Fluff goes here
Simon the Sassy Sapling Says: Any half decent Quicksilver Gem needs to have one ability to direct offensive actions, and one to direct defensive actions! Being able to make people act less dumb is what Quicksilver Gems are all about! And any contract is obviously always going to start, but sometimes the payoff effects don't kick in!
Essential Abilities
Tripping Tactic
Ability Slot Cost: 3
Type: Action
Technique, Contract
Target: Single
40D F20
Mark the target. At the beginning of your next turn, Tripping Tactic delays the target by +5D for every time it was targeted by one of the character's allies.
CoS: 100
Exploit Weakness
Ability Slot Cost: 3
Type: Action
Technique, Weapon, Condition
Target: Single
10+[W]D F[W] MP: 30
The character slams his weapon into a specific point on the enemy, drawing attention to its weak point. Exploit Weakness deals normal weapon damage, and until the character's next turn, any attack against the target which hits an elemental weakness gains a +25% situational modifier.
CoS: 80
Adjustment: +10 MP per tier above 1.
Leading Attack
Ability Slot Cost: 3
Type: Action
Technique, Weapon, Condition
Target: Single
7+[W]D F[W]
The character slams his weapon into the enemy, distracting it temporarily. Leading Attack deals normal weapon damage - and the first time an ally targets the enemy before its next turn, they gain +10 CoS.
CoS: 80
Blindside
Ability Slot Cost: 3
Type: Action
Technique, Weapon, Condition
Target: Single
7+[W]D F[W]
The character slams his weapon into the enemy, distracting it temporarily. Blindside deals normal weapon damage - and the first time an ally strikes the enemy with a damaging action before that enemy's turn, that action inflicts +25% damage.
CoS: 80
Prime Target
Ability Slot Cost: 3
Type: Action
Magic, Condition
Target: Single
50D F20
The character paints a glowing symbol upon the target, marking it. Until the user's next turn, anytime the target is stuck for damage, the damage gains a +25% situational modifier.
CoS: 100
Magic Marker
Ability Slot Cost: 3
Type: Action
Magic, Condition
Target: Single
50D F20
The character paints a glowing symbol upon the target, marking it. Until the user's next turn, anytime the target is inflicted with a negative status effect, it takes (6 x MAG) magical damage as well.
CoS: 100
Bottled Miasma
Ability Slot Cost: 3
Type: Action
Technique, Condition
Target: Group
50D F20
Select a single element when the condition is place on the targets. Until the character's next turn, any ability which deals damage of that same element gains a +25% situational modifier.
CoS: 100
Rebate Tactic
Ability Slot Cost: 3
Type: Action
Technique, Contract
Target: Special
40D F20
Mark the target. At the beginning of your next turn, Rebate Tactic restores (4 x WIL + d6) MP to each ally that struck the target.
CoS: 100
Adjustment: +2 Power per tier above 1.
Salve
Ability Slot Cost: 3
Type: Action
Technique, Recovery, Condition
Target: Single
50D F20
The character applies a light ointment upon the target, restoring (6 x WIL + d6) HP to the target. Additionally, the next time a Recovery ability is used on the target, apply a +25% situational modifier.
CoS: 100
Regroup
Ability Slot Cost: 3
Type: Action
Magic, Condition
Target: Group
50D F20 MP: 45
Until the start of the character's next turn, any Recovery or Life ability used by an ally gains a +25% situational modifier.
CoS: 100
Adjustment: +15 MP per tier above 1.
Elbow Grease
Ability Slot Cost: 3
Type: Action
Technique, Condition
Target: Single
50D F20
Until the end of the character's next turn, the target receives a +25% situational modifier to incoming Recovery effects, and gains +(1) duration from any Enhancements bestown upon them. The first time the target has either a Recovery or Enhancement effect used on them, gain +50% or +(2) instead.
CoS: 100
Inspiration
Ability Slot Cost: 3
Type: Action
Technique, Condition
Target: Single
50D F20 MP: 60
Places a condition on a single target which lasts for (4) turns. Anytime an ally uses an ability on the target while the condition persists, the ally receives the full effects of the ability used on the target as well.
CoS: 100
MP: +20 MP per tier above 1.
Analyze
Ability Slot Cost: 2
Type: Action
Technique, Effect: [[ffrpgseed/Statuses#Libra|Libra]]
Target: Single
30D F10
Analyze reveals information concerning the target, granting the Scholar information about the target's HP, MP, level, family, rank, and elemental properties. Each use of a "Libra" effect also reveals a single other property belonging to the monster, as chosen by the GM.
