Mediator

MEDIATOR

Calm, patient, always efficient. Some say "genius", others say "machine".
A master of momentum, the Mediator redirects damage and sustains allies with self-assured grace.
Level the playing field, then tip the scales!

Your abilities will include…

Dispersal - Defense abilities that redirect damage around among your allies, spreading it out to ensure no one gets too low.
Adversity - Breakout attack techniques that specialize in high damage in bad situations. Don't let the party falter!
Planning - Regeneration effects and Quick-based instant heals. High-efficiency tools for keeping the battle under control.
Re-Evaluation - Magic attacks that diversify and broaden your Planning toolkit.

http://seedrpg.wdfiles.com/local--files/seed2%3Amediator/S2-MED2.png

Assist Upgrades

Attack - Damage from this attack cannot be reduced by any effect.
Defend - Before the attack hits, heal your party for 5 x WIL HP.

Dispersal

DISPERSING DAMAGE: When damage is redirected, calculate damage against the original target only, and simply move around the final result. If a Mediator's ability grants a defense factor while redirecting damage, you get to apply that, however!

Empty Stance

Type: Passive

When an attack damages you, you can direct half the damage away from you into your reserve damage. At the start of your next turn, you can divide the reserve damage between any number of party members. If the battle ends while you have reserve damage, shrug and discard it.

Bodyguard

Type: Action
Support, Stance
Target: Single
40D

You intercept attacks on the target, entering a stance. Until your next turn, all damage dealt to that ally is redirected: Half of it goes to you, half of it goes to the attacker.
CoS: 100

Storm Rod

Type: Action
Support, Stance
Target: Self
30D

You draw attacks, choosing a row. Until your next turn,you enter a stance - all damage that would normally be dealt to someone in that row is redirected onto you instead. You gain a 3/5 defense factor during this stance. (Be cautious: Multi-target attacks can hit you more than once in this way!)
CoS: 100

Deflection Hit

Type: Action
Technique
Target: Single
[W]D MP: 30

Strike an enemy for normal weapon damage. If it strikes a single target with its next action, you can redirect half of the damage from that attack onto another party member of your choice.
CoS: 80

Firebreak

Type: Action
Technique
Target: Single
[W]D MP: 40

Strike an enemy for normal weapon damage. That enemy inflicts -50% damage with multi-target attacks on its next turn.
CoS: 100

Divert

Type: Action
Technique, Condition, Control
Target: Single
[W]D MP: 60

Strike the enemy for normal weapon damage and place a condition (4) - that enemy inflicts -50% damage to all targets it damaged with its previous action, on each action. Reduce the duration of this condition by (1) for each rank the target is above "mook".
CoS: 80

Trip Strike

Type: Action
Technique
Target: Single
[W]D MP: 30

Strike an enemy for normal weapon damage. If it attacks a single target on its next action, it trips - spread the damage it inflicts evenly among all targets in that row.
CoS: 80

Flash Guard

Type: Reaction
Support
Trigger: An ally in SoS is damaged
MP: 80

Redirect half of the damage dealt to that ally to you. Grant the ally a defense factor of 3/5 against that attack, too.
CoS: 100

Phalanx

Type: Reaction
Support
Trigger: An ally is hit, after they've already been hit once since their last action
MP: 25

Redirect the damage onto another ally of your choice.
CoS: 100

Status Transfer

Type: Quick
Anytime

Move a condition from one party member onto another.

Adversity

DEALING WITH ADVERSITY: All Adversity abilities have a targeting limitation, explained under the "Mark" text.

