COMMANDO
One look, one word, one cut - and the battlefield is changed.
The Commando is a skillful leader, directing the situation as it develops.
Set up the game-board, know the pieces, and the path to victory becomes clear.
Your abilities will include…
In-Fight - Technical strikes to lead the party and control the battle.
Attack Plan - Decisive attacks, as long as your crew follows your lead.
Attack Magic - Time-marker based magic. Defeat the enemies with perfect timing.
Recovery - Healing effects that end when the target is struck. Protect the wounded!
Assist Ace - Abilities that turn your ally's assists into perfect kill shots.
http://seedrpg.wdfiles.com/local--files/seed2%3Acommando/S2-COM2.png
Assist Upgrades
Attack - Copies situational modifiers from the triggering strike.
Defend - Original target of the attack gains +30% with their next action.
In-Fight
After Me
Type: Action
Technique
Target: Single
[W]+7D
Strike the target for weapon damage. The next hit to strike that enemy before it acts inflicts +30% damage.
CoS: 80
Storm
Type: Action
Technique, Condition
Target: Single
[W]D MP: 60
Smash into the target for weapon damage. The enemy suffers +20% damage (2).
CoS: 80
Force Away
Type: Action
Technique, Condition
Target: Single
[W]D
Bat the enemy away, striking for weapon damage. They inflict and receive -30% damage. (1)
CoS: 80
Reposition
Type: Action
Technique
Target: Single
[W]D
Strike an enemy for x0.9 weapon damage. Choose an ally - they move into the other row.
CoS: 80
Charge
Type: Action
Technique, Recovery
Target: Single
[W]+10D
Strike an enemy for x0.9 weapon damage. The next ally to strike that enemy before it acts recovers 8 x WIL MP.
CoS: 80
Cover
Type: Action
Technique, Recovery
Target: Single
[W]D
Strike an enemy for x0.8 weapon damage. The next ally to strike that enemy before it acts gains 10 x WIL HP.
CoS: 100
Pin Down
Type: Action
Technique
Target: Single
[W]+10D
Strike the enemy for weapon damage. The next ally to target this enemy before it acts reduces their CT against it by 10D.
Swiftness
Type: Action
Technique
Target: Single
[W]+10D MP: 40
Strike an enemy for x1.2 weapon damage. The next ally to strike that enemy before it acts is quickened by -10D.
CoS: 80
Trigger
Type: Action
Technique
Target: Single
CT9 [W]+4D
Strike an enemy for x1.1 weapon damage. Create a time marker at 9D: Until that time marker dissipates, magical damage to that enemy inflicts +30% damage.
CoS: 80
Expose
Type: Action
Technique
Target: Single
[W]D
Strike an enemy for weapon damage and drag it into the front row. An enemy can only be struck by Expose once per battle.
CoS: 80
Certainty
Type: Action
Technique, Enhancement
Target: Single
[W]D MP: 40
Strike an enemy for weapon damage and apply a condition: Choose an ally - that ally gains +10 CoS to actions targeting that enemy (4).
CoS: 80
Critical Action
Type: Action
Technique
Target: Single
[W]+7D
Strike an enemy for weapon damage. Choose an ally - reduce the result of their next successful result check by 10. If a Technique's result check is reduced to 0 or lower and the Technique deals weapon damage, it is a critical hit.
CoS: 80
Cohesion
Type: Passive
When you spend Luck on an In-Fight ability, the first ally to trigger the additional effect provided by the ability recovers 1 Luck.
There's Our Chance
Type: Reaction
Support
Target: Single (Ally)
Trigger: Enemy is defeated.
MP: 100.
Instantly reduces the delay of one ally that did not act this tick to 0. Cannot target yourself.
CoS: 100
Attack Plan
USING ATTACK PLAN: When you perform an Attack Plan action, select a target and enter a preparation stance, preparing to attack on your next turn. When your next turn begins, you execute the plan, attacking the target as per the ability's text and ending the stance. Attack Plan abilities receive benefits based on your ally's actions while you're in the preparation stance.
Slice
Type: Action
Stance, Technique
Target: Single
[W]D MP: 60
When you execute this plan, strike the target for weapon damage. Slice gains a +20% damage increase for each time the target was hit by a damaging action while the preparation stance was active.
CoS: 80
Impact
Type: Action
Stance, Technique
Target: Single
[W]D
When you execute this plan, strike the target for weapon damage. If the target is defeated before Impact resolves, strike all targets instead.
CoS: 80
Break
Type: Action
Stance, Technique, Condition
Target: Single
[W]D MP: 60
When you execute this plan, strike the target for weapon damage, reducing all the target's enhancement timers by (2). If the target has suffered both physical and magical damage during the preparation stance, their defences shatter: they receive +20% incoming damage (3).
CoS: 80
Sever
Type: Action
Stance, Technique, Special
Target: Single
[W]D MP: 90
When you execute this plan, strike the target for weapon damage. For each time the target is struck by magic during the preparation stance, Sever reduces the target's LP by 1.
CoS: 80
Lockdown
Type: Action
Stance, Technique, Condition
Target: Single
40D MP: 60
When you execute this plan, inflict a Condition (6): The target suffers 6 x ATK physical damage whenever they use a Support ability. For each Condition inflicted on the enemy during this stance, increase the condition's damage by 6 x ATK.
CoS: 100
Piñata
Type: Action
Stance, Technique, Recovery
Target: Single
[W]D MP: 60
When you execute this plan, strike the target for weapon damage. Each time an ally strike the target during the preparation stance, restore 10 x WIL HP to them.
CoS: 80
Intercede
Type: Action
Stance, Technique
Target: Single
[W]D
Select both an enemy target as well as a KOed ally target when you prepare this Attack Plan. When you execute this plan, strike the target for weapon damage, striking with an x2 power multiplier if the chosen ally has been revived during your stance. While in Intercede's stance, redirect all enemy techniques and spells targeting the chosen ally onto yourself.
CoS: 80
Turning Point
Type: Quick
Before Acting.
When you execute your next Attack Plan attack, refresh the attack assist of each ally whose actions triggered your preparation stance and boosted its final effect.
Stance Breaker
Type: Passive
When you strike an enemy with one of your Attack Plan abilities, that enemy's stances end.
Operations
USING OPERATIONS: All spells are time-marker based. Whenever you cast a Timed spell, you create a time marker that activates in 20D, 40D, or 60D: Your choice, on every cast! You can only have one time marker active for each ability you know.
Sniper Beam
Type: Action
Spell, Timed
Target: Single
50D MP: 60
Timed. Strikes for 18 x MAG + d12 magical light damage. Strikes with a power multiplier against targets with 0D-10D, depending on the length of the timer chosen. With 20D: x1.2; 40D: x1.5; 60D: x2.
CoS: 100
Spell Demolition
Type: Action
Spell, Timed
Target: Row
50D MP: 80
Timed. Spell Demolition explodes for 12 x MAG + d10 magical fire damage. This spell gains bonus damage if longer timers are chosen. With 40D: +20% damage; 60D: +40% damage.
CoS: 100
Storm Bombing
Type: Action
Spell, Timed
Target: Triple
50D MP: 60
Timed. Strikes for 18 x MAG + d12 magical lightning damage. This spell gains addition CoS if longer timer are chosen. With 40D: +10 CoS; 60D: +20 CoS.
CoS: 50
Ground Trap
Type: Action
Spell, Timed, Condition
Target: Single
50D MP: 60
Timed. Strikes for 15 x MAG + d10 magical gate damage. The target inflicts reduced damage (1), with the potency of the condition determined by the length of the timer chosen. With 20D: -10%; 40D: -30%; 60D: -50%.
CoS: 100
Inertia Canceller
Type: Action
Spell, Timed
Target: Single
50D MP: 60
Timed. Strikes for 18 x MAG + d12 magical time damage, and if targeting the next enemy to act, delays the target by a value determined by the length of the timer chosen. With 20D: +5, 40D: +10, 60D: +15.
CoS: 100
Orbit Ray
Type: Action
Spell, Timed, Special
Target: Single
50D MP: 100
Timed. Strikes for 60 x MAG + d12 magical force damage with a -100% modifier.
CoS: 255
Scanner Sweep
Type: Action
Support, Condition
Target: Single
40D
Scans the target. Scanner Sweep grants knowledge of the target's vital statistics - their HP, MP, LP, level, rank, and any passive abilities the target has. Ask a question about the target: Though Scanner Sweep can't predict the future or look into the past, you otherwise learn the answer. Locked on - They take +30% damage from Operations spells (3).
CoS: 100
Somebody Loves Me
Type: Quick
Before Acting
You next Operation Spell generates two different Timer Markers. Both must strike different targets.
Peacemaker
Type: Quick
When Appropriate
Activate Peacemaker when an enemy is slain by elemental damage. A wave of energy crashes into all other enemies - they take +40% damage from that element (2).
Aftershock
Type: Passive
When the result check for one of your timed spells is 10 or lower, immediately create an additional time marker for this ability (even if it was Special!) at no additional cost. The new timer marker can use any of the three lengths.
Still In a Dream
Type: Passive
When one of your timed spells activates, allies in SoS recover 10 x WIL HP.
Recovery
Restore
Type: Action
Support, Enhancement
Target: Single
CT15 35D MP: 80
The target begins to recover (5) - They recover 9 x WIL HP after each of their actions. Taking damage ends this effect.
CoS: 100
Restore Field
Type: Action
Support, Enhancement
Target: Triple
CT20 40D MP: 240
The targets begin to recover (5) - They recover 9 x WIL HP after each of their actions. Taking damage ends this effect.
CoS: 100
Urgent Restore
Type: Action
Support, Enhancement
Target: Single
CT10 40D MP: 120
The target begins to recover (3) - They recover 18 x WIL HP after each of their actions. Taking damage ends this effect.
CoS: 100
Retribution
Type: Reaction
Timed, Spell
Target: Single
Trigger: An enemy ends an Enhancement you granted
MP: 30
You may have multiple Retribution time markers. When you create a Retribution time marker, increase the damage dealt by all previous Retributions time markers on the field by +20%.
Create a time marker at either 20D, 40D or 60D (your choice every time this activates). When it resolves, strike the triggering enemy for 15 x MAG + d12 magical damage.
CoS: 100
Back in Action
Type: Passive
When an enhancement you granted ticks 0, the enhanced combatant inflicts +50% damage with their next action.
Stay of Execution
Type: Passive
If an ally has a Recovery enhancement you granted, they can't be slain without first removing the enhancement - they can only be reduced to 1 HP.
Brief Respite
Type: Passive
When a Restore enhancement ability you have granted is removed through damage taken, restore 5 x WIL HP to the target if they survive the attack, and remove a single negative status condition from them.
Concentration
Type: Quick
When Appropriate
Prevent a Restore ability from being removed.
Anytime any ally has a Restore ability tick to 0 naturally, you regain the use of this ability.
Assist Ace
Forward Strike
Type: Action
Technique, Recovery
Target: Single
[W]D
Strikes the target for weapon damage. If an ally performs an Attack Assist when this ability is used, they deal +20% damage with it, and you restore 8 x WIL HP to the ally.
CoS: 80
Bulwark Strike
Type: Action
Technique, Recovery
Target: Single
[W]+20D
Strikes the target for weapon damage. Choose an ally and refresh their Guard Assist, then restore 8 x WIL HP to either yourself or the ally.
CoS: 80
Chain Scheme
Type: Reaction
Technique
Target: Single
Trigger: An ally hits with an attack assist.
MP: 200
Strike the target for weapon damage. An ally's assist can follow this attack, too.
CoS: 80
Domino Effect
Type: Passive
Whenever an enemy is slain, you and your allies' attack assists gain a stacking +10% damage modifier for the rest of the battle.
Matter of Time
Type: Passive
After you've acted three times, you and your allies' attack assists inflict +30% damage for the rest of the battle.