Malachite

Malachite is a gemstone containing copper - its distinct green-and-black banding lends a distinctive, refined note to jewelry pieces into which it is placed. Since times immemorial, it has been a symbol of vigilant peace, of the strength that allows for the laying down of arms.

And here is a story about that:

The black haired maiden stood within the river, the flow parting around the haft of her spear. Her feet were very cold. Her beast was waiting for her on the shore.
The army arrived. At first, they answered her with arrows, which she shattered. Then, they drove their forces to the shore, and she refused to answer. Only when the general rode out did she answer: "Peace has been negotiated," she said. "I apologize if word has not reached you."
"Young maiden," the general asked. "Do you have proof, a seal of this? Do you have anything but the sweetness of your words?"
"I do not." She said. "There is only the grace of heaven's cloud to affirm this."
And this she displayed.
That evening, the other army arrived. At first, they answered her with arrows, which she shattered. Then, they drove their forces to the shore, and she refused to answer. Only when her general rode out, and placed his hand upon her waiting beast, did she answer: "Peace has been negotiated." she said. "I apologize for not telling you, but you are not to cross this river."
"O black haired maiden, under what authority can you say this, when we ride direct from the capital?"
"Under no authority," she said. "But the grace of heaven's cloud."
And she turned, and for the second time that day, lifted the point of heaven's cloud up from the waters of the river.

Simon the Sassy Sapling Says: All Malachite Gems have one way to protect yourself, and one way to discourage attacks against your allies! It would be a sad sort of defender that couldn't do either one of those things! Magic Guard through Steelguard are the ways to protect yourself, and Challenge through Rampart are the ways to discourage attacks against your allies, as if it wasn't obvious!

Essential Abilities

Magic Guard

Ability Slot Cost: 2
Type: Action
Technique, Stance
Target: Self
30D F15

The character assumes a defensive stance, preparing to deflect incoming magic. Until the character's next turn, he gains a 2/5ths Defense Factor against any magical damage taken.

Physical Guard

Ability Slot Cost: 2
Type: Action
Technique, Stance
Target: Self
30D F15

The character assumes a defensive stance, preparing to deflect incoming blows. Until the character's next turn, he gains a 2/5ths Defense Factor against any physical damage taken.
CoS: 100

Status Guard

Ability Slot Cost: 2
Type: Action
Technique, Stance.
Target: Self
30D F15

The character assumes a defensive Stance, focusing on letting his willpower overcome all things. Until the character's next turn, he is Immune to all negative statuses and Effects, as well as any condition the character wishes to ignore.
CoS: 100

Elude

Ability Slot Cost: 2
Type: Action
Technique, Stance.
Target: Self
30D F15

The Character enters a stance primarily focused on evading and deflecting blows, rather than enduring them. Until the character's next turn they are granted 2 ranks of evasion and 6 ranks of magic evasion. Additionally, any offensive ability targeting the charcter which would have a CoS above 70 after applying evasion and magic evasion has its final CoS reduced to 70.
CoS: 100

Mediguard

Ability Slot Cost: 3
Type: Action
Technique, Stance, Recovery.
Target: Self
40D F20

The character enters a stance that applies a defense factor of 3/5 to all damage they suffer until their next turn. In addition, they regain (6 x WIL + d6) HP.
CoS: 100
Adjustment‚Äč: +3 Power per tier above 1.

Steelguard

Ability Slot Cost: 3
Type: Action
Technique, Stance
Target: Self
50D F30

The character enters a stance that applies a defense factor of 3/5 to all damage they suffer until the Sentinel's next turn. Additionally, the first time the character is struck the defense factor changes to 2/5, and the second time the Sentinel is struck it changes once again to a 1/5th defense factor.
CoS: 100

Challenge

Ability Slot Cost: 3
Type: Action
Technique, Status: [[ffrpgseed/Statuses#Provoke|Provoke]]
Target: Single
40D F15

The character, by whatever means necessary, focuses the enemy's ire their way, inflicting Provoke (4).
CoS: 70

Flat Blade

Ability Slot Cost: 3
Type: Action
Technique, Weapon, Status: [[ffrpgseed/Statuses#Provoke|Provoke]]
Target: Single
[W]D F[W]

Deals weapon damage with a 0.75x Power Multiplier and inflicts Provoke (1).
CoS: 80

Shoulder Guard

Ability Slot Cost: 3
Type: Action
Technique, Weapon, Condition
Target: Double
[W]D F[W] MP: 30

Deals weapon damage to a single target, and grants a 4/5ths Defense Factor to an ally until the beginning of your next turn.
CoS: 80

Standby: Assault

Ability Slot Cost: 2
Type: Action
Technique, Condition
Target: Single
30D F15

Select a single ally. The first time that the ally is targeted by an attack before your next turn, inflict (8 x ATK + d10) ranged physical damage on the offending enemy after the attack is resolved.
CoS: 100
Adjustment: +4 Power per tier above 1.

