Lunar Mecha Skill Document (v1.3)

Changelog

Introduction

This file lists all the canonical skills available to PCs in Lunar Mecha. I'm entirely amenable to working with people to hammer out oddball specialty skills, and with the GM's permission you could do so without me, but keep in mind as you read this that any common RPG power omitted from this list (e.g. stealing) is probably missing because I don't want it in the system.

The skill groups provided are intended to be exhaustive, and I strongly encourage people to use them if at all possible, but new skill groups aren't out of the question; you'll just have to decide where the existing skill templates fit in them.

The skills in this list have been given highly generic names to make them easy to find and grasp. Characters who learn them get to invent their own names for them, though you should remember what the "ordinary" name is in case it needs to be looked up..

Skill Descriptors

Type
The type of the skill. Either Spell, Action, Mod, Reply, or Special. Mods are further divided by the type of sction they modify (Mod Attack, Mod Spell, etc), with "Mod Any" being an effect that can alter any action. Replies are designated as either pre or post.

Area
The region targeted by the skill. Either S (Single target), L (one Line), P (one Party), U (User only), UL (User's Line), UP (User's Party), or G (Global -- both parties). If you've taken the "Self" Focus, all the skills in that group are downgraded to U, though range extenders may be able to make them UL or UP. The area of a Mod is always S or U, and determines whether it can be used on anyone or just you. A Reply's area determines how many allies you can use it for simultaneously.

MP
The MP cost of the skill.

Groups
A list of the groups this skill can be part of, along with its rank in those groups. Some stuff can modify the rank -- this is covered later in this file.

PL
The Power Level of the skill. Only applies to Spell- and Action-type skills.

Form Up
Higher forms of the skill. Usually these improve either Area or PL and increase MP cost. Sometimes a skill has multiple "paths" of form ups; for example, you could either improve the range or improve the power. In this case you have to pick one and stick with it; you can't mix and match.

Keywords

These terms appear in some skill descriptions.

Mecha: The skill can normally only be used in mecha. It does not require any special Features to be used while piloting, and it is independent of location and thus cannot be disabled by any kind of Break Effect.
Repair: The skill revives, cures, or restores HP to mecha and other magitech devices. Unless otherwise stated, it can heal living beings as well. Only things with this property can revive, cure, or heal mecha.
Close: The attack is close-range. Assuming you use it to target an enemy, it can only be used from the front row and only on someone in the enemy front row (or the entire enemy front row, if L-range). Any attack that is not close is Ranged by default.
Accurate: The target's evasion stat is halved when determining if the attack misses, hits or criticals.
Flawless: The target's evasion stat is dropped to 0 when determining if the attack misses, hits or criticals.
Shatter: The attack treats all defense ratings of greater than 0 as 0.
Final: Replies cannot be used in response to the ability or modified action.
Pre: A pre Reply is declared before the action to which it is replying has resolved.
Post: A post Reply is declared after the action to which it is replying has resolved.
No Extend: The skill can't have its area of effect extended by any means.
Gambit-OK: The skill can be activated as a Gambit (characters with the Gambit Use Edge can automatically use one such skill at the beginning of combat for double its usual cost).

Learning Skills

Characters learn skills by spending SP, the same way they pick up Supermoves and additional Edges. Purchasing a new skill costs 10 SP. This gives you the basic form of the skill. Some skills can also be "formed up" to more advanced versions. Each time you form up a skill, it costs an additional 10 SP. If a skill isn't in one of your "natural" groups, both buying the skill originally and forming it up cost 20 SP.

Skill Groups and Rank

You can't just cherry-pick all the skills you want. Each skill has a list of groups and ranks. For example, the Spell-to-Action Shift skill has the groups/ranks listing "Arcane 0, Trickery 1, Tactics 2". That is to say, it's Rank 0 in the Arcane skill group, Rank 1 in the Trickery skill group, and Rank 2 in the Tactics skill group. You can't learn it as a part of any other groups.

So what does that mean? Well, if you want to learn this skill, you first need to decide which of the three legal groups you want it to be a part of. Which one you choose doesn't affect the way it works for the most part, so if you're a natural in one of those groups you should probably pick that one. However, the Rank in each group is significant. You can only learn a skill in a given group after learning a number of other, different skills in that group equal to its Rank. So you could learn this with no prerequisites as part of Arcane, but if you learned it as part of Trickery you'd need one other Trickery skill, and if you learned it as part of Tactics you'd need two other Tactics skills. Fancy skills and skills that are somewhat out-of-theme for a given group have a high Rank, so you can only learn them once you've already committed to the group.

Note that if you learn Skill-to-Action Shift (or whatever) as part of the Arcane group, it doesn't count as a prerequisite toward Trickery or Tactics skills. Its basic skill template can be associated with any of the three, but when you learn it you "lock it in" as part of a particular group.

Although you can learn skills that don't belong to any of your natural skill groups at double the cost, you still have to take them as a part of a particular group -- just because they're outside your area of expertise doesn't mean you can take them as "floating" skills. For example, suppose I want to learn Spell-to-Action Shift but I'm not a natural in any of its three associated groups. I have to pick some group to take it in, and I still have to obey Rank restrictions in that group, so since every out-of-type skill costs double I should probably take it in Arcane, where it has no prerequisites. If I wanted to take it in, say, Trickery, I'd have to take some other Trickery skill first to meet the prerequisite, and that'd be doublecosted as well. Of course, if there's some rank 0 Trickery skill I want, maybe that's not so bad an idea.

Forming Up

As mentioned above, you can Form Up many skills to make them stronger. Forming Up a skill by one "level" costs as much as buying a new skill in the same group -- 10 SP for natural groups and 20 SP otherwise. A formed-up skill still counts as a single skill for the purposes of Rank prerequisites, but forming stuff up doesn't have further prerequisites itself. When you Form Up a skill, you can no longer use the original, weaker version. Since higher-Form skills almost always cost more MP, you shouldn't rush to get them too early.

At the bottom of each skill description you'll see a listing of the different form-up paths that skill can take. Some paths let you form things up twice while others only let you do it once. Certain skills can be formed up in many different ways while others can't be formed up at all. For example, your basic Fire Blast skill has two Form Up paths -- you can either raise its power, or its area of effect. The catch is that you can only pick one path. You can raise its power twice, or raise its area twice, but you can't raise its power and its area.

Skipping Redundant Forms

The information above outlines the structure of skill learning. This section and the next give you the weird exceptions. First of all, redundant skill forms! If you're learning a skill (either as a new skill or by forming up an old one) that is identical to one you already have or have had in the same skill group, you can "jump" right to the lowest form of that skill that doesn't replicate something you've already learned. If there are multiple form paths you can pick one.

An example will illustrate. As I mentioned above, Fire Blast can be formed up in either the "hits more people" direction or the "does more damage" direction, but not both together. Maybe I want both a Fire Blast that does a bit of damage to an entire party and another one that does a ton of damage to one guy. For the sake of discussion, let's say I start out with the first one. Now, what I have to do is buy a bottom-tier Fire Blast -- minimal damage, one target -- and form it up to Line Area, then form it up again to Party Area.

Now, here's the interesting part. I want to get another bottom-tier Fire Blast with the intent of then taking it down the other form-up path. Normally I'd buy the ability for 10 SP, then form it up twice for another 20 SP. However, I've already had a single-target, low-power Fire Blast ability in the same skill group, so I get to skip right past that to the second form, all for my initial 10 SP investment. In this case, I get to jump right to the moderate-power version, so these two abilities end up only costing me 50 SP total rather than 60.

I hope that's clear. If you're confused about it, have a talk with me.

Branching Skills

For a few very fundamental skills like healing and direct damage, there are not only the normal versions but also innately broader-area versions that are available later. These are part of a subclass of "branching" skills -- bottom-tier skills that mimic the effect of other, formed-up skills. For example, you can get a spell that only cures physical Status Effects and then form it up to cure all Status Effects, or you can get a branching that cures all status effects from the get-go.

Let's look at Fire Blast again for an example. Suppose you have the Fire skill group and you want a Fire Blast skill that hits an entire party, like we discussed above. You can take the normal Fire Blast skill (which is Rank 0 in Fire) and form it up twice. This costs you 30 SP and the final skill takes 36 MP to cast. Alternatively, you can take the branching, Fire Blast (Party) (which is Rank 4 in Fire). This skill starts at party-area, so you can conserve SP, and because you didn't form up the spell to improve its area you can still take it down the "more powerful" form-up path, allowing for a spell that hits everyone and does tons of damage. Aside from the increased Rank, however, this skill has an increased cost: the base (low-power) version, which is otherwise identical to the 36-MP version, costs a whopping 52 MP! You have to decide whether the extra SP are worth the MP cost. Of course, you only have this option for a handful of spells -- most spells have branchings!

Now, here's where it gets a bit tricky. Skipping redundant forms applies to branching too. Let's say I have a normal, bottom-tier Fire Blast skill, and I take it up to low power/Party Area with Form Ups. If I now want to get the branching Fire Blast (Party) skill, I can hop right to its second (moderate-power) form since I already have a low-power, party-area Fire Blast skill. This would apply if I were getting Fire Blast (Line), too, since although I no longer have the line version, I did have it at one point.

This last concept is the most complex one. As I said before, if you're not totally sure what I'm getting at, chat me up on IRC or email me or whatever.


Index by Effect

Direct Damage, Impairment and Negative Effects, Healing, Healing (Mechanical), MP Alteration, Curative, Beneficial, Universal Modifiers, Spell Enhancers, Attack Enhancers (General), Attack Enhancers (Side Effects), Attack Enhancers (Oddball), Free Action, Equipment-Based, Item-Based, Awareness and Insight, Morale and Teamwork, Defensive Pre-Replies, Mitigation Post-Replies, Countermove Post-Replies, Oddball Replies, Reply Alteration

