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Special Abilities

Page history last edited by Leonard Michaels 15 years, 5 months ago

Special Abilities:

 

Similar yet distinct from Advantages, Special Abilities are lesser abilities that may be added to a character to give him or her a distinct and somewhat subtle ability that distinguishes that character from others of the same Job. Like Advantages, each special ability is worth a certain amount of points, which must be balanced with a corresponding amount of points from Disadvantages. However, most special abilities are only available to a limited number of jobs, and may carry other restrictions as well. A character may only possess one Special Ability.

 

Aim (2)

Prereq: None.

Type: Slow (2)

Target: Single

 

The character studies her target carefully, waiting a few moments for a better shot. She then unleashes her attack, gaining a 10% bonus to ACC and, if successful, hitting for 110%, Armor weapon damage.  Aim may only be used when the character is equipped with a Ranged weapon.

 

Blood Mana: (3)

Prereq: Mage class, except Summoner.

Type: Support

 

This character may convert his Hit Points into Magic Points on a one-for-one basis. This character may not gain more Magic Points in this manner than his maximum value. This damage may not be restored by any normal means, but is restored through the use of spells, abilities, or items that restore Magic Points. Any such MP recovery must first be spent to restore this damage before allowing the character to regain MP as normal.

 

Should a character convert all of his Hit Points in this manner, the character enters into the Fatal condition at the end of the round, risking permanent death unless appropriate action is taken.

 

Bluff: (3)

Prereq: Expert or Mage class.

Type: Special

Target: Single

 

By verbal or other action, the character distracts one chosen foe. At his or her next initiative, the character may take one action against the chosen foe which deals 150% damage.

 

Coward: (0)

Prereq: Expert or Mage class.

Type: Support

 

Whenever this character is reduced to 25% of his HP or less, the character immediately takes cover from the battle, and cannot be targetted by any actions or abilities. The character may also not take any actions. This condition remains until combat expires. The Special Ability Coward may not be taken in conjuction with the disadvantage of the same name.

 

Cry: (2)

Prereq: non-Warrior class.

Type: Fast

Target: Party

 

With a pathetic cry, the character becomes so pitiful that even the toughest foe is affected. The character's party gains an immediate bonus to all Escape attempts equal to the character's level.

 

Emanate: (2)

Prereq: Adept or Mage class

Type: Support

 

Whenever the character makes an Attack action with a weapon based on the chosen skill, it is considered a Ranged attack, and does not trigger Reaction abilities. Emanate may only be used when the character is equipped with a weapon based on the Cudgels skill.

 

This special ability does not function in conjuction with the Adroit Advantage.

 

Guard: (2)

Prereq: Warrior class, Magic Knight, or Rune Knight.

Type: Fast

Target: Single

 

Choose an ally. For the remainder of the round, your character will take all damage from every attack action against the chosen ally, even if such damage reduces you to zero Hit Points or less. In this case, Guard is no longer in effect.

 

Kick: (3)

Prereq: Warrior class, Blue Mage, Magic Knight, Ninja, or Red Mage.

Type: Slow (2)

Target: Group

 

The character leaps into the air, kicking at each opponent as he passes for 50%, Armor Weapon damage. Kick may only be used when the character is equipped with a weapon based on the Brawl skill.

 

Minor Spellcaster (3)

Prereq: Adept or Mage Class, excluding Geomancer.

Type: Support

 

Through additional arcane studies, this character gains access to White or Black magic. At creation, the character chooses one of these types and a single level one spell. The chosen spell cannot be one that the character could learn otherwise. Every 5 levels thereafter, the character may choose another level one spell of the same type. No more than five spells may be learned in this manner.

 

Pray: (3)

Prereq: Paladin, Red Mage, Sage, White Mage, or White Caller.

Type: Slow (2)

Target: Party

 

The character calls upon the aid of a benevolent spirit or deity. After the prayer, there is a CoS of [30 + (Level) + (MAGx2)] that each character in the party will regain 10% of their total HP during the next Status Phase. This does not in any way alter the effects of the Regen status.

 

Redistribute: (2)

Prereq: Expert class.

Type: Support

 

Whenever this character uses an Item action in conjuction with a Recovery Item that restores either HP or MP, the character may choose instead to divide evenly the total healing of the item in question among all the members of the party, losing any remainder. This ability does not function with either Elixirs or Megalixirs, and has no effect on any other type of Recovery Item.

 

Effects from Redistribute cannot trigger the Chemist ability Distribute.

 

Throw: (2)

Prereq: Adept, Expert, or Mage class.

Type: Support

 

The character gains a Skill Affinity with the Throwing Weapons Skill and gains access to Boomerangs.

 

Twin Magic, Lesser: (3)

Prereq: Mage class except Summoner.

Type: Support

 

For Twin Magic to function, both characters must possess this special ability, know the spell to be cast, and be able to cast it (i.e. have enough remaining MP and not suffering under a preventative Status Condition).

 

During combat, upon mutual agreement, the first character to act must declare the spell they are casting via Twin Magic, Lesser. This action carries with it a CT of twice the spell level. Once completed, both roll all necessary rolls to resolve the spell, keeping only the better result in each case. Then resolve the spell as normal, multiplying any M.ACC results by 125% and any damage roll results by 175% before any other calculations.

 

Should a Target: Self spell be chosen to be cast through Twin Magic, both of the casters gain the full benefits of the spell. In this case, however, the spell parameters are resolved normally, without any additional bonuses for being cast through Twin Magic.

 

Both characters must pay the full MP cost for the spell cast. If one of the characters becomes unable to cast a spell due to a loss of MP or a preventative Status Condition during the CT, the spell will automatically fail. Regardless of how high a character's initiative may be, no other actions may be taken in the same round following the use of Twin Magic, successful or not.

 

Twin Magic, Greater: (5)

Prereq: Mage class except Summoner; Select other character.

Type: Support

 

Upon taking this special ability, the character must choose a single other character. This ability will only function in conjunction with this chosen character.

 

Beginning at level 5 and every eight levels thereafter up to and including level 53, a character with this special ability gains access to a single magic spell one level higher than could normally be cast. This spell may only be cast with the Twin Magic, Greater special ability. At such time when the character learns this spell through normal spell progression, this restriction is dropped.

 

For Twin Magic, Greater to function both character must have enough remaining MP to cast the spell and not be suffering under a preventative Status Condition.

 

During combat, upon mutual agreement, the first character to act must declare the spell they are casting via Twin Magic, Greater. This action carries with it a CT of twice the spell level. Once completed, both roll all necessary rolls to resolve the spell, keeping only the better result in each case. Then resolve the spell as normal, multiplying any M.ACC results or damage roll results by 125% before any other calculations.

 

Both characters must pay the full MP cost for the spell cast. If one of the characters becomes unable to cast a spell due to a loss of MP or a preventative Status Condition during the CT, the spell will automatically fail. Regardless of how high a character's initiative may be, no other actions may be taken in the same round following the use of Twin Magic, successful or not.

 

Should a Target: Self spell be chosen to be cast through Twin Magic, both of the casters gain the full benefits of the spell. In this case, however, the spell parameters are resolved normally, without any additional bonuses for being cast through Twin Magic.

 

In addition, this ability allows the character to make use of the Twin Magic, Lesser special ability as well. The two special abilities may not be used simultaneously.

 

Resources

 

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