Special Techniques & Limit Breaks
You can scroll down to see the various techniques, listed by class, or use the following quicklinks.
Archetype Techniques
Archetype techniques are particular to one arechetype 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 avaliable 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 posesses at least one rank in the skill the Techniques are based on in order to learn the techs and breaks.
Gunblade Specialist
Special Techniques - 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 gets a critical hit, increasing his base damage by 50%. With Trigger 1, any time the Gunblade Specialist gets an outcome of 12 or better, they pull the trigger and get a critical.
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 7 or better to pull the trigger and get a critical.
Special: Requires Gunblade Level 1
Mana: -
Shots: 4
Trigger 3: As the final refinement of the Trigger abilities, Trigger 3 grants the Gunblade Specialist a critical hit when he gets an outcome of 3 or better.
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 a 15 or better, she triggers on the first strike. If she rolls a 20 or better, she triggers on both hits.
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, mysticaly 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 dissapear. This powerful attack does doubles the base damage, and cuts the target's Toughness in half, for the duration of the strike only. If the Gunblade Specialist rolls a 20 or better with the attack roll, then he triggers, adding 50% of the doubled damage.
Special: Requires Gunblade Level 2
Mana: 30
Shots: 6
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, without doing apparent damage. This attack directly targets the attributes of the target, reducing an attribute of the Gunblade Specialist's choice. Once an enemy has been hit by Crippling Cut, no other attributes can be targeted unless the effect has been removed or worn off. 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. 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 is stopped cold by Shell and Reflect, as well as similar anti-magic barriers.
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: 3
Omnislash The Gunblade Specialist goes into a frenzy of attacking, whirling around the battlefield and swinging her blade at increadible 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 +3 action value, 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. 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.
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 firey 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 5 times the base damage of a regular gunblade strike, the damage in question is physical. Buildings and vehicles are damaged at the GM's discretion.
Special: Requires Gunblade Level 4
Mana: 60
Shots: 7
Special Techniques - 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 +50% to the Action Value of their physical attacks for the next 10 shots.
Mana: 3
Shots: 2
Cheer: The Gunblade Specialist cheers his teamates 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 +50% Strength for the next 10 shots.
Mana: 3
Shots: 2
Gird: The Gunblade Specialist cautions his troops to be careful, decreasing the chance that they will open themselves up for a devestating 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 +50% Toughness in Armor for the next 10 shots.
Mana: 3
Shots: 2
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 +50% Dodge for the next 10 shots.
Mana: 3
Shots: 2
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, if the affected characters have used up all their luck points, they get 1 luck point that must be spent during this battle or it vanishes. This second ability happens only once per session to an individual character.
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 +50% to their next Sorcery AV roll, and the damage is critical, 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 do Double Damage with physical attacks that roll a +5 over the target's dodge or more for the next 10 shots.
Mana: 9
Shots: 4
Final Effort: With a stirring speach, 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: 8
Perfect Team: With proper guidance, the Gunblade Specialist's Squad is now a well oiled machine, dispatching foes with precision and grace. This ability must be used at the beginning of a combat round, and it counts as a continuous action, adding 1 to the shot cost of ALL actions the Gunblade Specialist takes during the round. Everyone in the Squad gets +5 to ALL rolls for the entire combat round, and +50% to all physical or magical attack damage.
Mana: 12
Shots: Special
Limit Breaks - Weapon Focus
Renzokuken: The Gunblade specialist prepares, and charges forward, and hits a single foe with a flurry of strikes. Only one attack roll is nessisary for this ability, and that attack gains a +5 AV bonus. For every 5 points of the attack roll, the Gunblade Specialist triggers on an additional Renzokuken attack. Initially, the Renzokuken hits 4 times. It gets an additional attack and an additional +1 AV for each finishing move that the Gunblade specialist learns, eventualy hitting 9 times when Lionheart is learned. Therefore, to trigger on every hit of an Lionheart Renzokuken, the Gunblade specilist must make an attack at +10 Av and roll a 45 or better. That's not easy to do, but a Renzokuken does PLENTY of damage, even without triggering every time. Damage from each hit is resisted by Toughness Separately. When the Gunblade Specialist knows more than one finishing move, he can pick and chose among his finishing moves, picking the one that is best for any particular situation.
Weapon: 1
Shots: 6
Rough Divide: The Gunblade Specilist finishes off her Renzokuken by charging the target and drawing the tip of her blade across the ground, then leaping upward as she strikes upward, through the target. This finishing move hits if the Renzokuken hit, so there's no need to make an additional attack roll. This finishing move hit does half again the base gunblade damage, and is resisted by Toughness normally.
Weapon: 1
Shots: +1
Uppercut: Like the Rough Divide, the Gunblade specialist charges in and slashes upwards. This time however, the target is knocked up into the air, where the Gunblade Specilist hits again, slamming them down into the ground. This attack does two hits at half again the gunblade's base damage, both of which are resisted by Toughness normally.
Weapon: 2
Shots: +2 (Shots for finishing moves add to the Renzokuken Shot cost.)
Ring of Fire: At the end of a successful Renzokuken, the Gunblade Specialist runs the tip of her blade across the ground in a circle, drawing sparks. At the end of a full circle, the blade comes up, still spinning, until it's held out level. From there the Gunblade Specialist spins in one more circle, flinging out firey energy in a full 360 degree arc. All enemies within a number of yards equal to the Gunblade Specialist's Strength take double the Gunblade's base damage in Magic Damage.
Weapon: 3
Shots: +3
Bladebeam: To finish off the Renzokuken, the Gunblade Specialist cuts a firey trail in the air with her gunblade, drawing a rune that hangs there long enough for her to plunge her gunblade through it. The rune blazes brightly when the gunblade is thrust through, and channels into the blade, coming out the tip as a powerful beam of magical power. This beam hits the same target the Renzokuken was performed on. A Bladebeam deals triple the Gunblade's base damage in Magic Damage.
Weapon: 4
Shots: +4
Lionheart: This ultimate finishing move puts enormous stress on a Gunblade, and only a blade made of the most impressive and durable materials can survive it. The Gunblade Specialist gets 8 more hits, all of which Trigger. These attacks can be spread out among the enemies close by, or focused on a single enemy, as the Gunblade Specialist prefers. Each hit does normal critical hit damage, and is resisted by Toughness separately. A final hit is applied to whichever enemy was targeted by the Renzokuken, and this hit does double base damage, again, resisted by Toughness normally.
Weapon: 5
Shots: +5
Limit Breaks - Leadership
Note: For all leadership limit breaks, characters other than the initator of the break always participate at 0 shot cost, unless otherwise noted. Other costs, such as mana, must be paid normally.
Tag-Team: The Gunblade specialist makes a leadership roll, for each 5 points of the total (rounded up), 1 additional team member can participate in the Tag-Team attack. Thus, with a roll of say, 11, 3 team members plus the Gunblade Specialist can attack. Each designated member makes a normal, physical attack on the target. As a result of this teamwork and tactical practice, all participants gain +50% to Evade and Agility, for the rest of the combat. This bonus is given only once, even if Tag-Team is used more than once in the combat.
Shots: 4
Circle of Sorcery: The Gunblade specialist makes a leadership roll, for each 5 points of the total (rounded up), 1 additional team member can participate in the Tag-Team attack. Thus, with a roll of say, 11, 3 team members plus the Gunblade Specialist can attack. Each designated member casts a spell of his choice on the target. As a result of this teamwork and tactical practice, all participants gain +50% to Magic Evade and Spirit, for the rest of the combat. This bonus is given only once, even if Circle of Sorcery is used more than once in the combat. The increase in Spirit is applied immediately as bonus Mana that fades when the effect fades.
Shots: 4
Status Blitz: The Gunblade specialist includes her whole squad, up to a maximum number of people equal to her Charisma score.. Each Team member makes an attack against any foe of his or her choice. Along with the attack comes a weakness to a particular status effect. Immunities are reduced to Greater Resistances (+10), Greater Resistances and Lesser Resistances(+5), are removed entirely. The chart below indicates how large a team needs to be to inflict a particular status weakness. Each team member can choose to expose the enemy to one of the listed status, up to the highest status avaliable to a team of their size.
If this Break is used a second time, the Team members can consider themselves a team of Double size, and on the third time they can consider themselves a team of Triple size, such that even a small group of people can eventualy expose some deadly monster to all status effects, given enough teamwork and persistance.
| | # of Members |
| Status Avaliable |
| | 2 |
| Drain |
| | 3 |
| Slow |
| | 4 |
| Poison |
| | 5 |
| Zombie |
| | 6 |
| Silence |
| | 7 |
| Blind |
| | 8 |
| Confuse |
| | 9 |
| Berserk |
| | 10 |
| Sleep |
| | 11 |
| Stop |
| | 12 |
| Break |
| | 13 |
| Death |
Shots: 5
Hotdogging: The Gunblade Specialist includes his whole squad, or as many allies up to the limit of his Charisma score. Each ally makes an attack on a target of his choice, doing a special move related to his own SeeD specialty, and showing off his best stuff! Players are encouraged to describe their own hotdogging moves, making them consistant with the effects listed below but otherwise just being creative. A list of special attacks by class follows.
On the following chart, P will indicate a physical attack, and M a magical one. In the case of either, the Strength or Vis of the participant doubles, as appropriate for the attack, and only for this one attack. Magical attacks do not cost any mana, and can be used by characters at Zero mana. Any listed stat bonuses take place after the limit is over, and last for the rest of the battle. Stat bonuses are not cumulative with multiple uses of this break in a single battle, nor do multiple stat penalties stack on a single enemy. For example, if a party has three Ninja, the Darkness Spr of a single enemy can not be reduced to -150. They should choose separate targets instead.
| | Archetype |
| Attack |
| | Gunblade Specialist |
| P - Trigger; +50% Str |
| | Blue Mage |
| M - Enemy Spr 0 |
| | Brawler |
| P - Enemy 5 Shot Delay |
| | Gearhead |
| P - Ranged; Enemy Confuse (20 shots) |
| | Mage Specialist |
| M - Pericing; Vis +50% |
| | Monk |
| P - Enemy Pain (20 Shots) |
| | Ninja |
| M - Darkness Damage; Enemy Spr -50 Dark |
| | Samurai |
| P - Peircing; Enemy Tgh 0 |
| | Gunslinger |
| P - Ranged; Pericing; Per+50% |
| | Tamer |
| P - Enemy Will 1/2; Will +50% |
| | Thief |
| P - Steal; Pilfer Gil |
Shots: 6
Elemental Polo: A whole squad, up to the Gunblade Specialist's Charisma score is included in this break. The squad unleashes a devestating series of physical attacks that nonetheless do magical, elemental damage, and are resisted by spirit. All member's Str scores are doubled for the duration of this attack, and all attacks are Peircing. After the attacks are over, everyone feels the deep friendship bond, and takes a bit of the excess magic into themselves, boosting their magical prowess greatly for the rest of the battle. All participants gain +50% to Vis and Spirit, as with other Leadership Breaks, this bonus is not cumulative with multiple uses of this break. In order of the participants, from first to last, the elements each person attacks with are... Ice, Fire, Lightning, Wind, Water, Earth, Poison, Darkness, Holy. Any further attacks are Non-Elemental. The Gunblade Specialist always attacks first, but his team can attack afterwards in any order that they would like.
Shots: 6
Slaughterball: A whole squad, up to the Gunblade Specialist's Charisma score is included in this break. The participants surround a single monster, toss it in the air, and bat it back and forth like a game ball! In the case of exessively large monsters, the participants boost each other into huge jumps and attack from above instead. The monster takes a number of hits equal to the number of participants +1, and applies Toughness to the damage only once! This has the effect of essentialy making every attack after the first Crushing. The Gunblade specialist gets both the first and last hits.
Further, once the attack is over, the squad is super pumped, and ready for more bloody action! All members gain +50% to Body and Reflexes, for 10 shots. Again, these bonuses do not stack with further casting of Slaughterball in the same combat.
Shots: 7
Samurai
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Special Techniques - 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.
Mana: 10
Shots: 3
Mighty Oak: The Samurai remembers the dignity and unbending strength of the Oak, and so gains +50% Toughness and +50% Spirit for a number of shots equal to his Martial Arts AV + his Willpower.
Mana: 12
Shots: 3
Blindproof: The Samurai sees clearly into his own heart, and becomes immune to the Blind status.
Mana: -
Shots: -
Poisonproof: The Samurai's spirit becomes strong enough to prevent any evil substances from taking root, and he becomes immune to the Poison status.
Mana: -
Shots: -
Sleepproof: The Samurai knows that Bushido is better than sleep, and becomes immune to the Sleep status.
Mana: -
Shots: -
Zombieproof: The Samurai understands the circle of life and death, and affirms his place in it so strongly he cannot be subject to the unnatural Zombie status.
Mana: -
Shots: -
Confuseproof: The Samurai knows the clear, uncompromising tenents of Bushido, and the clean simplicity of an asthetic lifestyle. Confusing effects can not longer affect the Samurai.
Mana: -
Shots: -
Curseproof: The Samurai has gained favor with the Ancestors and Fortune, and can no longer be the subject of the Curse status.
Mana: -
Shots: -
Deathproof: The Samurai's soul burns brightly, warding off the spectre of an easy, instant death. For the warrior, death comes only in battle, at the end of a weapon. The Samurai is immune to any effect which causes Death status.
Mana: -
Shots: -
Special Techniques - Artistic Ability
Deep Contemplation: Contemplating the perfect stroke of a brush, or the perfect stroke of a blade is much the same. For every shot the Samurai spends in contemplation, his Martial Arts AV is increased. It increases each shot by the total number of shots he has already been in contemplation. So on the first shot, it increases by one. On the second, by two, on the third, by three, and so on. 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.
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. A single casting of Graceful Flourish lasts for the Samurai's Artistic Ability AV + his Martial Arts bonus in Shots.
