Special Techniques
From Final Fantasy VIII-2
Archetype techniques are particular to one archetype and cannot be learned by other archetypes without some special story event or dispensation from the Game Master. This separates them from Weapon Techniques and Breaks, which are available to anyone who learns the appropriate Weapon Focus skill. The only exceptions to the rule on Weapon Focus techs being open to all is the Gunblade Weapon Focus, which is open only to Gunblade Specialists. Because of this, the Gunblade Weapon Techs are listed with the Gunblade Specialist archetype techs. Even if a character is of the appropriate archetype to learn a skill tree, they must still possesses at least one rank in the skill the Techniques are based on in order to learn the techs and breaks.
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Gunblade Specialist
Weapon Focus
Trigger 1: This technique teaches the Gunblade Specialist when to pull the Trigger as he swings his blade, thus causing extra damage. In game terms, this means that the Gunblade Specialist's attacks have a chance to get Upgrade 1. With Trigger 1, any time the Gunblade Specialist gets an outcome of 10 or better, they pull the trigger and get a damage upgrade.
Special: Requires Gunblade Level 1
Mana: -
Shots: 4
Trigger 2: This technique is simply a refinement of Trigger 1. Now the Gunblade Specialist only has get an outcome of 5 or better to pull the trigger and get Upgrade 1. If the Gunblade specialist gets an outcome of 25 or better, the damage is further upgraded to Upgrade 2.
Special: Requires Gunblade Level 1
Mana: -
Shots: 4
Trigger 3: As the final refinement of the Trigger abilities, Trigger 3 grants the Gunblade Specialist Upgrade 1 whenever he hits. If he gets an outcome of 10 or better, he recives Upgrade 2 instead. With an outcome of 25 or better, his strikes climb to the massive Upgrade 3.
Special: Requires Gunblade Level 1
Mana: -
Shots: 4
Dual Slash: When performing a Dual Slash, the Gunblade Specialist runs at a target, striking them first in the front, and then in the back, for two total hits on the same action. Damage is resisted separately by Toughness for both hits. If the Gunblade specialist rolls an outcome of 5 or better, she gets Upgrade 1 to each strike. If she rolls an outcome of 10 or better, she gets Upgrade 2 to both strikes.
Special: Requires Gunblade Level 2
Mana: 20
Shots: 4
Four Corners Strike: The Gunblade specialist leaps back from the foe he's fighting, and swings his blade, mystically splitting into 4 separate selves to deliver a hit from four sides at once. The splitting lasts only until the blow is struck, and then the mirror images of the Gunblade Specialist disappear. This powerful attack does Upgrade 4 damage, and cuts the target's Toughness in half, for the duration of the strike only. If the Gunblade Specialist rolls a 5 or better with the attack roll, then he triggers, raising the damage bonus to Upgrade 6.
Special: Requires Gunblade Level 2
Mana: 20
Shots: 5
Crippling Cut: The Gunblade specialist concentrates and swings a glowing blade. At the end of the swing, a magical blade of light spins off the physical gunblade, and sinks deep into the target, inflicting more than just a physical wound. This attack inflicts U5 damage, and is Ranged.
In addition, this attack directly targets the attributes of the target, reducing an attribute of the Gunblade Specialist's choice. The base damage of the Gunblade is applied to any secondary attribute of the target directly, for instance, a Gunblade Specialist with a base damage of 15 could reduce a Toughness of 20 to 5. Triggering on a Crippling Cut occurs on an outcome of 3 or better, and affects the Gunblade's base damage normally, adding 1 Upgrade. Attributes cannot be reduced below zero. This effect can be healed with Esuna, or a full day of rest followed by a good night's sleep. Crippling Cut can be resisted by Nobility, but few other defenses prevail against it.
Special: Requires Gunblade Level 3
Mana: 20
Shots: 4
Shadowless Strike: The Gunblade Specialist moves and strikes so fast that they eye cannot follow, the strike is 'shadowless'. The Attack is Crushing, it ignores Toughness and Armor. Trigger effects occur normally.
Special: Requires Gunblade Level 3
Mana: 30
Shots: 2
Omnislash: The Gunblade Specialist goes into a frenzy of attacking, whirling around the battlefield and swinging her blade at incredible speed. This technique allows the Specialist to make multiple attacks, continuing to attack until she misses a foe, at which point the Omnislash ends. The Omnislash begins at an Action Value bonus equal to the GB Specialist's Gunblade Skill, and each new attack reduces the Weapon Focus Action Value by 1. Thus, on the 5th attack, the Specialist has a -1 to her Weapon Focus Action Value. (Assuming the Specialist never increased her GB Weapon Focus Skill) Trigger effects add Upgrades to damage as normal.
The Gunblade specialist must choose a new target to hit each time, until all targets have been hit, in which case she may start a second round of hits, etc. Targets that count for this attack have to be in the general range of the battle, the Gunblade Specialist does not have to run a half mile to track a sniper down. This Technique cannot be used in a situation where there is only one enemy in the battle area, and ends if use of the technique kills off all but one enemy.
Special: Requires Gunblade Level 4
Mana: 30
Shots: 8
Omega Blade: As the final technique of the Gunblade Style, this move is impressive indeed. The Gunblade specialist concentrates and then makes a massive overhand strike, her blade glowing with fiery power. A cone of destruction spreads out from the point where the Gunblade strikes the ground, tearing into everything in it's path. Living beings are damaged, spirits are battered, walls and vehicles are hammered by pure force, the very ground along the path of destruction is rent apart. The cone of destruction spreads out in a 60 degree arc, and extends forward for as many yards as the Gunblade Specialist has Strength. Everything in the path takes Upgrade 9 damage, the damage in question is physical. Buildings and vehicles are damaged at the GM's discretion.
Special: Requires Gunblade Level 4
Mana: 60
Shots: 5
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Leadership
Aim: The Gunblade Specialist gives his troops pointers on where and how to hit, making them more accurate. The player rolls the character's Leadership skill. For every 5 points of the outcome, rounded down, one person is affected by the technique. Affected individuals get Upgrade 1 to the Action Value of their physical attacks for the next 10 shots.
Mana: 3
Shots: 1
Cheer: The Gunblade Specialist cheers his teammates on, pushing them to greater power in combat. The player rolls the character's Leadership skill. For every 5 points of the outcome, rounded down, one person is affected by the technique. Affected individuals get Upgrade 1 to Strength for the next 10 shots.
Mana: 3
Shots: 1
Gird: The Gunblade Specialist cautions his troops to be careful, decreasing the chance that they will open themselves up for a devastating attack. The player rolls the character's Leadership skill. For every 5 points of the outcome, rounded down, one person is affected by the technique. Affected individuals get Upgrade 1 to Toughness for the next 10 shots.
Mana: 3
Shots: 1
Reflexes: The Gunblade Specialist pumps his allies up, keeping them focused and on their toes. The player rolls the character's Leadership skill. For every 5 points of the outcome, rounded down, one person is affected by the technique. Affected individuals get Upgrade 1 to Dodge for the next 10 shots.
Mana: 3
Shots: 1
Luck: The Gunblade Specialist is now a good enough leader to have an almost mystical effect on his troops. The player rolls the character's Leadership skill. For every 5 points of the outcome, rounded down, one person is affected by the technique. Those affected may use their Luck on rolls at it's full value for the rest of the combat, even if luck points have been spent. Further, each affected person gains 3 luck points, unless they are already at or near their maximum in which case any excess luck is lost.
Mana: 10
Shots: 4
Focus: The Gunblade Specialist can give his mages pointers now as well. The player rolls the character's Leadership skill. For every 5 points of the outcome, rounded down, one person is affected by the technique. Affected individuals get Upgrade 1 to their next Sorcery AV roll, and the damage gets Upgrade 1, if the spell hits.
Mana: 7
Shots: 3
Inspire: The Gunblade Specialist can impart a little of his own gift for constantly getting critical hits. The player rolls the character's Leadership skill. For every 5 points of the outcome, rounded down, one person is affected by the technique. Affected individuals get Upgrade 2 to physical attacks and spells that roll a +5 over the target's Dodge or Magic Evade for the next 10 shots.
Mana: 9
Shots: 2
Final Effort: With a stirring speech, the Gunblade Specialist is able to get just one last effort out of his troops. An entire squad, up to the Gunblade Specialist's Charisma score, recovers three times their Constitution in Hitpoints, and Mana equal to their spirit + willpower.
Mana: -
Shots: 4
Perfect Team: With proper guidance, the Gunblade Specialist's Squad is now a well oiled machine, dispatching foes with precision and grace. This ability counts as a continuous action, adding 1 to the shot cost of ALL actions the Gunblade Specialist takes during the duration. Everyone in the Squad gets the Gunblade Specialist’s Charisma as a bonus to ALL rolls for the duration, and Upgrade 1 to all physical or magical attack damage as well. Perfect Team lasts for the Gunblade Specialist’s Leadership AV + 10 shots, and may be ended early if the Specialist chooses. Activating this technique requires 1 shot, and a shouted battle plan or other form of encouragement and leadership.
Mana: 12
Shots: Special
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Samurai
Bushido (Martial Arts)
Pure Spring: The Samurai calls upon the restorative power of the peaceful and harmonious pure springs of the world, to generate some minor healing and status curing power. The Samurai heals a number of Hitpoints equal to his Martial Arts AV + his Willpower, and is cured of the Blind and Slow status effects, if he is currently suffering them. Though not the most powerful of healing effects, the magic of the Pure Spring requires no energy from its user.
Mana: -
Shots: 3
Mighty Oak: The Samurai remembers the dignity and unbending strength of the Oak, and so gains Upgrade 1 to Toughness and Spirit for a number of shots equal to his Martial Arts AV + his Willpower. Mighty Oak can be dispelled with Short Out, Dispel, and other effects that remove Protect or Shell.
Mana: 12
Shots: 3
Watchful Honor: The Samurai sees clearly into his own heart, and becomes immune to the Blind and Sleep statuses.
Mana: -
Shots: -
Dig Two Graves: To see one's allies brought low enrages a Samurai. Whenever the Samurai sees an Ally killed or KO'd, he may immediately make a Martial Arts or Weapon Focus attack at 0 shot cost against any foe in range. This attack can be another special technique, but in that case the Mana cost for the tech must be paid, and One (1) shot is added to the Samurai's next active shot. Limit breaks may not be channeled through this vengeful strike.
If the Samurai elects to make a basic Weapon Focus or Martial Arts attack, not using a special technique, there is no mana cost for Dig Two Graves. Using a special technique does trigger a mana cost for this tech, in addition to the cost of the technique channeled through Dig Two Graves. Should more than one ally go down on a single shot, the Samurai can make one basic attack for free for each ally that dropped, or he may make one special technique attack for each ally that drops, or some combination therof. For each special tech chained through this power, the Samurai pays the 10 mana cost and loses 1 shot, even if all the uses of this tech are on the same shot.
Mana: - / 10
Shots: 0
Vital Honor: The Samurai's spirit becomes strong enough to prevent any evil substances from taking root, and he becomes immune to the Poison and Zombie statuses.
Mana: -
Shots: -
Honorable Clarity: The Samurai knows the clear, uncompromising tenets of Bushido, and the clean simplicity of an aesthetic lifestyle. Confusing & Berserking effects can not longer affect the Samurai.
Mana: -
Shots: -
Strength of My Ancestors: An Honorable Samurai who is strong of will and pure of heart is not someone to be taken lightly. The Samurai may always add his Willpower to all his Martial Arts, Weapon Focus, and Artistic Ability rolls. He also adds his Willpower to his Base Damage. This is in addition to techniques and Limits that already add Willpower to damage. Once learned, this technique is always active.
Mana: -
Shots: -
Purity of Honor: The Samurai has gained favor with the Ancestors and Fortune, and can no longer be the subject of the Curse status. Nor can he be laid low by a cheap trick, the Samurai is immune to Doom and Death. As an additional bonus, a Samurai at this level of mastery no longer spends extra shots when channeling techniques through 'Dig Two Graves'.
Mana: -
Shots: -
Steel Karma: Foolish indeed are those who belive they can strike a Samurai with impunity, for only by his mercy will they escape it unharmed. The Samurai permenently gains the Counter and Magic Counter abilities. However, the Samurai may choose to counter with a Martial Arts Attack or Weapon Focus attack instead of using a spell, when using Magic Counter.
Mana: -
Shots: -
Artistic Ability
Deep Contemplation: Contemplating the perfect stroke of a brush, or the perfect stroke of a blade is much the same. For every two shots the Samurai spends in contemplation, his Martial Arts AV gets 1 Upgrade. Thus after 4 shots of contemplating the Samurai's Martial Arts AV is doubled. This increase lasts for only one action, be it an attack, or one of the Samurai's techniques that rely on his Martial Arts AV.
Deep Contemplation may also be applied to skills other than Martial Arts, but it is not as well suited for most skills. Weapon Focus skills for Samurai Weapons (Katana, Wakazashi, No-Dachi, Tetsubo, Bow) gain the full bonus, as does Artistic Ability. Honorable skills such as Tactics, Instruction, Intimidation, Leadership, and Police receive an Upgrade every 3 shots. (So after six shots, the skill doubles.)
Using Deep Contemplation for skills that have no relation to Bushido such as Sorcery, Guns, or Pilot is hard, and they receive only 1 upgrade per 4 shots. Deep Contemplation cannot be used on dishonorable skills like Deceit, Gambling, Intrusion, or Seduction.
Mana: 5
Shots: Special
Graceful Flourish: The Samurai fights like a dancer, a poet of the blade. His weapon spins, whips, cuts back and forth with dizzying speed, yet each strike is a clean, and pure curve of sharp steel. The effect is fascinating, difficult to tear one's eyes from. All attempts to target the Samurai while this effect is running are at +1 shot cost. In addition, the Samurai may add his Appearance to his Base Damage while Graceful Flourish persists. A single casting of Graceful Flourish lasts for the Samurai's Artistic Ability AV in Shots.
Mana: 5
Shots: 1
Lion's Mane: Unsurprisingly, this technique was first pioneered by the proud Lion clan. The Samurai steps forth boldly, in all his confidant glory. Against any enemy with a lower Charisma than the Samurai, he may add his Charisma to his Martial Arts AV, Samurai Weapon Focus, or his Base Damage. This effect lasts for a number of shots equal to his Artistic Ability AV. If the Samurai wishes to use this power again, consuming 2 shots and 20 mana total, he may also add his Appearance to his Weapon Focus, Martial Arts, or Base damage, but only if his appearance exceeds that of his opponent. Multiple uses of this ability can also be used to add an attribute to more than one of the listed choices.
Mana: 10
Shots: 1
Kabuki: Grand theater that amazes and draws the attention. The Samurai puts on a flashy show that both fascinates and enrages his foe. All enemies that can see or otherwise sense the Samurai must roll Willpower at a difficulty of his Artistic Ability + Appearance. Those that fail must attack the Samurai to the exclusion of other targets. Creatures with Nobility are immune to this effect, but might attack the Samurai anyway if he irritates them or it is to their advantage. This effect lasts for the rest of the battle, once begun. Flashy effects are sure to distract the Audiance, the Samurai adds his Appearance to his Dodge and Magic Evade for a number of shots equal to his Artisic Ability when Kabuki is used. Creatures with Nobility are not immune to this second effect.
Mana: 15
Shots: 2
Haiku: Every Haiku must be 'cut' into two parts, a long and a short. So too can actions in battle be cut, beginning with the long, or the short part. This ability modifies an action, and can only be used once per action. The Samurai may subtract or add as many shots as he likes to the cost of the action he is modifying. The next action receives the opposite modification. Actions cannot be reduced below 1 shot in this way.
One example often seen historically is a Samurai making one attack very short, and the next long, so as to hit twice in quick succession. Often, the two quick hits are enough to bring down a foe, so the extra length of the second attack matters little. SeeD samurai sometimes use this ability to shorten the cost of summoning a GF in order to get it out quickly, the GF being devastating enough that it does not matter when the actual summoning takes longer to recover from. There are many other examples one might use, such as getting a phoenix down two companions in two shots, and paying for it after the second one.
Mana: 15
Shots: 0
Empathy: The Samurai concentrates on a feeling of understanding for his fellow human beings. For his Willpower in shots, the Samurai takes all negative status effects that afflict his comrades. Status effects that the Samurai is immune to through Martial Arts techniques or other means will fail to affect him normally.
Mana: 15
Shots: 4
Untouchable Grace: If the Samurai's Charisma or Appearance is greater than that of an opponent he designates, the opponent's next attack against him misses entirely. Untouchable Grace cannot entirely block a Limit Break, as even the greatest of artists must bow before the Will of Heaven, but it can soften the blow. Whatever damage the Samurai recives from a limit break while this power protects him is reduced by the Samurai's Charisma plus Appearance, before any reduction from Toughness or Spirit is calculated.
Mana: 20
Shots: 2
Scripted Magic: Why do things happen as they do? Is it fate that drives us, or some larger story? The Samurai takes charge of the story, designating a new target for any spell or spell-like effect that is targeting him. The new target can even be the originator of the spell. Reflect will affect the re-targeted spell normally, even possibly causing it to hit the Samurai. However, another Samurai using Scripted Magic can continue the spell re-direction, but may not choose as a new target anyone who has already passed the spell on. Omnimagical and Multi-Magical effects cannot be redirected. The Samurai must choose a target within range of his own spells for the redirected spell to hit. Scripted magic is a defensive action, and can thus be used even if the Samurai is not currently on an active shot.
Mana: 15
Shots: 1
Calligraphy: It takes great effort, and careful, slow work, but Calligraphy is considered by some to be the greatest art form there is. In each piece of calligraphy, there must be some flaw, a blotted area, and a patchy area. This flaw enhances the overall work. So too can the Samurai, with some effort and time, turn a flaw into a masterpiece. This ability is used after the dice are rolled on some other action, when the Dice Roll has come out negative. The negative result is made positive, so if the Samurai has rolled a 3+ and a 8-, for a total of -5, the roll now becomes +5. The mana cost and shot cost add to the cost of whatever the action was, and can cause the action to carry over if it increases the shot cost to 5 or more.
Mana: 5
Shots: 0
Blue Mage
Blue Magic
Blue Magic Special techniques are gained by defeating monsters and examining the corpse, and there are really a lot of them. I will only be listing some here, the rest may or may not be discovered in game.
Absorb: This blue-magic spell drains both mana and life from a single enemy. It drains Upgrade 3 in hitpoints, and Base Mana. It is not possible to drain more mana or hitpoints than an enemy currently has, so it's possible for the actual drain to be less than the maximum possible. The Hitpoint drain is resisted by Spirit, but the mana drain is Crushing. This spell is resisted by any status resistances to Drain effects. Spider Fangs are known to contain this spell.
