Character Creation

Character Creation

This section deals with character creation, one of the most key aspects of the game!

In Warheroes of Ivalice, every player is part of what is colloquially known as a 'warband'- a formal or informal collection of sellswords, pilgrims, knight errants, thieves, mages and explorers- that (theoretically) work together for a common goal. The players each play a single PC making up part of the leadership of a single warband, which in the game are called 'Heroes'.

All Warbands, including enemy ones- indeed all characters- are divided into Heroes and Minions. Heroes are the PCs and other special individuals, who possess Fate Points and gain Experience. One of these Heroes is the Captain, the leader of the Warband. Minions, however, are weaker, generic units that fill out a warband's roster. A warband can have one minion for every Hero in the Warband.

Before that, however, the Heroes must be generated! By following the steps below, one can generate their own character.

Starting Template

You now begin the process of creating the mechanics of your character. The foundations of this process are setting up your character's Ability Scores and Combat Scores.

Ability Scores:
Melee Ranged Strength Toughness Agility Insight Resolve Magic
2 2 2 2 2 2 2 2
Combat Scores:
Attacks Wounds Armour Ward Stress
1 1 0 0 0

All Heroes start play with a single Fate Point.
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Heritage

The first step is determining your heritage- where you're from, geographically or culturally. Your heritage grants you the Local Knowledge trait for your heritage group, as well as a minor ability score bonus.

There are eight options to choose from:

  • Gallione. The westernmost land of Ivalice, dominated by the Silver Kingdom of Gallione. It is a land with a long heritage of knightly orders and chivalric codes, and the Chocobo Knights of Gallione are famed across Ivalice. +1 to Melee.
  • Midoria. Also known as Middle Ivalice, this region sits on the south coast between Lionel and Gallione. It is controlled by the Kingdom of Midoria. Culturally dominated by the prosperous and cosmopolitan cities of Dorter, Midier and Orbonne, Midorians have a reputation for tolerance and charm as well as their firm convictions. +1 to Resolve.
  • Lionel. A southern peninsula, Lionel is a hilly and mountainous region, with a history of recent violence between its city-states, most of which have been subjugated by the Emirate of Bariaus. The Lionese have a long history of irregular warfare and skirmishes across its rugged landscape. +1 to Ranged.
  • Bethla. Bethla is a rocky region between Midoria and Limberry, dominated by the Commonwealth of Bethla. Bethla is home to the only navigable over-land passages between demon-controlled Limberry and the rest of central Ivalice, meaning the region is heavily fortified and its people have a long tradition of struggle against the demonic invader, having broken dozens of invasions against their walls. +1 to Toughness.
  • Lesalia. The heartland of Ivalice as well as the core of many Ivalician civilizations, Lesalia is controlled by the Lesalian League. Known for its ancient centres of learning and culture as well for its ruthless politics, the Lesalian people are on average the most educated people in Ivalice. +1 to Insight.
  • Zeltennia. This border region forms the only overland route between Ivalice and Ordalia. Rugged and mountainous for much of its stretch, the people here have roots in highland cultures that made their home amidst the hills and gullies, although most have been driven out by the constant invasions by demonkind, intent on cutting Ivalice and Ordalia off from one another. +1 to Agility.
  • Northern Ordalia. Making up the regions of Deloro and Zelamonia, Northern Ordalia is controlled by the Grand Principality of Deloro. Northern Ordalia has long winters and mild summers, with the weather worsening rapidly the more north one goes. More of the population live rurally here than in any other region, and the people are expected to be self-reliant and resourceful. +1 to Strength.
  • Southern Ordalia. Southern Ordalia is composed of the regions of Enavia on the south coast, and Ordalia Proper in the centre. Most of it is controlled by the Enavian Republic. Ordalia's rich history is intertwined with its status as the home of the ancient faith known as Faranism- now headquartered in Enavia-, which culturally infuses almost everything in Ordalia. The Southern Ordalians seem a little quirky to outsiders, making strange decisions and having uncanny instincts. +1 to Magic.
  • Refugee Peoples. The regions of Limberry and Fovoham once had rich cultural traditions, but both have fallen to the demons, and have been for a great deal of time. Most of the humans native to the areas have been driven out. Many of them have assimilated into their adoptive homelands, whilst some stubbornly try to maintain the customs of their homeland. +1 to an Ability Score of your choice, plus Local Knowledge regarding your lost home.

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Upbringing

The second step is to outline your character's upbringing. There are no set options to select here- defining a character's upbringing is an interplay between player and GM.

Upbringing can reflect all kinds of things: a character's family history, their earliest careers, major events… It's up to the player to define the name of this upbringing (and the upbringing should be summarised in a short name). Every upbringing, however, provides the following:

  • +1 to a single ability score.
  • The 'Ability Aptitude' trait for an ability score of your choice.
  • A single piece of equipment worth no more than about 5 Small, or 1 Medium if the GM is feeling generous.

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Job

One of the most critical elements of character creation is the Job. Jobs are special roles that define your character's role mechanically. They serve to shape your character's growth as well as provide them with special abilities.

Every Job provides you with an Aptitude trait, that discounts certain talents. It may also provide you with other traits as well. Furthermore, every Job offers 15 unique talents. However, you may only choose 5 of them. There are six jobs to choose from.

  • The Fighter, who focuses on high offense, whether melee or ranged.
  • The Knight, who focuses on defense and combat support.
  • The Scout, who focuses on speed, agility, status effects and stealth.
  • The Scholar, who focuses on information gathering and tactics.
  • The Orator, who focuses on inspiration and persuasion.
  • The Mage, who focuses on casting magic.

At Character Creation, you choose one of the six Job to start with. This Job is called your 'Primary Job'. Selecting it as your Primary grants you a one-off set of bonuses, typically ability score improvements and the option to start with one of the unique talents already purchased (which counts toward your 5 limit).

However, Heroes are not limited to one job. When a Hero has spent 30 XP, they may declare a 'Secondary'. They choose one of the six Jobs, and gain access to all of its traits, talents and the like- you do not lose access to your Primary, either! You can still only buy five talents from your Secondary, however.

You may declare another Job, known as a 'Tertiary', on spending 60 XP, for a total of three Jobs. Tertiaries act just like Secondaries, but have a different name for ease of telling them apart.

You can choose a Job you already have. This will allow you to purchase another five unique talents in that Job. Meaning if you choose a Job twice you can purchase 10 of its unique talents, whilst if you choose the Job all three times, you can purchase all of the unique talents. (However, unless otherwise specified, you don't gain copies, duplicates or stackings of any traits).

