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TNX Skill Dictionary - 04- Ibuki Skills

Feb 18th, 2023 (edited)
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  1. IBUKI
  2. Through Fire and Flood
  3.  
  4. Reason : 1/4
  5. Passion : 2/3
  6. Life : 3/5
  7. Mundane : 1/4
  8.  
  9. - Style Description
  10. This Style represents those who fight disaster itself or work in emergency relief, such as firefighters, lifeguards, and rescue workers.
  11.  
  12. In Japan before the Hazards, the word "ibuki" meant a state where one was overflowing with the energy of life. In the Neuro Age, however, "ibuki" has come to mean those who protect the energy of life, or those who put the lives of others above their own. This Style may be compared to Kabuto, but they are both distinctly different. Kabuto protect the life of their clients. They guard those who have fallen into danger, their lives threatened by others. Ibuki, on the other hand, protect the lives any number of "victims." Risking their own lives in order to save the lives of those they've never met before, that is the Style called Ibuki.
  13.  
  14. - Miracle: Ascend Life
  15. A Miracle that heals the wounds of another through a rescue procedure. By using Ascend Life, at any time one character may recover from all physical wounds, mental wounds, and bad statuses they are suffering from, and also remove any effects of Style Skills affecting them. That character then may continue combat as normal. However for {Death} and {Catatonia}, they may only recover from it if it was inflicted in the current scene. You may use this Miracle on yourself. However, if you do, then you recover from {Death} or other incapacitating wounds during the next scene.
  16.  
  17. Condition: If you heal damage that wasn't intentionally inflicted with Ascend Life, the "used Miracle skillfully" XP bonus should be awarded.
  18.  
  19. (The above information is from Alternative Sight, where this style premiered. The below information is taken from the Skill Dictionary, which includes errata and new skills for Ibuki.)
  20.  
  21. ================================================================================
  22. Skill Dictionary - Ibuki
  23.  
  24. "Thank you, people of World Savers. It's because of you that today so many are still among the living."
  25. - Basil Stroud
  26. ================================================================================
  27.  
  28. Enforcer
  29. Combo : Declare
  30. Max SL : Style Level
  31. Timing : Miracle
  32. Target : -
  33. Range : -
  34. Difficulty : None
  35. Versus : None
  36. This is a Miracle Alter Skill representing having been bestowed with police authority in times of crisis.
  37. - Change the effect of {Ascend Life} so it has the same effect as {Banish}. This effect may only be used if your Persona is Ibuki. The XP bonus condition also changes to be the same as {Banish}. Limit [SL]/Act.
  38.  
  39. AED
  40. Combo : <Medicine>
  41. Max SL : 4
  42. Timing : Initiative Process
  43. Target : Single
  44. Range : Short
  45. Difficulty : 15
  46. Versus : None
  47. You know how to apply treatment to save someone from cardiopulmonary arrest.
  48. - If successful, the target may immediately recover from {Coma} and instead change it to {Unconscious}. Limit [SL]/Act.
  49.  
  50. Armor Gorilla
  51. Combo : Free
  52. Max SL : 3
  53. Timing : Constant
  54. Target : Self
  55. Range : None
  56. Difficulty : None
  57. Versus : None
  58. You've trained to be able to move nimbly even while wearing an Armor Gear.
  59. - Increase the result of any Combo you make that includes an Ibuki style skill by [SL]. This skill only has an effect while you are equipped with an Armor Gear.
  60.  
  61. Iron Hero II
  62. Combo : Free
  63. Max SL : Style Level
  64. Timing : Constant
  65. Target : Self
  66. Range : None
  67. Difficulty : None
  68. Versus : None
  69. Leaping into any danger, no matter how perilous, holds no fear for you. Literally, through fire or through water, you have the bravery to leap into anything.
  70. - You must have Iron Hero up to at least SL 3 to acquire this skill. Increase the limit on the number of times you can use Iron Hero by [SL].
  71.  
  72. Adrenaline Rush II
  73. Combo : Free
  74. Max SL : Style Level
  75. Timing : Constant
  76. Target : Self
  77. Range : None
  78. Difficulty : None
  79. Versus : None
  80. You control your sense of pain through your intense elation. If you must, you'll leap into the jaws of death again and again, so long as someone is there waiting to be saved.