Mana: 10
Shots: 4
Acid: The Blue Mage launches a potent stream of acid from her hand or mouth, blasting a single target with Poison damage and reducing its Strength. The target takes Upgrade 2 Poison damage, and has its Strength reduced by the caster's Vis, to a minimum of zero. The strength reduction lasts for a number of shots equal to the Mage's Vis. Acid is granted to Blue Mages who dare to absorb a Mystery Fluid.
Mana: 20
Shots: 4
Angel's Whisper: This minor blessing emenates from the Blue Mage while she stands in perfect, contemplative stillness, whispering a prayer. That prayer is answered by Angelic whispers, which infuse the target with healing or reviving energies, as appropriate. When cast on an Ally, revives them if they are at KO, as per the Life spell. If not, it Casts Esuna, and heals for U4.
Mana: 30
Shots: 4
Aqua Breath: Learned from a Desert Chimera, this allows the caster to blast a powerful stream of water from his mouth, which hits the enemies like a high pressure hose. The damage is Upgrade 3 in Water Damage, and has Multi Magic 3. This spell is most commonly gathered from a Chimera's Tongue.
Mana: 28
Shots: 4
Bad Breath: Absorbed from a Marlboro's Tentacle, This spell allows the The blue mage to breathe forth a horrible greenish brown mist that inflicts many, many negative status effects on it's victims. Even if some effects are resisted or protected by immunities, the others can take hold. The spell attempts to inflict Blind; Berserk; Confuse; Sleep; Silence; Poison; and Slow. It has Multi Magic 3.
Mana: 22
Shots:4
Black Mist: Learned from the Horudi of the Bedu Desert, this ability pours a Darkness Elemental mist over a single target. The target suffers Upgrade 1 in Darkness damage, and is afflicted with the Blind status. This blinding lasts for Upgrade 1 shots.
Mana: 10
Shots: 4
Dark Conduit: This brutal and terrible magic is currently possessed by only one mage that SeeD knows of, one who survived the Underworld to acquire the dark object required to learn it. Though the Dark Conduit is an extremely powerful damaging effect, it exacts a heavy toll from its user. The Conduit inflicts Upgrade 8 damage on a single target, but it does so by ripping Underworld Energies through the Blue Mage's body in the process, shredding his life force and sapping as much as four fifths of his health The Dark Conduit came to Ezekiel Grayson in the form of an accursed amulet that forced itself upon his magical absorption ability, without any real concious desire of his own to take it in.
Mana: 0 (Lose 80% of Max HP, rounded up, when casting.)
Shots: 4
Death Force: The Blue Mage infuses his allies and himself with a great amount of Death magic. While thus imbued, the death magic will absorb any death magic used on each ally, at which point the protection for that ally ends, as with the Nullelement spells. Deathforce will cancel any Death inflicting effect from Death Spells to monster abilities, even Limit Breaks like Zantetsu and Shin-Zantetsu. It will also block the application of the Doom status entirely, rather than preventing the eventual Death effect. Deathforce lasts for the Blue Mage’s Vis +20 shots, if it is not ended by absorbing a status effect.
Using Deathforce can cause a problem for people already imbued by powerful life energies. Deathforce’s protection will replace any Autolife status a character bears, and casting Autolife on someone with Deathforce will remove the Deathforce effect. In both cases, when one of these protections is removed, the new protection that was cast will take effect normally.
Mana: 10 + 5 per additional ally beyond the Blue Mage.
Shots: 4
Degenerator: The blue mage throws his hands forward, summoning bright energies that tear open a hole between dimensions, to somewhere very dark and terrible. This attack attempts to inflict Blowaway on the target, and if it succeeds, the creature vanishes into that dark dimension, never to return until the Blue Mage who sent it there dies. Degenerator can be acquired from anything that leaves behind a Black Hole.
Mana: 18
Shots: 4
Disappear: This ability can be learned from a Glass Sparrow, or a Gel-Octopus. It allows the caster to become invisible for the duration of the spell. The duration is Upgrade 2 in minutes. While invisible, the mage can still be heard, smelled, or felt, but certainly is more difficult to detect. Because this is a subtle magic, all awareness rolls to detect the mage suffer an AV penalty equal to the Blue Mage’s Intelligence, despite the fact that she will be clothed in magic. Once detected, the mage can be sensed by magical senses normally, and spells can be cast on the mage normally. While invisible, creatures that rely mainly on sight, and have little or no magical senses, will suffer a penalty to physical attacks against the mage as if they were Blind. Creatures with highly developed mystic senses do not suffer this penalty, and spellcasting is conducted normally. The mage can certainly see himself, and doing really obvious things like striking some enemy, or casting powerful aggressive spells may give his opponents bonuses to the roll to detect him.
Mana: 25
Shots: 4
Drill Fist: This ability can be learned from a Wendigo. The caster makes a Sorcery roll as normal, and attacks physically. This attack is magically guided, and is resisted by the target's Magic Evade, instead of dodge. The original Sorcery roll suffices for a roll to hit. If the blow lands, the target suffers physical damage equal to the Blue Mage's base punch damage, plus Upgrade 2. After the spell has finished, the Blue Mage's Strength increases by his Vis for the rest of the combat. Further castings during that time do not result in an additional Strength increase.
Mana: 15
Shots: 4
Dragon Fire: The True Breath of an experienced Adult Dragon, This allows the caster to breath forth a powerful gout of ultra-hot flame in such a fierce onslaught that it lays the enemy's defenses bare. This spell does Upgrade 10 in Non-Elemental Damage, and inflicts the Vit 0 Status.
Mana: 70
Shots: 4
Earthquake: The blue mage leaps up, comes down stomping his feet, and the earth shakes! This powerful spell induces a localized earthquake, damaging all nearby enemies of the caster. It does Upgrade 5 Earth damage, and is Omnimagical.
Mana: 35
Shots: 4
Electrocute: Gained from an Eel Fin, this spell zaps the enemy with lightning energy and dazes them. It inflicts the Lightning Damage and Confuse status, both at a value of Upgrade 2.
Mana: 12
Shots: 4
Fire Breath: Garnered from an Inferno Fang, this empowers the Blue Mage to breathe a mighty gout of flame over multiple enemies! It does Upgrade 4 damage, and has Multi-Magic 3, it targets up to 3 foes.
Mana: 25
Shots: 4
Frog Song: The caster croaks like bullfrogs around a lake at night, warping a single target into a sleeping frog. The target is hit with Frog, Mini, and Sleep status The Sleep lasts for 10 shots, Frog and Mini persist for 30 shots.
Mana: 17
Shots: 4
Flash: This ability can be gained from a Lightning Beetle. It inflicts the Blind status on 1 enemy. Status defenses have their normal effect. The duration of this spell is the Blue Mage's Upgrade 2.
Mana: 7
Shots: 3
Frost: This ability can be learned from an Ice Scorpion. It does Ice Elemental damage and inflicts the Slow status on an enemy. The damage is equal to Upgrade 2, and the Slow lasts for as many shots as the raw damage of the spell, Vis +20.
Mana: 12
Shots: 4
Goblin Punch: This attack is learned from the knucklebone of a Goblin Champion. The caster rushes the target, jabbing a quick rabbit punch that's far more devastating than one would expect. The target suffers U3 of the caster's Strength + Vis in Physical damage, and the damage is Crushing. This attack cannot be made from range.
Mana: 15
Shots: 4
Hawkeye: This ability can be learned from a Blood Hawk. It permits the caster to see for up to a mile as if the far away objects were close at hand, making it easy to see details, and even read. This spell lasts a number of minutes equal to the Blue Mage's base Vis.
Mana: 2
Shots: 1
Icy Hearts: Cast on the Caster and his allies, this burst of Ice-elemental power will give them all a blueish cast to their skin, but will protect them as per the Iceblood ability for up to 12 hours. Cast in battle, with greater effort, it grants Iceward to all allies for 10 shots.
Mana: 10/25
Shots: 4
Mighty Guard: Learned from a Lunar Curtain, such as found on an Adult Black Dragon. A glowing protective globe appears around several allies of the caster. The Mighty Guard provides the targets of the spell with Haste and Regen for 20 shots. During that time, those affected also recive Upgrade 2 to their Toughness and Spirit. It provides a "Layer" of magic which must be dispelled to get at spells underneath. The spell is Omni-Magical, affecting all nearby allies.
Mana: 50
Shots: 4
Not So Mighty Guard: This ability can be learned from extremely hard-shelled creatures, like that Adamantoise. Using it grants Upgrade 1 to both Toughness and Spirit on all nearby allies. The protection lasts for Upgrade 2 Shots. It can be dispelled but provide a "layer" of magic that will be dispelled before any previous magic underneath can be removed.
Mana: 35
Shots: 4
Pandora's Box: No-one can be totally sure what will come out of Pandora's Box. The caster unleashes a magical storm that tears into nearby enemies. The spell does 1d1000 Non Elemental Magic Damage, crushing. It is Multi Magical, hitting up to five targets.
Mana: 50
Shots: 4
Rage Fires: This ability can be learned from a Living Flame. It does Fire elemental damage to one target, and inflicts the Berserk status on it. The damage is Upgrade 2, and the Berserk status lasts for 15 shots.
Mana: 15
Shots: 4
Raybomb: The caster fires a beam from his eyes, lighting up a squiggled path of earth underneath the target. The glowing earth pulses for a moment, then explodes in flames, blasting those above it. The spell inflicts Upgrade 3 in Fire Elemental damage, and is Multi Magical, hitting up to 5 enemies. Surprisingly, the stinger of a lowly Bite Bug contains this potent spell.
Mana: 10
Shots: 4
Reaper's Curse: A Reaper appears when this spell is cast, and laughs cruelly, before putting it's curse on the target. This spell attempts to inflict the Doom status on one enemy. The nasty little spell can be absorbed out of a Curse Spike.
Mana: 8
Shots: 4
Red Feast: This ability, gained from a Bite Bug, drains Upgrade 1 in hitpoints, and delivers them to the caster. Beings with status protection against Drain also are protected against this spell.
Mana: 10
Shots: 4
Roulette: A jester appears, and deals out cards of fate. The cards turn over one by one, in front of every combatant in the area, including the caster. The one who receives the joker has Death inflicted on them. The choice is random across all combatants, friend or foe. Resistances to Death do not stop Roulette, only total immunity to the Death status prevents it from taking effect. Finding a Tower Card on a Lunar or Undead being will grant a Blue Mage this dangerous spell.
Mana: 10
Shots: 4
Seed Cannon: Large, clear, crystalline Seeds appear in front of the caster and SLAM into his chosen target, knocking it around and sapping it horribly. Causes 75% of current HP in Gravity Damage.
Mana: 30
Shots: 4
Self Destruct: The blue mage glows a frightening red, seeming to swell a bit... before he explodes! Or at least, power explodes out of him. The caster instantly drops to KO upon casting this spell. One target is also KO'd, unless it is immune to both Blowaway and Death. Even if the monster is so immune, it takes Upgrade 10 in damage, the element is determined by the circumstances and the Blue Mage's junctions, if any. This spell can be learned by absorbing a Bomb fragment. Remember that the shot cost of Self Destruct must be paid even if the caster is immediately revived, and that being revived has a 1 shot cost as well.
Mana: 1
Shots: 6
Stone Breath: A noxious grey cloud sprays from the caster's mouth, possibly turning several enemies to stone. This potent petrification power attempts to inflict the Break status on up to three enemies, as it's multi-magical. Unlike the Break spell, the caster need only overcome the Magic Evade of the targets, or the highest magic evade, in the case of multiple attribute scores among targets, plus any resistances. The caster does not need to overcome the full dodge rating of the target.
Mana: 28 mana
Shots: 4 shots
Shockwave Pulsar: An ultimate Blue Magic technique, this ability is gained from very dangerous creatures with powerful Darkness / Gravity attacks. Other than to say that Blue Mage trainees are have no business looking monsters like that up, Quistis will not say anything more about learning this ability. Repeated questions get the pestering student some extremely unpleasant and time-consuming chore... like donning a wetsuit and scrubbing algae and barnacles off the hull of the entire White Garden. One such punishment is generally enough. Shockwave Pulsar hits all enemies for Non-Elemental damage, and Upgrade 12 attribute in damage.
Mana: 75
Shots: 6
Telepathy: This ability, learned from a goblin mindbender, is less a spell, and more a new unlocking of awareness. Upon absorption, the Blue Mage may "turn on" his awareness in order to view the auras of those around him, giving him incredible insight into their personality, health, and emotional state. Due to the meddling of the GF Desire, this insight now focuses in on the desires of people, although with concentration, the Blue Mage can turn it back toward more general emotions and personality. The Blue Mage may further focus his sorcery powers to read the thoughts of a target, although he should remember that those sensitive to or experienced with mind magic may notice him. If he wants to dig deeper into a target's mind, he may spend 20 mana to burrow deeper into their memories and subconscious. This ability also has combat applications: The Blue Mage can reach into the Id of a target and pull out a traumatic memory or phobia, and use it to implant dreadful scenes in the target's mind, Delaying them, perhaps even inflicting blind or stop on the weaker willed, and giving the weakest willed paralyzing nightmares for days or weeks. This application of the ability will cost 50 mana, and take 4 shots.
Mana: Special
Shots: Special
Trine: A huge triangular prism of electrical energy appears, ripping through nearby targets. The spell does U6 in Lightning Elemental damage, and is omni-magical, hitting every enemy in the battle area. This is a classic spell, but rare in modern times. Ezekiel Grayson learned it from a Delta Crystal acquired from a T-Rex Magnus.
Mana: 40
Shots: 4
Ultra Waves:The blue mage stretches her hands out, and powerful sonic waves blast a number of targets. The spell does Upgrade 3 Non-Elemental damage, and is multi magical, hitting up to three foes. Any Lunar Spider Silk will have the right energy needed to absorb this common spell.
Mana: 20
Shots: 4
White Wind: This ability is learned from a powerful Wind spirit, or a Giant Roc. It infuses all nearby allies with healing magic, healing each person 10% of their maximum hitpoints. Characters in Zombie status will take half their maximum hitpoints in crushing damage instead.
Mana: 20
Shots: 2
Instinctual Sorcery
Cursebreaker: Blue Magic is full of status effects, as Monsters have found that adding a nasty status effect to an already damaging effect makes them that much more dangerous. Eventually, with enough practice and absorption of Lunar Magic, Blue Mages may immunize themselves against negative status effects somewhat. The Blue Mage concentrates and erects a personal shield against the next incoming status effect, which remains in place without any need for further concentration after a trickle of mana has been fed into it. When a negative status effect hits the Blue Mage, the effect is blocked (though damage may still occur) and the shield is disrupted. In the case of attacks with multiple status effects, like the Pain spell or the infamous Malboro ability ‘Bad Breath’, the Blue Mage can choose to bolster the shield with raw power to block more than one status effect, but this can be costly. Five points of mana are drained for each additional effect blocked, if the Blue Mage cannot pay this cost, then he cannot block further effects. Blocking an entire Bad Breath is exhausting, but obviously highly useful.
Mana: 3
Shots: 1
Consume Magic: As a more aggressive extension of the Blue Magic ability to manipulate status effects, the Mage can now ‘eat’ those effects, converting various status effects or enchantments into mana! The blue mage makes a Sorcery Roll to affect a single target. If the target is unwilling, the Blue Mage must beat the Target’s Magic Evade score. A standing spell effect or status effect of the Blue Mage’s choice is absorbed, assuming the Blue Mage has scanned or used his Awareness to determine what effects are on the creature. Allies can generally tell the mage what status they have on them, or their change in actions will make it obvious. If the Blue Mage doesn’t know what effects are on a creature, he can just choose to absorb a random negative or positive effect, whichever he chooses. Upon a successful absorption, the Blue Mage gains Mana equal to the Vis score of whoever cast the effect. Mana over the Blue Mage’s maximum that is absorbed in this way is lost in a colorful display of evaporating magic.
Mana: 0
Shots: 2
Epidemic: While it is true that Blue Mages are masters of laying out status effects on their foes, it can take too long and too much energy to blanket an entire enemy force with crippling status effects. Due to the viral nature of Blue Magic however, this is not a problem. The Mage can use her affinity for magic transferal to spread the status effects among foes. The Blue Mage makes a Sorcery roll targeting any foe. If that roll is sufficient to beat the Enemy’s Magic Evade score, then all negative status effects and their remaining durations are copied to all foes in the battle area.
Mana: 12
Shots: 2
Illusionary Weaponry: The Blue Mage charges magic into his weapon, fists, claws, whatever he uses to strike physical blows. The weapon in question has it's image distorted away from it's actual physical location. Rolls made to attack with Illusionary Weaponry are made against the target's Magic Evade, rather than Dodge. An Illusionary Weapon has it's base damage increased by the Blue Mage's Vis. This technique is compatable with Weapon Focus techniques, and lasts for a number of shots equal to the Blue Mage's Vis, wherapon the illusion fades and must be refreshed. The Blue Mage cannot imbue the weapons of his companions in this way, but the powerful distorting illusion on the weapon cannot be dispelled by Consume, the Dispell spell, or similar effects.
Mana: 20
Shots: 2
Eidolon Aura: Some Lunar monsters seem to have an impenetrable spirit that shrugs off magical attacks as if they were mere sparks. This ability allows a Blue Mage to twist her physicality and spirituality together so as to gain great enormous magical protection The Blue Mage concentrates, and flares up with energy. Her spirit increases by U2, U3 against Lunar or Blue Magic attacks. In addition, the Blue Mage adds her Vis to her Spirit for the duration. This ability can only be maintained for a duration equal to the Blue Mage’s Vis.
Mana: 15
Shots: 2
Energy Burn: Spellshards are really just forms of physical matter or spiritual essence that have had spell shapes burned into them. In essence, they are the riverbeds of mana. The Blue Mage can now extend his power over these conduits to cause them to flare up and bleed mana directly into a foe, causing distress and damage whenever he strikes succesfully with a spell. When casting a spell, the Blue Mage channels an extra boost into it, and the spell strikes deeply into the enemy's Spellshards. The result is a powerful attack that not only rips into the body of the target, but the mind as well.
A spell boosted by Energy Burn, Blue Magic or otherwise, destroys mana equal to the net damage of the spell after resistance from the target's Spirit. Half of that mana, rounded down, is directly added to the total damage of the spell after all upgrades and multipliers have been considered. Boosting a spell with Energy Burn adds U1 to the mana cost of the spell, and that increase in cost is cumulative with powers like Magic Boost. Energy Burn can only boost damage-type spells and abilities. Paramagic, offensive Blue Magic, and abilities that mimic an actual spellcast, like Energy Strike. Elemental based attacks like Samurai or Ninja swordstrikes cannot be boosted in this way. If used to boost a technique or spell that normally costs no mana, the boosted strike costs 10 mana.
