Big update this time: the Secondary Jobs!

As I said earlier, every character must choose 2 jobs - a Main a Secondary. Thus far, with 9 Main Jobs (Warrior, Archer, Monk, Adept, Black Mage, White Mage, Time Mage, Rogue and Artist) and 8 Secondary Jobs, we're up to 72 possible unique combinations (and there is an extra Main Job in the first supplement). So, without further ado, lets move on to the Secondary Jobs!

Secondary Jobs

Spoiler: Secondary Jobs
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Alchemist

Spoiler: Alchemist
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Items and potions specialist, able to use consumables with their full potential. Its main Stat is Water. Be an Alchemist if you want your character to be more durable, capable of staying alive longer and use items offensively better.

Skills

Spoiler: Quick Hands (level 1)
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Quick Hands: Core Ability acquired at level 1. !Draw is a free action for you. You still need to spend initiative dice normally to use items or replace equipment. Specialties:

Combat Medic: Requires Fire level 3. You can equip medium armor and the flowing weapons: Rifles / Crossbows.

Impromptu Mage: Requires water level 5. Whenever you use an item that casts a Spell, you can use your Water Stat, rather than the Fire Stat, to calculate its effects.

Treatment: Requires Earth level 5. You gain access to the Quick action !Treatment. With it, you suppress bad conditions on a target, helping him to overcome his discomfort. Supress all negative status effects on the target until the end of the round. This does not extend the statusí duration.


Spoiler: Pharmacology (level 19)
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Pharmacology: Core Ability acquired at level 19. Whenever you use an item to recover HP or MP, double its effects. Specialties:

Alchemical Fire: Requires Air level 12. Whenever you use a consumable that deals damage, the item does 10% extra damage at the end of the round, ignoring Armor or Magic Armor.

Vaccination: Requires Water level 12. When using an item to cure status, the target is immune to the cured status effect for 2 rounds.

Poison Distilling: Requires Fire level 12. When using a consumable that inflicts negative status effects, the inflicted status lasts one extra round.


Spoiler: Distribute (level 35)
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Distribute: Core Ability acquired at level 35. Whenever you heal someone, the amount that exceeds its maximum HP is divided equally between you and all allies except the character that was initially cured. Distribute does not affect healing effects that target more than one target. Specialties:

Mix: Requires Fire level 16. You gain the Slow (1) action !Mix. You can mix two items and use them in a single action. If mixing two identical healing items, you generate the effect of the next higher level item (for example, two Potions turn into a Hi-Potion). If you mix two different healing items, you generate the effect of the cheapest item in the whole Group (Mixing a Soft and Tonic creates the effect of Tonic in the Group). If you mix two identical battle items, you cast the next strongest spell of the same group (two Bomb Fragment cast the Spell Fira). If you mix two different battle items, you cast the weakest magic against the Group (using the single target damage if the spell deals reduced damage to groups). Special cases may be examined individually by the GM and cause unique effects.

Alchemical Tenacity: Requires Earth and Water level 14. Increase your HP bonus by 1x your level and your MP bonus by 1x your level.


Spoiler: Unstable Potion (level 50)
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Unstable Potion: Core Ability acquired at level 50. At the beginning of each day, you can choose to sample an unstable potion, using yourself as a guinea pig. If you do, choose one of the Transformation type negative statuses. You become vulnerable to it and resistant to all other Transformation type statuses. Any other effects that give you resistance or immunity to the chosen status automatically fail, even from equipment. This effect lasts the entire day. Specialties:

Double Item: Requires Air level 18. You gain the Quick action !W-Item. With it, you may use two drawn items with only one action.

Auto-Potion: Requires Earth level 18. You gain the reaction !Auto-Potion. You can use it when you suffer an attack. You draw an item from your inventory and use it on yourself. The itemís effects happen after the effects of the attack you suffered.

Berserker
Spoiler: Berserker
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Through offensive maneuvers, a Berserker believes that the best defense is a good offense, and try to cause as much damage as quickly as possible. Water is an important Stat to this class. Be a Berserker if you want to increase your ability to cause physical damage as soon as possible; after all, dead enemies donít fight.

