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- Note: Some Kabuki skills refer to "Target: Team." This just means the team rules found on page 54 of the PDF, used for Appearance Checks.
- Also, renamed Curse to Cuss Out. Renamed Turnaround to Game Changer.
- Reversal of Fortune
- Combo : Declare
- Max SL : 3
- Timing : Setup Process
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- Using personal superstitious rituals or a good luck charm, you draw luck your way.
- - Draw 1 card. After, discard down to 4 cards. Limit [SL]/Act.
- Reversal of Fortune II
- Combo : Declare
- Max SL : 3
- Timing : Refer
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- When you summon fortune, it's not just for you, but for your friends, too.
- - You must have Reversal of Fortune at SL3 to acquire this skill. Use when you use Reversal of Fortune. Change that skill to be Target: Team (Pick) and Range: Extreme. Limit [SL]/Act.
- Cuss Out II
- Combo : <Cuss Out>
- Max SL : Style Level
- Timing : Refer
- Target : -
- Range : -
- Difficulty : -
- Versus : -
- You never let up on your string of profanity.
- - When you use this skill in a combo with Cuss Out, you do not lose an AR, and may use it even when you are at 0 AR. Limit [SL]/Act.
- Glittering Star
- Combo : Alone
- Max SL : 3
- Timing : Refer
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- No matter the slip-up, no matter the problems, you've got the guts to never get off the stage. On the stage, you glitter like a star, and you'll never lose that shine.
- - Use this skill after taking {BS: Panic} {BS: Pressure} {BS: Capture} or {BS: Confusion}. If successful, immediately remove that Bad Status. Limit [SL+1]/Act.
- Glory Road
- Combo : <Art>
- Max SL : 4
- Timing : Backstage
- Target : Self
- Range : None
- Difficulty : 15
- Versus : None
- Through tireless effort, you've honed your art. And often, effort can outshine talent.
- - Use this skill in place of any Backstage check. If successful, you from then on gain +1 to the result of Art checks. This effect persists until the end of the Act.
- Blessing of Fortune
- Combo : Alone
- Max SL : 5
- Timing : Refer
- Target : Single
- Range : Extreme
- Difficulty : None
- Versus : None
- Overwhelming fortune protects you, driving actions taken against you to failure.
- - Use this skill when the target makes a check against you. Make the check for this skill by drawing from the deck. If you draw a card of the same suit as the card the target used to make their check (and it's valid for your own skill too), the target reduces the result of their check by [SLx2]. Limit 1/Cut.
- Comic Hero
- Combo : Alone
- Max SL : 4
- Timing : Before Wound
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- A Guard Skill allowing you to defend against attacks with offbeat means. When you use this skill, you must describe a comical means of escape, such as breaking through the fourth wall, or a wall suddenly caving in to block the attack.
- - Reduce the rating of the {Physical, Mental, or Social Wound} you would take by [CV]. Limit 1/Cut. After, you take {BS: Weakness}.
- Shout
- Combo : Free
- Max SL : 5
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- Your voice emanates from your very soul, erasing your opponent's attempts to be heard.
- - You gain a [SL] bonus to the Result of Reaction Checks made with <Negotiation>.
- Battle Clothes
- Combo : Free
- Max SL : 3
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- You've got a particular style that, when you're wearing it, gets you pumped.
- - You gain a bonus to any check made with Kabuki skills in the combo equal to half the number of all Fashion or Cosmetic items you have equipped (to a max of [SL]).
- Super Cool
- Combo : Free
- Max SL : 3
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- Luck sees to it that anything you do, you do in style.
- - You gain a +[SL+2] bonus to any check you make by drawing from the deck.
- Stagelight
- Combo : Alone
- Max SL : 4
- Timing : Initiative Process
- Target : Single
- Range : Medium
- Difficulty : Control
- Versus : <Will>
- The spotlights obey you, making sure all eyes are on you. No one can ignore the light of your star.
- - You may only use this skill while under the effect of On Stage. If successful, the target takes {BS: Hatred} of you. You gain a +[SL+2] bonus to this skill's check. Limit 1/Cut.