Mana: U1/10
Shots: 0
Mana Clot: The lines of spellshards inside an enemy can be twisted back against themselves, at least, in the case of Lunar beings. The Blue Mage makes a Sorcery Roll, and must be close enough to Touch the target. No attack roll is needed, as this attack does not have to penetrate defenses, merely get the briefest touch. If the Blue Mage beats the enemy’s Magic Evade score, she ‘clots’ either the next physical or magical attack or ability requiring mana. The next time the creature attempts to use an ability of the type chosen that has some mana cost, the shot and mana costs for the power will still be paid, but the attack fails without even a roll. Further, this shock to the Lunar’s system inflicts Blind if it was a physical ability, or Silence if it was magical. Resistances to those status effects do not function, but Immunities do protect the enemy from the negative status. Any particular foe can only have one Clot waiting at any one time, one cannot queue up multiple clots, or have a physical and a magical clot on the same foe at the same time.
Mana: 20
Shots: 2
Glimering Mark: Each mystic Element is associated in scholarship and popular lore with certain kinds of status effects with good reason. This power allows the Blue Mage to inflict a Glimmering Mark on the target, a shifting, magical mark that is visible to mundane eyes, but blazes even more brightly to the mysticaly attuned. The Glimmering Mark amplifies the effect of elemental magic, giving elemental attacks a more robust effect. Any creature that bears a Glimmering Mark will suffer a Negative Status effect whenever struck by elemental damage, regardless of source. Even creatures that are Immune to an Element, or able to Absorb it can be affected by the resultant status from an elemental attack, if they are not immune to the status as well. Resistances and Immunties to status effects function normally for creatures under the influence of a Glimmering Mark. The table below indicates what status effects each element causes. The first effect listed will be the first inflicted, if that status effect already exists on the Marked creature, then the secondary effect will be inflicted. A Glimmering Mark persists for a number of shots equal to the caster's Vis. The negative status effects persist for 10 shots each, the duration is refreshed to 10 shots each time an elemental attack hits, and the creature already has the relevant status effects.
Fire Berserk Spr 1/2
Ice Slow Dex 1/2
Lightning Confuse Int 1/2
Earth Delay 1 Tgh 1/2
Water Drain* Per 1/2
Wind Silence Agl 1/2
Poison Zombie Str 1/2
Holy Curse Vis 1/2
Darkness Death & Doom Con 1/2
Mana: 25
Shots: 2
Mana Lord: Blue Magic, while fundamentaly different from the more scholarly Sorcery, has it's roots in the same magic that pervades Gaia and Luna. Sorceresses are essentialy Blue Mages for Sorcery, able to absorb Spellshards and mystic abilities with ease. Mastery of the intinctive magic of a Blue Mage grants some of that ability, a bridge for the Blue Mage to tap into Sorcerous powers with greater ease. Five key abilities of the Blue Mage are affected by the Mana Lord technique, which is simply an understanding of the maleability of Mana, and the ability to convert Lunar forms to Sorcerous forms, and vice-versa. Once learned, the Mana Lord technique is always avaliable to the Blue Mage, augmenting her spells and mystic abilities permenantly.
1.When drawing spells, the Blue Mage may spend 10 mana to add his Vis to the draw roll, forcing out more Spellshards with raw power.
2. When casting Sorcery Spells without having all the Shards collected, the Blue Mage is more adept at weaving raw mana in to fill the gaps. The Blue Mage adds only 1 mana to the spell's cost for each missing Shard, and takes a penalty of -1 to the Sorcery AV for every 3 missing shards, rounded down, not for each missing shard. When paying the reduced cost to cast a Sorcerous spell, the spell counts as Blue Magic for abilities or defenses that distinguish. The Mana Lord technique can not be used to make a spell augmented in this way Sorcerous again. If the Blue Mage wishes, she may cast the Sorcery spell in the standard, ineffecient way, so that it will count as Sorcerous Magic.
3. The Instinctive Sorcery Break, "Counterspell" can now be used on Sorcerous magic and spell-like effects as well as Blue and Lunar magic.
4. The Sorcery Break, "Apprentice" can now be used with Sorcerous magic as well as Blue Magic. The higher level Sorcery breaks cannot be forced in this way, and still can only augment Blue Magic. Sorcery Spells augmented by the Apprentice limit break count as Blue Magic spells.
5. The Blue Mage may cast Blue Magic in such a way that it is considered to be Sorcerous, for all abilities or defenses that distinguish between the two. This means that against another Blue Mage who has not achived the status of Mana Lord, Blue Magic can be made unblockable by the Instinctive Counterspell. Other defenses against Lunar magic may be bypassed by this part of the technique, or the Blue Mage may simply avoid the stigma that Lunar Magic sometimes brings.
Mana: -
Shots: -
Tamer
Taming
Heartbond: The Tamer has such a strong bond with his chosen pet that he regains energy just spending time with it. As long as the pet is close by, the Tamer gains the Hp Stroll and Mp Stroll abilities. In addition, the Tamer can regain all his mana, simply by meditating with his pet for an hour.
Finally, the Tamer's Pet will now all the junctions the Tamer has, allowing it to become much stronger just as its master does. Once learned, Heartbond is always active.
Mana: -
Shots: -
Subdue: This skill is a primary one for the Tamer, as it allows her to subdue and command monsters. The resultant obedient creatures will not be as loyal or easy to control as the Tamer's chosen pet, but it will follow most commands given by the trainer, and fight in battle. Still, it is best to turn most captured monsters loose after a while. Most Tamers can tell when it's time to let a monster go by it's behaviour.
To Subdue a monster, the Tamer must be the one to drive the monster to KO. At any time, the Tamer can use this skill to attack with his Taming AV, rather than his Weapon Focus or Martial Arts skills. If the monster is not reduced to KO by the blow, the Tamer may try again. Only Lunars and Gaians can be attacked in this way, untameable creatures such as the Undead and Mecha may not be attacked with Subdue.
If the monster IS reduced to KO, then the same Taming roll that knocked the monster down is used for the contest of Wills. The Trainer engages in a contest of wills with the Monster, staring into it's eyes or touching it. For the Tamer to win this contest, the Taming roll must equal or exceed a difficulty of double the Monster's Willpower. Generally, the more the Tamer succeeded by, the longer the monster will be tractable Taming a monster after knocking it into KO requires six additional shots, as noted by the ability's shot cost.
Disposition of the various monsters is up to the GM. Many monsters cannot be made civilized enough to risk bringing into cities or other human habitations, especially overnight. Some monsters simply cannot be subdued, no matter how powerful the Will of the Tamer. Having more than one monster under control reduces all Taming related Action Values by 5 per extra monster. The Pet does not count against this number.
Mana: 5
Shots: 4 / 6
Soulbond: The Tamer's bond with his chosen pet is now so intense that their souls have partially merged. The Tamer's pet can now help him cast spells more effectively. While the pet is nearby, it can elect to spend mana to increase the power or accuracy of a spell.
To increase the accuracy of the spell, the Pet spends mana equal to the cost of the spell (whatever it costs the Tamer to cast) and the pet adds its Intelligence to the Caster's AV. To boost the power of the spell, the pet spends twice the Mana cost of the spell, and the Tamer gains Upgrade 1 to Spell Effect for the duration of that casting only. If the pet has a lot of mana, or the spell is really important, the pet can triple the spells mana cost to get both effects.
Mana: Special
Shots: 0 (Activate once per action only)
Companion's Help: Out of nowhere, the Tamer’s pet attacks! Pets are often ignored by humans and lunars alike, and this attack takes advantage of that folly. The Tamer’s Pet makes a standard attack, while the Tamer is taking some other action, but the damage is Crushing. In addition, some status effect will afflict the enemy, depending on what attacks the pet has learned. Check your Pet Pals magazines to learn new attacks! When the Tamer first learns this technique, his pet will know how to Hamstring an opponent, reducing their Agility by 1/2.
Mana: 7
Shots: 0 (Must be activated on the Tamer's active shot)
Advanced Training: Experienced trainers don't always have to put up with unruly monsters, and can often teach new tricks to their pets or subdued creatures.. When a monster starts showing signs of rebellion, this ability can be used to greatly extend the amount of time it will obey. The Tamer makes the same contest of will with the monster as before, Taming AV against double Willpower. If the Tamer succeeds, the monster will continue to obey for some time, generally a time measured in weeks or even months, rather than the Subdue timescale of days. If she fails, the monster immediately revolts. Nearly all monsters, once freed, will run immediately. Only the smallest majority will stay and fight. Regardless, no individual monster that the Tamer has failed to Subdue can be Subdued again. Monsters that have been further subdued with Advanced Training can be dismissed to the wild when the Tamer enters a city, then recalled with a brief mental command once the Tamer is free to associate with a "monster" again.
Further, the Tamer can teach new tricks to her pet complex tricks, up to and including fetching a specific, never before seen object, opening doors that have keypad locks, etc. Monsters can be taught tricks too, but they are generally more simple ones like fetch, stay, guard, track, etc. Extremely intelligent monsters or pets may be capable of a lot. There's a rumor floating around in the Tamer corps that Jarvis's falcon reads faster than he does, and keeps trying to turn the pages before his master is done.
Mana: 5
Shots: 10
Astral Pet: Bonded in Soul, and highly trained, the pet is less of a 'pet' and more of a constant companion, and a conduit for the Tamer's magic. Like Soulbond, this technique greatly increases the magical power of the Tamer. The Tamer and pet cast a spell together, paying the mana cost normally plus the cost of Astral Pet, but spending only 1 shot to do it. Any time after, until the end of the combat, the Tamer can do one of the following.
A: Cast the spell out of the pet. This action has a four shot cost, and if the pet spends the Mana cost of the spell, the spell gains Upgrade 1, as per Soulbond. If the pet had previously boosted the spell with Soulbond, the spell is now at Upgrade 2 from its base.
B: Cast the spell out of the pet, splitting it. This action has a four shot cost, and requires the pet to spend double the cost of the spell. The spell gains the Multi Magic 3 ability, hitting up to three distinct targets for full effect.
C: Imbue the Pet with the spell. This action has a 1 shot cost. For the duration of the Combat, the Pet's attack damage is boosted by the spell's Upgrade Bonus. That is, for a spell that does Upgrade 2, like Fira, the pet will gain Upgrade 2 to it's Base Damage. If the spell is elemental, then the pet's attack will gain that element as per Elemental Attack-J. If the spell causes a Status effect, the Pet gains the appropriate Statusstrike. This ability lasts until the end of the combat, until Astral Pet is used again, or until the Tamer fails to pay the maintenance cost. Each time initiative is rolled, the Tamer must pay the mana cost of the spell again, to keep his pet 'charged up'.
Mana: 10 + Spell
Shots: 4
Call: Between a Tamer's own experience with monsters, and the many books that have been written on the subject, a great deal is known about the various species of monster that exist in the world. With this power, a Tamer can call a monster of a specific species to her. The Call may take a long time, even months, as the monster moves to meet the Tamer. Some monsters may be incapable of making the journey, and thus will never arrive. Once begun, the Tamer can make the Call continuous by reducing her Maximum Mana points by the cost of Call. When the Tamer chooses to end the call, or the monster arrives, the maximum returns to it's usual value.
Once the monster reaches the Tamer, it can act however it pleases, it is not bound. To bind the monster, the Tamer can subdue it simply using Advanced Training, beating the monster down is not required. Furthermore, a Called monster has been weakened by resisting during it's journey, and thus the difficulty to subdue it is only 150% of the monster's willpower, rounded up. This makes it possible for the Tamer to subdue much stronger monsters, both physically and mentally, than she normally could.
Mana: 10 +1 for every 10 points of the monster's Vis, Spirit, or Willpower, whichever is Higher.
Shots: -
Battle Bond: In battle, no longer is there a distinction between the Tamer and his pet. They fight as one, so long as this power is active. While Battle Bond is active, the Tamer and Pet attack together each time there is an opportunity to attack, and the Tamer adds his pet's Base Damage to his own base damage. Any critical hits Upgrade the combined damage. They cast spells together too, the Pet adding it's own Vis to the Tamer's for the purposes of doing damage. All damage is shared equally between the Tamer and his pet, until one of them falls into KO whereupon the link breaks. Finally, the Pet adds it's Evade and Magic Evade scores to the Tamer's Dodge and Magic Evade, and the resultant increased dodge number is used for any attack that targets either the Tamer or the Pet. Battle Bond lasts 12 shots, and must then be refreshed to continue the intense bond.
Mana: 15
Shots: 1 to activate.
King of Beasts: This ability, once discovered, has never been spoken of to any non-Tamer, because of the fear of prejudice. This Ability represents an extremely complete understanding of the thoughts and character of monsters, far, far beyond what even magical experts believe Tamers can achieve. When the Tamer chooses to use this ability, it lasts for a number of hours equal to the Tamer's Willpower.
This power makes the Tamer seem to be a monster to all monsters that view it. As long as the Tamer travels only with his pet, he need not fear monster attacks, unless he attacks monsters, or angers them in some other way. The Tamer can even understand their speech. Using this power in battle may cause the Tamer to receive buff spells from Lunar creatures, and occasionally Omni-targeted Lunar magic that hits only the party members may miss him. Conversely, certain battle items that specifically target lunar creatures will also target the Tamer when he has activated this power.
Spending too much time under the influence of this power can be dangerous, as the Tamer may begin to think like a monster and loose his humanity. If this ability is used under the light of the moon, there is no mana cost. While this Ability is activated, the Tamer gains an extra Positive Die to any rolls to Subdue or Bond Unwilling. This extra die does not count as a luck die for the purposes of preventing re rolls of the Negative die.
King of Beasts has other bonuses that persist regardless of activating the power, once it is learned. Monsters, like animals, obey certain hierarchies. A Snow Lion will not, under any circumstances, piss off a Ruby Dragon. This ability also puts the Tamer very high on that hierarchy, letting nearby monsters know that the Tamer is something dangerous that should be respected. Some monsters, like the aforementioned Ruby Dragons, will not be impressed. Most other monsters will be very impressed. Some monsters may flee as soon as they sense the Tamer coming, in fact, traveling with someone who has this ability makes for a much safer time, with many fewer monster attacks. Some intelligent, very powerful monsters may be willing to talk to the Tamer instead of fight. Guardian Forces will also be more tractable, but only after they have been subdued.
Finally, once the Tamer achieves this power, his Subdue and Bond Unwilling rolls work against 50% less of the monster's Willpower. That is to say, when using regular Subdue rolls, the Tamer rolls against only 150% of the Monster's willpower. If the monster was Called, then the tamer need only beat the monster's base Willpower.
Mana: 30
Shots: 4
Transformation
Note: All transformation techniques and breaks cause some physical appearance changes. These changes vanish after the benefits of the technique wear off, unless otherwise stated in the individual power description. Also, unless noted otherwise, all these techniques end if the Tamer is put in KO status.
Lunar Fortitude: Most of the Lunars are far more hardy than Gaian creatures, especially with respect to what kind of negative status effects one can successful expose them to. This power allows the Tamer to gain some of that immunity. This power has three different but similar effects, depending on what status effects the tamer is already shielded against. A: At it's most basic, the Tamer can choose to be shielded from any status effect of his choice. The Tamer's MEv is Upgraded once against that status only. B: If the tamer already has a ward, but not a full immunity to a particular status, the Tamer upgrades that resistance to full immunity. Thus, junctioning even 1 shard of Pain to Status Defense, and using Lunar Fortitude would grant a full immunity to Pain. C: If the tamer is already immune to the status in question, he immediately gains a MEv Upgrade to three 'related' status effects. Curse immunity, combined with Lunar Fortitude might give a ward to Blind, Silence, and Berserk, as they are all status effects that limit a character's options. Exactly which status effects are related is up to the GM. All Lunar Fortitude effects last a number of shots equal to the Tamer's Taming AV.
Transformation: The Tamer's eyes take on a Lunar glow, and while his features don't change enough to detect with the naked eye, everyone seeing the tamer will get an impression of a wild and feral appearance.
Mana: 10
Shots: 3
Monster Mime: By observing monsters, the Tamer can mime their actions so perfectly as to pull off whatever technique they just used. This version of using monster techniques is very basic, and therefore it cannot be used on creatures with the Nobility attribute, and it cannot replicate monster Limit Breaks. Certain other techniques, especially from monsters with the Limb attribute, will also be un-mimeable. However, the vast majority of monster powers can be duplicated through this ability. Monster Mime requires certain controlled conditions. The Tamer must have been able to observe the monster in something like a state of readiness. That means that only abilities that were used within 3 shots of Monster Mime can be copied. In other words, if a Tamer executes an attack on shot 12, he cannot copy monster actions that happened while he was attacking on that same shot, he was too preoccupied. He may copy actions that happened on shots 11, 10, and 9, when he next has an action on shot 8. The mana cost for Monster Mime is a base cost, plus whatever mana the monster has to expend to use that power. The shot cost of Monster Mime is 4, unless duplicating a power that has a greater than 4 shot cost, in which case the higher shot cost is used instead. Some monster abilities do a raw amount of damage, and those will be copied directly. Others are based off the monster's attributes, in which case the Tamer will substitute his own attributes for the power. This may lead to a greater or lesser effect on the copied technique, depending on the relative strength of the tamer and monster.
Transformation: The Tamer's body changes as appropriate to the attack. Her mouth may transform when breathing fire, or her hands may become heavily clawed. In general, while executing the attack, affected parts of the tamer will look a LOT like the monster being copied. Freak out factor is high.
Mana: 5 + Special
Shots: 4 or Special
Lunar Rage: Most monsters can boost their physical power with a bit of mental effort. The Tamer has conquered gross physical limits now as well. While Gunblade specialists spend countless hours honing their techniques, Tamers can now get the same result with a bit of mental oomph. Of course that means they can't do it every time they attack, but a good solid hit at the right time can be invaluable. When Lunar Rage is used, the Tamer executes any regular attack, special technique, or spell. The attack recives Upgrade 1.
Transformation: The Tamer looks ANGRY. Eria quality angry. Squall Leonhart quality angry. The attack is executed while the Tamer's face is a mask of inhuman, insane rage. While no 'transformation' occurs, exactly, seeing that kind of pure, supernatural fury on a human face can be quite disturbing.
Mana: 5
Shots: 0 (Modifies another attack)
Conduit Shield: The Tamer's internal lunar conduit now shields her against Elemental powers. This technique functions similarly to Lunar Fortitude. The Tamer picks an element, and is protected for her Taming AV in shots. If the element is something the Tamer was totally unprotected against, the Tamer gains Elementward. If the tamer already had an Elementward, or an Elemental Defense junction, the protection is upgraded to Elementproof. If the tamer is lucky enough to already be proof against the element in question, the protection is upgraded to Elementeater. Conduit Shield stacks, that is, if a Tamer really wants to spend 45 mana and 6 shots, she may go from no protection at all against an element to being able to absorb it. It may also be used multiple times to protect against multiple elements.
