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- IBUKI
- Through Fire and Flood
- Reason : 1/4
- Passion : 2/3
- Life : 3/5
- Mundane : 1/4
- - Style Description
- This Style represents those who fight disaster itself or work in emergency relief, such as firefighters, lifeguards, and rescue workers.
- 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.
- - Miracle: Ascend Life
- 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.
- Condition: If you heal damage that wasn't intentionally inflicted with Ascend Life, the "used Miracle skillfully" XP bonus should be awarded.
- (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.)
- ================================================================================
- Skill Dictionary - Ibuki
- "Thank you, people of World Savers. It's because of you that today so many are still among the living."
- - Basil Stroud
- ================================================================================
- Enforcer
- Combo : Declare
- Max SL : Style Level
- Timing : Miracle
- Target : -
- Range : -
- Difficulty : None
- Versus : None
- This is a Miracle Alter Skill representing having been bestowed with police authority in times of crisis.
- - 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.
- AED
- Combo : <Medicine>
- Max SL : 4
- Timing : Initiative Process
- Target : Single
- Range : Short
- Difficulty : 15
- Versus : None
- You know how to apply treatment to save someone from cardiopulmonary arrest.
- - If successful, the target may immediately recover from {Coma} and instead change it to {Unconscious}. Limit [SL]/Act.
- Armor Gorilla
- Combo : Free
- Max SL : 3
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- You've trained to be able to move nimbly even while wearing an Armor Gear.
- - 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.
- Iron Hero II
- Combo : Free
- Max SL : Style Level
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- 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.
- - 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].
- Adrenaline Rush II
- Combo : Free
- Max SL : Style Level
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- 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.
- - Increase the limit on the number of times you can use your Adrenaline Rush skill by [SL].
- Guide Refugee
- Combo : Declare
- Max SL : 3
- Timing : Move
- Target : Single
- Range : Short
- Difficulty : None
- Versus : None
- When you sense a chance to move, you guide your charges to safety at just the right moment.
- - 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.
- Countdown Bender II
- Combo : Declare
- Max SL : 1
- Timing : Auto Action
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- Judging you have leeway for other actions, you shift your focus elsewhere.
- - 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.
- Close Wounds
- Combo : Free
- Max SL : 4
- Timing : Cleanup Process
- Target : Self
- Range : None
- Difficulty : 10
- Versus : None
- You close your own wounds by utilizing an emergency procedure on yourself. The wound will heal due to your own sense of duty.
- - 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).
- Survival Search
- Combo : <Perception>
- Max SL : 4
- Timing : Major
- Target : Self
- Range : None
- Difficulty : Refer
- Versus : None
- You check the area, searching for anything that might help for survival.
- - 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.
- Survival Step
- Combo : Free
- Max SL : 5
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- You always keep in mind where it's safe while moving. Your nose for survival will always lead you to safety.
- - Increase the result of your <Evasion> checks by [SL].
- Survival Step II
- Combo : Free
- Max SL : 5
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- You maintain constant awareness that allows you to instantly respond to even natural dangers, such as falling objects.
- - 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.
- Thunderbird II
- Combo : Free
- Max SL : 1
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- You receive support in your specialized work from vehicle assistance.
- - 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.
- Standing Cover
- Combo : Declare
- Max SL : 3
- Timing : Refer
- Target : Single
- Range : Close
- Difficulty : None
- Versus : None
- You utilize your charging Armor Gear as a shield to protect your allies.
- - 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.
- Steel Goddess
- Combo : Alone
- Max SL : 4
- Timing : Before Wound
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- A Guard Skill that leverages the plating on your Armor Gear to minimize any injury.
- - 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.
- Stopper II
- Combo : <Stopper>
- Max SL : 4
- Timing : Major
- Target : -
- Range : -
- Difficulty : -
- Versus : -
- You know how to suppress rioting mobs with a single attack. You've gained the strength and skill to stop the storm of violence.
- - When this skill is used in a Physical Attack combo and you target and hit a Troop with it, that Troop is destroyed.
- Security Stop
- Combo : Alone
- Max SL : 4
- Timing : Refer
- Target : Single
- Range : Medium
- Difficulty : Control
- Versus : None
- This skill represents having technology that puts in an emergency stop to security devices in order to secure a route in or out.
- - Use when the target makes a check with Cybertech in the combo. Reduce the result of that check by [SL]. Limit 1/Cut.
- Touchdown II
- Combo : Alone
- Max SL : 4
- Timing : Initiative Process
- Target : Self
- Range : None
- Difficulty : 10
- Versus : None
- You move when you see an opening.
- - 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.
- Tough Savior
- Combo : Free
- Max SL : 3
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- To leap into danger as often as you do, you've made your body as tough as possible.
- - When you use a Guard Skill to reduce a Physical or Mental Wound, further reduce the wound by [SL+2].
- Diamond
- Combo : Alone
- Max SL : 4
- Timing : Before Damage
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- This Guard Skill shows you have a solid body and willpower like that of diamond, allowing you to brush off wounds.