Skill Groups

UNIVERSALFIREWATER
0: Type Expertise (Uncommon/Rare), Spell Aim, Held Reply
1: Type Expertise (Common), Spell Enhance, Lasting Reply
2: Type Expertise (Ubiquitous), Spell Extend
3: Spell Fusion
4: Overwhelming Spell
5: Decisive Spell
0: Fire Blast, Fire Force, Fire Strike, Negate Fire
1: Summon Fire [Weapon], Counterattack, Provoke, Provocative Attack
2: Fire Blast (L), Add Attack Up, Add Taint, Taint Attack, Hot Blood
3: Heaven/Hearth/Fury Shield, Add Temper, U. Counterattack
4: Fire Blast (P)
0: Water Blast, Water Force, Water Strike, Negate Water
1: Summon Water [Weapon], Close Wounds, Also Move
2: Water Blast (L), Add Bind, Bind Attack, Item Enhance, Double Recovery
3: Geo/Storm/Grace Shield
4: Water Blast (P), Drain Attack, Item Reply
5: Life Drain, Regrowth
EARTHAIRNATURE
0: Earth Blast, Earth Force, Earth Strike, Negate Earth
1: Summon Earth [Weapon], Expert Resist, Guts, Close-Range Spell
2: Earth Blast (L), Add Protect, Add Petrify, Petrify Attack, Stone Defense
3: Geo/Hearth/Fury Shield, Negate Physical
4: Earth Blast (P)
0: Air Blast, Air Force, Air Strike, Negate Air, Distant Attack
1: Add Evade Up, Summon Air [Weapon], Sudden Range, Line Up Targets
2: Air Blast (L), Add Addle, Addle Attack
3: Heaven/Storm/Grace Shield, Rout, Expert Dodge
4: Air Blast (P)
5: Steal Enhancement
0: Nature Blast, Nature Force, Nature Strike, Negate Nature, Survival
1: Summon Nature [Weapon], First Aid, Restore Frame, Organic Life Up
2: Nature Blast (L), Add Poison, Poison Attack
3: Geo/Hearth/Grace Shield
4: Nature Blast (P), Add Unity
5: Modify for Machine, Mech Life Up
6: Organic Soul
THUNDERLIGHTDARKNESS
0: Thunder Blast, Thunder Force, Thunder Strike, Negate Thunder, Enhanced Critical, Act First
1: Add Hit Up, Summon Thunder [Weapon], Crippling Attack, Weapon-Based Aim
2: Thunder Blast (L), Add Stun, Stun Attack, Add Break Effect
3: Heaven/Storm/Fury Shield
4: Thunder Blast (P)
5: Heal Machine
6: Machine Soul
0: Light Blast, Light Force, Light Strike, Negate Light, Analyze
1: Summon Light [Weapon]
2: Light Blast (L), Add Blind, Blind Attack
3: Add Forcefield, Heaven/Hearth/Grace Shield
4: Light Blast (P), Ward Break Anyone
0: Darkness Blast, Darkness Force, Darkness Strike, Negate Darkness
1: Summon Darkness [Weapon]
2: Darkness Blast (L), Add Wisdom Up, Add Sleep, Sleep Attack
3: Geo/Storm/Fury Shield
4: Darkness Blast (P), Instant Death
5
6: Instant Death (L)
7
8: Instant Death (P)
ELEMENTALBLASTBLIGHT
0: [Element] Force, Random Force, [Element] Strike, Negate [Element]
1
2: Summon [Element] [Weapon], [Any] Shield, Resist Pure, Random Blast
3: [Element] Blast
4: Pure Force, Pure Strike, Any-Element Strike, Summon Pure [Weapon], Random Blast (L)
5: [Element] Blast (L)
6: Random Blast (P)
7: [Element] Blast (P)
0: [Element] Blast, Physical Blast, Random Blast
1
2: [Element] Blast (L), Physical Blast (L), Random Blast (L), Soul Damage
3: [Element] Blast (P), Physical Blast (P), Random Blast (P)
4: Pure Blast, Life Drain, Instant Death
5: Pure Blast (L), Instant Death (L)
6: Pure Blast (P), Instant Death (P)
0: Add [Status], Add Random Effect, Add [Break], [Status] Attack, [Random Effect] Attack, Crippling Attack
1: Provoke, Provocative Attack
2: Excise Effect, Rout, Project Impairments
3: Dispel, Soul Damage
4: Death Strike, Instant Death, Ward Break Anyone
5: Instant Death (L)
6: Instant Death (P)
HEALINGBLESSARCANE
0: Sacrifice Life, Soul Transfer, Phys/Ment Cure, [Status] Cure, Restore Frame, Item Enhance, Second Wind, First Aid, Wild Regen
1: Heal, Enhance Recover, Uncripple, Close Wounds, Double Recovery
2: Heal Machine, Revive, Cure, Organic Life Up, Take Impairments, Regrowth
3: Heal (L), Total Uncripple, Also Use Item, Item Extend, Item Reply
4: Heal Machine (P), Life Drain, Mech Life Up
5: Heal (P), Absorb Magic
6: Heal Machine (P)
0: Phys/Ment Cure, [Status] Cure, Add Hit Up, Add Evade Up, Rally
1: Uncripple, Add Attack Up, Add Wisdom Up, Add Protect, Add [Any] Shield,
2: Add Temper, Add Forcefield, U. Held Reply
3: Cure, Total Uncripple, Add Unity, U. Lasting Reply, Project Enhancements
4: Willfulness, Double Recovery, Take Impairments
5: Machine Soul, Organic Soul
0: Rapid Recharge, U. Spell Aim, Spell-to-Action Shift, Physical Strike, Soul Transfer
1: U. Spell Enhance, Add Taint, Magic Strike
2: Excise Effect, Physical Force, Weapon-Based Aim, Reflect Magic
3: U. Spell Extend, Dispel, Soul Damage, Soul Steal, Ward Break Anyone
4: U. Spell Fusion, U. Overwhelming Spell, Counterspell, Copy Spell
5: U. Decisive Spell
6: Absorb Magic
LIFEMINDTIME
0: Sacrifice Life, Add Poison, Phys Cure
1: Add Blind, Add Bind, Poison Attack, Second Wind
2: Add Petrify, Blind Attack, Bind Attack, Expert Resist, Close Wounds, Wild Regen
3: Heal, First Aid, Petrify Attack, Life Drain, Drain Attack, Organic Life Up
4: Modify for Machine, Double Recovery, Regrowth
5: Heal (L), Revive
6
7: Heal (P)
0: Soul Transfer, Add Addle, Ment Cure, Add Wisdom Up, Analyze
1: Add Sleep, Add Stun, Addle Attack, Provoke, Soul Damage, U. Spell Enhance
2: Add Taint, Sleep Attack, Stun Attack, Magic Strike, Expert Resist, Also Reform
3: Taint Attack, Add Unity, Add Forcefield, Counterspell
4: Reflect Magic, Copy Spell, Rout
0: Accurate Attack, Act First, Transfer Action
1: Add Stun, Add Evade Up, U. Spell Aim, Also Move
2: Expert Dodge
3: Add Stone, Interrupt
4: U. Spell Fusion, Instant Death, Reorder
5: Dispel, Retroactive Reply
6: Instant Death (L) , Reroll
7
8: Instant Death (P)
SPACESTRENGTHPRECISION
0: Distant Attack, Line Up Targets
1: Also Move, Reinforce, Sudden Range
2: Use Item Remotely, Even Chance Defense
3: Add Forcefield, Wide Attack, Wide Attack (w/crit), Expert Dodge
4: Physical Blast, U. Spell Extend
5
6: Physical Blast (L), Pure Blast
7
8: Physical Blast (P)
0: Add Attack Up, Strong Attack, Close-Range Spell
1: U. Spell Enhance, Hot Blood
2: Add Temper, Guts, Crippling Attack
3: U. Overwhelming Spell, Overwhelming Attack, Death Strike
4: Pure Strike, Decisive Attack, Breakage Will
5: U. Decisive Spell
6: Dispel
0: Add Hit Up, Weapon-Based Aim, Accurate Attack, Enhanced Critical, U. Spell Aim
1: Crippling Attack, Line Up Targets
2: Death Strike, Precision Attack
3: Excise Effect, Type Expertise (Any), Counterattack, Overwhelming Attack, U. Overwhelming Spell
4: Rout
5: U. Counterattack
6: Reroll
DEFENSESPEEDASSIST
0: Add Evade Up, Negate [Element], Reinforce, Guts
1: Add Protect, [Any] Shield, Provoke, Expert Resist, Cover
2: Add Forcefield, Also Defend, Negate Physical, Sudden Range, U. Held Reply
3: Auto Intercept, Resist Pure, Expert Dodge, Reflect Magic, Prevent Breakage, U. Lasting Reply
4: Also Recover, Risky Guard
5: Stone Defense
6: Absolute Defense
0: Add Evade Up, Rapid Recharge, Rapid Reload, Outmaneuver, Quick Draw, Also Move, Act First
1: Sudden Range, Emergency Action
2: Quick Change, Expert Dodge, Also Reform
3: Also Use Item, Also Recover, Interrupt
4: Death Strike, Precision Attack, Decisive Attack
5: U. Decisive Spell
0: [Status] Cure, Rally, Transfer Action, Also Reform, U. Spell Aim
1: Sacrifice Life, Soul Transfer, Phys/Ment Cure, Uncripple, U. Spell Enhance, Cover
2: First Aid, Add Unity, Item Enhance, U. Held Reply, Close-Range Spell
3: Auto Intercept, Also Use Item, U. Spell Extend, U. Lasting Reply, Use Item Remotely
4: Heal, Cure, Total Uncripple, Item Extend
5: Willfulness
6: Revive
COURAGEINSTINCTMECHANIC
0: Restore Frame, Expert Resist, Reinforce, Survival, Guts, Second Wind
1: Wild Regen, [Status] Cure, Also Recover, Negate [Element], Close Wounds, Counterattack
2: Enhance Recover, Uncripple, Also Defend, Negate Physical
3: Phys/Ment Cure, Resist Pure, Expert Dodge, Prevent Breakage, U. Counterattack, Breakage Will
4: Absorb Magic, Reflect Magic, Risky Guard
5: Total Uncripple, Stone Defense
6: Heal, Heal Machine, Absolute Defense
0: Act First, Analyze
1: Add Evade Up, Add [Break], Expert Resist, Survival, Enhanced Critical
2: Add Hit Up, Expert Dodge, Even Chance Defense, Sudden Range, Counterattack
3: Auto Incercept, Emergency Action
4: Type Expertise (Any), U. Counterattack
5: Add Unity, Ignore Certainty, Interrupt
6: Retroactive Reply
0: Enhance Recover, Rapid Recharge, Restore Frame
1: Heal Machine, Uncripple, Rapid Reload, Close Wounds, Also Recover
2: Total Uncripple, Reinforce, Prevent Breakage, Mech Life Up, Crippling Attack, Use Item Remotely, Take Impairments
3: Heal Machine (L), Modify for Machine, Organic Life Up, Double Recovery
4: Add Protect, Machine Soul, Organic Soul, Item Reply, Breakage Will
5: Heal Machine (P)
6: Heal
SOCIALTRICKERYCHANCE
0: Add Addle, Provoke, [Status] Cure, Rally, Transfer Action
1: Add Sleep, Provocative Attack, Also Reform, Guts
2: Add Hit Up, Add Evade Up, Hot Blood, Second Wind
3: Add Attack Up, Add Wisdom Up, Add Unity, Survival
4: Willfulness
5
6: Reorder
0: Add Evade Up, Provoke, Provocative Attack
1: Spell-to-Action Shift, Outmaneuver, Even Chance Defense
2: Add Blind, Blind Attack, Sudden Range, Counterattack
3: Rout, Add [Break], Steal Enhancement
4: Add Poison, Poison Attack, Reflect Magic, U. Counterattack
5: Ignore Certainty
0: Wild Regen, Random Force
1: Even Chance Defense, Add Random Effect, [Random Effect] Attack
2: Random Blast, Risky Guard
3: Ignore Certainty, Reroll
4: Random Blast (L)
5
6: Random Blast (P)
SYMPATHYTACTICSPANOPLY
0: Sacrifice Life, Soul Transfer, Rapid Recharge
1: Drain Attack, Project Impairments, Take Impairments
2: Life Drain, Cover, Project Enhancements, Steal Enhancement
3: Add Unity, Absorb Magic, Breakage Will
4: Soul Steal, Auto Intercept, Reflect Magic, Copy Spell
0: Provoke, Also Move, Also Reform, Transfer Action, Analyze, Line Up Targets
1: Provocative Attack, Outmaneuver, Rally, Crippling Attack
2: Spell-to-Action Shift, Act First, Add Unity, Rout, Cover
3: Auto Intercept
4: Type Expertise (Any), Interrupt, Reorder
5: Willfulness
0: Restore Frame, Distant Attack, Quick Draw, Rapid Reload, Item Enhance
1: Rapid Recharge, Summon [Element] [Weapon], Quick Change
2: Also Use Item, Item Extend, Use Item Remotely, Item Reply
3: Add Temper, Summon Pure [Weapon], Item Duplicate
4: Prevent Breakage
WEAPON (ANY)WEAPON (ROUNDED)WEAPON (BRUTAL)
0: Distant Attack, [Element] Strike, Physical Strike, Quick Draw, Rapid Reload
1: Strong Attack, Summon [Element] [Weapon] (appropriate type)
2: Counterattack
3: Weapon-Based Aim, Accurate Attack, Wide Attack, Magic Strike, Summon [Element] [Weapon] (inappropriate type), Summon Pure [Weapon] (appropriate type)
4: Stun Attack, Crippling Attack
5: Death Strike, U. Counterattack
6
7: Pure Strike, Physical Blast, Drain Attack
8: Soul Steal
0: Strong Attack, Accurate Attack
1: Counterattack
2: Wide Attack, Stun Attack, Magic Strike
3: Precision Attack, Universal Counterattack
4: Physical Blast, Soul Steal, Wide Attack (w/crit)
5: Overwhelming Attack

(plus the skills from Weapon (Any))

0: Strong Attack, Stun Attack
1: Addle Attack, Enhanced Critical, Crippling Attack
2: Death Strike
3: Wide Attack (w/crit), Overwhelming Attack
4: Decisive Attack

(plus the skills from Weapon (Any))

WEAPON (DEFENSIVE)WEAPON (ELEGANT)WEAPON (FAST)
0: Provocative Attack, Guts
1: Blind Attack, Counterattack
2: Wide Attack, Also Defend, Negate Physical, U. Counterattack
3: Drain Attack, Crippling Attack
4: Decisive Attack

(plus the skills from Weapon (Any))

0: Bind Attack, Addle Attack, Provocative Attack
1: Weapon-Based Aim, Outmaneuver, Crippling Attack
2: Accurate Attack, Wide Attack, Wide Attack (w/crit), Magic Strike, Precision Attack
3
4: U. Counterattack
5: Overwhelming Attack

(plus the skills from Weapon (Any))

0: Accurate Attack, Enhanced Critical, Outmaneuver
1: Poison Attack, Crippling Attack
2: Death Strike
3: Wide Attack (w/crit), Precision Attack, U. Counterattack
4: Overwhelming Attack, Interrupt

(plus the skills from Weapon (Any))

WEAPON (MYSTIC)WEAPON (SHOT)SPECIAL CASES
0: Taint Attack, [Random Effect] Attack
1: Weapon-Based Aim
2: Physical Blast, Sleep Attack
3
4: Soul Steal, Pure Strike, Petrify Attack
5: Physical Blast (L)
6
7
8: Physical Blast (P), Pure Blast

(plus the skills from Weapon (Any))

0: Weapon-Based Aim, Accurate Attack, Enhanced Critical, Point Blank Shot
1: Poison Attack, Magic Strike, Counterattack
2: Wide Attack, Wide Attack (w/crit), Outmaneuver, Precision Attack, U. Counterattack
3: Sleep Attack
4: Decisive Attack, Also Defend

(plus the skills from Weapon (Any))

Blast Plus Effect: Combine a direct damage (Element/Pure/Physical/Random Blast) spell with a status effect. Rank is +1 if the status effect matches the blast element, +3 otherwise.