Trinity Stake

Type: Action
Technique, Adversity, Special
Target: Single
[W]D MP: 100

Trinity Stake cannot be used until the Mediator's third action in a battle. When used, make three separate attacks against a single target, with each attack which hits dealing normal weapon damage.
CoS: 80

Quarter Draw

Type: Action
Technique, Adversity
Target: Single
[W]D MP: 30

Mark: An enemy at 75% health or higher.
Slashes into an enemy, striking for x1.3 weapon damage.
CoS: 80

Hot Rebuke

Type: Action
Technique, Adversity
Target: Single
[W]D MP: 50

Mark: An enemy which used a Support ability with its last action.
Deals x1.5 weapon damage.
CoS: 80

Mass Crusher

Type: Action
Technique, Adversity
Target: Single
[W]D MP: 50

Mark: The enemy with the lowest initiative
Deals x1.2 weapon damage. For each turn marker the enemy party has in the initiative list, this attack deals +10% damage.
CoS: 80

Defiance

Type: Action
Technique, Adversity
Target: Single
[W]D MP: 30

Mark: An enemy who's last attack dealt 200 or more final damage.
Deals x1.3 weapon damage.
CoS: 80

Highest Court

Type: Action
Technique, Adversity
Target: Single
[W]D MP: 50

Mark: an enemy which has an active Punishment Effect, or used an attack targeting multiple people with its last action.
Deals x1.4 weapon damage.
CoS: 80

Supercollision

Type: Action
Technique, Adversity
Target: Special
[W]+10D MP: 50

Mark: Every enemy which has acted since the last acting ally did.
Deal normal weapon damage to every enemy that meets the mark condition.
CoS: 80

Homing Strike

Type: Action
Technique, Adversity
Target: Single
[W]D MP: 30

Mark: An enemy you really want to deal damage to.
Deals weapon damage. Homing Strike cannot be redirected away from its intended target for any reason. Additionally, if Homing Strike would grant a monster a Punishment Effect, you instead do not and ignore it.
CoS: 80

Exhaust Shine

Type: Quick
After Acting

Can only be used after hitting an enemy with an Adversity ability. When used, select an ally; you immediately restore 10 x WIL + d10 HP to the ally, and grants them an Enhancement (4): They deal +20% damage. While the enhancement remains active on the selected ally, the Mediator is incapable of using Adversity action abilities.

Fated Match

Type: Quick
Before Acting

Select an enemy. Until the end of the battle, you and the enemy both deal +20% damage to one another. Each time the Mediator strikes the enemy, you gain 4 x WIL THP. Each time the selected enemy strikes the Mediator, you deal -20% damage to other enemies on your next turn.

Break Out

Type: Quick
Before Acting

If none of your allies have dealt any damage since your last turn, your next Target: Single attack inflicts +20% damage and places a condition on the target (2) - damaging abilities targeting that enemy have -10D.

We Are a Killing Team

Type: Quick
Before Acting

If every single one of your allies have dealt damage since your last turn, you inflict +100% damage with your next attack.

Prime Load

Type: Passive

The first Adversity ability you use each battle inflicts +10% damage per enemy on the field, and has no MP cost.

Bring it Down

Type: Passive

You inflict +20% damage to ranked enemies that aren't in SoS. Additionally, when striking a ranked enemy that isn't in SoS with an Adversity ability, you may quicken a single combatant. Against a Threat, by -3D, against a Boss, by -6D, and against a Super, -9D.

Planning

STACKING PULSES: While all three Pulse abilities have similar names, they're still distinctive abilities and enhancements, which allows the Mediator to apply Pulse, Solid Pulse and Rapid Pulse one a single target at the same time. (Stacking multiple instances of the same pulse on the same target is still, of course, impossible and simply refreshes the duration.)

Pulse

Type: Action
Support, Recovery, Enhancement, Pulse
Target: Single
50D MP: 80

Restore 5 x WIL + 1d6 HP, and the target begins to regenerate (4) - they recover 8xWIL HP after each of their actions.
CoS: 100

Solid Pulse

Type: Action
Support, Recovery, Enhancement, Pulse
Target: Single
50D MP: 80

Restore 5 x WIL + 1d6 HP, and the target begins to regenerate (6) - they recover 5xWIL HP after each of their actions.
CoS: 100

Rapid Pulse

Type: Action
Support, Recovery, Enhancement, Pulse
Target: Single
50D MP: 80

Restore 5 x WIL + 1d6 HP, and the target begins to regenerate (2) - they recover 12xWIL HP after each of their actions.
CoS: 100

Spark

Type: Quick
Before Acting

Restore 12 x WIL + d10 HP to a target of your choice.