Finally, Warheroes of Ivalice uses a 'Fusion Job' system. When you declare a new Job, you gain a special trait determined by both your new Job and your old Job. Compare the two jobs on the chart below, and use that to find your Fusion Job bonus. The full rules for bonuses are covered after Jobs.

  • When declaring your Tertiary, you can treat either your Primary or Secondary as your old Job for the purposes of determining Fusion.
Fusion Jobs Fighter Knight Scout Scholar Orator Mage
Fighter Juggernaut Grandmaster Dragoon Director Warlord War Mage
Knight Grandmaster Paragon Fencer Sentinel Champion Blue Mage
Scout Dragoon Fencer Phantom Explorer Beastmaster Geomancer
Scholar Director Sentinel Explorer Professor Counsellor Farseer
Orator Vanguard Champion Beastmaster Counsellor Demagogue Summoner
Mage War Mage Blue Mage Geomancer Farseer Summoner Archmage

Fighter

The Fighter is a master of the martial arts, whether those arts be fist, sword, bow, or from the back of a steed. Fighters are flexible in how they deal their damage, but make no mistake: dealing damage is their forte. Their defenses are only average, however, and so in prolongued engagements, must rely on the aid of the Knight or Mage to keep them going.

Primary Benefits and Job Traits
Primary Job Benefits Improve two of the following Scores by +1: Melee, Ranged, Strength. Alternatively, you may improve all three scores, or improve one score by +1 and one score by +2, but in exchange you take a -1 to one of the following scores: Insight, Resolve, Spellcasting. You may start with one of the Fighter's unique talents, which counts toward your 5 talent limit.
Job Traits Battle Conditioning; Talent Aptitude (Offense), Ability Aptitude (Choose one: Melee, Ranged, Strength)
Unique Talents
Name Prerequisites XP Cost Effect
General Fighter
Headhunter - 2 XP Select one enemy Hero at the start of a battle. You gain +1 to hit against that Hero for the duration of the battle.
Weapon Expertise - 2 XP Select three weapon types. Attacks with these weapons gain a +1 to hit.
Martial Prowess Weapon Expertise 4 XP You gain +1 Attack, which may only be used with weapons covered by Weapon Expertise.
Power Strike - 4 XP You may decide to make a Power Strike with a weapon. You only make one attack this turn. However, you gain a +1 to hit and Strength with that attack equal to your base Attack score, not including conditional attacks (eg. Martial Prowess).
Always Strikes First Martial Prowess 6 XP You gain the Always Strikes First trait.
Master Warrior Martial Prowess 6 XP You gain +1 Attack.
Berserker
Berserker - 2 XP You gain the Frenzy trait.
Feral Fury - 4 XP So long as you are not wielding a shield or wearing any armour heavier than Light Armour, you gain +1 Attack.
Terrible Rage Berserker 6 XP Whilst frenzied, Attacks against you whilst you are Frenzied no longer take a +2 bonus to hit, and you gain the Fear trait.
Ranged Fighter
Assault Shooter - 2 XP Ranged attacks against enemies within 3 squares of you reroll damage tests.
Sniper's Nest - 4 XP Ranged attacks gain +2 to hit and +1 to damage tests from having Higher Ground, instead of just a +1 to hit.
Headshot Sniper's Nest 6 XP The first ranged attack you make per turn applies a -2 penalty to defense saves against it.
Rider
Master Rider - 2 XP You are counted as having the ability to successfully ride any creature large enough to carry your weight, with all the skill that entails.
Trample Them! Master Rider 2 XP When mounted, you gain the Impact Hits (+1) trait.
Unstoppable Momentum Master Rider 6 XP Whenever you defeat an enemy whilst mounted, until the end of the next turn, you reroll all tests, and take a +1 to hit and damage tests.

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Knight

The Knight need not be an actual knight, but rather the term refers to a style of fighting, one that relies on defending one's allies and disabling the enemy. Knights can be made to be exceptionally durable, protective of allies, or a bane to enemies by disabling their equipment and abilities.

Primary Benefits and Job Traits
Primary Job Benefits Improve two of the following Scores by +1: Melee, Toughness, Resolve. Alternatively, you may improve all three scores, or improve one score by +1 and one score by +2, but in exchange you take a -1 to one of the following scores: Ranged, Agility, Spellcasting. You may start with one of the Knight's unique talents, which counts toward your 5 talent limit.
Job Traits Strength of Steel; Talent Aptitude (Defense), Ability Aptitude (Choose one: Melee, Toughness, Resolve)
Unique Talents
Name Prerequisites XP Cost Effect
General Knight
Hard Head - 2 XP Whenever you make an Injury Roll, you now count 1-6 as Knocked Down, 7-8 as stunned and 9-10 as incapacitated.
Shieldwall - 2 XP So long as you have a shield, and are adjacent to one other ally with a shield, you and all adjacent allies with a shield gain a +1 to Armour score.
Wall of Iron - 2 XP During the Utility Phase, you may decide to lose one Attack; in exchange, you gain a +1 to Defense saves this turn.
Deflect Shots Wall of Iron 4 XP The Parry and Bladeshield talents now apply to ranged attacks whose Ranged score is less than your Melee score.
Knightly Persistence - 4 XP You gain +1 Wound and +1 to Ward Save.
Fearless Knightly Persistence 6 XP You gain the Fearless trait.
Last Stand Knightly Persistence 6 XP During the Utility Phase, you can voluntarily take one wound to give you and all adjacent allies a +1 to Ward and the Immune to Psychology trait until the start of the next turn. This wound may not be restored.
Foe Breaker
Armour Breaker - 2 XP You may decide to perform an Armour Breaker melee attack. You only make one attack this turn. However, if this attack hits and does damage, the target does not roll a defense save nor suffers damage; instead they reduce their Armour value by 2 until the end of the next turn.
Attack Breaker - 4 XP You may decide to perform an Attack Breaker melee attack. You only make one attack this turn. However, if this attack hits and does damage, the target does not roll a defense save nor suffers damage; instead they reduce their Attack score by 1 (minimum 0) until the end of the next turn.
Pin Down - 4 XP Enemies who start the turn adjacent to you and Prone must make a Strength test during the Utility Phase, opposed by your Toughness; if you win, they cannot rise from being Prone.
Ward Breaker Armour Breaker, Attack Breaker 6 XP You may decide to perform a Ward Breaker melee attack. You only make one attack this turn. However, if this attack hits and does damage, the target does not roll a defense save or a ward save, nor suffers damage; instead they reduce their Ward save by 2 (minimum 0) until the end of the next turn.
Paladin
Cover - 2 XP Whenever an ally adjacent to you suffers a wound, you may elect to take this wound on yourself. You cannot roll Defense Saves against this wound, but you can roll Ward Saves.
Sentinel Cover 4 XP Enemies engaged in melee with you must allocate their first attack against you. Other attacks can go to other targets as they like.
Paladin's Healing - 4 XP You restore one wound to an adjacent ally during the Utility Phase. This cannot be applied to yourself.
Divine Shield Sentinel, Paladin's Healing 6 XP So long as you have a shield, you and all adjacent allies gain a +1 bonus to Ward Saves, and a +2 bonus to Ward Saves vs. Ranged Attacks.