CoS: 100
Reposition
Ability Slot Cost: 3
Type: Action
Technique, Movement
Target: Single
40D F20
Move a single ally into the opposite row they're currently in. Additionally, the character gains a +25% situational modifier on their next turn.
CoS: 100
Hustle
Ability Slot Cost: 3
Type: Action
Technique
Target: Single
40D F20
Hustle moves an ally up in the turn order, causing them to act sooner - lower the allies current delay by 20.
CoS: 100
Extension
Ability Slot Cost: 3
Type: Action
Technique
Target: Single
40D F15 MP: 75
When Extension is used, increase the timers of all status conditions currently affecting the target by (2).
CoS: 75
Adjustment: +25 MP per tier above 1.
Cheer
Passive Slot Cost: 3
Type: Reaction
Magic, Recovery
Target: Single
Trigger: One of the character's allies hit an enemy into SoS.
Restores (3 x WIL) MP to the triggering ally.
CoS: 100
Adjustment: +1 Power per tier above 1.
Morale
Passive Slot Cost: 3
Type: Reaction
Magic, Recovery
Target: Single
Trigger: One of the character's allies restores a party member to Max HP.
Restores (4 x WIL) HP to a single target.
CoS: 100
Adjustment: +2 Power per tier above 1.
Combat Preparation
Passive Slot Cost: 3
Type: Support
When generating Initiative at the beginning of a combat encounter, do so as if the character had 15 more points of Speed.
Scavenge
Passive Slot Cost: 3
Type: Support
When the character receives an item drop after a fight, gain an additional item of each drop automatically.
Jinn Lock
Cruel Wind
Ability Slot Cost: 3
Type: Action
Technique, Weapon, Status: Discharge
Target: Front Row
[W]D F[W] CT30
Inflicts Jinn weapon damage and Discharge (1) to the front row.
CoS: 80
Perfect Grace
Passive Slot Cost: 0
Type: Support
Characters with Perfect Grace equipped can cling to any surface (with feet and hands) allowing them to run or climb freely across walls and ceilings. They never have to worry about slipping and falling, either.
Martyr Tactic
Ability Slot Cost: 3
Type: Action
Technique, Contract, Recovery
Target: Single
50D F20 MP: 45
Mark an ally. At the beginning of your next turn, tally up the total from all Recovery abilities used on the ally since it was marked - the ally then gains Temporary HP equal to that value.
CoS: 100
Adjustment: +15 MP per tier above 1.
Sidestep
Ability Slot Cost: 3
Type: Action
Technique, Stance
Target: Self
40D F15
You enter a stance that lasts until an enemy uses a Target: Group attack that includes you. You are no longer a target of that ability. (Row and Double are special sorts of T: Group effects.)
CoS: 100
Sabotage
Passive Slot Cost: 4
Type: Reaction
Technique
Target: Single
Trigger: An enemy is healed or receives an enhancement.
The next attack against that enemy before its next action inflicts +50% damage.
CoS: 100
Gnome Lock
Fairy Workshop
Passive Slot Cost: 0
Type: Support
Once per day (often late at night) you can prepare a Fairy Weapon, a magical weapon that burns brightly then fades away. It can be any of the normal weapon types, bears an element (you may choose any element of damage that an ability you know inflicts). It's of the same tier as you are, and has any one of the following properties:
Acc II, Crit II, Evasion II, M.Evasion II, Shatter, Power Strike 50%, Spell Charge, MP Charge, Piercing, Ranged, Graze (Light: 1+Tier, Medium: 2x(1+Tier), Heavy: 3x(1+Tier)) or Added: Death (50) to SoS Targets.
Fairy Weapons are a little unreal, and fade to worthless lead when exposed to light. They're good for about two divisions of the day if kept out of direct sunlight, and one division otherwise.
Siege Tactic
Ability Slot Cost: 3
Type: Action
Technique, Contract, Recovery
Target: Party
40D F15
If, for 60 ticks, no allies are in SoS or enter SoS, when the timer expires, restore (8 x WIL + d8) MP to the party, and grant them a +50% increase to the next damage they inflict.
CoS: 100
Adjustment: +4 power per tier above 1.
Trick Attack
Ability Slot Cost: 3
Type: Action
Technique, Weapon, Status: [[ffrpgseed/Statuses#Provoke|Provoke]].
Target: Single
7+[W]D F[W]
The character hides behind an ally and delivers a quick lashing attack, enraging the target. Choose an ally. Trick Attack deals normal weapon damage and Provokes (1) the target onto the chosen ally, as if it was them that did the Provoking.
