VANGUARD
If you're still standing at the end, you've won.
That's the law of the Vanguard.
Burn and break everything in sight, and when the dust clears - still be there.
Your abilities will include…
All In - Take on risk to amp damage.
Devastation - Physical strikes: seize the weakest link and crush it.
Vengeance - Dish out payback with magical assaults.
Shielding - Barrier magic that absorbs enemy blows.
http://seedrpg.wdfiles.com/local--files/seed2%3Avanguard/S2-VAN2.png
Assist Upgrades
Offensive: Places a condition on the enemy which causes it to take +20% incoming damage (1).
Defensive: Before the enemy's attack resolves, make your own attack against it. Either 8 x ATK or 8 x MAG, chosen when upgrade is learned.
All In
GOING ALL IN: When you use an All In ability to benefit a Vengeance ability, it affects all activations of that Vengeance ability until your next action.
All Out
Type: Action
Technique
Target: Single
[W]D
Deals normal weapon damage. You can use as many Before Acting Quick abilities with All Out as you wish, rather than being limited to one as normal.
CoS: 80
Overload
Type: Quick
Before Acting
You lose 60 HP, and your ability this round deals +30% potency.
Overdriver
Type: Quick
Before Acting
You lose 100 HP, and your ability this round deals +50% potency.
All Over
Type: Quick
Before Acting
You lose 100 HP, and your ability this round is now Target: Double. (When used with a Vengeance ability, if the counter attack is activated, then all enemies are struck rather than just the one that proced the counter.)
Bring It
Type: Quick
Before Acting
Your action this round has -20D, and the next time you're struck for damage the attack deals +40% more.
Show Me What You Got
Type: Quick
Before Acting
Your ability this round deals +30% potency, and until your next turn, you take +20% incoming damage.
Try and Stop Me
Type: Quick
Before Acting
Your ability this round deals +30% potency, and until your next turn, anytime you're struck for damage, increase your current delay by +5D.
Reckless
Type: Quick
Before Acting
Your ability this round deals +30% potency, and until your next turn, any Recovery, Cleanse, Enhancement or Life abilities have no effect on you, and any preexisting that cause you to recover HP or MP have no effect this turn.
Fight or Fight
Type: Passive
When in SoS, or at 0 HP, you deal +20% damage.
Dead Man Walking
Type: Passive
When you're reduced to 0 HP, you're not actually KOd until the end of your next turn. If you kill the enemy that would have KOd you on that next turn, you regain 15 x VIT HP and are not KOd. If not, you're KOd as normal. While in the state of not-quite-KOd and at 0 HP, Recovery abilities have no effect on you, but Life effects will. (If you're revived before taking your next action, you cannot benefit from the HP restoring effect of Dead Man Walking.)
Stampede
Type: Passive
Anytime an enemy is KOd, recover the used of one of your All In Quick abilities that has been used already this battle. (You don't need to be the one to deliver the killing blow.)
Devastation
Run Wild
Type: Action
Technique
Target, Single (Special)
[W]+10D MP: 50
Deals normal weapon damage to a single target. Run Wild additionally strikes all other enemies currently in SoS. (But hits no target more than once - if you initially selected an enemy in SoS, it isn't hit twice.)
CoS: 80
Atlas Buster
Type: Action
Technique, Condition
Target: Single
[W]D MP: 40
Deal normal weapon damage. Against targets which haven't dealt at least 80 damage with an attack, or whose last attack dealt less than 80 damage, Atlas Buster inflicts a Wound (4) with strength equal to 1/4th of the damage dealt by Atlas Buster - whenever you damage that enemy, they lose the Wound's value in HP. It also suffers wound damage at the end of its turns.
CoS: 80
Pack Attack
Type: Action
Technique
Target: Single
[W]D MP: 50
Deal normal weapon damage. If the target has been struck for damage by one of your allies since your last turn, deal x1.3 weapon damage instead.
CoS: 80
Predator Chop
Type: Action
Technique
Target: Single
[W]D MP: 50
Deal x1.2 weapon damage. Add +0.2 to the power multiplier for each negative condition that the target is suffering from.
CoS: 80
Charge Crush
Type: Action
Technique
Target: Single
[W]D MP: 60
Deal normal weapon damage. Against enemies charging a CT, it deals x1.5 weapon damage instead.
CoS: 80
Raptor Assault
Type: Action
Technique
Target: Single
[W]D MP: 50
Deals normal weapon damage. If the target has 40D or more, this attack deals x1.3 damage instead. If you target the enemy with the highest initiative, reduce this attack's delay by -12D.
CoS: 80
Spark Crush
Type: Action
Technique
Target: Single
[W]D MP: 60
Deal normal weapon damage, and the monster gains a choice: it can either lose 1MP, 1LP, or the Vanguard can immediately perform a Basic Attack with no delay cost. (Monsters cannot lose MP/LP if they have 0 already.)
CoS: 80
Magic Burst
Type: Action
Technique
Target: Single
[W]+10D MP: 10
Deal normal weapon damage. If you've struck the target with magical damage since your last turn, instead deal x1.8 weapon damage.
CoS: 80
Wild Wolf
Type: Quick
After Acting
Enter a stance until the start of your next turn. While in this stance, any time an ally performs a damaging action, the Vanguard lunges forward into the enemy ranks, dealing 6 x ATK damage to a single enemy which hasn't been hit by Wild Wolf yet.