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Scout

The Scout is a collective term for anything from a woodland ranger to a city thief to a trained spy. They are fast, focusing on speed and trickery. They can weaken enemies with ailments, steal equipment, get into hard-to-reach places and more. Ultimately, scouts are skilled at reading advantages and using it against their enemies.

Primary Benefits and Job Traits
Primary Job Benefits Improve two of the following Scores by +1: Agility, Melee, Insight. Alternatively, you may improve all three scores, or improve one score by +1 and one score by +2, but in exchange you take a -1 to one of the following scores: Strength, Toughness, Resolve. You may start with one of the Scout's unique talents, which counts toward your 5 talent limit.
Job Traits Infiltrator; Talent Aptitude (Agility), Ability Aptitude (Choose one: Agility, Melee, Insight)
Unique Talents
Name Prerequisites XP Cost Effect
General Scout
Escape Artist - 2 XP Attacks against members of the Warband who are fleeing or routing take a -1 penalty to hit. This stacks with other characters possessing Escape Artist, to a max of -3.
Double Move - 4 XP You can elect to treat the Melee Phase or the Aftermath Phase as a second Movement Phase, allowing you to essentially move twice in a turn.
Shadow Walk - 6 XP So long as all enemies are treating you as being in cover (or out of sight), you may, during your movement, 'vanish' from sight and reappear at any other spot treated by all enemies as being either out of sight or in full cover within your Agility*5 distance.
Assassin
Backstab - 2 XP Prone, stunned or flanked enemies take an extra -1 penalty to defense saves against your attacks.
Dirt Bomb - 4 XP You may decide to perform a Dirt Bomb melee attack. You only make one attack this turn. However, this attack hits all enemies Engaged in Melee with you. Their Defense saves do not count armour value, and if they fail, instead of taking damage, they are blinded until the start of the next turn.
Misericord Backstab 4 XP Attacks against enemies who are stunned, suffering an ailment or suffering a mental status (including fleeing, routing, fear, terror or frenzy) gain a +2 to hit, ignore armour value and reroll their damage test.
Bane Techniques Dirt Bomb 6 XP You may decide to perform a Bane Technique melee attack. You only make one attack this turn. If the target takes damage, they also suffer one of the following ailments of your choice: Immobilised, Silenced, Bleeding.
Thief
Steal - 2 XP You may decide to perform a Steal melee attack. You only make one attack this turn. However, if this attack hits and does damage, the target rolls a defense save with no Armour value and using Agility instead of Toughness; on a failure, they take no damage, but instead you steal a consumable of your choice from them. If you land a critical, and both hits are unsaved, you steal two items instead.
Looter - 2 XP Your warband rolls an extra dice during the Looting phase of a cycle.
Gear Grabber Steal 4 XP You may decide to perform a Gear Grabber melee attack. You only make one attack this turn. However, if this attack hits and does damage, the target rolls a defense save with no Armour value and using Agility instead of Toughness; on a failure, they take no damage, but instead you steal a piece of gear of your choice from them. If you land a critical, and both hits are unsaved, you steal two items instead.
Weapon Wrangler Gear Grabber 6 XP You may decide to perform a Weapon Wrangler melee attack. You only make one attack this turn. However, if this attack hits and does damage, the target rolls a defense save with no Armour value and using Agility instead of Toughness; on a failure, they take no damage, but instead you steal an unequipped weapon or a worn/unworn accessory of your choice from them. If you land a critical, and both hits are unsaved, you steal two items instead.
Ranger
Surefooted - 2 XP You gain the Strider trait in a terrain of your choice.
Ambusher Surefooted 4 XP You gain the Strider trait in a terrain of your choice. You take a +1 bonus to hit enemies in terrain affected by your Strider traits, and they suffer a -1 penalty to Defense Saves against you whilst in that terrain.
Secret Paths Surefooted 4 XP You gain the Strider trait in a terrain of your choice. Whenever you start your turn in terrain affected by the Strider trait, you gain the Fast trait as well.
Terror of the Wild Ambusher 6 XP You gain the Strider trait in a terrain of your choice. Whenever you start your turn in terrain affected by the Strider trait, you gain the Terror trait as well.

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Scholar

The Scholar is a collector of information and knowledge. This makes them highly useful outside of combat, where they can act as a mix of medic and investigator. Within combat, however, the Scholar works as a strong support role. Their focus on knowledge means they excel at gathering information on the enemy and using it to gain an edge. They are also adept at using consumables and supporting others with their own equipment.