Standby: Recoup

Ability Slot Cost: 2
Type: Action
Technique, Condition, Recovery
Target: Single
30D F15

Select a single ally. The first time that the ally is targeted by an attack before your next turn, restores (8 x WIL + d8) HP to the ally after the attack is resolved.
CoS: 80
Adjustment: +4 Power per tier above 1.

Line Guard

Ability Slot Cost: 3
Type: Action
Magic, Condition.
Target: Group (Row)
30D F20 MP: 30

Until the user's next turn, all allies in a single row gain a 4/5ths Defense Factor.
CoS: 100
Adjustment: +10 MP per tier above 1.

War Cry

Ability Slot Cost: 3
Type: Action
Magic, Stance.
Target: Self
30D F20 MP: 45

The character creates a defensive barrier around his allies - War Cry lasts until the character's next turn and grants a 4/5 Defense Factor against magical damage. Additionally, the character's allies are granted a defense factor of 2/5 against magical damage.
CoS: 100
Adjustment: +15 MP per tier above 1.

Rampart

Ability Slot Cost: 3
Type: Action
Magic, Stance.
Target: Self
30D F20 MP: 45

The character creates a defensive barrier around his allies - Rampart lasts until the character's next turn and grants a 4/5 Defense Factor against physical damage. Additionally, the character's allies are granted a defense factor of 2/5 against physical damage.
CoS: 100
Adjustment: +15 MP per tier above 1.

Defensive Strike

Ability Slot Cost: 3
Type: Action
Technique, Weapon, Stance
Target: Single
[W]D F[W] MP: 30

Deals weapon damage to a single target, and the character enters a stance which granted a 4/5ths Defense Factor until his next turn.
CoS: 80

Rousing Blow

Ability Slot Cost: 3
Type: Action
Technique, Weapon, Recovery
Target: Single
[W]D F[W] MP: 30

Deals weapon damage to a single target. If the attack successfully hit, the character gains (4 x WIL) Temporary HP.
CoS: 80
Adjustment: +10 MP, +2 Power per tier above 1.

Fringeward

Passive Slot Cost: 3
Type: Support

The character takes the brunt of the most massive attacks, preventing their allies from catching the worst. When the party is targeted by a Target: Group attack that also targets the character, his allies (but not the character) are considered to have a 4/5th's Defense Factor when calculating damage from the attack if they had none already; otherwise, the defense factor changes from 4/5 to 3/5, 3/5 to 2/5, 2/5 to 1/5th. If the character's allies already have a 1/5th defense factor when Fringeward activates, they instead take no damage from the attack (though it still counts has having been hit, rather than having missed). Fringeward has no effect if the character is under the effects of Sleep. If a character has multiple allies with Fringeward, they only receive the defense boost once. (It doesn't stack due to multiple applications of Fringeward.)

Reprieve

Passive Slot Cost: 3
Type: Support

If the character would be reduced to 0 HP by an action, and the character was not in Critical health, then the character miraculously lives through that attack with 1 HP left. (Reprieve has no effect if the character is in SoS before the action). Some abilities inflict loss of health or death as a side-effect, such as Self-Destruct, Pep Up, or Soul Eater; Reprieve does not act on these effects.

Up and At 'Em

Passive Slot Cost: 3
Type: Support

When targeted by a Life effect, apply a +25% situational modifier to the effect, and reduce your current delay by 5.

Steady

Passive Slot Cost: 3
Type: Support

When the character is in SoS and has a Recovery ability used upon them, the character receives (4 x WIL) Temporary HP.
Adjustment: +2 Power per tier.

Jinn Lock

Air Cut

Ability Slot Cost: 3
Type: Action
Technique, Weapon, Condition, Elemental: Jinn
Target: Single
[W]D F[W] MP: 30

Air Cut inflicts Jinn weapon damage, knocking the target off-balance with a gale force wind: Their next action suffers -20 to its CoS.
CoS: 80
Adjustment: +10 MP per tier above 1.

Belly Strike

Ability Slot Cost: 3
Type: Action
Technique, Weapon, Condition, Status: Headache
Target: Single
[W]+3D F[W]

Belly Strike inflicts weapon damage, and the attacker enters a stance: If the struck target fails to target the attacker with their next action, the attacker immediately strikes them again for (8 x ATK + d10) physical damage, inflicting Headache (2).
CoS: 80, 100
Adjustment: +4 power per tier above 1.

