Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Rules Update: Regarding Engagements and Hindering
- - Engagements
- Whenever characters from opposing sides are in Close range of one another, they form what is called an Engagement. Being in an Engagement means you are able to make melee attacks against anyone else also in that Engagement.
- - No Passing By
- If, during a movement, a character would enter an Engagement with another character, then their movement ends there. However, should the other character not intend to stop the movement, then the moving character may continue their movement.
- Because when a cast member may be stopped in this manner when they declare they want to move, the Director should take care to mention it ahead of time. Note that moving out of an engagement does not cause this stoppage of movement, except in the following case.
- - Blockade
- Certain situations or skills may cause an Engagement to become blockaded. In this case, any character attempting to leave the engagement may be prevented from doing so.
- If a character wants to leave, then they, and a character from the opposing side, may make opposed Athletics checks. If the character wanting to leave wins the check, then they may move away. If the character wanting to stop them wins, then the movement fails.
- Rules Update: Armor & Coats
- You can layer these pieces of armor. It isn't a choice between them.
- Flagship
- Combo : Declare
- Max SL : Style Level
- Timing : Miracle
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- A Miracle Alter skill, allowing your allies to act while you bar the enemy's path.
- - Change the effect of your Invulnerable miracle to, "You allow one character other than you whom you have a Contact skill for take a Main Process. This action follows all the same rules that Kage's Unseen does." The XP condition for this becomes, "changed the situation dramatically." Limit [SL]/Act.
- Overwhelming Presence
- Combo : Alone
- Max SL : 4
- Timing : Refer
- Target : Single
- Range : Close*
- Difficulty : Control
- Versus : None
- The pressure you exude to enemies penned in with you keeps them in check.
- - You may only target characters who share a blockaded engagement with you. Use when the target makes any kind of check. The target reduces the result of that check by 2. Limit 1/Cut.
- Aegis
- Combo : Free
- Max SL : 4
- Timing : Major
- Target : Single*
- Range : Long
- Difficulty : Control
- Versus : <Will>
- People have to place their trust in a Kabuto, and you make it easy for them. To others, you're like the shield of the goddess herself.
- - You acquire a Contact skill for the target, starting at SL1. You may decide the suit. This effect lasts until the end of the Act.
- Move As One
- Combo : <Evasion>
- Max SL : 4
- Timing : Reaction
- Target : -
- Range : -
- Difficulty : Result
- Versus : None
- You cover for your ally and dodge together with them.
- - Use this skill as a Reaction when another character is targeted by a {Physical Attack}. Make a Dodge Check using this skill in the Combo. If you win the Opposed Check, you and all characters in the same
- Engagement as you succeed at their Dodge Check. After, you lose 1 AR.
- Guardian
- Combo : Free
- Max SL : 1
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- As a Kabuto, you believe in protecting everyone. Strength is required to do so, and that strength lies within your heart.
- - To acquire this skill, you must have Renown at SL3 or higher. Increase the number of Kabuto secret skills you can acquire by 1. If you have Style Level 3, increase it by an additional 1.
- Running Cover
- Combo : Declare
- Max SL : 4
- Timing : Move
- Target : Single
- Range : Close
- Difficulty : None
- Versus : None
- You make yourself into a mobile barricade, all to safely move your allies.
- - Upon use, select your target from within the same engagement, then move, taking the target with you. The target may refuse this effect. Limit [SL]/Act.
- Danger Sense
- Combo : <Perception>
- Max SL : 3
- Timing : Major
- Target : Refer
- Range : Extreme
- Difficulty : 10+
- Versus : None
- You have a sixth sense for traps and ambushes.
- - If successful, you learn of any dangerous elements lurking within the scene, such as traps, or enemies lying in wait, as well as the location of those. The Director set the difficulty for this check, and hidden people may make an opposed <Stealth> check. Environmental factors such as darkness or loud noise may apply modifiers to the check.
- Knight's Armament
- Combo : Declare
- Max SL : 3
- Timing : Refer
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- As you move into a defensive posture, you reactively change your gear.