CoS: 80
Sorry I'm Late!
Ability Slot Cost: 3
Type: Action
Technique, Movement, Elemental: Gnome, Status: Blind
Target: Group
30D F10 CT20
You arrive late to the battle by crashing down from above, inflicting (6 x ATK + d8) physical Gnome damage and Blind (1). This action may only be used when you could normally use an Enter Battle action. Other appropriate usages of Sorry I'm Late! include crashing through walls, or leaping into the fray on a motorcycle.
CoS: 75
Adjustment: +3 Power per tier above 1.
Scatter Rave
Ability Slot Cost: 4
Type: Action
Technique, Weapon, Elemental: Gnome
Target: Special
[W]+5D F[W] MP: 60
Scatter Rave targets enemies that have been damaged since the last time you used Scatter Rave, and inflicts Gnome elemental damage.
CoS: 80
Adjustment: +20 MP per tier above 1.
Salamander Lock
Breakthrough
Passive Slot Cost: 0
Type: Support
Breakthrough grants titanic strength, as long as that strength can be delivered in a single spurt of continuous effort. It's most easily used to destroy (generally obliterating a one-meter deep, one-meter radius cylinder from the point of impact of anything up to solid steel), but can also be used to deliver a mighty push to something, lift up something monstrously heavy just so long as you carry it somewhere in a single dash (or just hurl it).
Tier Adjustment: No, even stronger for each tier above 1.
Wildfire Tactic
Ability Slot Cost: 3
Type: Action
Technique, Contract, Effect: Gravity, Status: Danger
Target: Front Row, Back Row
50D F15
Mark targets in the front row. If all these targets are KOed or in the back row at the beginning of your next action, inflict Danger (4) and Gravity 25% to all enemies in the back row.
CoS: 80
Flame Sheathe
Ability Slot Cost: 3
Type: Action
Technique, Condition
Target: Single
50D F15 MP: 60
Shrouds the target's weapon in flame, causing it to inflict an additional (WIL x 4) piercing physical Salamander damage with each hit. This damage ignores situational modifiers except those from elemental resistances and weaknesses. If the weapon is used to perform a T: Group ability, the condition ends after that ability is resolved.
CoS: 100
Adjustment: +20 MP, +2 power per tier above 1.
Now's Our Chance
Passive Slot Cost: 3
Type: Reaction
Magic
Target: Single
Trigger: An ally KOs an enemy.
MP: 120
Instantly reduces the target's delay to 0. Now's Our Chance can't target anyone who acted this tick, or yourself.
CoS: 100
Adjustment: +40 MP per tier above 1.
Encourage
Ability Slot Cost: 3
Type: Action
Technique, Enhancement: Brave, Accuracy Up, Critical Up, Haste
Target: Single
40D F15 MP: 75
If the target is at half health or below, Encourage grants Brave, Accuracy Up, Critical Up and Haste (3).
CoS: 100
Adjustment: +25 MP per tier above 1.
Undine Lock
Aura Fade
Ability Slot Cost: 3
Type: Action
Technique
Target: Single
30D F15
Copies a property from the target. This property can be shed at the beginning of your next turn, but otherwise dissipates at the end of the next battle.
CoS: 80
Hold Breath
Passive Slot Cost: 0
Type: Support
You can vanish from sight, turning invisible as long as you can hold your breath.
Low Tide Tactic
Ability Slot Cost: 3
Type: Action
Technique, Cleanse, Enhancement
Target: Party
30D F15
Contract: If no one in the party uses a Cleanse effect for 60 ticks, when the timer expires, instantly grant Veil (6) to the party, and cleanse them of all statuses.
CoS: 100
Emergency Response
Passive Slot Cost: 3
Type: Reaction
Technique, Recovery
Target: Single
Trigger: Enemy inflicts +50% or more damage.
MP: 45
Restores (10 x WIL + d10) HP to the damaged target.
CoS: 100
Adjustment: +15 MP, +5 power per tier above 1.
Azoth Flow
Ability Slot Cost: 3
Type: Action
Technique, Status: Poison, Condition
Target: Single
50D F15
Inflicts Poison and Zombie (2) and a condition on the target: Whenever that target spends MP, it expels a mist which restores the same amount to you.
