Oracle

ORACLE

a blurb about being a weird ass class

Your abilities will include…

Edge Skills - physical attacks with variable results, but stacked in your favor.
Image Arts - creates physical time effects that can be used to absorb attacks instead of deal damage.
Conjuration - Time Effect based offensive magic.
Familiar Spirits - creates separately controlled targets that support the party independently of the Oracle.
Fate Weaving - A suit of skills designed to allow you to manipulate time cards and familiars in a few different ways.
Play Dice With the Universe - an assortment of monster based skills and randomized buffs.

http://seedrpg.wdfiles.com/local--files/seed2%3Aoracle/S2-ORC2.png

Assist Upgrades

Attack - Create a Time Effect at 30D. When it ticks 0, deal 6xATK (if a strike assist) or 6xMAG (if a spell assist) damage to a single target.
Defend - Additionally, grant the guarded ally a stance that last until they next take damage this battle; the ally has a 3/5ths Defense Modifier.

Edge

Variable Edge

Type: Action
Technique
Target: Single
[W]D

Strike for weapon damage, and roll 1d6. on a roll of 1, 3 or 5 this attacks deals -10%, -30% or -50% damage. On a roll of 2, 4 or 6 it deals +20%, +40% or +60% damage.
CoS: 80

Dancing Edge

Type: Action
Technique
Target: Random
[W]D

Deals weapon damage with a x0.5 power multiplier to a randomly selected enemy. Dancing Edge has a number of hits equal to the number of enemy actors in the battle, and each hit is randomly targeted individually.
CoS: 80

Spinning Edge

Type: Action
Technique
Target: Single (Or Group)
[W]D

Deals weapon damage, Spinning Edge inherently has Critical 20, and upon scoring a critical hit with it, deals normal weapon damage to the entire enemy group, rather than dealing bonus damage to a single target. If the Oracle missed with Spinning Edge, in addition to whatever normally happens on a miss, a randomly selected PC takes weapon damage as well
CoS: 80

Swift Edge

Type: Action
Technique
Target: Single
[W]-10D

Deals normal weapon damage.
CoS: 60

Pain Edge

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

Strike for weapon damage, and inflicts a condition (4). Roll 1d6 to determine the condition.

Roll Effect
1 Incoming physical damage is increased by +30%
2 Incoming magical damage is increased by +30%
3 Anytime the target uses a quick ability or deals more than +30% damage with an attack, it takes 8xATK damage
4 Anytime the target uses a Support ability, the targets of the ability take 8xATK damage as well
5 The target is delayed by +10D each time it acts.
6 Outgoing damage is decreased by -20%

CoS: 80

Double Edge

Type: Action
Technique
Target: Double
[W]+5D

Deals weapon damage to each target, and lowers the targets' current delay by -20D.
CoS: 80

Luck Edge

Type: Action
Technique
Target: Single
[W]D LP: 1

Deals weapon damage to a single target. On a hit, randomly select two different active actors, and restore +1LP to each.
CoS: 80

Explosive Edge

Type: Action
Technique, Condition, Special
Target: Single
[W]D

Deals weapon damage and inflicts a condition (3). While the condition is active, the target takes 8xATK damage each time it takes a turn. If this condition ticks to 0 it detonates - instead of its normal effect, everyone on the battlefield takes 16 x ATK damage.
CoS: 80

Shatter Edge

Type: Action
Technique
Target: Single
[W]D

Deals weapon damage with an x2 power multiplier, and any weapon property is twice as effective as it would normally be (critical 10 -> critical 20, staves gain 80TMP instead of 40, etc.) Any weapon with Shatter Edge is completely broken, and can no longer be used. (When you resupply, you can get a replacement for your default weapon, much like how you can change your default weapon any time you resupply. Even if you or your party has a skill or perk that allowed equipping without spending an Action, you can't quick draw on the turn immediately after you used shatter edge.)
CoS: 80

Critical Chaser

Type: Passive

Anytime an ally scores a critical hit, you gain a stacking +20% damage modifier on your next turn. (if you don't deal damage on your next turn, the bonus is lost.)

Image Arts

Image Time Effects: Unlike most time effects, when you generate an Image, it is placed on the battle field and is targettable. Place generated Images in either row when created. If an Image is struck for damage, regardless of how much damage it is dealt, the Image in instantly destroyed. The Oracle gains no bonuses from Image Time Effects destroyed in this manner, though they can be destroyed my the Oracle themself and used to power other abilities just like any other Time Effect it can create.