  81. - Increase the limit on the number of times you can use your Adrenaline Rush skill by [SL].
  82.  
  83. Guide Refugee
  84. Combo : Declare
  85. Max SL : 3
  86. Timing : Move
  87. Target : Single
  88. Range : Short
  89. Difficulty : None
  90. Versus : None
  91. When you sense a chance to move, you guide your charges to safety at just the right moment.
  92. - The target may move one range step. The target may decide whether they want to move or not, and where to move. Limit [SL]/Act.
  93.  
  94. Countdown Bender II
  95. Combo : Declare
  96. Max SL : 1
  97. Timing : Auto Action
  98. Target : Self
  99. Range : None
  100. Difficulty : None
  101. Versus : None
  102. Judging you have leeway for other actions, you shift your focus elsewhere.
  103. - Reduce the number of uses you have remaining for Countdown Bender by 1. Then, increase the uses remaining for one of your Ibuki style skills by 1.
  104.  
  105. Close Wounds
  106. Combo : Free
  107. Max SL : 4
  108. Timing : Cleanup Process
  109. Target : Self
  110. Range : None
  111. Difficulty : 10
  112. Versus : None
  113. You close your own wounds by utilizing an emergency procedure on yourself. The wound will heal due to your own sense of duty.
  114. - If successful at the Check, you recover from one {Physical Wound} you are suffering from. Ignore any penalties from Bad Statuses when you make this Check (except for incapacitating wounds).
  115.  
  116. Survival Search
  117. Combo : <Perception>
  118. Max SL : 4
  119. Timing : Major
  120. Target : Self
  121. Range : None
  122. Difficulty : Refer
  123. Versus : None
  124. You check the area, searching for anything that might help for survival.
  125. - If successful, you may acquire one drug or food Outfit of your choice. The difficulty for this check is the (Buy) rating for that outfit. You gain +[SL] to the result of this check.
  126.  
  127. Survival Step
  128. Combo : Free
  129. Max SL : 5
  130. Timing : Constant
  131. Target : Self
  132. Range : None
  133. Difficulty : None
  134. Versus : None
  135. You always keep in mind where it's safe while moving. Your nose for survival will always lead you to safety.
  136. - Increase the result of your <Evasion> checks by [SL].
  137.  
  138. Survival Step II
  139. Combo : Free
  140. Max SL : 5
  141. Timing : Constant
  142. Target : Self
  143. Range : None
  144. Difficulty : None
  145. Versus : None
  146. You maintain constant awareness that allows you to instantly respond to even natural dangers, such as falling objects.
  147. - Increase the Max SL of your Survival Step skill by the SL of this skill. This increases Max SL only; the current SL must be raised via XP as normal.
  148.  
  149. Thunderbird II
  150. Combo : Free
  151. Max SL : 1
  152. Timing : Constant
  153. Target : Self
  154. Range : None
  155. Difficulty : None
  156. Versus : None
  157. You receive support in your specialized work from vehicle assistance.
  158. - You must have Ibuki Style Level 2 to acquire this skill. The effect of your Thunderbird skill may now be applied to Checks made outside of Major Actions or Reactions.
  159.  
  160. Standing Cover
  161. Combo : Declare
  162. Max SL : 3
  163. Timing : Refer
  164. Target : Single
  165. Range : Close
  166. Difficulty : None
  167. Versus : None
  168. You utilize your charging Armor Gear as a shield to protect your allies.
  169. - Use this skill when a character other than you uses a Guard Skill to reduce a physical wound. That Guard Skill further reduces the wound by [SL+3]. The target may refuse this effect. This skill only has an effect while you are equipped with an Armor Gear.
  170.  
  171. Steel Goddess
  172. Combo : Alone
  173. Max SL : 4
  174. Timing : Before Wound
  175. Target : Self
  176. Range : None
  177. Difficulty : None
  178. Versus : None
  179. A Guard Skill that leverages the plating on your Armor Gear to minimize any injury.
  180. - Reduce the rating of the Physical Wound you are about to receive by [SLx2]. This skill only has an effect while you are equipped with an Armor Gear. Limit 1/Cut.
  181.  