Skills

Spoiler: Counter Attack (level 1)
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Counter Attack: Core Ability acquired at level 1. After suffering the damage of a physical attack, you can discard any initiative die to perform the !Attack action against the character who attacked you. Specialties:

Hamedo: Requires Air level 6 and Fire level 5. You gain access to the reaction !Hamedo. Use after being targeted by an attack. Perform the !Attack action against the character targeting you. If the target drops to 0 HP or for any reason can not attack you after suffering your attack, his action is spent without causing any effect.

Riposte: Requires Earth level 6 and Water level 4. After receiving a physical attack, you may use your Counter Attack even if the attack fails for any reason.

Kharmic Strike: Requires Earth and Air level 5. During your Counter Attack, you ignore the targetís Flight status. Increase the difficulty of reactions to your Counter Attack by 30.


Spoiler: Provoke (level 19)
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Provoke: Core Ability acquired at level 19. You gain the Quick magical action !Provoke. Insult your opponent, causing him to attack you or lose focus. Make a Water vs Fire attack, difficulty 20. If successful, until the end of the next round, if the targeted enemy doesnít include you as a target in any of his attacks, you may perform the !Attack action against him as a free action after the enemyís action. Specialties:

Ignore the Pain: Requires Earth level 16. Increase your Armor by 50% against attacks made by enemies under the effect of the !Provoke action.

Howl: Requires Fire level 10. You gain the Ranged Quick magical action !Howl. Roaring to intimidate your opponents, you make them more vulnerable to magical effects. Perform a Water vs Water attack, difficulty 50. This action causes the Weaken (Mental) status on a target until the end of the next round.

Sovereign Mind: Requires Earth level 9 and Fire level 7. When performing your Counter Attack, instead of the !Attack action , you may use any of your actions that that can target the opponent, provided the action is not Slow or a Spell.


Spoiler: Fury (level 35)
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Fury: Core Ability acquired at level 35. While your current HP is 25% of your max HP or less, you gain the Strengthen (Physical) status. You lose this status if your current HP is more than 25% of your max HP for any reason. In addition, you gain the Dispel Spell at level 40. Specialties:

Bloodlust: Requires Water level 12. While your current HP is 25% of your max HP or less, your allies gain the Strengthen (Physical) status. Your allies lose this status if your current HP is more than 25% of your max HP for any reason.

Critical Comeback: Requires Air level 14 and Water level 12. Whenever you suffer a critical hit, gain an extra initiative dice with the value 10.


Spoiler: Unwavering Fury (level 50)
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Unwavering Fury: Core Ability acquired at level 50. Once per round, when you suffer a physical attack, you can increase or decrease by one the d100 result. Specialties:

Furious Madness: Requires Earth level 18. You may, as an action, inflict the Berserk status on yourself until the end of the round. Also, whenever you are under the Berserk status, you also gain the Strengthen (Physical) status for the same duration. Finally, while you are under the Berserk status, you may use the !Attack, !Hamedo, !Howl and !Provoke actions, if you have them, instead of only the !Attack action.

Rage Magic: Requires Fire level 18. You can use your Counter Attack when hit by Spells and magical attacks. Also, whenever you use a Spell that deals damage, you may spend 25% extra MP after rolling the spell attack. If you do, the Spell may have critical hits, dealing twice damage. Finally, if you have the Sovereign Mind Ability, you may use Spells to Counter Attack, if the Spell targets the opponent.


Defender

Spoiler: Defender
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With cover and protective maneuvers, a Defender seeks to protect its allies against attacks, often placing himself in danger. Its main Stat is Earth. Be a Defender if you want to protect your allies, shielding them from damage or negative status effects.
Skills

Spoiler: Cover (level 1)
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Cover: Core Ability acquired at level 1. You gain the reaction !Cover. Use it when an ally is hit by a physical attack. You suffer the effects of the attack, rather than the ally. As a free action, you can use another reaction against the attack, if able. Specialties:

Sentinel: Requires Earth level 5. As a free action, when an ally with current HP equal to or less than 25% or his max HP undergo a physical attack, you may suffer the attack instead of the original target.

Arcane Defense: Requires Water level 4. You may use !Cover to react when an ally suffers a magical attack or Spell.

Armor Training: Requires Earth level 3. Choose light, medium or heavy armor. You may equip the chosen armor.