Multiple Blessings: Combine more than one boost effect in a single spell. The skill group must possess all the individual effects. Rank is +(1 + # effects combined).

Skills: Direct Damage

[Element] Blast
Type: Spell   PL: 2   Area: S   MP: 12 if elemental/Physical, 16 if Pure
Groups:
  • [Element] 0, Blast 0, Elemental 3 (if elemental)
  • Blast 0, Weapon[Any] 7, Weapon[Rounded] 4, Weapon[Mystic] 2, Space 4 (if Physical)
  • Blast 4, Weapon[Mystic] 8, Space 6 (if Pure)
Deals [Element] damage.

Notes: Assuming the spell is one of the eight conventional elements, it is Rank 0 in the group matching its element and is not in any other element groups.

Form Up: Area L, 24 MP (or 32 if Pure) / Area P, 36 MP (or 48 if Pure)
Form Up: PL 4, 24 MP (or 32 if Pure) / PL 6, 36 MP (or 48 if Pure)

[Element] Blast (Line)
Type: Spell   PL: 2   Area: L   MP: 32 if elemental/Physical, 42 if Pure
Groups:
  • [Element] 2, Blast 2, Elemental 5 (if elemental)
  • Blast 2, Weapon[Mystic] 5, Space 6 (if Physical)
  • Blast 5
Deals [Element] damage.

Notes: Assuming the spell is one of the eight conventional elements, it is Rank 2 in the group matching its element and is not in any other element groups. This spell is a branching of the normal [Element] Blast spell.

Form Up: PL 4, 64 MP (or 84 if Pure) / PL 6, 96 MP (or 126 if Pure)

[Element] Blast (Party)
Type: Spell   PL: 2   Area: P   MP: 52 if elemental/physical, 70 if Pure
Groups:
  • [Element] 4, Blast 3, Elemental 7 (if elemental)
  • Blast 3, Weapon[Mystic] 8, Space 8 (if Physical)
  • Blast 6
Deals [Element] damage.

Notes: Assuming the spell is one of the eight conventional elements, it is Rank 4 in the group matching its element and is not in any other element groups. This spell is a branching of the normal [Element] Blast spell and/or the [Element] Blast (Line) spell.

Form Up: PL 4, 104 MP (or 140 if Pure) / PL 6, 156 MP (or 210 if Pure)

Random Blast
In addition to the eight normal elements, Physical, and Pure, you can take the three Direct Damage spells listed above as random-element. In this case one of the normal eight elements is selected at random. The element is not chosen until the spell hits, so targets must choose pre Replies before they know which it will be. A single element applies to the entire spell if multiple targets are hit.

Groups:

  • Blast 0, Elemental 2, Chance 2 (normal version)
  • Blast 1, Elemental 4, Chance 4 (version that starts at L area)
  • Blast 2, Elemental 6, Chance 6 (version that starts at P area)

Cost Adjustment: The normal version costs 10/20/30, the version that starts with L area costs 28/56/84, and the version that starts with P area costs 48/72/144.

Blast Plus Effect
You can have any of the Direct Damage spell types listed above with a secondary effect added on. The spell has to be purchased this way to begin with. If the damage spell hits, the effect is rolled separately at PL 0, just as though a separate PL 0 blight spell were being used on everyone the original blast hit. The effect is always rolled at PL 0 no matter what the PL of the damage is.
The cost of the base spell is increased by a different amount depending on its area. If you form up the area, the new, higher cost increase is used.

Cost Increase (S-area): +3 for Random, +4 for Stun, Addle, Blind;   +6 for Poison, Bind, Taint, Sleep;   +8 for Stone.
Cost Increase (L-area): +6 for Random, +8 for Stun, Addle, Blind;   +12 for Poison, Bind, Taint, Sleep;   +16 for Stone.
Cost Increase (P-area): +9 for Random, +12 for Stun, Addle, Blind;   +18 for Poison, Bind, Taint, Sleep;   +24 for Stone.
Rank Increase: If the spell is elemental and the status effect is the one associated with that element, the combined effect is only +1 Rank. Otherwise it's +3 Rank. Add Random Effect and Random Blast go together, while all other effects are considered inappropriate for Random Blast and Add Random Effect is considered inappropriate for all other elements. When using Random Blast Plus Random Effect, roll once and use the effect associated with that element (Thunder/Stun, Dark/Sleep, etc).

Instant Death
Type: Spell   PL: 4   Area: S

MP/Groups:

  • Normal version: MP 18;   Blast 4, Blight 4, Time 4, Dark 4
  • Version that starts at L-area: MP 48;   Blast 5, Blight 5, Time 6, Dark 6
  • Version that starts at P-area: MP 78;   Blast 6, Blight 6, Time 8, Dark 8

Resolve as an attack spell; it does no damage, but if it could do enough damage to kill before accounting for defense, the enemy falls to 0 HP.

Notes: This isn't actually damage, it just changes your HP value. The form ups that increase range can only be had by the normal version, not the branchings.

Form Up (normal version only): Area L, 36 MP / Area P, 54 MP
Form Up: PL 6, *2 base cost / PL 8, *3 base cost

Life Drain
Type: Spell   PL: 0   Area: S   MP: 12
Groups: Sympathy 2, Life 3, Healing 4, Blast 4, Water 5
Deals Pure damage; you gain however many HP you took away

Notes: If you do more damage than the target has HP, you only gain as many HP as he actually lost. The HP always go to you alone, however many foes you drain from. Life Drain can't be learned with the Random or Status variations mentioned above.

Form Up: Area L, 36 MP / Area P, 72 MP
Form Up: PL 2, 24 MP / PL 4, 36 MP
Form Up: Repair. The move can heal machines as well as organisms, MP 16.

Skills: Impairment and Negative Effects

Add [Status Effect]
Type: Spell   PL: 2   Area: S   MP: 6 for random, 8 for Stun/Addle/Blind, 12 for Poison/Bind/Taint/Sleep, 16 for Stone
Groups:
  • Poison: Blight 0, Nature 2, Life 0, Trickery 4
  • Blind: Blight 0, Light 2, Life 1, Trickery 2
  • Bind: Blight 0, Water 2, Life 1, Space 1
  • Stone: Blight 0, Earth 2, Life 2, Time 3
  • Addle: Blight 0, Air 2, Mind 0, Social 0
  • Sleep: Blight 0, Darkness 2, Mind 1, Social 1
  • Taint: Blight 0, Fire 2, Mind 2, Arcane 1
  • Stun: Blight 0, Thunder 2, Mind 1, Time 1
  • Random: Blight 0, Chance 1
Adds [Status Effect].

Notes: Forming up the spell to add additional effects requires that all the effects be legal in the relevant skill group and that you have enough rank in that skill group to buy those effects individually. A multi-effect spell still involves only one roll.

Form Up: Area L, *2 base MP cost / Area P, *3 base MP cost
Form Up: PL 4, *1.5 base MP cost / PL 6, *2 base MP cost
Form Up: Add a second effect (sum both costs) / add a second and third effect (sum all three costs)

Add [Break Effect]
Type: Spell   PL: 2   Area: S   MP: 8
Groups: Blight 0, Mechanic 1, Thunder 2, Trickery 3
Adds [Break Effect], which may be one of Head Break, Body Break, Arm Break, Leg Break, and Ward Break.

Notes: As usual, only mecha are subject to Ward Break, and of course these effects are only useful in mecha combat, as human-sized characters are immune to break effects.

Form Up: Area L, 16 MP / Area P, 24 MP
Form Up: PL 4, 16 MP / PL 6, 24 MP
Form Up: Add a second effect, 16 MP / Add a second and third effect, 24 MP

Ward Break Anyone
Type: Spell   PL: 2   Area: S   MP: 16
Groups: Blight 3, Arcane 3, Light 4
Adds Ward Break to any target without explicit immunity, even those normally inapplicable (humans, kaiju, etc).

Notes: This bypasses the normal rules for Ward Break -- it works equally well on mecha, kaiju, and human-scale opponents, and only some kind of item or ability that confers specific immunity can block it. Obviously, atypical targets have no abilities linked to their Wards, so the only effects are the doubling of MP costs and reduction of elemental defenses. The Ward Break effect can be removed in any of the normal ways.

Form Up: Area L, 32 MP / Area P, 48 MP
Form Up: PL 4, 32 MP / PL 6, 48 MP

Project Impairments
Type: Spell   PL: 4   Area: S   MP: 0
Groups: Sympathy 1, Blight 2
Adds all status and break effects you are suffering from.

Notes: Obviously, the effects only work on appropriate targets -- status effects only affect living things, break effects only affect large-scale things, and Ward Break in particular only affects mecha. Furthermore, a roll is required to succeed (a single roll for all effects). Note that this does not copy other miscellaneous effects like Provoke or Machine Soul.

Form Up: Area L, 4 MP / Area P, 8 MP

Provoke
Type: Action   PL: --   Area: S   MP: 0
Groups: Trickery 0, Social 0, Tactics 0, Blight 1, Mind 1, Defense 1, Fire 1
Target is Provoked for its next action. Always succeeds.

Notes: To be clear, that means the next action it actually takes. "Actions" spent disabled don't count against the duration. Also, "always succeeds" just means that there's no roll involved -- it still fails on Petified enemies, and some Replies can prevent it.

Form Up: Area L, 2 MP / Area P, 4 MP
Form Up: Provoked for next two actions, MP 2 / Provoked for next three actions, MP 4

Dispel
Type: Spell   PL: --   Area: S   MP: 24
Groups: Arcane 3, Blight 3, Time 5, Strength 6
Remove all temporary beneficial effects from the target.
Form Up: Area L, 48 MP / Area P, 72 MP
Form Up: Dispel is Final, 48 MP

Excise Effect
Type: Spell   PL: 1   Area: S   MP: 8
Groups: Blight 2, Arcane 2, Precision 3
Remove (PL) temporary beneficial effects of your choice from the target.

Notes: PL serves a special function here -- your stats don't come into it so the stat-improving effect doesn't matter. When you use this, you get to hear what all the beneficial effects on the target are, and can pick however many (usually one). Only once the effect is resolving do you need to decide which to remove. Excise Effect can remove anything that Dispel would remove, and nothing else.

Form Up: Excise Effect is Final, 16 MP

Steal Enhancement
Type: Spell   PL: 1   Area: S   MP: 16
Groups: Sympathy 2, Trickery 3, Air 5
Move a non-permanent beneficial effect of your choice from the target to yourself.

Notes: "Beneficial effects" includes, in a general sense, any long-duration effect that is positive and has its own effect name, including Temper, Forcefield, Life Up, and everything in Add Boost. It explicitly does not include held/lasting Replies and other brief-duration buffs, however.

Form Up: Area P, 40 MP. Every target with the chosen effect loses it.

Rout
Type: Action   PL: --   Area: S   MP: 8
Groups:Tactics 2, Blight 2, Air 3, Social 3, Trickery 3, Precision 4, Mind 4
Target falls out of Stance and Formation, or target switches to a row of your choice. Always succeeds.

Notes: After being affected by this skill a mecha-combat target is in no Stance (a rarity), and the Random formation.

Form Up: Area P, 24 MP

Skills: Healing

Heal
Type: Spell (Gambit-OK)   PL: 3   Area: S   MP: 16
Groups: Healing 1, Life 3, Assist 4, Courage 6, Mechanic 6
Restore HP based on Wisdom.
Form Up: Area L, 32 MP / Area P, 48 MP
Form Up: PL 5, 32 MP / PL 7, 48 MP
Form Up: Also cures either physical or mental effects, 20 MP / Also cures all status effects, 24 MP

Heal (Line)
Type: Spell (Gambit-OK)   PL: 3   Area: L   MP: 40
Groups: Healing 3, Life 5
Restore HP based on Wisdom.

Notes: This spell is a branching of the normal Heal spell.

Form Up: PL 5, 80 MP / PL 7, 120 MP
Form Up: Also cures either physical or mental effects, 48 MP / Also cures all status effects, 56 MP

Heal (Party)
Type: Spell (Gambit-OK)   PL: 3   Area: P   MP: 72
Groups: Healing 5, Life 7
Restore HP based on Wisdom.

Notes: This spell is a branching of the normal Heal spell and/or the Heal (Line) spell.

Form Up: PL 5, 144 MP / PL 7, 216 MP
Form Up: Also cures either physical or mental effects, 84 MP / Also cures all status effects, 96 MP

Sacrifice Life
Type: Spell (Gambit-OK)   PL: --   Area: *   MP: 0
Groups: Healing 0, Life 0, Sympathy 0, Assist 1
No Extend. Transfer any amount of your HP to any number of targets. In mech, transfers pilot's HP, not mech's.