- - Use when you make a Reaction. You may, before the Reaction, perform one Minor Action. This action may not be spent to give you further Minor Actions. Limit [SL]/Act.
- Stalwart Shield
- Combo : Refer
- Max SL : 3
- Timing : Refer
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- You know how to effectively utilize your weapon to disperse impacts.
- - Use this skill in a combo with a Guard Skill. The Guard Skill further reduces the wound rating you would take by the Parry rating of one of your equipped weapons.
- Adamant
- Combo : Alone
- Max SL : 4
- Timing : Before Wound
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- A Guard Skill that allows you to withstand physical damage of any severity, as if you were made of adamantine.
- - Reduce the rating of the {Physical Wound} you would receive by [CV]. Limit 1/Cut.
- Final Fortress
- Combo : Refer
- Max SL : 5
- Timing : Before Wound
- Target : -
- Range : -
- Difficulty : None
- Versus : None
- When protecting others, your weapons and your intuition drive back any attack.
- - Use this skill in a combo with either Covering or Unseen Shield. Reduce the wound rating you would take when using Covering or Unseen Shield by [SL+1]. This skill may be combined with [Combo: Alone] skills.
- Sound Body
- Combo : Declare
- Max SL : 3
- Timing : Refer
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- With thorough conditioning of body and mind, you push through any illness.
- - Use when you would take any Bad Status. Make a Life Self-Control check. If successful, you recover from that Bad Status. This check is immune to any penalties from Bad Statuses. Limit 1/Cut, and [SL]/Act.
- Shake It Off
- Combo : Free
- Max SL : 3
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- Keep a clear head, and you can devote everything to defense.
- - When you make a Reaction check, you ignore penalties given by {BS: Doped (Minor)}. If you take this skill to SL3, then when you make a Reaction check, you also ignore penalties given by {BS: Doped (Major)}.
- Combat Readiness
- Combo : Free
- Max SL : 3
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- You stubbornly maintain a battlefield readiness, no matter where you are.
- - When you use Guard Skills against Physical or Mental attacks, further reduce the rating of the wound you would take by [SL+2].
- Sniper Cover
- Combo : Alone
- Max SL : 4
- Timing : Refer
- Target : Single
- Range : Extreme
- Difficulty : Control
- Versus : None
- You can set up obstacles to deny effective sightlines.
- - Use this skill when your target makes an attack against a character two or more range bands away. If successful, the target reduces the result of their attack check by [SL+1]. Limit 1/Cut.
- Steel Wall
- Combo : Parry
- Max SL : 5
- Timing : Reaction
- Target : -
- Range : -
- Difficulty : None
- Versus : None
- You powerfully parry a blow, decreasing its impact as if your shield were made of steel.
- - When this skill is used in the Combo for a Parry Check, you gain a [SL×2] bonus to your weapon's Parry rating.
- Steel Wall II
- Combo : <Steel Wall>
- Max SL : Style Level
- Timing : Reaction
- Target : -
- Range : -
- Difficulty : None
- Versus : None
- With solid footing, you can draw out your weapon's strength many times over.
- - Use this skill in a combo with Steel Wall. For that Parry, increase the Parry rating by the melee weapon you use to parry. This skill ignores the general rule of not receiving the same bonus twice. Limit [SL+1]/Act.
- Daunting Pose
- Combo : <Melee>
- Max SL : 4
- Timing : Reaction
- Target : -
- Range : -
- Difficulty : Result
- Versus : None
- There is no way through you.
- - While you have this skill acquired, you may blockade any engagement you're in as an Auto Action. Moreover, whenever a character tries to leave a blockaded engagement you're in, you may make the Opposed check to stop them using this skill, rather than Athletics.
- Knockback
- Combo : <Melee>
- Max SL : 4
- Timing : Setup Process
- Target : Single
- Range : Short
- Difficulty : Control
- Versus : None
- With the right leverage, you can press an enemy back hard enough to make them lose their footing.
