Technician

TECHNICIAN

Chemistry, machinery, medicine - The science of the battlefield is a problem with many solutions.
The Technician uses items and machinery for a high-cost, high-reward combat style.
Prove your strategies in the kiln of battle.

Your abilities will include…

Engineering - Physical attack abilities that continually build and upgrade a weapon of war.
Medicine - Item-dependent healing abilities for the chemist in you.
Detonate - Powerful, high cost attack magic that turns items into weapons.
High Gear - Support skills for boosting ally attack power.
Alchemy - A suite of abilities for creating powerful special items.

http://seedrpg.wdfiles.com/local--files/seed2%3Atechnician/S2-TEC2.png

Assist Upgrades

Offensive: You gain access to a single use Quick action for the rest of the battle: After Acting, you can use any non recovery or life item.
Defensive: The next time an item is used on you before your next battle or you resupply, the potency is increased by +40%

Engineering

ENGINEERING PARTS: After using an Engineering ability, you add a Part to your weapon - each part gives you a bonus to all weapon strikes you perform after gaining the part.
Anytime you're hit while benefiting from an Engineering ability, you lose a single part bonus of your choice. Discard all parts at the end of the battle. The technician can only gain the benefits from any specific parts once - reapplying anything other than counter rockets before the effect is discarded has no further effect (ie using killer gear while you are already benefiting from killer gear would still only grant +20 crit and it would be lost when discarded; not +40 crit, or making you discard it twice before losing the +20.)

Fine-Tuner

Type: Action
Technique, Engineering
Target: Single
[W]D

Deals weapon damage.
Part: +20 Accuracy
CoS: 80

Killer Gear

Type: Action
Technique, Engineering
Target: Single
[W]D

Deals weapon damage.
Part: +20 Critical
CoS: 80

Semi-Auto Delivery

Type: Action
Technique, Engineering
Target: Single
[W]D

Deals weapon damage.
Part: Weapon delay is reduced by -10D.
CoS: 80

Engine Rev

Type: Action
Technique, Engineering
Target: Single
[W]D

Deals weapon damage.
Part: Further weapon strikes deal +20% damage.
CoS: 80

Arc Saw

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

Deals weapon damage.
Part: Further weapon strikes hit another target in the same row. Power of strike is Light: 6, Medium: 8, Heavy: 10.
CoS: 80

Lance Charge

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

Deals weapon damage.
Part: Further weapon strikes hit another target in the opposite row. Power of strike is Light: 6, Medium: 8, Heavy: 10.
CoS: 80

Counter Rocket

Type: Action
Technique, Condition, Engineering
Target: Single
[W]+10D MP: 30

Deals weapon damage. The struck target takes +100% damage from Counter Rocket's reaction (1).
Part: Grants a reaction, triggering on an ally being damaged, that strikes the triggering enemy for 12 x ATK + d10 physical ranged damage. This reaction may be used once for each time Counter Rocket is used. If this part is lost, all uses are expended.
CoS: 80

Live Wire

Type: Action
Technique, Condition, Engineering
Target: Single
[W]+10D MP: 30

Deals weapon damage. The struck target takes +100% damage from Live Wire's reaction (3).
Part: Grants a reaction, triggering on an ally being damaged, that strikes the triggering enemy for 4 x ATK physical ranged lightning damage. If this part is lost, the reaction is no longer available.

Blast Shield

Type: Action
Technique, Condition, Engineering
Target: Single
[W]D MP: 110

Deals weapon damage. The struck target inflicts -20% less physical damage (3).
Part: You don't lose parts from hits that choose not to make result checks, or from hits with result checks 50 or higher.

Scrap Buster

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

Strikes a target for x1.2 weapon damage, and any part effects active for this attack are doubled. After Scrap Buster resolves, discard a part. (Arc Saw and Lance Charge hit two targets instead of one, rather than increasing in power.)
CoS: 80

It's Alive

Type: Action
Technique
Target: Single
[W]D

It's Alive inflicts damage based on the number of stored parts. After using It's Alive, discard all parts.

Parts 1 2 3 4 5 6 7 8 9
Power 1.0 1.2 1.5 1.9 2.4 3.0 3.7 4.5 5.3

CoS: 80

Rapid Assembly

Type: Action
Support, Special
Target: Self
30D MP: 40

Choose three engineering parts from engineering techniques you know and attach them.
CoS: 100

Agile Development

Type: Passive

Regain the use of Rapid Assembly after losing three parts due to damage in a battle, and again after every three parts lost.

Hold On

Type: Quick
When Appropriate

Activate Hold On whenever a part would be discarded. Don't discard that part.

Engine Parry

Type: Reaction
Support
Trigger: Damaged by an action.

Discard a second part in addition to the one you lose from being struck normally. Gain a 3/5 defense factor against the attack.

