Gambling

Element Reels

Keywords: Technique, Action, Target: Single, Elemental: Special
Cost: (Weapon)+5D/F(Weapon)+5, (50 × Rank) + 50 gil.

On a successful Dexterity, Evasion check, deals 100%, Armor elemental damage. Roll 1d8 to see what element is used. On a critical success, this Ability becomes Target: Group instead of dealing additional damage.

Roll Element
1 Holy
2 Earth
3 Lightning
4 Fire
5 Ice
6 Water
7 Wind
8 Shadow

Status Reels

Keywords: Technique, Action, Target: Single, Status: Special
Cost: 35D/F15, (65 × Rank) + 65 gil.

On a successful Dexterity, Evasion check, inflicts a status. Roll 1d6 to see what status is inflicted. On a critical success, this Ability becomes Target: Group.

Roll Status
1 Deprotect
2 Debrave
3 Evasion Down
4 Slow
5 Defaith
6 Deshell

Dice

Keywords: Technique, Action, Target: Single
Cost: 35D/F15, (60 × Rank) + 60 gil.
Power: 8; +6 per Rank.

On a successful Dexterity, Evasion check, deals 2d8 × Power damage. In the event that doubles are rolled, the damage is doubled, unless both dice roll a 1 (Snake Eyes); if Snake Eyes are rolled, instead take damage equal to 50% of maximum HP.

Bribe

Keywords: Technique, Action, Target: Single, Dezone
Cost: 35D/F15.

Spend gil to convince the target to leave the battlefield; this Ability only works on enemies with the Covetous keyword.

Gil Effect
50 × Enemy Level Enemy becomes Berserk (4)
100 × Enemy Level Enemy leaves, grants XP only

}} 200 × Enemy Level || Enemy leaves, grants XP and item drops ||

The base CoS for this Ability is 75; this increases by one for each level the character pays above the target's actual level. If the Ability does not succeed, no gil is lost but this Ability cannot be used again.

Game Masters: Most Humanoid and almost all Dragon enemies should have the Covetous keyword by default, as well as some Constructs.

Phantom Dice

Keywords: Technique, Action, Target: Special, Status: Special
Cost: 35D/F15, (75 × (Rank + Targets)) gil.

Roll 1d8 per target. Grant an effect (4) from the chart below.

Roll Status
1 Brave
2 Protect
3 +50% EVA
4 +25% HP
5 +25% MP
6 +50% MEVA
7 Shell
8 Faith

Results 4 and 5 add to current HP/MP based on the maximum HP/MP, and are permitted to go above normal maximums; neither result has a duration. However, excess HP/MP remaining after the battle is over is not retained.

Winning Streak

Keywords: Technique, Action, Target: Single
Cost: 35D/F15, (90 × Rank) + 90 gil.

Increase the duration of positive statuses by 2 and decrease the duration of negative statuses by 2. This Ability may be used multiple times, but may never increase the duration of a status beyond 8 or reduce it below 1.

Attack Reels

Keywords: Technique, Action, Target: Single
Cost: (Weapon)+20D/F(Weapon)+20, (100 × Rank) + 100 gil.

On a successful Dexterity, Evasion check, roll 1d8 and make multiple, consecutive Attack Actions against the target. No to-hit roll is required for these attacks; they automatically strike.

Roll Attacks
1 1
2-6 2
7-8 3

Wild Card

Keywords: Technique, Action, Target: Party
Cost: 35D/F15, (200 × Rank) + 200 gil.

Roll 2d8 per target. One d8 will restore HP, the other will restore MP. Consult the chart below for what is restored.

Roll Percent
1 0%
2-3 10%
4-6 25%
7 50%
8 100%
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