Notes: This spell can target any selection of individuals and give different amounts of HP to each, but all the HP come directly from the caster. That this counts as healing, so it doesn't work on mecha, but it can be enhanced with abilities like Double Recovery. You can't transfer HP to yourself this way.

Revive
Type: Spell   PL: 0   Area: S   MP: 16
Groups: Healing 2, Life 5, Assist 6
Revives and restores HP based on Wisdom. On a non-KOd target, just restores the HP.
Form Up: Area L, 32 MP / Area P, 48 MP
Form Up: PL 3, 32 MP / PL 6, 48 MP

First Aid
Type: Action   PL: --   Area: S   MP: 0
Groups: Healing 0, Nature 1, Life 3, Assist 2
Close. Revive with 1 HP. No effect to non-KOd targets.

Notes: Close-range abilities can always be used on any member of your own party, so the close-range restriction is only a problem if you're Bound.

Form Up: Area L, 10 MP / Area P, 20 MP

Wild Regeneration
Type: Spell (Gambit-OK)   PL: --   Area: U   MP: 6
Groups: Healing 0, Chance 0, Courage 1, Life 2
Repair, No Extend. Your HP is set to a random value between 1 and max.

Notes: This doesn't count as healing or damage -- it simply changes your HP. You can even use it on your mech.

Form Up: Roll twice and take the better result; 12 MP.

Second Wind
Type: Mod Any   PL: --   Area: U   MP: 4
Groups: Healing 0, Courage 0, Life 1, Social 2
Repair, No Extend. Before modded action, your HP is set to (your Will reduction)*10%, if it was lower than that to begin with.

Notes: So, for example, if you have a -2 Will cost reduction, this can bump you up to 20% of your max HP, assuming you were at less before. It doesn't work out of combat. When you're not in mecha combat, you use whatever Will cost reduction you would have -- ask the GM if you're not sure. If you use this Reply on other targets, the result is based on your cost reduction, not theirs.

Regrowth
Type: Mod Any   PL: 0   Area: S   MP: 6
Groups: Healing 2, Life 4, Water 5
No Extend. After modded action, restores your HP based on Wisdom. Multiple uses stack.
Form Up: PL 1, 12 MP / PL 2, 18 MP
Form Up: Repair. The mod also works on machines. 6 MP.

Skills: Healing (Mechanical)

Heal Machine
Type: Spell (Gambit-OK)   PL: 3   Area: S   MP: 16
Groups: Mechanic 1, Healing 2, Thunder 5, Courage 6
Repair. Restore a machine's HP based on your Wis. Doesn't work on living things.

Notes: Any magitech, including mecha, as well as any reasonably complex nonmagical machine, can benefit from this spell. In terms of noncombat structural breakage, you can fix minor wearing with this spell, but it can only correct small defects and do spit-and-polish touch-ups. Serious breakage like a missing fan belt or a stripped gear is beyond conventional mech-healing for the same reason that you can't grow someone's arm back with a Heal spell.

Form Up: Area L, 32 MP / Area P, 48 MP
Form Up: PL 5, 32 MP / PL 7, 48 MP
Form Up: Also cures a [Location] Break effect of your choice, 20 MP / Also cures all [Location] Break effects, 24 MP

Heal Machine (Line)
Type: Spell (Gambit-OK)   PL: 3   Area: L   MP: 40
Groups: Mechanic 3, Healing 4
Repair. Restore HP based on Wisdom.

Notes: This spell is a branching of the normal Heal spell.

Form Up: PL 5, 80 MP / PL 7, 120 MP
Form Up: Also cures a [Location] Break effect of your choice, 48 MP / Also cures all [Location] Break effects, 56 MP

Heal Machine (Party)
Type: Spell (Gambit-OK)   PL: 3   Area: P   MP: 72
Groups: Mechanic 5, Healing 6
Repair. Restore HP based on Wisdom.

Notes: This spell is a branching of the normal Heal spell and/or the Heal (Line) spell.

Form Up: PL 5, 144 MP / PL 7, 216 MP
Form Up: Also cures a [Location] Break effect of your choice, 84 MP / Also cures all [Location] Break effects, 96 MP

Enhance Recover
Type: Mod Recover   PL: --   Area: S   MP: 4
Groups: Mechanic 0, Healing 1, Courage 2
Repair, Mecha. The HP restored by the modded Recover action is raised by 100%.

Notes: If you use this mod multiple times, the bonuses stack additively, so using it three times on a single Recover action gives you +300%, not +800%.

Form Up: Raised by 200%, 8 MP; Raised by 300%, 12 MP.

Skills: MP Alteration

Soul Damage
Type: Spell   PL: 0   Area: S   MP: 16
Groups: Mind 1, Blast 2, Arcane 3, Blight 3
Works like a Pure-elemental attack spell, but damages MP rather than HP.

Notes: This uses the exact same roll that a direct damage spell does: Acc vs. Eva. Effects that reduce or prevent damage, including defending and Resist Pure, apply to this spell.

Form Up: Area L, 32 MP / Area P, 48 MP
Form Up: PL 2, 32 MP

Soul Transfer
Type: Spell (Gambit-OK)   PL: --   Area: *   MP: 0
Groups: Healing 0, Arcane 0, Mind 0, Sympathy 0, Assist 1
No Extend. Transfer any amount of your MP to any number of targets. If in a mecha, can transfer MP either from the mecha's MP or the pilot's.

Notes: This spell can target any selection of individuals and give different amounts of MP to each, but all the MP come directly from the caster or his mech. MP cost modifiers do not effect this spell since the cost is 0; the lost MP are a "side effect." Note that although you can transfer MP from a mech with this skill, you can't transfer MP to a mech with it unless you form it up.

Form Up: Repair. Can be used to transfer MP to a mech at double cost, 0 MP

Rapid Recharge
Type: Mod Any   PL: --   Area: U   MP: 0
Groups: Speed 0, Arcane 0, Sympathy 0, Mechanic 0, Panoply 1
Repair, No Extend, Mecha. In addition to modded action, spend up to (2*Har) MP recharging a mech you are touching or piloting.

Notes: The main value of this skill is that it lets you recharge your mech in the midst of combat and while strapped in. Normally, recharging requires that you expose yourself and takes a few minutes. Recharging with this skill works like normal recharging, so it benefits from the Soulbond Edge if applicable.

Soul Steal
Type: Action   PL: 0   Area: S   MP: 4
Groups: Arcane 3, Sympathy 4, Weapon[Any] 8, Weapon[Mystic] 4, Weapon[Rounded] 4
Close unless weapon is ranged, Repair. Resolve as a normal attack. If target dies, gain MP equal to its Level. Only drains MP once per target per fight.

Notes: Soul Steal functions like an attack but isn't one. It gets any perks your weapon and Edges provide, but it can't benefit from Attack Mods. Note that you can attempt this as many times as you want on a single target, but it can only work once per target per fight.

Form Up: PL 1 (6 MP) / PL 2 (8 MP)

Skills: Curative

[Physical/Mental] Cure
Type: Spell   PL: --   Area: S   MP: 8
Groups:
  • Healing 0, Bless 0, Assist 1, Courage 3, Life 0 (for Physical Cure)
  • Healing 0, Bless 0, Assist 1, Courage 3, Mind 0 (for Mental Cure)
Cure all [physical/mental] status effects.

Notes: The form-up that allows curing of all skill effects is only possible in the Healing, Bless, Assist, or Courage groups, not Life or Mind.

Form Up: Area L, 16 MP / Area P, 24 MP
Form Up: Cures all status effects, 10 MP (can't be taken in Life or Mind group)

Cure
Type: Spell   PL: --   Area: S   MP: 16
Groups: Healing 2, Bless 3, Assist 4
Cure all status effects.

Notes: This is a branching of the [Physical/Mental] Cure spell.

Form Up: Area L, 32 MP / Area P, 48 MP

[Status Effect] Cure
Type: Spell   PL: --   Area: S   MP: 0
Groups: Healing 0, Bless 0, Assist 0, Social 0, Courage 1
Cure [Status Effect].
Form Up: Area L, 2 MP / Area P, 4 MP
Form Up: Cures two specific status effects, 0 MP / Cures three specific status effects, 0 MP

Take Impairments
Type: Spell   PL: --   Area: P   MP: 8
Groups: Healing 2, Mechanic 2, Bless 4, Sympathy 1
Repair. All temporary status and break effects on the targets are moved to you (or just cured if you're immune). For effects with a duration, the duration becomes the highest one removed.

Notes: What the duration thing means is that, say, your Poison duration becomes equal to the highest Poison duration in the party, so on with each other effect. If you already have the effect and your own duration is the highest, you keep that one. Resistance doesn't help reduce the duration in this case, since it's already set. This current action doesn't count toward the effects' duration or Poison damage unless you already suffered from that effect.

Uncripple
Type: Spell   PL: --   Area: S   MP: 8
Groups: Healing 1, Bless 1, Assist 1, Mechanic 1, Courage 2
Repair. Cure one temporary [Location] Break effect of the target's choice.

Notes: This only cures temporary break effects imposed by called shots and the like, not permanent ones caused by accumulating too much Breakage.

Form Up: Area L, 16 MP / Area P, 24 MP
Form Up: Cures all [Location] Break effects on the target, 16 MP

Total Uncripple
Type: Spell   PL: --   Area: S   MP: 24
Groups: Healing 3, Bless 3, Assist 4, Mechanic 2, Courage 5
Repair. Cure all temporary [Location] Break effects.

Notes: This only cures temporary break effects imposed by called shots and the like, not permanent ones caused by accumulating too much Breakage. This spell is a branching of the normal Uncripple spell.

Form Up: Area L, 48 MP / Area P, 72 MP

Restore Frame
Type: Mod Recover   PL: --   Area: U   MP: 2
Groups: Healing 0, Mechanic 0, Courage 0, Panoply 0, Nature 1
Repair, Mecha. While using the Recover action, cure a [Location] Break effect of your choice.

Notes: You can use this mod multiple times at once to cure multiple effects, assuming you're able. This only cures temporary break effects imposed by called shots and the like. Also, to be clear, it can only clear your breaks, not your allies'.

Skills: Beneficial Effects

Add [Boost]
Type: Spell (Gambit-OK)   PL: --   Area: S
MP/Groups:
  • Attack Up: MP 8;   Bless 1, Fire 2, Social 3, Strength 0
  • Wisdom Up: MP 8;   Bless 1, Darkness 2, Mind 0, Social 3, Tactics 3
  • Hit Up: MP 4;   Bless 0, Precision 0, Thunder 1, Social 2, Instinct 2
  • Evade Up: MP 4;   Bless 0, Speed 0, Defense 0, Air 1, Time 1, Trickery 0, Social 2, Instinct 1
  • Unity: MP 8;   Bless 3, Assist 2, Social 2, Tactics 2, Mind 3, Sympathy 3, Nature 4, Instinct 5
  • Protect: MP 12;   Bless 1, Defense 1, Earth 2, Mechanic 4
  • Geo Shield: MP 12;   Bless 1, Defense 1, Elemental 2, Water 3, Earth 3, Nature 3, Dark 3
  • Heaven Shield: MP 12;   Bless 1, Defense 1, Elemental 2, Fire 3, Air 3, Thunder 3, Light 3
  • Hearth Shield: MP 12;   Bless 1, Defense 1, Elemental 2, Fire 3, Earth 3, Nature 3, Light 3
  • Storm Shield: MP 12;   Bless 1, Defense 1, Elemental 2, Water 3, Air 3, Thunder 3, Dark 3
  • Fury Shield: MP 12;   Bless 1, Defense 1, Elemental 2, Fire 3, Earth 3, Thunder 3, Dark 3
  • Grace Shield: MP 12;   Bless 1, Defense 1, Elemental 2, Water 3, Air 3, Nature 3, Light 3
  • Machine Soul: MP 20;   Mechanic 4, Bless 5, Thunder 6
  • Organic Soul: MP 20;   Mechanic 4, Bless 5, Nature 6
Adds the specified effect, which lasts until KO/dispel or the end of the fight.

Notes: These effects are an eclectic grouping. Although they're all listed here they differ considerably -- their only similarity is that they are all buffs that last until the end of the fight or until the character is defeated or dispelled.

Form Up: Area L, base cost *2 / Area P, base cost *3

Add Temper
Type: Spell (Gambit-OK)   PL: --   Area: S   MP: 12
Groups: Bless 2, Strength 2, Fire 3, Panoply 3
Adds the "Temper" effect to the target's weapon, or to a weapon of his choice if he is simultaneously wielding several.

Notes: Temper lasts until KO/dispel or the end of the fight as long as you keep the weapon in hand, but it goes away if you unequip the weapon even for a second. Dispelling the character un-Tempers any weapons he is using.