Part Resilience

Type: Passive

When struck by an attack, if you were at max health when the attack hit, you lose no parts to this attack.

Engines Live

Type: Passive

Increase your starting initiative by 10 at the start of each battle. Additionally, if you are not at Max HP, recover 5 x VIT HP.

Medicine

Medicate

Type: Action
Support, Item, Recovery
Target: Single
CT10 40D

Use an item on the target, then restore 10 x WIL HP to them.
CoS: 100

Fast-Acting

Type: Action
Support, Item
Target: Single
20D MP: 60

Use an item on the target.
CoS: 100

Therapy

Type: Action
Support, Recovery
Target: Single
50D MP: 60

Restores 18 x WIL + d12 HP to a target and quickens them by -10D. Therapy may only be used on a target that had an item used on them since you last used Therapy on them.
CoS: 100

Catalyze

Type: Action
Support, Item, Recovery
Target: Single
50D MP: 20

Use an HP-restoring item on the target. That item has double the power, but grants T.HP instead.
CoS: 100

Prescription

Type: Action
Support, Item, Condition
Target: Single
10D MP: 90

Expends two items to give the target a condition (6) - when they're below 50% and damaged, the Prescription activates and both items are instantly used on them.
CoS: 100

Secret of Life

Type: Action
Support, Enhancement
Target: Self
20D

Secret of Life grants an Enhancement (5): that increases the potency of all actions you perform that restore HP or MP by +30%.
CoS: 100

Potent Potion

Type: Quick
Before Acting

Any item you use this turn gains an x2 power multiplier.

Klein Bottle

Type: Quick
Before Acting

Choose an item - you do not deplete that item's stock by using it. (U) At the end of the battle, reduce that item's stock to 0.

Special Reserve

Type: Quick
Before Acting

You can use a single 0-Stock item this action.

Item Spread

Type: Quick
Before Acting

Activate before using an item ability - you can repeat this action against every other target in the group as well, but consume an additional item for each additional target.

High Efficiency

Type: Passive

Anytime you use an item that restores HP, MP, cleanses a condition or grants an enhancement in battle, you have a 30 CoS to not use the item.

Careful Administration

Type: Passive

When you use a healing item out of battle, you can choose to apply either a x1.5 power multiplier to it, or to make it T: Double rather than T: Single.

Detonate

Blast Charge

Type: Action
Spell, Item
Target: Single
CT15 35D MP: 50

Blast Charge consumes an item to inflict 24 x MAG + d12 magical damage to a single target, apply any non-damage effects of the items to the target.
CoS: 100

Overdose

Type: Action
Spell, Item, Condition
Target: Single
CT15 25D MP: 50

Overdose consumes all stock of a recovery, cleansing, or revival item to inflict 24 x MAG + d12 magical damage to a target. Abilities of the respective type fail on that target (1).
CoS: 100

Demolisher

Type: Action
Spell, Item
Target: Row
CT20 40D MP: 65

Expend an attack item to cast Demolisher - explosive power strikes a row for 15 x MAG + d10 magical damage. Apply the additional effect from the expended item to Demolisher.
CoS: 100

Quarantine Breach

Type: Action
Spell, Item, Condition
Target: Group
CT20 40D MP: 90

Choose a combatant and expend a condition-curing item - Quarantine Breach copies all conditions that that item would cure from that combatant onto struck targets.
CoS: 100 (First Target) 70 (All Others)

Zero Sum

Type: Action
Spell, Special
Target: Group
CT5 55D MP: 110

Zero Sum may only be cast if absolutely no items are in stock. It unleashes tremendous power for 25 x MAG + d12 magical damage.
CoS: 100.

Red Alert

Type: Action
Support, Stance
Target: Self
30D

Your next spell inflicts +50% damage.
CoS: 100

Secondary Detonation

Type: Reaction
Spell
Trigger: You or an ally use an item action on an enemy, without it being part of another ability.
MP: 50

You immediately deal 10 x MAG + 1d8 magical damage to the triggering enemy.
CoS: 100

Chain Reaction

Type: Support

When you cast a spell, further detonate spells cost an additional 10 MP and inflict +20% damage. This stacks up to +100% damage and +50 MP cost.

Mist Condenser

Type: Support

When you defeat an enemy, you can choose and recover 1 stock of a chosen item. (Mist Condenser can only create items that can be used in battle.)

Volatile Process

Type: Support

When you cast a spell, items used on your next action are at +30% potency.

Bomb Bandolier

Type: Support

Any time you resupply and purchase an item that is usable in battle but only grants a single use, its stock is increased from 1 to 2.