Heaven Law

Ability Slot Cost: 3
Type: Action
Technique, Stance
Target: Self
40D 15F

Announce a law against group damage, damage of an element pair of your choice, inflicting statuses, or inflicting conditions, and enter a stance: whenever enemies perform an action that breaks the law, the character gains Critical II as long as they hold the stance. If your allies other than you break the law, the law ends. (The character in the stance can break the law without ending the stance, however.)
CoS: 100

Avenge

Ability Slot Cost: 3
Type: Action
Technique, Stance
Target: Single
30D F15

The character enters a stance which last until the end of the battle, focused on avenging a single ally. Anytime an enemy targets the ally, the character gains a +25% situational modifier per targeting action to the next attack that character performs against that same enemy. Once an attack as been made by the character against the offending enemy, the situational modifier resets to +0 and begins charging again. Keep track of the situational modifier gained from Avenge for each enemy separately. A combatant can only be the target of one other combatant at a time - ie. two warriors may not both have avenge set on the same white mage and gain charge at the same time. If a second combatant uses Avenge on a target already under the affects of Avenger, the first combatant to place Avenge instantly has their stance removed.
CoS: 100

Flash Draw

Ability Slot Cost: 3
Type: Action
Weapon, Technique, Elemental: Jinn
Target: Single
[W]D F[W] CT30

Flash Draw inflicts an inherent +100% damage - each time you suffer damage while charging Flash Draw, reduce this bonus by 25%. When unleashed, it inflicts Jinn weapon damage to a single target, with an x2 power multiplier against those who have not damaged you this battle.
CoS: 80

Gnome Lock

Redoubt

Passive Slot Cost: 3
Type: Support

When at least one character with Redoubt stands in the front row, allies in the back row receive -25% magical damage.

Geo Spikes

Ability Slot Cost: 3
Type: Action
Magic, Spell, Recovery, Elemental: Gnome
Target: Single OR Special
40D F15 CT20 MP: 60

Geo Spikes targets a single ally or everyone in your party in SoS. A wall of jagged earth bursts up before those affected, granting (12 x WIL + d12) Temporary HP. When this temporary HP is reduced to zero by an enemy's action, the shield explodes, inflicting (8 x MAG) Magical Gnome damage to that enemy.
CoS: 100
Adjustment: +20 MP, +6 power to shield and +4 power to explosion per tier above 1.

Life of the Party

Passive Slot Cost: 4
Type: Support

Your other allies' Recovery, Life and Enhancement actions targeting you have their delays reduced by -5D.

Relief Raid

Ability Slot Cost: 3
Type: Action
Weapon, Technique, Stance, Recovery
Target: Single
[W]+3D F[W]

Inflicts weapon damage, and the attacker enters a stance: If the struck target fails to target the attacker with his next action, the attacker restores (8 x WIL + d8) to a chosen target, also clearing one status.
CoS: 80
Adjustment: +4 power per tier above 1.

Steely Grit

Passive Slot Cost: 3
Type: Reaction
Recovery
Target: Single
Trigger: An ally is KOd

Heals a single target by (12 x WIL + 1d12) HP.
CoS: 100
Adjustment: +6 Power per tier above 1.

Salamander Lock

Warmth

Ability Slot Cost: 3
Type: Action
Technique, Life
Target: Single
50D F20 MP: 105

Warmth restores (10 x WIL + d10 HP) to a KOed target, reviving them. Unlike most actions, Warmth may only be performed while KOed.
CoS: 100
Adjustment: +35 MP, +5 Power per tier above 1.

Dragon Slugger

Ability Slot Cost: 3
Type: Action
Technique, Stance
Target: Self
[W]+10D F40

Select an enemy and enter a stance. At the beginning of your next action, before acting normally, drive back the enemy with a terrible strike, inflicting Salamander weapon damage with a +25% bonus for each of your allies (other than you) that were damaged during that stance. The struck enemy is delayed +5D for each damaged ally, too!
CoS: 100, 80

Battle Focus

Passive Slot Cost: 3
Type: Support

Once per day, when equipping Battle Focus, choose a status or effect. The party is immune to this status or effect.

Swagger

Passive Slot Cost: 3
Type: Support

When you inflict damage with a situational modifier of +25% or more to an enemy, that enemy is also Provoked (1). If the enemy is Provoke-resistant, the final situational modifier must be +50% or higher to inflict Provoke.