Transformation: The Tamer's skin becomes more armored looking, and takes on qualities of the elements it protects against. For instance, protection against fire would tend to make skin reddish, and glossy. Protection against ice will probably include some blue or white fur.
Mana: 15
Shots: 2
Abysmal Spines: The tamer grows great quills, spines, horns, or thorn-like bone protrusions all over his body! These new weapons are short, but numerous, and the Tamer is impossible to approach closely without injury. Any physical attacks made in melee combat against the Tamer inflict the attacker's Strength in Crushing physical damage, on the attacker itself! This transformation persists for the rest of the combat.
Transformation: The thorns and spines are not necessarily under the conscious control of the Tamer as to appearance, but the look and nature of them may be chosen freely by the player. Unless using a Transformation Limit Break, or there is some other strange circumstance, the spines or thorns should appear more or less the same each time the Tamer uses this break, as they are personal to the Tamer's individual conduit.
Mana: 15
Shots: 3
Howl: The tamer makes a terrible howling noise, one that could not possibly, it seems, come from a fully human throat. The howl energizes the Tamer, making her potentially much tougher than she was before. The current hitpoints and maximum hitpoints of the Tamer double. If necessary for the Tamer to get the full benefit out of this power, he automatically gains Break Hitpoint Limit for the duration.
Transformation: During the howl, the tamer will experience a slight increase in body mass and hair growth, which persists for as long as the higher hitpoints do.
Mana: 15
Shots: 4
Moonbeams: Another common monster ability is the ability to exert mental energy to strike several foes at once. As Lunars are known for getting into big brawls, or being assailed by many humans at once, this kind of ability has probably become more common through natural selection. Monsters with it are far more likely to survive a Lunar Cry, or human monster hunters. Whatever the cast, the Tamer can now make a physical or Ranged attack (Weapon Focus, Martial Arts, or Guns) and hit three foes instead of one. Each enemy struck receives the full damage of the attack, as if struck individually.
Transformation: If the Tamer is using a melee attack, he will generally increase in size, or in the length of his limbs. Ranged attacks may also result in the tamer puffing up in size, but into more of a 'turret-like' aspect while the attack goes off.
Mana: 20
Shots: 5
Seal of Transformation: The Tamer can "steal" techniques from Monsters now. Like Monster Mime, it is still ineffective or at least resistible against monsters with the Nobility attribute, but as a general rule, most non-limit break powers can be stolen. This power is a combination of several techniques, both a seal on the creature being afflicted, and a 'draw' effect that allows the tamer to manifest the power. When this power is first used, the Tamer makes a Sorcery attack against the target's Willpower + MEv. If successful, the monster loses one attack of the Tamer's choice, and she gains it in the Lunar's stead. The power can now be used like any other technique, and will be based off the Tamer's own stats where appropriate. The theft lasts for a number of shots equal to the Tamer's Taming AV. Should the Lunar die while the power is stolen, the Tamer may keep the power permanently. Only one power may be "stolen" at any one time. Using Seal of Transformation to acquire a new ability when one is already held erases the old ability, and frees it up for use if the monster in question is still alive to receive it back. A Seal of Transformation can be ended at any time by a simple act of will on the part of the Tamer. This power does not end if the Tamer is sent into KO.
Transformation: The Tamer acquires a transformed limb, eye, mouth, etc, depending upon the nature of the power stolen. This transformation persists for as long as the power is kept, so in the case of semi-permanent power theft, the Tamer may not return to a wholly human appearance until the power is given up. In general, Seal of Transformation alterations to the Tamer's appearance will be extreme enough to be difficult or impossible to hide.
Mana: 25
Shots: 5
Manifest Conduit: Behold the fury of a Lunar Creature! The Tamer suppresses his Gaian side, manifesting fully as a Lunar thing. When this technique is activated, the Tamer immediately receives the benefits of a single casting of Lunar Fortitude, Conduit Shield, Abysmal Spines, and Howl at no shot or mana cost. Further, the Tamer gains Upgrade 1 to all Taming or Sorcery rolls for Seal of Transformation and Subdue. With but a thought, the Tamer can imbue himself with the Berserk status, though the status cannot be undone without Treatment magics or the end of this technique. Manifest Conduit lasts for 13 shots, once activated.
Transformation: As per all the activated powers, plus, the Tamer gains additional size, and the various transformations are integrated into one another. The Tamer will still be recognizable as something that was human, and those who know him well will be able to pick out his facial features, but this is the most complete transformation possible, short of using a Limit Break.
Mana: 50
Shots: 1
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Ninja
Shinobi-iri (Intrusion)
Friend of Darkness: This power allows the Ninja to see in any natural darkness as if the area was lit by overcast daylight. In addition, no direct actions that the Ninja takes make any noise. Thus, a plate glass window shattered by the ninja’s fist would make no noise, but the shards of glass hitting the floor would. Magical Darkness, including the Blind Spell, is not affected by this use of the power, and the Ninja may make noise if he chooses to, usually by speaking. Involuntary noises like grunts of pain are covered up by this technique. This power lasts for up to an hour each time it is used, and can be ended early if the Ninja wishes.
Alternately, the Ninja can make a special casting of Friend of Darkness to call upon his affinity to the Night, and dispel a Blind effect on himself only. When removing a Blind effect, the secondary Mana and Shot costs are used, and the regular effect of the power does not activate.
Mana: 5 / 10
Shots: 1 / 2
Shadowplay: The Ninja has learned enough abut the Darkness to manipulate shadows, making them larger or smaller, even molding them into shapes. This power can be used to afford the Ninja greater concealment, expose enemies, or terrify the superstitious. While using this power, the Ninja gains a bonus to all Intrusion and Intimidation rolls equal to his Vis, assuming there are shadows around to use. With enough practice, the Ninja can even make all or part of himself hidden by shadow in dark areas, though such a disguise can be penetrated by abilities such as Friend of Darkness, as the shadows remain normal darkness, even though they have been bent by magic. This power lasts for an hour once activated.
The Ninja may also manipulate weaker creatures of Darkness with Shadowplay, and have a minor effect on the element of Darkness. The Ninja can make an Intrusion roll while Shadowplay is in effect, and if that roll is double or more the Willpower of a single creature of Darkness, it can be affected by this spell in basic ways: forced to flee; forced to stand down their attacks; forced to move in a specific direction; or forced to use some minor, non-combat abilities of theirs on behalf of the Ninja.
Finally, a cast of Shadowplay can be used to create a 1-shot 'Cloak of Darkness' around the Ninja, or anyone else she choses to protect. The Ninja rolls Intrusion, and the next incoming Darkness Elemental attack on the person protected is reduced by the outcome of that roll. This is a powerful shield, but Ninja tend to use it strategicaly, as it does cost 2 shots and 10 mana every time one wishes to protect themselves or another.
Mana: 10
Shots: 2
Grey Men: The 'Grey Men' are the faceless masses of people out there who do nothing that sets them apart from the crowd. With this technique, a Ninja can seem to be one of those people, just another faceless human among millions. While this power remains active, no one will be able to remember the details of the Ninja's face and appearance, even if they detect the magic of the technique. While they will remember everything the Ninja did, it will be impossible to identify him. The effect lasts for a number of hours equal to the Ninja's Vis once cast, though the effect can be shorter if the Ninja chooses. Once cast, only a Dispel spell removes it, the Ninja cannot chose to become recognizable on his own.
While under the effect of this technique, the Ninja is not affected by Multi-target or Omnimagical effects from his enemies that only affect foes (friend and foe Omni effects still hit). Omni and Multi benificial effects like heals and buffs from the Ninja's allies still affect him. A combat casting of Grey Men is a more intense use of the more general magic, and the effect wears off in a mere 15 shots, rather than the long time that it lasts outside of combat.
Mana: 20 / 10
Shots: 4
Shadowed Soul: The Ninja takes a bit of Darkness into her soul, and gains some abilities thereby. Darkness elemental attacks do only half damage before resistance by Spirit, rounded down, to a Ninja with Shadowed Soul active. The Ninja counts as a Darkness Elemental creature to effects that distinguish those. While in Darkness or Shadows, the Ninja gains Upgrade 1 to all Intrusion rolls, this stacks with any Shadowplay bonus. The Ninja can see in almost any magical darkness, and all mundane darkness. By spending 1 minute in concentration, the Ninja can enter an insubstantial state where she is flat as a shadow, and can creep along walls and floors un-noticed. While in this insubstantial state, the Ninja cannot be harmed by physical attacks or Darkness Elemental attacks. However, Holy Damage gets Upgrade 2 to insubstantial Ninjas, and the Ninja cannot attack or cast any magic. Shadowed Soul lasts 1 hour when cast, and can be recast without causing it to end if the Ninja decides to do so at the end of it's duration.
Mana: 30
Shots: 4
Spirit Fade: Even more than the Grey Men effect, the Ninja fades away from notice. As long as the Ninja does not take violent action against the people viewing her, they will take no notice. Guards and bystanders may stare directly at the Ninja, but they will not take any notice, or remember that she was there. For as long as this power lasts, the Ninja cannot be remembered or noticed by anyone she does not initiate contact with. Certain extremely dramatic events may dispel this effect entirely, one example might be setting the self destruct on a Power Core. Spirit Fade lasts for a half hour after it is cast, and can be renewed without the effect ending by spending the appropriate mana again, if the Ninja wishes. The Training manual for this power warns that it may not be effective against Sorceresses, Guardian Forces, and certain extremely powerful monsters.
When Spirit Fade is cast in combat, and the Ninja cannot fade from sight, due to participating in the battle, she gains a 15 shot benificial status that adds U2 to her Evade and Magic Evade. This benificial status effect can be removed by Dispel (though it must hit through the more powerful Magic Evade), similar magic dispelling powers, and anti-magic effects.
Mana: 40 / 20
Shots: 4
Gathering of Darkness: Ninja are not always required to assassinate, sometimes they are hired to steal. Stealing can mean more than simple treasures, it can often mean the kidnapping of someone important, or the rescue of a hostage. Hostages cannot be relied upon to know Ninja sneaking techniques, and kidnap victims are notoriously bad for any attempt at stealth. With this Power, the Ninja learns to cloak allies or ‘reluctant companions’ in the same Stealthy magic she uses to survive. The Ninja gains the benefits of Shadowplay and Friend of Darkness, and may make a single Intrusion roll to cover the sneaking efforts of the entire shielded group. The Friend of Darkness protection against noise is not lifted if the Ninja’s companions attempt to speak, unless he wishes for them to be able to do so. This power lasts for three hours once activated, and like most Ninja abilities, the mana cost may be paid again to continue it without interruption if needed. Ninja who steal Samurai princesses should note that this power in no way offers control over the actions of group members, it only masks the noise they directly make, and enables the Ninja to allow them to sneak at her level of ability.
Mana: 20 + 5 per group member beyond the Ninja.
Shots: 6 (Minor Ritual to Activate)
Shadow Passage: The Ninja spends a few shots quietly concentrating, and then enters a shadow, stepping into the Darkness to a place where all shadows meet, and then exiting in an entirely different shadow. Normally, the Ninja can only reach shadows that are within his Vis in yards, but if a Ninja prepares a shadow beforehand with this power and a sacrifice of his own blood, that shadow can be traveled to regardless of distance. If a prepared shadow is dispelled by light, then it must be prepared again before it can be used. Thus it is best to prepare a shadow that will never be destroyed by light. Prepared shadows are most often used to escape back to a safe area. The Ninja brings everything he is carrying when he teleports between shadows, but cannot bring other people with him. It takes about 5 minutes to prepare a shadow.
There is no limit to the number of shadows that can be prepared and used as escape routes later, assuming they last, but any Ninja who knows this power can use the blood of another Ninja who knows it to transport to any of that Ninja's shadows. This allows Ninja to move in small groups effectively, but is also an excellent way to ambush another Ninja during intra-clan conflicts.
Mana: 35
Shots: 4 (All pre-shadow step)
Child Of Darkness: Upon learning this ability, the Ninja a number of passive abilities that improve his ability to sneak and survive Darkness damage, reflecting his greater rapport with Darkness. The Ninja gains the Darkward ability, and adds his Spirit to his resistance to Blowaway and Gravity, and becomes Blindproof. The Ninja can now see in mundane darkness without need to activate Friend of Darkness, and can see through magical darkness effects when Friend of Darkness is activated. The Ninja's Intimidation and Intrusion skills gain a permenant bonus equal to his Vis. The Ninja need not be terrifying all the time, but when he attempts to intimidate someone, the target of his ire senses a little of the Great Dark in his intimidator.
Mana: -
Shots: -
Tenebrous Arms: Though it is not a subtle ability, this power has allowed a Master Ninja to survive situations where there was no way to avoid detection, and to defend Ninja Strongholds against attack. The Ninja calls upon the Shadows, but unlike the somewhat innocuous Shadowplay, these shadows take form and rise up to engulf the Ninja, defending him from harm and increasing his battle prowess. When the transformation is complete, the Ninja will still have his same basic shape, but will be completely inky-black, and sport a pair of powerful tentacles from his back, sides, or arms. His eyes glow red, and not the dull red of Demonkind, but the bright, vital red of a Phoenix. When sneaking, or at any other time when the red glow would be problematic for the Ninja, his eyes do not glow.
The Ninja's body becomes a living shadow, but retains enough human qualities that while he is technically a creature of darkness, he does not suffer any additional vulnerability to Holy magic, or light sources. The Ninja adds his Vis to his Toughness, Spirit, Evade, and may use his Dodge score in place of his Magic Evade for the duration of the effect. He gains the Darknesseater ability, as well as Poisonproof(elemental). Any active Dodges increase his Dodge score by U3. He gains Poisonproof(status), Gravityproof, and Blowawayproof. His resistance to Death, Doom, and Curse are increased by his Vis.
At any time, the Ninja may sacrifice one of his two tentacles to utterly evade any attack, even holy energy, even omnimagical attacks, even attacks directed by a Sorceress. The Ninja consumes a tentacle in order to transport himself to the Place Where Shadows Meet, from whence the tentacle was summoned. Though the transportation lasts only a few instants, it's enough to get the Ninja away from any single attack. A tentacle can be regenerated by spending 5 mana and taking a 1 shot action. Using this ability counts as an Active Dodge and requires 1 shot.
In this state, the Ninja cannot fail an Intrusion roll that has any possibility of succeeding at all. He gains U2 to his Intimidation, and gains all the benefits of Friend of Darkness and Shadowplay. His Sorcery skill is increased by his Vis whenever casting a spell with the Darkness element, or a dimensional effect such as Demi.
All abilities that deal Darkness damage now gain U1. This includes attacks that normally deal Darkness damage but have had their attribute altered by Tenchu. The Ninja may declare that he is using his tentacles to aid him on any attack action. This has the effect of changing that action's element to Darkness (which can be overridden by Tenchu), and adds U2 to the attack and damage, on top of the basic U1 bonus to all Darkness attacks. If one of the tentacles is missing, the bonus is only U1. If both are missing, the Ninja must obviously regenerate his tentacles before he can use them. Using the tentacles to attack usually manifests as either the tentacles wrapping around the Ninja's hands or blade, empowering the attack, or as them harrying the opponent, forcing them to move to a place where the Ninja can get in a perfect strike.
Finally, the tentacles can be used for utility actions in or out of battle. They can do anything the Ninja could do with one hand, or with two if working together. They can enter data or passwords on a keyboard, pick up a fallen comrade, grab an item lying loose on the floor, close or open a door, etc. If the task requires a great deal of muscle, the tentacles have a Strength equal to the Ninja's Vis, and can exert his Visx2 when working together. They are not self aware, and cannot choose their own course of action, but the Ninja need not direct them consciously once the task is decided upon. Directing the tentacles to perform a utility action is a 0 shot action and can be done at any time the ninja is capable of speaking or performing some other free combat action.
The task must be something the Ninja could do if he had the time, the tentacles cannot enter a password he does not know, for instance, but they can try whatever phrase he thinks might work. If the tentacles are directed to perform an action that normally requires a shot cost in battle, such as using an item on the Ninja or an ally, then the Ninja must pay 5x the Shot Cost in Mana, in order to empower the tentacles to move quickly and tactically in their 'utility' mode. Tentacles cannot be used to empower attacks while performing utility actions, but the Ninja may direct one tentacle to perform some utility action and the other to aid his attacks, if desired.
Tentacles can also be used to imbue the Ninja's weapon. The tentacles can apply any Spirit Venom to the Ninja's weapon that he knows how to apply. They can also manifest a Blade of Darkness or overlay such a blade on the existing weapon. Though the tentacles can be directed to perform new actions at any time, they can only act once for each time the Ninja takes an active action that has a net shot cost of at least 1. Thus, they cannot gain extra actions when the Ninja actively dodges, or Counterattacks, but they can perform an action any time the Ninja attacks, casts a spell, uses an item, or activates a buff ability. If given an action to perform that takes many shots, they may not be able to take on new actions without abandoning the old. For instance, given the task to disarm a self destruct that happens to require 10 shots of dedicated effort to disarm, they cannot take new actions during those 10 shots without abandoning the disarm attempt.
Tenebrous Arms lasts 17 shots when activated, and may be refreshed before the duration is up by spending the shot and mana cost again. Refreshing Tenebrous Arms resets the duration to 17 shots, rather than adding it to the current duration.
Mana: 20
Shots: 1
Ninjitsu (Martial Arts)
Snakebite Strike: The ninja makes a quick, vicious strike with his fist in the shape of a snake's head. The attack hits a crucial nerve-center of the opponent, doing damage and setting the opponent up for a nasty attack. This attack cannot be actively dodged, and is Piercing. The ninja's next physical attack against this target gains U1.
Mana: 5
Shots: 4
Tigerclaw: Once learned, all the Ninja's unarmed strikes do the same amount of damage as the strongest weapon he's ever trained with. As an active manuver, the Tigerclaw strike inflicts U1 damage with an unarmed strike. The mana and shot cost only applies to the active effect.
Mana: 5
Shots: 4
Quivering Palm: A Nasty palmstrike that utterly ignores the opponent's defenses, striking on a spiritual level, even though the attack does physical damage. The Ninja makes a normal Unarmed attack with U1 damage, and the attack is Crushing.
Mana: 10
Shots: 4
Way of Binding: The Ninja goes through a quick set of seals and strikes the opponent where their Chi is weakest. This unarmed attack deals U2 damage and carries the Stopstrike ability. If the Stop fails to take hold due to reistances or immunities, then the damage is still delivered and Slow is inflicted instead, for shots equal to the Ninja's Willpower.
