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Shattered Crowns

common

Snap Trap

A snare on open ground. The first enemy to end a move on it is bitten and rooted

Trap
The first enemy to end a move on it springs it — 8% of their max HP and Don't Move (a unit with Light Step, the Snarewright's innate, never does). The caster's own side walks over it; it stands for 3 of the caster's turns, or until sprung.
Job
Snarewright
MP cost
8
Charge
Instant
Power
—
Range
4 tiles
Area
single tile
Targets
anyone in the area
Accuracy
always lands (no hit roll)
JP to learn
0
Applies
Don't Move — 2 turns, on whoever springs it

Rolling it

Nothing is guaranteed. At the start of each battle a unit's primary job rolls every ability it knows, one at a time.

As your primary job
75%
As a sub-job draw
60% of the bucket

Roughly one unit in 150 skips the roll entirely and fields its whole catalogue. If a unit rolls nothing at all, it is granted its cheapest ability rather than being sent out empty-handed.