Threaten

Ability Slot Cost: 3
Type: Action
Technique, Stance, Condition
Target: Self
50D F20

Enter a stance which last until your next turn. While Threaten is active, any time an enemy does not target you with an ability, an condition is automatically placed upon the enemy. The condition increases damage the enemy takes by +25% until their next turn.
CoS: 100

Undine Lock

Impulse Cure

Ability Slot Cost: 3
Type: Action
Technique, Weapon, Recovery
Target: Double
[W]D F15 MP: 60

Impulse Cure inflicts weapon damage to one target, and restores (8 x WIL + d8) HP to another.
CoS: 80, 100
Adjustment: +15 MP, +4 power per tier above 1

Empty Stance

Ability Slot Cost: 3
Technique, Stance
Target: Self
30D F15

Enters a stance that lasts until the user suffers Salamander damage: When you take more than 100 damage from a single action, move the damage higher than 100 to a pool of Lazy Damage instead of taking it immediately. After acting, lose up to 100 Lazy Damage from HP, subtracting it from the pool. Even after the stance ends, you still pay off the Lazy Damage normally. If some Lazy Damage is remaining after the battle, it's waived.
CoS: 100
Adjustment: +100 to damage threshold and payback rate per tier above 1

Serenity

Ability Slot Cost: 3
Technique, Stance
Target: Self
50D F30

Enters a stance until your next action: Whenever other allies in your row suffer a damaging hit, that hit is redirected to you, instead. This results in T:Row and T:Group abilities hitting you multiple times! Additionally, you receive a 4/5ths Defense Factor
CoS: 100

Flow

Passive Slot Cost: 3
Type: Support

Any time you receive an Enhancement, increase its duration by +(1).

Life Line

Passive Slot Cost: 2
Type: Reaction
Recovery
Target: Single
Trigger: An ally ends a turn while in SoS

Grants the ally (2 x WIL) Temporary HP.
CoS: 100
Adjustment: +1 Power per tier above 1.

Wisp Lock

Shelter

Ability Slot Cost: 3
Type: Action
Technique, Condition
Target: Single
30D F15 MP: 36

Grants a condition to the target (4): Whenever targeted by a Target: Single ability, that ability targets you, instead.
CoS: 100
Adjustment: +12 MP per tier above 1.

Corona

Ability Slot Cost: 3
Type: Action
Technique, Condition
Target: Single
40D F15 MP: 45

Shrouds the target in light, inflicting a condition upon a single target for (6) turns. While this condition lasts, any time the target deals damage to a character other than the user of Corona, the attack's damage is reduced by (4 x WIL). The first time that Corona's effects are activated, apply an x3 Power multiplier to the amount of damage reduction. A character can only apply Corona to a single target at a time - applications of Corona against an additional target will remove the condition from the first.
CoS: 100
Adjustment: +15 MP, +2 power per tier above 1.

Beckon

Ability Slot Cost: 3
Type: Action
Technique, Status: Provoke, Effect: Push
Target: Single
42D F15

Inflicts Provoke (4) and pulls the target into the front row.
CoS: 70

Burst Dash

Ability Slot Cost: 3
Type: Action
Weapon, Technique, Cleanse, Elemental: Wisp
Target: Single
[W]D F[W] MP: 45

When you use Burst Dash, before rolling, reduce all status timers on you by (1), removing any that reach (0) - then, strike an enemy for Wisp weapon damage. For each status removed before hitting with Burst Dash, Burst Dash inflicts +25% damage.
CoS: 80
Adjustment: +15 MP per tier above 1

Reality Pulse

Ability Slot Cost: 3
Type: Action
Weapon, Technique, Condition, Elemental: Wisp
Target: Single
[W]D F[W] MP: 45

Inflicts Wisp weapon damage and inflicts a condition upon the enemy. If the enemies next action does not target you, it is immediately inflicted with Discharge (4) before it's turn ends.
CoS: 80
Adjustment: +15 MP per tier above 1

Shade Lock

Shadow Stake

Ability Slot Cost: 3
Type: Action
Weapon, Technique, Condition
Target: Single
[W]D F[W] MP: 30

Inflicts Shade weapon damage and pins the target's shadow until the attacker uses the weapon once more: It's incapable of performing Move actions, and the CoSes of all actions it performs are reduced by 10.
CoS: 70
Adjustment: +10 MP per tier above 1.

Potentia Minima

Ability Slot Cost: 3
Type: Action
Technique, Condition
Target: Single
50D F20

Charges the target with Shade energy with a touch - whenever any enemy misses at least once with an action, the marked target takes (8 x ATK) piercing physical ranged Shade damage, as a CoS 255 effect. Potentia Minima can only be applied to a single target at a time - using it on a second target removes it from the first.
CoS: 100
Adjustment: +4 Power per tier above 1.

