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  1. [POSITION]
  2. Skill notation:
  3. [Timing/Cost/Range*]
  4. *Range of Q indicates "See below"
  5. ALICE
  6. There are some Dolls that are never able to get used to fighting. Though their lives have been ones of unending battle for countles days, countless years, the memory of tranquil times remains in their hearts. It is for this reason that they remain human even now.
  7.  
  8. Skills
  9. Maiden-[Rapid/0/0]
  10. Effect: Make a Conversation Check with one of your sisters.
  11.  
  12. Healing-[Auto/None/Q]
  13. Effect: When your other sisters make a Conversation Check with you, all of them receive +1 to their die rolls.
  14.  
  15. Undefeatable Heart-[Auto/None/Self]
  16. Effect: When you make a Conversation Check, you may add +1 to the die roll.
  17.  
  18. Princess-[Damage/0/0~1]
  19. Effect: This Skill can only be used when you take damage.
  20. Your target sister receives -1 to the Cost of their next Action (minimum 0.)
  21.  
  22. Angel of Eden-[Rapid/2/Self]
  23. Effect: Regardless of your current place on the Battle Map, you are instantly transported to Eden.
  24. This is not considered to be Movement.
  25.  
  26. Prayer-[Action/0/Q]
  27. Effect: This Maneuver takes effect 5 Count after the time that it is announced.
  28. As long as you do not gain any Madness Points or have any Parts damaged during this time period, all of your Sisters may remove a Madness Point from a Fetter of their choice.
  29. This Maneuver may be used only once per Round, and only if the remaining Count is greater than 5.
  30.  
  31. Warm Smile-[Auto/None/Q]
  32. Effect: When you roll a Critical Success on a Conversation Check, the target may remove a Madness Point from her Fetter towards you.
  33. This still counts towards the Fragments of Memory limit on the maximum number of Madness Points removable during a Phase.
  34.  
  35. AUTOMATON
  36. Though you have a heart, you have suppressed it. In battle, you are no more than the gear of a machine. Dolls are Dolls, after all. It is only proper that dead corpses should have dead hearts. Those things you could not protect while you still lived, you protect now.
  37.  
  38. Skills
  39. Cover-[Auto/Q/0~1]
  40. Effect: Once per Round, when one of your Sisters uses an Action Maneuver, the cost of the Maneuver can be reduced to 0 for the cost of one of your own Action Points.
  41.  
  42. Reckless-[Auto/Q/Self]
  43. Effect: As the Cost of this Skill, damage one of your own Basic Parts of your choice.
  44. You may reroll the die for an Action Check, Attack Check, or Dismemberment Check.
  45.  
  46. Heart of Ice-[Auto/None/Self]
  47. Effect: You gain +1 to the die roll on Madness Checks.
  48.  
  49. I am a Doll-[Auto/None/Self]
  50. Effect: During the Battle Phase, you may ignore the consequences of Madness for a single Round of your choice.
  51.  
  52. Prisoner in Limbo-[Auto/None/Self]
  53. Effect: At the end of a Round during the Battle Phase, if you are in Limbo and have incurred any penalties to your Action Points, you may ignore them and start the next Round with your Maximum Action Points.
  54.  
  55. Tears of Blood-[Auto/Q/Self]
  56. Effect: When you are hit by a Spirit Attack, you may ignore the Madness Points incurred.
  57. For each Madness Point ignored, one of your Basic Parts of your choice is damaged.
  58. If you have no Basic Parts remaining, this Skill is no longer effective.
  59.  
  60. Foes are Foes-[Auto/None/Self]
  61. Effect: If a Spirit Attack is made against you, the Attack Check must have a result of 7 or higher to hit.
  62.  
  63. COURT
  64. Strength does not arise only when wielding a weapon. To think and to know are also strengths. Within this ruined world, it is not a strength easily understood... but you cultivate it nonetheless. Things could be no other way.
