THIEF
A slippery character with an answer for everything, except maybe "what will you do next?"
The Thief is a tricky, all-around tough customer with solid options for techniques, spells, and support.
Ready to steal the spotlight?
Your abilities will include…
Advantage - Attacks that seize brief opportunities in the battle to inflict critical damage.
Direct - Support abilities for controlling enemy targeting and ally initiative.
Theft - Skills for supplying items to your party, and boosts of speed when you need it.
Rainy Day - Recover abilities that create standing effects that trigger later in the battle when you need them.
Shadow Skill - Tricky spell attacks that draft off of the attacks of others, ally and enemy.
Force Skill - Flashy yet simple spell attacks for thieves that want to blast away.
http://seedrpg.wdfiles.com/local--files/seed2%3Athief/S2-THF2.png
Assist Upgrades
Attack - Instantly reduce your delay by -15D.
Defend - The ally you're shielding has their delay reduced by -15D.
Advantage
TAKING ADVANTAGE: Advantage abilities seize on opportunities in battle. You can only use an Advantage ability against targets that meet the situation in the "Advantage" text for that ability.
Backstab
Type: Action
Technique, Advantage
Target: Single
[W]D
Advantage: The last enemy to have acted.
You slip behind the enemy to attack its back for x1.3 weapon damage.
CoS: 80
Smackdown
Type: Action
Technique, Advantage
Target: Single
[W]D
Advantage: An enemy that will act immediately next after you. (Except for you, its delay is the lowest.)
You leap into action, smashing the enemy into the ground for x1.5 weapon damage. The enemy's next action inflicts -20% damage.
CoS: 80
Follow Through
Type: Action
Technique, Advantage
Target: Single
[W]D
Advantage: An enemy that was struck by the immediate previous action in the battle.
Seizing the opportunity, you follow through for x1.3 weapon damage.
CoS: 80
Scatter Rave
Type: Action
Technique, Advantage
Target: Special
[W]D
Advantage: All enemies that allies have damaged since your last action.
You flash into action, striking the enemies for x1 weapon damage.
CoS: 80
Pinpoint
Type: Action
Technique, Advantage
Target: Single
[W]D
Advantage: An enemy that used the same ability with its last two actions.
A predictable enemy is an easy mark - you strike for x1.7 weapon damage.
CoS: 80
Sneak Attack
Type: Action
Technique, Advantage
Target: Single
[W]D
Advantage: An enemy that damaged the same ally with its last two actions.
You ambush the enemy, attacking for x1.7 weapon damage.
CoS: 80
Now Or Never
Type: Action
Technique, Advantage
Target: Single
[W]D
Advantage: An enemy that's charging a CT.
You strike for x1.3 weapon damage. Better stop that spell - your allies inflict +20% damage to that enemy (1).
CoS: 80
Sabotage
Type: Reaction
Stance
Trigger: An enemy is targeted by an enemy's Recovery or Enhancement ability
MP: 60
Your next attack to the assisted enemy before its action inflicts +50% damage.
CoS: 100
Combine
Type: Action
Technique, Advantage
[W]D MP: 60
You combine two of your Advantage abilities of your choice, striking a target that meets both criterion and applying the effects of both abilities to a single hit. Multiply all power multipliers together.
CoS: 80
Direct
DIRECTING THE PARTY: You can't use Direct abilities on yourself unless the ability specifically says you can.
Slip Strike
Type: Action
Technique, Direct
Target: Single
[W]+4D
You strike and slip away, inflicting weapon damage. Choose an ally - if the target's next action doesn't target that ally, your next action inflicts +30% damage.
CoS: 80
Your New Best Friend
Type: Action
Technique, Condition, Direct
Target: Single
[W]D MP: 40
You strike for weapon damage then shove an ally of your choice at the enemy. That enemy must target that ally with its next action (1).
CoS: 80
Switchback
Type: Action
Technique, Direct
Target: Single
[W]+5D
Trade rows with an ally and strike an enemy for weapon damage. Move before or after attacking - your choice!
CoS: 100, 80
Hustle
Type: Action
Support, Direct
Target: Single
44D
Reduce the target's next delay by -30D. Grant them 10 x WIL T.HP.