Mana: 5
Shots: 1
Lion's Mane: Unsurprsingly, this technique was first pioneered by the proud Lion clan. The Samurai steps forth bodly, in all his confidant glory. Against any enemy with a lower Charisma than the Samurai, he may add the difference between their Charisma and his to his Martial Arts AV or his Base Damage. This effect lasts for a number of shots equal to his Artistic Ability AV.
Mana: 10
Shots: 1
Kabuki: Grand theatre 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. 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.
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 makes an Artistic Ability roll, and for every 10 points on the roll, rounded down, he may subtract or add 1 shot to the cost of the action he is modifying. The next action recives the cost. Actions cannot be reduced below 1 shot in this way.
One example often seen historicaly 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 devestating 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 makes an Artistic Ability roll, concentrating on a feeling of understanding for his fellow human beings. In particular, his comrades. For ever 5 points of the roll, rounded down, he affects one of his team-mates. For his Willpower x 2 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 is greater than that of an opponent he designates, the opponent's next attack against him misses entirely. Untouchable Grace does not apply to Limit Breaks, as even the greatest of artists must bow before the Will of Heaven.
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: 25
Shots: 2
Caligraphy: It takes great effort, and careful, slow work, but Caligraphy is considered by some to be the greatest art form there is. In each peice of caligraphy, 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 masterpeice. 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: 30
Shots: 1
Limit Breaks - Martial Arts
The Mountain Does Not Move: The Samurai becomes as the mountain. Strong, impregnable, unaffected by worldly concerns. The next physical attack that does at least 1 hitpoint of damage to the Samurai is totally negated, no matter how powerful.
Shots: 2
The Mountain Endures: Like the Mountain, the Samurai will not be easily removed from this world. As the Mountain Endures, so does the Samurai. This Limit Break confers Full Cure and Esuna on the Samurai.
Shots: 4
The Mountain Is Solitary: The Mountain is solitary, and untouched by the world. So is the Samurai, who has the Ribbon effect for the rest of the battle, making him immune to all negative status effects. As this Limit has a 0 shot cost, it can be used at any time. In fact, it is so fast it can even pre-empt a status effect that the Samurai has JUST recived, provided he declares the use immediatly upon being informed about the status, and has a Luck Point to spend in activating it.
Shots: 0
Avalanche: As the unwary discover when the snow or rocks come tumblind down upon them, it is not wise to anger a Mountain. This Limit Break confers Counterattack on the Samurai. If the Samurai can already counterattack, this power allows an aditional counterattack. Avalanche lasts for the rest of the battle.
Shots: 2
Bulk of the Mountain: The Mountain is enormous, no one event can effectively reduce it's size. The Samurai's current and maximum hitpoints double for the rest of the combat.
Shots: 4
The Mountain Does Not Fall: Anyone who has so much as seen a mountain knows the simple truth of this. Now it applies to the Samurai as well. For the next 10 shots, the Samurai is invincible, and cannot be the target of ANY spell, attack, or ability.
Shots: 1
Limit Breaks - Artistic Ability
Tragedy: In famous tragedies, the hero always takes great wounds but manages to fell his foe before he falls. The Samurai increases his current Hitpoints by 50% of his maximum, rounded up, until the end of the round. After shot 1 is over, the Samurai loses as many hitpoints as he gained when he used this break.
Shots: 1
Crescendo: The Samurai shouts with the power of a thousand trumpets! Everything within a 60 degree cone, up to the Samurai's Artistic Ability AV in meters is struck by the sonic wave. Friend and foe alike take the Samurai's Charisma x 3 in Wind Elemental damage, and are afflicted with Silencestrike. The Samurai must roll Artistic Ability when this power is used, to determine if Silence Resistances can be overcome.
Shots: 4
Spectacular: For good for for ill, a single roll becomes truely spectacular. This ability can affect friend or foe, as the Samurai chooses, and may be used after the dice are rolled. The result of the dice is tripled. Thus, a friendly good roll could become truely amazing, or an enemy's bad roll could be pushed into a Critical Failure. The Samurai's player will only be told if the enemy roll was positive or Negative, the exact number will not be given. This power may affect the Samurai himself, if he wishes, but it does not stack with the Level 6 Limit Break, Cherry Blossom. This limit is used as a reaction, and need not be on the Samurai's active shot.
Shots: 1
Noh: In the Warrior Plays of Noh Theatre, a dead warrior's spirit comes back to life to become part of the action of the play. Drawing upon this tradition, the Samurai imbues himself with the greatness of one of his Ancestors. The Samurai rolls Artistic Ability, with any Secondary Attribute as the difficulty. The Secondary Attribute is increased by the Outcome of the roll. Noh cannot reduce attributes, and it may be used more than once in succession to raise an attribute, including Charisma.
Shots: 2
Tapestry of Color: The Elements of magic are unmistakably associated with various colors, colors that a true artist knows how to balance. The Samurai may change any single (non-meta) element into another element, on any kind of attack, spell, monster ability, Sorceress power, whatever. Obviously, this becomes extremely useful, either for fouling the plans of monsters that use battle magic to heal, (eg. bombs), or for transmuting magic into a kind that will not affect or even heal an ally. This limit is used as a reaction to a spell.
Shots: 2
Cherry Blosom: A man might spend his entire life in the search for a perfect cherry blossom, never find one, and still not find his time wasted. This kind of search impresses the ideal of Perfection on the Samurai. Using that ideal, and the Fortune granted him by Heaven, he can make one of his actions entirely, totally, and in all ways, perfect. This limit break modifies any non-limit action the Samurai himself performs. Therefore, it also does not affect GF summons. The action becomes a Critical Success, and only the positive dice is rolled, the Negative is left out. Luck points may be spent as normal on an action modified by Cherry Blossom. If the roll goes critical, due to multiple 10 rerolls, the effect of the action is even further increased. Using this power in conjuction with some of the more powerful Techniques, such as Flarestrike, can be truely devestating.
Shots: 0
Blue Mage
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Special Techniques - 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.
Red Feast: This ability, gained from a Bite Bug, drains the caster's Vis + 15 in hitpoints, and delivers them to the caster. Beings with status protection against Drain also are protected against this spell.
Mana: 10
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 Vis + 30 shots.
Mana: 7
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 Vis +10.
Mana: 2
Shots: 1
Drill Fist: This ability can be learned from a Wendigo. The caster makes a Sorcery roll as normal, and attacks physicaly. This attack is magicaly 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 his Vis+10. After the spell has finished, the Blue Mage's Strength increases by 3 for the rest of the combat. Further castings during that time do not result in an additional Strength increase..
Mana: 15
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 equal to the Blue Mage's Vis +15, and the Berserk status lasts for the AV + 20 shots.
Mana: 15
Shots: 4
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 the Blue Mage's Vis +20, and the Slow lasts for as many shots as the raw damage of the spell, Vis +20.
Mana: 12
Shots: 4
Dissapear: 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 the Blue Mage's Vis x2 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 are at -10 Av, 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 agressive spells may give his opponents bonuses to the roll to detect him.
Mana: 25
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 the Blue Mage's Vis +30 damage, and has Multi-Magic 3, it targets up to 3 foes.
Mana: 25
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 the caster's Vis+15 in Darkness damage, and is afflicted with the Blind status. This blinding lasts for Vis+15 shots.
Mana: 10
Shots: 4
Self Destruct: The blue mages 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 the caster's Vis x 5 in damage. 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
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 the caster's Vis +20.
Mana: 12
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 the caster's Vis +35 in Water Damage, and is Multi Magical, hitting up to three opponents.
Mana: 28
Shots: 4
Rage Fires: Gained from Living Ash, this spell lets the caster shoot a bolt of fire from his hand that burns and enrages a single target. It does the caster's Vis +15 in fire damage, and attempts to inflict Berserk for the caster's Vis +20 shots.
Mana: 12
Shots: 4
Not So Mighty Guard: This ability can be learned from extremely hard-shelled creatures, like that Adamantoise. Using it casts Shell and Protect on all nearby allies. The protection lasts for the Blue Mage's Vis +30 Shots. It cannot be dispelled like Shell and Protect can.
Mana: 35
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 half of their maximum hitpoints. Characters in Zombie status will take half their maximum hitpoints in crushing damage instead.
Mana: 30
Shots: 4
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 buisness 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 alge and barnicles off the hull of the entire White Garden. One such punishment is generaly enough. Shockwave Pulsar hits all enemies for Non-Elemental damage, and does x10 the caster's Vis attribute in damage.
Mana: 75
Shots: 10
Limit Breaks - Sorcery
Apprentice: The Blue Mage can cast one Blue Magic ability without spending any mana. The spell cast has all it's normal effects. Even spells that the Blue Mage doesn't normally have enough mana to cast when at full strength can be cast this way.
Shots: 4
Journeyman Apprentice: The Blue Mage casts a Blue Magic spell without spending mana. The Shot Cost of the ability is ignored, and the Shot Cost of Journeyman Apprentice is used instead.
Shots: 2
Magus: The Blue Mage casts a Blue Magic spell without spending mana. The shot cost of the ability is ignored, and the Shot cost of Magus is used instead.
Shots: 1
Adept: The Blue Mage casts two Blue Magic spells, and pays the mana cost for neither of them. The two spells must be different, the same spell cannot be cast twice. The targets of the two spells may be different, or the same, as the caster choses.
Shots: 4
Master: The Blue Mage casts a Blue Magic spell without spending mana. The damage, healing, and/or duration of the spell is increased by 50%, rounding up.
Shots: 5
Archmagus: The Blue Mage casts a Blue Magic spell without spending mana. The damage, healing, and/or duration of the spell is doubled.
Shots: 6
Tamer
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Special Techniques - 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 behavior.
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 monsters can be attacked in this way, untamable creatures such as the Undead, Humans, 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. Generaly, 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, especialy 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 how 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 Intellegence 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 the Magic Boost ability 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 spell's mana cost to get both effects.
Mana: Special
Shots: 0 (Activate once per action only)
Advanced Training: Experianced trainers don't always have to put up with unruley 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, generaly 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 generaly more simple ones like fetch, stay, guard, track, etc. Extremely intellegent 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 contant 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 is Boosted, as per Soulbond. If the pet had previously boosted the spell with Soulbond, the spell is now Doubled in power.
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 Damage Bonus. That is, for a spell that does Vis+15 damage, like Fire, the pet will gain +15 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 experiance 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 choses 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 physicaly and mentally, than she normally could.
Mana: 10 +1 for every 10 points of the monster's Magic attribute.
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 do 150% of 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 wherapon 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 must be refreshed at the beginning of each round, and cannot be activated until the Tamer has an active shot.
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 belive Tamers can achive. When the Tamer choses 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 speach. Using this power in battle exempts the Tamer from all spells cast by the party that affect allies, and makes spells and abilities that target all enemies hit the Tamer as well. 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 rerolls 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 heirarchies. A Snow Lion will not, under any circumstances, piss off a Ruby Dragon. This ability also puts the Tamer very high on that heirarchy, 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 intellegent, 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 achives 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
Techniques - Transformation
Note:All transformation techniques and breaks cause some physical appearance changes. These changes vanish after the benifits 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, especialy 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 increases by 10 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 +10 resistance 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, especialy 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 readyness. 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 crit in the right place can be invaluable. When Lunar Rage is used, the Tamer executes any regular attack, Martial Arts, Weapon Focus, Guns, etc. Any basic attack other than a spell is allowed. The attack is automaticaly a critical hit. If a critical is rolled when using Lunar Rage, the attack does Double Damage.
Transformation: The Tamer looks ANGRY. Eria quality angry. Squall Lionheart 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: 4
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 9 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: 3
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 nessisarily under the concious 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 potentialy much tougher than she was before. The current hitpoints and maximum hitpoints of the Tamer double. If nessisary for the Tamer to get the full benifit out of this power, he automaticaly gains Break Hitpoint Limit for the duration.
Transformation: During the howl, the tamer will experiance 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 recives the full damage of the attack, as if struck individualy.
Transformation: If the Tamer is using a melee attack, he will generaly 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 resistable 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 permenantly. Only one power may be "stolen" at any one time. Using Seal of Transformation to aquire 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 recive 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 aquires 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-permenant 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 surpresses his Gaian side, manifesting fully as a Lunar thing. When this technique is activated, the Tamer immediately recives the benifits of a single casting of Lunar Fortitude, Conduit Shield, Abysmal Spines, and Howl at no shot or mana cost. Further, the Tamer gains a +50% bonus (rounded up) 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 reconizable 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
Limit Breaks - Taming
Creature Beam: The Tamer's pet powers up, and fires a beam of magical energy that strikes a target, doing magical, and non-elemental damage. The Damage is the Tamer's base Attack + His pet's Vis, doubling the new combined number.
Shots: 4
Rescue: This limit break, once activated, remains active for the duration of the combat, until used up. Two events cause the limit to activate and be used up. If the Tamer falls into KO, the pet will revive her, and the limit break will be expended. If the entire party is incapacitated by some status, such as Stop, Break, Sleep, Confuse, or Berzerk, so that no one has free will, the pet will refresh the Tamer with Treatment, curing all status ailments. While this limit break is very powerful, it MUST be used before the negative event occurs, and thus it has the potential to be wasted if nothing bad happens.
Shots: 1
Fire Of Loyalty: The Tamer encourages his pet, which begins to burn with a mystic fire. This fire explodes outward, burning all enemies of the Tamer with magical, and non-elemental damage. As with Creature Beam, the Tamer adds his Pet's vis to his Base Attack, and the resultant number is doubled.
Shots: 4
Healing Glow: The pet and Tamer increase their bond. For the next 17 shots, the pet glows with a pure, holy light. All allies in the battle, including the tamer and pet, heal for the pet's Spirit every single shot, starting on the shot after Healing Glow was activated.