Primary Benefits and Job Traits
Primary Job Benefits Improve two of the following Scores by +1: Insight, Ranged, Spellcasting. Alternatively, you may improve all three scores, or improve one score by +1 and one score by +2, but in exchange you take a -1 to one of the following scores: Strength, Toughness, Agility. You may start with one of the Scholar's unique talents, which counts toward your 5 talent limit.
Job Traits Resourceful; Talent Aptitude (Insight), Ability Aptitude (Choose one: Insight, Ranged, Spellcasting)
Unique Talents
Name Prerequisites XP Cost Effect
General Scholar
Time Manager - 2 XP You gain two Personal Time actions instead of one.
Collaborator - 4 XP When called upon to assist another character's test, you add +2 instead of +1.
Life Coach - 6 XP All Heroes receive a +1 bonus to Personal Turn actions. One of these Heroes per Cycle may take an extra PT Action. This stacks, but multiple characters with this talent must select different Heroes instead.
Chemist
Item Harness - 2 XP You can carry an extra four consumables.
Throw Item - 2 XP The Use Consumable action now has a range of 5 squares.
Potent Mixtures - 4 XP Consumables you use always count as being Superior Quality.
Maintain Gear Item Harness 4 XP Attempts to damage or steal your or an adjacent ally's equipment take a -2 penalty. This includes the following abilities: Armour Breaker, Attack Breaker, Steal, Gear Grabber, Weapon Wrangler.
Endless Stash Maintain Gear 6 XP You gain one free potion use per turn. This does not carry over to future turns. This potion use is affected by talents pertaining to consumables.
Healing Hands Potent Mixtures 6 XP At the end of each Cycle, select one ally who had to roll on the Incidents or Severe Incidents table, and pass an Insight-2 test that counts as a medical test. On a success, they may modify their final roll by 1 in either direction.
Strategist
Scan - 2 XP Once per Utility Phase, select one character within 10 squares. You become aware of this enemy's Ability Scores, Combat Scores, equipment and traits until the end of the encounter. The GM may hide certain traits from you at their discretion.
Vigilance - 2 XP When your Warband gains disadvantage at the start of an encounter, you may make an Insight test with a -3 penalty; on a success, your enemy loses Advantage and deploys normally. If other characters possess Vigilance, the character with the highest Insight tests, but gains a +1 bonus to the test for each extra possessor.
Hyperanalysis Scan 4 XP At the start of a battle, make an Insight-2 test; on a success, once during the battle, at the start of a turn, you can ask the GM to reveal to you the enemy's tactics for this turn. Furthermore, once per turn you can replace one subordinate's test roll with your Insight test result.
Tactical Plan Vigilance 4 XP Once per turn, you may allow one ally to reroll a test they have just made and take the preferred result.
Tactical Genius Tactical Plan 6 XP You may use Tactical Plan twice per turn.
Grand Battleplan Tactical Plan 6 XP Once during the Utility Phase, select one action (which may be from any phase). Any Warband members performing that action this turn may add a +1 to a single test made as part of that action. This bonus does not stack, but multiple users of Grand Battleplan can select different actions instead.

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Orator

The Orator is someone who convinces, cajoles, persuades and manipulates others into doing what they want. Although the title refers to speech specifically, Orators are more generally performers- they take personal passion and conviction and combine it with skill to push the emotions of their fellow humans. The orator occupies a fundamental support role, bolstering their allies and spreading doubt and fear amongst enemies.

Primary Benefits and Job Traits
Primary Job Benefits Improve two of the following Scores by +1: Resolve, Ranged, Agility. Alternatively, you may improve all three scores, or improve one score by +1 and one score by +2, but in exchange you take a -1 to one of the following scores: Strength, Toughness, Melee. You may start with one of the Orator's unique talents, which counts toward your 5 talent limit.
Job Traits Overawe; Talent Aptitude (Resolve), Ability Aptitude (Choose one: Resolve, Ranged, Agility)
Unique Talents
Name Prerequisites XP Cost Effect
General Orator
Do as I say! - 2 XP Overawe now provides a +2 bonus instead of +1, and when you spend a point with Overawe to force a person to act, you can now force three such people instead.
Debater - 4 XP You take a +2 bonus to Resolve tests to resist someone trying to convince or persuade you. This includes from Manipulate Emotions, Distract, Seductive Play and more.
Exhortations of Legend - 6 XP You may, once per encounter, spend a Fate Point to restore one spent Fate Point to all allies.
Act
Low Profile - 2 XP So long as you do not make any attack actions during your turn, or inflict (not attempt, it must be successful!) an ailment or similar on an enemy target, you will be ignored by the enemy as a target unless there are no other targets within range of attacks/charges.
Energising Play - 2 XP During the Movement Phase, you may select one ally that you were adjacent to at any time during your movement (even mid-move). You can sacrifice all of your Attacks this turn to increase their Attack score by one. Can't use if Immobilised.
Disguise Low Profile 4 XP So long as there is at least one human Hero amidst your enemy, you can use this ability at the start of battle. The enemy mistakes you for an ally. You start in their deployment zone, and count as an ally for the enemy for the purposes of bonuses and effects of that nature. This ends the instant you are seen aiding an ally or harming an enemy.
Cautioning Play Energising Play 4 XP During the Movement Phase, you may select one ally that you were adjacent to at any time during your movement (even mid-move). You take a -3 to all Defense Saves this turn; in exchange, they gain +1 to Ward Save. Can't use if Immobilised.
Sudden Betrayal Disguise 6 XP So long as the Disguise talent's effects are still in play, you can permanently sacrifice it and Low Profile's effects for the rest of the encounter. In exchange, all enemies count as being Flanked by you until the end of the next turn, and all enemy minions within 10 squares are forced to make a Morale test during the Aftermath Phase. You can trigger this ability during any Phase before the Aftermath Phase.
Seductive Play Disguise 6 XP During the Movement Phase, you may select one human enemy that you were adjacent to at any time during your movement (even mid-move). You test Resolve, opposed by their Resolve; on your win, they become Charmed for 1 turn, plus another turn per 2 DoS. Can't use if immobilised. Seductive Play doesn't break Disguise and, if Disguise is still in effect, you can delay the effects of Charm until your Disguise is broken.
Talk
Dissuade - 2 XP At the start of the Aftermath Phase, make a Resolve test. Any human enemies within 10 squares of you who have to take Morale tests this turn take a -1 penalty to their test. Can't use if Silenced.
Encourage - 2 XP During the Utility Phase, make a Resolve test. Any allies within 10 squares of you who attempt to Rally, or have to take Morale tests this turn, take a +1 bonus per 2 DoS to their test. Can't use if Silenced.
Manipulate Emotions Dissuade 4 XP You may forego an attack this turn to make a Manipulate Emotions attempt during the Ranged Phase. You make a Resolve test; on a success you select one human enemy within 10 squares, and may select another per 2 DoS on the test. Each enemy must than make their own Resolve test. If they fail, they are each inflicted with one of the ailments of your choice: Confused, Drowsy, Frenzied, Panicked. Can't use if Silenced.
Talk Down Encourage 4 XP During the Utility Phase, select one ally within 10 squares with a Mental Ailment and make a Resolve test. On a success, you reduce its duration by 1 turn, plus another per 2 DoS.
Entice Manipulate Emotions 6 XP During the Aftermath Phase, you may select one human enemy Minion within 10 squares who has either just started to rout or is currently routing. You make a Resolve test, with a penalty equal to their Resolve. If you succeed, the target rallies and joins your side. Should they survive the battle, they permanently join your warband's Minion Reserve. Can't use if Silenced.
Distract Manipulate Emotions 6 XP During the Utility Phase, select one human enemy within 10 squares, and make a Resolve test opposed by their Resolve. If you succeed, they skip their turn. This only works once per enemy.