  182. Stopper II
  183. Combo : <Stopper>
  184. Max SL : 4
  185. Timing : Major
  186. Target : -
  187. Range : -
  188. Difficulty : -
  189. Versus : -
  190. You know how to suppress rioting mobs with a single attack. You've gained the strength and skill to stop the storm of violence.
  191. - When this skill is used in a Physical Attack combo and you target and hit a Troop with it, that Troop is destroyed.
  192.  
  193. Security Stop
  194. Combo : Alone
  195. Max SL : 4
  196. Timing : Refer
  197. Target : Single
  198. Range : Medium
  199. Difficulty : Control
  200. Versus : None
  201. This skill represents having technology that puts in an emergency stop to security devices in order to secure a route in or out.
  202. - Use when the target makes a check with Cybertech in the combo. Reduce the result of that check by [SL]. Limit 1/Cut.
  203.  
  204. Touchdown II
  205. Combo : Alone
  206. Max SL : 4
  207. Timing : Initiative Process
  208. Target : Self
  209. Range : None
  210. Difficulty : 10
  211. Versus : None
  212. You move when you see an opening.
  213. - You must have Touchdown up to at least SL3 to acquire this skill. If successful, you may move one range step. You ignore blockades when making this move. Once used, it counts as a use of <Touchdown>. If you have no uses remaining of <Touchdown>, you cannot use this skill.
  214.  
  215. Tough Savior
  216. Combo : Free
  217. Max SL : 3
  218. Timing : Constant
  219. Target : Self
  220. Range : None
  221. Difficulty : None
  222. Versus : None
  223. To leap into danger as often as you do, you've made your body as tough as possible.
  224. - When you use a Guard Skill to reduce a Physical or Mental Wound, further reduce the wound by [SL+2].
  225.  
  226. Diamond
  227. Combo : Alone
  228. Max SL : 4
  229. Timing : Before Damage
  230. Target : Self
  231. Range : None
  232. Difficulty : None
  233. Versus : None
  234. This Guard Skill shows you have a solid body and willpower like that of diamond, allowing you to brush off wounds.
  235. - Reduce the rating of a Physical Wound you would take by [CV]. Limit 1/Cut.
  236.  
  237. Diamond II
  238. Combo : Free
  239. Max SL : 1
  240. Timing : Constant
  241. Target : Self
  242. Range : None
  243. Difficulty : None
  244. Versus : None
  245. You stimulate another's survival instincts with encouragement or just your pure guts, making them cling to life.
  246. - You must have Diamond up to SL4 to take this skill. You may now use Diamond on other characters, as though it had [Target: Single] and [Range: Short] (replace instances of "you" in that skill's text with "the target").
  247.  
  248. Hazard Relief
  249. Combo : Dodge
  250. Max SL : 4
  251. Timing : Refer
  252. Target : Single
  253. Range : Medium
  254. Difficulty : Result
  255. Versus : None
  256. You warn another of danger, prompting them to take evasive action. With your experience, you guide them on how to survive.
  257. - You may make a Reaction using this skill against Physical Attacks targeting other characters. Make a Dodge against the Physical Attack targeting your target. If successful, the target counts as having dodged the attack. Limit 1/Cut.
  258.  
  259. Hazard Relief II
  260. Combo : <Hazard Relief>
  261. Max SL : 4
  262. Timing : Refer
  263. Target : -
  264. Range : -
  265. Difficulty : -
  266. Versus : -
  267. You continue guiding those who you are sheltering from danger until they can take your hand.
  268. - Use in a combo with Hazard Relief. If successful, your target may move until they become engaged with you. The target may refuse this effect. Limit 1/Cut.
  269.  
  270. Firefighter
  271. Combo : Free
  272. Max SL : 3
  273. Timing : Constant
  274. Target : Self
  275. Range : None
  276. Difficulty : None
  277. Versus : None
  278. You have equipment at the ready to resist any kind of wide-spread disaster, like fires.
  279. - Reduce the rating of Physical Wounds you take by [SLx3]. This effect is not applied to [Target: Single] physical attacks.
  280.  
