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TNX Skill Dictionary - 04 Kabuto

Feb 6th, 2023 (edited)
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  1. Rules Update: Regarding Engagements and Hindering
  2.  
  3. - Engagements
  4. 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.
  5.  
  6. - No Passing By
  7. 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.
  8.  
  9. 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.
  10.  
  11. - Blockade
  12. 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.
  13.  
  14. 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.
  15.  
  16. Rules Update: Armor & Coats
  17. You can layer these pieces of armor. It isn't a choice between them.
  18.  
  19.  
  20. Flagship
  21. Combo : Declare
  22. Max SL : Style Level
  23. Timing : Miracle
  24. Target : Self
  25. Range : None
  26. Difficulty : None
  27. Versus : None
  28. A Miracle Alter skill, allowing your allies to act while you bar the enemy's path.
  29. - 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.
  30.  
  31. Overwhelming Presence
  32. Combo : Alone
  33. Max SL : 4
  34. Timing : Refer
  35. Target : Single
  36. Range : Close*
  37. Difficulty : Control
  38. Versus : None
  39. The pressure you exude to enemies penned in with you keeps them in check.
  40. - 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.
  41.  
  42. Aegis
  43. Combo : Free
  44. Max SL : 4
  45. Timing : Major
  46. Target : Single*
  47. Range : Long
  48. Difficulty : Control
  49. Versus : <Will>
  50. 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.
  51. - 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.
  52.  
  53. Move As One
  54. Combo : <Evasion>
  55. Max SL : 4
  56. Timing : Reaction
  57. Target : -
  58. Range : -
  59. Difficulty : Result
  60. Versus : None
  61. You cover for your ally and dodge together with them.
  62. - 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
  63. Engagement as you succeed at their Dodge Check. After, you lose 1 AR.
  64.  
  65. Guardian
  66. Combo : Free
  67. Max SL : 1
  68. Timing : Constant
  69. Target : Self
  70. Range : None
  71. Difficulty : None
  72. Versus : None
  73. As a Kabuto, you believe in protecting everyone. Strength is required to do so, and that strength lies within your heart.
  74. - 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.
  75.  
  76. Running Cover
  77. Combo : Declare
  78. Max SL : 4
  79. Timing : Move
  80. Target : Single
  81. Range : Close
  82. Difficulty : None
  83. Versus : None
  84. You make yourself into a mobile barricade, all to safely move your allies.
  85. - 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.
  86.  
  87. Danger Sense
  88. Combo : <Perception>
  89. Max SL : 3
  90. Timing : Major
  91. Target : Refer
  92. Range : Extreme
  93. Difficulty : 10+
  94. Versus : None
  95. You have a sixth sense for traps and ambushes.
  96. - 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.
  97.  
  98. Knight's Armament
  99. Combo : Declare
  100. Max SL : 3
  101. Timing : Refer
  102. Target : Self
  103. Range : None
  104. Difficulty : None
  105. Versus : None
  106. As you move into a defensive posture, you reactively change your gear.
  107. - 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.
  108.  
  109. Stalwart Shield
  110. Combo : Refer
  111. Max SL : 3
  112. Timing : Refer
  113. Target : Self
  114. Range : None
  115. Difficulty : None
  116. Versus : None
  117. You know how to effectively utilize your weapon to disperse impacts.
  118. - 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.
  119.  
  120. Adamant
  121. Combo : Alone
  122. Max SL : 4
  123. Timing : Before Wound
  124. Target : Self
  125. Range : None
  126. Difficulty : None
  127. Versus : None
  128. A Guard Skill that allows you to withstand physical damage of any severity, as if you were made of adamantine.
  129. - Reduce the rating of the {Physical Wound} you would receive by [CV]. Limit 1/Cut.
  130.  
  131. Final Fortress
  132. Combo : Refer
  133. Max SL : 5
  134. Timing : Before Wound
  135. Target : -
  136. Range : -
  137. Difficulty : None
  138. Versus : None
  139. When protecting others, your weapons and your intuition drive back any attack.
  140. - 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.
  141.  
  142. Sound Body
  143. Combo : Declare
  144. Max SL : 3
  145. Timing : Refer
  146. Target : Self
  147. Range : None
  148. Difficulty : None
  149. Versus : None
  150. With thorough conditioning of body and mind, you push through any illness.
  151. - 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.