Shots: 3
Wishing Star: The pet leaps high into the sky, and is imbued with the energy of a shining Wishing Star. Now ready, the pet descends, and makes a SAVAGE attack upon the enemy. Each hit deals the Tamer's Base Damage + the Pet's Vis, and the pet hits 13 times, striking either one foe many times, or spreading the attacks around various enemies as the Tamer directs.
Shots: 5
Invincible Moon: The pet makes a huge leap over the Tamer and her allies. If the moon is visible, it brightens considerably. If the moon is not visible, pale moonlight filters down from somewhere above, giving even daylight events a brief silvery cast. The Tamer and his allies, in either case, glow silvery for the next 10 shots, and are totally immune to all attacks, magical or otherwise, during that time. This immunity includes positive effects like healing and support magic/techniques.
Shots: 1
Limit Breaks - Transformation
Note: All Transformation limit breaks bring with them certain limitations of a monsterous mindset. While using one of these breaks, the Tamer cannot cast spells, or indeed do anything but attack, and use Transformation Techniques. The Tamer will be extremely resentful of being in a supportive combat role, will prefer to attack instead. Doing anything non-agressive requires a Willpower roll at a difficulty set by the GM. Limit Breaks cannot be used in a Transformed state, and even when Luck is buffed by a transformation, the Tamer cannot spend more luck points for Positive Dice than he had before he transformed, though he may use the full buffed number for luck rolls.
Attempting to end a Transformation Limit break before the combat ends requires a Taming roll at difficulty 20, minus the number of shots the character has already been transformed. So a character that has been in a transformed state for 5 shots need only roll a 15 or better to end the transformation.
Finally, the Tamer's Appearance drops to 3, or 1/2, whatever is lower, unless otherwise stated.
Transformation Limits: Transformation Limits require that the Tamer Merge with a monster of some kind. Some require that the Tamer merge with his chosen pet. Others allow the tamer to merge with any monster, or the pet, as he chooses. Several things are gained any time the tamer merges with a monster, pet or otherwise, and those are listed in the individual transformation breaks. All the Merging gains are cumulative. That is, the more complete a merge the tamer knows how to do, the more complete ALL his merges will be, including the lower level ones. Example: One higher level transformation teaches the Tamer how to get Monster Abilities such as 'Ribbon' out of a merge. Once that break is learned, all transformations will have that ability, even the level 1 break. Merge abilities will be listed separately from what the individual breaks do, on their own line. Finaly, most breaks give an additional technique that can only be used in that break.
Lunar Aura: The Tamer glows with silvery light, gaining a definate feral cast to his features. In addition, other transformation effects occur, including but not limited to longer nails, more/longer body hair, lengthened and sharpened canines, etc. The tamer gains a +50% or +7 bonus to all attributes, whichever is greater.
Creatures: Pet only
Merge: Weaknesses to elements or status effects suffered by the merged pet or monster are not duplicated in the merged being.
Shots: 3
Raptor Transformation: The tamer's body morphs, taking on umistakeable monsterous features such as scales, fur, horns, claws, etc. The Tamer's weapon becomes part of the transformation, and her barehanded claw or other attacks now do the tamer's normal base damage. The transformation will tend to appear lean and quick, wolf, cat, bird, and snake-like effects are common. The Tamer's Agility Triples, and all other attributes increase by 25% or +5, whichever is greater. This break adds +5 to the difficulty to end the transformation.
Technique: Raptor Lash - Melee attack dealing base damage. Mana: 5; Shots: 3
Creatures: Pet or Lunar, No Iron Giants or similar slow tanks.
Merge: The Tamer can now gain the positive Elemental resistances of the creature he merges with. When Ehlric merges with Sirgy, he will gain Watereater.
Shots: 3
Giant Transformation: The tamer undergoes a total transformation into a chimerical, but natural looking combination of humanoid form and monster attributes, no human skin is left showing, no features on the tamer's body remain in a fully human shape. The Tamer's weapon becomes part of the transformation, and her barehanded claw or other attacks now do the tamer's normal base damage. The transformation tends toward the bulky and muscly. The Tamer's Strength triples, and all other attributes gain +25% or +5, whichever is greater. This break adds +10 to the difficulty to end the effect.
Technique: Giant Crush - A melee attack that deals base damage and inflicts Delay 1. Mana: 15 Shots: 4.
Creatures: Pet or Lunar. No Cactaurs or similar small quick entities.
Merge: The tamer now gains the Status Resistances of the creature he merged with, if they are better than his own.
Shots: 3
Cactaur Transformation: The tamer undergoes a total transformation into a chimerical, but natural looking combination of humanoid form and monster attributes, no human skin is left showing, no features on the tamer's body remain in a fully human shape. In addition, the Tamer grows, easily reaching 9 to 12 feet in height. The Tamer's weapon becomes part of the transformation, and her barehanded claw or other attacks now do the tamer's normal base damage. This form is likely a sleek and streamlined one, but not in the same way as Raptor Transformation. The Tamer's Speed Triples, and all other attributes gain +25% or +5, whichever is greater. This break adds +15 to the difficulty to end the effect.
Technique: Speed Dance - The Tamer uses this technique instead of an Active dodge. The Tamer's Dodge increases by his Speed Attribute. Mana: 10 Shots: 1.
Creatures: Pet or Lunar. No extremely slow creatures like Adamantoise.
Merge: The Tamer may now use a "support" ability of the creature he is merged with. Support abilities are healing, protecting, or buffing abilities that do not target enemies. If the merged creature has more than one support ability, only one is chosen when the transformation occurs.
Shots: 3
Dragon Transformation: The tamer transforms completely, into a natural looking chimerical amalgam of monster forms, claws, scales, fur, wings, the works. The tamer's shape is no longer even humanoid at this point, and the tamer is quite large. The Tamer's weapon becomes part of the transformation, and her barehanded claw or other attacks now do the tamer's normal base damage. This form is more often than not clawed, scaled, and winged like a dragon, but it does not have to be. The Tamer's Hitpoints Double, and he choses one of the following attributes to also double each time he transforms: Strength; Agility; Dexterity; Tougness; Spirit. All other attributes gain +50%, rounded up, or +10, whichever is greater. The increase in Constitution does not affect hitpoints, as they are already doubled from base. This break adds +20 to the difficulty to end the effect.
Technique: Dragon Roar - All enemies suffer Agil 1/2 and Dodge 1/2 for the Tamer's Vis in shots. Mana: 25 Shots: 4
Creatures: Lunar or Pet. No "lesser" monsters such as Bite Bugs and Catcherpillars. Should the Tamber be strong enough to have subdued with a Dragon, and merge with it, he may double Two of the listed attributes, rather than one.
Merge: The tamer may use one attack ability of the monster he's merged with. In the case of Dragons, this is ALWAYS the breath weapon.
Shots: 4
Anima Avatar: The Tamer has mastered transformation, and now shifts to a somewhat humanoid morph state of the monster type he feels the greatest kinship with. The tamer's appearance remains unchanged, and he may even look more noble in this state, and at the very least impressive. The tamer is at least 12 feet tall in this state, unless the space in which the battle takes place does not permit such a large form. The Tamer's weapon becomes part of the transformation, and her barehanded claw or other attacks now do the tamer's normal base damage. The Tamer choses any one single attribute to Triple. All other attributes Double. This break adds +25 to the difficulty to end the effect.
Technique: Anima Techniques are unique to the individual tamer. See your friendly neighborhood GM for details.
Creatures: Pet only.
Shots: 5
Ninja
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Special Techniques - Intrusion
Friend of Darkness: This power allows the Ninja to see in any natural darkness as if the area was lit by overcast daylight. The power lasts for an hour each time it's used, and takes only a few moments to activate. Magical darkness, including the Blind spell, is not affected by this power.
Mana: 5
Shots: 1
Dark's Soft Whisper: Using this power the Ninja can make an attack or other action where no direct effects of the Ninja's action 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. It is most often used to assasinate an enemy in complete silence.
Mana: 3
Shots: As the action in question.
Shadowplay: The Ninja has learned enough about the Darkness to manipulate shadows, making them larger or smaller, even animate them and mold them into shapes. This power can be used to afford the Ninja greater concealment, expose enemies, or terrify the supersticious. While using this power, the Ninja gains +5 to all Intrusion rolls that are made from the shadows. The power lasts for 1 hour, once used.
Mana: 10
Shots: 2
Ball of Darkness: The Ninja brings into being an inky ball of darkness anywhere within her line of sight. The ball's maximum size is the Ninja's Vis attribute in yards. All sources of light inside the ball are extinguished, and no light travels through it. The Ninja can see inside her own Ball of Darkness perfectly, but no one else can, not even ally Ninja. Anyone inside the ball attempting to fight is treated as if they have the Blind status until they leave it. A Ball of Darkness can be destroyed by casting Dispel, otherwist it lasts for 15 minutes, or until the Ninja wants it to dissapear.
Mana: 18
Shots: 4
Graveyard of Voices: The Ninja creates an area where no sounds can be made, this area either moves with the Ninja or is static, it cannot follow someone or something else, and the choice must be made when the power is used. The area extends outward from it's center for a number of yards equal to the Ninja's Vis attribute, it can be made smaller, but not larger. The center of the effect, if not on the Ninja, must be placed within line-of-sight, but the effect extends through walls and any non-magical barriers. Any magical barrier stops a Graveyard of Voices effect, but does not destroy it, unless the Ninja carries the effect inside one. Graveyard of Voices lasts 1 minute per Vis point of the Ninja casting it.
Mana: 15
Shots: 4
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 choses. Once cast, only a Dispel spell removes it, the Ninja cannot chose to become reconizeable on his own.
Mana: 20
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 +5 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 does double to insubastantial 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
Shadow Passage: The Ninja spends five minutes 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.
Mana: 35
Shots: -
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.
Mana: 40
Shots: 4
Limit Breaks - Intrusion
Ceiling Stride: When this Limit Break is used the Ninja can cling to walls and ceilings as if they were the floor, though he must remain on all fours. The ninja can scuttle with surprising speed while under the effects of this power, his movement speed doubles, with no increase in the amount of noise he makes. Essentialy, the Ninja can scuttle at double his running speed, while making no more noise than if he were walking softly. An athletic person's running speed is typicaly 12 miles or so an hour. Ceiling Stride lasts 30 minutes.
Shots: 2
Water Walk: The Ninja can use this Limit Break to gain a temporary ability to walk on water as if it were solid ground. Walking on very rough water is tricky, but as long as the Ninja remains vigilant she should be able to keep her feet. Water Walk lasts 30 minutes, and can be refreshed by an additional luck point if the Ninja finds that that she needs a bit more time to cross whatever body of water.
Shots: 2
Mirror Army: The Ninja concentrates, and calls on the distorting power of shadows to generate a number of images that seem to be the Ninja in every way. The images act on their own, as the Ninja would, confusing and distracting the enemy. The Scan spell will reveal which Ninja is the real one, but the copies can be stuck without any ill effect to them or the Ninja, they are all insubstantial. Casting Dispel will only destroy one copy at a time. The Ninja gets as many copies as his Vis attribute divided by 2, rounded up. The copies last for the rest of the battle, 10 minutes, or until the Ninja wishes them to go away.
Shots: 4
Spirit Door: The Ninja draws a rune on any surface, and a door-shaped opening opens in it. The Ninja and anyone else can pass through it as long as it remains open, the surface is restored to it's original condition once the effect ends, including removal of the rune. The Spirit Door remains open for 10 minutes, or until the Ninja wishes it to close.
Shots: 4
Uncarved Block: The Ninja is well and truely invisible. No known effects or abilities can detect the Ninja, regardless of her actions, though it might still be a bad idea to count on escaping the Sorceress Rinoa's gaze. The Ninja does not make any noise, and cannot be smelled, or even felt by those she comes in contact with, unless the contact is hard enough to do damage. Master Zentsuko Tamachi once used this power to walk up to a Ruby Dragon, slap it smartly across the muzzle, and take a golden goblet from it's horde, before walking away, totally undetected. This power lasts for the Ninja's Vis in minutes.
Shots: 5
Lord of Darkness: The Ninja becomes a creature of Darkness, and absorbs 100% of any Darkness or Gravity attacks that hit him. All dark areas or shadows within the Ninja's visual range obey his commands, growing, shrinking, or moving as commanded. While the power persists, the Ninja can see though ANY magical or mundane darkness with no difficulty. The Ninja can create as many Balls of Darkness as his Vis attribute, at no Mana cost. All the Ninja's physical attacks are Darkness elemental instead. Finally, the Ninja cannot be seen, heard, or smelled while standing completely out of the light. Lord Of Darkness lasts 30 minutes, or until the Ninja wants the power to end.
Shots: 5
Thief
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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 rolls Deciet, and if he beats the target's Dodge score by at least 5 points, an item is stolen. If he beats the Dodge score by at least 15 points, he steals it without the target noticing.
Mana: -
Shots: 4
Pilfer Gil: The Thief can now 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 Deciet, and if she beats the Target's Dodge rating by 5 or more, an item or money is aquired. As with Steal, if the roll beats the target's dodge by 15, then the theft goes unnoticed. In the case of an item, the GM decides the value. In the case of money, the Thief takes 10x his Deciet AV + Fortune in Gil, up to a maximum of the money in the account.
Mana: 5
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 15, 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 mysticaly drains hitpoints, harming the target and healing herself at the same time. The number of hitpoints drained equal the Thief's Deceit AV + the amount that the attack exceeded the target's Dodge.
Mana: 7
Shots: 4
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: Thieves spend a lot of time imitating others in order to blend in. At this level of skill, that ability becomes so honed that the Thief can 'fake it' for one action, to perfectly mimic the last action one of his allies took. This copying does not extend to GF summons, or Limit Breaks, but it can copy almost anything else, provided the Thief can pay any associated mana cost. All referances to the Attributes of the person in the ability or spell's description are based off the Thief's attributes, not the original user's.