- - Reduce the rating of a Physical Wound you would take by [CV]. Limit 1/Cut.
- Diamond II
- Combo : Free
- Max SL : 1
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- You stimulate another's survival instincts with encouragement or just your pure guts, making them cling to life.
- - 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").
- Hazard Relief
- Combo : Dodge
- Max SL : 4
- Timing : Refer
- Target : Single
- Range : Medium
- Difficulty : Result
- Versus : None
- You warn another of danger, prompting them to take evasive action. With your experience, you guide them on how to survive.
- - 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.
- Hazard Relief II
- Combo : <Hazard Relief>
- Max SL : 4
- Timing : Refer
- Target : -
- Range : -
- Difficulty : -
- Versus : -
- You continue guiding those who you are sheltering from danger until they can take your hand.
- - 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.
- Firefighter
- Combo : Free
- Max SL : 3
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- You have equipment at the ready to resist any kind of wide-spread disaster, like fires.
- - Reduce the rating of Physical Wounds you take by [SLx3]. This effect is not applied to [Target: Single] physical attacks.
- Firefighter II
- Combo : Free
- Max SL : 3
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- You are a specialist in surviving even in the midst of large-scale disaster.
- - 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.
- Brave Rescue
- Combo : Free
- Max SL : 3
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- 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.
- - 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>.
- Flame Diver
- Combo : Declare
- Max SL : 3
- Timing : Refer
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- By reflex alone, you run until you reach your goal. If a voice calls out for help, you'll charge even through the flames.
- - 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.
- Fire Breather
- Combo : Declare
- Max SL : 3
- Timing : Major
- Target : Area (Pick)
- Range : Close*
- Difficulty : None
- Versus : None
- 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.
- - 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.
- Hell Returner
- Combo : Free
- Max SL : 3
- Timing : Constant
- Target : Self
- Range : -
- Difficulty : None
- Versus : None
- You've made it back from situations that others would call hellish. Many people know of your heroism.
- - Increase the result of your <Negotiation> and <Contact> checks by [SL].
- Symbol of Hope
- Combo : Declare
- Max SL : 3
- Timing : Refer
- Target : Scene (P)
- Range : Extreme
- Difficulty : None
- Versus : None
- You grant hope to others by crying out your own survival. Even if it's weak, your voice will raise your allies' morale.
- - 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.
- Might & Muscle
- Combo : Free
- Max SL : 3
- Timing : Setup Process
- Target : Self
- Range : None
- Difficulty : 10
- Versus : None
- You show off while on the job. You put forth your utmost effort, no matter the time.
- If successful, increase your Life attribute by [SL]. This effect lasts to the end of the Cut.
- Miracle Dodge
- Combo : <Evasion>
- Max SL : 5
- Timing : Reaction
- Target : -
- Range : -
- Difficulty : None
- Versus : None
- You know how to survive attacks by letting them pass through you. For you, miracles don't happen, they're made.
- - When you use this skill in a Dodge combo, if you should fail, reduce the wound the attack inflicts by [SL+2].
- Move On Now
- Combo : Free
- Max SL : 4
- Timing : Setup Process
- Target : Single*
- Range : Medium
- Difficulty : None
- Versus : None
- You give your allies a little push with an appeal.
- - Target a character other than yourself. The target gains [CV] to their Current CS. Limit 1/Scene.
- Licensed Gear
- Combo : Free
- Max SL : 5
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- You are trained in the use of Armor Gears meant for rescue work, and possess a permit for their use.
- - 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).
- Lifesaver
- Combo : Free
- Max SL : 5
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- 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.
- - Increase the result of your <Medicine> checks by [SL].
- Rescue Call
- Combo : Free
- Max SL : 5
- Timing : Appearance Check
- Target : Self
- Range : None
- Difficulty : Appearance Difficulty
- Versus : None
- When you get the call, you move with all haste to the scene. With just one request, you'll dispatch anywhere.
- - You may use this skill to make an Appearance Check. When you do, increase the result by SL.
- Local Network
- Combo : Free
- Max SL : 3
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- You are familiar with industry trends thanks to the connections between local residents and your peers.
- - Increase the result of your <Society: Police> and <Society: Technology> checks by [SL].
- Local Network II
- Combo : Free
- Max SL : 3
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- You have an expanded influence in the industry networks around you.
- - 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.
- †Mx Steel
- Combo : Free
- Max SL : 3
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- You're tough and can take a hit easily. People say your body is like steel.
- - Reduce the rating of physical wounds you take by [SLx3]. This effect does not apply if you are suffering from a Bad Status.
- †Iron Hero
- Combo : Declare
- Max SL : 3
- Timing : Refer
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- You are an Ibuki who rescues others using an indomitable will, and body.
- - 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.
- †Adrenaline Rush
- Combo : Alone
- Max SL : 4
- Timing : Before Wound
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- A Guard Skill that forces away the pain of your wounds through heightened adrenaline. Your mission inspires you to control your pain.
- - Reduce the rating of the Physical Wound would take by the Result of this check. Limit 1/Act.