- - Using this skill requires a melee weapon with a Parry rating of at least 5. If successful, the target reduces their Current CS by [SL+2].
- Hard Rock
- Combo : Free
- Max SL : 3
- Timing : Setup Process
- Target : Self
- Range : None
- Difficulty : 10
- Versus : None
- By taking a firm defensive position, you can brace yourself for impact.
- - If successful, increase each of your S, P, and I defense values by [SL+2]. This effect lasts until the end of the Cut.
- Vigilant
- Combo : Parry
- Max SL : 4
- Timing : Reaction
- Target : -
- Range : -
- Difficulty : None
- Versus : None
- You can parry attacks from any direction.
- - Use this skill in a combo to Parry. Characters of your choice in the same engagement as you may use your Parry check as their own. If successful, the attack is negated against those characters. If you fail, those characters still reduce the wound rating they take by your Parry value. You may make Reactions against physical attacks against characters in the same engagement as you with this skill.
- Reflexive Defense
- Combo : Refer
- Max SL : 4
- Timing : Reaction
- Target : -
- Range : -
- Difficulty : None
- Versus : None
- A good Kabuto can defend even against unexpected attacks.
- - When this skill is used in a Combo, that Combo may be used as a Reaction to attacks with [Versus: Impossible].
- Shield Undaunted
- Combo : Declare
- Max SL : 3
- Timing : Refer
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- You keep up the fight, yielding to nothing, no matter the situation.
- - You may use this skill only while suffering from a Bad Status. Use when you make a check. You may make that check ignoring all negative penalties from style skills, outfits, or bad statuses. Limit [SL]/Act.
- Unshakeable
- Combo : Alone
- Max SL : 4
- Timing : Before Wound
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- A Guard Skill that shows your unwavering spirit.
- - Reduce the rating of the {Mental Wound} you would take by [CV]. Limit 1/Cut.
- Artisan of Defense
- Combo : Free
- Max SL : 3
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- With your knowledge of protective gear, you can put your armor to its utmost use.
- - You gain a +[SL] bonus to the result of Reaction checks. This only has an effect when you are equipped with one each of Suit, Coat, and Armor Outfits.
- Unseen Shield
- Combo : Alone
- Max SL : 4
- Timing : Before Wound
- Target : Single
- Range : Short
- Difficulty : None
- Versus : None
- Even violence of a less physical nature should be protected against.
- - If successful, you take a {Mental Wound} the target would have taken. You also suffer any other effects you would have taken if the attack had targeted you in the first place. Limit [SL]/Cut.
- Unparalleled Defense
- Combo : Free
- Max SL : 5
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- There are no gaps in your defense. You can keep yourself and your friends safe from any attack.
- - When you use <Melee> as a Reaction (such as with a Parry or Turn Blow), you gain a [SL+1] bonus to the Result of that Check.
- Unparalleled Defense II
- Combo : Free
- Max SL : 5
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- You may surprise even yourself with how powerful your defensive techniques are.
- - Increase the Max SL of Unparalleled Defense by the SL of this skill. This increases Max SL only; the current SL must be raised via XP as normal.
- Layered Defense II
- Combo : Free
- Max SL : Style Level
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- You've trained to specialize in parrying with multiple weapons.
- - You must have acquired Layered Defense to acquire this skill. Change the use limit of Layered Defense to be, "Limit [Layered Defense II's SL+1]/Cut."
- Renown
- Combo : Free
- Max SL : 5
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- You're well known in certain circles for your bravery as a Kabuto.
- - During the Pre-Act, select either <Society: Street> or <Society: Business>. When you make Information Gathering Checks or Appearance Checks with that skill, gain a +[SL] bonus to the result.
- †Turn Blow
- Combo : <Melee><Ranged>
- Max SL : 4
- Timing : Reaction
- Target : Single
- Range : Weapon
- Difficulty : Result
- Versus : None
- With weapon in hand, you repel or knock away your target's attacks, making them fail.