After Image

Type: Action
Technique, Condition, Timed Image
Target: Single
[W]D

Generates a single Image Time Card at 30D. When it activates, strike an enemy for normal weapon damage and leave them bewildered (3) - they take +10% damage from your Image Arts. When you reapply this condition, increase the bonus by +10% and reset the duration to (3).
CoS: 100

Phantom Rush

Type: Action
Technique, Timed Image
Target: Triple
[W]+10D MP: 60

Generates three separate Image Time Effects at 30D. When they tick 0, they perform a basic attack, but none of them are capable of targeting the same enemy.
CoS: 100

Shadow Army

Type: Action
Technique, Timed Image
Target: Single
[W]+10D MP: 60

Generates three separate Image Time Effects, the first at 20D, the second at 30D and the third at 40D. When they tick zero, they perform a basic attack with an x0.5 power multiplier. Anytime one of these Images is destroyed by an enemy, you can choose which one is removed. After all Images have either attacked or dissipated, gain 7 x WIL T.HP for each one that attacked.
CoS: 100

Motion Blur

Type: Action
Technique, Timed Image
Target: Varies
???D

Select a single ally, and note the last action they took. Pay any CT, Delay, MP and other cost associated with that ability, then create an Image Time Effect, with a delay equal to the action's CT+Delay. When it ticks to 0, it performs the recorded action, using the ally's attributes and stats, rather than your own.
CoS: 100

Dopplegang

Type: Action
Technique, Stance, Time Image
Target: Self
[W]D MP: 50

Enter a stance until the start of your next turn. While in this stance, each time an ally is struck for damage, immediately generate an Image Time Effect at 30D. When they tick down to 0, they perform a basic attack against any target you wish.
CoS: 100

Solid Image

Type: Action
Technique, Timed Time
Target: Single
[W]-10D

Generate an Image Time Effect at 60D. When it ticks 0, it performs a basic attack against a single target. For each Image that has successfully dealt damage prior to this use of Solid Image, the attack gains +10% additional damage. Bonus damage resets immediately after the Image is generated.
CoS: 80

Thick As Night

Type: Passive

When you have T. HP, attacks dealing less damage than you have T.HP fail to destroy your images.

Shadow Guard

Type: Quick
Before Acting

Pick an ally, and generate a Time Effect at 40D. While this Time Effect is active, the selected ally has their Defense Factor improved by a step (normal -> 4/5th -> 3/5th -> 2/5th -> 1/5th.)

Broken Promise

Type: Quick
Anytime

Destroy a single Time Effect that an enemy has created.

Good Fortune

Type: Passive

Any at point where you have an active Time Effect and an ally is struck for damage, you can choose to destroy one of your time effects and grant a single ally a 4/5th Defense Factor against that attack.

Conjuration

Astral Blades

Type: Action
Spell, Timed
Target: Single
50D MP: 60

Generates 3 Time Effects, the first at 20D, the second at 40D, the third at 60D. When they tick 0, deal 6 x MAG magical ice damage to a single target.
If Astral Blades strikes an enemy that was damaged by the immediate last action, it does 10 x MAG magical ice damage instead.
CoS: 100

Astral Lances

Type: Action
Spell, Timed
Target: Single
50D MP: 60

Generates 3 Time Effects, the first at 20D, the second at 40D, and the third at 60D. When they tick 0, deal 6 x MAG lightning damage to a single target.
If Astral Lances strikes an enemy that acted immediately previously, and damaged you or one of your allies, it does 10 x MAG lightning damage instead.
CoS: 100

Astral Flight

Type: Action
Spell, Timed
Target: Single
50D MP: 60

Generates 3 Time Effects, the first at 20D, the second at 40D, and the third at 60D. When they tick 0, deal 6 x MAG force damage to a single target.
When an enemy misses you or an ally with an attack, the soonest Astral Flight quickens, striking that enemy for 15 x MAG magical force damage.
CoS: 100

Astral Pillars

Type: Action
Spell, Timed
Target: Single
50D MP: 60

Generates 2 Time Effects, the first at 25D, and the second at 50D. When they tick 0, deal 9 x MAG magical fire damage to a single target. If the Time Effects strike the enemy with the lowest init, the enemy has -20% potency with its next action..
CoS: 100

Forbidden Eye

Type: Action
Spell, Timed
Target: Single
50D MP: 60

Generates a Time Effects, with its delay equal to your ally with the highest current initiative. When it ticks 0, deal 15 x MAG magical time damage to a single target, and delay it by +15D.
CoS: 100

Forbidden Gate

Type: Action
Spell, Timed
Target: Single
50D MP: 60

Generates 3 Time Effects, the first at 10D, the second at 30D, and the third at 60D. When they tick 0, deal magical gate damage with varying strengths. The first deals 3 x MAG, the second 7 x MAG, and the third deals 11 x MAG damage.
Whenever a Forbidden Gate acts directly after an enemy (other than that enemy, a Gate has the lowest delay), that enemy's actions have -20 CoS.
CoS: 100

Rule of Law

Type: Action
Spell, Timed
Target: Single
50D MP: 60

Generates 3 Time Effects, the first at 20D, the second at 40D, and the third at 60D. When they tick 0, deal 5 x MAG light damage to a single target, and the target gains a condition (1): it takes +10% incoming damage.
CoS: 100

Moon Monster

Type: Action
Spell, Timed
Target: Varies
50D MP: 60

Generates 3 Time Effects, the first at 20D, the second at 40D, and the third at 60D. When they tick 0, roll 2d6 to determine it does.