  281. Firefighter II
  282. Combo : Free
  283. Max SL : 3
  284. Timing : Constant
  285. Target : Self
  286. Range : None
  287. Difficulty : None
  288. Versus : None
  289. You are a specialist in surviving even in the midst of large-scale disaster.
  290. - Increase the Max SL of your Firefighter skill by the SL of this skill. This increases Max SL only; the current SL must be raised via XP as normal.
  291.  
  292. Brave Rescue
  293. Combo : Free
  294. Max SL : 3
  295. Timing : Constant
  296. Target : Self
  297. Range : None
  298. Difficulty : None
  299. Versus : None
  300. You're able to control how hurt you get when leaping into danger through your bravery. Facing danger head-on is the secret to your survival.
  301. - Reduce the rating of Physical Wounds you take by [SLx2]. This skill is only applied when you use a style skill to take physical damage in place of others, such as <Covering>.
  302.  
  303. Flame Diver
  304. Combo : Declare
  305. Max SL : 3
  306. Timing : Refer
  307. Target : Self
  308. Range : None
  309. Difficulty : None
  310. Versus : None
  311. By reflex alone, you run until you reach your goal. If a voice calls out for help, you'll charge even through the flames.
  312. - Use this skill when using a style skill that takes physical damage to other characters on to yourself, such as Covering. Change that style skill to have [Range: Medium]. Limit [SL]/Scene.
  313.  
  314. Fire Breather
  315. Combo : Declare
  316. Max SL : 3
  317. Timing : Major
  318. Target : Area (Pick)
  319. Range : Close*
  320. Difficulty : None
  321. Versus : None
  322. Through training or survival knowledge, you can survive even in environments that are limited on oxygen, such as inside an inferno or bodies of water.
  323. - The target may ignore any penalties from {BS: Weakness}, or that might arise from breathing being difficult. This effect lasts until the end of the scene. Limit [SL]/Act.
  324.  
  325. Hell Returner
  326. Combo : Free
  327. Max SL : 3
  328. Timing : Constant
  329. Target : Self
  330. Range : -
  331. Difficulty : None
  332. Versus : None
  333. You've made it back from situations that others would call hellish. Many people know of your heroism.
  334. - Increase the result of your <Negotiation> and <Contact> checks by [SL].
  335.  
  336. Symbol of Hope
  337. Combo : Declare
  338. Max SL : 3
  339. Timing : Refer
  340. Target : Scene (P)
  341. Range : Extreme
  342. Difficulty : None
  343. Versus : None
  344. You grant hope to others by crying out your own survival. Even if it's weak, your voice will raise your allies' morale.
  345. - Use after taking a physical wound. All targets other than you may immediately discard one card from their hand. Then, they draw back up to 4. Limit [SL]/Act.
  346.  
  347. Might & Muscle
  348. Combo : Free
  349. Max SL : 3
  350. Timing : Setup Process
  351. Target : Self
  352. Range : None
  353. Difficulty : 10
  354. Versus : None
  355. You show off while on the job. You put forth your utmost effort, no matter the time.
  356. If successful, increase your Life attribute by [SL]. This effect lasts to the end of the Cut.
  357.  
  358. Miracle Dodge
  359. Combo : <Evasion>
  360. Max SL : 5
  361. Timing : Reaction
  362. Target : -
  363. Range : -
  364. Difficulty : None
  365. Versus : None
  366. You know how to survive attacks by letting them pass through you. For you, miracles don't happen, they're made.
  367. - When you use this skill in a Dodge combo, if you should fail, reduce the wound the attack inflicts by [SL+2].
  368.  
  369. Move On Now
  370. Combo : Free
  371. Max SL : 4
  372. Timing : Setup Process
  373. Target : Single*
  374. Range : Medium
  375. Difficulty : None
  376. Versus : None
  377. You give your allies a little push with an appeal.
  378. - Target a character other than yourself. The target gains [CV] to their Current CS. Limit 1/Scene.
  379.  
  380. Licensed Gear
  381. Combo : Free
  382. Max SL : 5
  383. Timing : Constant
  384. Target : Self
  385. Range : None
  386. Difficulty : None
  387. Versus : None
  388. You are trained in the use of Armor Gears meant for rescue work, and possess a permit for their use.
  389. - Change the [Appearance Check Modifier] of Armor Gears you equip to 0. Additionally, improve the [CTRL] value of that Armor Gear by [SLx2] (to a maximum of 0).