Mana: 12
Shots: 4
Spirit Metsubishi: In combat at least, most Ninja use this power to create a devestating Spirit Grenade. The spirit grenade is thrown with the power activation, and deals out the Ninja's Vis + Willpower in damage, U2, to all foes. For the secondary mana cost of this power, the ninja may create and use any traditional Ninja Metsubishi, smoke powder, flash powder, blinding powder, nausia darts, shuriken, or any other quick, one-use spirit tool the Ninja has trained to use.
Mana: 15/5
Shots: 3
Close Fighting: For a bit of expenditure of energy, and by escewing any large weapon, the Ninja can greatly increase her attack speed, while making herself more difficult to attack. Each time the Ninja makes an attack normally, or with some special technique, the mana cost for this power must be paid, and the shot cost for Close fighting applies, replacing the shot cost for the power in question. Any mana cost for a technique used with Close Fighting must also be paid. During the 3 shots that Close Fighting lasts, the Ninja's Evade gains U1. Thus, if the Ninja continues to use Close Fighting with each attack, the Evade bonus will remain until he disengages from close quarters.
Close fighting cannot be used from a distance, with a Limit Break, or while weilding any weapon larger than a Ninja-To. Of the two mana costs listed, the first is for using Close Fighting with a non-Ninjitsu technique, and the second is for use with Ninjitsu techniques or with regular attacks.
Mana: 15 / 5
Shots: 3
Jointbreaker: While Ninjitsu teaches early how to exploit human joints in unarmed combat, this technique allows the destruction of 'joints' on a spiritual level that can be used on all manner of oponents, human or otherwise. Instead of physicaly destroying a joint, it creates kinks in the Chi of the opponent such that they cannot use one of their more powerful techniques or attcks. The Jointbreaker is an Unarmed Attack that inflicts U3 damage, and disables one technique, not limit, of the Ninja's choice. If the Ninja does not know what attacks the foe has avaliable, he will simply disable a random one. The technique or attack remains disabled for a number of shots equal to the Ninja's Willpower.
Mana: 17
Shots: 4
Way of Destruction: Destruction is a state of mind. Those who approach knowlege of Tenchu understand this better than others. By merely concentrating and expending a little energy, the Ninja makes his next attack, magical or otherwise, Crushing.
Mana: 5
Shots: 2
Yomi Hand: The ninja touches his foe and inflicts a vicious curse, after performing a set of seals. All attacks, regardless of source, do an additional U2 damage to the target foe, for a number of shots equal to the Ninja's Willpower, doubled. Yomi Hand is resisted by Curse resistances but cannot be actively dodged. If the Ninja rolls a Critical Hit while using Yomi Hand, no resistance to curses, not even immunity, will prevent the curse from taking hold.
Mana: 20
Shots: 2
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Thief
Special Techniques
Steal: The Thief approaches the target and snags some important item from them. Many monsters have lairs where they nest on top of their kills, and may have some item wedged in their hair or armor plates etc. Other monsters have special stones and such that can be found on them, and a few even have the capacity to carry items. This power can also be used against humans, and outside of battle. The Thief can also snag small items worth money off monsters, or use a special device to sneak money off of a human's bank card. The Thief rolls Deceit, and if he beats the target's Dodge score, an item is stolen. If he beats the Dodge score by at least 7 points, he steals it without the target noticing. n the case of an item, the GM decides the value. In the case of money, the Thief takes 10x his Deceit AV + Fortune in Gil, up to a maximum of the money in the account.
Mana: -
Shots: 4
Mug: This technique works exactly like Steal, except that the thief has enough time to get in a physical attack as well. If the dodge is exceeded by 5, the target will not know that they were robbed, but they will obviously know that they were attacked.
Mana: 5
Shots: 4
Steal HP: The thief attacks the target and mystically drains hitpoints, harming the target and healing herself at the same time. The number of hitpoints drained equal the Thief's Deceit AV + his Base Damage. On a critical hit of this ability, the combined number is multiplied by 1.5.
Mana: 7
Shots: 4
Steal Voice: The Thief doesn't so much steal the voice of another person but copies it, making her disguises even better now that she can perfectly mimic the voice of another person. This will also fool machines that take voice identification. To steal a voice, the thief must be able to touch the target. On a successful Deceit roll, versus the target's Dodge rating +5, the target will not notice the touch. The thief keeps the stolen voice until she wishes to speak as herself again, and cannot return to the stolen voice unless she touches the target again.
Mana: 15
Shots: 1
Master Thief: Master Thief is an improvement on the Steal technique in two ways. For one, the Thief can steal anything the target is carrying that he knows about, no matter where it may be hidden on them. Second, as long as the attack is successful at all, the target does not notice the theft. A character using Master Thief must still exceed the Target's dodge by 5, as usual.
Mana: 10
Shots: 4
Mime: Master Thief is an improvement on the Mug technique in several ways. For one, the Thief can steal anything the target is carrying that he knows about, no matter where it may be hidden on them. If the thief doesn’t know what the target is carrying, the most valuable item will probably be taken. Second, as long as the attack is successful at all, the target does not notice the theft. A character using Master Thief inflicts Critical Hit Damage.
Mana: Cost of the Ability to be copied + 10
Shots: Shot cost of the copied action + 2
Soulsteal: The thief can now mystically transfer some of the target’s strength to herself. The thief rolls Deceit against a difficulty of the target’s Spirit or Dodge, whichever is higher. If successful, the Thief reduces one of the following attributes by his Dexterity Score: Strength, Toughness, Appearance, Perception, Intelligence, Charisma, Vis, Spirit, Agility, Dexterity, Speed. The Thief gains the stolen points as a bonus to his own attribute. The theft lasts for shots equal to the Thief’s Luck score.
Mana: 25
Shots: 1
Steal Thoughts: The thief can swipe memories from a target, causing them to forget something forever, while the thief gains that memory instead. This power requires a touch, and a successful Deceit roll against the target's Dodge rating +5. This power can never be reversed, nor can the Thief rid himself of the stolen memories without luck while junctioning GFs, or a similar memory wipe technique. The thief cannot steal memories that he does not know exist, though the choice of memory can be as vague as 'last meal', 'best memory', or 'memory from 10 minutes ago'.
Mana: 50
Shots: 4
Evade Reality: At this level, the Thief can deceive the very laws of the universe! By taking extra time to be sneaky, she can avoid paying the Mana cost for any technique or Spell Matrix spell. The shot cost for Evade Reality is added to the shot cost of whatever technique or spell is being cast for free.
Mana: -
Shots: 5
Monk
Sorcery
Scan: As Monks learn to open themselves to the spiritual world, their first lesson is to generate a simple magical effect to investigate the magical world with. This ability perfectly mimics the Scan spell, except that instead of the flashy light show that accompanies that spell, the Monk sees an aura, and feels a sense of peace as he brings himself in tune with the spirit world. Any information that can be discerned with Scan can be detected by a Monk using this ability.
Mana: 3
Shots: 3
Yin-Yang Spirit: Much of the spirit world is governed by an idea of balance. With this power, a Monk can alter his inner spiritual balance to better protect himself against some element, by weakening himself against another. The Monk rolls his Awareness AV against a difficulty of his own Spirit attribute. If successful, for every point of the roll, he may increase the Spirit attribute by 1, for resisting any single element. Conversely, his spirit is reduced by the same amount for resisting the opposition element. No matter how good the roll, the Monk cannot more than double his spirit, since he cannot reduce his spirit below zero against the opposition element. This power lasts for the rest of the combat once cast, or 10 minutes, if out of combat. If cast more than once, the effect is not cumulative, but the highest roll prevails. A short list of opposing elements is given below.
Fire - Ice
Lightning - Water
Wind - Earth
Gravity/Darkness - Holy
Mana: 10
Shots: 4
Ancestor Aid: As a Monk learns to act more in harmony with the will of his Ancestors, he is rewarded by being allowed to call upon their aid. For 20% of his Maximum Mana, rounded up, the Monk may roll an extra positive die on any roll. Ancestor Aid can be used as many times as the Monk has mana to spend, so for making his entire Mana Pool of energy a sacrifice to his Ancestors, the Monk may get an astounding 5 extra Positive dice on a roll of his choice! These extra positive dice act like Luck Dice, and prevent the re-roll of a Negative Die, as well as critical failures.
Mana: Special
Shots: 0
Magical Spirit: While Monks are not Sorceresses, they can learn to manipulate magic better than any but Mages, Blue Mages, or Geomancers. With this technique, a Monk can meditate on some spell that an ally knows and can cast, taking it into his spirit until the next Moonrise, or Sunrise, whichever is further away. During that time, the monk can cast the spell as if he had all the gems for it in his Matrix, paying all shot and mana costs normally. During this time, it is possible to draw a spellshard off the Monk for the spell in question. The Monk can learn a spell from Sorceresses, Blue Mages, Accessories, Friendly Monsters, Moogles, and even Spell Matrices. In the case of learning a spell from a Spell Matrix, the spell in question must be completed. The Shard the monk presents for drawing from this spell need not be the same one as the shard that the matrix itself is currently presenting. Imprinting a spell on one¿½s soul requires half an hour of meditation the first time the spell in question is imprinted. Further attempts on the same spell require only 10 minutes.
Mana: -
Shots: -
Dream of the Ancestors: The Monk is deeply in tune with the spirit world now, enough to begin to access the edges of the world of the Dead. Ancestor Spirits can come to the Monk when he is in this particular trance, giving advice and information, as they see fit. Wandering spirits of the restless dead can be seen as well, such spirits are usually more than happy to talk about the unhappy circumstances of their death, which may shed much light on modern mysteries. Other spirits, such as those summoned with the Lesser Spirit Guide power, can be freely seen and talked to in this state as well. Because of the intensity of the trance, the monk is at -3 AV for all skills and abilities that do not pertain to the spirit world while using this power. Dream of the Ancestors lasts for one hour upon being cast, and cannot be ended early.
Mana: 15
Shots: 8
Lesser Spirit Guide: The Monk learns to call upon a minor sprite of the spirit world, a creature that is to a Guardian force as a small bird would be to a human. This creature knows much about one particular element, and a little about magic dealing with all the elements that don't oppose it's particular element. It is also likely to be knowledgeable about the area in which it lives, and inclined to help with tasks such as scouting and providing distractions. The particular abilities and aid provided by any particular spirit are up to the GM and how well the Monk can flatter it. Once a Spirit is called, it will stay with the Monk for a number of hours equal to his Awareness AV, then depart. Lesser Spirit Guides never engage in combat, and will run away if they believe they are threatened.
Mana: 15
Shots: 10
Ancestor Counsel: Ancestor Counsel: The Monk has navigated the Dream of the Ancestors and come to understand more about the ways of spirits that she might have dreamed when this journey began. Now the Monk can approach specific ancestors, and ask particular questions, making such conversations much more profitable. The Ancestors do not know everything, and their perspective is skewed in ways that may occasionally make their answers difficult to understand, but they can provide a wealth of information for anyone willing to listen. At this level of spiritual growth, the Monk can also ask for minor boons from the Ancestors, which they will grant if she is polite and generally worthy. These blessings generally consist of a bonus of the Monk’s Luck score on a particular Action Value or attribute until the next Sunrise, or Moonrise, whichever comes later. Luck cannot be increased in this way. Other minor blessings may also be possible, at the GM's discretion. An Ancestor Counsel usually takes at least 30 minutes to complete, unless the Monk wishes to be rude and leave early.
Mana: 20
Shots: -
Spell of Flesh: While Monks often use their techniques and abilities to add a bit of magic to ordinary combat, they can also learn to make magic a bit more... physical. With this power, the Monk converts a spell to physical damage, rather than whatever element it would normally inflict. The spell is resisted by Toughness, instead of Spirit of course, when this ability is used. The spell will still appear much as it does normally, but some changes should naturally be expected with the shift to a physical state. This ability is not only useful for attacking monsters that are weak in body but strong in Spirit, but also is nice for giving a Monk a ranged attack when he does not wish to give up his spear by throwing it.
Mana: 10
Shots: 0
Wrath of the Dead: The dead have no reason to love the living, and most human dead have even less reason to love monsters. A monk who finds herself in desperate straits can call upon the pure rage of the dead to destroy an enemy. The monk may blast forth a bolt of pure Soulfire (Darkness, Fire, Wind), to damage a single foe. The bolt does the Monk's Vis+Luck in damage. For every point of Mana that the monk spends beyond the Technique's cost, two additional points of damage are added. For every Hitpoint the Monk spends in sacrifice to the dead, the technique does three additional Damage.
Example: A monk with a Vis of 10 and a Luck of 3 uses Wrath of the Dead. For the basic cost of the technique, the spell will do 13 Soulfire damage. The monk chooses to spend 30 Mana above the cost, and 25 hitpoints. With 60 extra damage from the Mana, and 75 extra damage from the hitpoints, the total comes to 148 total Soulfire damage to the enemy.
Mana: 3
Shots: 4
Martial Arts
Shield of Silk: It's easy enough to snag an enemy's weapon in flowing robes, if one knows how. As long as the Monk is wearing some sort of loose, flowing clothing, or carrying a long scarf or cloak, that cloth can be used to stop and trip up enemy weapons. Instead of actively dodging, the Monk adds double his Martial Arts bonus +5 to his dodge score against a weapon or other physical attack. Shield of Silk cannot protect against magical attacks.
Mana: 1
Shots: 1
Ironclaw: Sometimes, finesse is not what is required. Sometimes one simply wishes to hit the enemy harder. When using Ironclaw, the Monk adds his Willpower to the Base damage of a Martial Arts attack.
Mana: 5
Shots: 4
Improvised Weapon: During any battle, there are dozens of objects around that can be used as weapons, or shields. Rocks, sticks, furniture, the branches or trunks of nearby trees, strategically placed holes in the ground, anything. Monks can embrace the spirit of the Martial Artist, who shows no special favor to any particular weapon. The Monk grabs whatever is handy, and uses it as a weapon or shield, while the Monk's player provides an amusing or cool description of the effects. No doubt, the Monk will have to switch weapons a lot, as improvised weapons are prone to break. While this power is active, all improvised weapon do the Monk's regular weapon based damage, and all attacks are +5 Action Value. Similarly, all Active Dodges gain the Monk's Martial Arts skill as an extra bonus. Improvised Weapon is activated whenever a Monk wishes, even before his first active shot, and remains active until the end of the round.
Mana: 7
Shots: 0
Way of the Crane: Once this technique is learned, a monk is fast, like a crane which waits patiently, then strikes in a flurry of motion too fast to see. At the beginning of any combat round, the Monk may add his Martial Arts bonus to his Initiative, as long as his first active action is a Martial Arts attack. Way of the Crane must be activated before the first action is taken in the round, but can be used after initiative is rolled.
Mana: 5
Shots: 0
Way of the Tiger: Tigers are both fast and strong, so too, can a Monk be. Use of this ability increases the Monk's Strength and Agility by 50% rounded up for a number of shots equal to his Martial Arts AV.
Mana: 10
Shots: 1
Way of the Boar: To wound a boar is to open oneself up to danger, as a boar is much more dangerous when enraged and wounded then when going about it's business. When the Monk is wounded enough to be reduced to his Constitution in hitpoints, or less, all his melee attacks are critical, and any critical hits do double damage. Once learned, this ability requires no activation.
Mana: -
Shots: -
Way of the Dragon: Dragons. Lords of Monsters, sorcerers, winged terrors, creatures of legend. The Monk takes on a terrifying aspect that cows his foes and drives him to excel in battle. The monk gains +20% Strength, +20% Vis, and +20% Agility for the duration of the effect (round up). All enemy attacks on the Monk are a +1 shot cost, due to the hesitation involved. Undead, and Creatures with the Nobility ability are immune to the shot cost penalty. The Way of the Dragon lasts for a number of shots equal to the Monk's Martial Arts AV. Way of the Dragon cannot be combined with Way of the Tiger, the Monk must choose one or the other.
Mana: 20
Shots: 2
Way of the Phoenix: The Phoenix rises, from the ashes of a great fire. This fire is all the monk has access to at the present, for the Way of the Phoenix teaches only the first half of the Phoenix cycle, to be consumed in flame. The Monk gains the Final Attack ability, permanently. Changing the ability, attack, or technique that the Final Attack is bound to requires 30 minutes of intense meditation, to imprint the power on the Monk's soul. Any ability the Monk has can be bound to the Final Attack, but it must be some ability the Monk can manifest directly, even a simple physical attack. GF U-Abilities are fair game, but Summons are not. Spells and other techniques, even Limit Breaks are also allowed. The mana and shot costs listed after the slashes below are for binding a new ability to the Way of the Phoenix, this technique does not have any additional mana or shot costs in the application.
Mana: 0 / 50
Shots: 0 / Special
Iron and Silk: Monks have little to do in their temples but pray, and practice the martial arts. Accordingly, many of them become extremely powerful warriors. The riddle of Iron and Silk is to be Iron when striking, and Silk when one is struck. At this level of skill, the Monk has achieved such ability. The monk gains +Willpower to all Martial Arts attacks, and adds his Martial Arts AV to his base damage. Further, the Monk adds his Martial Arts AV as Armor, and to his Active Dodges give double the dodge bonus. Once learned, Iron and Silk is a permanent bonus, and it is cumulative with all other Monk Martial Arts abilities, such as Shield of Silk and Ironclaw.
Mana: -
Shots: -
Gearhead
Fix-It
Overclock and Kludge!: Machines can be abused to perform better, or in different ways. To make them perform better, the machine is Overclocked, which is basically a performance boost at a cost of the lifespan of the machine or device. A Kludge, by contrast, combines two machines so that both functions can be used simultaneously. In either case, the Gearhead makes a Fix-It roll at a difficulty determined by the GM. If the roll is successful, the Gearhead has done something cool, but probably ugly. Overclocks can usually give a 50% to 100% increase in performance, but the machine will burn out much faster, especially in the case of guns. Most weapons are destroyed by the effects of an Overclock, but the double damage may be worth it! A critical success mitigates or removes the damage effect, but a critical failure junks the machine. Kludges include things like vehicles with wings added, or security robots with their arms replaced by rocket launchers. Kludges don’t tend to be very stable, and need a lot of maintenance to keep them running. A critical success indicates a Kludge that will last, and even look somewhat good, a critical failure junks one or both machines.
Mana: 5
Shots: 8
Tune Up & Upgrade!: The ugly effects of Overclocks and kludges are baby steps. Now the Gearhead can fix things correctly! At this level of ability, weapon upgrades can be performed by the gearhead as long as she has a recipe to follow. Tune Ups increase the overall performance of a machine or weapon without damaging it in the slightest, though the increase will be more in the 10% - 33% range. This level of fixing things can’t be done on the fly in combat, it requires good tools and maybe a workshop, depending on the fix required. There is also a gil cost, usually about 10% of the original item or machine cost.