  152.  
  153. Shake It Off
  154. Combo : Free
  155. Max SL : 3
  156. Timing : Constant
  157. Target : Self
  158. Range : None
  159. Difficulty : None
  160. Versus : None
  161. Keep a clear head, and you can devote everything to defense.
  162. - 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)}.
  163.  
  164. Combat Readiness
  165. Combo : Free
  166. Max SL : 3
  167. Timing : Constant
  168. Target : Self
  169. Range : None
  170. Difficulty : None
  171. Versus : None
  172. You stubbornly maintain a battlefield readiness, no matter where you are.
  173. - When you use Guard Skills against Physical or Mental attacks, further reduce the rating of the wound you would take by [SL+2].
  174.  
  175. Sniper Cover
  176. Combo : Alone
  177. Max SL : 4
  178. Timing : Refer
  179. Target : Single
  180. Range : Extreme
  181. Difficulty : Control
  182. Versus : None
  183. You can set up obstacles to deny effective sightlines.
  184. - 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.
  185.  
  186. Steel Wall
  187. Combo : Parry
  188. Max SL : 5
  189. Timing : Reaction
  190. Target : -
  191. Range : -
  192. Difficulty : None
  193. Versus : None
  194. You powerfully parry a blow, decreasing its impact as if your shield were made of steel.
  195. - When this skill is used in the Combo for a Parry Check, you gain a [SL×2] bonus to your weapon's Parry rating.
  196.  
  197. Steel Wall II
  198. Combo : <Steel Wall>
  199. Max SL : Style Level
  200. Timing : Reaction
  201. Target : -
  202. Range : -
  203. Difficulty : None
  204. Versus : None
  205. With solid footing, you can draw out your weapon's strength many times over.
  206. - 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.
  207.  
  208. Daunting Pose
  209. Combo : <Melee>
  210. Max SL : 4
  211. Timing : Reaction
  212. Target : -
  213. Range : -
  214. Difficulty : Result
  215. Versus : None
  216. There is no way through you.
  217. - 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.
  218.  
  219. Knockback
  220. Combo : <Melee>
  221. Max SL : 4
  222. Timing : Setup Process
  223. Target : Single
  224. Range : Short
  225. Difficulty : Control
  226. Versus : None
  227. With the right leverage, you can press an enemy back hard enough to make them lose their footing.
  228. - 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].
  229.  
  230. Hard Rock
  231. Combo : Free
  232. Max SL : 3
  233. Timing : Setup Process
  234. Target : Self
  235. Range : None
  236. Difficulty : 10
  237. Versus : None
  238. By taking a firm defensive position, you can brace yourself for impact.
  239. - If successful, increase each of your S, P, and I defense values by [SL+2]. This effect lasts until the end of the Cut.
  240.  
  241. Vigilant
  242. Combo : Parry
  243. Max SL : 4
  244. Timing : Reaction
  245. Target : -
  246. Range : -
  247. Difficulty : None
  248. Versus : None
  249. You can parry attacks from any direction.
  250. - 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.
  251.  
  252. Reflexive Defense
  253. Combo : Refer
  254. Max SL : 4
  255. Timing : Reaction
  256. Target : -
  257. Range : -
  258. Difficulty : None
  259. Versus : None
  260. A good Kabuto can defend even against unexpected attacks.
  261. - When this skill is used in a Combo, that Combo may be used as a Reaction to attacks with [Versus: Impossible].
  262.  
  263. Shield Undaunted
  264. Combo : Declare
  265. Max SL : 3
  266. Timing : Refer
  267. Target : Self
  268. Range : None
  269. Difficulty : None
  270. Versus : None
  271. You keep up the fight, yielding to nothing, no matter the situation.
  272. - 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.
  273.  
  274. Unshakeable
  275. Combo : Alone
  276. Max SL : 4
  277. Timing : Before Wound
  278. Target : Self
  279. Range : None
  280. Difficulty : None
  281. Versus : None
  282. A Guard Skill that shows your unwavering spirit.
  283. - Reduce the rating of the {Mental Wound} you would take by [CV]. Limit 1/Cut.
  284.  