  65.  
  66. Skills
  67. Advice-[Check/0/0~2]
  68. Effect: Support 1 or Hinder 1.
  69.  
  70. Composure-[Auto/None/Self]
  71. Effect: You gain +1 to the die roll on Action Checks.
  72.  
  73. Anticipate-[Rapid/0/0~3]
  74. Effect: You may negate a single Maneuver of the target's with the timing "Check", "Damage" or "Rapid."
  75.  
  76. HOMEBREW ANTICIPATE FOR ERRATA
  77. Anticipate-[Auto/None/0~3]
  78. Effect: Once per round, when the target uses a maneuver with the timing "Check", "Damage", or "Rapid", you may negate it. This triggered maneuver has the same timing as the target maneuver.
  79.  
  80. Tactics-[Auto/None/Q]
  81. Effect: At the beginning of the Battle Phase, you may observe the arrangement of enemies and move a Doll of your choice to any Area other than Tartarus.
  82.  
  83. Foresight-[Action/1/0~1]
  84. Effect: The Cost of the target's next Action decreases by 1 (minimum 0.)
  85.  
  86. Restraint-[Auto/Q/Self]
  87. Effect: When you fail (or critically fail) a Madness Check, you may change the result to a Success.
  88. As the cost of this Skill, damage one of your Basic Parts of your choice.
  89.  
  90. Scapegoat-[Auto/Q/Self]
  91. Effect: When one of your Sisters fails (or critically fails) a Madness Check, you may change the result to a Success.
  92. As the cost of this Skill, add a Madness Point to one of your Fetters of your choice.
  93.  
  94. HOLIC
  95. To have an ego is to embrace one's selfishness and desires. There are things that you want. Are those power? Love? Your past? If you find one of them, you'll want another. If you find ten, you'll want a hundred more. Even then, you won't be satisfied. Even then.
  96.  
  97. Skills
  98. Insane Swiftness-[Auto/None/Self]
  99. Effect: When one of your Fetters is in a state of Madness during the Battle Phase, you gain a +1 to the die roll on Attack Checks.
  100.  
  101. Impulse-[Auto/Q/Self]
  102. Effect: Once per Round, when you use a Maneuver, the cost of the Maneuver can be reduced to 0 if you add a Madness Point to a Fetter of your choice.
  103.  
  104. Carnage-[Check/Q/Self]
  105. Effect: As the Cost of this Skill, add a Madness Point to a Fetter of your choice.
  106. Support 3.
  107.  
  108. Fury-[Damage/Q/Self]
  109. Effect: You may only use this Skill when you deal damage.
  110. As the Cost of this Skill, add a Madness Point to a Fetter of your choice.
  111. Add +2 to the damage dealt.
  112.  
  113. Drawn to Tartarus-[Auto/None/Self]
  114. Effect: During the Battle Phase, if you are moving in the direction towards Tartarus, the Cost of your Movement Maneuver is decreased by -1 (minimum 0.)
  115.  
  116. Fall Into Hades-[Action/Q/Self]
  117. Effect: As the Cost of this Skill, add a Madness Point to a Fetter of your choice.
  118. You are instantly transported from your current position on the map to Hades.
  119.  
  120. Limit of Madness-[Damage/0/Self]
  121. Effect: You may remove a Madness Point from a Fetter of your choice.
  122. However, if any of your Sisters are in the same Area as you, they must add a Madness Point to a Fetter of their choice.
  123.  
  124. JUNK
  125. You have found strength in the things you have given up. But there are those you refuse to surrender. You could hardly lose any more of your body. But there are surely things you have not lost. Though you struggle in vain, covered in scars, you persevere.
  126.  
  127. Skills
  128. Follow-[Rapid/0/Self]
  129. Effect: This Skill can only be used when one of your Sisters uses a Movement Maneuver.
  130. Move 1.
  131.  
