Transformation

Transformation is possible for Knights who have attained the first level of synchronization with the spirit bound to their Knight's Emblem.

When a Knight Transforms, her body becomes temporarily, partially fey. This makes her effectively indestructible, other than from attacks made with Cold Iron, or whatever other weaknesses the spirit within her Knight Emblem might have.

Transforming and Untransforming
To transform, a Knight's player must spend a Fate Point. If a Knight attempts to transform after a battle has started, it takes her entire turn to transform--she cannot move or make any other actions when she transforms. Un-transforming does not cost a Fate Point, but it still takes a turn.

A Knight cannot transform if she has her Major Consequence slot filled.

Health
While transformed, in place of a physical or mental stress track, a Knight has only a morale stress track. A knight's morale stress track starts at three boxes, and gains one additional box for every two ranks the Knight has in the Pluck skill (so a rank of 1-2 means your morale stress track has four boxes, and a rank of 3-4 means your morale stress track has five boxes).

A Knight has Consequence slots that are separate from her un-transformed mien. These consequences do not carry over when she un-transforms, and all Consequences on a Knight's transformed mien are cleared after a Minor Milestone.

Note that Knights do not have Extreme Consequence slots, but a character may take an Extreme Consequence while in her transformed mien as long as she doesn't have an Extreme Consequence already. Extreme Consequences do not heal any faster if taken in Knight form than they would if taken in Mortal form.

Weight Class and Scale
A Transformed Knight's Weight Class is equal to her Synchronization with her patron. Rookie Knights' Synchronization starts at Average (+1).

Weaknesses
Things are a little different if a Knight is attacked with one of her Weaknesses.
 * Ignore Scale: Scale is ignored when a Knight is attacked by one of her weaknesses. A Knight defending against an ordinary human attacking her with a sword made of Cold Iron, for example, gains no bonuses to defend against that attack.
 * Lasting Consequences: If a Knight takes a Consequence because of one of her weaknesses, that Consequence does not clear until a mortal suffering the same Consequence would have healed, even if she un-transforms, and they may require some sort of successful heal action to even attempt.
 * Magical Healing-Proof: If a Knight takes a Consequence because of one of her weakness, magical healing checks cannot be used to fix that damage. Mundane healing checks, such as First Aid or genuine medical attention still work however.