CoS: 75
Wisp Lock
Main Gun
Ability Slot Cost: 3
Type: Action
Technique, Weapon, Elemental: Wisp
Target: Group
[W]D F[W] MP: 90
When Main Gun is equipped, begin the battle with a Wait For It (6) timer, which is removed as soon as Main Gun is used. If Wait For It reached zero, Main Gun inflicts x2 Wisp weapon damage. If Wait For It is at (3) or less, Main Gun inflicts x1 Wisp weapon damage. Otherwise, or if it's already been used this battle, Main Gun inflicts Wisp x0.5 Weapon Damage.
CoS: 80
Adjustment: +30 MP per tier above 1.
Chisel Tactic
Ability Slot Cost: 3
Type: Action
Technique, Contract, Weapon, Elemental: Wisp
Target: Single
[W]D F[W]
Mark the target. At the beginning of your next turn, if the target has suffered at least 200 damage since your last action, inflict Wisp weapon damage to it with an x1.5 power modifier.
CoS: 80
Adjustment: +100 damage required per tier above 1.
Master Hunter
Passive Slot Cost: 0
Type: Support
A Master Hunter is capable of quickly discovering the location of anything they can name: In many cases this can instantly be discerned (from memory, or from the facts at hand) but at other times, for particularly esoteric matters, it may require brief consultation of a book on the subject. Of course, you always know where the book is.
Prismatic Buster
Ability Slot Cost: 3
Type: Action
Technique, Weapon, Elemental: Wisp, Condition
Target: Single
[W]D F[W] MP: 60
Deals Wisp weapons damage and places a condition on the target. Until the character's next turn, anytime the target is stuck for damage, the attacker gains their choice of a single status; Protect, Shell, Evasion Up, or Regen (4). Prismatic Buster can only be used once per battle.
CoS: 80
Adjustment: +20 MP per tier above 1.
Radiance
Ability Slot Cost: 3
Type: Action
Technique
Target: Group
50D F20 MP: 45
Radiance has a set chance of moving any ally up in the turn order, causing them to act sooner. On a success, lower the allies current delay by 15.
CoS: 70
Adjustment: +15 MP per tier above 1.
Shade Lock
Impossible Road
Passive Slot Cost: 0
Type: Support
You are not limited by the roads that exist, only the roads that could exist. You can lead travel to any location you've already visited from wherever you are, as long as you are within a place which some roads are observed to depart from. In doing so, you are guaranteed to be able to evade any and all attention and bystanders, traveling without interruption.
Missing Flight
Ability Slot Cost: 3
Type: Action
Technique
Target: Self
[W]+3D F[W]
You fire an attack into folded space, keeping it there until you need it - at the beginning of any of your next actions, you can immediately perform a basic attack at no delay cost against any target of your choice. If you have more than one attack stored at the end of a battle, or if you change weapons, stored attacks are lost. Otherwise, there's no limit as to how many you can store (but you can only use one per turn!)
CoS: 100
Lynchpin Tactic
Ability Slot Cost: 3
Type: Action
Magic, Contract, Elemental: Shade
Target: Single
40D F15
Mark a target. If that target is KOed by the beginning of your next action, inflict (12 x MAG + d12) magical Shade damage to all enemies.
CoS: 100
Adjustment: +6 power per tier above 1.
Corner Evade
Ability Slot Cost: 3
Type: Action
Magic, Movement, Stance
Target: Party
40D F15 MP: 75
You shout a warning to your party, directing them to evade an oncoming attack by yielding ground. If an affected party member has room to escape to, Corner Evade reduces the CoSes targeting that party member of all currently charging enemy CTs by -40 when they resolve. (Your party dodges fire-breath and magic by running around a corner.) Corner Evade only affects CTs that are currently charging when Corner Evade is used.
CoS: 100
Adjustment: +25 MP per tier above 1.
My Intricately Laid Plans Are So Clever I Sometimes Amaze Myself
Ability Slot Cost: 3
Type: Action
Technique, Effect: Delay, Condition
Target: Single
60D F15
At the beginning of the battle, if you have My Intricately Laid Plans Are So Clever I Sometimes Amaze Myself, you may elect to have a piece of dynamite (or other explosive) fall onto an enemy of your choice, inflicting (8 x ATK + d8) piercing ranged Shade damage, with a CoS of 50 to stun the struck target for +5D and inflict a condition that causes the target to take +25% incoming damage (2). If you do so, you must later hurl that explosive back in time using My Intricately Laid Plans Are So Clever I Sometimes Amaze Myself, or else you will be struck by a dynamite at the beginning of the next battle. (If you didn't throw it, someone else must be chucking time dynamite around. They just missed the first time.)
CoS: 80
Adjustment: +4 power per tier above 1.