Mana: Cost of the Ability to be copied + 10
Shots: Shot cost of the copied action + 2
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 Deciet 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
Copycat: The Thief can now push his mystic copying skills further, and by great effort copy all the attributes of an ally or monster. Only attributes are copied, not skills and abilities. For the duration of this power, the Thief's attributes all change to exactly match those of the target, then revert when the duration is over. Copycat lasts a number of shots equal to the Thief's Deceit AV.
Mana: 40
Shots: 2
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 Deciet 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 vauge as 'last meal', 'best memory', or 'memory from 10 minutes ago'.
Mana: 50
Shots: 4
Limit Breaks
Master Thief: This break is identical to the Master Thief Technique, except that it doesn't cost any mana, and can be used by a much less experianced thief.
Shots:4
Shadowy Steps: The thief, when using this break, is surrounded by a minor shadowy darkness that adds +10 to all intrusion rolls as long as the Thief remains more or less in dark areas. This break lasts 10 minutes.
Shots: -
Take the Forgotten: The thief can steal an item, and the owner forgets that they ever owned it. If reminded by an outside source, the owner will remember as with GF memories, but otherwise the owner will never remember that the item is missing.
Shots: 4
Steal Visage: As with Steal Voice the Thief copies the face of a target perfectly. This power requires a touch, and a successful Deciet roll versus the target's Dodge rating +5, but it can be used at the same time as Steal Voice if the Thief spends a Luck point then. As with Steal Voice, the altered face remains until the thief choses to let it go, and cannot be put back on until the thief touches the target again and activates this Limit Break.
Shots: 1
Hidden Image: The thief tucks his image away, and vanishes from sight, becoming invisible for a while. This invisiblity will be negated for any individual the thief damages, but remains in effect for anyone else. The invisibilty lasts for 10 minutes, or until the thief wishes it to end.
Shots: 5
Mirror Technique: The Thief takes his miming of others so far that until the end of the combat round, (or 1 minute, if out of combat) the thief actualy becomes a perfect copy of any other being within his visual range. During this time, the Thief can use ANY power, technique, spell, or ability that the copied target can use, with the exception of GF summons, because that power is actualy generated by the GF, not the user.
Shots: 1
Monk
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Special Techniques - Sorcery
Scan: As Monks learn to open themselves to the spiritual world, thier 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 goverened 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 the Monk exceeded his Spirit, 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 Matricies. 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�s soul requires half an hour of meditiation 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 acess 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 usualy 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 knowlegeable 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 belive they are threatened.
Mana: 15
Shots: 10
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 occasionaly 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 generaly worthy. These blessings generaly consist of a bonus of +1 - +5 on a particular Action Value or attribute until the next Sunrise, or Moonrise, whichever comes later. Other minor blessings may also be possible, at the GM's discretion. An Ancestor Counsel usualy 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 natrually 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
Special Techniques - 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, furnature, the branches or trunks of nearby trees, strategicaly 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 5 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 buisness. 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 excell in battle. The monk gains +5 Strength, +5 Vis, and +3 Agility for the duration of the effect. 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, permenantly. 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 achived such ability. The monk gains +5 to all Martial Arts attacks, and adds his Martial Arts bonus to his base damage. Further, the Monk adds his Martial Arts bonus both as Armor, and to his Active Dodges. Once learned, Iron and Silk is a permenant bonus, and it is cumulative with all other Monk Martial Arts abilities, such as Shield of Silk and Ironclaw.
Mana: -
Shots: -
Limit Breaks - Sorcery
Force of Magic: The Monk�s melee attacks become ranged, for the rest of the battle.
Shots: 1
Fortune�s Sting: The Monk rolls a number of dice equal to his current Luck Score, +1 and adds the result to the damage of any melee or spell attack, or any special technique. If a technique or spell is used, all costs for the technique in question must be paid normally, except for Shot Cost. The Monk uses either the shot cost of the Technique, or of Fortune�s Sting, whichever is longer.
Shots: 4
Greater Spirit Guide: The Monk summons forth a greater spirit, which attacks his enemies, and then retreats. If summomned out of combat, the spirit will instead perform a task of some kind or answer a question relevant to it�s element. The Monk can summon a spirit of any of the following Elements. Fire, Lighting, Ice, Water, Earth, Wind or Storm. The Monk can summon a spirit powerful enough to inflict 3x his Spirit score in magic damage to up to 5 foes. Out of combat, that damage rating should be used as a guide for the relative strength of the spirit.
Shots: 4
Curse of Sorcery: The Monk curses a magic using enemy. Any time that enemy casts a spell or uses a technique that costs mana, the enemy takes crushing damage equal to the amount of mana the technique cost. The Curse of Sorcery lasts until the end of the battle, or until the Enemy is KO�d. Only Elixers, or certain powerful Sorceress Spells can remove a Curse of Sorcery early.
Shots: 3
Magic Channel: The monk uses this limit as a reaction to having a spell or magical attack hit him. The monk takes no damage from the attack, and instead converts that damage to Mana. If there is more damage than the Monk can hold as Mana, than the excess is converted to hitpoints. Any additional excess after healing is lost.
Shots: 0
Greater Seal: The Monk inflicts Magic Null on a single target. This ability will afflict any creature, and cannot be removed until the next moonrise or sunrise, whichever comes later. Only Sorceresses and creatures with the Nobility ability may have some chance to resist. In that case, the Monk must overcome the target�s Willpower with a Sorcery roll. All others will merely have their magic and luck stripped away.
Shots: 4
Limit Breaks - Martial Arts
The Spirit Limits of a Monk all last for the rest of the battle, once used. They cannot be removed by a normal Dispell or Short Out, but there are some powers that can remove them. If the Monk is KO�d, then the effect ends early. Only one Spirit may be active at a time, and the Monk cannot use a limit twice to stack the effects. The Spirit Limits are cumulative with Martial Arts Techniques, when applicable. Any percentage increases round up.
Spirit of the Crane: The Monk adds +50% to his Speed attribute.
Shots: 1
Spirit of the Fox: The Monk�s dodge increases by 50%. All active dodges grant +7 to the dodge rating.
Shots: 1
Spirit of the Boar: All the Monk�s melee attacks are Critical. Critical hits inflict Double Damage. If the Monk knows Way of the Boar, and his hitpoints are low enough, all attacks inflict Double damage, and critical hits inflict Triple.
Shots: 1
Spirit of the Tiger: The Monk�s Strength doubles.
Shots: 1
Spirit of the Phoenix: The Monk aquires the Autolife status. This break must be used during or after the Monk�s first active shot. Thereafter it can be used any time, even in the split second before the Monk is KO�d, when she has taken enough damage to be knocked out.
Shots: 0
Spirit of the Dragon: The Monk is immune to Death, Doom, Slow Petrify, Attribute Down, Attribute 1/2, Spr 0, Vit 0, Drain, Gravity and gains the Ribbon Ability. The Monk also gains Fireater, Windproof, and Darkness Ward.
Shots: 1
Gearhead
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Special Techniques - Fix-It
Upgrade Weapon: Exactly what it sounds like. A Gearhead with this ability can upgrade weapons, assuming he has the proper tools to forge the more esoteric and durable substances. A manual would be good as well, this skill doesn't give knowlege of all the best weapons, simply the know-how to take a weapon appart and put it back together better... with maybe only one or two extra parts left over. In order to use this ability, the Gearhead takes the avaliable parts, and the old weapon, and makes a Fix-It roll versus the intended weapon rank x10. That means to upgrade a weapon to it's ultimate form, the Gearhead needs to roll at least a 50. Failure indicates that the Gearhead doesn't know what he's doing. A critical failure ruins the weapons AND the parts.
Mana: -
Shots: -
Overclock Machine: Anything can be overclocked, anything at all. Or so belive the Gearheads anyway, who know a thousand tricks to tweak machines or electronics in order to get a little more performance out of them. The Gearhead makes a Fix-It roll against a difficulty determined by the GM, based on the complexity of the machine and just what the Gearhead is trying to do to it. Success indicates that the machine now performs substantialy better. Cars go faster, computers process more quickly, robots can lift more, etc. The downside is that the lifespan of the machine is now signifigantly reduced. On a failure, the machine actualy performs more poorly. On a critical failure, the machine is junked. A critical success, on the otherhand, results in an overclock that doesn't damage the machine.
Mana: 5
Shots: 8
Kludge: The Gearhead has learned to put two machines together at this point, and in general, that means machines that should never be combined. The sorts of things that come out of this are cars with wings and engines from a light jet bolted on, magic-blasters with Mana scanners clamped to the barrel in the scope position, and even Galbadian security robots with their arms replaced with machine-fed rocket launchers. In essence, the Gearhead takes two mundane machines that each do something he wants them to do, and combines them so that they can do it at the same time. The results can be unpredticable though, and anything created with Kludge is going to be really ugly. Most Kludged equipment doesn't last a week, if that. During that week though, it can do two things where once they had to be done one at a time. Sometimes that's worth it. The actual roll is Fix-It against a difficulty determined by the GM, based on which two machines are being combined, what the Gearhead wants the combination to do, and the tools avaliable.
Mana: 10
Shots: 10
High Potion: The Gearhead discovers a High Potion she had tucked away for a special occasion... yes this is pretty improbable, especialy multiple times, but it's Final Freaking Fantasy... suck it up. In any case, it's a free high potion, perfect for use in combat. If the potion is to be used right away, the shot cost of this ability covers using it, if it's not used right away, it'll have to be used in a 3 shot action like all other items.
Mana: 10
Shots: 3
Tune Up: This is the grown up version of Overclock, though unlike Overclock, it can't be used in the middle of a chase or something similar, it needs nice calm working time. The Gearhead rolls Fix-It against a difficulty determined by the GM, and states what aspect of the machine he would like to improve. If the roll succeeds, the machine gets a boost, like an increase in top speed, or manuverability, a scanner now is more sensative, etc. This skill has a Gil cost becasue it has to be done right with good parts. However, once done, the change is permenant and non-damaging to the machine.
Mana: 10 - Gil: 10% of Machine Price
Shots: -
Phoenix Down: Like High Potion, this is a free Phoenix Down that was tucked away.
Mana: 10
Shots: 3
Ether: As with High Potion and Phoenix Down, this is a spare Ether that was tucked away.
Mana: 15
Shots: 3
Megapotion: As with the other item techniques this is a spare Megapotion.
Mana: 25
Shots: 3
Lynchpin: This technique represents a great deal of expert knowlege on the part of the gearhead... used to tear down a machine. Just about any machine has some extremely vital part that the whole machine can't function without. The Gearhead makes a Fix-It roll against a difficulty determined by the GM, or the Machine's Dodge rating, if it has one. Success identifies the lynchpin. The Gearhead can now point this out to her companions. Anyone can take an action to make a simple -7 AV called shot against the Lynchpin part. If the attack succeeds, the fragile part is destroyed, and the entire machine is rendered inoperable. This works on everything from spaceships to security robots to power plants to trains. As long as it's mundane tech, it can be pulled apart.
Mana: 20
Shots: 4
Special Techniques - Engineering
Scanner: This power is actualy a peice 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: Another device that the Engineer learns to construct, the Mana Dampener makes it more difficult for anything or anyone to perform magic in the area. The device is turned on, and the Gearhead makes an Engineering roll. The difficulty of all Magic Related rolls increases by the result of the Engineering roll. Using this in an especialy magic poor area can sometimes result in an anti-magic zone, but that's rare. A Mana Dampener's effect lasts for a number of shots equal to what the Gearhead rolled.
Mana: 10
Shots: 4
Elemental Overdrive: Many minor magical items can be found in the world, and an experianced Gearhead will know how to actiavte them to release magic. This skill represents even greater knowlege of those items with elemental power, whenever a the Gearhead uses an elemental item, the damage is increased by 50%, 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 magitechnical items, just about anything can be crafted from Esthar transportation seats to energy shield generators, and yes, even Spell Matricies. Time and the proper materials are required of course, especialy for larger or more complex constructions. This technique will be decided on a case-by case basis between any Gearhead players and the GM.
Mana: ?
Shots: -
Non-Elemental Overdrive: As with elmemental 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: -
Elixer: As with the Fix-It ability of High Potion, this is a spare elixer.
Mana: 30
Shots: 5
Probabilty Generator: Another weird device of Gearhead fame, this thing has two different uses. On the one hand, it can be used to analyze the chance of any particular thing happening. The more information provided, and the better the Engineering roll, the more accurate the result. It can also provide a temporary boost to the Luck attribute of the Gearhead, though it won't provide any extra Luck points, just a bonus on one roll. When used to generate probability, there is no mana cost, just a roll. When used to boost luck, the device consumes mana, and doubles the Luck attribute of the Gearhead for 1 roll.
Mana: - / 30
Shots: 5
Ghost in the Machine: Unbeknowst 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 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 Intellegence he has, independant of any other actions he's performing.
Mana: 40
Shots: 6
Invention: This is the counterpart to the Forge Item skill. Forge Item only allows creation of items from existing blueprints... Invention lets a Gearhead create her own blueprints, coming up with new and wonderful items to make her life and that of her companions less difficult... and probably a LOT more interesting. There are differing schools of thought on that being good or not. In any case, to invent something the Gearhead just has to roll Engineering and beat a difficulty set by the GM, which will be based on the complexity and power of the machine or item envisioned.
Mana: -
Shots: -
Limit Breaks - Fix-It
Mix: The Gearhead can take two minor magical items and mix them together... for good or ill. There are far too many items in the world for all the interactions to be known, so beyond a few well known interactions, the Gearhead is on his own. In fact, there's even a belief that changing magical conditions may change some interactions, especialy places like the Trabia Crater, or Lunatic Pandora.
Shots: 3
Anti-Mana Powder: Emergency supplies for a Gearhead, this dull gray powder is made of special, magic absorbing materials. When tossed on a magical target, it will inflict the Silence status on them, and cast Dispel as well.