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Mage

Mages are those who use magic to their ends. There are five branches of magic (Black, White, Fate, Dimension and Illusion), each with its own area of expertise. Mages are generally powerful entities, but specialising in magic tends to mean being weaker in other areas: the Spellcasting score isn't very useful for non-Mages. Nonetheless, the magic a Mage can call on is capable of changing the tides of battles very quickly.

Primary Benefits and Job Traits
Primary Job Benefits Improve two of the following Scores by +1: Spellcasting, Resolve, Insight. Alternatively, you may improve all three scores, or improve one score by +1 and one score by +2, but in exchange you take a -1 to one of the following scores: Strength, Toughness, Agility. You may start with one of the Mage's unique talents, which counts toward your 5 talent limit.
Job Traits Mage; Talent Aptitude (Spellcasting), Ability Aptitude (Choose one: Spellcasting, Resolve, Insight)
Unique Talents
Name Prerequisites XP Cost Effect
Black Mage
Apprentice of Black - 2 XP You can cast spells from the Tier One Black Magic list.
Adept of Black Apprentice of Black, Spellcasting 5+ 4 XP You can cast spells from the Tier Two Black Magic list.
Master of Black Adept of Black, Spellcasting 6+ 6 XP You can cast spells from the Tier Three Black Magic list.
Dimension Mage
Apprentice of Dimension - 2 XP You can cast spells from the Tier One Dimension Magic list.
Adept of Dimension Apprentice of Dimension, Spellcasting 5+ 4 XP You can cast spells from the Tier Two Dimension Magic list.
Master of Dimension Adept of Dimension, Spellcasting 6+ 6 XP You can cast spells from the Tier Three Dimension Magic list.
Fate Mage
Apprentice of Fate - 2 XP You can cast spells from the Tier One Fate Magic list.
Adept of Fate Apprentice of Fate, Spellcasting 5+ 4 XP You can cast spells from the Tier Two Fate Magic list.
Master of Fate Adept of Fate, Spellcasting 6+ 6 XP You can cast spells from the Tier Three Fate Magic list.
Illusion Mage
Apprentice of Illusion - 2 XP You can cast spells from the Tier One Illusion Magic list.
Adept of Illusion Apprentice of Illusion, Spellcasting 5+ 4 XP You can cast spells from the Tier Two Illusion Magic list.
Master of Illusion Adept of Illusion, Spellcasting 6+ 6 XP You can cast spells from the Tier Three Illusion Magic list.
White Mage
Apprentice of White - 2 XP You can cast spells from the Tier One White Magic list.
Adept of White Apprentice of White, Spellcasting 5+ 4 XP You can cast spells from the Tier Two White Magic list.
Master of White Adept of White, Spellcasting 6+ 6 XP You can cast spells from the Tier Three White Magic list.

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The Finishing Touches

Now we work on finishing off our characters.

Ability Score boosts

In this step, you gain 3 points to spend on any of your Ability Scores. Each point you spend improves a Score by one, and you can improve a score multiple times. No character can start with a Score greater than 5, however.

By this step, you should have a total of 7 improvements to your starting Scores- one from Heritage, one from Upbringing, two from Jobs and three from Ability Score boosts.
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Starting Equipment

In this step, you are given access to some starting equipment.

You start with the following:

  • Two weapons of your choice, or one weapon and a shield (Buckler, shield or pavise)
  • A suit of Light Armour
  • One piece of Gear with a value measured in Small
  • One Talisman with a value measured in Small
  • Two consumables with a value measured in Small

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Aspects

Aspects are a special element to a character that strongly reflects their personality, background, a belief, relationship or something similar to those. They are defined by you, the player, via working out with the GM (and other players!) what they are and what they mean.

All PCs begin with two Aspects and may gain more as time goes on. They may also change over time.

Aspects are more than character traits: they also inform a mechanic. During gameplay, a character may spend a Fate Point and invoke an aspect to gain a benefit from it, one stronger than a usual Fate Point spend use.

Aspects can also be used to complicate a situation. For example, an aspect may lead a character into doing an action they might not want to do. This is called a 'compel'. Any players- including the GM, who has the last say- can call for a compel when a situation arises for a specific character. If the GM (and the player) agrees, then a consequence falls on that character. In return, however, the character regains a spent Fate Point, or gains an extra Fate Point that only lasts for this Cycle.

Aspects work best, then, when they have both positive and detrimental elements to them.
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Drawbacks

PCs may choose to take a Drawback at creation. Drawbacks are major traits that have notable mechanical drawbacks. For example, an allergy, or possessing a feature that permanently penalises all of your social interactions.

PCs may only take a single Drawback at creation, and determine its nature with the GM. A player who takes on a Drawback may request a boon from the GM in return. Some examples are:

  • An extra starting 6 XP.
  • Another Aspect, perhaps one tied to their Drawback, or alternatively one with less of a downside
  • A strong piece of equipment

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Bring the Character to Life

Here, you put the final finishing touches on the Character- you give them a name, an age, a gender, a Zodiac Sign and a Religion. You also should consider their personality, their hopes, dreams, aspirations, what they hate and what they want to destroy.

Zodiac Dates
Zodiac Date
Aries March 21 to April 19
Taurus April 20 to May 20
Gemini May 21 to June 20
Cancer June 21 to July 22
Leo July 23 to August 21
Virgo August 22 to September 22
Libra September 23 to October 22
Scorpio October 23 to November 21
Sagittarius November 22 to December 21
Capricorn December 22 to January 19
Aquarius January 20 to February 19
Pisces February 20 to March 20
Religions
Religion Outline
Victorianism A centralised religion based in the Holy City of Orbonne that celebrates Saint Alma Victor, She who Ascended in Ivalice's darkest hour. It holds sway over most of Ivalice, from Gallione to Zeltennia. It is headed by the Archbishop of Orbonne.
Faranism An ancient religion that has existed for thousands of years, it traces its roots back to the Zodiac Braves, from which descent is divided into twelve tribes. Most dominant in Ordalia, it is headed by the Patriarch of the Faran Orthodoxy and overseen by the Sanhedrin Court, based in Kaldemar.
Yudoranism A Faran sect that is relevant primarily due to its status as the state religion of the Cerulean Emirate, Yudoranism shares much in common with the Faran faith, but bears differences in certain areas.
Agnostic You cleave to no particular creed or religion, perhaps interpreting God and the world in your own way.

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Conclusion

This brings us to the end of the mechanical aspects of Character Creation. All that is left now is to work out your character's personality, appearance, background and, of course, a name.
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Appendices

Fusion Jobs

This section lists the Fusion Jobs in full. The Fusion Job table is repeated below.