  132. Damaged Goods-[Auto/None/Self]
  133. Effect: At the end of a Round during the Battle Phase, even if your Treasure was damaged, you do not receive an Insanity Point.
  134.  
  135. Dweller in Hades-[Auto/None/Self]
  136. Effect: During the Battle Phase, if you are in Hades, you gain +1 to the die roll on Attack Checks.
  137.  
  138. Struggle-[Auto/None/Self]
  139. Effect: When you voluntarily take a Madness Point in order to reroll a die, you gain +1 to the die roll.
  140.  
  141. Even Unto Tartarus-[Auto/None/Self]
  142. Effect: During the Battle Phase, if you are in Tartarus, the Cost of all your Action Maneuvers decreases by 1 (minimum 0.)
  143.  
  144. Defender of Eden-[Auto/None/Self]
  145. Effect: When you are in Eden or Elysium, all Maneuvers used by enemies which are in Eden have their Action Point cost increased by 1.
  146. This Skill remains in effect even if you are completely Annihilated.
  147.  
  148. Lame Beast-[Auto/None/Self]
  149. Effect: For every Hit Location of yours in which all Parts have been damaged, you gain +1 to Attack Checks you make.
  150.  
  151. SORORITY
  152. That others depend upon you is not a burden. It is your strength. Though your body has long been dead, others still rely upon it. For as long as they do, you shall lead the way. Even if there's nothing left of you but your feet.
  153.  
  154. Skills
  155. Order-[Rapid/2/Q]
  156. Effect: All your sisters upon the Battle Map with you may make a single Attack Maneuver of their choice with Rapid Timing.
  157.  
  158. Self-Control-[Auto/None/Self]
  159. Effect: If you are afflicted with Madness, you gain +1 to the die roll on Conversation and Madness Checks.
  160.  
  161. Gathering in Elysium-[Rapid/2/Q]
  162. Effect: Regardless of their current place on the Battle Map, all your sisters are instantly transported to Elysium.
  163. This is not considered a Movement Maneuver.
  164.  
  165. Secret Whisper-[Auto/None/Q]
  166. Effect: At the beginning and end of the Battle Phase, one sister of your choice (excluding you) may make a Conversation Check with you as the target.
  167.  
  168. Grace-[Auto/None/Q]
  169. Effect: When you voluntarily take a Madness Point in order to reroll a die, one sister of your choice (excluding you) may make a Conversation Check with you as the target.
  170.  
  171. Sister's Kiss-[Rapid/1/0]
  172. Effect: This Skill is only usable against Savants.
  173. The target Savant loses 4 Action Points.
  174.  
  175. Tough Love-[Auto/None/Q]
  176. Effect: When one of your Sisters has a Part damaged by an Attack Maneuver you used, she may remove a Madness Point from a Fetter she has which is in a state of Madness.
  177.  
  178. [CLASS]
  179. BAROQUE
  180. Deformed Dolls.
  181. Manufactured mutants.
  182. Shaped to another's whim.
  183. Woven from twisted flesh.
  184. The specialty of this Class is mutation. They are chimeras created from a multitude of corpses. Their incomprehensible bodies possess incomprehensible abilities. There are many whom are particularly swift.
  185.  
  186. Reinforcement Points
  187. Arm/Enh/Mut
  188. 0/0/2
  189.  
  190. Special Skill
  191. Mutated Being-[Auto/None/Self]
  192. Effect: During the Battle Phase, when you are hit with an Attack that did not roll a Critical Success, you may choose which Location it hits (unless you have lost all Parts from that Location.)
  193.  
  194. Skills
  195. Mad Demon-[Auto/None/Self]
  196. Effect: When you make an Attack Check for an Unarmed Attack Maneuver, you may add +1 to the die roll.
  197.  
  198. Super Strength-[Auto/None/Self]
  199. Effect: Your Unarmed and Melee Attacks deal +1 damage.
  200.  