Close Enough
Type: Passive
When you deal damage to an enemy, if they have 75 HP or less after calculating the damage from your attack, the enemy is instantly reduced to 0 HP.
Out Of Your League
Type: Passive
When you attack an enemy, you gain knowledge of its level, and against low level enemies, a bonus to your critical chance. Against level 1 enemies, you have 20 additional critical. Against level 2 enemies, you have 10 additional critical.
Mop Up
Type: Passive
When there is only one enemy remaining in a battle, and there was more that one enemy in combat at some point in the fight, you deal +20% damage.
Vengeance
Shatter Wave
Type: Action
Spell, Vengeance, Stance
Target: Self
50D MP: 60
Enter a stance until your next turn. While in this stance, anytime an enemy deals physical damage to you or an ally, immediately deal 15 x MAG + d10 magical earth damage to the offending enemy.
CoS: 100
Earth Shout
Type: Action
Spell, Vengeance, Stance
Target: Self
50D MP: 60
Enter a stance until your next turn. While in this stance, anytime an enemy deals magical damage to you or an ally, immediately deal 15 x MAG + d10 magical earth damage to the offending enemy.
CoS: 100
Magma Burst
Type: Action
Spell, Vengeance, Stance
Target: Self
50D MP: 60
Enter a stance until your next turn. While in this stance, anytime an enemy deals deal damage to someone in your front row, immediately deal 15 x MAG + d10 magical earth damage to the offending enemy.
CoS: 100
Stone Rain
Type: Action
Spell, Vengeance, Stance
Target: Self
50D MP: 60
Enter a stance until your next turn. While in this stance, anytime an enemy deals deal damage to someone in your back row, immediately deal 15 x MAG + d10 magical earth damage to the offending enemy.
CoS: 100
Hurl Into the Sun
Type: Action
Spell, Vengeance, Stance
Target: Self
40D MP: 60
Enter a stance until your next turn. While in this stance, anytime an enemy targets an ally in SoS, immediately deal 24 x MAG + d12 magical earth damage to the offending enemy.
CoS: 100
Alkaline Twister
Type: Action
Spell, Vengeance, Stance
Target: Self
40D MP: 60
Enter a stance until your next turn. While in this stance, anytime an enemy deals inflicts a negative condition, immediately deal 18 x MAG + d12 magical earth damage to the offending enemy.
CoS: 100
Rebuke
Type: Action
Spell, Vengeance, Stance
Target: Self
40D MP: 60
Enter a stance until your next turn, and select an ally. While in this stance, anytime an enemy targets that specific ally, immediately deal 18 x MAG + d12 magical earth damage to the offending enemy.
CoS: 100
Biding Time
Type: Passive
Anytime you use a Vengeance ability and fail deal damage with it before your next turn, recover 8 x STM MP at the start of the next turn.
Stonewilled
Type: Passive
As long as you are in the front row, gain a 4/5ths defense modifier anytime you use a Vengeance ability.
Stonehearted
Type: Passive
Anytime you use an All In Quick ability combined with a Vengeance ability, increase your defense modifier by one step better (none -> 4/5th -> 3/5th and so on).
Shielding
Aegis
Type: Action
Support, Recovery
Target: Single
CT15 35D MP: 60
Grants the target 18 x WIL + d12 THP.
CoS: 100
Aegis Channel
Type: Action
Support, Recovery
Target: Single
CT10 30D MP: 50
Convert any THP currently on the target directly into an immediate recovery effect. Then. grant the target 8 x WIL + d6 THP.
CoS: 100
Spell Aegis
Type: Action
Support, Recovery
Target: Single
CT20 40D MP: 80
Grants the target 24 x WIL + d12 THP, and places the target into a stance which last until they have 0 THP. While in the stance, the target takes -40% magical damage, and +30% physical damage.
CoS: 100
Steel Aegis
Type: Action
Support, Recovery
Target: Single
CT20 40D MP: 80
Grants the target 24 x WIL + d12 THP, and places the target into a stance which last until they have 0 THP. While in the stance, the target takes -40% physical damage, and +30% magical damage.
CoS: 100
Focus Guard
Type: Action
Support, Recovery
Target: Special
CT10 30D MP: 40
Remove any THP from yourself and all your allies, then add the values together. Select a single target - that target then gains THP equal to the total value of all THP recently removed.
CoS: 100
Life Charm
Type: Action
Support, Enhancement, Life
Target: Single
CT25 30D MP: 90
Place a condition (U) on the target. The first time that the target would be KOd for any reason, remove this condition and immediately revive the target with 18 x WIL + d12 HP.
CoS: 100
Vaccine Charm
Type: Action
Support, Enhancement
Target: Single
CT5 35D MP: 40
Place a condition (U) on the target. The first time that the target would be inflicted with a negative condition, ignore it completely and remove this condition.
CoS: 100
Aegis Burst
Type: Reaction
Spell
Target: Single
Trigger: An enemy reduces someone's THP to zero and you were the last person to grant them THP, or an enemy causes the Life or Vaccine Charm enhancements to be removed.
MP: 30
Immediately deal 12 x MAG + d8 magical damage to the triggering enemy.
CoS: 100
Raw Material
Type: Action
Support, Recovery, Special
Target: Single
CT5 35D
Remove all THP from the target - the target then recovers MP equal to the amount of THP removed.
CoS: 100