Roll Effect
2 Deals 20 x MAG magical illusion damage to the entire field. Restore 10 x WIL HP to yourself and allies if any survived.
3 Deals 10 x MAG magical earth damage to a group
4 Delays a single target by +15D
5 Deals 3 x MAG magical wind damage to two targets
6 Deals 10 x MAG magical sky damage to a single target
7 Deals 8 x MAG magical rose damage to a single target.
8 Deals 6 x MAG magical water damage to a single target
9 Restores 9 x WIL HP to a single target
10 Grant a single target a condition (4): it takes and deals +50% damage from all sources.
11 Restore 60MP to all allies, and 1MP to all enemies
12 You or an ally loses 100 HP.

CoS: 100

Mysterious Ways

Type: Passive

You can destroy one of your time effects any time you have one active at the start of any actor's turn. Doing so allows you to quicken an ally by -5D.

Familiar Spirits

Using Familiars: The Oracle creates/summons/whatevers little minions, which are places on the battle field like a normal actor, are targettable with their own HP, and have their own action pools. Any conditions/enhancements placed on the Oracle effect their familiar. Familiars can use the Defend and Wait basic actions, in addition to any action granted to specific [totems], as noted in the abilities used to create them. Faniliars can't be healed by normal actions, only by the healing actions of familiar moves and specific oracle abilities. Only a single instance of each specific familiar can exist at once, resummoning the same one simply refills its HP. You can however have different familiars active.

Astrageist

Type: Action
Support
Target: Self
50D MP: 60

Create a familiar at 0D.

Astrageist HP is equal to 50 x STM
Actions Effect
Starlight 40D, Restore 8 x WIL + d8 HP to a single target.

CoS: 100

Corogeist

Type: Action
Support
Target: Self
50D MP: 60

Create a familiar at 0D.

Corogeist HP is equal to 50 x STM
Actions Effect
Meridian 40D, Restore 5 x WIL + d6 HP to two targets in different rows.
Parallel 40D. Restore 4 x WIL + d6 HP to a row.

CoS: 100

Hepargeist

Type: Action
Support
Target: Self
50D MP: 60

Create a familiar at 0D. (When Invert is used on this servant it removes enhancements instead. When used with Destruction, it cleanses all conditions rather than one.)

Hepargeist HP is equal to 50 x WIL
Actions Effect
Cleanse 40D. Cleanse a single condition from a single target.

CoS: 100

Myelogeist

Type: Action
Support
Target: Self
50D MP: 60

Create a familiar at 0D.

Myelogeist HP is equal to 50 x WIL
Actions Effect
Power Boost 40D. A single target gains an enhancement (1): they gain +20% potency with their actions.
Guard Boost 40D. A single target gains an enhancement (1): they reducing incoming damage by -20%.
Extender 40D. Increase the duration of an enhancement on a single target by +(1).

CoS: 100

Exhaust

Type: Action
Support
Target: Single
40D

Destroy one of your active servants. Doing so causes a special effect, which is determined by which kind of servant was destroyed.

Type Effect
Astrageist Restore 20 x WIL + d12 HP to a single target
Corogeist Restore 10 x WIL + d8 HP to a group
Hepargeist Make a single target immune to any condition it doesn't want placed on it for (2).
Myelogeist Grant a group an enhancement (1): incoming damage is reduced by -20% and gain +20% potency with actions.

CoS: 100

Heart Pin

Type: Action
Support
Target: Single
40D MP: 30

Select a single active Familiar Spirit. It gains access to an additional action for as long as it persist: For 50D, it can revive KOd targets with 10 x WIL + d8 HP.
CoS: 100

Echo

Type: Action
Support, Enhancement
Target: Single
CT10 30D MP: 50

Grants an enhancement (4): every time the target is healed, record half of the value and create a time effect at 30D; when it ticks 0, heal a single target for that amount of HP. If the target is healed while a heal echo time card already exist, add half that value to the time card already in play rather than creating a new one.
CoS: 100

Biorhythm

Type: Quick
Before Acting

Select a single target; until your next turn, that target gains a +30% bonus to incoming healing effects.

Fate Weaving

Intangibility

Type: Action
Support, Timed
Target: Self
40D

Generate five normal Time Effects. They do not do anything and simply fade away at battle end.