  390.  
  391. Lifesaver
  392. Combo : Free
  393. Max SL : 5
  394. Timing : Constant
  395. Target : Self
  396. Range : None
  397. Difficulty : None
  398. Versus : None
  399. You possess medical knowledge that lets you perform life-saving treatments in the field. To save a life, you'll make use of both your brain and your body.
  400. - Increase the result of your <Medicine> checks by [SL].
  401.  
  402. Rescue Call
  403. Combo : Free
  404. Max SL : 5
  405. Timing : Appearance Check
  406. Target : Self
  407. Range : None
  408. Difficulty : Appearance Difficulty
  409. Versus : None
  410. When you get the call, you move with all haste to the scene. With just one request, you'll dispatch anywhere.
  411. - You may use this skill to make an Appearance Check. When you do, increase the result by SL.
  412.  
  413. Local Network
  414. Combo : Free
  415. Max SL : 3
  416. Timing : Constant
  417. Target : Self
  418. Range : None
  419. Difficulty : None
  420. Versus : None
  421. You are familiar with industry trends thanks to the connections between local residents and your peers.
  422. - Increase the result of your <Society: Police> and <Society: Technology> checks by [SL].
  423.  
  424. Local Network II
  425. Combo : Free
  426. Max SL : 3
  427. Timing : Constant
  428. Target : Self
  429. Range : None
  430. Difficulty : None
  431. Versus : None
  432. You have an expanded influence in the industry networks around you.
  433. - During the Pre-Act, select [SL] number of the following: <Society: Street> <Society: Business> <Society: High>. You may apply Local Network's bonus to the selected skills.
  434.  
  435. †Mx Steel
  436. Combo : Free
  437. Max SL : 3
  438. Timing : Constant
  439. Target : Self
  440. Range : None
  441. Difficulty : None
  442. Versus : None
  443. You're tough and can take a hit easily. People say your body is like steel.
  444. - Reduce the rating of physical wounds you take by [SLx3]. This effect does not apply if you are suffering from a Bad Status.
  445.  
  446. †Iron Hero
  447. Combo : Declare
  448. Max SL : 3
  449. Timing : Refer
  450. Target : Self
  451. Range : None
  452. Difficulty : None
  453. Versus : None
  454. You are an Ibuki who rescues others using an indomitable will, and body.
  455. - Use this skill before using a Guard Skill. Your Guard Skill may not be nullified by the effects of other style skills or outfits. This effect lasts until the end of the Main Process it is used in. Limit [SL]/Act.
  456.  
  457. †Adrenaline Rush
  458. Combo : Alone
  459. Max SL : 4
  460. Timing : Before Wound
  461. Target : Self
  462. Range : None
  463. Difficulty : None
  464. Versus : None
  465. A Guard Skill that forces away the pain of your wounds through heightened adrenaline. Your mission inspires you to control your pain.
  466. - Reduce the rating of the Physical Wound would take by the Result of this check. Limit 1/Act.
  467.  
  468. †Countdown Bender
  469. Combo : Declare
  470. Max SL : Style Level
  471. Timing : Initiative Process
  472. Target : Self
  473. Range : None
  474. Difficulty : None
  475. Versus : None
  476. A Surge Skill where your calm decision making lets you take further action in times of need.
  477. - You may take a Main Process during the Initiative Process. For the Major Action of this Main Process, you may only make checks that combo with common skills, and they may not be attacks. You do not lose an AR for this, and may do this even with 0 AR. Limit [SL]/Act.
  478.  
  479. †Call Defense
  480. Combo : Declare
  481. Max SL : 4
  482. Timing : Refer
  483. Target : Single
  484. Range : Extreme
  485. Difficulty : None
  486. Versus : None
  487. You shout a warning, causing another to defend themselves. Your words are so effective they work even on yourself.
  488. - Use before the target makes a Reaction check. The target increases the result of their check by [SLx2], and additionally may make a Reaction even against [Versus: Impossible] actions. Limit [SL]/Act.
  489.  