  201. Extreme Mutation-[Q/None/Self]
  202. Effect: When you learn this skill, you may acquire an additional Tier 3 Mutation.
  203. This is not limited by your Reinforcement Points, and you may regenerate it as normal.
  204.  
  205. Karmic Corpse-[Auto/None/Self]
  206. Effect: At the end of the Battle Phase, you may regenerate two Parts of your choice.
  207.  
  208. Regeneration-[Damage/1/Self]
  209. Effect: Defense 1. You may use this Skill any number of times per Round, but only once per Attack.
  210.  
  211. Instrument of Evil-[Auto/None/Self]
  212. Effect: When you deal damage with an Attack Maneuver, you may declare the use of this Skill to increase the damage by 1.
  213. However, the "Dismember", "Explosive", "Chain Attack" and "Area Attack" properties are all lost.
  214.  
  215. Crystallization-[Damage/1/Self]
  216. Effect: You may ignore any "Dismember", "Explosive", and "Move" properties associated with an attack you've been hit by.
  217. This Maneuver can be used any number of times per Round.
  218. GOTHIC
  219. Heretical Dolls.
  220. The natural enemy of the dead.
  221. Dolls built to oppose the Undead.
  222. Cannibals in their right mind.
  223. The specialty of this Class is all manner of heresy. Eaters of the dead, they strike fear into other Undead as the apex predators of the food chain.
  224.  
  225. Reinforcement Points
  226. Arm/Enh/Mut
  227. 0/1/1
  228.  
  229. Special Skill
  230. Voracity-[Rapid/0/Self]
  231. Effect: Regenerate a Reinforcement Part of yours that was damaged.
  232.  
  233. Skills
  234. Feast of Flesh-[Action/1/Self]
  235. Effect: Regenerate a Basic Part of yours that was damaged.
  236.  
  237. Predator-[Damage/2/0]
  238. Effect: Stagger all enemies in the same Area as you.
  239.  
  240. Lick Jowls-[Rapid/0/0~1]
  241. Effect: Hinder Move 1.
  242.  
  243. Vile Repast-[Auto/None/Q]
  244. Effect: When you cause the target of your Attack to make a Dismemberment Check, they receive a penalty of -2 to the die roll.
  245.  
  246. Delight in Corruption-[Damage/0/Self]
  247. Effect: You may use a "Rapid", "Check" or "Damage" maneuver that you have already used once for a second time.
  248.  
  249. Rip and Tear-[Auto/None/Self]
  250. Effect: The effect of your Jaws and Fists changes to "Unarmed Attack 1 + Dismember."
  251.  
  252. Ultimate Predator-[Auto/None/0]
  253. Effect: When you succeed with a Range 0 Unarmed Attack, if the number of Parts the target has remaining is no greater than the result of the Attack Check minus five, all of the target's Parts are instantly broken (however, Legions are not affected.)
  254.  
  255. PSYCHEDELIC
  256. ESPer Dolls.
  257. Diversiform distortions.
  258. The anamneses of madness.
  259. Abilities beyond comprehension.
  260. The specialty of this Class is the paranormal. Their powers essentially distort the laws of nature. Amongst all the pallor of the dead, the Psychedelics shine singularly bright... like jewels ripe for the taking.
  261.  
  262. Reinforcement Points
  263. Arm/Enh/Mut
  264. 0/1/0
  265.  
  266. Special Rule
  267. Dolls of other classes cannot acquire Skills from the Psychedelic Class using Favor Points.
  268. Nor can enemies be given Skills from the Psychedelic Class.
  269.  
  270. Special Skill
  271. Vortex of Destruction [Rapid/Q/Q]
  272. Effect: You may only use this Skill prior to the end of the first Round of combat.
  273. As the Cost of this Skill, add a Madness Point to all of your Fetters that are not in a state of Madness.
  274. Destroy four Parts of your Choice belonging to every being present upon the Stage of Battle. (Legions are completely destroyed.)