Dryad Lock
Distillation
Ability Slot Cost: 0
Type: Support
Once per day (often late at night) you can prepare either a Powerful Medicine or a Lethal Poison, an incredible item which will work only on a certain target you name.
Powerful Medicine may: Restore all HP, Restore all MP, Revive the target to half health, or allow them up to six re-rolls on percentile dice within the session. For each thing you do to make the prescription: Give unwanted advice, make a show of delicately examining the intended patient, talk about how their recent behavior shows that their internal energy is out of balance, you may choose an additional effect, after the first.
A Lethal Poison inflicts [200 x Number of Secrets used in the Preparation] flat damage when applied. A secret is something specific to the target: A weakness or love of theirs, something about their history, and so on. If at least three secrets are used in the preparation of a fatal poison, it inflicts half as much damage to MP, also. The intended target is completely incapable of recognizing a lethal poison, though others might. However, once a target is affected by a fatal poison, they are immune to similar poisons for the rest of their lifetime - make it count!
Adjustment: +100 Lethal Poison damage per secret per tier above 1.
Herdculler
Ability Slot Cost: 3
Type: Action
Technique, Weapon
Target: Special
[W]+5D F[W] MP: 45
Herdculler attacks all targets with the same name, inflicting weapon damage. On a hit, it receives all statuses that other targets with the same name had. (So if one Rabite is poisoned, all other Rabites struck by Herdculler also receive Poison, with the same timer.)
CoS: 80
Adjustment: +15 MP per tier above 1.
Ambush Line
Ability Slot Cost: 3
Type: Action
Technique
Target: Special
30D F15 MP: 45
Sets a trip-wire in front of the enemy party, countering the first enemy melee attack for (8 x ATK + d10) physical damage and delaying the fallen target by +10D. Only one Ambush Line can be set at once.
CoS: 100
Adjustment: +15 MP per tier above 1.
100-Year Tactic
Ability Slot Cost: 3
Type: Action
Technique, Contract, Recovery, Life
Target: Party
30D F15 MP: 105
In 100 ticks, 100-Year Tactic revives any KOed ally with (12 x WIL + d12) HP, or recovering standing allies with the same amount. Revived allies gain Brave (4) and Protect (4).
CoS: 100
Adjustment: +35 MP per tier above 1.
Mystery Medicine
Ability Slot Cost: 3
Type: Action
Technique, Enhancement, Recovery Or Elemental: Dryad
Target: Special
40D F15 MP: 30
Places a pot of Mystery Medicine on the ground. At any point during the battle, any combatant may choose to pick up and consume the Mystery Medicine as an Item action. IF the combatant was an ally, they then regain (14 x WIL + d12) HP, while if the combatant was an enemy they takes (8 x MAG + d8) magical Dryad damage. Regardless of enemy or ally, the combatant gains Faith (3) as well. If the Mystery Medicine has not been consumed by the end of the battle - it's gone bad, and consumption is not advised; just get a whiff of how awful it smells.
CoS: 100
Adjustment: +7 Power to the Recovery effect, +4 Power to the damage effect, +10 MP per tier above 1.
Luna Lock
Ripple Tactic
Ability Slot Cost: 3
Type: Action
Technique, Others as needed
Target: Special
50D F15 MP: 45
Mark a single target, keeping track of any abilities successfully used upon the target. At the beginning of your next turn, select another target and apply the effects of every successful ability on the first target to the second.
CoS: 100
Adjustment: +15 MP per tier above 1.
Nametaker
Ability Slot Cost: 4
Type: Action
Technique
Target: Single
40D F15 MP: 60
Removes the target's name with a deft hand - nameless combatants lose all elemental properties, support abilities, and may shed special properties. You can only carry one name at a time, and if you drop it, it goes back to where it belongs.
CoS: 70
Adjustment: +60 MP per tier above 1.
Masking
Passive Slot Costs: 0
Type: Support
Allows the preparation of incredible disguises.
Reversal of Fortune
Ability Slot Cost: 3
Type: Action
Technique
Target: Single
40D F15 MP: 45
Swap the targets current HP and MP values. If the new HP or MP values are over the targets maximum values, the excess is lost. If the character targets themself with this ability, increase it's CoS by 30.
CoS: 70
Adjustment: +15 MP per tier above 1.
_ Shot
Ability Slot Cost: 3
Type: Action
Weapon, Technique, :, _:_, _, :
[W]+_D F[W] MP:_
Target: Single
weapon damage, CoS _ _ _ _ _ _ _ _ . , _ ().
CoS: 80
Adjustment: _, , __ per tier above 1.