  490. †Thunderbird
  491. Combo : <Operate>
  492. Max SL : 4
  493. Timing : Setup Process
  494. Target : Self
  495. Range : None
  496. Difficulty : 10
  497. Versus : None
  498. You make use of a multi-functional vehicle to smoothly proceed with your work on the scene.
  499. - If successful, for the rest of the Cut, increase the result of your Major Action and Reaction Checks by [the vehicle you are operating's SF + this skill's SL].
  500.  
  501. †Stim-Aid
  502. Combo : Alone
  503. Max SL : 3
  504. Timing : After Wound
  505. Target : Single
  506. Range : Short
  507. Difficulty : Physical Wound
  508. Versus : None
  509. You can at least stop their hurt for the time being.
  510. - Use when the target takes physical damage. Use the physical wound rating as the difficulty for this check. If successful, the wound is immediately healed. However, this skill cannot cure {Dead}. Limit [SL]/Act.
  511.  
  512. †Stopper
  513. Combo : <Melee><Ranged>
  514. Max SL : 4
  515. Timing : Major
  516. Target : Single
  517. Range : Weapon
  518. Difficulty : Control
  519. Versus : <Evasion>
  520. You know how to suppress rioting mobs and confused masses.
  521. - Use in a Stun Attack Combo. If your Combo Attack hits, inflict {BS: Pressure} on the target. You decide the suit. Limit [SL]/Act.
  522.  
  523. †Saving Smile
  524. Combo : Alone
  525. Max SL : 3
  526. Timing : Initiative Process
  527. Target : Single
  528. Range : Extreme
  529. Difficulty : 10
  530. Versus : None
  531. You put others at ease with your smile, dispelling anxiety. Maybe you're bluffing, but that smile can even erase your own worries.
  532. - If successful, the target may recover from one bad status, or remove the effect of one style skill they are suffering from. The target may decide what gets removed. Limit 1/Cut, and [SL]/Act.
  533.  
  534. †Dynamic Dodge
  535. Combo : Dodge
  536. Max SL : Style Level
  537. Timing : Reaction
  538. Target : -
  539. Range : -
  540. Difficulty : Result
  541. Versus : None
  542. You embrace people around you, then leap to safety.
  543. - You may make a Reaction using this skill against Physical Attacks targeting other characters. Make a Dodge against a Physical Attack. If successful, all other characters of your choice in the same engagement as you may also count as having succeeded their dodge. Limit [SL]/Act.
  544.  
  545. †Touchdown
  546. Combo : Declare
  547. Max SL : 3
  548. Timing : Refer
  549. Target : Single
  550. Range : Short
  551. Difficulty : None
  552. Versus : None
  553. You hustle with all your strength to where you need to be.
  554. - Use when someone other than you becomes the target of a Physical Attack. You may immediately move up to two range steps to be Engaged with the target. This movement ignores blockades. Limit [SL]/Act.
  555.  
  556. †Follow Me
  557. Combo : Declare
  558. Max SL : 5
  559. Timing : Move
  560. Target : Self
  561. Range : None
  562. Difficulty : None
  563. Versus : None
  564. You give a signal to your allies, then move as a group. Taking command during an emergency is one of an Ibuki's specialties.
  565. - When you use this skill, up to [SL] other characters of your choice in your engagement may follow you one range step. Those characters may refuse being chosen. Limit 1/Cut.
  566.  
  567. †Breacher
  568. Combo : <Melee><Ranged>
  569. Max SL : 4
  570. Timing : Major
  571. Target : Single*
  572. Range : Weapon
  573. Difficulty : Control
  574. Versus : <Evasion>
  575. Push aside what's in your way, and remove what's blocking you. Nothing will stand between you and your exit.
  576. - When you use this skill in an attack combo and hit, you force the target to move 1 range band. You decide where they end up.
  577.  
  578. †Prevent 14
  579. Combo : Alone
  580. Max SL : Style Level
  581. Timing : Refer
  582. Target : Single
  583. Range : Close
  584. Difficulty : 21
  585. Versus : None
  586. You put a stop to the loss of life, turning mortal wounds less serious.
  587. - Use when the target dies from physical damage. If you succeed at this Check, then change the {Dead} condition to {Unconscious}. Limit [SL]/Act.
  588.  