  275.  
  276. Skills
  277. Distorted Power-[Rapid/3/0~2]
  278. Effect: You may use this skill even if completely Annihilated.
  279. Choose two Parts belonging to the target and destroy those Parts (Legions simply take 2 damage.)
  280.  
  281. Will to Refuse-[Damage/2/0~1]
  282. Effect: You may use this skill even if completely Annihilated.
  283. Defense 1.
  284. You may use this Skill any number of times per Round, but only once per Attack.
  285.  
  286. Twist of Fate-[Check/See Below/0~3]
  287. Effect: You may use this skill only when you are the target of an attack.
  288. As the Cost of this Skill, add a Madness Point to a Fetter of your choice.
  289. Regardless of the result of the Attack Check, the attack is considered a failure.
  290.  
  291. Embrace of Souls-[Action/2/0~2]
  292. Effect: You may use this skill even if completely Annihilated.
  293. The target may remove a Madness Point from one of their Fetters.
  294. Afterwards, add a Madness Point to one of your Fetters that is not in a state of Madness.
  295.  
  296. Throne of the Void-[Auto/None/Sef]
  297. Effect: You may ignore Hinder and Hinder Move effects originating from the same Area as you are in.
  298.  
  299. Shared Loss-[Rapid/3/0~1]
  300. Effect: This skill is only usable on Horrors.
  301. Choose one of your Hit Locations.
  302. For every destroyed Part of yours in that Hit Location, you may choose and destroy a Part belonging to the target.
  303.  
  304. Pawn's Gambit-[Action/2/0~1]
  305. Effect: You may use this skill even if completely Annihilated.
  306. Move 1.
  307. The target of the Move loses 2 Action Points (even if the Move is Hindered.)
  308.  
  309.  
  310. Psychedelic Changes [HOMEBREW]:
  311. These changes are intended to scale back Psychedelic's more absurd abilities while keeping a unique flavor and feel to its skills, in addition to making its weaker skills more worthwhile.
  312.  
  313. Distorted Power: Targets hit location instead of specific parts. Cost Reduced to 2 AP
  314.  
  315. Will to Refuse: Cost changed to 1 AP
  316.  
  317. Embrace of Souls: Cost 1 AP to use
  318.  
  319. Shared Loss: Cost Reduced to 2, Range increased to 0-2. No longer targets specific parts.
  320.  
  321. Pawn's Gambit: Can only target Allies. Does not cause the target to lose AP.
  322.  
  323. New Skill:
  324. Redirect Rapid Cost 1 Range 0-1
  325. Change a support to be a hinder or vice versa
  326.  
  327. REQUIEM
  328. Dolls that use firearms.
  329. Requiems of the end.
  330. Fantasias for those without souls.
  331. The sole notes heard within this world.
  332. The specialty of this Class is range. Created to defend important positions, they also excel as guerillas. The report of their guns are the only melodies that resound within this ruined world, like bells tolling for those whom they lay to rest.
  333.  
  334. Reinforcement Points
  335. Arm/Enh/Mut
  336. 2/0/0
  337.  
  338. Special Skill
  339. Magic Bullet-[Auto/None/Self]
  340. Effect: During the Battle Phase, when you make a Ranged Attack Maneuver, its maximum range increases by +1.
  341.  
  342. Skills
  343. Gun God-[Auto/None/Self]
  344. Effect: When you make an Attack Check for a Ranged Attack Maneuver, you may add +1 to the die roll.
  345.  
  346. Hand of Death-[Rapid/0/Self]
  347. Effect: You may use an Attack Maneuver of your choice as if its Timing were "Rapid".
  348.  
  349. Lullaby-[Auto/None/Self]
  350. Effect: During the Battle Phase, you may take a penalty of -1 to the Attack Check of a Ranged Attack. If you do, the Cost of the Maneuver is decreased by 1 (minimum 1.)