  285. Artisan of Defense
  286. Combo : Free
  287. Max SL : 3
  288. Timing : Constant
  289. Target : Self
  290. Range : None
  291. Difficulty : None
  292. Versus : None
  293. With your knowledge of protective gear, you can put your armor to its utmost use.
  294. - 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.
  295.  
  296. Unseen Shield
  297. Combo : Alone
  298. Max SL : 4
  299. Timing : Before Wound
  300. Target : Single
  301. Range : Short
  302. Difficulty : None
  303. Versus : None
  304. Even violence of a less physical nature should be protected against.
  305. - 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.
  306.  
  307. Unparalleled Defense
  308. Combo : Free
  309. Max SL : 5
  310. Timing : Constant
  311. Target : Self
  312. Range : None
  313. Difficulty : None
  314. Versus : None
  315. There are no gaps in your defense. You can keep yourself and your friends safe from any attack.
  316. - 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.
  317.  
  318. Unparalleled Defense II
  319. Combo : Free
  320. Max SL : 5
  321. Timing : Constant
  322. Target : Self
  323. Range : None
  324. Difficulty : None
  325. Versus : None
  326. You may surprise even yourself with how powerful your defensive techniques are.
  327. - 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.
  328.  
  329. Layered Defense II
  330. Combo : Free
  331. Max SL : Style Level
  332. Timing : Constant
  333. Target : Self
  334. Range : None
  335. Difficulty : None
  336. Versus : None
  337. You've trained to specialize in parrying with multiple weapons.
  338. - 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."
  339.  
  340. Renown
  341. Combo : Free
  342. Max SL : 5
  343. Timing : Constant
  344. Target : Self
  345. Range : None
  346. Difficulty : None
  347. Versus : None
  348. You're well known in certain circles for your bravery as a Kabuto.
  349. - 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.
  350.  
  351. †Turn Blow
  352. Combo : <Melee><Ranged>
  353. Max SL : 4
  354. Timing : Reaction
  355. Target : Single
  356. Range : Weapon
  357. Difficulty : Result
  358. Versus : None
  359. With weapon in hand, you repel or knock away your target's attacks, making them fail.
  360. - 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.
  361.  
  362. †Oppressor
  363. Combo : Alone
  364. Max SL : 3
  365. Timing : Refer
  366. Target : Single
  367. Range : Close*
  368. Difficulty : Control
  369. Versus : None
  370. Like a tyrant, your control over your vicinity is absolute.
  371. - 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.
  372.  
  373. †Covering
  374. Combo : Alone
  375. Max SL : 4
  376. Timing : Before Wound
  377. Target : Single
  378. Range : Short
  379. Difficulty : None
  380. Versus : None
  381. You protect the target from an attack, taking the blow yourself.
  382. - 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.
  383.  
  384. †Adamant II
  385. Combo : Alone
  386. Max SL : 4
  387. Timing : Before Wound
  388. Target : Self
  389. Range : None
  390. Difficulty : None
  391. Versus : None
  392. 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.
  393. - Reduce the rating of the {Physical Wound} you would receive by [CV+3]. Limit 1/Cut.
  394.  
  395. †Final Fortress II
  396. Combo : Declare
  397. Max SL : 4
  398. Timing : Refer
  399. Target : Self
  400. Range : None
  401. Difficulty : None
  402. Versus : None
  403. You yourself are more of a shield to protect others than any object could be. Tangible, intangible, you can defend against any threat.
  404. - Use this skill when you use Final Fortress. You further reduce the physical or mental wound you would take by [CV]. Limit [SL]/Scene.
  405.  
  406. †Shielding Presence
  407. Combo : Alone
  408. Max SL : 4
  409. Timing : Refer
  410. Target : Single
  411. Range : Medium
  412. Difficulty : Control
  413. Versus : None
  414. Your overwhelming presence is like itself a shield.
  415. - 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.
  416.  
  417. †Automatic Defense
  418. Combo : Parry
  419. Max SL : 5
  420. Timing : Reaction
  421. Target : -
  422. Range : -
  423. Difficulty : None
  424. Versus : None
  425. You needn't even think when you move to protect yourself or your allies.
  426. - 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
  427. have 0 AR. Limit [SL]/Cut.
  428.  
