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Shattered Crowns

90 passives

Passives

Beside its action list every unit carries three passive slots — one Reaction, one Support, one Movement. Unlike actions these are never rolled: you pick them at the muster and they hold for the whole battle. A sub-job lends you three of its actions and none of these, so a passive is only ever yours through the job that owns it. Every calling also carries one support free while it is your primary job — its innate, tagged below — on top of the one you pick.

90 shown

Reactions 24

Fire when something is done TO you — a blow landing, a lethal hit, a spell drinking your MP. Most roll a share of a stat rather than a fixed chance: 13 read your Brave, so a bold unit reacts more often than a timid one, and 5 read your Faith, so a devout unit reacts more often. The other 6 fire at a flat chance.

ReactionJobTriggerJP
Arrow Guard Deflect ranged shots aimed at you — counter at any distance; fires at half your Brave counter · pct 120 · any range true · physical only false Windstrider 50% of your Brave 200
Encore Sing through the strike — every ally beside you recovers 15% max HP; fires at half your Brave heal nearby allies · pct 15 · range 1 Bard 50% of your Brave 250
Auto-Potion Reflexively quaff a potion when struck — restore 15% max HP; fires at half your Brave heal self · pct 15 Apothecary 50% of your Brave 200
Foresight Glimpse the strike before it lands — apply Haste to self on hit; fires at half your Faith apply status to self · Haste Chronomancer 50% of your Faith 260
Scything Reel Answer the blow with a spinning step — every enemy beside you takes half your Brave; fires at half your Brave damage nearby enemies · brave pct 50 · range 1 · physical only true Dancer 50% of your Brave 350
Dragon Spirit Survive what would have been a lethal blow at 1 HP; fires at half your Brave survive lethal · min hp 1 Dragoon 50% of your Brave 300
Dragonheart The dragon's blessing — once per battle, gain Reraise when struck apply status to self · Reraise · until spent Dragoon 30% 500
Regenerate Answer the wound with a prayer — gain Regen when struck; fires at half your Brave apply status to self · Regen White Seraph 50% of your Brave 250
Iron Will Brace and counter through the pain counter · pct 120 · any range false · physical only false Sworn Knight 30% 200
Parry Block incoming physical attacks entirely block physical Sworn Knight 25% 200
Absorb MP Drain MP from the attacker on hit; fires at half your Faith drain mp · amount 8 Arcanist 50% of your Faith 250
Magic Counter Counter with same-tier spell; fires at half your Faith counter · pct 120 · any range false · physical only false Arcanist 50% of your Faith 300
Finger Guard Talk fast, duck faster — block physical strikes block physical Orator 30% 250
Chakra Counter Channel chi to counter at any range; fires at half your Brave counter · pct 120 · any range true · physical only false Jade Fist 50% of your Brave 250
Counter Answer any melee blow in kind — never a spell; fires at half your Brave counter · pct 75 · any range false · physical only true Jade Fist 50% of your Brave 150
Hex Recoil Strike the curse-marked and the curse strikes back — chance to poison the attacker; fires at half your Faith apply status to attacker · Poison Cursebrand 50% of your Faith 240
Mana Shield Convert incoming HP damage into MP damage 1:1 — until MP runs out; fires at half your Brave mana shield Cursebrand 50% of your Brave 350
Blade Grasp Catch the blade barehanded — block physical strikes; fires at half your Brave block physical Ninja 50% of your Brave 700
Fury Answer pain with passion — gain Attack Up when struck; fires at half your Brave apply status to self · Attack Up Samurai 50% of your Brave 300
Trap Bolt Answer any blow, at any range, with a bolt from the belt counter · pct 60 · any range true · physical only false Snarewright 25% 300
Counter Tackle Counter with physical tackle; fires at half your Brave counter · pct 120 · any range false · physical only false Squire 50% of your Brave 100
MA Save Arcane reflex — gain Magic Up when struck; fires at half your Faith apply status to self · Magic Up Eidolon Caller 50% of your Faith 300
Speed Save Quicken when struck — gain Speed Up; fires at half your Brave apply status to self · Speed Up Shadowblade 50% of your Brave 300
Harpoon Riposte Answer a blow within reach with the harpoon's butt counter · pct 80 · any range false · physical only true Tidewarden 30% 300

A reaction that rolls a share of your Brave or Faith has no fixed number: both are rolled per match in the 45–90 band, so the same reaction is a different bet on a different day. At 50% a Brave-80 unit reacts 40% of the time, not 80% — and every Cheer that raises Brave, or talk that moves Faith, moves the odds with it.

Supports 45

Always on. They change what your numbers mean rather than giving you something to do — wider equipment pools, halved MP costs, damage multipliers on both sides of the exchange.

