Guess I might as well post what I have for who, idea-wise...
Noemi
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Flare Shot(MP) - L1 Fire spell, damage over 3 hits -> Flare Shell(MP+TP) - Boosted fire spell, increased damage per hit
Sleeping(MP) - Inflicts sleep upon a single target -> Knockout(MP+TP) - Hits three randomly-selected targets. Repeat targets are checked for sleep per hit.
Spark Cluster(MP) - L1 Lightning spell, high accuracy, critical, and variance, single hit -> Thunderstrike(MP+TP) - Boosted lightning spell, higher base damage, lower variance, ITE
Flame Blade(MP) - Makes target ally's weapon fire-element -> Burning Armory(MP+TP) - MT version
Spell Buffer(MP) - Increases target ally's resistance to nonphysical non-Disquiet elements -> Spell BarrierMT version
Lethargy(MP) - Lowers target enemy's speed -> Binding(MP+TP) - Negates enemy's ability to counterattack
Flash Burn(MP) - L2 Fire spell, damage over 5 hits -> Flash Bomber(MP+TP) - MT version, lowers enemy accuracy
Vanisher(MP) - Full-field dispel -> Eraser(MP+TP) - Dispels effects from a single enemy
Empower(MP) - Boosts target ally's STR -> Energize(MP+TP) - Boosts target ally's ATK
Necrolysis(MP+TP) - Deals Disquiet-type damage to a target. Deals fairly heavy ITD damage on the next turn. Ineffective on Disquieted.
Quieting(MP+TP) - Deals Anti-Disquiet damage and stuns the target. Ineffective on non-Disquieted.
Prodigy(TP) - Copies a spell from an ally to use for the duration of the battle. Is replaced by copied spell.
Nama's Notes - Only two real changes were wanted of Noemi, and that was two skill additions, as seen above. Noemi had the most solidified concept at first, and it showed. Her skillset didn't require much tampering with. Necrolysis was made the way it was because a straight damage skill felt plain (and she doesn't need a flat-out nuke. She's fast as all hell, and her attacks add up.), so instead making it a skill with a one-turn pseudopoison effect would work better to me. Quieting felt a bit too strong to me, so I instead put it as a magical Anti-Disquiet effect. Think Efess or St.Fire, only to Disquiet targets rather than demons. Not that there's much of a difference between the two given universe parallels.
Kasia
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Recovery(MP) - Heals ~60% HP to a single target and temporarily blocks further healing
Rejuvenation(MP) - Heals ~40% HP to the party and temporarily blocks further healing
Cleansing(MP) - Heals target of physical ailments and lowers VIT
Purge(MP) - Heals target of mental/spiritual ailments and lowers SPI
Resurrection(MP) - Revives one target to full while reducing mHP to 75% for fight duration
Bolster(MP) - Raises target VIT, lowers target SPR
Reinforce(MP) - Raises target SPR, lowers target VIT
Swiften(MP) - Raises target EVA, lowers target VIT/SPR
Resist(MP) - Raises target status resistance, lowers target VIT/SPR
Last Breath - MT Auto-Life effect that revives downed allies with 15% mHP and inflicts Healblock for X turns.
Poison Shot - Attack with a chance of adding poison
Arm Shot - Attack that lowers target DEX
Leg Shot - Attack that lowers target EVA
Retreating Shot - Attack that also lowers chance of targeting user (lowers user Odds)
Quick Shot - Attack at lowered accuracy, but with lowered recovery time
Barbed Shot - Attack that reduces target's Counter and Critical rates
Nama's Notes - Added the auto-life effect. Other than that, Kasia's largely turned out better than I thought. Nobody seems to have any objections, anyway.
Erastus
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Flare Shot(MP) - L1 Fire spell; damage over 3 hits. Builds TP.
Ignition(MP) - Low fire damage over 2 hits, reduces target fire resist
Fireball(MP) - L1 multitarget Fire spell; damage over 4 hits. Builds TP.
Napalm Shot(MP) - Fire damage over one hit, inflicts damage over time
Searing(MP+TP) - Fire damage over 3 hits, reduces target's STR
Blasting Spread(MP+TP) - Fire damage over 3 hits, reduces target's VIT
Flash Burn(MP) - L2 fire spell, higher damage over 5 hits. Builds TP.
Funeral Pyre(MP+TP) - 50% Gravity effect--hit by fire resistance/immunity but not by fire weakness.
Napalm Bomb(MP) - MT fire damage over one hit, inflicts damage over time
Conflagration(MP+TP) - Deals fire damage over 7 hits (higher than average per-hit) to random targets. Subpar accuracy
Inferno(MP) - L2 fire spell; MT damage over 7 hits
Plasma Shot(MP+TP) - TP-Burst ability; burns all TP and deals damage proportional to the amount of TP Erastus has.
Plasma Storm(MP+TP) - Full Field fire spell; extremely high damage over 10 hits
[Passive] - Adds 1% HP regen for every 5 TP Erastus has.
Nama's Notes - Switched around which skills have TP costs, and made the Napalm skills less MDEF-dependent. Plasma Shot got changed to a TP Burst format. Plasma Storm is still "HAX SIGN:BURN EVERYTHING."