Form Up: Area L, 24 MP / Area P, 36 MP
Form Up: Simultaneously Temper every weapon the target is currently wielding, 16 MP.

Add Forcefield
Type: Spell (Gambit-OK)   PL: --   Area: S   MP: 24
Groups: Bless 2, Defense 2, Light 3, Space 3, Mind 3
Adds the "Forcefield" effect, which gives the target a Barrier equal to (2*your Wis), unmodified by PL, until KO/dispel or the fight ends.

Notes: The Barrier rating is equal to twice your Wis when you cast the spell, specifically. Multiple Barrier ratings don't stack; only the highest counts.

Form Up: Area L, 48 MP / Area P, 72 MP

Mech Life Up
Type: Spell (Gambit-OK)   PL: --   Area: S   MP: 24
Groups: Mechanic 2, Bless 3, Healing 4, Nature 5
Adds the "Life Up" effect to a machine.

Notes: Life Up lasts until KO/dispel or the fight ends.

Form Up: Area L, 24 MP / Area P, 36 MP
Form Up: Current HP increase by the same amount as max HP, 40 MP.

Organic Life Up
Type: Spell (Gambit-OK)   PL: --   Area: S   MP: 12
Groups: Bless 2, Healing 2, Nature 2, Life 3, Mechanic 3
Adds the "Life Up" effect to a living thing.

Notes: Life Up lasts until KO/dispel or the fight ends.

Form Up: Area L, 24 MP / Area P, 36 MP
Form Up: Current HP increase by the same amount as max HP, 32 MP.

Multiple Blessings
Type: Spell (Gambit-OK)   PL: --   Area: S   
As an alternative to learning individual enhancement spells, a character can take a spell that combines several buffs. Any of the effects listed above in this section can be taken together this way. You can't form-up a single buff to have an extra effect, however -- you have to buy the spell this way to begin with. For buffs like Temper that have more complex effects when formed up, this always gives you the basic effect only.

Cost: The cost is equal to the sum of all the individual effect costs, plus a variable amount depending on how many effects are combined.
Group/Rank: The group must be possess each of the component effects. The rank is equal to the highest rank for any component effect (in that group), plus a variable amount depending on how many effects are combined.

  • Two Effects: (sum of costs) + 16 MP,    Rank (highest rank) + 3
  • Three Effects: (sum of costs) + 32 MP,    Rank (highest rank) + 4
  • Four Effects: (sum of costs) + 64 MP,    Rank (highest rank) + 5
Form Up: Area L, *2 base MP cost / Area P, *3 base MP cost

Project Enhancements
Type: Spell (Gambit-OK)  PL: --   Area: S   MP: 24
Groups: Sympathy 2, Bless 3
Adds all beneficial effects currently affecting you.

Notes: "Beneficial effects" includes, in a general sense, any long-duration effect that is positive and has its own effect name, including Temper, Forcefield, Life Up, and everything in Add Boost. It explicitly does not include held/lasting Replies and other brief-duration buffs, however.

Form Up: Area L, 48 MP / Area P, 72 MP

Skills: Universal Modifiers

[Element] Force
Type: Mod Any   PL: --   Area: S   MP: 4 if elemental, 6 if Physical, 10 if Pure
Groups:
  • [Element] 0, Elemental 0 (if elemental)
  • Arcane 2 (if Physical)
  • Elemental 4 (if Pure)
Damage dealt by the modded action is [Element] type. If it was so originally, add +1 PL.

Notes: You can use this on an action that deals no damage. It's not very useful, but if you've formed up the effect you can at least gain the PL boost.

Form Up: PL +1 (+2 same element), MP 12 elemental, 14 Physical, 18 Pure / PL +2 (+3 same element), MP 20 elemental, 22 Physical, 26 Pure

Random Force
Type: Mod Any   PL: --   Area: S   MP: 0
Groups: Elemental 0, Chance 0
Damage dealt by the modded action is of a random one of the eight elemental types. Maximum one use per action.

Notes: You can use this on an action that deals no damage. It's not very useful, but if you've formed up the effect you can at least gain the PL boost. The element is not chosen until the ability hits, so targets must choose pre Replies before they know which it will be. A single element applies to the entire ability if multiple targets are hit.

Form Up: PL +1 MP 6 / PL +2, MP 12

Hot Blood
Type: Mod Any   PL: --   Area: S   MP: 16
Groups: Strength 1, Fire 2, Social 2
Modded action gains a PL bonus equal to your current Will cost reduction (max +4). Works on foot also. Maximum one use per action.

Notes: When you're not in mecha combat, you use whatever Will cost reduction you would have -- ask the GM if you're not sure. If you use this Reply on other targets, their PL increases by your cost reduction, not theirs.

Weapon-Based Aim
Type: Mod Any   PL: --   Area: S   MP: 6
Groups: Precision 0, Thunder 1, Arcane 2, Weapon[Any] 3, Weapon[Shot] 0, Weapon[Mystic] 1, Weapon[Elegant] 1
Anywhere the modded action calls for your Accuracy, substitute your Hit.

Notes: In "real life" terms, you're guiding the effect through your weapon, so it uses your weapon-based aim rather than your generalized aim. In normal combat, Accuracy and Hit are usually the same, but this is still useful if you have a very accurate weapon. In mecha combat, Accuracy comes from Awareness/Enchantment while Hit comes from Kinesthesia/Handling, so the skill is more valuable. If you have multiple weapons equipped, you can pick whichever one gives the best Hit bonus.

Reroll
Type: Mod Any   PL: --   Area: S   MP: 6
Groups: Chance 3, Precision 6, Time 6
Anywhere the modded action calls for a roll, roll twice and take the better result. Stacking increases number of rerolls.

Notes: Any randomized event counts as a "roll." Which result is "better" is somewhat situational. For example, when using a random-element attack spell, "better" probably means the element that the target has the least resistance to. If the GM is unsure which result to call better, the target's player can choose.

Line Up Targets
Type: Mod Any   PL: --   Area: S   MP: 4
Groups: Space 0, Tactics 0, Air 1, Precision 1
In mecha combat, modded action can hit all targets in a party if it's Line or Party area.

Notes: This move only works on actions that have Line- or Party- area. What it does is ensure that the action in question hits everyone in the party. Normally a Line-area action can only hit parties in Tight formation, and even Party-area moves can only target one person at a time if the party is in the Spread formation. This overcomes these limitations. The downsides relative to other range-enhancement moves are that it only works in mecha combat and it can't improve single-target moves; this accounts for its comparatively low cost.

Form Up: The move also works in normal combat to allow Line-area moves to hit an entire party, 8 MP

Type Expertise
Type: Mod Any   PL: --   Area: S   
MP/Groups:
  • Ubiquitous: 8 MP;   Precision 3, Tactics 4, Instinct 4, [Any Group*] 2
  • Common: 6 MP;   Precision 3, Tactics 4, Instinct 4, [Any Group*] 1
  • Uncommon: 4 MP;   Precision 3, Tactics 4, Instinct 4, [Any Group*] 0
  • Rare: 2 MP;   Precision 3, Tactics 4, Instinct 4, [Any Group*] 0
Against [particular type] characters, the modded action is +1 PL.

Notes: * You choose a type of being when purchasing this skill. When "Any Group" is listed in the description, that assumes the common sense principle: the type of being that the skill targets should be appropriate to the group. For example, Type Expertise against flying characters would fit well in Air, Weapon[Shot], and maybe Thunder, but it's hard to see how it would work for the others. As a player you need to rationalize your decision when choosing this for a given group, and it's entirely up to the GM to allow or deny the skill. The exceptions are the Precision, Tactics, and Instinct groups, where it can always be taken without a rationale, as long as it's not completely abusive or nonsensical (like "People named Dave" or "player characters").

The cost and rank of this skill depend on how often you're likely to encounter the relevant character type. The mod improves your ability to heal them as well, so something that you have in your party (say, "humans") counts as common even if you rarely fight it. Some categories are suggested below, but they're subject to GM approval. Note that size-based categories function relative to your own size, so if you have an ability that works on "huge" enemies and you're in a mecha, something else the size of your mecha doesn't count as huge, whereas if you were on foot it would.

Ubiquitous: organisms, males/females (assuming gendered monsters), tainted things (mutants, etc), land dwellers
Common: Artificial creatures (including mecha), creatures of animal intelligence, fliers, light/heavy creatures, dedicated magic-users, humans
Uncommon: Non-mutated nonhumans, ocean-dwellers, huge/tiny creatures, plants, burrowers, any generic creature you've killed before, yourself
Rare: Close family members, dogs and doglike things, vastly superior/inferior foes, entities with no physical form, brittle things, the recurring villain

Form Up: PL +2, base cost *2 / PL +3, base cost *3

Modify for Machine
Type: Mod Any   PL: --   Area: S   MP: 6
Groups: Mechanic 3, Life 4, Nature 5
If the modded action doesn't normally work on machines, it does this time.

Notes: Status effects and other lasting changes added with this mod last the normal amount of time. Effects that make no sense when applied to machines may not be compatible with this mod.

Skills: Spell Enhancers

Spell Enhance
Type: Mod Spell   PL: --   Area: S   MP: 6
Groups: [Any Skill Group 1]
PL +1 to a spell from the same group.
Form Up: PL +2, 12 MP / PL +3, 18 MP

Spell Aim
Type: Mod Spell   PL: --   Area: S   MP: 2
Groups: [Any Skill Group 0]
A spell from the same group becomes Accurate; if already Accurate it becomes Flawless.

Notes: Accurate/Flawless penalize Evade, so they won't help you land your status spells, which are "dodged" using Fortitude and Spirit. For that, raise PL instead.

Form Up: Spell becomes Flawless, MP 4

Spell Extend
Type: Mod Spell   PL: --   Area: S   MP: 12
Groups: [Any Skill Group 2]
Upgrades area of a spell from the same group: S becomes L, U becomes UL, L becomes P, UL becomes UP.
Form Up: S or L become P, U or UL become UP, MP 24

Overwhelming Spell
Type: Mod Spell   PL: --   Area: S   MP: 14
Groups: [Any Skill Group] 4
A spell from the same group gains the Shatter property (it ignores defense values greater than 0).

Decisive Spell
Type: Mod Spell   PL: --   Area: S   MP: 24
Groups: [Any Skill Group] 5
A spell from the same group becomes Final (it can't be Replied to).

Spell Fusion
Type: Mod Spell   PL: --   Area: U   MP: 20
Groups: [Any Skill Group] 3
Cast two different spells from this group in succession, paying for both. Both must have the same area and target the same people and no other mods can be used. Replies apply to both.

Notes: The two spells can't be the same, but they can do the same thing, if for some reason you have two distinct but identical spells. The fused spells come one after the other in whichever order you prefer. You declare both when declaring the action. Note that you can't stack this mod, since it prevents any other mods from being used. If the first spell kills the target, the second fizzles but the MP are lost.

Universal Spell Enhancers
The spell mods listed above only work on abilities of the same group. They can be used to aid others, but only if they have and are using the appropriate group. There are also universal versions that can work on any spell, however. These are limited to a few specific skill groups and cost more, but they are vastly more useful.

  • Universal Spell Enhance: MP 8/16/24;   Arcane 1, Assist 1, Strength 1, Mind 1
  • Universal Spell Aim: MP 6/12;   Arcane 0, Assist 0, Precision 0, Time 1
  • Universal Spell Extend: MP 16/24;   Arcane 3, Assist 3, Space 4
  • Universal Overwhelming Spell: MP 18;   Arcane 4, Strength 3, Precision 3
  • Universal Decisive Spell: MP 32;   Arcane 5, Strength 5, Speed 5
  • Universal Spell Fusion: MP 32;   Arcane 4, Time 4

Spell-to-Action Shift
Type: Mod Any   PL: --   Area: S   MP: 2
Groups: Arcane 0, Trickery 1, Tactics 2
If the modded action was Spell-type, it becomes Action-type. Mods that this renders nonsensical fail.

Notes: Since the effect is now an Action skill, it uses your "miscellaneous action" mod limit rather than your spell mod limit, and any Mod Spell skills on it fall off. If this totally ruins the action somehow, it all fails. The value of this mod is that it allows you to bypass Replies that only work against spells. Keep in mind that people to whom you're lending mods can veto your mods, so you can't use this to mess up an enemy's actions.

Close-Range Spell
Type: Mod Spell   PL: --   Area: S   MP: 2
Groups: Strength 0, Earth 1, Assist 2
If modded spell was Ranged and hostile, it becomes Close and gets PL +1. Maximum one use per action; target must be willing.

Notes: "Hostile" covers just about anything you'd naturally want to use on an enemy except Analyze, including dispel, debuffs, offensive magic, and Rout. The "target must be willing" clause just means you can't use this to make an enemy's assault on your backrow fizzle. And yes, you can use this on Party-range skills even though they work equally well at close-range.