Fusion Jobs Fighter Knight Scout Scholar Orator Mage
Fighter Juggernaut Grandmaster Dragoon Director Warlord War Mage
Knight Grandmaster Paragon Fencer Sentinel Champion Blue Mage
Scout Dragoon Fencer Phantom Explorer Beastmaster Geomancer
Scholar Director Sentinel Explorer Professor Counsellor Farseer
Orator Vanguard Champion Beastmaster Counsellor Demagogue Summoner
Mage War Mage Blue Mage Geomancer Farseer Summoner Archmage

Because of how the Fusion Job system works, it's possible to get a Fusion Job that's the result of choosing the same Job twice. These are known as "Master Fusion Jobs". They function like the other ones, but are generally a little more powerful and designed to be repeated if necessary, unlike the other Jobs. This is because anyone who takes the same Job twice is giving up a lot of flexibility and options.
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Juggernaut

Base Jobs: Fighter+Fighter
"Kill one man and you're a murder; kill many and you're a conqueror" is the adage of the Juggernaut. Juggernauts are expected to fight and conquer the most dangerous and lethal of foes, using all of their incredible and diverse combat skill to cut an enemy down to size.

Fusion Job Traits
Name Subname Effect
Ability Aptitude (Melee, Ranged, Strength, Agility) Choose one of the Scores in parentheses. Advances of that Score cost half as much experience to buy, rounded up.
Onslaught - You gain +1 Attack.
Master of Weapons (Melee, Ranged) Select one of the groups. You count as having the Weapon Expertise talent for all weapons in that group.

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Grandmaster

Base Jobs: Fighter+Knight
A Grandmaster is a term referring to truly elite warriors who have achieved excellence in both offense and defense. Grandmasters are reknowned for stopping charges with the same ease in which they clear a redoubt of its defenders- and as such, underestimating them is a fool's game.

Fusion Job Traits
Name Subname Effect
Pre-Empt - Whenever an enemy with a Melee score lower than your own makes a melee attack against you, you make a single free Melee attack against them that resolves before their attack can be rolled. This counts as a Superior Skill Penalty.
Punish Overreach - The Counter-attack talent now applies whenever an enemy misses a melee attack against you, regardless of their Melee score.

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Dragoon

Base Jobs: Fighter+Scout
A 'Dragoon' is a term for an elite class of shock troop. The earliest dragoons were trained to scale defensive walls, but the techniques of then have become refined now, for the abilities of the dragoon to move and strike surely tap into some elemental force of nature. Ultimately, the Dragoon is the master of vertical combat and is capable of going almost anywhere, almost always faster than anyone else.

Fusion Job Traits
Name Subname Effect
Dragoon Jump - You always pass your tests for Jumps. When leaping horizontally, you double the maximum range of your jump; when leaping vertically, you multiply it tenfold. Finally, your Jumps are also treated as Charges if they land you next to an enemy, and Jump moves no longer incur attacks of opportunity.
Strike and Fade - In any turn in which you charge, you may perform a regular move action after attacking, which doesn't incur attacks of opportunity.

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Director

Base Jobs: Fighter+Scholar
The Director is a front-line tactician who uses their proximity to the action to single out the biggest threats and direct their allies in taking that threat down. For these reasons, they serve as exceptional hero-killers and monster-hunters.

Fusion Job Traits
Name Subname Effect
Predictable Skill - Mark one enemy within 5 squares during your Movement Phase. This enemy loses all Superior Skill Penalty benefits unless its relevant score (Melee or Agility) is superior to your Insight. This effect lasts until you mark a new target with Predictable Skill, or you cease being within 5 squares at the end of the turn.
Lock Down - Mark one enemy within 5 squares during your Movement Phase. This enemy always incurs attacks of opportunity if they move, even if it's via Disengage or special traits or talents.

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Warlord

Base Jobs: Fighter+Orator
The Warlord is a battlefield commander who is suited to commanding assaults. They improve the offensive capacities of the rank-and-file, turning lambs into lions as it were. Warlords are feared for this, for when even the common soldier fights like a hero, even legends must fear for their lives.

Fusion Job Traits
Name Subname Effect
Death before Dishonour - So long as you are on the battlefield and not routing, the first time a minion routs, they Frenzy instead.
Lambs into Lions - All of your Warband's Minions gain a +1 to Attack Score. This persists so long as you are on the battlefield and not routing. This does not stack with itself.

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War Mage

Base Jobs: Fighter+Mage
Fighters are all about messy physical death, mages are all about messy magical death. Seems like the two shouldn't meet, and yet the War Mage exists. The War Mage combines arcane knowledge with deadly martial skill, enchanting weapons and items for use in battle.

Fusion Job Traits
Name Subname Effect
Enchant Weapon - During the Utility Phase, you may apply a spell you know to a weapon on you or adjacent to you with no test needed, although it can be dispelled as normal (with a penalty equal to your Spellcasting/2). This counts as casting a spell for the purposes of action limits. This applies an effect to the weapon depending on the spell type in question, see below. A weapon may only ever have one applied spell, and if you apply a new one to the same weapon, it overwrites the existing spell. Enchantments last until changed.
- Element Attack Element Attack spells apply their element to the weapon, so all attacks with that weapon possess that element.
- Hex Hex spells apply their effect if the attack deals unsaved damage.
- Restoration Restoration spells apply their effects in place of the weapon's normal damage with every attack.
- Other (eg. Augment) This changes nothing, but the weapon's spell can be 'burst' using Enchantment Burst.
Enchantment Burst - Select one weapon that you have applied a spell to. This spell 'bursts', removing itself from the weapon and being instantly cast. This can only be done once per weapon per encounter, but the spell can be cast in any Phase and doesn't count towards any action limits.

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Paragon

Base Jobs: Knight+Knight
The Paragon is the ideal of those who fight in the knightly style- in skill, if nothing else. Paragons simply refuse to die, possessing a degree of survivability that is truly admirable, or infuriating depending on your point of view.

Name Subname Effect
Ability Aptitude (Melee, Strength, Toughness, Resolve) Choose one of the Scores in parentheses. Advances of that Score cost half as much experience to buy, rounded up.
Undying - You gain +1 wound and +1 to Ward Save.
Second Wind - The first time per encounter that you are knocked to 0 wounds, instead of taking an injury roll you restore all wounds and gain the Unbreakable trait for the remainder of the encounter.

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Fencer

Base Jobs: Knight+Scout
The term 'Fencer' conjures images of elegance and deadly grace, but the Fencer need not wield a rapier or wear only ruffled silk shirts. Fencers combine the debilitative nature of the scout with the disarming skills of the knight to blunt their enemies offensively.