Spoiler: Share the Pain (level 19)
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Share the Pain: Core Ability acquired at level 19. You gain the reaction !SharedPain . Use when hit by a Melee physical attack. Do an Earth vs Earth attack, difficulty 80. If successful, after reducing the damage by your Armor, split the damage evenly between you and the opponent who attacked you, bypassing the opponent's Armor. Specialties:

Healing Wind: Requires Fire and Water level 5. Increase your MP bonus by 1x your level. In addition, you gain the Healing Spell group. Your Healing group Spells cost double MP and target you and all your allies rather than a single target (using single-target healing value for you and each ally).

Defensive Mastery: Requires Earth, Air and Fire level 8. Reduce by 20 the difficulty of any reaction you perform.

Noble Sacrifice: Requires Earth level 12. As a free action, when an ally suffer an attack that inflicts Fatal type status, you may suffer its effects instead. When using Noble Sacrifice, ignore your immunities.


Spoiler: Astra (level 35)
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Astra: Core Ability acquired Base at level 35. You gain the Astra Spell. Specialties:

Astraga: Requires Earth and Fire level 13. You gain the Astraga Spell.

Perseusí Mirror: Requires Air and Water level 13. Whenever a status caused by an opponent is blocked by the Astra Spell, you can spend an initiative dice to repeat the blocked attack using that opponent as target.


Spoiler: Immortal Body (level 50)
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Immortal Body: Core Ability acquired at level 50. At the start of each combat, you gain the Reraise status. Specialties:

Immortal Soul: Requires Water level 18. You gain the Great Gospel Spell.

Immortal Technique: Requires Air level 18. Choose a reaction from of any Job. You gain that reaction.


Dervish
Spoiler: Dervish
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Offensive Job, focused on fighting with two weapons to strike fast and often. Its main Stat is Air. Be a Dervish if you want to increase the amount and speed of your actions and be a great physical damage dealer.

Skills
Spoiler: Ambidexterity (level 1)
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Ambidexterity: Core Ability acquired at level 1. You may equip Two Weapons. Specialties:

Quick Draw: Requires level Air 3. Once per round as a free action, you can draw and switch weapons.

Killerís Garments: Requires level 1. You may equip medium armor and Throwing Weapons.

Deadly Dance: Requires Air level 5 and Fire level 4. Whenever you hit the !Attack action, you may lower the value of one of your initiative die by 1, to a minimum of the current phase.

Spoiler: Critical Speed (level 19)
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Critical Speed: Core Ability acquired at level 19. While your current HP is 25% of your max HP or less, you gain the Haste status. You lose this status if your current HP is more than 25% of your max HP for any reason. Specialties:

Blade Barrier: Requires Earth and Water level 6. The best defense is a good offense. Add your Air level to your Armor and your Fire level to your Magic Armor.

Danger Zone: Requires Air and Fire level 6. At the beginning of each round, you may spend HP equal to 25% of your max HP to receive the Haste status during this round.

Two-Weapon Defense:Requires Fire level 9 and Water level 5. You gain the reaction !Double Parry. Use when hit by a Melee physical attack. Do an (the greater of Air or Earth) vs Earth attack, difficulty 50. If successful, you ignore the attackís effects.

Spoiler: Deadly Accuracy (level 35)
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Deadly Accuracy: Core Ability acquired at level 35. After rolling an attack, you may reduce or increase by 1 the d100 result. Specialties:

Deep Cut: Requires Air level 16. When you attain a critical hit with an action that deals damage, ignore the target Ďs Armor and Magical Armor.

Zen Focus: Requires Earth, Air, Fire and Water level 8. At the beginning of each round, you may choose one of your initiative dieís value instead of rolling it.


Spoiler: Fierce Assault (level 50)
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Fierce Assault: Core Ability acquired at level 50. If, on the same phase, you can act more than once, you can perform these actions together. If you do and deal damage, you may add all damage dealt before reducing it by the targetĎs Armor or Magic Armor. Regardless of how many attacks you do, reduce the Armor or Magic Armor only once. Specialties:

Rain of Blows: Requires level 18 in air. Once per round, after being successful with the !Attack action, you may repeat the action as a free action.

Precise Hits: Requires Earth level 18. Once per round, you may re-roll an attack when using a physical or magical action.