Form Up: PL +2, MP 10 / PL +3, MP 18

Skills: Attack Enhancers (General)

Strong Attack
Type: Mod Attack   PL: --   Area: S   MP: 6
Groups: Strength 0, Weapon[Any] 1, Weapon[Rounded] 0, Weapon[Brutal] 0
PL +1 to attack.
Form Up: PL +2, 12 MP / PL +3, 18 MP

Accurate Attack
Type: Mod Attack   PL: --   Area: S   MP: 4
Groups: Time 0, Precision 0, Weapon[Any] 3, Weapon[Rounded] 0, Weapon [Shot] 0, Weapon[Fast] 1, Weapon[Elegant] 2
Attack becomes Accurate, or already-Accurate attack becomes Flawless.

Notes: Having used this once to make an attack Accurate, you can use it a second time to make it Flawless.

Form Up: Attack becomes Flawless, MP 8

Distant Attack
Type: Mod Attack   PL: --   Area: S   MP: 2
Groups: Space 0, Panoply 0, Air 0, Weapon[Any] 0
Attack becomes Ranged.

Wide Attack
Type: Mod Attack   PL: --   Area: S   MP: 12
Groups: Space 3, Weapon[Any] 3, Weapon[Rounded] 2, Weapon [Shot] 2, Weapon[Elegant] 2, Weapon[Defensive] 2
Raises attack's S range to L or L range to P, but attack never criticals.

Notes: Having used this once to make an S-range attack L-range, you can use it a second time to make it P-range. Note that if the attack is Close, you can only attack the enemy front with a Line attack, and can only attack enemies at all if you're in the front row.

Form Up: Raises attack's S or L range to P (still no critical), 24 MP

Wide Attack (with Critical)
Type: Mod Attack   PL: --   Area: S   MP: 16
Groups: Space 3, Weapon [Shot] 2, Weapon[Elegant] 2, Weapon[Fast] 3, Weapon[Brutal] 3, Weapon[Rounded] 4
Raises attack's S range to L or L range to P.

Notes: Having used this once to make an S-range attack L-range, you can use it a second time to make it P-range. Note that if the attack is Close, you can only attack the enemy front with a Line attack, and can only attack enemies at all if you're in the front row.

Form Up: Raises attack's S or L range to P, 32 MP

[Element] Strike
Type: Mod Attack   PL: --   Area: S   MP: 2 if elemental, 0 if Physical, 6 if Pure
Groups:
  • [Element] 0, Elemental 0, Weapon[Any] 0 (if elemental)
  • Arcane 0, Weapon[Any] 0 (if Physical)
  • Elemental 4, Strength 4, Weapon[Mystic] 4, Weapon[Any] 7 (if Pure)
Attack is of [Element] type.

Notes: Keep in mind that the [Element] Force skill can be used on attacks and spells. It costs more, however.

Form Up: PL +1, MP 8 elemental, 6 Physical, 12 Pure / PL +2, MP 14 elemental, 12 Physical, 18 Pure

Any-Element Strike
Type: Mod Attack   PL: --   Area: S   MP: 6
Groups: Elemental 4
Pick one of the eight conventional elements. The attack is of that type.

Notes: To be perfectly clear, you get to pick each time you activate the mod, not just once when you learn the skill.

Form Up: PL +1, 12 MP / PL +2, 18 MP

Decisive Attack
Type: Mod Attack   PL: --   Area: S   MP: 20
Groups: Strength 4, Speed 4, Weapon[Brutal] 4, Weapon[Defensive] 4, Weapon[Shot] 4
Attack becomes Final (it can't be Replied to).

Overwhelming Attack
Type: Mod Attack   PL: --   Area: S   MP: 12
Groups: Strength 3, Precision 3, Weapon[Brutal] 3, Weapon[Fast] 4, Weapon[Rounded] 5, Weapon[Elegant] 5
Attack gains the Shatter property (it ignores positive defense values).

Skills: Attack Enhancers (Side Effects)

[Status Effect] Attack
Type: Mod Attack   PL: --   Area: S   MP: 3 for Random, 4 for Stun/Addle/Blind, 6 for Poison/Bind/Taint/Sleep, 8 for Stone
Groups:
  • Poison: Blight 0, Nature 2, Life 1, Trickery 4, Weapon[Fast] 1, Weapon[Shot] 1
  • Blind: Blight 0, Light 2, Life 2, Trickery 2, Weapon[Defensive] 1
  • Bind: Blight 0, Water 2, Life 2, Weapon[Elegant] 0
  • Stone: Blight 0, Earth 2, Life 3, Weapon[Mystic] 4
  • Addle: Blight 0, Air 2, Mind 1, Weapon[Brutal] 1, Weapon[Elegant] 0
  • Sleep: Blight 0, Darkness 2, Mind 2, Weapon[Mystic] 2, Weapon[Shot] 3
  • Taint: Blight 0, Fire 2, Mind 3, Weapon[Mystic] 0
  • Stun: Blight 0, Thunder 2, Mind 2, Weapon[Any] 4, Weapon[Rounded] 2, Weapon[Brutal] 0
  • Random: Blight 0, Chance 1, Weapon[Mystic] 0
If attack succeeds, roll for [Status Effect] at PL 0. On a critical, guaranteed to add the effect. Use Hit for effect's hit and duration rolls.

Notes: If the attack is a critical hit you don't need to roll to see if the effect succeeds, but you still roll to determine duration. If using the formed-up version that adds multiple effects, make one roll and apply it to all of them. Forming up the skill to add multiple effects requires that they all be legal in the given group and that you have a high enough rank in that group to purchase them individually.

Form Up: Add a second effect (sum both costs) / add a second and third effect (sum all three costs)

Crippling Attack
Type: Mod Attack   PL: --   Area: S   MP: 8
Groups: Blight 0, Precision 1, Tactics 1, Thunder 1, Strength 2, Mechanic 2, Weapon[Any] 4, Weapon[Fast] 1, Weapon[Brutal] 1, Weapon[Elegant] 1, Weapon[Defensive] 3
If modded attack is a called shot, treat the target's Armor as half its true value. Doesn't stack.

Provocative Attack
Type: Mod Attack   PL: --   Area: S   MP: 4
Groups: Trickery 0, Blight 1, Social 1, Tactics 1, Fire 1, Weapon[Elegant] 0, Weapon[Defensive] 0
If attack succeeds, target is Provoked for its next action.

Notes: To be clear, that means the next action it actually takes. "Actions" spent disabled don't count against the duration.

Form Up: Provoked for next two actions, MP 8 / Provoked for next three actions, MP 12

Drain Attack
Type: Mod Attack   PL: --   Area: S   MP: 6
Groups: Sympathy 1, Life 3, Water 4, Weapon[Any] 7, Weapon[Defensive] 3
Regain up to (Wis) HP, assuming the attack took away at least that many HP. PL doesn't increase HP gain. Maximum one use per action.

Notes: This is healing and does not normally heal mecha unless formed up. If you take off less than (Wis) HP, you get back however many HP you did manage to take off. If the target had less than (Wis) HP, you gain however much he lost. Even if the attack hits multiple targets, you still only get (Wis) HP total, not each. The HP go to you alone.

Form Up: Repair. The skill can heal machines as well as organisms, 6 MP.

Skills: Attack Enhancers (Oddball)

Death Strike
Type: Mod Attack   PL: --   Area: S   MP: 4
Groups: Precision 2, Strength 3, Blight 4, Speed 4, Weapon[Any] 5, Weapon[Brutal] 2, Weapon[Fast] 2
Attack gets PL+2; it does no damage, but if it could do enough damage to kill before accounting for defense, the enemy falls to 0 HP. Maximum one use per action.

Notes: This isn't actually damage, it just changes your HP value.

Form Up: PL +3, 6 MP / PL +4, 8 MP

Enhanced Critical
Type: Mod Attack   PL: --   Area: S   MP: 0
Groups: Precision 0, Thunder 0, Instinct 1, Weapon [Shot] 0, Weapon[Fast] 0, Weapon[Brutal] 1
If the attack criticals, it deals *3 damage rather than *2.

Notes: This doesn't stack with any other effect that improves critical hit damage.

Outmaneuver
Type: Mod Attack   PL: --   Area: S   MP: 0
Groups: Speed 0, Tactics 1, Trickery 1, Weapon[Fast] 0, Weapon[Elegant] 1, Weapon[Shot] 2
If target hasn't acted yet this fight, PL+2 to attack. Maximum one use per action.

Notes: If the attack hits multiple targets it only gets the bonus against those that haven't acted yet. A target that has been disabled for the entire fight doesn't count as having acted.

Form Up: PL +3, 0 MP / PL +4, 0 MP

Magic Strike
Type: Mod Attack   PL: --   Area: S   MP: 4
Groups: Arcane 1, Mind 2, Weapon[Any] 3, Weapon[Mystic] 1, Weapon[Shot] 1, Weapon[Rounded] 2, Weapon[Elegant] 2
Substitute Wis for Atk when calculating damage.

Precision Attack
Type: Mod Attack   PL: --   Area: S   MP: 6
Groups: Precision 2, Speed 4, Weapon[Elegant] 2, Weapon[Shot] 2, Weapon[Rounded] 3, Weapon[Fast] 3
Substitute Hit for Atk when calculating damage, or 4*Hit if you're a kaiju/mecha.

Point Blank Shot
Type: Mod Attack   PL: --   Area: S   MP: 0
Groups: Weapon[Shot] 0
If attack was Ranged, it becomes Close and Accurate; if already Accurate, becomes Flawless. Maximum one use per action.

Notes: The closeness of this mod overrides the rangedness of the weapon, but if you really want you can apply the Distant Attack mod or something like that to get the benefits of PBS while still attacking at range.

Skills: Free Action

Quick Draw
Type: Mod Any   PL: --   Area: U   MP: 2
Groups: Speed 0, Panoply 0, Weapon[Any] 0
Change weapons automatically before performing modded action. Maximum one use per action.

Notes: This ability is atypical. If you put it in a skill group with the "Weapon" Focus, you can only use it when equipping a weapon of the appropriate type. The weapon you had equipped beforehand doesn't matter in this one special case.

Rapid Reload
Type: Mod Any   PL: --   Area: U   MP: 4
Groups: Speed 0, Panoply 0, Mechanic 1, Weapon[Any] 0
Instantly reload equipped single-shot weapon, either before or after modded action.

Notes: You can use this multiple times at once to reload multiple equipped weapons when in a mech.

Also Defend
Type: Mod Any   PL: --   Area: U   MP: 8
Groups: Defense 2, Courage 2, Weapon[Defensive] 2, Weapon[Shot] 4
Gain the benefits of defending in addition to performing modded action.

Notes: This functions just like the Defend action but can't be modified by Mod Defend skills. The damage reduction doesn't stack with any other equivalent effect, so using this while defending is useles.

Also Use Item
Type: Mod Any   PL: --   Area: U   MP: 16
Groups: Healing 3, Panoply 2, Assist 3, Speed 3
In addition to performing modded action, use an item. The item use can't be modded.

Notes: The item must be used on a legal target. It can be used either before or after the modded action, if timing is critical. You can stack this effect to use more than one item, assuming you're capable of laying on enough mods

Also Move
Type: Mod Any   PL: --   Area: U   MP: 4
Groups: Tactics 0, Speed 0, Water 1, Space 1, Time 1
In normal combat, change rows in addition to performed action. In mecha combat, change stance in addition to performed action.

Notes: You must be able to move normally. The move can come either before or after the modded action, if timing is critical. If you can use that many mods, you can activate this multiple times per action, doing tricks like moving to the front row, attacking, and returning to the back row all in one action.

Also Reform
Type: Mod Any   PL: --   Area: U   MP: 8
Groups: Tactics 0, Assist 0, Social 1, Speed 2, Mind 2
In mecha combat, perform a Formation Change in addition to modded action.

Notes: You must be able to perform the action normally. The change can come either before or after the modded action, if timing is critical. If you can use that many mods, you can activate this multiple times per action, doing tricks like switching to Converge for an attack, then back to Evasive afterward.

Also Recover
Type: Mod Any   PL: --   Area: U   MP: 4
Groups: Mechanic 1, Courage 1, Speed 3, Defense 4
Mecha. When piloting a mech, use the Recover action in addition to modded action. The Recover can't be modded. Doesn't stack with other Recover actions.

Notes: You must be capable of using the Recover action normally, which means you can't be suffering from Body Break or what have you. This doesn't stack with the normal Recover action, but it also doesn't stack with itself, so you can benefit from at most one application per turn.

Auto Intercept
Type: Special (enemy action)  PL: --   Area: U   MP: 16
Groups: Assist 3, Instinct 3, Defense 3, Tactics 3, Sympathy 4
Intercept an action without using an action of your own to do so. Can be used any time an interception would be legal, even if you can't act then. You can't use Replies.

