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.
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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