- - With this skill, you may make a Reaction to Physical or Mental attacks targeting other characters. Make a Reaction against the attack with this skill in the combo. If successful, the target's entire attack fails. After, you lose 1 AR.
- †Oppressor
- Combo : Alone
- Max SL : 3
- Timing : Refer
- Target : Single
- Range : Close*
- Difficulty : Control
- Versus : None
- Like a tyrant, your control over your vicinity is absolute.
- - Use when the target makes any kind of check. If successful, the target reduces the result of that check by the Parry rating of one melee weapon you have equipped. Limit 1/Cut, and [SL]/Act.
- †Covering
- Combo : Alone
- Max SL : 4
- Timing : Before Wound
- Target : Single
- Range : Short
- Difficulty : None
- Versus : None
- You protect the target from an attack, taking the blow yourself.
- - If successful, you take a {Physical Wound} the target would have taken. You also suffer any other effects you would have taken if the attack had targeted you in the first place. Limit [SL]/Cut.
- †Adamant II
- Combo : Alone
- Max SL : 4
- Timing : Before Wound
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- Your body is a sturdy thing, capable of taking more and more damage. Your body is truly hard enough to be called adamantine. Guard Skill.
- - Reduce the rating of the {Physical Wound} you would receive by [CV+3]. Limit 1/Cut.
- †Final Fortress II
- Combo : Declare
- Max SL : 4
- Timing : Refer
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- You yourself are more of a shield to protect others than any object could be. Tangible, intangible, you can defend against any threat.
- - Use this skill when you use Final Fortress. You further reduce the physical or mental wound you would take by [CV]. Limit [SL]/Scene.
- †Shielding Presence
- Combo : Alone
- Max SL : 4
- Timing : Refer
- Target : Single
- Range : Medium
- Difficulty : Control
- Versus : None
- Your overwhelming presence is like itself a shield.
- - Use this skill when the target would make a physical attack check. Change that attack to [Target: Single]. Then, the target you used this skill on can reselect the target of their attack. Limit [SL]/Scene.
- †Automatic Defense
- Combo : Parry
- Max SL : 5
- Timing : Reaction
- Target : -
- Range : -
- Difficulty : None
- Versus : None
- You needn't even think when you move to protect yourself or your allies.
- - When you use this skill in the Combo for a Parry Check, you do not lose an AR at the end of the Main Process you performed the Parry Check in. You may make Reactions against {Physical Attacks} made against other characters within Close Range of you with this Skill in a Combo, and may Parry even when you
- have 0 AR. Limit [SL]/Cut.
- †Tactics
- Combo : Free
- Max SL : 4
- Timing : Setup Process
- Target : Scene (Pick)
- Range : Extreme
- Difficulty : 15
- Versus : None
- This skill allows you to read the situation on the battlefield and equip your allies accordingly.
- - If successful, the target may immediately equip any number of Outfits they have on them. They may even equip outfits they did not declare at their Appearance Check. However, there is a limit of [SL+1] Outfits that have a negative Appearance Check Modifier, shared by all targets. This target may refuse this effect.
- †Shield Bash
- Combo : <Melee>
- Max SL : 4
- Timing : Major
- Target : Single*
- Range : Weapon
- Difficulty : Control
- Versus : <Melee>
- Sometimes your best defense is also your best offense.
- - When you make an attack with this skill in the combo, treat your Attack rating as P+(weapon Parry rating). Further, if you inflict at least a 1-point wound, the target takes {BS: Confusion}.
- †Lightning Speed
- Combo : <Move As One>
- Max SL : 4
- Timing : Reaction
- Target : -
- Range : -
- Difficulty : Result
- Versus : -
- An extra action skill that lets you flow immediately into your next move right after you evade.
- - Use this skill in a Combo with «Move As One». If your Reaction is successful, you may immediately take a Main Process. You do not lose an AR at the end of this Main Process, and you may use this skill even if you have 0 AR. Limit 1/Cut.
