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  1. == BASIC SKILLS: Fight, Magic Fight, Heal, Pass, Brave, Default, Interrupt
  2.  
  3. • Fight - 30p @ 100% (1T/3TP)
  4. [Use whatever weapon you have close at hand or just flail ineffectually in the direction of the enemy to VROMMM!!! SMSAHHH!!!!]
  5. • Brave (S/0TP)
  6. [Consume some of your latent energy to overextend and power immediate action. Consumes 5 Power from the user, but grants 1 TP. Can't be used to go into sub-100% Power.]
  7. • Default (S/2TP)
  8. [No other actions can be taken during the turn, but all damage you take is halved until your next turn comes up.]
  9. • Heal (1T/3TP)
  10. [Heals an allied unit for 25% of their maximum HP. You can even use this on downed allies!]
  11. • Pass (S/0TP)
  12. [The user readies themselves for future action. The turn ends immediately.]
  13. • Interrupt (Reaction/10TP)
  14. [(When you have 10TP...) In response to anything, immediately expend all of your TP as A-skills in any amount. However, any unused TP simply disappears.]
  15.  
  16. == TRUEBLADE (Battle Rhythm): Focus, Falcon Blade, Squall Blade, Horizon Blade, Nova Blade, Solar Blade, Lunar Blade, Astral Blade, Bladesong, Counter, Infinity Blade
  17.  
  18. • Battle Rhythm (Resource)
  19. [Gains 4% Power whenever connecting with a physical attack.]
  20. • Focus (S/1TP)
  21. [The power and accuracy of the user's next attack raise by 20%, but their focus on offense leaves them vulnerable and adds Defense Down.]
  22. • Falcon Blade - 30p @ {120%} x2 (1T/3TP)
  23. [A close-range attack that strikes twice. Nearly never misses.]
  24. • Squall Blade - 60p @ 100% (1T+/3TP)
  25. [A strong attack that cleaves through enemies. If the attack defeats a foe, choose another target and add 15 power.]
  26. • Horizon Blade - 30p @ 100% (1T/3TP)
  27. [A strike that hinders the opponent as it bolsters the user. Inflicts a chosen <stat> Down ailment on a target, while giving the user the corresponding <stat> Up.]
  28. • Nova Blade - 30p @ 90% (1T/2TP)
  29. [Super-quick opening attack, meant to expose a gap in the foe's guard. Inflicts Guard Break sometimes (25%), but also removes all effects that reduce damage from this attack.]
  30. • Solar Blade - 75p @ 100% (1T/3TP/15Light)
  31. [Strike aided by a holy light. Half of the damage dealt by this attack is restored to the user as HP.]
  32. • Lunar Blade - 75p @ 100% (1T/3TP/14Dark)
  33. [Strike aided by a cloying darkness. Ignores the target's defense.]
  34. • Astral Blade - 20p @ 100% (1T/2TP+)
  35. [A weak attack that enables further quick action. Additional hits can be added to this attack for 1TP. Each attack that connects increases the power of further hits by 5.]
  36. • Bladesong (Support)
  37. [Lowers the TP cost of 'Fight' by one. Additionally, whenever the user starts a turn with a levelled debuff, reduce its effects by one level.]
  38. • Counter (1TP/Reaction)
  39. [(When receiving direct, physical damage...) Retaliate with a 30-power attack with 100% accuracy.]
  40. • Infinity Blade (10TP)
  41. [A blade technique that transcends all limits. Choose one Trueblade attacking skill and double its power, then append any special conditions from another Trueblade attacking skill to it.]
  42.  
  43. == SENTINEL (Bulwark): Flint, Sap, Wilt, Break, Ground, Granite, Flower, Steel, Refresh, Rampart, Rebuke, Stonewall, Fortress
  44.  
  45. • Bulwark (Resource)
  46. [Gains 4% Power whenever using a skill involving a cooldown.]
  47. • Flint - 75p @ 100%, (0:*) (1T/3TP)
  48. [An attack adept at cutting stone and shields alike. Ignores defense and defensively-oriented reactions, like Block.]
  49. • Sap - 60p @ 100%, (0:*) (1T/3TP)
  50. [A lifeblood-draining strike. Shed blood nourishes the roots. Half of the damage dealt is restored to the user as HP.]
  51. • Wilt - 20p @ 100%, (0:*) (1T/3TP)
  52. [An attack that simulates the passing of the seasons. Withers an opponent's body, inflicting Attack Down and Defense Down.]
  53. • Ground - [?%], (0:*) (1T/3TP)
  54. [The power of gravity forces even the most lofty to their knees. Inflicts Stun on an opponent. Success rate is +25% for each living enemy.]
