Diviner

Long gone is the Age of Myths, yet it is hard to disbelieve them when the divine still persists. No one is quite so sure where these entities originate; in fact, many are concerned they may come from the same source as the Darkbrood, but they appear to be benevolent to their partners. Diviners use ancient evocation techniques using Photon Energy to summon what they call Kalei to fight for them. These techniques used to have devastating costs on the Diviners of ages past, and since then they’ve created equipment, called Batons, that perform the techniques for them to offload the physical costs so they can focus on the battle itself.

K.A.O.S. does not assign Diviners to units. Far too many people are nervous around them. It takes a certain kind of person to want to be a Diviner in the first place, and having someone with a highly spirited personality and a mystical creature around at the same time can be a lot. The few Diviners in units tend to have found their teams on their own. There are a few that have risen to positions of power due to their skills with divination, but the vast majority of Diviners are Public Contractors.

Since Diviners can’t really hold other Weapons while wielding their Batons, they tend to be personally vulnerable unless they happen to also have hand-to-hand Abilities. Because Kalei are not limited to the Diviner’s Zone of Attention, it is best for them to stay protected in the backline during Combat. They can’t see what the Kalei sees, though, so they still need to keep a line of sight on whatever they are doing (recommended no farther than three times their Zone of Attention).

Abilities

Unique Constant Ability: Kalei Trainer
Self, Existenscience

As long as this Vocation is equipped, your Kalei’s Movement is increased by +50%.

Unique Command Ability: Re-Kall
Self, Magic

[Requires a Baton and Tuner equipped] As long as this Vocation is equipped, you may teleport your Kalei back to you in combat for free as an Empty Action no matter how far away it gets from you. 

Kall
Cost 1 APLearned*, Command, Self, Magic

[Requires a Baton and Tuner equipped] As a Full Action, you may summon your Kalei or dismiss it. Your Kalei has its own Movement separate from yours that is always treated as Sprinting (or Bonus Movement) on its part. Aside from Movement, your Kalei can take Actions when you Command it to, outside certain Conditions. It may use your Attack Action scaling off the Baton equipped, perform standard Task Checks scaling off your CHM as an Empty Action, or any other Diviner Ability purchased as described. Please check the details on your Tuning Accessory for your Kalei’s Movement, Elemental type, and other bonuses. Kalei are physical beings that can be knocked back, grappled, or detained (unless dismissed or teleported to you), but they have no Resources of their own and cannot be physically harmed. Treat them as a mobile weapon attached to your Resources.

I Choose You!
Cost 5 APLearned, Command, Self, Magic

[Requires a Baton and Tuner equipped] As an Empty Action, you may swap out your Tuning Accessory with another one in your Inventory. When the Tuner is removed, the Kalei is immediately dismissed, and it will require a Full Action to summon the one attached to the new Tuner.

Go, Attack!!
Cost 1 APIntuitive, Command, Single Enemy, Magic

[Requires a Baton and Tuner equipped] As a Full Action, your Kalei performs an Attack Action based on the second formula for your Baton and dealing damage for the Element listed on their Tuner, mitigated by the target’s MD.

Spiral!
Cost 5 AP5 TPIntuitive, Command, AOE Enemy, Magic

[Requires a Baton and Tuner equipped] As a Full Action, your Kalei performs an AOE Attack Action, hitting everything in melee range on all sides for 75% of the second formula for your Baton, mitigated by the target’s MD.

Incoming!
Cost 5 AP5 TPIntuitive, Command, Single Enemy, Magic

[Requires a Baton and Tuner equipped] As a Full Action, your Kalei performs a projectile Attack Action up to 5 times their Movement away for 50% of the second formula for your Baton, mitigated by the target’s MD.

Tackle!
Cost 10 AP10 TPIntuitive, Command, Single Enemy, Magic

[Requires a Baton and Tuner equipped] As a Full Action, your Kalei performs an Attack Action that rams into the target, knocking them back half their Movement away for 50% of the second formula for your Baton, mitigated by the target’s MD. If the target hits a sturdy object during this Movement, their displacement stops and is additionally dealt your level in Knockback damage.

Heal Pulse!
Cost 5 AP(Level / 10) SPIntuitive, Command, Single Ally, Magic

[Requires a Baton and Tuner equipped] As a Full Action, your Kalei sends a pulse of restorative Photon Energy at an Ally up to 2 times their Movement away for ((Level / 5) x CHM) + (Level / 10) d6 HP, as long as there are no obstructions in the line of sight from the Kalei to the target.