Fencer

Spoiler: Fencer
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Defensive job that believes that the best way of not dying is being out of the way of attacks. Its main Stat is Air. Be a Duelist if you want to dodge the attacks of your opponents, especially their missiles, thus increasing your and your alliesí survival.

Skills
Spoiler: Block Projectiles (level 1)
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Block Projectiles: Core Ability acquired at level 1. You may equip medium armor and gain the reaction !Arrow Guard. When you are hit by a Ranged attack, make a Air vs Air attack, difficulty 40. If successful, you donít attackís effects. This does not affect Spells. Specialties:

Lightning Strike: Requires Fire level 4. Opponents can not use interrupt actions to react to your attacks.

Slim Target: Requires Air level 4. Once per round, you can use a reaction by spending your lower initiative dice, rather than a current phase dice. In addition, you may equip Light Sword / Knives.

Swarm Attack: Requires Earth and Water level 3. You gain the Quick physical action !Swarmstrike. Make an Air vs Earth attack, difficulty 50. If successful, inflict the Poison status in the target in this and the next two rounds.


Spoiler: Preemptive Attack (level 19)
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Preemptive Attack: Core Ability acquired at level 19. After rolling initiative, you may change one of your diceís value to 1. Specialties:

Return Fire: Requires Fire level 12. Whenever you have success with the !Arrow Guard reaction, you may discard one initiative dice to perform the !Attack action against the enemy that attacked you.

Coverage: Requires Water level 12. Your !Arrow Guard reaction may be used when an ally suffer a Ranged attack. If you succeed, your ally doesnít suffer the attackís effect.

False Weakness: Requires Earth level 12. When your !Arrow Guard reaction succeeds, you may force the opponent to discard a initiative dice and repeat the attack against you.


Spoiler: Slippery (level 35)
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Slippery: Core Ability acquired at level 35. Whenever you are targeted by a Spell that does not deals damage, you may increase by 25 the difficulty of that Spell. Specialties:

Divert Attention: Requires Air level 16. You receive the Vanish status during the first 3 phases of each round.

Just a Scratch: Requires Earth level 12 and Fire level 14. The first time in each round you suffer a critical hit, ignore the effects of critical hit (if any). The attack does its normal effects. You may still count as if it had been a critical hit for the purposes of other Abilities.


Spoiler: Total Defense (level 50)
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Total Defense: Core Ability acquired at level 50. You may postpone any number of actions, instead of only one. Specialties:

Water Dancer: Requires Fire level 18. Every time in a round you suffer an attack after the first, reduce by 5, cumulatively, the difficulty for your reactions. It is irrelevant whether the attack hit or missed, and if you used a reaction or not. The minimum difficulty for your reactions is zero. In the start of the next round, the difficulty of your reactions revert back to normal.

Lethal Precision: Requires Water level 18. If you discard an initiative dice after rolling an attack that may not have critical hits, you deal double damage in case of a critical hit. This ability may not be used with Spells.

Phalanx
Spoiler: Phalanx
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Defensive Job, specialized on protecting themselves and reducing physical damage. His main Stat is Earth. Be a Phalanx if you want to protect yourself from physical harm, increasing your capacity to face opponents focused on this type of damage.

Skills
Spoiler: Impenetrable (level 1)
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Impenetrable: Core Ability acquired Base at level 1. You may equip heavy armor and gain the reaction !Third Eye. When you are hit by an Melee attack, perform an Earth vs Air attack, difficulty 50. If you are successful, the attack fails. This does not affect Spells. Specialties:

Martial Training: Requires Earth level 3. Choose two types of weapons: Heavy Weapons, Polearms, Heavy Weapon & Shield or Throwing Weapons. You may equip the selected weapons.

Excessive Force: Requires Air level 5. Whenever you deal a critical hit against an opponent preparing a Slow action, cancel the Slow action.

Willpower: Requires Fire level 4. Your HP bonus becomes equal to 5x your level, if not already greater.

Spoiler: Tireless (level 19)
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Tireless: Core Ability acquired at level 19. While your current HP is 25% of your max HP or less, you gain the Protect status. You lose this status if your current HP is more than 25% of your max HP for any reason. Specialties:

Inspiring Courage: Requires Earth level 12. While your current HP is 25% of your max HP or less, your allies gain the Protect status. Your allies lose this status if your current HP is more than 25% of your max HP for any reason.