Notes: This functions just like a normal Intercept action except that you can't use Replies and it doesn't require that you delay and then use an action. You must be active and theoretically capable of using the Intercept action (not Bound or Leg Broken, etc), but it needn't be your turn.

Skills: Equipment-Based

Summon [Element] [Weapon Type]
Type: Spell (Gambit-OK)   PL: --   Area: U   MP: 8 if elemental, 16 if Pure
Groups:
  • [Element] 1, Panoply 1, Elemental 2, Weapon[Any] 3, Weapon[Appropriate] 1 (if elemental)
  • Panoply 3, Elemental 4, Weapon[Appropriate] 3 (if Pure)
No Extend. Create and equip a [Element] [Weapon Type], unequipping current gear as needed. It vanishes if removed, if you are KOd/dispelled, or at fight end.

Notes: When you learn this spell you pick not only the element but also the weapon type, which must be a single defined variety like "bows" or "axes." If your weapon skill group is based on that weapon's descriptor (Brutal for Axes, for instance), you can use the Weapon[Appropriate] rank. The weapon has all the properties of a baseline version of that weapon, plus the appropriate [Element]-Based trait, plus, for non-Pure weapons, the Add [Status] trait for the status effect associated with that element. This means that it deals damage of its signature element and automatically adds the appropriate impairment on a critical hit.

Form Up: The weapon has an additional Strong trait (+20% Attack); 12 MP if elemental, 24 MP if Pure

Quick Change
Type: Action (Gambit-OK)   PL: --   Area: U   MP: 12
Groups: Panoply 1, Speed 2
No Extend. Instantly change equipped armor.
Form Up: Instantly change any and all equipment, 16 MP.

Skills: Item-Based

Item Enhance
Type: Mod Item Use   PL: --   Area: S   MP: 8
Groups: Healing 0, Panoply 0, Assist 2, Water 2
Raise the HP restored by a healing item (if any) by 100% of the base value.

Notes: This stacks arithmetically -- if you use it twice the item heals triple its usual amount, not double. MP restoratives and other kinds of items are not affected.

Item Extend
Type: Mod Item Use   PL: --   Area: S   MP: 6
Groups: Healing 3, Panoply 2, Assist 4
Consume an extra copy of the item to increase its range from S to L or L to P.

Notes: If you use this once it takes two of the item; if you use it twice to bump range all the way from S to P it takes three of the item. You have to actually have that many copies or it doesn't work.

Item Duplicate
Type: Mod Item Use   PL: --   Area: S   MP: (7 - #items)*4
Groups: Panoply 3
The item being used is not consumed. Does not work on MP restoratives or skill reagents.

Notes: The cost decreases based on how many copies of the item in question you have, counting the one being used. For example, if you have 2 of the item, the cost is (7-2)*4 = 20. If you're using multiple copies of the item at once (say, because of the Item Extend skill), this only reduces the number consumed by 1.

Use Item Remotely
Type: Mod Item Use   PL: --   Area: U   MP: 6
Groups: Panoply 2, Mechanic 2, Space 2, Assist 3
You can use an item when the action would normally be specifically prohibited, like when piloting or while in dragon form.

Notes: This allows you to use items on your mecha (and your allies') while inside them, and could also be used to access an item that's nearby but for some reason inaccessible. It can't let you use an item when you can't do anything, however, and it can't let you access items not in your party inventory. This is a normal item usage action, and can be modded as usual, but Use Item Remotely counts against the maximum number of mods. For the record, item use isn't tied to a particular body part in mecha combat.

Item Reply
Type: Reply (post)   PL: --   Area: S   MP: 8
Groups: Panoply 2, Healing 3, Water 4, Mechanic 4
In response to a hostile action, use an item on yourself that somehow reverses or mitigates that action's effects. Can be used even when piloting.

Notes: If you use this on someone else's behalf, you use the item on him, not yourself. Exactly what counts as "reversing" or "mitigating" depends on the hostile action -- if it dealt damage, HP recovery counts. If it damaged your MP, MP recovery counts. If it added a status effect, status cures count. You get the idea! The "you can use this in a mech" rule doesn't mean you don't need a skill channeling feature -- it just overrides the usual "items can't be used while piloting" restriction.

Skills: Awareness and Insight

Act First
Type: Special (combat start)   PL: --   Area: U   MP: 8
Groups: Time 0, Speed 0, Instinct 0, Thunder 0, Tactics 2
Use at the beginning of a fight. If not surprised, you are first in the action order; if surprised, you act as if not surprised but don't go first. Can't be used in addition to a Gambit or another fight-start skill.

Notes: If multiple people invoke the "go first" effect at once, those people are sorted in descending order of Reaction, then everyone else is sorted in descending order of Reaction. That is to say, Reaction is the tiebreaker.

Form Up: The "ignore surprise" effect affects your entire party, though the "go first" effect still only applies to you, 20 MP.

Analyze
Type: Action (Gambit-OK)   PL: --   Area: S   MP: 0
Groups: Mind 0, Tactics 0, Instinct 0, Light 0
For every action the target has taken since you last Analyzed it, you can find out one of the following: Level, cur/max HP, cur/max MP, defense values, primary stats, secondary stats other than HP/MP, status resistances/immunities, skill groups (or general types of power), current buffs/debuffs/enchantments, Breakage thresholds, and Edges and other miscellaneous bonuses. You may also ask the GM questions about the target if this information doesn't cover what you want to know, but the GM has a right to refuse.

Notes: This only counts actions taken this fight, even if you've fought the enemy before. Although Analyze is Gambit-OK, you need the formed-up version to actually get any use out of it at the beginning of a fight. Most enemies won't actually have skill groups; in this case that option provides general info on what sort of abilities the enemy does have.

Form Up: You always find out all the things listed and may still ask general questions, 4 MP.

Interrupt
Type: Special (while delaying)   PL: --   Area: S   MP: 4
Groups: Speed 3, Time 3, Tactics 4, Instinct 5, Weapon[Fast] 4
Use when delaying, after an enemy has declared his action. You act before him, and he must then perform the declared action. If rendered invalid it fails.

Notes: Any costs associated with the enemy action you're interrupting are paid when it's declared and are considered spent even if your preemptive action negates it. Characters who have already declared pre-replies may take them back or hold them over for the interrupted action. To be clear, you can only use this move when you're delaying: all it does is remove the limitation that you can't "jump in" after an enemy has already named its action.

Skills: Morale and Teamwork

Rally
Type: Action (Gambit-OK)   PL: --   Area: S   MP: 2
Groups: Assist 0, Social 0, Bless 0, Tactics 1
Target gets +1 Will.
Form Up: Area P, 10 MP
Form Up: +2 Will, 6 MP

Willfulness
Type: Special (combat start)   PL: --   Area: S   MP: 4
Groups: Social 4, Bless 4, Assist 5, Tactics 5
Use at the beginning of a fight. Target starts with Will equal to half its Will reduction bonus for this battle (round up). Can't be used in addition to a Gambit or another fight-start skill.
Form Up: Area P, 16 MP
Form Up: Target starts with Will equal to its full Will reduction bonus, 16 MP

Transfer Action
Type: Special (on your turn)   PL: --   Area: S   MP: 0
Groups: Time 0, Assist 0, Tactics 0, Social 0
No Extend. On your turn, swap places in the action order with target. He then acts immediately.

Notes: This can only be used when you could take an action, but it isn't an action itself. Rather, it postpones your action, allowing someone else to act now instead. As a result you don't take Poison/Body Break damage for using it, and using it doesn't reduce the duration of any impairments you're suffering from. Note that you can use this on enemies as well as allies, if for some reason you want to.

Reorder
Type: Action   PL: --   Area: S   MP: 64
Groups: Tactics 4, Time 4, Social 6
Rearrange the combat order as you like and set it to the beginning. You must be last in the new order. Reorder can't be used again (by anyone) until a full turn cycle has passed.

Notes: The way this works is you get to take everyone in the current action order and arrange it however you like, except that you must be last. Then whomever you put first in the new order goes next. The awkward restriction on using this multiple times in a single "turn cycle" is designed to prevent multiple PCs with this move (or one PC with this move and one with Transfer Action, or whatever) from juggling enemies forever.

Cover
Type: Action   PL: --   Area: S   MP: 0
Groups: Defense 1, Assist 1, Tactics 2, Sympathy 2
Until you next have a chance to act or are disabled/immobilized, you intercept all interceptable actions against the target, provided you aren't immobilized.

Notes: As usual, only single-target actions are considered "interceptable," even with wide-area Cover. Being rendered immobile or disabled ends the skill immediately.

Form Up: You gain the benefits of defending for as long as Cover lasts, 8 MP
Form Up: Area L, 12 MP / Area P, 24 MP

Skills: Defensive Pre-Replies

Negate Physical
Type: Reply (pre)   PL: --   Area: S   MP: 12
Groups: Defense 2, Courage 2, Weapon[Defensive] 2, Earth 3
Raise your Physical defense to 10 versus one damage source.

Notes: This raises defense to 10, not by 10. Even if you were at -10 beforehand you'll completely ignore a physical attack. Note that even a defense value maxed-out with this Reply is treated as 0 by attacks with the Shatter property.

Form Up: Area L, 24 MP / Area P, 36 MP

Negate [Element]
Type: Reply (pre)   PL: --   Area: S   MP: 4
Groups: [Element] 0, Elemental 0, Defense 0, Courage 1
Raise your [Element] defense to 10 and add 2 to several others versus one damage source.
  • Negate Fire: Max Fire, +2 Earth/Light/Thunder
  • Negate Water: Max Water, +2 Air/Darkness/Nature
  • Negate Earth: Max Earth, +2 Fire/Nature/Darkness
  • Negate Air: Max Air, +2 Water/Thunder/Light
  • Negate Nature: Max Nature, +2 Earth/Light/Water
  • Negate Thunder: Max Thunder, +2 Air/Darkness/Fire
  • Negate Light: Max Light, +2 Nature/Fire/Air
  • Negate Dark: Max Dark, +2 Thunder/Water/Earth

Notes: Negate [Element] is Rank 0 in that element's group and is not in the other seven element groups. If you're somehow subject to a bunch of similar Replies, the +2s stack. Note that even a defense value maxed-out with this Reply is treated as 0 by attacks with the Shatter property.

Form Up: Area L, 8 MP / Area P, 12 MP

Resist Pure
Type: Reply (pre)   PL: --   Area: S   MP: 6
Groups: Elemental 2, Defense 3, Courage 3
Halve the damage taken from a single Pure-elemental source.

Notes: This bypasses the normal defense system, so Shatter can't do anything about it. Multiple simultaneous uses stack (if you can somehow manage them), and it stacks with the Defend action.

Form Up: Area L, 12 MP / Area P, 18 MP
Form Up: Reduces damage by 75%, 14 MP.

Expert Dodge
Type: Reply (pre)   PL: --   Area: S   MP: 24
Groups: Speed 2, Time 2, Instinct 2, Air 3, Space 3, Defense 3, Courage 3
Multiplies your Evade by 10 versus a single action that rolls against it.

Notes: Situational modifiers to Evade still apply, so if your evade is reduced to 0 by immobility or a Flawless attack this defense won't help you. Also, keep in mind that status spells are resisted by Fortitude/Spirit, so this can't resist those.

Form Up: Area L, 48 MP / Area P, 72 MP

Expert Resist
Type: Reply (pre)   PL: --   Area: S   MP: 8
Groups: Courage 0, Defense 1, Earth 1, Instinct 1, Mind 2, Life 2
Multiplies your Fortitude and Spirit by 10 versus a single action that opposes either, directly or indirectly.

Notes: In the unlikely event that a status effect penetrates your swollen resistances, the 10x value applies when calculating the duration too. This can explicitly be used to inflate your Armor rating by 10x when piloting a mech using the Steady Piloting Style (which derives Armor from Fortitude and Spirit).

Form Up: Area L, 16 MP / Area P, 24 MP

Reinforce
Type: Reply (pre)   PL: --   Area: S   MP: 6
Groups: Defense 0, Courage 0, Space 1, Mechanic 2
Doubles your Barrier rating versus a single damage source. Doesn't stack with other multipliers.
Form Up: Area L, 12 MP / Area P, 18 MP

Reflect Magic
Type: Reply (pre)   PL: --   Area: S   MP: 20
Groups: Arcane 2, Defense 3, Courage 4, Mind 4, Trickery 4, Sympathy 4
A Spell action targeting you is shifted to target its caster. Any other targets are still hit as normal.

Notes: The spell still hits anyone else it targeted as usual. It can only hit the caster once regardless of how many times it was reflected or whether it was already targeting him as well. Note that this reflects the entire spell action along with any mods, additional fused spells, and so forth. Mods that make no sense to copy (like Also Defend) may not apply on a case-by-case basis, though.