- Sudden Inspiration
- Combo : <Art>
- Max SL : Style Level
- Timing : Refer
- Target : Single
- Range : Short
- Difficulty : None
- Versus : None
- Your friends' actions or words inspire a sudden musical phrase, and you go with it.
- - Use after the target makes any kind of check. The target gains a bonus to the result of that check equal to the SL of the Art skill you used for this check (max 5). You may not target yourself with this skill. Limit [SL]/Act.
- Decadent Sleep
- Combo : Declare
- Max SL : 3
- Timing : Backstage Check
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- You refresh yourself with a little nap. You never know what might change when you rest.
- - Use this skill in place of a Backstage check. Discard your entire hand. Then, draw until you have 4 cards again. Limit [SL]/Act.
- Double Down
- Combo : Declare
- Max SL : 3
- Timing : Refer
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- When you've won a bet, why settle when you could win even more?
- - Use after succeeding at a check where you drew from the deck. Rather than using that card for the check, add it to your hand. Then, discard down to 4 cards. Afterwards, retry the initial check by drawing from the deck again. Limit 1/Check, [SL]/Act.
- Double Down II
- Combo : Declare
- Max SL : 4
- Timing : Refer
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- Bolstered by your amazing luck, you get ever more hyped.
- - Use this skill when you use Double Down. You gain a +[SL] bonus to the result of any Major Action check. This effect lasts until the end of the scene, or until you fail at a check by drawing from the deck.
- Provoke
- Combo : <Negotiation>
- Max SL : 4
- Timing : Refer
- Target : Single
- Range : Medium
- Difficulty : Control
- Versus : <Will>
- Piss the enemy off and draw their focus to you.
- - Use this skill when the target makes an attack. Change the target of that attack to you (if an Area or Area (Pick) skill, then it targets your engagement). You must have been targetable by the attack in the first place, such as being in range of the attack. After, lose 1 AR.
- Provoke II
- Combo : <Provoke>
- Max SL : Style Level
- Timing : Refer
- Target : -
- Range : -
- Difficulty : -
- Versus : -
- When you piss them off, you make sure they focus ENTIRELY on you.
- - Use this skill in a combo with Provoke. Provoke then makes the attack target ONLY you. Limit [SL]/Act.
- Provoke III
- Combo : <Provoke>
- Max SL : Style Level
- Timing : Refer
- Target : -
- Range : -
- Difficulty : -
- Versus : -
- As a Kabuki, you're really, really good at get other people's attention.
- - Use this skill in a combo with Provoke. Provoke then doesn't reduce your AR. Limit [SL]/Act.
- Top Star
- Combo : <Art>
- Max SL : 4
- Timing : Major
- Target : Single※
- Range : Medium
- Difficulty : Control
- Versus : <Will> <Negotiation>
- This skill represents you having put out a major hit. Lots of people know of your work.
- - Gain a Contact skill for the target, with an SL equal to [(Result/10)+1]. You may decide the suit(s). This effect lasts until the end of the Act.
- Trash Talk
- Combo : Refer
- Max SL : 3
- Timing : Refer
- Target : -
- Range : -
- Difficulty : -
- Versus : -
- Shake their confidence with a spew of foul language.
- - Use this skill in a combo with a style skill(s) that reduces check results, such as Cuss Out. Gain a +[SL] bonus to the effect of the combined skills (increasing the amount they reduce results). This skill may be combined with [Combo: Alone] skills. Limit [SL]/Act.
- Frenzy II
- Combo : <Frenzy>
- Max SL : 4
- Timing : Setup Process
- Target : -
- Range : -
- Difficulty : -
- Versus : -
- Draw even more people into your frenzy.
- - Change Frenzy to be [Target: Scene] and [Range: Extreme]. Limit 1/Act.
- Quick Change
- Combo : Free
- Max SL : 4
- Timing : Setup Process
- Target : Self
- Range : None
- Difficulty : 10
- Versus : None
- This Style Skill lets you change your clothes in a flash. You can even use it to whip out huge items you somehow had concealed on you.