Mirek
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Essence Flare(MP) - Increases own MDEF, raises chances of being targeted. Persists through battle. Dispels Bunker/Layered/Deflection/Buffering Soul.
Bunker Soul(MP) - Increases party MDEF, lowers own slightly. Persists through battle. Dispels Essence Flare, Layered/Deflection/Buffering Soul.
Layered Soul(MP) - Greatly increases own MDEF. Persists through battle. Dispels Essence Flare, Bunker/Deflection/Buffering Soul.
Deflection Soul(MP) - Reflects magic(self-only). Persists through battle. Dispels Essence Flare, Bunker/Layered/Buffering Soul.
Buffering Soul(MP) - Increases party resistance to Disquiet. Persists through battle. Dispels Essence Flare, Bunker/Layered/Deflection Soul.
Purifying Soul(MP) - Weakens stats of Disquiet type enemies (reduced effects for bosses/particularly strong types?). Lasts for 3 rounds. Dispels Essence Flare, Bunker/Layered/Deflection/Buffering Souls.
Swift Cutter(TP) - Slashing attack that ignores counters. Consumes half of required TP. Fixed Strikes =1
Mail Cleaver(TP) - ITD slashing attack. Slow recovery. Consumes half of required TP. Fixed Strikes =1
Revenger(TP) - Increases evade and counter rate. Lasts 3 turns. Consumes half of required TP.
Soul Brandish(TP) - Damage and dispels effects on an enemy
Shock Blade(TP) - Impact damage on one enemy, adds heavy delay to target. Consumes half of required TP. Fixed Strikes = 1
Banishing Edge(TP) - Anti-Disquiet attack on one enemy (Disquieted types take high damage, normals take regular), slow recovery. Consumes half of required TP. Fixed Strikes =1
Full Draw(TP) - Extremely heavy Slashing damage to one enemy. Slow recovery. Consumes half of required TP. Fixed Strikes =1
[Passive] - SPD increases by 1% for every 2 TP Mirek has.
Nama's Notes - Mirek is admittedly a weird case since we kept a lot of the stat weirdness and lost some of the rest. His basic physical isn't meant to be so dominating anymore, for example, he starts slower, and he's a lot more dependent on burning TP for his big damage. Soul Brandish was removed to aid in removing some overlap with Isolde--ironically, he inherits one of Isolde's old IAQ skills modified to give him two benefits rather than one--A form of control that can be exerted on an enemy, and the only Draw skill that does Impact damage instead of Slashing.
Eirwen
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First Aid(Item) - 36% health regen applied to ally over 3 turns
Recuperate(Item) - Heals physical statuses from target
Resuscitate(Item) - Heals incapacitated ally with 5% mHP
Refresh(Charges) - Restores 25% MP to a target.
Invigorate(Charges) - Increases TP gain rates by 5 for 3 turns.
Turn Boost(1) - Gives one ally an instant turn.
Speed Fang(TP) - Basic attack at half swings, takes half as long to recover
Dazing Flurry(TP) - Attack that has a chance to confuse the target
Offensive Posture(TP) - Increases own SPD, decreases EVA and MEV
Defensive Posture(TP) - Increases EVA/MEV, decreases SPD
Swarm Buster(TP) - Attacks all enemies, high TP consumption
Mad Flurry(TP) - Flurry of random-target lower-accuracy attacks.
Vulcan Chain(TP) - Attack on a target that has a 1.5x swingcount
Bloodletting(TP) - Attack that has a chance to inflict bleeding upon the target
Vital Shrike(TP) - Attack that has a chance to instantly kill the target
Accelerate(TP) - Act twice instantly
Nama's Notes - Refresh and Invigorate vary between episodes on how many charges they have. Both will be low as all hell. As a sidenote, if we intend to make all the healing ones item-based, I demand a fairly low cap so that she can't stockpile the things.
Bartol
Sonic Boom(MP) - STR-based magic attack, deals Impact damage. Delays target
Kinetic Buffer(MP) - Raises self resistance to physical attacks
Staggering Impact(MP) - Attack that reduces the damage of the target's next attack
Grand Charge(MP) - Attacks a single target for increased damage, lowers all enemies' STR
Sundering Edge(MP) - Attack that lowers the target's ATK
Sweeping Blast(MP) - As Sonic Boom, only MT. And slower to recover.
Stunning Blow(MP) - An attack that stuns an enemy for one turn
Infinite Superspeed Edge - ITD ITE attack that deals heavy damage. Low accuracy, heavy recovery. Fixed Swings =1
Taunt(TP) - Makes enemies more likely to target self (raises Odds stat)
Fearsome Strike(TP) - Attack that lowers target's STR
Covering Attack(TP) - Attack that hits a random enemy before covering selected target until next turn
Enrage(TP) - Berserks one enemy
Disorienting Strike(TP) - Attack that lowers target's ACC
Unbalancing Strike(TP) - Attack that lowers target's DEX
Arrogant Gambit - Greatly raises counter rate but lowers DEF for three turns.