Form Up: Area L, 40 MP / Area P, 60 MP

Risky Guard
Type: Reply (pre)   PL: --   Area: S   MP: 12
Groups: Chance 2, Defense 4, Courage 4
Maxes all defenses versus a single damage source, but has a 25% to drop your MP to 0. Can't be made held/lasting.

Notes: The MP drop (which can be resolved by picking a random number between 1 and 4 and nuking MP on a 1) doesn't count as MP expenditure for the purposes of Taint. In every case it is only the user's MP that are reduced.

Form Up: Area L, 30 MP (only your MP are affected) / Area P, 75 MP (only your MP are affected)

Absolute Defense
Type: Reply (pre)   PL: --   Area: S   MP: 36
Groups: Defense 6, Courage 6
A harmful action targeting you fails utterly against you. Other targets are hit as normal.

Notes: "Harmful" is interpreted pretty broadly. It includes damage, HP/MP reduction, status and break effects, dispels, effects that move you around without your consent, and so on. About the only skill commonly used on enemies that can't be stopped by Absolute Defense is Analyze.

Form Up: Area L, 72 MP / Area P, 108 MP

Guts
Type: Reply (pre)   PL: --   Area: S   MP: 6
Groups: Courage 0, Earth 1, Strength 2, Social 2, Weapon[Defensive] 0
Against a single damage source, increase all defenses by your current Will cost reduction. Works on foot also.

Notes: When you're not in mecha combat, you use whatever Will cost reduction you would have -- ask the GM if you're not sure. If you use this Reply on other targets, their defense increases by your cost reduction, not theirs. If you somehow get multiple versions of this going off at once, the bonuses stack.

Form Up: Area L, 12 MP / Area P, 18 MP

Counterspell
Type: Reply (pre)   PL: --   Area: S   MP: *
Groups: Mind 3, Arcane 4
A Spell action targeting you (in whole or in part) fails utterly. MP cost equals spell's cost, counting mods.

Notes: The countered spell and its associated mods fizzle completely (even mods that are peripheral to the effect, like Also Defend). The enemy still loses the MP. You may have to declare this before you know how many MP it will cost. If you can't afford to pay, nothing happens -- the Reply fails but you lose no MP.
Because of its weird cost, Counterspell can't be used via the Held Reply or Lasting Reply skills.

Even Chance Defense
Type: Reply (pre)   PL: --   Area: S   MP: 4
Groups: Chance 1, Trickery 1, Space 2, Instinct 2
Versus an action that has a chance to fail against you, there is a 50% chance that it will fail against you and a 50% chance that it will succeed against you (with no critical, if relevant).

Notes: The 50% chance supplants the normal success test with regards to you alone. If the action involves multiple success rolls, either they all fail or they all succeed. If a further roll is needed to determine how well the successful action works (as with a status effect), that roll is done normally. This Reply does nothing against actions that have no chance of failure, like an attack against an immobile target.

Survival
Type: Reply (pre)   PL: --   Area: S   MP: 4
Groups: Courage 0, Nature 0, Instinct 1, Social 2
Assuming you have more than 1 HP when you activate this, the action replied to cannot do enough damage to bring you below 1 HP.

Notes: Instant Death effects aren't blocked since they do no actual damage. You can still die from Taint damage from using this Reply after being knocked to 1 HP.

Form Up: Area L, 8 MP / Area P, 12 MP

Stone Defense
Type: Reply (pre)   PL: --   Area: U   MP: 8
Groups: Earth 2, Courage 5, Defense 5
Before a hostile action that targets you resolves, you are Petrified for 2 actions. Always works unless you're immune.

Notes: This is identical to any other 2-action-long Petrify effect, so it can be cured normally. Petrify Resistance does not decrease the duration since it bypasses your Fortitude entirely.

Form Up: You turn to stone for only one action, 12 MP.

Sudden Range
Type: Reply (pre)   PL: --   Area: S   MP: 6
Groups: Space 1, Speed 1, Air 1, Defense 2, Instinct 2, Trickery 2
You are considered to be at long range versus a single close-range action, causing it to fail against you unless it hits your entire group.

Notes: Normally, only P, UP, and G area close-range attacks can hit someone using this defense. In mecha combat, formation can make a difference: in Spread formation not even P-ranged actions can hit you, whereas in Tight formation L-ranged actions can also do the trick.

Form Up: Area L, 12 MP / Area P, 18 MP

Ignore Certainty
Type: Reply (pre)   PL: --   Area: S   MP: 10
Groups: Chance 3, Instinct 5, Trickery 5
Use in response to any effect that has no innate chance of failure. That effect fails against you automatically.

Notes: What it means by "innate" chance of failure is that Replies like this aren't considered, nor are any impairments on your part -- obviously, since otherwise the ability would be paradoxical! In other words: anything that never involves a roll for success. The effect has to be innately irresistable, like Provoke or healing magic or a Flawless attack. You can't just decide not to resist it and then use this, and something that you can't evade because you're immobile doesn't count, since it's not a property of the ability.

Form Up: Area L, 20 MP / Area P, 30 MP

Skills: Mitigation Post-Replies

Close Wounds
Type: Reply (post)   PL: --   Area: S   MP: 6
Groups: Courage 1, Healing 1, Mechanic 1, Water 1, Life 2
Repair. After taking damage, heals back half the HP you just lost.

Notes: This is actual healing, so it requires that the attack not have KOd you to begin with. If you somehow get this used multiple times the healing does not stack with itself. Only HP actually lost can be restored -- damage that is prevented or goes over your HP limit is not counted toward the healing.

Form Up: Area L, 12 MP / Area P, 18 MP

Absorb Magic
Type: Reply (post)   PL: --   Area: U   MP: 2
Groups: Sympathy 3, Courage 4, Healing 5, Arcane 6
Repair, No Extend. After being targeted by any action used by someone else, gain 1/4 of the MP that action cost, counting mods. If in a mech, the mech gets the MP.

Notes: You can use this on any action that targets you and was used by someone else, not just hostile ones, and it works just as well out of combat as in. You can only regain MP based on those actually spent -- if the caster is only paying half cost, you get 1/4 of what he actually paid, not 1/4 the base cost.

Form Up: Gain 1/2 the MP spent, 16 MP.

Prevent Breakage
Type: Reply (post)   PL: --   Area: S   MP: 12
Groups: Mechanic 2, Courage 3, Defense 3, Panoply 4
Mecha. After being targeted by something that inflicted points of Breakage, reduce the Breakage suffered by 1.

Notes: If you can somehow get multiple versions of this applying at once, they stack.

Form Up: Area P, 36 MP
Form Up: Prevent all breakage inflicted, 36 MP

Skills: Countermove Post-Replies

Counterattack
Type: Reply (post)   PL: --   Area: S   MP: 4
Groups: Courage 1, Fire 1, Instinct 2, Trickery 2, Precision 3, Weapon[Any] 2, Weapon[Rounded] 1, Weapon[Shot] 1, Weapon[Defensive] 1
After being targeted by a hostile close-range action, launch a counterattack.

Notes: The action being countered has to actually be close-range, not just used by someone within reach. The counterattack uses the normal attack rules except that it obviously can't be modded. If the action was a combo supermove, pick one participant to target. If this Reply is used on someone else's behalf, the person using it does the counter, not the person struck.

Universal Counterattack
Type: Reply (post)   PL: --   Area: S   MP: 10
Groups: Courage 3, Fire 3, Trickery 4, Instinct 4, Precision 5, Weapon[Any] 5, Weapon[Shot] 2, Weapon[Defensive] 2, Weapon[Rounded] 3, Weapon[Fast] 3, Weapon[Elegant] 4
After being targeted by any action, launch a counterattack.

Notes: The counterattack uses the normal attack rules except that it obviously can't be modded. If the action was a combo supermove, pick one participant to target. If this Reply is used on someone else's behalf, the person using it does the counter, not the person struck.

Copy Spell
Type: Reply (post)   PL: --   Area: U   MP: 32
Groups: Arcane 4, Sympathy 4, Mind 4
Replicate a Spell action that someone else just used on you, using it on the original caster alone. Mods are copied as well.

Notes: All spell rolls are made again using your stats. Keep in mind that you can use this versus totally benign spells, to return the favour to someone who healed you and so forth. You can't copy your own spells, though. Note that this copies the entire spell action along with any mods, additional fused spells, and so forth. Mods that make no sense to copy (like Also Use Item) may not apply on a case-by-case basis, though.

Skills: Oddball Replies

Double Recovery
Type: Reply (pre)   PL: --   Area: S   MP: 12
Groups: Healing 1, Water 2, Mechanic 3, Bless 4, Life 4
In response to a single effect that restores your HP, your HP recovery is doubled.

Notes: You can use this even in reply to your own actions. It works equally well on mecha and biological healing, and if affects stuff like the Recover action as well as skills and item usage. If the effect restores multiple targets, only you benefit from the enhanced healing. This doesn't influence abilities that simply alter your HP.

Breakage Will
Type: Reply (post)   PL: --   Area: S   MP: 6
Groups: Courage 3, Sympathy 3, Strength 4, Mechanic 4
Use in response to something that inflicts breakage. You gain 1 Will per point of breakage suffered. Doesn't stack with itself.

Notes: For the whole-party version, everyone gains Will equal to the breakage you suffered.

Form Up: Area P, 18 MP

Emergency Action
Type: Reply (post)   PL: --   Area: U   MP: 24
Groups: Speed 1, Instinct 3
If the action to which you're replying inflicted multiple breakage on you, took off 75% of your HP or more, or reduced three or more party members to 0 HP, you go next in the action order. Can't be used with Held/Lasting reply.

Notes: If the action to which you Reply does not match at least one of the specified conditions, nothing happens. "Took off 75% or your HP" means you actually lost that much after all was said and done, and "reduced to 0 HP" means they weren't at 0 HP to begin with. When in a mecha, you can count as one of the 3 party members reduced to 0 HP. This doesn't really give you a "free" action -- what it does is shift your position in the action order so that you're the next one who goes.

Skills: Reply Alteration

Held Reply
Type: Action (Gambit-OK)   PL: --   Area: *   MP: half Reply's cost
Groups: [Any Skill Group 0]
Transform a Reply from the same skill group into a buff that triggers at the next time the Reply could be used meaningfully, resolving as if the buffed person had activated the Reply. Area is the same as the Reply's.

Notes: This requires some explanation. What happens is you take some Reply you know into a beneficial effect that lasts until KO/dispel or until the fight ends. The next time the person you granted the effect is targeted by something that the Reply could meaningfully react to, it triggers as if that person had used the Reply himself, and the buff goes away. He can also user a Reply of his own. Multiple such held replies can be on the same person at the same time, but only one for each type of Reply.
What I mean when I say "something that the Reply could meaningfully react to" is that it hits the next effect that the Reply could actually do anything about, whether or not you want it to. A Reflect Magic held Reply won't trigger against an attack, but it'll trigger against any kind of non-Final spell, even an ally's heal. Negate Physical will react to any action that could deal physical damage, but nothing that can't. The Reply never triggers versus Final attacks.

Lasting Reply
Type: Action (Gambit-OK)   PL: --   Area: *   MP: Reply's cost (minimum 4)
Groups: [Any Skill Group 1]
Transform a Reply from the same skill group into a buff that lasts one full turn cycle and causes the Reply to trigger any time it could be used meaningfully, resolving as if the buffed person had activated it. Area is the same as the Reply's.

Notes: This functions similarly to Held Reply, above, except that the Reply triggers against all applicable actions for its duration. Multiple such lasting replies can be on the same person at the same time, but only one for each type of Reply.
The duration is kind of weird on this. It expires at the point in the action order where it was originally used. Normally this means it expires on the caster's next action, but it doesn't matter if the caster moves to a different place in the order or dies or whatever. I recomend that the GM put an actual placeholder in the order as a reminder. Of course, the effect can still be dispelled before then.

Form Up: Lasts for two full turn cycles, costs two times the Reply's cost (minimum 4) / Lasts for three full turn cycles, costs three times the Reply's cost (minimum 6)

Universal Reply Alterations
The two Reply-alteration Action skills listed above only work on Replies of the same group. There are also universal versions that can work on any Reply, however. These are limited to a few specific skill groups and are of higher Rank, but they are more useful. The costs are the same.

  • Universal Held Reply: Bless 2, Assist 2, Defense 2
  • Universal Lasting Reply: Bless 3, Assist 3, Defense 3

Retroactive Reply
Type: Reply (post)   PL: --   Area: *   MP: 2x usual
Groups: Time 5, Instinct 6
Duplicates the effect of some pre-Reply you know, applying it retroactively. Can't be used with Held/Lasting Reply.

Notes: To be clear: this mimics some other Reply, allowing you to retroactively apply it as though you'd used it before the action resolved. The range is the same as that Reply's range and the cost is double its usual cost. To be clear. Note that this works on all Replies you know: it's not divided into "universal" and "this group only" versions.