Shots: 3
Augment Weapon: A gearhead can grab a companion's weapon and give it a quick once-over, boosting it for a short time with some sort of technological augmentation, like hooking up a live wire to the metal blade, adding a laser to a gun, etc. The weapon does critical hit damage for the rest of the combat. In the case of gunblades, they do double damage on a critical hit after being augmented, and 150% damage when the trigger is missed. During the three shots that this break takes place, the weapon in question cannot be used.
Shots: 3
Spider Grenade: A spider grenade is a simple steel ball with six tentacle like legs protruding from the bottom. It scuttles up to a target, wraps it's legs tightly around some convenient point, and explodes. The target of a Spider Grenade takes 30 + the Gearhead's Fix-It in fire damage.
Shots: 3
Smart Bombs: A vast improvement on Spider Grenades, Smart Bombs are a series of small capsules tossed up which fly off like little rockets and explode against various targets. Smart Bombs pick thier own targets from among the Gearhead's foes. For ever 5 points of Fix-It the Gearhead has, rounded up, 1 smart bomb is thrown. Each bomb does 10 non-elemental damage to a randomly selected enemy target. Targets struck by multiple bombs resist the whole damage amount at once, not separately.
Shots: 3
BFG: Sometimes you should walk softly, and sometimes it's time to vent raw plasma onto your enemies. The Gearhead whips out a plasma rifle and vents superheated particles directly onto a VERY unfortunate foe. The target takes triple the Gearhead's Fix-It AV in non-elemental magic damage, and suffers Toughness 0.
Shots: 5
Limit Breaks - Engineering
Detect Weakness: This limit break functions exactly as the Lynchpin ability of the Fix-It path, except that it has no mana cost, and the roll is Engineering, not Fix-It.
Shots: 4
Energy Shield: The Gearhead pulls out a portable, one-shot shield generator, and turns it on. For the next 20 shots, the Gearhead is protected by a Protect and Shell effect that cannot be dispelled.
Shots: 4
Gadget Pack: The Gearhead whips out a backpack that can do one of the following things.
Extend 4 flexible mechanical arms to aid in climbing, attack with the gearhead's Engineering Av and do his Intellegence +5 base damage, for the next 30 shots.
Become a rocket pack, allowing the Gearhead to fly for 30 minutes, at up to 50 miles per hour.
Provide a full environment suit that will survive anything from the bottom of the sea to outer space to near (but not touching) lava for 30 minutes.
Shots: 4
Improbable Tools: The dream of every kid who watches spy movies, the Gearhead pulls out an exploding cufflink, laser pen, one-shot bullet cigar, or similarly imporbably very small tool, that just happens to be exactly perfect for the situation he finds himself in.
Shots: 3
Capsule Tech: The Gearhead targets a vehicle or other large peice of equipment or gear with a special device, and shirnks it to a tiny capsule that can fit comfortably in the palm of a person's hand. This limit break must be used again to restore the item or items, but anything in a capsule is preserved indefinently until needed. Living beings cannot be capsulized.
Shots: 6
Nano-Mecha: An extension of the Gadget Pack, the Gearhead now has a suit that will suddenly expand and morph to provide the Gearhead with mechanized Battle Armor for the rest of the combat. The Gearhead gets +7 toughness, +5 spirit, and +10 Strength when in the Mecha. The Mecha has an assault rifle built in, with 60 total rounds, which cannot be reloaded. It can give the Gearhead a short burst of flight, sufficient to get him up three stories or cross a 100 yard canyon. Unfortunently, the Spirit increase does not apply to Lightning elemental damage.
Shots: 3
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Mage Specialist
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Special Techniques - 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 3 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.
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 Teir 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 Teir 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, transfering 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 Teir 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: -
Peircing Magic: The mage has now learned how to brush past any hasty magical defenses, and all his magical attacks become Peircing.
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 yeilds yet more effeciency 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: -
Special Techniques - Awareness
Magical Weave: Mage Specialists recive extra training in Magic, and many more classes on how to interprete magical energies. Wheras 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 knowlege 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 weakenesses 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
Spirit Speech: The Mage becomes enough attuned to the magical world that he can directly speak to spirits in their own language, and percive spirits that are otherwise invisible to mortals.
Mana: -
Shots: -
Moving Dream: As immersed in magic as a Guardian Force or Sorceress, the mage now sees magic everywhere she goes, unless she specificaly 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 specificaly shielding themselves, but generaly 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
Peirce Veil: The ultimate in Sensory techniques, Peirce Veil allows a Mage to see beyond this dimension, into neighboring realms where Guardian Forces lie hidden, or even into the mysterious Netherworld 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
Limit Breaks - Sorcery
Note: Mage Limit Breaks stack. That is to say, after the Desperate Efforts break, multiple breaks can be used at once to add multiple attributes to a spell. All Mage breaks result in the spell being cast having a Zero mana cost. To use multiple breaks in a single action, the Mage must use one Luck Point per break. Only the highest shot cost of the breaks in question is used.
Desperate Efforts: This break, quite often called upon by young mages when they get in trouble, allows the mage to cast any spell in his matrix for Zero mana cost.
Shots: 4
Magic Boost: The mage can now cast a spell that is Magic Boosted, it's damage or duration is increased by 50%, rounded up.
Shots: 4
Long Range Magic: The Mage casts a spell that is extended to Long Range. It can hit any target within her sensory range, regardless of distance.
Shots: 4
Multi Magic 3: The Mage casts a spell, splitting it to hit three targets for full effect, rather than just one.
Shots: 5
Omnimagic: The mage can now split spells to every target within his Sorcery Av x10 yards, every chosen target reciving the full effect of the spell.
Shots: 5
Crushing Magic: This potent break allows the Mage to cast a spell which utterly ignores the Spirit, and Spirit armor of a foe.
Shots: 6
Limit Breaks - Awareness
Psychometry: This Break allows a mage to touch an item and get a sense of the owners it has had, as well as any major or emotionaly charged events it was involved in. Extremely charged items may be painful to examine in this way.
Shots: 2
Sacred Sight: This break allows the Mage to see magical auras, and pick out those that belong to beings that are evil, unjust, or untrustworthy. Sacred Sight can provide a very impressive analysis of someone's character, and will also identify items that have a far greater potential for evil than good. Conversely, it can also be used to detect paragons of virtue. Sacred Sight lasts for the Mage's Vis in minutes.
Shots: -
Elemental Spirit: The mage calls upon her knowlege of the spirit world, summoning a minor Elemental spirit to her call. The spirit has Attributes as listed below, and will fight to the death for her. The mage may choose between the elements of Fire, Ice, or Lightning for her spirit. The spirit persists for half an hour, or until the end of the battle. All summoned spirits have a Luck score of 0, and zero luck points.
| | Body | Mage's Vis/2 |
| Tgh | Mage's Vis |
| Con | Mage's Visx2 |
| | Mind | Mage's Vis/2 |
| Per | Mage's Vis |
| Will | Mage's Visx2 |
| | Magic | Mage's Vis |
| Spr | Mage's Visx2 |
| MEv | Mage's Vis/2 |
| | Reflexes | Mage's Vis/2 |
| Spd | Mage's Vis |
| Evd | Mage's Vis/2 |
| | Attacks: | The Spirits have the three spells of their own element, for instance a Fire Spirit knows Fire, Fira, and Firaga. They also have the Magic Absorb skill. They have no physical attacks. |
| | Other: | The spirits have the Elementeater ability, with respect to their own element. They have Spr 0 with respect to their oposing element. They are immune to the Silence, Confuse, Berserk, Zombie, and Poison status effects. They have no spellshards that can be drawn. |
Shots: 10
Counterspell: Fast enough to see spell coming, the Mage can grab the raw magical energy of the spell, twist it about, and hurl it back at the target. This is a reactionary Break, and therefore does not cost any shots. Whenever attacked by magic of any kind, even monster abilities that are purely magical, the Mage can spend a Luck Point to take hold of the spell and send it back at the caster, or any other target. The spell must have actualy targeted the mage to be counterspelled. Once counterspelled, a spell gains the Peircing attribute, and is Boosted. It also ignores Reflect spells.
Shots: 0
Greater Elemental Spirit: The mage calls upon her knowlege of the spirit world, summoning a Greater Elemental spirit to her call. The spirit has Attributes as listed below, and will fight to the death for her. The mage may choose between the elements of Earth, Poison, Wind, or Water for her spirit. The spirit persists for half an hour, or until the end of the battle. All summoned spirits have a Luck score of 0, and zero luck points.
| | Body | Mage's Vis |
| Tgh | Mage's Vis+5 |
| Con | Mage's Visx3 |
| | Mind | Mage's Vis2 |
| Per | Mage's Vis+5 |
| Will | Mage's Visx3 |
| | Magic | Mage's Vis+5 |
| Spr | Mage's Visx3 |
| MEv | Mage's Vis/2 |
| | Reflexes | Mage's Vis2 |
| Spd | Mage's Vis+5 |
| Evd | Mage's Vis/2 |
| | Attacks: | The Spirits have two magical attacks of their own element. The spell pertinent to their element, Quake, Bio, Tornado, or Water, and a Multi Magic 3 version of the same. They also have the Magic Absorb skill, and the Focus Self skill. They have no physical attacks. |
| | Other: | The spirits have the Elementeater ability, with respect to their own element. They have Spr 0 with respect to their oposing element. They are immune to the Silence, Zombie, Stop, Sleep, Confuse, Berserk, and Poison status effects. They have no spellshards that can be drawn. |
Shots: 15
Spirit of Power: The mage calls upon her knowlege of the spirit world, summoning a spirit of the Forbidden elements to her. The spirit has Attributes as listed below, and will fight to the death for her. The mage may choose between the elements of Holy or Darkness for her spirit. The spirit persists for an hour and a half, or until the end of the battle. All summoned spirits have a Luck score of 0, and zero luck points.
| | Body | Mage's Vis |
| Tgh | Mage's Visx2 |
| Con | Mage's Visx4 |
| | Mind | Mage's Vis |
| Per | Mage's Visx2 |
| Will | Mage's Visx4 |
| | Magic | Mage's Visx2 |
| Spr | Mage's Visx3 |
| MEv | Mage's Vis |
| | Reflexes | Mage's Vis |
| Spd | Mage's Vis+10 |
| Evd | Mage's Vis |
| | Attacks: | The spirits have either the Holy spell, or the Darkness spell, identical to Holy, but Darkness elemental damge. They also have an Omnimagical version of their primary spell attack that costs double the mana. They have the Magic Absorb skill, the Focus Self skill, and can cast Dispel. They have no physical attacks. |
| | Other: | The spirits have the Elementeater ability, with respect to their own element. They have Spr 0 with respect to their oposing element. They are immune to the Silence, Confuse, Berserk, Zombie, Stop, Sleep, Death, Break, Blowaway and Poison status effects. They have no spellshards that can be drawn. |
Shots: 20
Geomancer
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Special Techniques - Sorcery
Blessing: The Geomancer chants a blessing, and a comrade glows briefly with a pure, white light. The target�s next action gains a +5 to the roll.
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 -3 to all rolls for a number of shots equal to the Geomancer�s Sorcery AV.
Mana: 9
Shots: 3
Dragon Lines: Where mana runs throught he 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 knowelge 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 physicaly 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 useing Awareness, the ward appears as a shimmering globe of transparant 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 (Mezmerizes and those with Mezmerize 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 permenant, 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 antitheical 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, riverstones 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 eventualy 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 gives him +7 to all Sorcery rolls, and +5 to Vis for the purposes of determining spell damage and duration. 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: -
Special Techniques - Awareness
The �lace� abilities represent a heightned 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 benifits, which are listed below. A Lace is activated by simple and quick concentration, and remains active until the Geomancer is knocked out, or choses 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. Especialy 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 telepathicaly. 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 reccomended. 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 herbalisim, 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 recives the roll bonus to any rolls to swim, navigate, or pilot ships. The Geomancer can feel the presense 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 bizzare 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 Toughtlace. 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 rythems 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
Limit Breaks - Sorcery
Mana Burst: The Geomancer blasts an enemy within melee range with pure magic, calling upon weaves of magic already in the area, and so sparing himself from needing to use his own reserves. Mana Burst does the Geomancer�s Vis x2 in damage.
Shots: 2
Mana Bolt: The Geomancer uses local magic weaves to strike any creature within range of his spells with a bolt of pure bright mana. The damage is the Geomancer�s Vis x3.
Shots: 4
Mana Ball: The Geomancer causes an explosion of local magic energy. Up to five enemies within range of the Geomancer�s spells are burned by the explosive burst. The damage is the Geomancer�s Vis x3.
Shots: 4
Mana Venom: The Geomancer twists magical weaves around a creature, causing it�s own energies to harm it. Every time the creature has a chance for action, it loses it�s Spirit in Mana, and takes Crushing damage in the same amount. The venom continues until the creature dies, or runs out of mana. Mana Venom can be removed by Elixers, the Esuna spell, or other more powerful Treatment abilities, but Remedies and Antidotes will not avail.
Shots: 2
Curse of Rage: There is no profit in anger. Rage, unleashed carelessly and without regard for balance, turns back on the user. The Geomancer curses a single creature, and thereafter, each time it attacks physically or magically, it takes as much crushing damage as the net damage the target takes.
Shots: 3
Phylactery: The Geomancer uses this break to prepare a special Mana Crystal, and hides it somewhere safe. Even if the Geomancer is killed past KO, to true death, the crystal will hold his spirit safely. To revive the Geomancer, her allies must merely bring her body to the crystal, or any soulless body, and put the crystal in contact with the body, then use a Recovery spell such as Life, Full Life, or Autolife. Similary, a Phoenix Pinion or Phoenix down will also serve. Should the Geomancer die with Luck Points remaining, there is some chance that she will be able to send her soul back to her body on her own, but great distance between the body and crystal will make this difficult or impossible, as will magical wards.