- - If successful, you may freely change around and equip Weapon, Armor, and Fashion outfits. You may even equip outfits you did not declare during the Appearance Check.
- Bandwagon
- Combo : Free
- Max SL : 3
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- You've got a few live venues or art galleries or the like that you frequent. Listening in on the things the staff and patrons say often yields results.
- - You gain a +[SL] bonus to the result of Society: Street and Society: Media checks.
- Fashion Leader
- Combo : Free
- Max SL : 5
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- When dressed in your finest threads, you feel mighty good.
- - Reduce physical and mental wound ratings you take by the number of Fashion outfits you have equipped +1 (max reduction [SL+1]). This skill only has an effect of you are not wearing any Armor at all.
- Prism Star
- Combo : <Art>
- Max SL : Style Level
- Timing : Major, Reaction
- Target : -
- Range : -
- Difficulty : -
- Versus : -
- Wrapped in an aura like a glowing star, you repel any kind of pressure tossed your way.
- - With this skill in the combo, you ignore the effect of any skill that would reduce your result (such as like Cuss Out). Limit [SL+1]/Scene.
- Maestro
- Combo : Free
- Max SL : 3
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- You are a genius when it comes to music and the arts. Anyone who attends your performances is profoundly moved by your talent.
- - You gain a [SL] bonus to the Result of <Art> Checks.
- Million Hit
- Combo : <Intrigue>
- Max SL : 5
- Timing : Major
- Target : Single
- Range : None
- Difficulty : Control
- Versus : <Stature>
- You're famous, and you've got fans. That means they're a useful tool when you need to apply social pressure.
- - When you use this skill in a {Social Attack} Combo, increase the Wound Rating by [SL+2].
- Lucky Strike
- Combo : Alone
- Max SL : 4
- Timing : Wound Calculation
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- By using this Power Skill, a stroke of good luck greatly increases what you dish out.
- - After playing your Wound Card for an attack, draw a card from the deck to use in the Check for this skill. If successful, increase the Wound Rating by [CV]. However, if you Fumble, reduce the Wound Rating by [CV] instead.
- Wild Card
- Combo : Alone
- Max SL : 3
- Timing : Refer
- Target : Single
- Range : Extreme
- Difficulty : None
- Versus : None
- You smash through a situation with the ace up your sleeve.
- - Use after the target makes a check by drawing from the deck. Replace the card the target's drawn with the card you play for Wild Card. The target may refuse this effect. Limit [SL]/Act.
- †BGM Change
- Combo : Alone
- Max SL : 4
- Timing : Major
- Target : Scene
- Range : Extreme
- Difficulty : 10
- Versus : <Will>
- With a dramatic enough move, you can instantly change the mood.
- - If successful, any of the target's effects of style skills or outfits that would normally persist until the end of the Cut or Scene, instead end immediately.
- †On Stage
- Combo : <Art>
- Max SL : 4
- Timing : Setup Process
- Target : Single
- Range : Medium
- Difficulty : None
- Versus : None
- Your art or music can inspire anyone, anywhere.
- - The target gains a +[SL+1] bonus to the result of Major Action checks they make. Meanwhile, your AR and Current CS become 0. This effect persists until the end of the Cut.
- †Cuss Out
- Combo : Alone
- Max SL : 4
- Timing : Refer
- Target : Single
- Range : Extreme
- Difficulty : Control
- Versus : None
- You hurl insults at an enemy, making them mess up.
- - Use when the target makes any kind of check. The target reduces the result of that check by [SL+2]. Then, you lose 1 AR.
- †Words on the Wind
- Combo : Free
- Max SL : 3
- Timing : Major
- Target : Self
- Range : None
- Difficulty : Refer
- Versus : None
- At times, useful info just happens to fall into your lap. Like the wind itself guiding you on your way.
- - This skill's check may be treated as any one Society skill for the purposes of an information gathering check. Limit [SL]/Act.
- †Showdown
- Combo : Declare
- Max SL : 3
- Timing : Refer
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- When you play, you play for keeps.