SupportJobJP
Concentrate innate to the Windstrider Steady aim — +1 accuracy per 4 Brave, and your strikes cannot be blocked Windstrider 450
Equip Bows Field bows and crossbows, whatever your class Windstrider 500
Equip Instruments innate to the Bard Field instruments and cloths, whatever your class Bard 450
Equip Knives Field knives and ninja blades — Speed counts as much as Strength Apothecary 450
Throw Item innate to the Apothecary Hurl draughts and plumes — consumable items reach 3 tiles Apothecary 350
Short Charge innate to the Chronomancer Charged spells charge 30% faster Chronomancer 500
Equip Cloths innate to the Dancer Field cloths and bags, whatever your class Dancer 400
Equip Heavy Armor Field helms and heavy armour, whatever your class Dragoon 550
Equip Polearms innate to the Dragoon Field polearms and their two-tile reach, whatever your class Dragoon 450
Undying Your death countdown lasts 5 ticks instead of 3 Dragoon 550
Elementalist innate to the Druid Elemental spells deal +25% damage Druid 500
Equip Axes Field axes and flails — wild damage, whatever your class Druid 450
Equip Staves Field staves and rods — swing with Magic instead of muscle White Seraph 500
Magic Defense UP Magic damage taken -25% White Seraph 400
Warded innate to the White Seraph Ailments inflicted on you last one turn less White Seraph 450
Defense UP Physical damage taken -25% Sworn Knight 400
Equip Shields innate to the Sworn Knight Field a shield, whatever your class Sworn Knight 400
Equip Swords Field swords and knight's swords, whatever your class Sworn Knight 500
HP Boost Maximum HP +20% Sworn Knight 600
Arcane Battery innate to the Arcanist Maximum MP +50% Arcanist 550
Equip Rods Field rods, whatever your class Arcanist 450
Magic Attack UP Magic damage dealt +25% Arcanist 400
Equip Books Field books and instruments — they swing on Strength and Magic together Orator 500
Equip Guns innate to the Orator Field guns and books — damage that ignores your own strength entirely Orator 600
Attack UP Physical damage dealt +25% Jade Fist 400
Equip Gauntlets Field the Monk's gauntlets and claws, whatever your class Jade Fist 450
Martial Arts innate to the Jade Fist Fight bare-handed — no weapon at all, but Brave hits far harder Jade Fist 400
Vehemence Physical damage dealt +50%, but ALL damage taken +50% Jade Fist 400
Equip Poles Field poles and rods — swing with Magic, at two tiles Cursebrand 450
Zodiac Ward innate to the Cursebrand A hostile star sign can never be used against you Cursebrand 450
Dual Wield innate to the Ninja A weapon in each hand — Attack strikes twice, each blow at 60% power, no shield Ninja 700
Equip Ninja Blades Field ninja blades — Speed counts as much as Strength Ninja 500
Doublehand Commit everything to one weapon — Attack lands one heavy blow at 150% power, no shield (guns and books excepted) Samurai 600
Equip Katana Field katana and swords — Brave bites much harder through a katana Samurai 500
Unbreakable innate to the Samurai Armor Break and Weapon Break never land on you Samurai 400
Light Step innate to the Snarewright You never spring a trap — you laid half of them Snarewright 300
Equip Flails Field flails and axes — wild damage that swings both ways Squire 400
JP Boost innate to the Squire Earn 25% more JP per ability use Squire 250
Last Stand Below 25% HP, damage taken -30% Squire 450
Equip Robes Field robes — the magic-evasion line, whatever your class Eidolon Caller 500
Half of MP innate to the Eidolon Caller All abilities cost half MP Eidolon Caller 500
Equip Bags Field bags and knives — whatever is in it, it was not meant to be swung Shadowblade 400
Killer Instinct Critical hits come 10% more often — with steel or with spellwork Shadowblade 500
Opportunist innate to the Shadowblade Flank and back attacks hit even harder Shadowblade 500
Sea Legs innate to the Tidewarden Water costs you nothing extra to cross — the tide is home ground Tidewarden 300

The Equip– family is worth reading twice: because equipment is drawn fresh every battle rather than owned, those supports widen the pool you roll from instead of handing you an item. Spending your one Support slot on Equip Guns means you are a gunner this battle — not that a gun is guaranteed.

Movements 21

Change how you cross the board: further, higher, over walls, or without touching the ground at all. Every one of them is read by the mover, so the highlight you see is the range you get.

MovementJobGrantsJP
Jump +1 Increase jump by 1 Windstrider +1 JUMP 200
Marching Ballad A tune for the road — allies beside you recover 5 HP whenever you move Bard — 350
Move-Find JP A scavenger's eye — turn up 3-5 JP with every move Apothecary — 200
Stolen Seconds Every step borrows time — bank 10 CT toward your next turn whenever you move Chronomancer — 400
Razor Pavane A dance with knives in it — enemies beside you lose 10 HP whenever you move (never lethal) Dancer — 350
Crashing Descent Drop 2+ heights in one move — enemies beside your landing take 4× the drop in damage (never lethal) Dragoon — 400
Jump +2 Increase jump by 2 Dragoon +2 JUMP 350
Any Terrain +1 JUMP and ignore terrain height penalties Druid +1 JUMP · Levitate 350
Levitate Ignore terrain height White Seraph Levitate 400
Bulwark Stride Advance behind the shield — gain an 8-point barrier each move, up to 25 Sworn Knight — 400
Teleport Teleport to any tile in range Arcanist Teleport 500
Commanding Presence An argument that follows you — enemies beside you lose 5 CT whenever you move Orator — 400
Ki Stride Walking meditation — recover 3 HP and 3 MP with every move Jade Fist — 350
Witherstep Every step withers — enemies beside you lose 5 MP, and you take it Cursebrand — 380
Ninja Step +1 MOV, +2 JUMP — rooftop traversal Ninja +1 MOV · +2 JUMP 300
Move-HP Up Recover 10 HP whenever you move Samurai — 350
Trapper's Stride You know every ledge on the board — +1 Jump Snarewright +1 JUMP 300
Move +1 Increase movement by 1 Squire +1 MOV 150
Move-MP Up Recover 5 MP whenever you move Eidolon Caller — 350
Second Story End a move beside an enemy and pick their pocket for 1-2 JP Shadowblade — 400
Tidewalk The tide carries you — +1 Move Tidewarden +1 MOV 300

Movement bonuses are folded in last, after your job's base and whatever boots you rolled — so Move +2 is two tiles on top of the gear, not two tiles instead of it.