Shots: Special
Limit Breaks - Awareness
Threads of Fate: This Limit break has two uses. In combat, it places the blessing of fate on the Geomancer. All rolls are at +1 for the duration of the combat. Out of combat, it makes the Geomancer aware of people, creatures, things, even places that have some great part to play in the Fate of Gaia, for good or ill.
Shots: 2
Patternweave.: Like the Mime ability, the Geomancer repeats some recent event. The Event must have occured within 1 minute, or within 7 shots, if in combat. The following types of events CANNOT be repeated. Limit Breaks, GF Summons, Sorceress magic. Almost anything else can be copied, brought out of the patterns of time to happen once more, before it fades naturally. If the Geomancer wishes the target of the effect to change the second time around, he must roll Awareness, and meet a difficulty determined by the GM.
Shots: 4
Fold Space: While traveling, the Geomancer can substantialy change the speed of the journey, by making little �folds� in the fabric of space. The break is used once, at the beginning of the journey. Thereafter, the speed of the journey is increased or decreased by 20% for as long as the Geomancer accompanies the journeying party. A �journey� is defined as travel from one place to another, where the second place is some goal of the travelers. Thus, this break does not need to be recast each time the travelers rest, or come to a new city, but rather each time the Geomancer and his companions set out for a new place, after having reached the previous one.
Shots: Special
Poet�s Curse: Poetic Justice. The Geomancer curses a target, and forces them to meet their destiny, right here, and right now. This is a risky power to use. For example, it could have been Ultimecia�s destiny to conquer all of Time. In that case, it would be Squall�s stronger destiny that destroyed her. Or perhaps it WAS her destiny to fall to his blade. Still, a Geomancer has ways of investigating a person�s life and fate, and in many cases, a person�s destiny is fairly plain. It is the destiny of most soldiers to die in battle. It is the destiny of most murderers to be hung. It is the destiny of most truely good people of strong will to achive their dreams. It is the destiny of those who love to be together.
NOTE!: Poet's Curse, unlike most Limit Breaks, costs a permanant point of Luck to use. Lost luck can be regained with experiance. Regardless of any Luck junction, no Geomancer can spend luck he does not have naturally in this way.
Shots: 6
Gate: Though Gaia has it�s own magical weaves, and natural rythems, it is also not only succeptable to the opening of Gates, but in fact it is a natural conduit for such. Gates can be to other dimensions, the Realm of the Dead, or even to the Moon, the most famous application of which is the Lunar Cry. Geomancers can open up Gates, but they have no control over what is happening on the other side, or creatures and spirits that might inhabit the places they open gates to. Study and reconnisance are reccomended before opening a Gate.
Shots: 20
Fortune Drain: More than any but Thieves, Geomancers understand the ways of fate and luck. To try and compete with a Geomancer on that basis is not very wise. The mightyest of Geomancers can make an Awareness roll to attack an opponent�s luck directly. This roll is resisted by the Target�s Willpower or Spirit, whichever is higher. For ever 7 points by which the Geomancer exceeds his enemy�s stat, rounded up, the Geomancer transfers one Luck die away from the target to himself. The Geomancer cannot hold more luck points than his maximum. Resistances and Immunities to Curse block this ability.
Shots: 5
Brawler
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Special Techniques - 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 combo power may be applied twice to any single attack.
Simultanious 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 buisness 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 adds her Martial Arts bonus to the base damage of the 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 truely devestating 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 physicaly each time he has an opportunity for action, and not actively dodge. Failing to meet any of these conditions breaks the combo.
While the combo is active, the Brawler adds his Martial Arts bonus to the base damage of the attack, multiplying it by the number of successful combo hits. Thus, a Brawler with a Martial Arts bonus of 4 attacks a target normally. On the second hit, Combo becomes active, and the attack gets +4 to the base damage. On the third hit, the attack gets +8 to the damage, and so on.
Mana: -
Shots: 0
Combo - Accuracy: Any time the Brawler wants to pay the mana cost for this power during a Combo attack, she may add her Martial Arts Bonus x the current combo number to the Action Value of the attack. Therefore, on the 3rd combo attack, she would add triple her Martial Arts bonus to the AV of the attack.
Mana: 5
Shots: 0
Combo - Power: The Brawler's combos are now twice as damaging as they were before, if he only expends a little effort. Whenever this power is activated, the extra combo damage is multiplied by 2. Thus, a Brawler with a Martial Arts bonus of 4 would do +8 damage on the first combo attack, +16 on the second, etc.
Mana: 7
Shots: 0
Combo - Defensive: The Brawler has enough control over how she executes her combos that she can now use the rythmic 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 betwee 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 her Martial Arts bonus x the Current Combo Number. Thus, a Brawler who has executed 3 successful combos may spend this power's mana cost to be protected by 3x her Martial Arts bonus in Armor against all attacks on the current shot.
Mana: 5
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 in the same way, providing the Brawler's Martial Arts bonus x the Current Combo number against all incoming attacks, physical or magical. Thus the Brawler's dodge or Magic Evade is raised, but for the current shot only.
Mana: 7
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 to 3, on the third total hit (2nd combo hit) the shot cost is reduced to 2, etc. Combo - Speed must be activated, but once active, it lasts for the entire combat, and can be activated at any time. This power is cumulative with other speed powers like Haste, and Quick Hit, but cannot be used to reduce the shot cost of any attack below 1 under any circumstances.
Mana: 10
Shots: 0
Combo - Elemental: Against foes that are physicaly tough, but can't take the magic damage, the Brawler now has a solution. He can imbue is weapon, fists, whatever he's using, with powerful magical elements, essentialy converting his entire attack into magic damage of one element or another. The current combo number limits the element types that are avaliable, 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 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 devestating 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
Special Techniques - 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 permenent 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 automaticaly rolls a critical hit while making a standard Martial Arts attack. For the duration of that attack's shot cost, she finds herself at -5 Dodge.
Mana: 0
Shots: 4
Shield Mastery: Nearly every Brawler eventualy 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 adds his Martial Arts bonus to his Dodge and gains the bonus as Armor as well.
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 Bonus. 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 double base 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 permenent.
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 benifits. First of all, the Brawler may now make an additional attack, with the secondary weapon only, every 6 shots. Secondary weapon shots should be tracked differently than the Brawler's normal actions, and they do not trigger events like Regeneration or Poison. They are affected by shot delaying events like Slow, Active Dodging, and other such powers. The only thing that can speed up the rate of the second weapon attack is a general speed power like Haste, secondary weapons do not benifit from powers like Quick Hit or Combo-Speed. Second, the Brawler may use his secondary weapon to provide all the benifits of Shield Mastery.
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 badguys. 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
Limit Breaks - Martial Arts: Combos
Note: Brawler Combo limits are cumulative in the sense that any attacks learned at the lower levels may be used during a higher level limit break, to vary things up or take advantage of some unique feature of that attack. Attacks that are noted as a Finishing Move must be the last attack used. Any time a Finishing Move attack is used, the combo limit immediately ends, regardless of how many attacks remain. No Combo attack can be used twice in a row, each combo hit must be different than the one immediately before it.
Also, it is important to note that while all Brawler Combo Limits are multi-hit attacks, each hit does take one shot to deliver, and the combat will continue as the attacks progress. Thus, when a Brawler Activates a Combo Limit, she will be making one attack every shot until she runs out of Limit Attacks. The number of attacks a Brawler can string together at any particular limit is noted right above the shot cost. Actively dodging or performing any other action besides Combo Hits also ends a Combo Break. Missing any attack also ends the Combo Break, as does switching targets..
Additional Note: Brawler Combo Limits have a 5 shot cost. That is, after executing the last move of the Combo Limit, the Brawler must wait 5 shots to act again.
Beginner's Combo: This is the beginning of the True Rage of combos. The Brawler learns three separate Combo Attacks that he can use to beat his enemies with, but no Finishing Moves as of yet.
Beat Rush: The Brawler strikes with a flurry of fists! Though this attack is not super damaging, it is difficult to avoid. +7 AV for the attack.
Booya: The Brawler turns and delivers a vicious and unexpected Elbow Jab. +3 to the attack AV, and the damage is Pericing.
Heel Drop: Dropping your heel on the enemy's skull or spine is a good way to get results. A Heel Drop is an automatic Critical Hit.
Combos: 3
Shots: Special
Apprentice's Combo: Still no finishing moves, but an increase in the length of the combo, and a few new moves with which to cripple the enemy.
Mach Kick: A nasty disorienting kick to the face, or sensory organ region. +5 to the Base Damage, and the enemy gets -5 AV to it's next Phyiscal attack. Must be preceeded by a Level 1 attack.
Quivering Palm: This attack is a vicious nerve strike. The attack is critical, and piercing. Must be preceeded by a Level 1 attack.
Headbutt: Not to be attempted by the unskilled, lest the attacker get hurt as badly as the target. This unexpected attack is at +10 AV, and cannot be actively dodged. Must be preceeded by a Level 1 attack.
Combos: 5
Shots: Special
Wanderer's Combo: Now that the Brawler has left the Dojo, it's time to learn a Finishing Move!
Dolphin Blow: Attack with the memory of your sea-water friends from Balamb! This attack delivers double Base Damage, in Water Elemental damage. Must be preceeded by a Level 2 attack.
Crushing Blow: Not fancy at all, this is just hitting really, really hard. +10 Av and Double Damage. Must be preceeded by a Level 2 attack.
Burning Rave (Finishing Move): Charge up and strike with fire! This fast paced, firey combo is something of a signature move of Zell's, as he really enjoys pulling it off to finish up a combo. Burning Rave attacks at +10 av, and adds +5 to the Base Damage for the total number of combo attacks pulled off. So if the combo got strung out to the full 7 attacks avaliable at this level, Burning Rave does +35 damage! Must be preceeded by a Level 3 attack.
Combos: 7
Shots: Special
Instructor's Combo: With two finishing moves and a variety of killer attacks under her belt, the Brawler is ready to take on a student or two. That, or just show her enemies how really dangerous she's become.
Meteor Strike: Pick the enemy up and slam them into the ground! This attack does Double Damage and the damage is Earth Elemental. Sadly, it doesn't work on Flying foes very well. Must be preceeded by a Level 3 attack.
Throat Strike: Almost everything needs to breathe. This attack does critical hit damage, and inflicts the target with a special status that causes escalating suffocation damage every time the target has an active shot. This can be cured by Esuna, Remedies, or other more powerful treatments. It is ineffective against the Undead and anything with the Extra Terrestrial ability. Must be preceeded by a Level 3 attack.
Meteor Barret (Finishing Move): Hit them from above, hit them from below! This nasty finisher does double damage and +5 damage per combo hit. The damage is Wind or Earth elemental, whichever the target resists more poorly to. Must be preceeded by a Level 4 attack.
Combos: 9
Shots: Special
Master's Combo: He who once was a student, is now a master. Though it will not nessisarily be easy to structure the combos correctly to get the Master level finisher, the reward is well worth the effort.
Shadowfist: Black energy blasted into the target. This attack does triple damage, Darkness elemental, and is Peircing. Must be preceeded by a Level 4 attack.
Painfinger: A nerve strike that inflicts a lot of damage and a much-feared status. This attack does Double Damage, has a +10 to hit, and carries the Painstrike ability. Must be preceeded by a Level 4 attack.
Different Beat (Finishing Move): The brawler goes into a rage of attacks, hitting the target with brutal blows from all sides. This combo does triple damage, and adds +7 for each combo pulled off. It also disorients the enemy, delaying it's next shot by 2. Must be preceeded by a Level 5 attack.
Combos: 11
Shots: Special
Hero's Combo: Only the greatest of warriors can hope to master these techniques and the finisher. Those who do are respected world-wide. No one who has ever seriously trained with a weapon will fail to reconize such a person's poise and training, which show through her every movement and action.
Holystrike: The brawler strikes with White Fire. This attack does Triple Damage, has +10 AV, and inflicts Vit 0. Must be preceeded by a Level 5 attack.
Bonecrusher: Grand Masters needen't always be subtle. The Brawler picks up the enemy and just starts breaking it. He'll let it know when he's done. The attack does Quadruple damage and is at +15 AV. Must be preceeded by a Level 5 attack.
My Final Heaven (Finishing Move): Pure, unstoppable Chi energy flows up from the earth and imbues the Brawler with the mandate of Gaia herself. The attack Quintuples the base damage, gains +15 AV, and adds the Brawler's Martial Arts bonus to the combo for each successful combo move. At a full My Final Heaven, that would be 13x the Martial Arts Bonus. Of course, that takes a lot of shots and careful managing of combos to pull off. Must be preceeded by a Level 6 attack.
Combos: 13
Shots: Special
Limit Breaks - Martial Arts: Weapons
Brawler Weapon breaks grant the brawler a powerful magical buff for the rest of the combat, provided he is using the weapon type the break is named for, and that the Brawler do nothing but use the weapon, use items and dodge. Three things break the intense combat focus that makes the buff possible. Casting spells or doing some other similar non-melee action, other than using items, being KOd, and extremely powerful and sophisticated Sorceress spells. Though in all likelyhood, any Sorceress capable of breaking a master Brawler's pure and potent weapon focus can far more easily put the brawler in KO. The imbued effect of these breaks is otherwise totally un-dispellable. The dedication to the craft of weapons allows the brawler to take on something of the spirit of that weapon itself, as if a minor GF of weapons was watching over them.
Aspect of the Hammer: Imbue: Protect
Weapons Allowed: Hammers, Maces, Mauls, Clubs, Jo Staves.
Shots: 1
Aspect of the Staff: Imbue: Wall
Weapons Allowed: Staves, Quarterstaves, Spears, Some Polearms
Shots: 2
Aspect of the Chain: Imbue: Ribbon
Additional Effect: Weapon Level Raised to at least 2.