- †Unbreakable Shield
- Combo : Parry
- Max SL : 3
- Timing : Reaction
- Target : -
- Range : -
- Difficulty : None
- Versus : None
- Just stop the force an attack with your own flesh. The body you've crafted for yourself will be the shield to protect others.
- - When you use this skill in a combo to Parry, increase your Parry rating by your Life attribute. Limit [SL]/Cut.
- †Postman
- Combo : Declare
- Max SL : 3
- Timing : Refer
- Target : Single
- Range : Short
- Difficulty : None
- Versus : None
- When your allies are in trouble, you come rushing.
- - Use when a character other than you is targeted by a physical or mental attack. You immediately move one range band into the target's engagement. You ignore blockades during this moment. Limit [SL]/Act.
- †Layered Defense
- Combo : Parry
- Max SL : 4
- Timing : Reaction
- Target : -
- Range : -
- Difficulty : None
- Versus : None
- You defend yourself from attacks with multiple weapons simultaneously.
- - When you use this skill in a Combo, you may add together the Parry rating of up to [SL+1] total equipped weapons when making a Parry Check. Limit 1/Cut.
- ※Brilliant Shield
- Combo : Parry
- Max SL : 3
- Timing : Reaction
- Target : -
- Range : -
- Difficulty : -
- Versus : -
- With a shining aura, you push back against the forces that would prevent your defense.
- - When you use this skill in a combo to parry, your result for that parry cannot be reduced by the effects of style skills, outfits, or bad statuses. Limit [SL]/Act.
- ※Dual Purpose
- Combo : Parry
- Max SL : 4
- Timing : Reaction
- Target : -
- Range : -
- Difficulty : Result
- Versus : None
- A Surge Skill that unites offense with defense.
- - If you succeed at the parry with this skill in the combo, you may, after the attack resolves, immediately take a Main Process. This Main Process does not reduce your AR, and may be taken even if you have 0 AR. Limit 1/Scene.
- ※Lionheart
- Combo : Alone
- Max SL : 4
- Timing : Refer
- Target : Self
- Range : None
- Difficulty : 10
- Versus : None
- No matter the situation, you won't abandon the fight.
- - Use when you take a Bad Status. If successful, immediately recover from that Bad Status. This check may be performed before the Bad Status even is applied.
- ※Dominance
- Combo : <Melee><Ranged>
- Max SL : 2
- Timing : Major
- Target : Single
- Range : Weapon
- Difficulty : Control
- Versus : <Evasion>
- By putting the battlefield physically under your control, you can avoid risk altogether. Keeping the enemy from attacking altogether is intrinsically defense, as well.
- - Use this skill in a physical attack combo. If you inflict at least a 1-point wound, the target reduces their AR by 1. Limit [SL]/Act.
- ※Dreadnought
- Combo : Alone
- Max SL : 4
- Timing : After Wound
- Target : Self
- Range : None
- Difficulty : 15
- Versus : None
- Through unshakeable spirit and body, you can endure through any assault.
- - If successful, until the end of this scene, you ignore the effect of any wound you take. Because they are still applied, and because this is not a heal, be careful of taking {Comatose}, as that becomes {Dead} at the end of the scene.
- ※Formidable
- Combo : Alone
- Max SL : 2
- Timing : Wound Application
- Target : Single
- Range : Extreme
- Difficulty : None
- Versus : None
- Your formidable presence alone is enough to blunt enemy attacks.
- - Use this skill when the target is calculating the wound of a physical attack, just after they play a damage card. Reduce the wound by [CV+5]. This skill does not count as a Guard Skill. Limit 1/Cut.
- ※Flash Guard
- Combo : Declare
- Max SL : 4
- Timing : Refer
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- You repel attacks in the blink of an eye.
- - Use when you use a Guard Skill against a physical attack. That Guard Skill cannot be negated by any effect other than a Miracle. This effect persists until the attack this skill is used on resolves fully. Limit [SL]/Scene.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement