Knight

KNIGHT

A bastion of honor and chivalry. Evil will go no further.
The Knight is an agile fencer that actively defends the party.
What will you protect?

A Knight's Defense

A knight is always in one of three footings:

Technical Footing triggers when an enemy uses a physical attack on an ally.
Spell Footing triggers when an enemy uses a magical attack on an ally.
Direct Footing triggers when an enemy uses a support ability.

If an enemy triggered your footing, you can use an Execution on it with your next action!

Your footing changes whenever you act. Whenever you use a technique, your footing rotates like this:
Technical → Magical → Direct → Technical
Whenever you use a spell or a support ability, your footing rotates the other way:
Technical ← Magical ← Direct ← Technical

You begin battles in the Technical footing, unless you write on your character sheet that you begin battles in a different footing.
Oh, and if anyone pauses to ask what footing you're in? You should answer honestly!

Your abilities will include…

Combat Art - A weapon art for disarming, deterring, and driving back opponents.
Execution - A suite of powerful abilities for punishing enemies that forget about your footing.
Block - Three quick abilities for defending yourself from enemies, and tools to help you use them.
Light - Spells that attack with radiant light. They tend to make life easier for healers in your party.
Roses - Spells that attack with entangling roses, along with a pair of healing abilities. They're tightly bonded to the fate of your allies.

http://seedrpg.wdfiles.com/local--files/seed2%3Aknight/S2-KGT2.png

Assist Upgrades

Attack - You may use an Execution against the target with your next action. You may additionally calculate any Execution ability used next turn with MAG instead of ATK, if desired.
Defensive - The attack's CoS is reduced by -20. If this attack would now have missed you, it misses.

Combat Art

Beat Parry

Technique
Target: Single
[W]D MP: 40

With a quick assault, you knock the enemy off-balance. Beat Parry inflicts weapon damage. On the target's next action, they inflict -30% damage to targets other than you.
CoS: 80

Double Beat

Technique
Target: Double
[W]+5D MP: 50

You assault two targets in quick succession. Double Beat inflicts weapon damage with an x0.8 power multiplier. On the targets's next actions, they inflict -20% damage to targets other than you.
CoS: 80

Invitation

Technique
Target: Single
[W]D MP: 70

You lash out the target and beckon them to attack you. If the target fails to damage you with its next action, your next attack has its delay reduced by -25D.
CoS: 80

Covering Strike

Technique
Target: Single
[W]+5D

Strike a target for weapon damage. You cover an ally of your choice: Until your next turn, damage dealt to them is redirected to you.
CoS: 80

Stop Cut

Type: Action
Technique, condition
Target: Single
40D MP: 50

You stop the target in their tracks with a sharp assault and apply a condition (4): Their action's CoSes are capped at 75.
CoS: 100

Slash Carousel

Type: Action
Technique
Target: Row (Front)
[W]D MP: 80

You slash forward with a sharp attack, striking for weapon damage. Enemies can choose to switch rows instead of taking damage. (If they're in the back row and the front row is empty, they can leap forward to dodge.)
CoS: 80

Passing Softly

Type: Action
Technique
Target: Single
[W]+5D

With a few quick attacks, you inflict weapon damage to an enemy. It starts to leave openings all over: Those damaged by the enemy's next action have the opportunity to enter a stance, gaining a 3/5 defense factor until their next action.
CoS: 80

No Approach

Type: Action
Technique, Enhancement
Target: Single
[W]D MP: 80

You strike out for weapon damage, then leave no openings. You gain an enhancement that grants you Armor 20. (4).
CoS: 80

Lunge

Type: Action
Technique, Condition
Target: Single
[W]D MP: 60

Can only be used when in the back row. Move into the front row, then deal weapon damage to a single target. Additionally, the target gains a condition (2): the target deals -20% damage against any ally in your front row other than the Knight.
CoS: 80

Insistence

Type: Quick
When Appropriate

Activate Insistence after one of your attacks that would deal damage misses a target. It hits that target instead.

Taking Steel

Type: Passive

When you strike an enemy with a Target: Single technique and the result check is from 1-10, you briefly take control of their weapon, causing them to inflict -50% physical damage with their next hit.

Execution

USING EXECUTIONS: You can only use an Execution against enemies that have transgressed your footing, and only on the action immediately following that transgression.

Execute

Type: Action
Technique, Execution
Target: Single
[W]D

Your judgement strikes for x2 weapon damage.
CoS: 80

Pressure

Type: Action
Technique, Execution, Condition
Target: Single
[W]D

Your judgement strikes for x1.5 weapon damage and inflicts a condition - that enemy takes +20% damage from you (4). Refresh the duration and increase the effect by +10% for each use of Pressure against that enemy while the condition persists.
CoS: 80

Zornhau

Type: Action
Technique, Execution
Target: Single
[W]+20D

Your judgement strikes for x3 weapon damage. Reduce the timers of all enhancements on the target by (1) before striking - all timers that reach (0) dissipate immediately.
CoS: 90

And Recover

Type: Action
Technique, Execution, Recovery
Target: Single
[W]D

Your judgement strikes for x1.5 damage and earns you some breathing room - choose and refresh a Block ability, and recover 18xWIL MP.
CoS: 80

Redouble

Type: Quick
Anytime

You change your footing instantly, into any of the three types you wish. Make sure you declare the new foot, loudly.

By Will

Type: Quick
Before Acting

Declare that a single enemy has transgressed - this is so.

For All Assembled

Type: Quick
Before Acting

Your next Execution ability targets all transgressing enemies.

Block

Preparation

Type: Action
Support
Target: Self
30D

You yield ground - you refresh your block abilities and move into the back row. Until your next action, your footings are deactivated. Can't be used if you're already in the back row!
CoS: 100

Iron Weave

Type: Action
Technique
Target: Single
[W]D

You dart out, then retreat to a defensive position. Iron Weave inflicts weapon damage. If its result check is between 1-30, choose and refresh a Block ability.
CoS: 80

Yield Not

Type: Action
Technique
Target: Single
[W]D MP: 80

You strike the enemy with courage and daring, inflicting weapon damage. Until your next action, your blocks are enhanced:
Impact Guard: Defense factor is applied to all targets of the attack.
Repel: CoS penalty is -50.
Withstand: Reduce the damage to 1.
Undaunted: THP gained is 20 x WIL.
CoS: 80

Impact Guard

Type: Quick
When Appropriate

Activate when struck by an ability. You parry sharply, applying a 3/5 defense factor to the attack.

Repel

Type: Quick
When Appropriate.

Activate when struck by an ability. You force the attack back, reducing its CoS by -25. If the attack would have missed you with this CoS, it does.

Withstand

Type: Quick
When Appropriate

Activate when damaged by an ability. Reduce the damage that attack dealt to you to 100.

Undaunted

Type: Quick
When Apropriate

Activate when damaged by an ability. You gain 10 x WIL THP after the damage is sustained.

Iron Curtain

Type: Passive

While the Knight is in the front for, they can use Block quick abilities on allies in the back row.

Bright

Burst

Type: Action
Spell, Bright
Target: Single
CT15 35D MP: 60

A beam of shining light inflicts 18xMAG+d12 magical light damage.
CoS: 100

Sacred Sword

Type: Action
Spell, Bright
Target: Double
CT20 35D MP: 75

You draw a blade of light and attack two targets with blazing speed, inflicting 15xMAG+d10 magical light damage to each.
CoS: 100

Heaven Stream

Type: Action
Spell, Bright
Target: Group
CT30 40D MP: 120

Sweeping rays of light sear all enemies for 15xMAG + d10 magical light damage.
CoS: 100

Dawn Break

Type: Quick
After Acting

Use when you finish casting a Bright Spell, you can select either one ally if your spell hit an enemy, or one enemy if your spell hit an ally. If the selected target is an ally, they recover 15 x WIL + d10 HP. If the selected target is an enemy, they take 15 x MAG + d10 magical light damage.

Full of Light

Type: Passive

When you're below half health, you gain a 3/5 defense factor while charging Bright spells.

Light of Day

Type: Passive

Whenever you cast a Bright spell, increase the healing granted by the next recovery ability your party uses by +20%.

Burning Bright

Type: Passive

Whenever a Bright ability is used against a target in SoS, increase the potency against them by +20%.

Bright Cancel

Type: Passive

When a Bright spell resolves, you can choose to resolve it as a Healing ability instead. Use WIL instead of MAG for this action and replace all magical damage with healing.

Roses

USING ROSES: Whenever you begin charging a Rose spell, choose an ally.

Brambles

Type: Action
Spell, Roses
Target: Single
CT15 35D MP: 60

Vines entrap the enemy, inflicting 18xMAG+d12 magical damage. If the chosen ally is struck while this spell is charging, Brambles inflicts +30% damage.
CoS: 100

Magic Garden

Type: Action
Spell, Roses
Target: Group
CT30 40D MP: 120

An idyllic phantom-garden bursts into existence, emanating strange energy that inflicts 15 x MAG + d10 magical damage to all enemies. If the chosen ally is in SoS when this spell resolves, Magic Garden strikes with a +40% damage modifier.
CoS: 100

Black Rose

Type: Action
Spell, Roses
Target: Single
CT30 35D MP: 110

Black Rose hits twice - the first hit strikes for 18xMAG + d12 magical damage, the second inflicts damage equal to (Your Health - The Ally's Health), minimum zero, as the spell resolves.
CoS: 100

Flower Petals

Type: Action
Support, Recovery, Roses
Target: Single
CT15 35D MP: 60

Flower Petals restores 17xWIL + d10 HP. If you choose that ally for your next Rose spell, that spell inflicts +20% damage.
CoS: 100

Rebirth

Type: Action
Support, Life, Roses
Target: Single
CT15 35D MP: 90

Rebirth may only target the ally you chose for your last Rose spell. It revives that ally with 30xWIL+d12 HP.
CoS: 100

Sweet Scent

Type: Quick
After Acting

After using a Rose ability, you can remove all negative conditions from yourself or your chosen ally.

Vine Barrier

Type: Passive

Your rose magic can shield others with vines and ivy. Whenever you're charging a Rose ability, the chosen ally gains a 4/5 defense factor. (This bonus only applies to Support abilities if you select the ally when starting the CT.)

Hidden Thorns

Type: Passive

If your chosen ally for a Rose ability is targeted by an enemy, the enemy takes 5 x MAG damage. (This bonus only applies to Support abilities if you select the ally when starting the CT.)

Gift

Type: Passive

Whenever you're charging a Rose ability, the chosen ally can spend your MP freely. You can use the chosen ally's MP to cast Rose abilities, as well. (This bonus only applies to Support abilities if you select the ally when starting the CT.)

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