, which lasts until the end of the turn.