  55. • Granite (0:*) (1T/3TP)
  56. [Bolsters an ally with the strength of stone. As an A-skill, grants a 60-HP stoneskin. As part of a reaction, halves damage taken by all targets.]
  57. • Flower (0:*) (1T/3TP)
  58. [Life springs anew after the harshest winter. Restores 100 HP to a single target and completely removes one status ailment.]
  59. • Steel (0:*) (1T/3TP)
  60. [A defense that hardens when it's tempered. As an A-skill, grants both Safeguard and ADeath. As part of a reaction, one chosen target receives one level of Defense Up or Magic Defense Up for every 20 damage they take.]
  61. • Refresh (0:*) (S/ATP)
  62. [Time's passage brings about all things once more. Consumes all of the user's TP, plus ends all skill cooldowns of the user. However, each cooldown ended also eliminates 3% Power.]
  63. • Rampart (Support)
  64. [Hard armor, wrought from and bolstered by the earth. Completely nullifies critical hits, prevents the user from being sent Airborne, and prevents CT reduction.]
  65. • Rebuke (0:15) (1TP/Reaction)
  66. [(When the user or an ally is targeted by an attack...) The user responds to an offensive reaction in a variety of ways. Use any A-skill known by the user as part of this move, on either the caster or target of the triggering action.]
  67. • Stonewall (0:5) (1TP/Reaction)
  68. [(When an ally is targeted by a physical attack...) Jump in and take the attack in their place, shield raised high. Cuts received damage to 75%.]
  69. • Fortress (S/10TP)
  70. [All the weight of the world can't cause you to falter. The user becomes Invincible for 21 ticks. Additionally, for this time period, Stonewall has no TP cost, though it can still only be used once per triggering action.]
  71.  
  72. == TEMPLAR (Divine Right): Punishment, Denouement, Devastation, Retribution, Consecrate, Benediction, Blessing, Edify, Lux, Runic, Vae Victis
  73.  
  74. • Divine Right (Resource)
  75. [Gains 1% Power for each 20 HP healed via actions of the user's.]
  76. • Punishment - ?p @ 100% (1T/3TP)
  77. [Strikes down those with the audacity to stand. Base power is equal to the target's HP percentage minus 25.]
  78. • Denouement - ?p @ 100% (1T/3TP)
  79. [Dispenses justice to those with foul designs. Base power is equal to the target's current TP, times 12.]
  80. • Devastation - ?p @ 100% (1T/3TP)
  81. [Eliminates the heretical at the moment of truth. Base power is equal to the target's current CT.]
  82. • Retribution - ?p @ 100% (1T/3TP)
  83. [Destroys those who would harm the faithful. Base power is equal to the percentage of the user's missing HP.]
  84. • Consecrate (S/1TP)
  85. [In all things, justice will be done. The next attack by the user has its Magic Charge instantly converted into percentage-based healing at a 1:2 rate (so 40 points of charge would become 80% healing) and distributed to a single unit.]
  86. • Benediction (1T/2TP)
  87. [A blessing, granted to the faithful. Heals one ally by 25% of their maximum HP. Expending Magic Charge raises base power by 1 and removes one tick from a status ailment for every 1 spent.]
  88. • Blessing (1T/4TP)
  89. [Fills the air with holy energy. Heals the user's entire team by 25% of their maximum HP. Expending Magic Charge raises base power by 1 for every 2 spent, and grants one level of HP Regen for every 20.]
  90. • Edify (1T/3TP)
  91. [True believers will rise again, stronger than ever before. Revives a fallen ally with full HP and grants them Power Boost and Guard Boost. Expending Magic Charge gives the target extra CT upon revival, though they can’t go above 125.]
  92. • Lux (Support)
  93. [The power of spirit and resolve. Whenever the user deals damage or takes damage from any source, they gain half that amount as Magic Charge.]
  94. • Runic (0:10) (Reaction/1TP)
  95. [(When a magic attack is used by an enemy...) Attempts to absorb a casted spell into the sword with 50% chance of success. If successful, the spell is canceled, and the MP used is absorbed as magic charge.]
  96. • Vae Victis - 120p @ 100% (1T/10TP)
  97. [Obliterates an enemy. Causes instant death to any enemy without resistance to it. Half of the damage done by this attack is recovered by all allies, and any downed allies are revived.]
  98.  
  99. == FATESPINNER (Destiny Thread): Bolster, Reinforce, Nurture, Inspire, Imprint, Sever, Distort, Prescience, Fateseal, Resonance of Fate
  100.  
  101. • Destiny Thread (Resource)
  102. [Gains 2% Power whenever the user utilizes a status effect.]