- †Countdown Bender
- Combo : Declare
- Max SL : Style Level
- Timing : Initiative Process
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- A Surge Skill where your calm decision making lets you take further action in times of need.
- - 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.
- †Call Defense
- Combo : Declare
- Max SL : 4
- Timing : Refer
- Target : Single
- Range : Extreme
- Difficulty : None
- Versus : None
- You shout a warning, causing another to defend themselves. Your words are so effective they work even on yourself.
- - 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.
- †Thunderbird
- Combo : <Operate>
- Max SL : 4
- Timing : Setup Process
- Target : Self
- Range : None
- Difficulty : 10
- Versus : None
- You make use of a multi-functional vehicle to smoothly proceed with your work on the scene.
- - 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].
- †Stim-Aid
- Combo : Alone
- Max SL : 3
- Timing : After Wound
- Target : Single
- Range : Short
- Difficulty : Physical Wound
- Versus : None
- You can at least stop their hurt for the time being.
- - 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.
- †Stopper
- Combo : <Melee><Ranged>
- Max SL : 4
- Timing : Major
- Target : Single
- Range : Weapon
- Difficulty : Control
- Versus : <Evasion>
- You know how to suppress rioting mobs and confused masses.
- - Use in a Stun Attack Combo. If your Combo Attack hits, inflict {BS: Pressure} on the target. You decide the suit. Limit [SL]/Act.
- †Saving Smile
- Combo : Alone
- Max SL : 3
- Timing : Initiative Process
- Target : Single
- Range : Extreme
- Difficulty : 10
- Versus : None
- You put others at ease with your smile, dispelling anxiety. Maybe you're bluffing, but that smile can even erase your own worries.
- - 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.
- †Dynamic Dodge
- Combo : Dodge
- Max SL : Style Level
- Timing : Reaction
- Target : -
- Range : -
- Difficulty : Result
- Versus : None
- You embrace people around you, then leap to safety.
- - 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.
- †Touchdown
- Combo : Declare
- Max SL : 3
- Timing : Refer
- Target : Single
- Range : Short
- Difficulty : None
- Versus : None
- You hustle with all your strength to where you need to be.
- - 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.
- †Follow Me
- Combo : Declare
- Max SL : 5
- Timing : Move
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- You give a signal to your allies, then move as a group. Taking command during an emergency is one of an Ibuki's specialties.
- - 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.
- †Breacher
- Combo : <Melee><Ranged>
- Max SL : 4
- Timing : Major
- Target : Single*
- Range : Weapon
- Difficulty : Control
- Versus : <Evasion>
- Push aside what's in your way, and remove what's blocking you. Nothing will stand between you and your exit.
- - 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.
- †Prevent 14
- Combo : Alone
- Max SL : Style Level
- Timing : Refer
- Target : Single
- Range : Close
- Difficulty : 21
- Versus : None
- You put a stop to the loss of life, turning mortal wounds less serious.
- - Use when the target dies from physical damage. If you succeed at this Check, then change the {Dead} condition to {Unconscious}. Limit [SL]/Act.
- †Bulldozer
- Combo : Alone
- Max SL : 4
- Timing : Before Wound
- Target : Self
- Range : None
- Difficulty : Refer
- Versus : None
- 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.
- - 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.
- †Bodyblock
- Combo : Alone
- Max SL : 4
- Timing : Before Wound
- Target : Single
- Range : Short
- Difficulty : None
- Versus : None
- You control who gets injured by blocking danger with your own body.
- - 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.
- ※I Am Here!
- Combo : Declare
- Max SL : Style Level
- Timing : Refer
- Target : Single
- Range : Refer
- Difficulty : None
- Versus : None
- You come racing in to help someone in need. You will always appear before those who need saving.
- - 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.
- ※King Kong
- Combo : Free
- Max SL : 4
- Timing : Setup Process
- Target : Self
- Range : None
- Difficulty : 15
- Versus : None
- You have an endurance like a beast.
- - 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.
- ※Titanfall
- Combo : Declare
- Max SL : Style Level
- Timing : Refer
- Target : Single
- Range : Extreme
- Difficulty : None
- Versus : None
- Your overwhelming presence deflects attacks.
- - 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.
- ※Breath of the Wild
- Combo : Declare
- Max SL : 1
- Timing : Move
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- You freely charge around like the breath of the Earth itself.
- - 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.
- ※Marshal Leader
- Combo : Declare
- Max SL : 5
- Timing : Minor
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- This skill represents that you are a preeminent commander. Your excellent leadership skills can save entire populations.
- - 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.
- ※The Right One
- Combo : Declare
- Max SL : Style Level
- Timing : Refer
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- You have the right stuff to excel as an Ibuki.
- - 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.
- ※Lifeguard
- Combo : Alone
- Max SL : 2
- Timing : Wound Calculation
- Target : Single
- Range : Extreme
- Difficulty : None
- Versus : None
- You weaken the force an attack through your powerful will alone. Your earnest belief in saving lives will crush their fighting spirit.
- - 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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