High Gear

Breakthrough

Type: Action
Support, Enhancement
Target: Single
33D MP: 40

The target gains an enhancement that increases the potency of their actions by +40% (2).
CoS: 100

Hotline

Type: Action
Support, Enhancement
Target: Single
17D MP: 30

The target's damaging actions are at +10 CoS, and cannot be redirected. (6).
CoS: 100

Reify

Type: Action
Support, Enhancement
Target: Single
25D

Shrouds the target in a special field (4) - for each LP the target expends, you restore 10 x WIL MP to them.
CoS: 100

Polarize

Type: Action
Magic, Condition, Special
Target: Single
CT10 20D MP: 50

Shrouds the target in a crackling field (3) - whenever the target spends LP, they lose that much MP also, and vice-versa.
CoS: 100

Disruptor

Type: Action
Support, Cleanse, Timed
Target: Self
40D MP: 60

Creates two time markers, one at 30D at another at 60D. When a time marker ticks zero, Disruptor selects a single combatant, removing a single condition or enhancement from them.
CoS: 100

High Caliber

Type: Action
Support, Enhancement
Target: Single
CT15 25D MP: 60

You engage an upgrade on an ally's weapon (4) - that ally inflicts +20% damage with techniques, and gains an additional +30% damage increase against enemies charging CTs.
CoS: 100

Dose Caliber

Type: Action
Support, Enhancement
Target: Single
CT15 25D MP: 60

Expends an item to charge an ally's weapon (4) - when they strike a target with a technique, and the result check is 80 or less, they may instantly apply the item's effects to either themselves or the struck target, as if they had just taken an instant item action. After each activation of Dose Caliber, reduce the threshold for its activation by 20, to a minimum of 20. (80, 60, 40, 20.)
CoS: 100

Spell Caliber

Type: Action
Support, Enhancement
Target: Single
CT15 25D MP: 80

Charge an ally's weapon with magic (4) - when they strike a target with a technique, and the result check is 80 or less, you instantly deal 10 x MAG magical damage to the target.. After each activation of Spell Caliber, reduce the threshold for its activation by 20, to a minimum of 20. (80, 60, 40, 20) If Spell Caliber fails to record a spell, it is not expended.
CoS: 100

Casting Array

Type: Quick
When Appropriate

Activate Casting Array when an ally begins casting a spell. Pay a sum equal to that spell's MP cost to instantly resolve it.

Spell Servo

Type: Quick
When Appropriate

Activate Spell Servo when an ally begins casting a spell. You're delayed +15D, but the spell gains a +50% potency increase.

Magic Amplifier

Type: Quick
When Appropriate

Activate Magic Amplifier when an ally begins casting a spell. Your next action has -20% potency, but the spell now hits an additional target, even if the enemy wouldn't normally be a valid target for the spell.

Alchemy

USING ALCHEMY: Abilities marked with "Alchemy" create special items. Special items cannot have their stock recovered, and they may not be used without expending stock.

Ultracure

Type: Passive (Alchemy)

When you resupply, if you pay specific attention to the physical and mental state of one of your allies, you can create a special item, an Ultracure. The Ultracure will completely restore either their HP or MP when used.

Fatal Poison

Type: Passive (Alchemy)

When you resupply, if you plot a vile stratagem against a certain enemy you name, you can create a special item, a dose of Fatal Poison. When used, the Fatal Poison inflicts 200 damage. For each secret you name about the target while preparing the Fatal Poison, you can increase the damage by 200, add an MP loss of 1, or add an LP loss of one. After someone has suffered the effects of a Fatal Poison, they become immune to all similar toxins forever.

Fairy Workshop

Type: Passive (Alchemy)

When you resupply, if you have a work-space sheltered deep away from all natural light, you can create a special item, a Fairy Weapon. A Fairy Weapon is classed as one type of weapon, but also gains the special property of up to any other two weapons except the Bow. Whenever a Fairy Weapon is drawn in battle, roll 2d6, adding 2 if the weapon is not touched by natural light, and removing one of the d6 if you took two properties instead of one. The bearer gains a condition with that timer - when it ticks 0, the weapon shatters. (Sometimes gaining the property of a weapon on a weapon of a different size category changed the effect slightly. Tomes grant +30% on medium weapons and +40% on heavy. Staves give 30MP for light weapons, and 50 MP for heavy. Flails get -4D with light weapons, and -6D with heavy. Dagger bonus damage is +40% on medium weapons, and +30% with heavy. Gloves let you add +3D to increase the power by 1, and +7D to increase the power by 2, regardless of size. And Hammers let you roll two damage dice instead of one.)

Elixir

Type: Action
Support, Alchemy, Special
Target: Single (Ranked Only)
40D

Elixir may only be used as your second or third action in a battle - you extract energy from the target, gaining a special item, the elixir - when used, it restores all HP and MP. Unlike other items, elixirs carry over from resupply to resupply.
CoS: 100

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