CoS: 100
Get On With It
Type: Action
Support, Direct
Target: Single
44D
Reduce the target's next CT by -CT20. Grant them 10 x WIL T.MP.
CoS: 100
Listen Up
Type: Action
Support, Direct
Target: Self
30D MP: 60
Okay, here's the plan: Gain a use of an "Anytime" Quick ability. When used, reduce one target's current delay by -30D. Feel free to use it immediately!
CoS: 100
Showtime
Type: Action
Support, Direct, Special
Target: Single
30D
It's go time: Reduce the target's delay to 0.
CoS: 100
Master Plan
Type: Support
Allies you choose or target with Direct abilities gain +10 CoS to their next action. If the action's CoS is above 100 when performed, it gains +10% potency instead.
Wrecking Crew
Type: Action
Support, Special
Target: Party
60D MP: 100
Time for a second assault. Refresh everyone's attack assists.
CoS: 100
Theft
Steal
Type: Action
Support, Steal
Target: Single
40D
You nab an item from an enemy. As long as you're stealing from that enemy for the first time this battle, you can restore 2 stock (up to the stack maximum) to any item you had in your inventory. (Steal can only be used for items that can be used in battle.)
CoS: 80
Mug
Type: Action
Technique, Steal
Target: Single
[W]D
You root through the enemy's things, somewhat aggressively, inflicting weapon damage. As long as you're stealing from that enemy for the first time this battle, restore 1 stock to a random item stack in your inventory. (Mug can only acquire items that can be used in battle.)
CoS: 80
Speed Burst
Type: Quick
Before Acting
Your next action has -15D.
Potion Rain
Type: Action
Item, Special
Target: Single
40D
No point in hoarding em! Choose a recovery item. Use the entire stock of that item on one target, recovering them for Value of Potion x Stock HP.
CoS: 100
Flashbang
Type: Reaction
Technique, Item
Trigger: An enemy attack misses you.
Use an item on the triggering enemy.
CoS: 100
Time of Need
Type: Support
Whenever an ally is KOed, your Speed Burst is refreshed. If you or an ally is in SoS, increase Speed Burst's effect to -30D.
Rainy Day
USING RAINY DAY: When you use a Rainy Day ability, you prepare a recovery effect. You can then activate that effect anytime you wish, like an "Anytime" Quick action! You can't carry charged Rainy Day abilities from battle to battle, but you can activate them right as the battle ends.
Recover
Type: Action
Support, Recovery, Rainy Day
Target: —
CT25 25D MP: 60
Activate "Recover" to restore 18 x WIL + d12 HP to one target.
CoS: 100
Mitigate
Type: Action
Support, Enhancement, Rainy Day
Target: —
CT5 45D MP: 60
Activate "Mitigate" to surround one target in a shield (1) - they reduce all incoming damage by 12 x WIL. If you activate Mitigate in response to an attack, it reduces damage from that attack.
CoS: 100
Saving Grace
Type: Action
Support, Recovery, Rainy Day
Target: —
CT40 20D MP: 90
Activate "Saving Grace" to restore 8 x WIL + d8 HP to your party. Saving Grace's effect applies with an x2 power multiplier to targets in SoS.
CoS: 100
Countermeasure
Type: Action
Support, Cleanse, Rainy Day
Target: —
CT30 10D MP: 80
When you activate "Countermeasure", choose a condition. Cleanse your entire party of that specific condition.
CoS: 100
Comeback
Type: Action
Support, Life, Rainy Day
Target: —
CT30 30D MP: 90
When you activate "Comeback", revive an ally with 15 x WIL + d12 HP and quicken them by -30D.
CoS: 100
Wheels in Wheels
Type: Passive
In your third battle and on since your last resupply, you may instantly cast a Rainy Day ability of your choice at the beginning of the battle.
Phase Two
Type: Quick
When Appropriate
Activate Phase Two after an enemy dies - your next Rainy Day ability is CT0. If you didn't kill the enemy, double that ability's cost.
Miracle
Type: Quick
When Appropriate
Activate Miracle after a target is healed. Double the healing to that target.
Don't Mind if I Do
Type: Passive
Whenever you activate a Rainy Day ability, quicken yourself by -10D.