Focus Blast
Cost 5 AP(Level / 5) SPIntuitive, Command, Single Enemy, Magic

[Requires a Baton and Tuner equipped] As a Full Action, your Kalei casts a burst of Elemental Photon Energy at a target their Movement away with a CoS (CHM x 2) – DOG for ((Level / 5) x CHM) + (Level / 10) d8 damage mitigated by their MD.

Eruption
Cost 5 AP(Level / 10) SPIntuitive, Command, Any, Magic

[Requires a Baton and Tuner equipped] As a Full Action, your Kalei casts a geyser of Elemental Photon Energy at a target their Movement away for ((Level / 5) x CHM) + (Level / 10) d8 damage mitigated by their MD (Guaranteed to hit unless the target has a Conditional way to prevent it). The geyser may also hit anyone within half the Kalei’s Movement with a CoS (CHM x 2) – DOG to hit for 75% of the damage roll to the main target, before damage mitigation.

Helping Hand
Cost 5 AP10 SPIntuitive, Command, Single Ally, Magic

[Requires a Baton and Tuner equipped] As a Full Action, your Kalei can cleanse a Status Effect of your choice from an Ally within 1 meter of them.

Safeguard
Cost 5 APIntuitive, Conditional, Self, Magic

[Requires a Baton and Tuner equipped] If you are targeted by any Attack of Ability that can be obstructed and your Kalei is in Movement range of you, there is a CoS (PC CHM x 2) – (Target Attack’s Stat) to return to you and intercept it and negate the damage.

Retaliate
Cost 10 APIntuitive, Conditional, Single Enemy, Magic

Prerequisite: Go, Attack!! and Safeguard. [Requires a Baton and Tuner equipped] If the conditions for Safeguard are met, even if the CoS fails and you take damage, your Kalei may counter with Go, Attack!! with a special CoS (PC CHM x 2) – Target DOG.

Supreme Canon
Cost 1+ AP(10 x AP) SP*Learned, Command, AOE Any, Magic

[Requires a Baton and Tuner equipped] All of their potential released at once. As a Full Action, your Kalei unleashes a blast in front of them (Level / 5) meters wide, traveling for (Level x CHM) meters and dealing (((Level /5) + AP) x CHM) + ((Level + AP) / 10) d20 damage mitigated by the target’s MD. There is a slight delay before this fount of pure Photon Energy is released, with a CoS (PC CHM x 2) – Target DOG for anyone within 1 meter of the blast’s edge. Anyone caught in the blast more than 1 meter from the edge is hit without rolling unless they have some Condition to prevent it.

Fly!
Cost 25 APIntuitive, Command, Self, Magic

[Requires a Baton and Tuner equipped] As an Empty Action, your Kalei may lift you or an Ally (as long as it can lift them) into the air up to your CHM x 0.05 m high and carry you up to half their Movement before setting you down again. The height is retained across gaps. You may only do this once per turn. To find the limit of your Kalei’s LFT, it will be your CHM x 9.5 kg.

In My Element
Cost 10 APIntuitive, Command, Unique, Magic

[Requires a Baton and Tuner equipped] At your GM’s discretion on difficulty, your Kalei can now additionally perform Task Checks that manipulate the Element associated with its Tuner, scaling off your CHM. These entities cannot create matter from nothing and would require a lot of your SP to condense ambient Photon Energy into a usable amount (whatever your GM thinks is appropriate), but can shift pre-existing aspects of their Element in the environment fairly easily without an SP cost. Any action that could directly harm an Enemy target must have a reasonable SP cost.

Shared Grace
Cost 15 APIntuitive, Constant, AOE Ally, Magic

[Requires a Baton and Tuner equipped] Whenever your Kalei is no further than 1 meter from an Ally (excluding yourself), it projects an aura that grants 50% of your CHM to the Stat the Weapon in their Main Hand scales off. 

RES Boost +
Cost 1 to 10 APIntuitive, Constant, Self, Existenscience

For each AP added to this Ability (up to 10), add 1% bonus FTH.

CHM Boost +
Cost 1 to 10 APIntuitive, Constant, Self, Existenscience

For each AP added to this Ability (up to 10), add 1% bonus CHM.

Batons +
Cost 110 APIntuitive, Constant, Self, Physics

For each AP added to this Ability (up to 10), add 1% total damage to Baton Attacks.

Tuning +
Cost 110 APIntuitive, Constant, Self, Magic

For each AP added to this Ability (up to 10), add 1% total damage to Kalei Attacks.