Nama's Notes - Nothing really of note here. Changed Sonic Boom/Sweeping Blast to make it into more of pseudomagic, though this could easily be changed to something else.
Isolde
Oversurge(HP) - Increases self STR and MAG for next attack (may increase MP costs and/or remove other STR/MAG buffs). Instant-use.
Cold Snap(MP) - L1 ice magic, slightly delays enemy on hit
Shockwave Burst(MP) - L1 earth magic, hits VIT instead of SPR, high power, low accuracy, MT
Compression Break(MP) - Inflicts ice-elemental magic damage, lowers target DEF
Magna Spiker(MP) - Inflicts earth-elemental magic damage, hits VIT, lowers target EVA
Crystal Lancer(MP) - L2 ice magic, three hits of damage and heavier delay
Upheaval(MP) - L2 earth magic, hits VIT instead of SPR, high power, low accuracy, MT
Erosion(MP) - Earth magic attack that reduces target's physical resistances (maxes to neutral)
Execution Bind(MP) - Deals heavy ice damage, may freeze opponent
Barrier Crush(HP+MP) - Weapon attack that dispels defensive (VIT, DEF, MDEF, resistance, some invincibility) buffs
Aura Scythe(HP+MP) - Weapon attack that lowers target MDEF
Jagged Edge(MP) - Weapon attack that inflicts bleeding
Heavy Cutter(MP) - ITD weapon attack
Freeze Cutter(HP+MP) - Weapon attack at increased power, inflicts Healblock on the target enemy. Ice/Weapon element.
Rending Blade(MP) - Weapon attack at increased power, but reduces Isolde's DEF/MDEF for the next turn. Earth/Weapon element.
Fragmentation Blade(HP+MP) - Multiphase attack: standard physical followed by an ITE ice spell
Impact Edge(HP+MP) - Multiphase attack: standard physical followed by a MT earth spell
Axion Breaker(HP+MP) - Deals extremely heavy composite damage to a single target. Cannot critical. Fixed Swings=1
Nama's Notes - There, Andy, more HP+MP costing skills for you. She only has one physical skill that only costs MP. I guess if you feel the effects are powerful enough to warrant such, fine, though Aura Scythe feels a bit on the low end for that, pending.
Katarine (disclaimer: Technique names in particular will most definitely not be final)
Spark Cluster(MP) - L1 lightning spell: high variance and critrate, single hit, high accuracy
Executioner's Aim(MP) - Increases ally's ACC, reduces ally's EVA
Executioner's Precision(MP) - Increases ally's critical rate, reduces ally's EVA
Magnetize(MP) - Deals lightning damage to one target, reduces target's slash/pierce/impact/lightning resists for one turn
Executioner's Speed(MP) - Increases target's SPD, decreases target's VIT and SPR
Impulse Shock(MP) - L2 lightning spell; increased power from L1 version
Executioner's Power(MP) - Increases target's STR, decreases target's SPR
Executioner's Will(MP) - Increases target's MAG, decreases target's VIT
Chaos Spark(MP) - ITE lightning attack, high power, 100% variance
(Spread Formation only)
Wisp Spread(TP) - Attacks each enemy with (shots/3, round up) shots
Nemesis Mirror(TP) - Attacks all enemies once, with a full set of randomly-targeted shots following
Lanzerkanone(TP) - Standard attack sequence based on DEX instead of normal shot count (specific multiplier)
Sword Breaker(TP) - STR-based attack chain on one enemy followed by ITE normal attack chain
O.O. Launcher E-type(TP) - Full attack chain on all enemies
Suppression Fire Type-N - Low-damage random-targetting attack that reduces targets' EVA until their next turn.
Focused Fire Type-R - Standard attack that focuses all shots on a single target.
Supporting Fire Type-A - Attack that deals low damage but adds a flat increase to the damage the target takes from its next attack.
(Focused Formation only)
Cross Smasher(TP) - High-CT attack with increased ATK
Halberd Shooter(TP) - Single shot followed by two randomly-targeted lower-ACC hits
Photon Laser(TP) - Attack with 100% critical rate
Lanzerkanone W(TP) - Standard attack sequence based on DEX instead of normal shot count (specific multiplier)
Mega Flasher(TP) - Attack with high power, but renders Katarine unable to act on her next turn
Sustained Shot Type-B - Attack at reduced damage that may inflict Burn on a target.
Locked Shot Type-V - Attacks with a 100% critical rate.
Cluster Shot Type-F - MT attack at reduced damage that reduces targets' ACC for their next turn.
[Passive] ATK increases by 1% for every 1 point of TP. I will adjust base weapon ATK values for this so that it doesn't end up with silly values.
Nama's Notes - Well, at least the war over Katarine's skillset is dying down. Lightning magic gives her a bit of (albeit unpredictable) offensive variety that lets her stay relevant, though I was half-tempted to give her low-level ice magic as well to diversify the cast a bit more. That aside, she's designed to be as offense-focused as possible--closest thing she's got to a defensive skill is Cluster Shot Type-F, and she can't keep that up forever.