Preventive Defense: Requires Water level 15. Your Tireless ability activate when your current HP is 50% of maximum, instead of 25%.

Bonebreaker: Requires Fire level 15. Once per phase, if your current HP is 25% of your max HP or less when you use the !Attack action against an opponent that dealt you physical damage this phase, you deal 150% weapon damage if it is not a critical hit.

Spoiler: Unshakable (level 35)
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Unshakable: Core Ability acquired at level 35. You gain the reaction !Shield Wall. When you and at least one ally are hit by an attack that deals physical damage, perform an Earth vs Fire attack, difficulty 80. Your allies donít suffer the attackís effects regardless of the die result. If you fail, for each of the attackís targets, you suffer the attackís effects. If you are successful, for each of the attackís targets, you suffer the 50% of attackís damage. If you have a critical hit, you suffer the attackís effects only once.

Runic Shield: Requires Fire and Water level 12. You may use your !Shield Wall reaction against magical damage attacks.

Reinforced Shield: Requires Earth and Air level 13. Whenever you are successful with the !Shield Wall reaction, you gain the Strengthen (Armor) status until the end of the round.


Spoiler: Indestructible (level 50)
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Indestructible: Core Ability acquired at level 50. Whenever you are hit by an effect that gives a Barrier type positive status, increase by a round its duration. Specialties:

Scream: Requires Earth level 18. You gain the reaction !Scream. Use it when you suffer an attack that inflicts a negative status effect. Perform a Water vs (the greater between Air or Fire) attack, difficulty 80. If successful, the attack donít inflict any negative status and, if the attack did damage, you recover HP equal to twice the damage dealt.

Uncontrollable: Requires Water level 18. You gain the Slow (3) physical action !Meatbone Slash . Putting all your weight behind the strike, you perform an weapon attack. If successful, the target takes damage equal to your maximum HP, or 999, whichever is less.

Rune Knight

Spoiler: Rune Knight
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This Job is focused on neutralizing mages, able to prevent the casting of spells and avoiding its effects. Its main Stat is Fire. Be a Rune Knght if you want to protect yourself from harmful magic effects, and have the tools to overcome enemies whose power comes from magical abilities.
Skills

Spoiler: Defensive Runes (level 1)
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Defensive Runes: Ability acquired Base at level 1. You may equip light armor, and gain the reaction !Runic. Use it when hit by a Spell or a magical attack. Perform a Fire vs Fire attack, difficulty 50. If successful, the attack or magic has no effect.

Magic Drain: Requires Water level 4. If you suceeed with !Runic, recover the same amount of MP spent by the opponent.

Runic Area: Requires Fire level 5. Your reaction !Runic may also be used when a Spell or magical attack hits an ally.

Offensive Runes: Requires Air level 4. Your reaction !Runic may also be used when a Spell or magical attack hits an opponent.


Spoiler: Spell Protection (level 19)
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Spell Protection: Core Ability acquired at level 19. While your current HP is 25% of your max HP or less, you gain the Shell status. You lose this status if your current HP is more than 25% of your max HP for any reason. Specialties:

Protection Circle: Requires Earth level 12. While your current HP is 25% of your max HP or less, your allies gain the Shell status. Your allies lose this status if your current HP is more than 25% of your max HP for any reason.

Enhanced Protection: Requires Water level 12. Your Spell Protection ability activate when your current HP is 50% of maximum, instead of 25%.

Desperate Blow: Requires Fire level 12. You gain the Ranged Quick physical action !Magic Ruin. You may only use it if your current HP is 25% of your max HP or less and if you have the Shell status. To use it, you lose the Shell status and launch a wave of energy. If you succeed in a weapon attack, the target loses MP equal to (your Max HP - your current HP), ignoring the target's armor. Regardless of sucess, your Spell Protection will not activate during the rest of the combat.

Spoiler: Dispe Magic (level 35)
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Dispel Magic: Core Ability acquired at level 35. You gain the Slow (1) magical action !Dispel Strike. Perform a weapon attack. If successful, in addition to damage, you use your runes to absorb the targetís magic, ending all the targetís positive status effects. If he has Auto-status or SOS-status, these effects are suppressed until the end of the round.