  429. †Tactics
  430. Combo : Free
  431. Max SL : 4
  432. Timing : Setup Process
  433. Target : Scene (Pick)
  434. Range : Extreme
  435. Difficulty : 15
  436. Versus : None
  437. This skill allows you to read the situation on the battlefield and equip your allies accordingly.
  438. - 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.
  439.  
  440. †Shield Bash
  441. Combo : <Melee>
  442. Max SL : 4
  443. Timing : Major
  444. Target : Single*
  445. Range : Weapon
  446. Difficulty : Control
  447. Versus : <Melee>
  448. Sometimes your best defense is also your best offense.
  449. - 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}.
  450.  
  451. †Lightning Speed
  452. Combo : <Move As One>
  453. Max SL : 4
  454. Timing : Reaction
  455. Target : -
  456. Range : -
  457. Difficulty : Result
  458. Versus : -
  459. An extra action skill that lets you flow immediately into your next move right after you evade.
  460. - 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.
  461.  
  462. †Unbreakable Shield
  463. Combo : Parry
  464. Max SL : 3
  465. Timing : Reaction
  466. Target : -
  467. Range : -
  468. Difficulty : None
  469. Versus : None
  470. Just stop the force an attack with your own flesh. The body you've crafted for yourself will be the shield to protect others.
  471. - When you use this skill in a combo to Parry, increase your Parry rating by your Life attribute. Limit [SL]/Cut.
  472.  
  473. †Postman
  474. Combo : Declare
  475. Max SL : 3
  476. Timing : Refer
  477. Target : Single
  478. Range : Short
  479. Difficulty : None
  480. Versus : None
  481. When your allies are in trouble, you come rushing.
  482. - 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.
  483.  
  484. †Layered Defense
  485. Combo : Parry
  486. Max SL : 4
  487. Timing : Reaction
  488. Target : -
  489. Range : -
  490. Difficulty : None
  491. Versus : None
  492. You defend yourself from attacks with multiple weapons simultaneously.
  493. - 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.
  494.  
  495. ※Brilliant Shield
  496. Combo : Parry
  497. Max SL : 3
  498. Timing : Reaction
  499. Target : -
  500. Range : -
  501. Difficulty : -
  502. Versus : -
  503. With a shining aura, you push back against the forces that would prevent your defense.
  504. - 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.
  505.  
  506. ※Dual Purpose
  507. Combo : Parry
  508. Max SL : 4
  509. Timing : Reaction
  510. Target : -
  511. Range : -
  512. Difficulty : Result
  513. Versus : None
  514. A Surge Skill that unites offense with defense.
  515. - 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.
  516.  
  517. ※Lionheart
  518. Combo : Alone
  519. Max SL : 4
  520. Timing : Refer
  521. Target : Self
  522. Range : None
  523. Difficulty : 10
  524. Versus : None
  525. No matter the situation, you won't abandon the fight.
  526. - 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.
  527.  
  528. ※Dominance
  529. Combo : <Melee><Ranged>
  530. Max SL : 2
  531. Timing : Major
  532. Target : Single
  533. Range : Weapon
  534. Difficulty : Control
  535. Versus : <Evasion>
  536. By putting the battlefield physically under your control, you can avoid risk altogether. Keeping the enemy from attacking altogether is intrinsically defense, as well.
  537. - 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.
  538.  
  539. ※Dreadnought
  540. Combo : Alone
  541. Max SL : 4
  542. Timing : After Wound
  543. Target : Self
  544. Range : None
  545. Difficulty : 15
  546. Versus : None
  547. Through unshakeable spirit and body, you can endure through any assault.
  548. - 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.
  549.  
  550. ※Formidable
  551. Combo : Alone
  552. Max SL : 2
  553. Timing : Wound Application
  554. Target : Single
  555. Range : Extreme
  556. Difficulty : None
  557. Versus : None
  558. Your formidable presence alone is enough to blunt enemy attacks.
  559. - 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.
  560.  
  561. ※Flash Guard
  562. Combo : Declare
  563. Max SL : 4
  564. Timing : Refer
  565. Target : Self
  566. Range : None
  567. Difficulty : None
  568. Versus : None
  569. You repel attacks in the blink of an eye.
  570. - 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.
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