Mana: -
Shots: -
Experimental Medicine: Gearheads mess around with drugs too, after all, it’s just chemicals, right? Any good gearhead will have a stash of pills on hand that can treat minor status effects. Taking one of these pills will remove the following status effects: Blind, Silence, Berserk, Confuse, Slow, Sleep. Only one status effect can be removed per pill, if a target is suffering from multiple effects that can be removed, a random one will be chosen. Experimental meds work in mysterious ways!
Mana: 5
Shots: 3
Item Charger: A little device that all Gearheads learn to make. It allows them to use Tool Refine items to cast spells, which consumes the item, of course. So an Antarctic Wind will release a Blizzaga, and a Fire Crystal will release a Firaga. Healing Waters can be infused into a Cure spell. These little items can be very useful in the field, away from supplies, but they tend to freak out mages who see the items as being more valuable for spell-fodder.
Mana: 3
Shots: 3
Recovery Potion: Pour in some chemicals... shake em up, infuse a bit of mana and um... hey, you over there, wanna try this totally safe and reliable potion? This potion will totally heal you. Or so the Gearheads claim. To be fair, 99% of the time, it DOES provide a nice healing boost. When this ability is used, the GM rolls Fix It secretly for the Gearhead. A successful roll creates a High Potion, a Critical Success creates an X-Potion. A critical failure creates a potion that will drain 50% of the Target’s current hitpoints! If not used within a few minutes of creation, even successful potions will degenerate into the Critical Failure potions.
Mana: 12
Shots: 3
Chemical Mastery: The Gearhead can now create actualy stable, not supposedly stable, drugs and chemicals. This can be anything from a hair-color changing pill to a special powder that burns through metal when milk is added. The ingredients for such concoctions are generally pretty cheap, costing only a few gil, and a portable chemistry set can create them. It’s not possible to create these things in battle, but this ability ensures that the Gearhead will almost never run out of components for abilities like Recovery potion and similar abilities, plus it’s uses are limited only by the Gearhead’s imagination. Powerful explosives and Battle-Medicines are out of the reach of this technique, but a plethora of useful substances can be created.
Mana: (Minimal Gil Cost, or Tool Items can be used.)
Shots: -
Sparkly Potion!: Mix in some more volatile chemicals, a dash of mana, and maybe some booze... and you’ve got yourself a sparkly potion! What does it do? Well it almost always helps someone out, because it’s a big energy boost! Hopefully not too big.... When this potion is created, the GM makes a secret Fix-It roll. On a successful roll, the Potion will revive downed characters as per a Phoenix Down, or act as an Remedy to healthy characters. A critical Success means it acts like a Phoenix Pinion or a Remedy and Ether! On a critical Failure, it will inflict Berserk status. These potions degrade after ten minutes or so, at which point all they will do is inflict Berserk, the energy is gone.
Mana: 17
Shots: 3
Oh YEAH?: When you piss someone off in combat, and they say, “Oh YEAH?” and then pull a weapon, you know it’s gonna be ugly. The Gearhead imbues a machine with a big burst of mana, usually a gun, though it can be any type of machine that at least has moving parts (including a gunblade). The machine in question has a triple output on it’s next use, which must be within the current combat or within a few minutes if out of combat. This ‘super overclock’ does not damage the machine in question, and the rush of adrenaline leaves the Gearhead in a position to act again very quickly. Oh YEAH?’s shot cost covers both the overclocking and firing of the machine, when used in combat, assuming the Gearhead is overclocking something that she’s using.
Mana: 20
Shots: 3
Super Potion!: We’re not telling you what goes into this potion, because if we did, you wouldn’t drink it. But it’s good every time, guaranteed! Well... probably guaranteed. When this potion is created, the GM makes a secret Fix-It roll. If successful, the potion will act as a Megapotion or Elixir upon whoever it is used on. If the roll is a critical success, the Potion becomes a Megalixer! On a critical failure... well I hope you’re wearing a safety bit! These potions must be drunk within a minute of infusion and creation, or you’ve got a death wish.
Mana: 20
Shots: 4
Engineering
Scanner: This power is actually a piece of equipment that all Engineering Gearheads learn to build. It's a multi-purpose scanner that can detect some basic magical waves, and just about any technological thing you might want to scan. Operating it to see magic costs 5 mana per use, and works as per the Scan spell. Operating it to scan technological things reveals machine weaknesses, and scientific information, costing 1 mana per 10 minutes of use. An Engineering roll must be made in all cases, the higher the roll the greater the detail of information discovered.
Mana: 5 / 1
Shots: 3
Mana-Dampener: This little device can have two different effects. As a general purpose magic dampener, it can increase all difficulties for magic by the result of an Engineering roll, making it really tough for any mage or magic-using monster to operate. It can also be targeted on a particular foe, raising the difficulties of all Sorcery Rolls for that foe by the Engineer’s Intelligence. Due to the need to keep the beam on the foe, and the constant tweaking required, this second use adds 1 shot to every action the Engineer undertakes while keeping the badguy dampened. The Mana Dampener can keep running for a number of shots equal to the Engineering roll made when it was turned on, and then it needs to be recharged with more mana and another Roll.
Mana: 10
Shots: 4
Elemental Overdrive: Many minor magical items can be found in the world, and an experienced Gearhead will know how to activate them to release magic. This skill represents even greater knowledge of those items with elemental power, whenever a the Gearhead uses an elemental item, the damage is increased by 50%, rounded up.
Mana: -
Shots: -
Non-Elemental Overdrive: As with elemental items, the Gearhead can now boost the performance of the non-elemental ones, which is pretty much everything else. Healing and Non-Elemental damage items have a 50% greater effect, rounded up.
Mana: -
Shots: -
Forge Item: Perhaps the most defining ability of the Gearhead Archetype, this is the technique that allows them to produce all those wonderful toys for the use of the SeeD forces. Forge Item allows the Gearhead to make magi-technical items, just about anything can be crafted from Esthar transportation seats to energy shield generators, and yes, even Spell Matrices. Time and the proper materials are required of course, especially for larger or more complex constructions. This technique will be decided on a case-by case basis between any Gearhead players and the GM. Gearheads should note that the sky is the limit. A Gearhead doesn’t need plans or sheets to make a new item, though they certainly help, totally new inventions can be made as long as the Gearhead has the vision, materials, and tools to pull it off.
Mana: ?
Shots: -
Ghost in the Machine: Unbeknownst to most traditional magic users, machines have spiritual elements too. A Gearhead with this technique can call on them to obey his will, turning complex machines against their masters. An assault rifle, for instance, is too simple to be controlled, but complex planes and computers certainly qualify. The Gearhead must touch the machine in question (or hit it with a control pod of some kind) and roll Engineering. The GM decides the difficulty, or the Gearhead must beat the Dodge of any robot with a dodge-rating. If successful, the Gearhead controls the machine for 1 minute per point of Intelligence he has, independent of any other actions he's performing. Controlling a machine in combat adds 1 shot to the cost of all other actions the Gearhead performs, due to the concentration required.
Mana: 40
Shots: 6
Shrodinger's Railgun: Radioactive elements in a high-powered railgun slug... how can it possibly go wrong? This weapon inflicts double the Gearhead’s Normal Weapon damage, but it leaves a nasty effect behind as well. For the next 5 shots, the affected creature rolls and checks the dice result. If it is positive, the creature is revived at whatever hitpoints it had last. If the roll is negative, the creature is down in KO. Not only is this incredibly disruptive to the creature, but if the effect leaves it in KO, then it’s down. Death immunities affect this ability normally, and death resistances add their resistance bonus to the roll. Being revived by the Schrödinger Effect does not have a 1 shot cost. If the creature is struck while KO’d, then it is dead, and not even the Schrödinger Effect will bring it back.
Mana: 20
Shots: 4
Thermal Detonator: Some people think Engineering is about building things. Okay, so it is. But it’s also about leaving blast craters that can be seen from orbit! This ability can do two things. The ‘safe’ version unleashes a custom detonator that rends the entire battle area for Physical damage equal to the Gearhead’s Intellegence+Perception, but does damage only to the enemies of the Gearhead. Even the ‘safe’ version is prone to causing structural damage in buildings, so one should be careful where it is used.
The totally nuts version of this ability imbues a conventional (or experimental!) explosive to do 10 times the normal damage, and have a significant upgrade in blast radius. Obviously, normal explosives cannot be set so they don’t hurt allies, and this is very destructive to the surrounding terrain. On a critical success, the conventional explosive does 100 times the normal damage, and has it’s blast radius greatly increased. In the case of a critical failure, it does exactly what the critical success does, but the Gearhead has absolutely no control over when the bomb goes off... which will probably be right away.
Mana: 25
Shots: 3
Orbital Cannon: Squall would probably freak out if he knew exactly how many things the Gearheads have put in orbit. He’d go into a cold sweat if he knew how many of them are armed. It’s a rite of passage for Master Gearheads to create a satellite with an orbital cannon and launch that puppy. Thereafter, the Satellite tracks the Gearhead and adjusts orbit to stay more or less above him. With a bit of targeting information fed into it, and a command to fire, the fun begins! The satellites created by a Gearhead with this level of expertise are incredibly precise, they can blast every nearby enemy and not so much as ruffle the hair on the Gearhead’s head, or that of his allies. Every foe in the area takes the Gearhead’s base damage times 3 in Non-Elemental magic damage.
Once fired, the Orbital Cannon needs 10 shots to recharge, at the minimum, and especially heavy use may extend this further. Though the Cannon is in orbit, the beam is magical, and can penetrate physical objects before going ‘live’. Thus, these things are perfectly capable of hitting foes even if the Gearhead is deep in a bunker. The targeting information has to be fed manually though, as it’s pretty difficult to hit small moving targets with an orbital laser! It can only fire on targets the Gearhead can see.
Mana: 40
Shots: 5
Mage Specialist
Sorcery
Focus Self: Mages learn to focus their magical energies, powering up to give their spells greater effect. Focus is a potent ability, raising the user's Vis by 50% for the rest of the battle. However, once a mage has focused, she must stay out of harms way. Bodily trauma, such as that delivered by a physical blow, ends the Focus effect, if it does more hitpoints of damage than the Mage’s Willpower, after Toughness is applied.
Mana: -
Shots: 3
Tier 1&2 Refine: With a bit of effort and time, a Mage can absorb monster items into his Spell Matrix, gaining more spellshards without having to draw, and without the aid of a Guardian Force. General magic items like Magic Stones and Wizard stones will not serve for this purpose, the item must be specific to the spell in question. Further, each shard costs XP, equal to the Tier of the shard being absorbed. So a Protect shard, perhaps garnered from a Protect Stone, costs 2 XP to integrate properly. This ability only works on a matrix that is attuned to the Mage in question, it cannot be used on a companion's Matrix.
Mana: -
Shots: -
Tier 3&4 Refine: With a bit of effort and time, a Mage can absorb monster items into his Spell Matrix, gaining more spellshards without having to draw, and without the aid of a Guardian Force. General magic items like Magic Stones and Wizard stones will not serve for this purpose, the item must be specific to the spell in question. Further, each shard costs XP, equal to the Tier of the shard being absorbed. So a Blizzara shard, perhaps garnered from a North Wind, costs 3 XP to integrate properly. This ability only works on a matrix that is attuned to the Mage in question, it cannot be used on a companion's Matrix.
Mana: -
Shots: -
Mp Absorb: The Mage rolls Sorcery, as if casting a spell, with a particular monster or person as the target. If attack succeeds, she pulls her Vis in Magic Points out of the target, transferring them to her own reserves. This ability is obviously quite useful, as it can keep Mage Operatives in the one thing they need to be effective, Mana.
Mana: 0
Shots: 4
Tier 5 Refine: With a bit of effort and time, a Mage can absorb monster items into his Spell Matrix, gaining more spellshards without having to draw, and without the aid of a Guardian Force. General magic items like Magic Stones and Wizard stones will not serve for this purpose, the item must be specific to the spell in question. Further, each shard costs XP, equal to the Tier of the shard being absorbed. So a Water shard, perhaps garnered from a Water Gem, costs 2 XP to integrate properly. This ability only works on a matrix that is attuned to the Mage in question, it cannot be used on a companion's Matrix.
Mana: -
Shots: -
Piercing Magic: The mage has now learned how to brush past any hasty magical defenses, and all his magical attacks become Piercing.
Mana: -
Shots: -
Swift Magic: Mages who reach this level of skill can now push magic spells through much faster. The Shot Cost for casting or drawing Magic is reduced to 3.
Mana: -
Shots: -
Medium Range Magic: Greater magical study yields yet more efficiency in Magical skill. The Mage can now cast her spells up to 10x her Sorcery AV in yards away.
Mana: -
Shots: -
Flash Cast: With the ultimate refinement of casting techniques, the Mage learns to cast or draw at a mere 2 shot cost, doubling the rate that normal people can cast spells.
Mana: -
Shots: -
Awareness
Magical Weave: Mage Specialists receive extra training in Magic, and many more classes on how to interpret magical energies. Whereas most SeeDs will be lucky to be able to examine the weave of a spell with a casual Awareness roll, Mage Specialists can learn detailed information about spells, and other magical effects with little or no effort.
Mana: -
Shots: -
Scan: As the Mage progresses in her knowledge of magic, she learns to cast the very minor Scan effect quickly in combat, without any expenditure of Mana. This is obviously quite a boon to those who base their tactics on the strengths and weaknesses of a particular foe.
Mana: 0
Shots: 3
Examine Device: This much more potent version of Magical Weave allows the Mage to peer directly into items and magical artifacts, divining their secrets with a minimal Awareness roll.
Mana: -
Shots: -
Unweave: The Mage Specialist makes a simple Awareness roll, while in contact with a particular standing spell or magical effect. If she beats the Sorcery AV of the person or being who put it there, she can shatter the spell with a thought. This ability can act like the Dispel spell, in some ways, but the Mage must be in contact with the spell itself, it can't be used at range. Further, there are some effects that Dispel cancels, that Unweave cannot, and vice versa.
Mana: 5
Shots: 4
Moving Dream: As immersed in magic as a Guardian Force or Sorceress, the mage now sees magic everywhere she goes, unless she specifically concentrates on not doing so. Standing spells, magical items, Guardian Forces, and Draw Points will all be obvious to a mage who has reached this level of mastery. No roll is required to detect them.
Mana: -
Shots: -
Danger Sense: With the constant sensing of the Magical forces around him, a Mage learns to sense the sudden shift that happens as some being or force aligns against him. This is by no means a perfect detector, but 9 times out of 10, the mage will get some warning of impending doom before a sudden dangerous event or attack occurs.
Mana: -
Shots: -
Instant Scan: The sensory abilities of the Mage are such that she can see directly into the heart of any creature or person, unless they are specifically shielding themselves, but generally only Sorceresses are capable of such. The Mage can cast Scan at any time, on any being, without any Shot or Mana cost.
Mana: 0
Shots: 0
Pierce Veil: The ultimate in Sensory techniques, Pierce Veil allows a Mage to see beyond this dimension, into neighboring realms where Guardian Forces lie hidden, or even into the mysterious Underworld where the souls of the dead dwell. This enhanced awareness lasts for 10 minutes, before it must be refreshed, and requires an Awareness roll to activate.
Mana: 10
Shots: 3
Defenceless: No mystic defense is perfect. With enough intelligence, and knowing where to look, and understanding of magic, one can ALWAYS find a hole. The ultimate Awareness technique allows a mage to see the holes in magical weaves and spiritual defenses. When applied to standing spells, or anything else that can be Unwoven, the standing spell can be ripped apart effortlessly and nearly instantly.
Applied to a foe, it shows a big gap in the magical defenses. The Enemy’s Spirit (and Spirit Armor, if any) is reduced by the Mage’s Intelligence score, for the Mage who knows this technique only. This is not a status effect of any kind, and it cannot be “removed”. It is just an exercise in very efficient magic casting. Defenseless must be renewed every time initiative is rolled, if being used in combat, and must be used on each foe separately, for Spirit defenses shift over time, and each foe is very different.
Mana: 15
Shots: 1
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Brawler
Martial Arts: Combos
Nearly all combo techniques have a shot cost of Zero. That is because these techniques add something on to a regular Martial Arts attack, which already carries a shot cost of 4. No single combo power may be applied more than once to any single attack, but Brawlers are free to stack several different combo effects on a single attack. Many of the abilities below list the mana cost as based on how many combos the Brawler has achieved. As the Brawler puts together powerful combos, the mana costs of various abilities may become prohibative. A Brawler may always pay a lesser mana cost for a lesser effect. So if a Brawler is activating a power on say, a Combo 5 after hitting 6 times, and only has enough mana for a Combo 2 level effect, he may pay the lesser mana cost and get the lesser effect.
Example: Tear Banebreaker is fighting a vicious Snow Lion, and building up her combos. She's running low on mana, and her combo number is already pretty high, Combo 6, after 7 consecutive hits. She'd love to rip off a full Combo Power, and get U6 to her Strength to boost her already powerful U6 Base Damge, but doesn't have 60 mana to spend utterly destroying her enemy. So she spends 20 mana instead, and gains 20 mana worth of Combo Power, adding U2 to her strength, which is then multiplied by the 6 point combo. Tear hits the Snow Lion much harder than she would have without the Combo - Power boost..
Simultaneous Strike: One of the first thing Brawlers learn is how to gang up on an enemy effectively. Though SeeDs rarely need to do this against human opponents, it's the business of SeeD to fight some pretty potent monsters, and of course, sorceresses. Using this technique, whenever the brawler makes a Martial Arts attack on the same shot that an ally also makes a physical attack on the same target, she gets U1 to her Base Attack.
Mana: -
Shots: 0
Combo: The Brawler now knows how to set up combo attacks that deal more and more damage, until he is able to unleash a series of truly devastating attacks on the opponent. Once the Brawler has struck an enemy in combat normally, this technique becomes active. To maintain the combo, the Brawler must focus his attacks on the same enemy, attack physically each time he has an opportunity for action, and not actively dodge. Failing to meet any of these conditions breaks the combo, as does missing the opponent for any reason.
While the combo is active, the Brawler gets U1 to his base damage for each combo-hit. Thus, on the first attack, there is no bonus. On the second attack, a combo has begun, and the Brawler's Base Damage gets U1. On the third attack, the Base Damage gains U2, and so on. Combo's power increase stacks with Simultanious Strike, and both techniques are passive. The damage bonus occurs when the conditions are met (ally joining in on the same shot, or more than 1 attack on the same target with no interruption) unless the Brawler specificaly declares that they will not be using the technique.