  351.  
  352. Gun Kata-[Check/2/0~1]
  353. Effect: Hinder 2. Afterwards, you may make a Ranged Attack 1 against the same target.
  354. Official FAQ says this is considered an Attack Maneuver and can be used with Lullaby, etc.
  355.  
  356. Concentration-[Rapid/2/Self]
  357. Effect: Until the end of the Round, all your Attack Checks gain +1 to the die roll.
  358.  
  359. Rear Guard's Pride-[Auto/None/Self]
  360. Effect: When you roll a Critical Failure on a Ranged or Blast Attack, treat it as if it were a normal failure.
  361.  
  362. Trusted Companion-[Rapid/1/Self]
  363. Effect: You may regenerate a single damaged Part that can perform a Melee Attack or Ranged Attack Maneuver.
  364. ROMANESQUE
  365. Dancing Dolls.
  366. Princesses of the netherworld.
  367. Corpses trapped in a tarantella.
  368. Beloved playthings, cast away.
  369. The specialty of this Class is adroit mobility. When they were alive, they danced for others' pleasure- dances as precise as clockwork, down to the movements of their fingertips. And now, just as they were then, they shall be beloved once again.
  370.  
  371. Reinforcement Points
  372. Arm/Enh/Mut
  373. 0/2/0
  374.  
  375. Special Skill
  376. Battle Maiden-[Auto/None/Self]
  377. Effect: Your Maximum Action Points increase by +2.
  378.  
  379. Skills
  380. Waltz-[Rapid/1/Self]
  381. Effect: Until the end of the Round, every Attack which targets you receives a penalty of -1 to the Attack Check (if it is an Area Attack, the penalty only applies to hitting you.)
  382. If this Skill is used multiple times during the same Round, the penalty does not increase.
  383.  
  384. Dance of Death-[Check/0/Self]
  385. Effect: You may reroll the die for an Attack Check.
  386.  
  387. Tuning-[Rapid/0/0]
  388. Effect: Until the end of the turn, the target may use Maneuvers associated with a damaged Part as if it were not damaged.
  389. However, they may still not use Maneuvers that they would be unable to for other reasons (i.e. multiple times per Round if the Timing does not allow it.)
  390.  
  391. Caress-[Rapid/0/0]
  392. Effect: Stagger.
  393.  
  394. Clockwork-[Q/None/Self]
  395. Effect: When you learn this skill, you may acquire an additional Tier 3 Enhancement.
  396. This is not limited by your Reinforcement Points, and you may regenerate it as normal.
  397.  
  398. One's Many Charms-[Auto/None/Self]
  399. Effect: The cost of your Basic Parts "Arm" and "Foot" decreases by 1 (to a minimum of 0.)
  400.  
  401. Deranged Gears-[Auto/None/Q]
  402. Effect: All enemies that roll a Critical Failure within the same Area as you in have their damage of the resulting attack increased by 1.
  403. STACY
  404. The most conventional of Dolls.
  405. Corpses that move even now.
  406. Soldiers that are dead even now.
  407. And yet they walk even now.
  408. The specialty of this Class is immortality. They are designed foremost for the stoutness of their bodies. All the menace of the walking dead are embodied in the Stacies.
  409. If you're wondering about the name of this class, it's a reference to a film.
  410.  
  411. Reinforcement Points
  412. Arm/Enh/Mut
  413. 1/0/1
  414.  
  415. Special Skill
  416. Crawling Flesh-[Check/0/0~2]
  417. Effect: You may only use this Skill after you have taken damage.
  418. Hinder 3.
  419.  
  420. Skills
  421. Unfazed-[Auto/None/Self]
  422. Effect: During the Battle Phase, if your Parts are damaged, you may continue to use Maneuvers they enable until the end of the Round.
  423.  
  424. Remain Dead-[Rapid/0/Self]
  425. Effect: Regenerate a Basic Part of yours that was damaged.
  426.  
  427. Defend-[Damage/0/0~1]
  428. Effect: When the target takes damage, you may take that damage in her place.
  429. You may use this Skill any number of times per Round.
  430.  
  431. Meat Shield-[Damage/0/0~1]
  432. Effect: Negate the damage of an attack and all associated effects (including Dismemberment, Chain Attacks, and Area Attacks.)
  433.  
  434. Made to be Broken-[Auto/None/Self]
  435. Effect: Add +1 to all die rolls for Attack Checks and Dismemberment Checks.
  436. However, at the end of the Battle Phase and each Round of combat, you must damage one of your own Parts of your choice. This cannot be manipulated by Maneuvers that affect Costs.
  437.  
  438. Organ Donor-[Auto/None/Q]
  439. Effect: At the end of the Battle Phase, all of your Sisters of your choice can regenerate their broken Entrails parts.
  440.  
  441. Corpse Style-[Check/Q/0~1]
  442. Effect: As the Cost of this Skill, break one of your Basic Parts.
  443. Support 2 or Hinder 2.
  444.  
  445. [HOMEBREW]
  446. Accelerator
  447. Timing: Auto / Cost: None / Range: Self
  448. Effect: When your Defend maneuvers reduce an attack's damage to 0, you may deal 1 damage to the attacker's hit location of your choice. (Legions and Horrors just take 1 damage.)
  449.  
  450. Invincible
  451. Timing: Auto / Cost: None / Range: Self
  452. Effect: The values of your Defend maneuvers are increased by 1.
  453.  
  454. THANATOS
  455. Dolls made for battle.
  456. Warriors that fight eternal.
  457. Incarnations of death and destruction.
  458. Leading roles upon the stage of slaughter.
  459. The specialty of this Class is combat power. They are corpses made weapons, designed completely for their offensive ability. Burning with fury despite the chill of their dead flesh, they are as storms of destruction.
  460.  
  461. Reinforcement Points
  462. Arm/Enh/Mut
  463. 1/1/0
  464.  
  465. Special Skill
  466. Unlimited Destruction-[Damage/0/Self]
  467. Effect: You may only use this Skill when you receive damage.
  468. Until the next Count, you may use all your Attack Maneuvers upon the same target as if they had a Timing of "Damage".
  469.  
  470. Skills
  471. God of Death-[Auto/None/Self]
  472. Effect: When making an Attack Check with a Melee Attack Maneuver, you mayadd +1 to the die roll.
  473.  
  474. Calamity-[Damage/2/Self]
  475. Effect: You may only use this Skill when you hit with a Melee Attack.
  476. The Attack becomes an Area Attack. If you would damage yourself with this Attack, you do not.
  477.  
  478. Drama of Death-[Damage/0/0~1]
  479. Effect: During the Battle Phase, when you make an Attack Maneuver on the same Count and against the same target as one of your sisters, you may add +1 to the die roll for the Attack Check and +1 to the damage dealt.
  480.  
  481. Instantaneous-[Auto/None/Self]
  482. Effect: During the Battle Phase, when you perform an Attack Maneuver, nobody other than you can perform a Maneuver with the timing 'Check' or 'Rapid' in response.
  483.  
  484. Dead on Target-[Auto/None/Self]
  485. Effect: During the Battle Phase, if you roll 6 on an Attack Check, you may choose which Location to deal damage to.
  486.  
  487. Judgment-[Check/0/Se;f]
  488. Effect: Use this Skill only when you make a Melee Attack. The result of the Attack Check becomes 6, and no other Skill can affect this result.
  489.  
  490. Queen of the Underworld-[Auto/None/Self]
  491. Effect: 'Hinder Move' Maneuvers used by Legions have no effect on you.
  492. Furthermore, Legions must roll a 7 or higher on Attack Checks made against you to hit.
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