  589. †Bulldozer
  590. Combo : Alone
  591. Max SL : 4
  592. Timing : Before Wound
  593. Target : Self
  594. Range : None
  595. Difficulty : Refer
  596. Versus : None
  597. You press ahead in your Armor Gear, using it as a shield. You break through, smashing through obstacles with your heavy armor like a sumo wrestler.
  598. - The difficulty of this check is equal to the rating of the Physical Wound you are about to take -5. If successful, you delay the application of that wound until the Cleanup Phase. This skill only has an effect while you are equipped with an Armor Gear.
  599.  
  600. †Bodyblock
  601. Combo : Alone
  602. Max SL : 4
  603. Timing : Before Wound
  604. Target : Single
  605. Range : Short
  606. Difficulty : None
  607. Versus : None
  608. You control who gets injured by blocking danger with your own body.
  609. - If successful, the physical wound that the target would have taken is applied to you instead. You also take the effect of any style skills that the original target would've taken due to their own check. Limit [SL]/Cut.
  610.  
  611. ※I Am Here!
  612. Combo : Declare
  613. Max SL : Style Level
  614. Timing : Refer
  615. Target : Single
  616. Range : Refer
  617. Difficulty : None
  618. Versus : None
  619. You come racing in to help someone in need. You will always appear before those who need saving.
  620. - This skill may be used while Backstage. With a character that is appearing in a scene as your target, use this skill when your target is targeted by an attack. You appear, and are placed in the same engagement as your target. This appearance cannot be blocked by style skills or blockades. Limit [SL]/Act.
  621.  
  622. ※King Kong
  623. Combo : Free
  624. Max SL : 4
  625. Timing : Setup Process
  626. Target : Self
  627. Range : None
  628. Difficulty : 15
  629. Versus : None
  630. You have an endurance like a beast.
  631. - If successful, for the rest of the Cut, all physical wounds you take are not applied until the Cleanup Process. You still perform wound calculation as normal for each attack. Limit [SL]/Act.
  632.  
  633. ※Titanfall
  634. Combo : Declare
  635. Max SL : Style Level
  636. Timing : Refer
  637. Target : Single
  638. Range : Extreme
  639. Difficulty : None
  640. Versus : None
  641. Your overwhelming presence deflects attacks.
  642. - Use when your target is targeted by an attack. Change that target to target you alone. This effect ignores the original target and range data for that skill. Limit [SL]/Act.
  643.  
  644. ※Breath of the Wild
  645. Combo : Declare
  646. Max SL : 1
  647. Timing : Move
  648. Target : Self
  649. Range : None
  650. Difficulty : None
  651. Versus : None
  652. You freely charge around like the breath of the Earth itself.
  653. - All blockades in the scene are removed. Then, you may move into an engagement of your choice. This movement cannot be hindered in any way. Limit 1/Act.
  654.  
  655. ※Marshal Leader
  656. Combo : Declare
  657. Max SL : 5
  658. Timing : Minor
  659. Target : Self
  660. Range : None
  661. Difficulty : None
  662. Versus : None
  663. This skill represents that you are a preeminent commander. Your excellent leadership skills can save entire populations.
  664. - Draw [SL+2] cards. After, discard down to 4. You may instead pass any card you would have discarded to any other character appearing in the scene. Those characters must then discard down to 4. Limit 1/Act.
  665.  
  666. ※The Right One
  667. Combo : Declare
  668. Max SL : Style Level
  669. Timing : Refer
  670. Target : Self
  671. Range : None
  672. Difficulty : None
  673. Versus : None
  674. You have the right stuff to excel as an Ibuki.
  675. - Use when you may a check that includes an Ibuki style skill in the combo. You may either change the card played to be of any suit, or instead, change the card to an Ace of the same suit. This effect cannot be applied to checks that include non-Ibuki Style Skills. Limit [SL]/Act.
  676.  
  677. ※Lifeguard
  678. Combo : Alone
  679. Max SL : 2
  680. Timing : Wound Calculation
  681. Target : Single
  682. Range : Extreme
  683. Difficulty : None
  684. Versus : None
  685. You weaken the force an attack through your powerful will alone. Your earnest belief in saving lives will crush their fighting spirit.
  686. - Use when the target performs wound calculation for a physical or mental attack. If successful, reduce the rating of the wound by [CV]. This skill does not count as a Guard Skill. Limit 1/Cut.
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