Shadow Skill
USING SHADOWS: Shadow spells attack enemies by animating shadows. Shadow spells are triggered by actions. If an action which would activate a Shadow instead kills the target, the Shadow is stored instead, and will activate on the next chance it gets instead of being wasted.
Shadow
Type: Action
Spell, Shadow
Target: Single
CT15 35D MP: 60
You attach a Shadow to the target - the next time they damage an enemy, the shadow leaps out and attacks their target for 18 x MAG + d12 magical shadow damage. If the triggering action dealt more than 160 damage, Shadow gains a +30% damage bonus.
CoS: 100
Umbra
Type: Action
Spell, Shadow, Enhancement
Target: Single
CT15 35D MP: 60
The target's shadow grows fangs (3) - the bearer of the enhancement has they actions hasted by -5D, and whenever they damage an enemy, you can deliver a magical follow-up hit for 6 x MAG magical shadow damage to one of the struck targets.
CoS: 100
Mire
Type: Action
Spell, Shadow, Condition
Target: Single
50D MP: 60
A seething shadow appears beneath the target (4) inflicting 6 x MAG magical shadow damage to it at the end of each one of its turns. When it targets itself or an ally with a Support action, the shadow lashes out to strike one of the targets of that ability for 21 x MAG magical shadow damage, and the condition ends.
CoS: 100
Biteback
Type: Action
Spell, Shadow, Condition
Target: Single
CT15 35D MP: 60
Attaches a shadow to the enemy. The next time they inflict damage, the shadow lashes out and hits them for 18 x MAG + d12 magical shadow damage. If the enemy inflicted a condition with that action, the magic leaves them shadow-stained (4) - They take +30% magical damage.
CoS: 100
Cascade
Type: Quick
When Appropriate
Activate Cascade after damaging an enemy with a Shadow spell. Choose an ally you haven't cast a Shadow on this battle: They gain one instantly that follows up their next attack for 18 x MAG + d12 magical shadow damage.
All Directions
Type: Passive
When you build a chain of Shadow hits that were attached to different sources, each successive hit inflicts an additional stacking +30% damage. When the chain includes hits from the same source twice, the chain breaks and you gain no All Directions bonus to that final hit.
Night Vision
Type: Passive
You deal +30% physical damage to targets that you've dealt Shadow damage to since your last turn.
Revenge
Type: Reaction
Spell, Shadow
Trigger: You heal an ally that had 300 HP or less.
MP: 80
You cast out a shadow from the ally you healed, the last enemy that damaged them for 12 x MAG + d12 magical shadow damage.
CoS: 100
Force Skill
USING FORCE SKILL: All Force spells graze for x0.5 damage on a miss, and strike for x1.5 damage if the result check is between 1-25. Force spells benefit your next Force spell - you don't gain this benefit if you cast the same spell twice in a row.
Flying Edge
Type: Action
Spell, Force
Target: Single
CT15 35D MP: 50
You hurl a razor-sharp edge that slices into one enemy for 18xMAG+d12 magical damage. The MP cost of your next Force spell is halved.
CoS: 70
Flash Storm
Type: Action
Spell, Force
Target: Double
CT20 35D MP: 75
A sudden particle rain scours two enemies for 15xMAG+d10 magical damage. Improve all result checks made with your next Force spell by 25, after rolling.
CoS: 75
Corona Plume
Type: Action
Spell, Force
Target: Double
CT20 35D MP: 75
A burst of color explodes from beneath two enemies, dealing for 15xMAG+d10 magical damage. Reduce the CT of your next Force spell by 15.
CoS: 75
Stardust Factory
Type: Action
Spell, Force
Target: Group
CT20 40D MP: 120 Luck: 1
An explosion of stardust energy wracks the battlefield, striking for 18xMAG+d12 magical damage.
CoS: 50
Jackpot
Type: Quick
Before Acting
Your next Force spell marks surviving targets with a blossoming of light (2). When these enemies are slain, the attacker recovers one Luck.
Supernova
Type: Support
When your MP is below half, your Force magic does +20% damage.
Kaleidoscope
Type: Support
Whenever you inflict 200 physical damage to an enemy with a single action, your next Force spell is CT 0. If the CT is already 0, then it deals +30% damage instead.