Flash Spark

Type: Quick
Anytime

Restore 9 x WIL + d8 HP to a single target, but can only be used on actors currently under a Pulse enhancement or who are in SoS.

High Spark

Type: Quick
Before Acting

Restore 15 x WIL + d12 HP to a target of your choice that doesn't have a Pulse enhancement.

Support Network

Type: Quick
After Acting

Choose one Pulse effect - the next time it ticks, it restores an additional 5 x WIL HP to your group.

Lifeline

Type: Quick
After Acting

Every active Pulse you've placed on an actor immediately ticks down and restores HP to the combatant they're on.

Split Pulse

Type: Quick
Before Acting

Your next Pulse action is T: Double, but its duration is halved.

Jumping Pulse

Type: Quick
Anytime

You can transfer a Pulse enhancement from one target to another. Keep the current duration when it's moved.

Metabolize

Type: Quick
Anytime

Cleanses all targets benefiting from a Pulse enhancement of a single condition.

Under Control

Type: Passive

Whenever one of your Pulse effects dissipates, you regain 7 x STM MP.
If the battle ends while you have Pulses active, you can choose to either grant the target HP equal to the remaining ticks, or regain 7 xSTM for yourself, for each individual Pulse.

Reevaluation

Geo Dash

Type: Action
Spell
Target: Single
CT15 35D MP: 60

A wave of geysers explode out of the earth, searing the target for 15xMAG+d10 magical earth damage. For each Pulse enhancement you have active, Geo Dash inflicts +30% damage.
CoS: 100

Tellur Web

Type: Action
Spell
Target: Special
CT15 35D MP: 60

Light streams through the earth before exploding upwards - Tellur Web strikes a single target, plus one additional enemy for each Pulse enhancement you have active, striking for 15 x MAG + d10 magical earth damage.
CoS: 100

Air Pressure

Type: Action
Spell, Recovery
Target: Single
CT10 40D MP: 75

Cast Air Pressure only when you have a Pulse enhancement active. An explosion of air inflicts 18 x MAG + d12 magical wind damage to one target, and instantly ends a Pulse effect - apply all the remaining healing from it at once to the bearer of the enhancement.
CoS: 100

Reverse Vacuum

Type: Action
Spell, Recovery
Target: Single
CT10 50D MP: 75

Cast Reverse Vacuum only when you have a Pulse enhancement active. It strikes one enemy for 18 x MAG + d12 magical wind damage and instantly ends a Pulse effect - for each tick remaining in the Pulse, heal your party for 4 x WIL HP.
CoS: 100

Upswell

Type: Action
Spell, Life
Target: Single
CT15 35D MP: 90

Cast Upswell only when you have a Pulse enhancement active. You call forth a tremendous wind from below, inflicting 18 x MAG + d12 magical wind damage to one target. End a Pulse effect to revive a target, granting all remaining healing in the Pulse to that target.
CoS: 100

Scission Front

Type: Action
Spell
Target: Single
CT10 30D MP: 45

Cast Scission Front only when someone in your party has an enhancement or condition. A slicing wind carves into one enemy for 12 x MAG + d8 magical wind damage. Move that enhancement or condition onto another target in your party. If moving an enhancement, the target it was removed from keeps it at (1) as well. If move a condition, lower its timer by -(1) we well.
CoS: 100

Vortex Tend

Type: Action
Spell
Target: Single
CT15 35D MP: 60

Cast Vortex Tend only when someone in your party has an enhancement. A sudden whirlwind strikes an enemy for 15 x MAG + d8 magical wind damage. Increase the duration of one enhancement on the chosen party member by (2). If Vortex Tend's result check is from 1-20, increase the duration by (4), instead.
CoS: 100

Recirculate

Type: Action
Spell
Target: Single
CT30 20D MP: 75

The sky darkens, and a tremendous spherical twister descends from the heavens, shredding into the target for 18 x MAG + d12 magical wind damage. Choose one Quick ability you haven't used since the end of your last action - Refresh it.
CoS: 100

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