Name Subname Effect
Arm Break - You may decide to perform an Arm Break melee attack. You only make one attack this turn. However, if this attack hits and does damage, not only do they suffer a wound, but the target takes a permanent -1 penalty to all hit tests for the rest of the encounter. This penalty can stack to a max of -3.
Disarm - You may decide to perform a Disarm melee attack. You only make one attack this turn. However, if this attack hits and does damage, the target rolls a defense save with no Armour value and using Agility instead of Toughness; should they fail their save, they take no damage, but instead they drop an equipped weapon of your choice, which must be picked up during the Utility Phase. If you score 3 or more DoS on the test, and their Melee score is lower than your own, instead of dropping it, you just take the weapon instantly.

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Sentinel

Base Jobs: Knight+Scholar
The Sentinel is an advanced defender that emphasises a sensitivity to sneakiness. Sentinels ward against ambushes, assassinations, plots and other dangers, keeping their allies safe through alert eyes and ears.

Name Subname Effect
Counter Ambush - Whenever an enemy gains Advantage over you, you may make an Opposed Insight test with the enemy Leader. If you win, not only does the enemy not gain Advantage, you gain it instead.
Safeguard - Allies within 5 squares of you may add half your Toughness to their Ward Save against physical attacks designed to steal equipment, damage equipment or inflict a status effect. This includes the following abilities: Armour Breaker, Attack Breaker, Bane Techniques, Dirt Bomb, Steal, Gear Grabber, Weapon Wrangler.

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Champion

Base Jobs: Knight+Orator
The Champion is a master of leading troops in defensive combat, from heading off the first charge to holding out during sieges. The Champion knows that leadership has an element of showmanship to it, and uses this to their advantage to both lock enemies down and inspire their soldiers.

Name Subname Effect
Challenge - On engaging in melee with an enemy Hero, you may make an opposed Resolve test against their Resolve. If you pass, then neither you nor the enemy Hero may disengage from melee, and you may only attack each other; furthermore, enemies who try to attack either of you take a -1 penalty to hit. However, all Minions gain +1 to Ward Saves and reroll Defense Saves and Morale Tests so long as you remain standing and facing that enemy Hero.
Pillar of Resolve - All of your Warband's Minions gain +1 to Wounds. Should you rout or be incapacitated, however, all of your Minions suffer an instant, auto-hitting Strength 5 hit, and they take a -3 penalty to their next Morale test.

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Blue Mage

Base Jobs: Knight+Mage
How Blue Mages got their name is a matter of mystery. Some say it refers to their impressive collection of bruises, whilst others suggest it's because Blue Mages make other mages depressed. Both could be feasible, for Blue Mages are a particular nemesis to magic users, disrupting their magic with expert ability. Furthermore, Blue Mages possess the strange ability to harness and mimic the wild magics of arcane and bestial entities, trammelling the chaotic energies with their knightly discipline.

Name Subname Effect
Blue Magic - You can learn Blue Magic. Blue Magic is any ability with the 'Blue Magic' quality, as determined by the GM. You learn Blue Magic by being hit with that ability. Blue Magic can then be used by you as if you knew it, but still takes up a memorisation slot.
Siphon - You may make one extra Dispel action per turn.

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Phantom

Base Jobs: Scout+Scout
Phantoms are called as such for their elusive nature, unnatural speed and refusal to be pinned down. One of the most slippery and agile things on two legs, a well-trained Phantom is capable of moving faster on their own feet than many animals built for speed.

Name Subname Effect
Ability Aptitude (Agility, Melee, Insight, Strength) Choose one of the Scores in parentheses. Advances of that Score cost half as much experience to buy, rounded up.
Phantom Speed - You gain the Fast trait. If you choose Phantom as a Fusion Job twice, you gain the Very Fast trait on your second selection, replacing Fast.
Touch of Death - The first hit from each of your Critical Hits ignores defense saves. Furthermore, attacks benefitting from the following talents now critical on a roll of 1 or 2: Backstab, Dirt Bomb, Misericord, Bane Techniques, Steal, Gear Grabber and Weapon Wrangler.

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Explorer

Base Jobs: Scout+Scholar
Considered to be either particularly dashing, adventurous scholars or surprisingly well-educated scouts, the Explorer combines rugged practicality with useful knowledge to provide an edge. Explorers are excellent at dealing with traps, whether they be simple caltrops or ancient mechanisms designed by mad monarchs. They are also especially good at using terrain, and pass these benefits on to allies.

Name Subname Effect
Read the Land - Before a battle, select one terrain type; all allies take a +1 bonus to all rolls within that terrain type. Furthermore, any Allies who gain Advantage at the start of the battle may deploy anywhere in that type of terrain, even inside enemy deployment zones.
Trap Buster - You take a +2 to bonus to tests to avoid or disarm traps. Furthermore, once per battle during the Utility Phase, you may deal a single auto-hitting Strength 4 hit to any enemies within the terrain affected by Read the Land.

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Beastmaster

Base Jobs: Scout+Orator
The Beastmaster is more than a mere animal handler. They understand animals, both in comprehending an animal's behaviour but also in what an animal is trying to say. This allows the Beastmaster to connect to animals in a deep, almost spiritual manner, forging bonds of friendship beyond simple master-and-servant relations typical to those who work with beasts.

Name Subname Effect
Beast Whisperer - All of the Orator talents that only apply to humans now apply to Beasts as well. Furthermore, you can ride any type of Beast. Finally, the Entice talent can be used against Beast Heroes, but only if that Hero was incapacitated, and it is after the battle. Beast Heroes recruited in this way cannot be deployed by themselves, but can be used as a Mount for those who know how to use them.
Leader of the Pack - All of your warband's Beast Minions take a +3 bonus to Morale tests so long as you are on the field (this doesn't stack with itself). However, if you are incapacitated or routed, then they take a -3 penalty to their next Morale test.

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Geomancer

Base Jobs: Scout+Mage
Geomancers, also known as 'Natural Mages' or 'World Sorcerers', are mages who have developed a deep sensitivity to the geomantic web that underpins the natural world. This web connects one forest to all forests, one river to all rivers, one mountain to all mountains, forming a huge, impossibly complicated system that can't be truly mapped, but can be understood. Geomancers whisper their words along these strands of energy, sensing the thoughts of the natural world, and bending the strands to their will.