Selective Dispel: Requires Air level 16. Your !Dispel Strike ends all the targetís statuses , positive and negative, but you can choose which status effects you want to end and which will continue.

Anti-Magic Zone: Requires Fire level 14 and Water level 12. When you use your !Dispel Strike action, you may target all the other combatants, allies or enemies, but if you do, the action does not deals damage.

Spoiler: Return Magic (level 50)
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Return Magic: Core Ability acquired at level 50. When you successfully use !Runic to block a Spell, you may discard a initiative dice to cast the Spell you just blocked. You spend MP as usual, but you donít need to have the Spell. Specialties:

Triple Magic: Requires Water level 18. You gain the reaction !Triple Magic. Use when suffering the effects of a Spell cast by an enemy. If, after suffering its effects, you may still cast Spells, spend MP equal to three times the Spellís cost. If you do, you cast the Spell three times, each time against a random enemy target. Each target may be hit more than once. Even if the Spell originally targeted a group, when used with this reaction, it will affect a single target in each cast.

Spell Ruin: Requires Earth level 18. You gain the Quick physical action !Spell Ruin. Perform a weapon attack. If successful, deal 150% weapon damage, and then the target loses an MP amount equal to the HP lost.

Wizard

Spoiler: Wizard
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This arcane Job gives Spells to characters that usually do not possess magical abilities or strengthens the magicians granting them more options. Fire is the most important Stat. Be a Wizard if you want more versatility to choose various Spell effects.
Skills

Spoiler: Arcane Adept (level 1)
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Arcane Adept: Core Ability acquired at level 1. Your MP bonus becomes equal to your level (if not already greater). Additionally, you gain one of the following a Spell groups: Lightning, Ice, Fire, Death, Transformation, Poison, Light, Air, Purification, Healing, Cosmic, Teleport, Gravity, Slow, Weaken, Strengthen or Flight. Specialties:

Armored Mage: Requires Earth level 3. You may equip heavy armor and Polearms.

Careful Casting: Requires Fire level 5. You may, as you cast a Spell, make it a Slow (3) action. Doing so will reduce by 20 its difficulty, to a minimum of zero.

Residual Energies: Requires Water level 6. Whenever you use a spell, residual energies permeate the environment for a round. You may consume them when casting a Spell to reduce itís cost by 25%. Spells that consumed residual energies do not release residual energies.

Spoiler: Counter Magic (level 19)
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Counter Magic: Core Skill acquired at level 19. . After suffering the effects of a Spell or magical attack done by an enemy, you can discard any initiative die to perform the !Attack action against the enemy who hit you.

Arcane Warrior: Requires Earth level 12. Once per round, after casting a Spell, you may perform the !Attack action against one of the Spellís targets as a free action.

Dispel Barriers: Requires Water level 12. You gain the Ranged Slow (2) magical action !Shieldbreak. Firing pure magical energy waves, you destroy the defenses of allies and enemies. Make a Fire vs Water attack, Difficulty 75. All affected combatants, allies and enemies, lose the Shell and Reflect statuses.

Wild Magic: Requires Fire level 12. You may cast a spell on its wild form, as an Slow (4) action. The Spellís difficulty becomes a d100 roll instead of a fixed number.


Spoiler: Silent Spell (level 35)
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Silent Spell: Core Ability acquired at level 35. Once per round, even if suffering the Mute status, you may cast Spells normally.

Shape Elements: Requires Earth and Air level 14. When casting a Spell that deals damage, you may pay 25% extra MP to change its element to any other of your choice.

Force of Thought: Requires Fire and Water level 14. Choose and gain a Spell group.

Spoiler: Arcane Master (level 50)
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Arcane Master: Ability acquired Base at level 50. Choose and gain a Spell group. Specialties:

Twincast: Requires Air level 18. You gain the Slow (1) action !W-Magic. Using it, you cast two Spells with one action. !W-Magic may not be used to cast spells whose MP costs, added, exceed 150.

Forbidden Arcana: Requires Water level 18. Choose a Arcane Mysteries Specialty of any Mage Job. You gain this Ability, even if you do not met the requirements.