Weapons Allowed: Chain, Whip, Segmented Staff, Manriki Guri, Kusari Kama
Shots: 2
Aspect of the Dagger: Imbue: Haste
Additional Effect: Weapon Level Raised to at least 3.
Weapons Allowed: Dagger, Knife, Throwing Knife (melee), Stiletto, Shiv
Shots: 4
Aspect of the Sword: Imbue: Regen
Additional Effect: Weapon Level Raised to at least 4.
Weapons Allowed: All Swords, including Katana, No-Dachi, & Ninja-To
Shots: 2
Aspect of the Fist: Imbue: Aura
Additional Effect: Weapon Level Raised to at least 5.
Weapons Allowed: Brass Knuckles, Combat Gloves, Cestus, Bare Fists
Shots: 5
Weapon Techniques
Weapon Techniques are based on the Weapon Focus skill for the appropriate weapon. As stated above, the only requirement for learning a Weapon Focus skill tree is learning the Weapon Focus skill appropriate to that weapon. Some weapon focus skills, especialy those pertaining to Samurai and Ninja weaponry, may be difficult to get training in if a character is not of the appropriate archetype. Neither Samurai nor Ninja are especialy keen about giving out traditional secrets. In general however, these techniques are available to anyone.
It is important to note that Weapon Focus skills require powerful weapons when one reaches the more potent abilities. The first three Weapon Techniques of any tree can be used with any weapon of that type. The Fourth and Fifth techs require a Level 2 weapon. The Sixth and Seventh techs require a Level 3 weapon. Finally, the Eigth and Ninth techs require a powerful Level 4 weapon. In order to practice to learn one of the advanced techniques (i.e. spend Xp on it) the character must have a weapon powerful enough to use the technique. If the character is stuck without a weapon strong enough to use one of his or her techs, and tries to use an inferior weapon, the tech will destroy the weapon, rendering it useless for any further combat. The same applies to Limit Breaks. For Limit Breaks, the first two breaks may be used with a Level 1 weapon, therafter, every new break requires a more powerful weapon than the last.
Samurai Weapon Techniques
Special Techniques - Weapon Focus: Katana / No-Dachi
Minor Elemental Blade: The Samurai calls upon the most basic of elements and slashes forward, striking an enemy that does magical elemental damge, instead of physical. Minor Elemental Blade is resisted by Spirit instead of Toughness, and the damage is Fire, Ice, or Lightning Elemental, as chosen by the Samurai. The Samurai adds his Vis attribute to the damage.
Mana: 10
Shots: 4
Body Break: The Samurai targets weak points in the target's body when she next strikes, dealing normal damage and inflicting Str 1/2 or Tgh 1/2 on the enemy, beginning on the next shot. This status lasts for a number of shots equal to the Samurai's Weapon Focus AV + his Willpower.
Mana: 12
Shots: 4
Soul Break: The Samurai attacks spiritualy, breaking down the enemy's mystic abilities. This attack does normal damage against the target's Spirit, and inflicts Spr 1/2 or Vis 1/2 beginning on the next shot. This status lasts for a number of shots equal to the Samurai's Weapon Focus AV + his Willpower.
Mana: 12
Shots: 4
Mindtwister: With this mystic attack, the Samurai does no real damage to the enemy's body, instead, he drains spiritual reserves. The attack does Crushing damage on the enemy's Mana, drawing the target's mental reserves into the blade. There the mana waits, ready to be absorbed by the Samurai, or any of his companions. Absorbing mana from the sword is a 1 shot action for the Samurai, or a 2 shot action for any companion.
The samurai must consent to have the mana drawn out. If someone, even the Samurai, draws in more mana than his maximum, and does not immediately use it up on his next action, he takes crushing damage equal to the amount of mana over his maximum.
Mana: 0
Shots: 4
Painblade: The Samurai calls upon the memory of pain and suffering, imbuing his weapon with terrible black, green, and red energies, and a good deal of extra power. If the weapon hits, the attack does Double damage, and carries the Painstrike ability. On a critical hit, the Samurai does Triple base damage.
Mana: 20
Shots: 4
Major Elemental Blade: The Samurai calls upon the greater elements and attacks, her weapon imbued with elemental force. As with Minor Elemental Blade, this attack does Magic Elemental Damage and is resisted by Spirit. The element is chosen from among Poison, Holy, Darkness, Wind, Water, and Earth by the Samurai. The Samurai adds twice his Vis to the damage. Further, the blade carries a number of nasty effects depending on the element chosen. A list appears below.
Poison - Poisonstrike
Wind - Slowstrike
Water - Confusestrike
Earth - Breakstrike
Darkness - Cursestrike
Holy - Vis 1/2
Mana: 25
Shots: 4
Heaven & Earth: The wind blows, the earth trembles, the waters stirr. Divine retribution falls in the form of the Samurai's blade. Heaven and Earth inflicts critical hit + Vis x3 damage in Earth, Wind, Water, and Holy elemental damage, for a total of 4 'hits' in a single blow. As with other elemental attacks, the damage is resisted with Spirit instead of Toughness. Spirit is applied to each element separately. In addition, one cannot recover from such an attack quickly. The target's next action is delyaed by 2 shots.
Mana: 30
Shots: 4
Agonyblade: The greatest of suffering awaits those on the other end of this attack. The Samurai brings up her most painful memory, and imbues it into her blade, which glows a vile purple, and vibrates with a pained note. Upon striking, the Samurai does her critical hit + Vis x3 damage in Poison Elemental damage, and inflicts the following status effects on the target: Blind; Silence; Poison; Slow; Confuse; Sleep; Zombie; Curse; and Vit 0. If the target is immune to any of those effects, they resist the ones they are immune to, but not the others. Again, as with other elemental attacks, the damage is resisted by Spirit, not Toughness.
Mana: 35
Shots: 4
Flarestrike: The power of a star settles into the Samurai's weapon, and shreds the target it strikes with non-elemental magical damage. The Samurai's base damage is doubled, and the Samurai adds 4 times his Vis, additionaly. All the damage is magical and non-elemental, so it is resisted with Spirit. Flarestrike also imposes Spr 0 on the target.
Mana: 40
Shots: 4
Limit Breaks - Weapon Focus: Katana / No-Dachi
Zantetsu: The Samurai moves like lightning, slashing a single opponent. Unless the target is immune to the Death status, it instantly drops to KO status. If the target has status resistance to Death, the Samurai must make an attack roll, and beat the opponent's Dodge score + the Status Bonus.
Weapon: 1
Shots: 4
Hakuden: The Samurai swings her weapon in an arc, flinging off bright sparks. All enemies in the immediate battle area are struck, and suffer the Samurai's critical hit damage.
Weapon: 1
Shots: 4
Tsukkoma: The Samurai concentrates, then swings with absolute precision. One target is struck for triple the Samurai's base damage.
Weapon: 2
Shots: 5
Kattobasu: The Samurai strikes recklessly, without avoiding the target's counterattack. Both the target and the Samurai drop to KO status. Even many monsters (but not all) that are immune to the Death status are affected by a sacrificial Kattobasu move. Simple status resistance to Death, rather than immunity, is totally ineffective against Kattobasu. Similarly, even Samurai who have learned the Martial Arts ability of Deathproof can be laid low by Kattobasu.
Weapon: 3
Shots: 4
Shin-Zantetsu: The Samurai concentrates, then moves through the battlefield so quickly that the eye cannot follow. At the end of this run, and a single lightning fast strike, every enemy in the immediate battle area that is not immune to the Death status falls into KO. If creatures targeted by Shin-Zantetsu have Death Resistance, the Samurai must make an attack roll, and exceed their dodge scores + the status bonus to KO them. If the Samurai does not roll high enough to KO some of the foes, those who have no resistance, or who's resistance was beaten will still fall to KO.
Weapon: 4
Shots: 6
Doudou: The name of this technique is Magestic, and so it is. The Samurai calls upon his deepest heart, and strikes in a state of No-Mind, without taking the time to think or do anything but live the stike. The attack does 5 times the Samurai's base damage to a single target, and that damage is Crushing.
Weapon: 5
Shots: 5
Rapier Techniques
Special Techniques - Weapon Focus: Rapier
Note: The Rapier techs all have a zero shot cost, and they all persist for an entire combat round. They can be used before any action the Rapier specialist takes, including before his first action in the round. As many techs as desired can be activated at a time, the only limitation being that the mana cost must be paid for each. Techs MUST be activated before the dice are rolled for any particular action, if the specialist wants them to apply to that action. In general, a Rapier specialist will choose one to three techs that will serve him best in a particular combat, and activate those at the beginning of the combat round, using them throughout.
Swashbuckling: Fancy manuvers, impressive flourishes, unpredictable stunts! These are the bread and butter of those who focus on fighting with the most elegant of Melee weapons, the Rapier. Swashbuckling gives the Rapier specialist +3 to all melee attack rolls while it's active. In addition, it removes any penalty for purely dramatic or stylistic stunts, allowing the specialist to use her full AV when executing outragous manuvers, picking off opponent's buttons, and the like.
Mana: 5
Shots: 0
Blackbeard: Named for a famous pirate, this technique substantialy improves the Rapier Specialist's chances to get a critical hit. No longer purely dependant on chance, the specialist gets a critical hit on any roll where the outcome of the roll is 20 or higher, regardless of the opponent's dodge score. Of course, the attack must still hit to be critical, but any roll of 20 or better goes critical, if it hits.
Mana: 5
Shots: 0
Benetti's Defense: Useful in situations where the terrain is rocky or uneven, but certainly of use in more regular situations as well. Benetti taught a style of defense that was highly based on unpredictable movement, and clever parrying. While using this technique, the Rapier Specialist can add twice her Weapon Focus skill bonus to Evade to increase her dodge. In other words, a specialist with a Weapon Focus skill bonus of 4 could add 8 to her evade, greatly increasing her dodge score.
Mana: 5
Shots: 0
Cappafeo's Focus: As a response to the Benetti school of fencing, a master named Cappafeo developed a technique that would bypass such 'dancing tricks' as he called them. It involves an intense, almost maniacal focus on one's opponent, but the rewards it yields are great. A person using the Cappafeo technique reduces the opponent's dodge to just his evade score, and ignores any active dodges, thus landing many more hits, and making all hits much more precise and damaging.
Mana: 7
Shots: 0
Tybalt's Wall: As a further response to Cappafeo, a contemporary of both masters named Tybalt developed an impressive defensive routine. Rapiers do not have the stopping power that larger swords do, but often even a slight change in the course of an attack can greatly reduce it's power. The Tybalt technique concentrates on building an impressive "steel wall" of defense, never letting an attack come in without being nudged away at least a little. The result is substantialy less damage to the specialist. Using the Tybalt's Wall technique adds the user's Weapon Focus skill bonus as Armor. In a way, this cancels the Cappafeo focus, as the extra damage is negated by the defensive wall.
Mana: 7
Shots: 0
Agrippa's Needle: As the three schools of Benneti, Cappafeo, and Tybalt pushed rapier fighting into more and more fancy and involved techniques, a smaller school was practicing a powerful technique that focused on sheer economy of motion. There is nothing fancy about the Agrippa technique, but it reigns supreme over techniques such as Tybalt's Wall, and even the armor of many fighting forces or monsters. Agrippa spent hours teaching his students a very simple ,and nearly unstoppable thrust, a move he belived should be the primary focus of Rapier fighting. He could fence with the best of them, but belived that the best attack was a quick and simple lighting-jab forward. Using the Agrippa technique, all rapier attacks become Piercing.
Mana: 10
Shots: 0
Following Wind: Speed and fortune come to all those with a strong following wind. This subtle but indespensible rapier technique teaches the specialist to go with the flow of combat, accepting what is so as to gain more opportunities to strike. All rapier attacks are at -1 shot cost when this technique is active.
Mana: 10
Shots: 0
Black Flag: Run up the black flag, it's time for bloody buisness! Rapier specialists who use this technique are done playing, they're ready for serious combat. When using this technique, the base damage of the specialist increases by 5 (thus increasing criticals as well) and each blow delivers a Lesser Statusstrike. The lesser status effects are Berserk, Blind, Confuse, Silence, Sleep, and Slow. Beating the opponent's dodge by 5 or more, plus any status resistances, inflicts the random status.
Mana: 12
Shots: 0
Crowd Sail: This ultimate refinement of the art of Rapier fighting has the specialist moving like lightning. All Rapier attacks are at -1 shotcost, and this bonus is cumulative with Following Wind, for a total of only 2 shots for a regular physical attack.
Mana: 15
Shots: 0
Limit Breaks - Weapon Focus (Rapier)
Note: The Rapier Limit Breaks cannot be enhanced by the Rapier techniques, even if those techniques are active when the Breaks are used. Shot costs, piercing, and other abilities do not affect these limit breaks.
Glorious Acrobatics: The Rapier specialist preforms some impressive acrobatic feat, doing a flip over an enemy, swinging on a rope, or sliding down a rail. There are an infinate number of athletic feats possible, the only requirment is that it be flashy. At the end of this feat, the specialist strikes for double damage, and all her allies gain +10 hitpoints and +5 mana as the stunt inspires them and restores their spirits. The hitpoints or mana gained cannot go above and beyond the normal maximum.
Shots: 4
Weapon: 1
Riposte: The Rapier specialist gets the Counter ability for the rest of the combat. This is not cumulative with any other counterattack abilities.
Shots: 1
Weapon: 1
Dirty Tricks: The rapier specialist pulls the enemy's hat over his eyes, trips him, traps him behind a door or table, drops him into a ravine, whatever it takes to slow him down. The specialist makes a normal attack with his weapon, which does double damage. In addition, the enemy's next action is delayed by 5 shots.
Shots: 4
Weapon: 2
Disarm: Against humans, this power takes the weapon right out of the user's hands, knocking it away and across the ground or floor. Against monsters, or brawlers, it blocks the use of a particular attack technique, preventing the creature from manifesting that attack for the rest of the combat round, or 15 shots, whichever is longer. In addition, the rapier strike does double damage to the target.