Name Subname Effect
Geomantic Channeling - Select one terrain type before the battle. You take a +1 bonus to Spellcasting, Melee and Agility tests so long as you are within that terrain. Three times per battle during the Utility Phase, you can summon that type of terrain, which appears on your square and on all adjacent squares.
Traverse the Strands - You gain the Strider (all) trait. If you are within a particular form of terrain, then during the Movement Phase, you can move to anywhere on the map with matching terrain; this doesn't trigger attacks of opportunity. (Narratively, this can be used to travel up to 80km per day).

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Professor

Base Jobs: Scholar+Scholar
A Professor is a term for an accomplished scholar, a master of their field. In some places this is a specific title granted to academics, and comes with privileges and requirements, whilst in other areas it's simply a colloquial term for a highly well-read person. Scholars have keen minds and are resourceful, even on the battlefield.

Name Subname Effect
Ability Aptitude (Insight, Ranged, Spellcasting, Resolve) Choose one of the Scores in parentheses. Advances of that Score cost half as much experience to buy, rounded up.
Living Stockpile - You can carry an extra four consumables, and you can now use the Use Consumable action an extra time per turn.
Battlespace Mastery - Before battle, you may select three minions or one Hero. They now deploy as though they had Advantage, even if you didn't earn it. If taken twice, Battlespace Mastery lets you apply this to all Minions, or to half your Heroes, rounded up.

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Counsellor

Base Jobs: Scholar+Orator
The Counsellor provides counsel to others. It is often observed that scholars know (or think they know) best for others, but are unable to convince them of this. The power of oratory, meanwhile, can convince others, but the orator is not always sure of what is best for those they convince. The Counsellor, then, solves both problems by marrying knowledge and persuasion. Uniquely, the Counsellor's abilities do not directly apply to combat. Instead, Counsellors improve the Warband's non-combat and personal turn effects.

Name Subname Effect
One on One Time - Once during Personal Turns, you can use 'One on One Time' as your action. Test Resolve: on a success, all of the Warband's Heroes may take one of the following benefits of their choice: an extra Personal Turn action, add half your Resolve as a bonus to their tests, reduce their Stress by your Resolve.
Smart, Achievable Goals - All of the Warband's Heroes double their Degrees of Success for Personal Turn actions. If a Warband has multiple Counsellors, then each copy of Smart, Achievable Goals increases the multiplier by one- double becomes triple, triple becomes fourfold, and so on.

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Farseer

Base Jobs: Scholar+Mage
A 'Farseer' is a term for someone who mixes magical and academic studies to closely that the two are difficult to separate. The term originally referred to the practice of scholars learning magic for the purpose of scrying, studying far-away things, predicting the future or finding rare items. These days, however, the actual meaning of the term has drifted a good deal from its etymology, to the point that some prefer 'Alchemist' or 'Sage'. Farseers combine their magical abilities with their item-making and strategic ones in order to produce a dangerous, versatile entity.

Name Subname Effect
Empower Item - Once during Personal Turns, you can use the 'Empower Item' action. Take one spell, then spend some cash- 1 Small for a tier 1 spell, 1 Medium for a tier 2 spell, and 1 Big for a tier 3 spell. Then test Spellcasting (-2 penalty for tier 2 spells, -4 penalty for tier 3 spells). Just by attempting, you generate one consumable (named by default '<spell name> gem') that can be used in the spell's utility phase to cast the spell at regular strength, automatically hitting. On a successful test, then you generate one extra copy of the consumable per 2 DoS.
Sagacity's Certainty - At the start of each Cycle, roll three 1d10s and record the result. Once per turn, you can at any time swap the result of one test you or an adjacent character made with one of your 1d10s. This is a swap, so your 1d10 'slot' is now filled with the test result you replaced.

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Demagogue

Base Jobs: Orator+Orator
A Demagogue is a sometimes-derogatory term for someone with the talent to win the hearts of others, often a crowd or body politic. Originally meaning just a leader of common people, it is often used now to refer to those who use rhetoric and psychology to exploit the ignorance and ugliness of the common person for their own gain. Of course, that's not you, is it?

Is it?

Name Subname Effect
Ability Aptitude (Resolve, Ranged, Agility, Insight) Choose one of the Scores in parentheses. Advances of that Score cost half as much experience to buy, rounded up.
Project Character - The range of all Orator talents are doubled. For those that affect adjacent characters (including the Play talents), they now can affect targets up to two squares away.
Work the Crowd - Your Orator talents that target a single target now target one extra. This includes Energising Play, Cautioning Play, Seductive Play, Manipulate Emotions, Talk Down, Entice and Distract.

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Summoner

Base Jobs: Orator+Mage
A Summoner, also known as Invokers and Evokers, are those who apply the skill of rhetoric and persuasion to the field of arcane knowledge. Summoners understand magical creatures, such as elementals, spirits, or even demons, but they also know the words, phrases, assumptions, fundamental rules and conduct needed to talk to, persuade and bind these entities to their will. All Summoners form a pact of familiarity with at least one Eidolon- a powerful spirit from beyond the mundane world- and some have many such entities under their will. Powerful Summoners can gather hosts of spirits, ghosts, incarnations, and even angels and demons to their will.

Name Subname Effect
Make a Contract with Me? - All of the Orator talents that only apply to humans now apply to Arcanes as well.
Summon Eidolon - Summoners can make pacts with Eidolons, which requires fulfilling certain obligations negotiated between Summoner and Eidolon. Once per Encounter, a Summoner can spend a Fate Point. They are removed from the battle and replaced with their Eidolon, who lasts until destroyed or recalled, at which point the Summoner returns on the same spot. Destroyed Eidolons recover at the start of the next cycle. All Summoners start with one of the six starter Eidolons (Ifrit, Shiva, Titan, Ramuh, Sylph and Siren)

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Archmage

Base Jobs: Mage+Mage
An Archmage is a term referring to a preeminent or powerful mage. The specific meaning of the term varies culturally- in Gariland and western Midoria, an Archmage is a mage who has mastered two whole branches of magic, or achieved intermediate skill with all of them. In Ordalia, especially Southern Ordalia, an Archmage is a semi-political term reserved for the head of a noble mage family. Either way, Archmages are masters of magic, capable of putting lesser mages to shame with ease.

Name Subname Effect
Ability Aptitude (Spellcasting, Resolve, Insight, Agility) Choose one of the Scores in parentheses. Advances of that Score cost half as much experience to buy, rounded up.
Arcane Magister - You gain extra magic memorisation slots equal to your Spellcasting score. If your score increases, you gain extra slots as normal.
Double Cast - Once per turn, you may cast one extra spell during a single Phase. This ignores restrictions on keywords, attack counts or other such restrictions.

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