Curse Taking

Ability Slot Cost: 3
Type: Action
Technique, Cleanse
Target: Special
50D F20 MP: 60

When using Curse Taking, select any combination of allies. For each ally select, remove all negative statuses from the target, and transfer them to the character. If multiple instances of the same status are absorbed, take the highest duration, increasing it by 1 for each other target with that status.
CoS: 100
Adjustment: +20 MP Per tier above 1.

Nightmare

Ability Slot Cost: 3
Type: Action
Technique, Effect: Delay
Target: Single
50D F50

Delays the target by +20D. Nightmare may only be used while Sleeping or KOed.
CoS: 50

Smoke Bomb

Ability Slot Cost: 3
Type: Action
Technique, Stance
Target: Self
50D F40

The character enters a stance until his next turn. While active, CoSes against the character's allies (but not the character himself) are reduced by 20.
CoS: 100

Luna Lock

Glitter Vortex

Ability Slot Cost: 3
Type: Action
Technique, Recovery
Target: Single
30D F15 CT30 MP: 60

Restores (12 x WIL + d12) HP to a single target. While the charge time on Glitter Vortex is resolving, the caster takes an additional +25% situational modifier from all incoming damage. Additional, anytime the caster has a Recovery ability used on them while the charge time is revolving, all of the caster's allies recover (4 x WIL) HP as well.
CoS: 100
Adjustment: +20 MP, +6 Power to single target heal, +2 Power to the ally heal per tier above 1.

Galaxy Scoop

Ability Slot Cost: 3
Technique, Stance
Target: Self
40D F20

Enters a stance which last until your next. While the stance is active, any time an ally is struck for damage, the ally recovers (8 x WIL) MP.
CoS: 100
Adjustment: +4 Power per tier above 1.

Mirror Driver

Ability Slot Cost: 3
Type: Action
Technique, Weapon, Condition
Target: Single
[W]D F[W] MP: 60

Smashes the enemy through a mirror, inflicting Luna weapon damage with an additional CoS of 50 to invert the enemy's properties - all instances of the elements and the words "physical" and "magical" are swapped on its sheet. Numbers do not change.
CoS: 80
Adjustment: +20 MP per tier above 1

Decoy

Passive Slot Cost: 4
Type: Reaction

Target: Self
Trigger: Reduced to 0 HP by an action

Actually, only a decoy was struck - you survive with 1 HP.
CoS: 30

Split Image

Ability Slot Cost: 3
Type: Reaction
Movement
Target: Self
Trigger: An action affects you.
MP: 240

You briefly split in half - you ignore all effects of the action, but are delayed by +10D.
CoS: 100
Adjustment: +80 MP per tier above 1.

Dryad Lock

Bring it On

Ability Slot Cost: 3
Type: Action
Technique, Status: Provoke
Target: Single
40D F15 MP: 45

Inflicts Provoke (4) to the target. If the target is angry at the user, inflicts (8 x ATK + d8) Piercing magical Dryad damage, also.
CoS: 100
Adjustment: +15 MP, +4 power per tier above 1.

Revivify

Ability Slot Cost: 3
Type: Action
Technique, Life
Target: Single
60D F15

Resurrects the target with (10 x WIL + d10) HP. Gains an x3 power multiplier when used under the night sky.
CoS: 100
Adjustment: +5 Power per tier above 1.

Survivor

Passive Slot Cost: 5
Type: Support

Grants M. Armor II. Grants an additional rank of M. Armor for each battle survived without being KOed. As soon as the bearer is KOed, the bonus effect is lost.
Adjustment: +2 M.Armor, +1 Additional M.Armor per tier above 1.

Lordly Fist

Ability Slot Cost: 3
Type: Action
Technique, Weapon, Effect: Dispel
Target: Single
[W]D F[W] MP: 60

Inflicts normal weapon damage, and has an additional 60% CoS to Dispel all Enhancements from the target.
CoS: 80
Adjustment: +20 MP per tier above 1

Lo and Behold

Ability Slot Cost: 3
Type: Action
Weapon, Technique, Elemental: Dryad
Target: Single
[W]D F[W] MP: 120

When you equip Lo and Behold, select an ally - Lo and Behold is bound by eight seals. Whenever that ally suffers damage from an enemy's action, one of the seals is broken. Whenever your HP is restored (by any effect),a seal is restored. When no seals remain, Lo and Behold is usable.
Lo and Behold inflicts Dryad weapon damage with an x3 power multiplier. When Lo and Behold is unsealed and you select an action other than using Lo and Behold, reseal it completely. Reseal it at the end of the day, too.
CoS: 255

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