Mana: -
Shots: 0
Combo - Accuracy: Any time the Brawler wants to pay the mana cost for this power during a Combo attack, she may grant upgrades to her Martial Arts or WF Fists AVs, one Upgrade for the current combo number on the attack. So a Brawler could set up a few combos (say, 4 hits; Combo 3), and then decide they really need to be able to hit, so that the chain doesn't break, and pop 15 mana for Combo - Accuracy. The current combo number of 3 would become a U3 bonus to the Martial Arts AV.
Mana: 5/combo#
Shots: 0
Combo - Power: The Brawler's combos are now much more damaging than they were before, if he only expends a little effort. Whenever this power is activated, the Brawler's Strength recives an Upgrade, at the rate of 1 per Combo. So, if we imagine a Brawler who has built up 5 attacks, for a Combo 4, the Strenth upgrade would be U4. However, that use of Combo Power would cost 40 mana.
Mana: 10/combo#
Shots: 0
Combo - Defensive: The Brawler has enough control over how she executes her combos that she can now use the rhythmic nature of the attack to predict when enemies will strike, and steel herself against the damage. The Brawler becomes adept at blocking, parrying, or interposing barriers between herself and incoming damage. This power may be activated at any time, and lasts only during the specific shot in which it was activated. The Brawler gains an Armor bonus equal to Agility, upgraded to the current combo level. So on a Combo 4 (5 hits), the Brawler could spend 20 mana to gain her Agility U4 as armor, for that single shot only.
Mana: 5/combo#
Shots: 0
Combo - Evasive: Like the previous combo power, but more potent because it allows the Brawler to get out of harm's way entirely. This power activates similarly, with the Brawler getting a bonus to Dodge or MEv equal to his Speed upgraded by the current combo. So on a Combo 4, the Brawler could spend 28 mana to gain his Speedx4 to either Dodge or MEv, his choice.
Mana: 7/combo#
Shots: 0
Combo - Speed: The Brawler, now nearly a master, can now speed her combos up, until the attacks rain lightning fast down on her enemies. The shot cost of all Martial Arts attacks is reduced by the current Combo number, to a minimum of one. This reduction takes effect as the combo is completed, so on the second hit (1st combo hit) the shot cost is reduced by 1, on the third total hit (2nd combo hit) the shot cost is reduced by 2, etc. This power normally maxes out at Combo 3, when standard attack actions are reduced by 3 to 1 shot, but if the Brawler is suffering from Slow, running a continuous action, or having any other problem that increases her shot costs, a higher Combo number will still reduce that action, to the minimum of 1 shot cost. Combo - Speed must be activated each shoot the Brawler wants to speed things up, but costs reletively little mana, 2 per shot reduction, up to the maximum of the current Combo, or until the attack is reduced to 1 shot cost.
Mana: 2/combo#
Shots: 0
Combo - Elemental: Against foes that are physically tough, but can't take the magic damage, the Brawler now has a solution. He can imbue his weapon, fists, whatever he's using, with powerful magical elements, essentially converting his entire attack into magic damage of one element or another. The current combo number limits the element types that are available, it takes time to build up to the really powerful elements. See the chart below for what combo number is required for each group of elements. Note that the Brawler can always default to a lower element than his current combo number if he wishes. Only one element of any particular group may imbue a particular attack. Combo Elemental replaces any Elemental Attack junction or Elemental Weapon the Brawler might be using, for that specific attack only. Once the Elemental combo hit is over, the weapon or junction will return to it's normal element.
Combo 1: Fire, Lightning, Ice
Combo 2: Wind, Water, Earth, Poison
Combo 3: Holy, Darkness, Non-Elemental
Combo 4: Meta Elemental
Mana: 12
Shots: 0
Combo - Technique: Though Combos are techniques in and of themselves, the Brawler is now so comfortable with them that she can continue her devastating Combo buildup even when using other Techniques, be they Martial Arts Weapon techniques, or even Weapon Focus techniques. The combo attacks must still be physical Melee attacks, ranged attacks do not combo. The appropriate roll for the technique used does not change, for instance a Brawler using a Spear Weapon Focus technique to combo up rolls Weapon Focus as normal to hit, but the bonuses granted through the Combo tree of powers still rely on her Martial Arts bonus. Also, the power cost for this technique is in addition to any cost the other techniques used have.
Mana: 10
Shots: 0
Martial Arts: Weapons
Fatal Fists: People often wonder how Brawlers could possibly choose to fight bare-handed, or with mere gloves, when larger weapons simply do so much more damage. The answer is simple. A true melee fighter needs no highly technical gunblade, or enormous tetsubo to bring in the damage. The power to focus one's Chi and know where to strike is enough to turn anything from a fist, to a rope, to a chopstick into a terrible weapon. This power is permanent once learned, and increases the damage rating of any weapon to +3/level, if it is less damaging.
Mana: -
Shots: -
Great Blow: Brawlers who know this technique can give up safety for additional power. By leaving herself open to a hit, the Brawler does U1 while making a standard Martial Arts attack. For the duration of that attack's shot cost, she cannot Actively Dodge.
Mana: 0
Shots: 4
Shield Mastery: Nearly every Brawler eventually learns to use a shield, there are simply too many situations where one can come in handy. While using a shield, a Brawler who has mastered the shield technique gains his Strength as Armor. During any active dodge where the Brawler uses the shield to block, the Brawler may add his Strength to his Dodge for an extra defensive boost.
Mana: -
Shots: -
Crackdown: A well placed hit can take the wind out of an enemy's sails. This technique applies a minor penalty to an enemy's most important battle statistics. The Enemy's Evade, Agility, Strength, and Toughness are all reduced by the Brawlers Martial Arts AV. This ability is resisted by Attribute Down resistances.
Mana: 15
Shots: 4
Chi Strike: Imbued with the power of the Brawler's personal life force, this attack is a more potent version of Great Blow. The Brawler makes a standard Martial Arts attack at U2 damage. As an added bonus, all weapons the Brawler uses now add +4/level to his strength, unless they are stronger. This latter effect is permanent.
Mana: 10
Shots: 5
Counter: Always on the lookout for opportunities to strike back at a foe, the Brawler may counterattack as per the Counter ability simply by paying this technique's mana cost when struck.
Mana: 7
Shots: 0
Dual Wield: What's better than one weapon? Two obviously! This mastery of two weapon fighting style provides two benefits. First of all, the Brawler may now make an additional attack on any active shot, increasing the shot cost of that attack by 2 shots. Thus, a standard Martial Arts attack would be increased to 6 shot cost. Haste, Quick Hit, and Combo Speed can all reduce this additional cost, and secondary attacks can be made during a combo without breaking the combo. The secondary attack is a standard Martial Arts attack, and does not benefit from combo-upgrades, though it does from more general stat upgrades. Second, the Brawler may use his secondary weapon to provide similar benefits to Shield Mastery, gaining Agility as Armor, and adding Agility to Active Dodges for an additional defensive boost.
Mana: -
Shots: -
Delay Strike: This powerful attack can knock an enemy back or off balance, slowing them down greatly. Enough repetitions of this attack can leave the foe unable to respond at all, at which point the fight is more or less over for the bad guys. On a successful hit, the Brawler delays the target's next active shot by 2 shots.
Mana: 15
Shots: 4
Quick Hit: A little extra effort goes a long way. Because this power speeds up the Brawler's rate of attacks, it can burn his mana out quickly, but it's still often worth it. Quick hit is a standard Martial Arts attack, with a shot cost of 2, instead of 4.
Mana: 10
Shots: 2
Geomancer
Sorcery
Blessing: Geomancer chants a blessing, and a comrade glows briefly with a pure, white light. The target's next action gains a bonus on the roll equal to the Geomancer’s Luck.
Mana: 7
Shots: 3
Curse: The Geomancer lays a curse on the target, casting forth a bit of rice paper with the characters of a Seal written on it. The target suffers penalty to all rolls equal to the Geomancer’s Luck. This curse lasts for a number of shots equal to the Geomancer’s Sorcery AV.
Mana: 9
Shots: 3
Dragon Lines: Where mana runs through the earth in a strong river, a Dragon Line forms. The power and Lifestream of Gaia rise to the surface in these places, like the veins of some great spirit. By aligning himself properly with the Dragon Lines, the Geomancer can greatly increase the power of his magic. Aligning oneself with the shifting lines of magic is not easily done, it takes constant concentration. While using this ability, the Geomancer adds 1 shot to all actions, but his Vis is increased by 50%, rounded up.
Mana: 5
Shots: 2
Spellshape: The Geomancer uses a deep knowledge of the principles of magic and balance to rip a spell's effect apart, splitting the total damage over as many targets as he likes. The spell's damage or duration is spread equally among the targets chosen.
Mana: 7
Shots: 0
Circle Of Warding: The Geomancer traces out a line, a circle, surrounding an area. The line glows with a pure white light, though the ward can be made invisible to physical sight once it is finished being cast. An area of nearly any size can be warded, though the mana cost increases with size, and the Geomancer must be able to physically walk around the perimeter. Once the ward is up, creatures that cause the ward to Activate must make a Willpower roll versus the Geomancer's Sorcery AV to bring themselves to cross it. To those the ward protects against, or beings using Awareness, the ward appears as a shimmering globe of transparent white light, crawling with shifting flows of magic and strange mystic runes.
A ward can be set to activate for a specific type of creature, such as only the Undead, or only Monsters. It can even be set for a single creature type (Mesmerizes and those with Mesmerize ancestry) or for anything that crosses. Any time a creature against which the ward is set crosses it, the Geomancer knows immediately. Further, the Geomancer can choose to build a spell he knows how to cast into the Ward. Creatures who breach the Ward's protection will be struck by the spell as if the Geomancer had cast it. The Geomancer must successfully cast the spell in question and pay the mana cost when creating the ward, if this option is used.
A ward can be broken down by Dispel, only if the caster can beat the Geomancer's Sorcery AV + his Willpower, and even then the Geomancer will know. The Mage ability Unweave can sometimes open holes in a ward without alerting the Geomancer, but that is very difficult to do. The Ward lasts until the Geomancer chooses to stop maintaining it. The Maintenance cost of holding up a single ward prevents the Geomancer's Mana from recharging normally. Trying to hold up more than 1 ward causes the Geomancer to loose his Spirit in mana every hour, per extra ward.
Mana: 10 Mana + 1 mana per yard of the Ward's radius.
Shots: Special
Magic Boost: The Geomancer may pay double the mana cost of a spell instead of the regular cost, to increase the total damage by 50%, rounded up. Combined with Dragon Lines, this can make the Geomancer's magic very potent.
Mana: Special
Shots: 0
Dragon's Nest: Where the Dragon Lines meet, this is a Dragon Nest, a powerful nexus of mystic energy. Dragon's Nests are not rare, but neither are they common. Not every city on Gaia boasts one, as most were not constructed with the effects of mana lines in mind. A Dragon's Nest can have many potent effects for a Geomancer, once he learns to utilize them with this technique. First, the Geomancer may use the Dragon Lines power without shifting around, so the +1 shot cost effect is ignored. Second, a Geomancer may use this ability to attach a spell or ward to the Dragon's Nest, allowing it to become permanent, and be maintained by the Nest, rather than by the Geomancer himself. The Geomancer must still have enough power to cast the ward or spell in the first place, however. Geomancers can use a Dragon's Nest to contact the spirit world much more easily than they otherwise could, and a Geomancer meditating in a Dragon's Nest needs only 30 minutes to recover all his mana, no matter how much he needs. Finally, a Geomancer may purify a Dragon's Nest, making it a place antithetical to Lunar life and the Undead. There are other things one may do with a Dragon's Nest as well, but these are the most common applications. For the shot and mana costs below, the first set of numbers is for using the upgraded Dragon Lines ability, the second is for attaching a spell or ward to the nest, and the third is for purifying it.
Mana: 10 / 10 / 51
Shots: 2 / 10 / 3 Hours
Spellstone: The Geomancer blesses a small stone, river stones work best, and inscribes or paints a rune onto it. Thereafter, anyone with may invoke the power of the rock, choosing a target for the effect. The rock will 'store' any spell the Geomancer knows, and casts into it during the blessing process, releasing it when invoked. All damages and durations are based on the Geomancer's stats, and the spell targets as if the Geomancer had cast it. Invoking a Spellstone takes only 3 shots, as with using most items. The shot and mana costs listed below are for preparing a spellstone, the Mana cost is in addition to the mana cost of the spell to be imbued, which must also be paid. A Geomancer can have as many Spellstones active as she has Vis, before her Chi goes out of balance. This imbalance will prevent the regeneration of mana, and eventually even bleed it away, as if the Geomancer were maintaining too many wards.
Mana: 10
Shots: 7
Sacred Magic: Once this technique is learned, all the Geomancer's spells become 'sacred'. The Geomancer's deep connection with the earth lets him add his Luck score to his Sorcery AV and his Vis for all spells. The Spirit of Gaia itself guides the magic of the Geomancer, and his magic is always in harmony with the earth, and the weaves around him. Sacred Magic functions only on Gaia.
Mana: -
Shots: -
Awareness
The 'lace' abilities represent a heightened awareness of a particular aspect of reality or the spirit world. When a 'lace' ability is active, the Geomancer is at +3 to all rolls concerning creatures, objects, or places of the correct type. Each Lace gives further benefits, which are listed below. A Lace is activated by simple and quick concentration, and remains active until the Geomancer is knocked out, or chooses to let the effect end. Only one Lace can be active at any one time. Every time initiative is rolled, a Geomancer must pay the mana cost for the active Lace effect again, if she wishes to maintain it.
When activating a Lace effect, the Geomancer rolls Awareness. The sensory effect extends out to a number of yards equal to the result of the roll.
Manalace: The Geomancer's mana regenerates at triple the normal rate. Further, the Geomancer can use any of his first three Sorcery Limit Breaks to target the enemy's mana instead of doing damage. The Geomancer can feel or see the presence of powerful magic or spirit entities. Finally, the Geomancer can tell at a glance how much Mana anyone has.
Mana: 5
Shots: 1
Thoughtlace: The Geomancer can feel the thoughts of those around him. This is not mind reading, or telepathy, but it allows him to detect living, sentient beings as per the Ability Chi-Sense. Especially strong emotions or thoughts may make themselves known to the Geomancer. By meditating in physical contact with someone, the Geomancer may meld minds enough to speak telepathically. This can aid in silent communication, simply increase the bonds of friendship or love, or attempt to heal a troubled mind. Touching the mind of a Lunar being is not recommended. It is impossible to use Thoughtlace on the Undead.
Mana: 5
Shots: 1
Lifelace: The Geomancer senses lifeforce now, and fortifies his own. Anything with a spark of lifeforce can be sensed as minds were with Thoughtlace, but the Geomancer has no idea what it is, or even the strength of it, a Dragon's life force would feel the same as that of a small rabbit. Still, it is useful for knowing if something approaches. Alternately, the Geomancer can close his senses to all the life forces, and sense only the antithesis of Life, sense for the Undead. While using Lifelace, the Geomancer regenerates 5% of his total hitpoints, rounded up, each combat action. The Geomancer is at +10 resistance to Death and Zombie.
Mana: 5
Shots: 1
Woodlace: The Geomancer builds a sacred connection with all the plant life around him. The bonus to rolls applies not only to things like survival and herbalism, but also to attacks and spells on plant based monsters like Ochu, Grats, and Malboros. While using Woodlace, the Geomancer cannot become lost in a forest, jungle, swamp, or other area with a lot of plant growth. It gives the Geomancer an affinity with the spirits of plants, and makes them favorable in attitude toward him. By meditating, and holding or touching a plant, or part of one, the Geomancer can reveal it's secrets, and determine it's uses for good or ill.
Mana: 5
Shots: 1
Sealace: The Geomancer develops a deep connection with the wild sea. The roll bonus applies to all creatures and monsters of the sea, as well as Water Elemental spells. The Geomancer cannot become lost at sea, and receives the roll bonus to any rolls to swim, navigate, or pilot ships. The Geomancer can feel the pretence of Sea Life, lunar or not, just as he could feel Thoughts with Thoughtlace. Finally, the Geomancer can feel the presence of nearby land, or incoming storms, even if he cannot see them.
Mana: 7
Shots: 1
Skylace: Now a connection with the boundless sky can be made. The Geomancer's roll bonus applies to all creatures of the air, Lunar or not, and to all Lightning, Wind, and Storm elemental spells. The Geomancer can feel the currents of air, and detect changes in the weather, and cannot become lost when piloting or navigating aircraft. The Geomancer feels sound waves with his awareness, and thus can hear conversations or noises that occur on the other side of walls and the like. The Geomancer feels creatures of the Air as he felt minds with Thoughtlace.
Mana: 10
Shots: 1
Timelace: This bizarre lace gives the Geomancer an impressive understanding of the flow of time. Distortions or ripples in time become apparent to the Geomancer, and the roll bonus applies to any creature with Haste, Slow, or Stop shards, as well as all Time Elemental spells. While under the influence of this Lace, the Geomancer may reduce all shot costs by 1, this ability is not cumulative with any other shot cost reducing power, including the Haste spell. If Slow is cast on a Timelace aware Geomancer, the effect continues, so shot costs would only be increased by 1 from normal. Geomancers in Timelace have +10 resistance to Slow and Stop. Extensive use of this lace warps the perceptions of the Geomancer and imbalances him. Spending too long in Timelace can interfere with a Geomancer's mana regeneration ability.
Mana: 25
Shots: 1
Gaia Lace: This is not so much a focused awareness, as a sense of perfect harmony with Gaia. Under the influence of Gaia Lace, the roll bonus applies to everything that is Gaian, which is no small number of things and creatures. The Geomancer cannot become lost on Gaia, and feels any of it's creatures presence as she did thoughts in Thoughtlace. The Geomancer also gains the roll bonus to any elemental spells of the following elements: Fire, Ice, Lightning, Water, Wind, Earth, Poison, Magma, Storm, Crystal and Lifestream. The Geomancer gains the Hp Stroll and Mp Stroll abilities, out of combat, and Regenerates 10% of Hitpoints and Mana each combat action. Finally, the Geomancer gains +10 resistance to Death, Doom, Curse, Zombie, and Berserk.
Mana: 30
Shots: 2
Moonlace: Finally, the Geomancer learns to attune himself not to the natural rhythms of Gaia, but to the alien forces of the Moon. The roll bonus applies to all Monsters, as well as Lunar, Darkness, and Poison elemental magic. While using this Lace, monsters will be disinclined to attack the Geomancer, not quite on the level of the Lunar Child effect, but similar. The Geomancer gains Lunarward, Darknessward, and Poisonward. The Geomancer becomes Immune to Curse, and any physical or sorcerous attacks he makes gain the Cursestrike ability.