  103. • Bolster (1T/2TP)
  104. [Adds levels of any <stat> Up effect. Roll d100 to determine how many: 1-30: One. 31-70: Two. 71-90: Three. 91-100: Four.]
  105. • Reinforce (1T/3TP)
  106. [Adds one level of any <stat> Up effect to the user's entire team.]
  107. • Nurture (1T/2TP)
  108. [Restores d100 HP to the target. One-fourth of the rolled value is subtracted, in ticks, from any status ailments the target has in any combination.]
  109. • Inspire (1T/4TP)
  110. [Adds one of Quick, Power Boost, or Guard Boost to a single target.]
  111. • Imprint (1T/3TP)
  112. [Copies one status change from one unit to another.]
  113. • Sever (1T/3TP)
  114. [Causes instant death with 60% chance of success. If it fails, halves the remaining duration of all of the target’s status effects.]
  115. • Distort - ?m @ 100% (1T/3TP)
  116. [A magical attack. Base power is equal to the accuracy roll. Inflicts a random status ailment.]
  117. • Prescience (Support)
  118. [Contains four 1d100 rolls at the start of battle. These rolls may be used in place of any d100 roll concerning the user, but must be declared before a check is rolled.]
  119. • Fateseal (0:10) (Reaction/1TP)
  120. [(When any result is randomly generated...) Forces the reroll of a single random element.]
  121. • Resonance of Fate (10TP)
  122. [The most powerful bonds are forged in battle. Divide 10TP up between any of your allies; they must use this TP immediately, or it is lost. For each separate ally given TP by this move, the user obtains one new Prescience number.]
  123.  
  124. == CELESTIAL (Divinity): Rosary Chain, Glaive Smash, Reflector Cut, Power Slash, Fireburst, Thunderstorm, Blizzard, Galestorm, Rejuvenate, Godhood, Strikeback, Veil of Mist
  125.  
  126. • Divinity (Resource)
  127. [Gains 2% Power for each unused TP at the end of a turn.]
  128. • Rosary Chain - 15p @ 80% x? (1T/?TP)
  129. [An insanely quick lashing attack. Number of hits is equal to the TP spent on the move times 2.]
  130. • Glaive Smash - 60+?p @ 80% (1T/3+?TP)
  131. [An overhand powerful slash. Ignores defense and breaks defensive barriers. Additional TP spent raises the power of the move by 30.]
  132. • Reflector Cut - 30p @ 100% x? (1T/?TP)
  133. [A divine, slicing mirror. Hits a number of times equal to the TP spent. Raises the success rate of the user's reactions by 10% for each TP spent, until their next turn.]
  134. • Power Slash - 60p @ 110% (MT/3+?TP)
  135. [Cuts at enemies with an overworldly blade. Ignores evasion. Can be freely multitargeted, but loses 10% accuracy for each target. Additional TP spent raises the move's accuracy by 20%.]
  136. • Fireburst - 60+?m @ 100% (3T/3+?TP)
  137. [Sets off a volatile explosion in the vicinity of up to three enemies. Might cause Attack Down (25%) or Defense Down (25%). Attack power and status ailment chances both increase by 25% for each additional TP spent.]
  138. • Thunderstorm - 45m @ 100% x? (?/3+?TP)
  139. [A roiling thunderstorm. Number of hits is equal to the amount of opponents, plus the amount of additional TP spent on this move. Targets randomly.]
  140. • Blizzard - 90m @ 85+?% (1T/3+?TP)
  141. [Lances of ice pierce one opponent. Might add Speed Down (25%), Defense Down (25%), or Magic Defense Down (25%). Additional TP spent raises both the accuracy and status ailment chances by 20%.]
  142. • Galestorm - 30m @ {120%} x? (MT/?TP)
  143. [A series of weak attacks that hits equal to the amount of TP spent. Can freely multitarget, ignores evasion and reactions.]
  144. • Rejuvenate (1T/?TP)
  145. [For each TP spent, heals the target for 25% or lowers the duration of a status ailment by 10 ticks or 50%, whichever is more.]
  146. • Godhood (Support)
  147. [User gains Bubble status at the beginning of battle. This Bubble refreshes itself whenever the user scores five or more hits in a single turn.]
  148. • Strikeback (1TP/Reaction)
  149. [(When targeted by a physical attack...) Completely blocks an incoming attack and counter-attacks with Fight. 25% chance of success.]
  150. • Veil of Mist (10TP)
  151. [For 21 ticks, all enemies are Paralyzed. Additionally, for this time period, the TP cost of all allies' reactions is reduced by 1. This effect can bring this cost to zero.]
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