Disaster

Type: Quick
After Acting

Destroy two of any of your time effects. A third time effect is now T: Group. (This ability can be used with Familiar Spirits; when it is, on its next action, reduce its HP by 150 to change its action to T: Group.)

Destruction

Type: Quick
After Acting

Destroy any one of your time effects. A second effect gains a +100% modifier when it ticks to 0. (This ability can be used with Familiar Spirits; when it is, on its next action, reduce its HP by 150 to increase the potency of its action by +100%. Cleanse two conditions, or increase the buff duration to (2) with hepargeist and myselogeist instead.)

Invert

Type: Quick
After Acting

Select any number of Time Effects or Familiars you've created which are currently in play. When the Time Effect takes effect, or on the Familiar's next action, the effects of its abilities are reversed; attacks heal, recovery effects deal damage, buffs become debuffs and the like. (Invert has no effect on the Heart Pin life effect.)

Farsight

Type: Quick
After Acting

Select an active time effect. Add an addition time effect of the same type, at 50D which follows all of the same rules as the others. (With forbidden gate, a 4th time effect landing deals 15 x MAG damage, and is placed at +40D from the 3rd time card rather than at 50D.) (This ability can be used with Familiar Spirits; immediately grant it 150THP.)

Different Day

Type; Passive

Anytime you destroy one of your time effects rather than letting it tick to 0, regain 3 x STM MP.

Recalculation

Type: Passive

Anytime you destroy one of your time effects rather than letting it tick to 0, your next action deals +10% damage. Can stack.

Play Dice With the Universe

Copycat

Type: Action
Varies
Target: Varies
[Varies]D

Random select an ally. You then perform any single Action that the selected ally knows, paying all cost yourself and using your own attributes and stats.
CoS: Varies

Foresight

Type: Action
Support
Target: Self
40D

You regain 1d10 - (Your Current LP) LP. If this number is negative, you lose LP rather than gain it.
CoS: 100

Unpredictability

Type; Action
Support, Enhancement
Target: Group
CT25 35D MP: 80

Grants each ally a randomly determined enhancement (4). Roll 1d8 for each ally individually.

Roll Effect
1 Deal +30% physical damage
2 Deal +30% magical damage
3 If you strike the same enemy that the last ally did, deal +20% damage
4 Lower all CoS results you make by 10
5 Reduce all your CTs by 5
6 Reduce your delays by 5
7 Any time you use a support ability, generate 3 x WIL TMP
8 Anytime you're targetting by an ability, recover 3 x WIL HP

CoS: 100

Prophecy

Type: Action
Support
Target: Self
40D MP: 50

Roll 2d6. You gain the benefit of one of the rolls immediately, and the second at the end of your next turn.

Roll Effect
1 Refresh the use of a single Quick action.
2 Refresh the use of your Attack Assist
3 Refresh the use of your Guard Assist
4 Your next action gains +100% potency
5 The next time you're struck for damage, reduce it by -100%
6 Your next action has 0 Delay

CoS: 100

Imitate

Type: Quick
Before Acting

Select a monster. Then select a single Quick action it knows. You can then use that quick action as you would use any other and ignore any LP cost.

Mimic

Type: Quick
Anytime

Activate Mimic when a monster strikes you for damage. You gain access to that ability for the rest of the battle, but the Special keyword it added to it. Pay all cost as when using the ability, but paying 60MP for each 1MP that the ability cost the monster to use.

Early Obituary

Type: Passive

At the beginning of each fight, one enemy is randomly selected. When this enemy has either been KOd or taken 500 damage, a bonus is granted to the Oracle, depending on the monster's archtype.

Snarler Select one all and one monster. They deal +20% damage to each other until one of them is KOd.
Scrapper Select a single target and grant them a condition (6): The targets takes and deals +20% damage from all sources
Bruiser Select a single ally. Their next action gains +30% potency
Lurker Select a single ally and grant them an enhancement (6): They have evasion 20 until they are struck by a weapon attack. Remove this enhancement when struck
Shooter Create a Time Effect at 50D, which deals 4 x ATK damage to a single target. Increase the power of this attack by +1 for each time the target was stuck since the time marker was created
Evoker Create a Time Effect at 30D, which deals 6 x MAG damage to a single target
Nuker Select a single ally. The next action they take has its potency reduce by -20% and becomes T: Double
Blighter Select a single target; it loses 1MP and 1LP. If the target has no MP to lose, it takes 3 x MAG damage. If the target has no LP to lose, it takes 3 x ATK damage.
Defender Create a Time Effect at 50D, while it's active you can choose to destroy it anytime a monster attacks, to grant all hit allies a 3/5th Defense Factor. If it ticks 0, nothing happens and it is simply removed.
Healer Select an ally. They immediately recover 4 x WIL HP and gain 4 x WIL THP
Leader Select an ally. They recover 1LP and gain 60TMP
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