Mana: 45
Shots: 3
Sniper
Way of the Gun
Irvine's personal Zen of guns combined with powerful techniques to make Snipers not only valuable but feared on the battlefield. The Way of the Gun is a new way of living, with every bit as much depth as Bushido or a deep Martial Art. Or so Irvine will tell you. His Snipers, having lived, breathed, and dreamed guns, believe ever bit of it. Guns being as new as they are, relative to older fighting styles makes it hard to gain that kind of recognition from traditionalists however. Most techniques in The Way of the Gun are passive, staying with the Sniper simply as part of his or her intensive traning.
Gunslinger's Grace: The first thing that Snipers learn is how to move, think, and shoot like a real gunman, or woman. This results in a variety of sub-techniques that immediately bring the Sniper head and shoulders above any non-SeeD shooter.
Reloading for all Guns is at -1 shot cost. This is cumulative with Haste effects and is applied after the Haste reduction is applied. This technique can reduce the shot cost of reloading below 1.
The Sniper can spend 1 shot as an Aiming Action to reduce a target's Armor and Spirit Armor by his Charisma for the rest of the battle. This bonus applies only to the individual Sniper, and only for Gun attacks.
The Sniper is immune to Dex 0.
Mana: -
Shots: -
Double-Take: A shot so brutal, you want to watch it from at least two angles. Snipers learn to make their Called Shots count for more than just showing off. All Called Shots do U2 damage. Called Shots to the head (or similarly vulnerable areas) do U3 damage. Not all Techniques can be combined with a Called Shot.
Mana: -
Shots: -
Vendetta: The Sniper can spend one shot threatening a particular enemy with a dire fate, and cocking or reloading his gun. This technique has no additional shot cost if done during a reload that has a shot cost of at least one, after all modifiers. All attacks against that enemy add the Gunslinger's Appearance to the Base Damage of the weapon. This bonus lasts for the rest of the battle.
Mana:
Shots: 1 or Special
From the Hip: The Sniper can now add his Perception to the Base Damage of his gun with a 0 shot Aiming action, essentially eliminating the shot cost of the most basic aiming action. Other Aiming actions, such as those defined in Gunslinger's Grace or Killer's Smile are not affected.
Mana: -
Shots: -
Hair Trigger: All attack actions with Guns and Techniques that use Guns to attack are at -1 shot cost. This is cumulative with Haste Effects but cannot reduce the shot cost below one. Some Techniques may not be able to benefit from Hair Trigger and will indicate such in their descriptions.
Mana: -
Shots: -
Killer's Smile: A flash of a cold smile that sends shivers down the spine. It's hard to attack a man who smiles at you like that. It makes your blood run cold, and slows you down. The way Irvine tells it, it's not a black heart that gives you that smile, but the pure knowledge of Guns, and the certainty that your opponent can't stand against you. As with Gunslinger's Grace, Killer's Smile grants multiple sub-techs.
The Sniper may now spend 1 shot for an Aiming action to add his Charisma to the Base Damage of any Gun attack or attack Technique. This action is not reduced by From the Hip.
The Sniper may add his Charisma or Appearance (whichever is higher) to his Dodge when making an Active Dodge. This bonus is applied before the Upgrade for Active Dodging is applied.
All Gun attacks and Techniques are now Piercing.
Mana: -
Shots: -
Signature Weapon: At this level of mastery, the Sniper chooses a weapon, or perhaps pair of weapons that will serve him for the rest of his days. He gets to know them as if they are an extension of his body, able to perform limitless tricks and devastating attacks with them. That's not to say that it must always be the same physical objects, the Sniper can certainly upgrade or even replace his Signature Weapon. However, it must always be the same heft, caliber, firing rate, etc. This restriction tends to make signature weapon upgrades a bit more expensive, due to the trouble they give gunsmiths. It's all worth it though, as a Signature Weapon always fires at U2 AV and U2 Damage, at least when wielded by the one who knows it's every spring and bolt.
Mana: -
Shots: -
Fire and Steel: A man packing fire and steel ought not to be messed with. Near the pinnacle of the Sniper's art, men who learn this technique are feared for good reason. As with Gunslinger's Grace and Killer's Smile, this Tech provides multiple benifits.
All Reload actions are at -1 shot cost. This is cumulative with the bonus from Gunslinger's Grace.
Called Shots now inflict U3 damage if the shot is to the head or other similar vital area. This bonus replaces the bonus granted by Double Take, when making a more difficult Called Shot.
The Sniper may now take 1 Aiming Action at no shot cost, allowing him to get the full benefit of Killer's Smile, Gunslinger's Grace, or Fire and Steel without spending a shot. He may still spend a shot to gain another benefit if he wishes.
The Sniper may take a 1 shot Aiming Action to ignore any benefit gained from his target's Active Dodge.
Mana: -
Shots: -
Gunsmoke: This technique is simple enough. All Gun actions and techniques are at -1 shot cost. This is cumulative with the bonus from Hair Trigger, and is applied before Haste Effects. In effect, the Sniper now shoots anything twice as fast.
Mana: -
Shots: -
Way of the Girl
Alert folks will notice that Irvine has TWO specialties, and that one of them is not battle-oriented. There are no classes on this set of techniques, per-se, but Irvine strives to teach it with every movement of his body, every timbre in his voice, every subtle shift of his eyes while he's teaching combat. It's not a concious thing on his part, but the way he carries himself leads to idolization among his students, and they strive to emulate him both on and off the firing range. As much as it started out as an unconscious attitude for Irvine, it's something Snipers talk about now. There is a LOT of debate as to the name. Since the Snipers are still male-dominated, 'Way of the Girl' has stuck for now. But the women's half of the Sniper Corps either protest the name, or refuse to use it, naming variants such as 'Way of the Boy', or 'Way of the Hero'.
All techniques in Way of the Girl can be used with either an Intimidation or Seduction roll. Using Intimidation will produce a more servile, but less friendly reaction in the people influenced, and will project an image of the Sniper as a tough, no-nonsense, ruthless person. Seduction will be less predictable, but will give the influenced person or persons more of a good opinion of the Sniper, and lead to better long-term relations. It also portrays the Sniper as more of a desirable, interesting person, rather than cold and dangerous.
The Way of the Girl is ineffective on the Undead, Robots, Chimeras, most Lunars, and anyone with a Protective Inhibitor installed. It also does not affect any being with Nobility.
Confidence: Is there anything sexier? Future techniques in Way of the Girl will strive to say yes! But this is an excellent foundation for Snipers to build both social and battle interactions on. A pure, cool headed, confidant attitude in one's own person and abilities. The Sniper who has mastered this gains U1 to his Willpower whenever resisting mundane temptations or distractions. Against magical compulsions or distracting effects, the Sniper can spend the Mana and Shot cost of to protect himself for 20 shots. All magical distractions that do not specifically target the Sniper are ignored utterly. All targeted distractions and compulsions, as well as the Confuse, Sleep, and Berserk status effects face a resistance equal to the Sniper's Willpower. That is, he adds his Willpower to his MEv against such effects. Finally, the Sniper gains a permenant +10 to his MEv against the Confuse status effect. This ability cannot remove status effects already influencing the Sniper.
Mana: 10
Shots: 1
Influence: Some people got it. Snipers sure do, or try to have it. Those who've paid enough attention to Irvine learn to be one of those people who just always get looked to in a stress situation, or even a social one. The passive effect of this power is that the character is likely to be noticed in most social situations, for good or ill. Similarly, friendly forces in need of someone to tell them what to do will often look to the Sniper before others, though someone with a high Leadership AV may trump a Sniper with Influence.
As an active effect, the Sniper can concentrate on being the big man on campus. For the Mana and Shot costs of this ability, the Sniper gains U1 to Charisma for a scene. This is great for social interactions, and makes a good base for the rest of the Way of the Girl techniques.
Mana: 15
Shots: 1
Command/Cajole: With a bit of mental effort, the Sniper can make a single command or plea very convincing. The plea or command must be something that can be summed up in a single word, even if the actual command or plea uses more words to get the point across. Thus, 'Come with me' is acceptable, because it can be abbreviated as 'follow'. But 'Guard this doorway from all Non-SeeDs' is not, because there is no one-word that can get that concept across. In the previous example, if the Sniper really needed a door guarded, 'Don't let anyone through' would be okay, because it can be abbreviated to 'block' or 'guard'.
The Sniper rolls Intimidation or Seduction against the target's Willpower. If the target has Leadership, she may substitute her Leadership AV for Willpower if it is higher. If the roll succeeds, the Target will be very strongly influenced to perform the action in question. The target will not take actions that will result in death or serious harm, nor actions that will directly betray organizations that she holds dear. However, it is not always obvious how a certain action may hurt an organization, and if the Sniper can present the action as something harmless, the subject will not be able to resist on the basis of betrayal.
Example: Syleen Vitas really, really needs to get a file from a Galbadian base, but she can't afford to shoot the tech who's at the terminal, because the shooty part of the mission is later. Dressed as another Galbadian soldier, she puts the moves on the tech, slinking into his lap and taking his attention away from the monitors. She can't use Cajole to force him to give her the file, there's no one word that will fit that. So she uses it to distract him instead, Cajoling him to pay attention to her. The command boils down to 'adore'. While he's distracted with his hands full, she slips a thumb drive into a port on his computer, extracts the file, and then extracts herself from the tech's embrace. The sound of boots in the hallway is the perfect excuse to break things off, after all, don't want the brass to see....
Mana: 10
Shots: 3
Confessor/Confidant: Both the desire to please a lover, and the desire to placate a dangerous person can loosen tongues. By Intimidation, the Sniper can convince that all the target needs to do to make this terrifying man go away is tell him what he wants to know. By Seduction, the target is convinced that if she would just open up a little and talk about herself, this beautiful man would stay by her side and adore her. Either way, target will sing like a canary, answering most any question the Sniper asks.
The Sniper makes an Intimidation or Seduction roll, against the target's Willpower. If the target has the Deceit skill, she can substitute her Deceit AV for Willpower if it is higher. If the roll succeeds, the target will start answering questions right away, on whatever topics are asked. If the Sniper tries to force answers on particularly dark secrets, personal moments, or information that could put the target in serious danger, then the Target may make a Willpower or Deceit roll against the Sniper's Seduction or Intimidation (whichever was used) to refuse to answer. If the Sniper made a critical success on his Confessor/Confidant roll, then no resistance roll is allowed, no matter what information the Sniper asks for.
Mana: 15
Shots: - (Cannot be used in Combat)
Browbeat/Manipulate: A stronger ability than Command/Cajole, and a bit more subtle, this ability allows for the 'forcing' of a subject to follow more complex commands. No longer is the Sniper limited to commands that can be summed up by a single word. The command can be anything as long as it all relates more or less to one singular task. To follow up on the previous examples from Command/Cajole, the Sniper could direct a person to guard a door and only allow SeeDs through. There could be a whole page-worth of conditions on who can and can't be allowed through the door, as long as all the conditions apply to passage through the door. A subject could be Browbeaten or Manipulated into going across the base, shutting down a communications system, and then going downstairs to cut the primary power to the Command and Control room, because those tasks all relate to shutting down the Base Com system permanently. However, you could not Browbeat or Manipulate someone into securing a particular area, and also preparing some gear for an unrelated use, so that it would be ready for the Sniper when he arrived. Those are two separate goals.
A given subject can only be under the influence of one Browbeat or Manipulate command at a time, and unlike Command/Cajole, the Sniper must spend some time with the subject, working his mojo to get the compulsion to stick correctly. It generally takes at least 3 minutes to Browbeat or Manipulate, longer if the compulsion is to be excessively complex. Regardless of time spent, no compulsion inflicted by this technique can last for more than 24 hours on any given subject.
As with other Way of the Girl techniques, the Sniper rolls Intimidate or Seduction, and contests the Target's Willpower U1. If the Sniper takes 10 full minutes to Browbeat or Manipulate, and doubles the tech's mana cost, he need only roll against the Target's base Willpower. That time extension is in addition to, not including, any extra time needed for extremely complex compulsions.
Mana: 15 (30)
Shots: - (Cannot be used in Combat)
Secondary Intel: Sometimes, actually often, a Sniper has to get some Intelligence on a target. Wind conditions, range, elevation, what kind of candy she likes... you know, whatever the situation calls for. There is primary, combat intel, and secondary, social intel. This technique is one of the few from Way of the Girl that does not rely on Intimidation or Seduction. Rather, the Sniper makes a simple Perception roll, and compares it to the Target's MEv. If successful, he'll have a clear idea of the target's most immediate and surface desire, and also a more vague idea of the target's long-term wants. Anyone who has risen this high in the Way of the Girl should not need to be told how to use the knowledge of a person's desires.
Mana: 20
Shots: 1
Conditioning: They did it to you in boot, now it's time to spread that love through the world. Conditioning forces a behavior pattern on a target. Over time, with repeated uses of Conditioning, the target will learn to respond to the Sniper in a certain way. Obviously, this is a situation where the Sniper cannot just switch between using Seduction and Intimidation on a whim. The Conditioning must be built up one way or the other. Subjects conditioned via Intimidation will fear the Sniper on a very basic, primal level. Just the mention of the Sniper's name and possible displeasure will be a strong motivator. The actual presence of the Sniper will cow the target, and motivate him to do anything to get the Sniper to move on. Intimidated subjects are not very reliable when the Sniper is away, however, and may try to plot against him. On the other hand, a Seduced subject will jump at the chance to please the Sniper. She will be fawning in person, and excited to perform little tasks for him. However, she will also miss him when he's not around, and almost certainly try to make contact by whatever means are available.
To Condition a subject, the Sniper makes his roll and interacts with the subject. This roll is contested by the subject's Willpower or Leadership AV, whichever is higher. The Outcome of the roll is recorded, if successful. On the first day, regardless of how successful the roll was, the subject will have some inclination to act in a conditioned manner, but not be overwhelmed yet. On subsequent days, the Sniper makes more rolls, at the rate of no more than one per day. For each Upgrade that the Sniper gets over the subject's resistance stat, the subject becomes more and more conditioned. By U3 over the subject's resistance, the subject is fully conditioned. Attempting to condition a subject that has been conditioned by someone else uses the built-up conditioning number as a resistance attribute until that number is exceeded. From that point on the conditioning is broken, and the subject can be conditioned normally.
Conditioning of U3 or higher lasts for at least 2 months, at which point the Sniper must return to the subject and make at least one Conditioning roll to keep up the effect. If just a single roll is made, nothing is added to the subject's conditioning total, the effect merely remains static. If the Sniper does not return to the subject, then the conditioning total drops by 3 points per day, until it dips below the subject's resistance attribute, at which point the conditioning is broken. Conditioning of U4 lasts for 4 months before a refresher is needed. U5 conditioning or higher is indefinate, lasting at least a year if not longer. Most people will not be able to break a U5+ conditioning level without outside help.
Example: Syleen spends a lot of time in League territory, and has to deal with lots of different Samurai. Most of them are fine, but a particular Trout Samurai has been giving her a lot of trouble and red tape lately. She decides that it's not enough to just hit him with a quick Cajole whenever she needs something, she wants him to be nice to her long-term. So she starts seeing him socially, and uses Conditioning each time. Syleen's Seduction AV is 30. The Samurai in question has Leadership, unfortunently for Syleen, so his resistance attribute is his Leadership AV, which is 15.
On her first roll, Syleen rolls poorly, and gets a -6 on her roll, for a total of 24. She beats his Leadership, but the outcome is only 9. The Trout Samurai is impressed with Syleen, but doesn't fawn over her. Undaunted, Syleen continues her dates with the man, and her next date is better, she rolls a +3. That brings her total to 33, the Outcome is 18, and the Conditioning Total is now 27, adding both outcomes together. This brings her to U1 over the Samurai's Leadership, but not U2. At this point he is on his way to being conditioned, and happily agrees to more dates with Syleen, indeed, he may even suggest them himself. She may be a Gaijin, but perhaps his clan could make an exception....
Continuing the dates, Syleen keeps up her efforts, and eventually raises the conditioning total to 48, which is just a bit over U3 of the man's Leadership. By now he is fully conditioned, and will do whatever Syleen asks, within reason (most anything that would not make him commit seppuku). Happy to have that problem solved for the moment, Syleen returns to Shiro Kalron, and goes back to training Hanzo's elites. The Trout Samurai sends her some gifts during this time, and some letters, but isn't too intrusive. He also smooths her way with any red tape in his jurisdiction.
Near the end of the two months, he stops sending gifts. Syleen girds herself for having to date the man again, and goes to see him. He's delighted to see her, and his interest is fully returned after their first date back together. Syleen's roll on this first date doesn't matter, it just cements the conditioning. Syleen decides that she doesn't want to do this every two months, and begins another program of dates and conditioning. By the end of a week, she's really got him wrapped around her finger, the man's Conditioning Total has been raised to 77, which is just over U5. Syleen returns to Shiro Kalron, happy in the knowledge that the man will never forget her.
Everything goes well, at least for a while, and then the letters become phone calls, and the gifts become visits by the Trout to Shiro Kalron, any excuse he can muster. While it's true that the man has basically laid his Clan's secrets and power open to Syleen, she may be regretting laying it on a bit thick...
Mana: 50
Shots: - (Cannot be used in Combat)
Conformity: Every society has rules. Even the most rabid iconoclast is subject to the sting of social scorn. This powerful technique can force any person to obey the rules of the society in which he finds himself, be it through a cold authoritative stare, or the sharp rebuke of a desirable person. The sniper rolls against the subject's Willpower, and if successful, the subject must obey the mores of his culture, society, company, or unit. Rebellious soldiers shut up and get back in line. Slacker workers get back on the job. Corrupt politicians are shamed into temporary honesty, etc. The Sniper does not have control over how the subject will act, he is only assured that the actions taken will be within the social rules of the subject's current environment. In general, however, it is the guard who lingers a bit who finds an infiltrator, it is the detective who bends the rules just a little who finds the cuplrit fastest. And of course, within the Sniper's own country, SeeD, or Squad, there can be great advantage in getting someone to slip back into line right away, without argument.
Mana: 20
Shots: 4
Entrancement: Love me, fear me, just don't ignore me. Entrancement is a high of emotion that will come as close to direct manipulation of thoughts and actions as Snipers are likely to get. Its use is dangerous, because it is so temporary, but it can achieve great effects in a very short time. The Sniper rolls as usual, and the subject resists with Willpower. On a success, the subject must love or fear the Sniper and not in a subtle fashion. The subject will take actions for the Sniper as if he was Conditioned, for the remainder of the scene. Every thought, every action will be focused on or related to the Sniper in some way. When the scene ends, the Entrancement is broke, and the subject will know exactly what happened to them. Those with enough power to make their displeasure known will certainly make it known. Those without enough power may try anyway, and Snipers should take care not to underestimate the power of a humble clerk or lab assistant. Still, when lives depend on something happening right away, Entrancement is the fastest, surest way to see that the job goes flawlessly.
Mana: 30