Shots: 4
Weapon: 3
Ghost Crew: The specialist strikes the ground, floor, deck, what have you, peircing the very veil between life and death! From the point of the strike, a number of Ghostly Pirates arise, intent on slaying the specailist's enemies. There is one pirate for each point of the specialist's Weapon Focus skill bonus, and each one will randomly attack a nearby enemey. The ghostly crew hits automaticaly, on hit per member, then they vanish. Each crewmember does the specialist's base damage in Non-Elemental magic damage.
Shots: 5
Weapon: 4
Pirate's Wrath: The specialist flies into a rage, viciously attacking his foes over and over! The specialist hits once for each point of Weapon Focus skill bonus, and each attack does Double damage. The specialist may chose to launch all the attacks against one enemy, or spread them out. At the end of this frenzy, the specialist gets a +2 to Strength which lasts for the rest of the battle, and is cumulative with powers that increase Strength like Cheer and Drill Fist.
Shots: 6
Weapon: 5
Ninja Weapon Techniques
Special Techniques - Weapon Focus: Ninja-To
Spirit Venom: When this power is learned, the Ninja choses one minor element, Fire, Ice, or Lightning. The Ninja imbues his blade to do the type of damage chosen, and a successful attack makes all the damage magical and of that element. Furthermore, the target so poisoned is at 1/2 Spirit against all attacks of the opposite element. A short list of opposing elements is given below. This power lasts for a number of shots equal to the Ninja's Vis x2, wherapon it must be used again.
Fire - Ice
Lightning - Water
Wind - Earth
Gravity/Darkness - Holy
Mana: 10
Shots: 4
Blades of Blood: This power uses the Ninja's weakness against the enemy, and it can only be used after she has been damaged. The Ninja coats her weapon in her own blood, and attacks an enemy. The damage of the weapon is increased by the difference between the Ninja's current hitpoints and her maximum. So a Ninja who has suffered 10 points of damage will increase her weapon's base damage by 10, for the next attack only.
Mana: 3
Shots: 4
Strike From Darkness: The Ninja makes an attack on an unsuspecting opponent, i.e. one who is not expecting to be attacked and does not know the Ninja is there. The Dodge Rating of the target is reduced to 0, and the attack ignores the target's Toughness. In addition, the Ninja adds his Vis to the damage.
Mana: 12
Shots: 4
Iron Reaver Soul Stealer: The ninja makes a Weapon Focus attack, and hopefully partakes of her enemy's life force. The attack is Darkness elemental, and the Ninja absorbs the entire net damage that the technique inflicts on the enemy. Creatures that absorb Darkness damage will actualy steal strength from the Ninja! Also, resistances and protections against the Drain status protect creatures from the draining aspect of this attack, but not the darkness damage. Iron Reaver Soul Stealer does the Ninja's Critical Hit Damage, plus the Ninja's Vis.
Mana: 20
Shots: 4
Black Shuriken: Shuriken do very little damage ordinarily, they are more of a distraction than anything. However, with this power the Ninja pours darkness out of his blade to create a Black Shuriken that does Darkness Elemental damage equal to the Ninja's Vis + 20 when thrown. The Black Shuriken vanishes once it has damaged the target, making it a very good assasination weapon. When using this power, the Ninja makes a Weapon Focus roll. For each 5 points of the roll rounded up, one Black Shuriken is created. Each must be thrown separately, and the rolls to create and throw the shuriken are separate. Once created, the Black Shuriken last for the Ninja's Vis in minutes.
Mana: 12
Shots: 2
Blade Of Darkness: The Ninja calls forth the memory of her weapon, crafting a new weapon out of pure darkness. This weapon persists for minutes equal to twice the Ninja's Vis, and does double the damage of the Ninjas current chosen weapon. The damage is Darkness Elemental however, rather than physical. This power is excellent for use inside areas where weapons are forbidden, or just when the Ninja wants a bit of a damage boost.
Mana: 35
Shots: 4
Spirit Grenade: The Ninja tosses out a grenade, which explodes with spiritual, rather than physical damage. The damage is quadruple that of a standard grenade, and is non-elemantal magic damage.
Mana: 35
Shots: 4
Child Of Darkness: The Ninja gains a natural immunity to Darkness elemental powers without a corresponding weakness to Holy. The Ninja's spirit doubles, when reciving Darkness Elemental damage.
Mana: -
Shots: -
Oubliette: An Oubliette is a place to put someone and forget about them. This power, when used on a target that is immune to the Blowaway status, merely does it's lesser effect of tripling the Ninja's base damage and changing it from physical to Darkness elemental. If the target is not immune to Blowaway, however, the target simply dissapears in a cloud of darkness that vanishes from sight. The target is not dead, rather... gone. Creatures with a resistance, rather than an immunity to Blowaway must have that resistance overcome by the Ninja's attack roll.
Mana: 35
Shots: 4
Limit Breaks - Weapon Focus: Ninja-To
Spirit Venom - Wind The Ninja's weapon becomes imbued with Wind energy, doing Wind Elemental magic damage instead of physical, and adding double the Ninja's Vis to the base damage. At the same time, the target's Spirit score is reduced to 0 when resisting Earth Elemental attacks, for the rest of the battle. This power lasts for a number of shots equal to the Ninja's Vis x2.
Shots: 4
Spirit Venom - Water The Ninja's weapon becomes imbued with Water energy, doing Water Elemental magic damage instead of physical, and adding double the Ninja's Vis to the base damage. At the same time, the target's Spirit score is reduced to 0 when resisting Lightning Elemental attacks, for the rest of the battle. This power lasts for a number of shots equal to the Ninja's Vis x2.
Shots: 4
Spirit Venom - Earth The Ninja's weapon becomes imbued with Earth energy, doing Earth Elemental magic damage instead of physical, and adding double the Ninja's Vis to the base damage. At the same time, the target's Spirit score is reduced to 0 when resisting Wind Elemental attacks, for the rest of the battle. This power lasts for a number of shots equal to the Ninja's Vis x2.
Shots: 4
Spirit Venom - Gravity The Ninja's weapon becomes imbued with Gravity energy, reducing the target's hitpoints by 50% of their current total instead of doing physical damage. At the same time, the target's Spirit score is reduced to 0 when resisting Holy Elemental attacks, for the rest of the battle. This power lasts for a number of shots equal to the Ninja's Vis x2.
Shots: 4
Spirit Venom - Holy The Ninja's weapon becomes imbued with Holy energy, doing Holy Elemental magic damage instead of physical, and adding triple the Ninja's Vis to the base damage. At the same time, the target's Spirit score is reduced to -25 when resisting Darkness Elemental attacks, for the rest of the battle. This power lasts for a number of shots equal to the Ninja's Vis x2.
Shots: 4
Rune: The Ninja now knows how to make a Power Rune on a target, inflicting a terrible curse. In general, Rune Curses are not instant in their effect, but a few of the more rare and difficult to learn ones are. The power and destructive force inherant in any Rune is such that only very strong blades can bear transfering them to a target. The first rune that all Ninja learn is the 10,000 step rune, it is an increadibly effective psychological weapon, in addition to eventualy finishing off an enemy before his time.
Ten Thousand Step Rune:
The Ninja must make an attack roll, if successful, the attack does not do damage. Instead, the Ninja carves a special, forbidden rune into the target's flesh. The wound leaves a bright red scar in the shape of the wound, regardless of the healing magic used. Each time the bearer of this rune takes a step, a tiny portion of the rune turns black. Ten Thousand steps later when the rune is all black, the victim dies, and nothing can save them. There is no known way to remove a Ten Thousand Step Rune.
Shots: 4
Special Techniques - Weapon Focus: Staves / Spears
Most Spear Techniques were pioneered by Monks, and thus the techniques and breaks refer to them in the description.
Jump: The Monk leaps high in the air, seeming to almost hang suspended, before he comes down hard, brutally driving his spear into a foe. This attack does double the Monk's base damage, but takes twice the time to execute. For the first four shots, the monk is up in the air, the attack does not actualy connect until the 5th shot of this ability. As one added bonus, some area effects will miss the monk for the 4 shots he is jumping, and the monk cannot be the target of Earth magic during those shots.
Mana: -
Shots: 8 (4/4)
Blood Sacrifice: The Monk, having sacrificed much to spiritual awareness, sacrifices her health to help her companions. The Monk choses to sacrifice a certain number of Hitpoints, rolls Weapon Focus and cuts herself with her Spear, then spins it, sending the glittering drops of blood outward. For every 5 points, rounded down, of the roll, one ally is healed as many points as the Monk gave up. For instance, if the monk chose to lose 5 hitpoints, and rolled a 20, 4 allies would each gain 5 hitpoints. The nature of the sacrifice amplifies the Monk's gift.
Mana: 10
Shots: 4
Sentinel: Ever vigilant, the Monk now stands guard over one of his companions. If the monk can make a Weapon Focus roll that equals or exceeds the dodge rating +5 of one of his companions, any attacks or abilities that would hit the companion hit the Monk instead. The Monk cannot help his companion if the entire party is struck, but any one target effect is re-directed to the Monk. This power lasts until the end of the battle, or until the monk wishes it to end.
Mana: 20
Shots: 5
Spirit Spear: Monks do not only learn to converse with spirits, for there are some spirits that must be killed. Many spirits are extremely difficult to hurt with physical weapons, and this ability solves that problem. It simply makes all the Monk's attacks do magical damage instead of physical. The damage is non-elemental, and it takes mere moments to prepare the spear. A spear remains imbued for the rest of the combat round, once this power is used.
Mana: 15
Shots: 1
Fall From Grace: This power calls upon the curses of the Ancestors, marking the Monk's foe as unworthy. The monk makes a normal attack, which, if successful, does 50% more damage (rounded up) and carries the Cursestrike ability. Characters afflicted with Curse cannot spend Luck points for any reason, and recive a -3 to all Luck rolls.
Mana: 20
Shots: 4
Martyr's Aid: When struck, the Monk can quickly counterattack, and hit harder, the more greviously she was wounded. Whenever the monk recives damage from a phsyical attack, she can use this power to immediately make a Weapon Focus roll to strike back. If successful, the monk delivers normal damage, plus 1/2 of the damage she suffered on that particular hit, rounded up. If the roll fails, the attack simply misses. This power has no effect on the Monk's next shot, and combat proceeds normally afterwards.
Mana: 20
Shots: 0
Dragon's Back: The Monk can now summon an increadible jump that is so high he is said to be 'Riding the Dragon's Back'. The Monk vanishes high into the sky, and comes down with a blazing spirit spear to deliver damage to all the enemies in the immediate area. During the first half of this power's Shot cost, the monk is not affected by spells that affect the entire party, both attacks and support/healing magic, nor can he be targeted by Earth magic. The Monk also cannot be physicaly attacked during this time. When the Monk lands, all nearby enemies take double the Monk's base damage in non-elemental magic damage.
Mana: 30
Shots: 10
Ghost Dance: The Monk calls upon the Ancestor spirits to imbue his spear with deadly underworld energies. The Monk's spear does triple it's base damage as Darkness Elemental damage, carries the Deathstrike ability.
Mana: 35
Shots: 4
Divine Judgement: The heavens themselves make the Monk their instrument on this world to strike down the unworthy. The Monk's spear does triple it's base damage as Holy Elemental damage, and carries the Vit0strike ability.
Mana: 45
Shots: 5
Limit Breaks - Weapon Focus: Spears / Staves
Double Jump: The Monk leaps into the sky much higher, to deliver a stronger attack than the Jump technique can. When the monk hits, he does triple his base damage to the target. As with Dragon's Back, the Monk is essentialy out of the combat for the first half of this power's shot cost, the attack does not occur until the 6th shot. This limit break requires an attack roll.
Weapon: 1
Shots: 10
Gust of Wind Dance: The monk whirls his spear in a dizzying pattern, strirring up Wind elemental energies and catching them on the head of his spear before plunging it into the target. The base damage of the monk's attack is tripled, and the damage is Wind Elemental. This limit break requires an attack roll.
Weapon: 1
Shots: 5
Five Ring Shattering: The monk spins and moves in a blurr of motion. Suddenly, and quite unexpetadly for most foes, the head of his spear lashes out to strike an enemy. This strike cleanses the enemy of any positive magic, and the monk of any negative spells. In addition to doing triple the monk's base damage, it casts Dispel on the target, and Esuna on the monk. This limit break requires an attack roll.
Weapon: 2
Shots: 6
Demon's Dance: The Monk now knows much about the underworld, enough to be very dangerous when pressed. The monk moves in a deliberate, almost hypnotic dance, as red and black energies collect on the blade. When the spear hits, it does triple the base damage as Darkness Elemental, and carries the following status-strikes: Curse, Death, Doom, Berserk, Zombie, Poison, Blind, and Silence. This limit break requires an attack roll.
Weapon: 3
Shots: 7
Summon Four Gods: The Monk makes a summoning dance with his spear while gods appear to attend him, and strikes a target automaticaly. The spear does quadruple the base damage, once for each god. When it is done, the Monk recives a minor blessing from each god, increasing his Strength, Toughness, Spirit, and Vis by until the end of the battle. Using this break again in the same battle will deal the damage again, but not get the monk any further blessings.
Weapon: 4
Shots: 7
Nine Dragon's Spear: The Monk whirls in his final, ultimate spear dance, while Spirit Dragons appear and coil around the weapon. During the dance the Monk strikes 9 times, each time with a different element. In order, the strikes are Fire, Ice, Lightning, Water, Wind, Earth, Holy, Darkness, and Poison. Each elemental attack does the same amount of damage as the Monk's base spear damage, and each attack automaticaly hits.
Weapon: 5
Shots: 8
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All images, thoughts, stories, backgrounds, etc copyright Tim Diaz 2001 unless otherwise noted.