- - Use this skill when you draw from the deck to make a check. Draw three cards, then pick one of them to use for the check. The remaining two cards are discarded. Limit [SLx2]/Act.
- †Second Deal
- Combo : Other
- Max SL : 4
- Timing : Refer
- Target : -
- Range : -
- Difficulty : None
- Versus : -
- Being lucky means the first time doesn't need to count!
- - When you fail a check, you may retry the same check by using this skill in the combo. You must make the check by drawing from the deck. This skill may be combined with [Combo: Alone] skills, and ignores limitations on the number of skills that can be combined. Limit 1/Check.
- †Frenzy
- Combo : Free
- Max SL : 3
- Timing : Setup Process
- Target : Area (Pick)
- Range : -
- Difficulty : -
- Versus : -
- For when you get so into things, you can't help but draw others in too.
- - By using this skill in a combo, that combo changes to [Target: Area (Pick)]. Limit [SL]/Act.
- †Hard Luck
- Combo : Free
- Max SL : 4
- Timing : Reaction
- Target : -
- Range : -
- Difficulty : Result
- Versus : None
- This Style Skill lets you evade an attack with a shocking display of good fortune.
- - Make a Dodge Check using this skill. Gain a +[SLx2] bonus to the result of the check. You may even make a Reaction to [Versus: Impossible] skills using this skill. Limit 1/Cut.
- †Back-to-Back
- Combo : Free
- Max SL : 4
- Timing : Setup Process
- Target : Refer
- Range : Close※
- Difficulty : None
- Versus : None
- When you've got your back to another's, your performance can get even hotter.
- - This skill targets yourself and one other character in the same engagement as you. The target gains a +[SL+1] bonus to the result of all checks. This effect persists until the targets are no longer in the same engagement, or until the end of the scene. The target may refuse this effect.
- †Stunning Upset
- Combo : Declare
- Max SL : 3
- Timing : Refer
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- No one's sure how, but you've got the power to defy fate itself.
- - Use when you fail a check by drawing a face card from the deck. The card instead counts as an Ace card. However, the suit remains unchanged. Limit 1/Scene, and [SL]/Act.
- †The Fool
- Combo : Declare
- Max SL : Style Level
- Timing : Refer
- Target : Single
- Range : Extreme
- Difficulty : None
- Versus : None
- When you let chance be your ally, you can make your failures at critical moments into success.
- - Use when the target makes a check. Change the card to be of any suit. The target may decide the suit. The target may refuse this effect. Limit [SL+1]/Act. This skill may only be acquired by Wets.
- †Fatal Luck
- Combo : <Lucky Strike>
- Max SL : 4
- Timing : Refer
- Target : Single
- Range : Medium
- Difficulty : None
- Versus : None
- You send a little of your luck someone else's way.
- - When combined with this skill, you may use Lucky Strike as [Target: Single]. Draw from the deck to make Lucky Strike's check after the target has played their Wound Card. The target may refuse this effect, but only before you make the draw. Limit 1/Cut.
- †Miracle Hit
- Combo : Other
- Max SL : 4
- Timing : Major
- Target : Single
- Range : Weapon
- Difficulty : Control
- Versus : -
- When you leave an attack to chance, you make sure it's all or nothing.
- - When you make an attack with this skill in the combo, you do not play a Wound Card from your hand, but rather draw TWO cards from the deck and use both as Wound Cards.
- †Make Some Noise
- Combo : <Art>
- Max SL : 4
- Timing : Setup Process
- Target : Single
- Range : Medium
- Difficulty : Control
- Versus : <Will>
- You mess others up by wailing out some sick noise.
- - The target reduces all Reaction checks they make by [SL+1]. Meanwhile, your AR and Current CS become 0. This effect lasts until the end of the Cut.
- ※Art Battle
- Combo : <Art>
- Max SL : 4
- Timing : Major
- Target : -
- Range : -
- Difficulty : None
- Versus : <Art>※
- When you challenge someone, whether over artistic or even culinary skill, no one can resist it unless their heart is as creative as yours.
- - When this skill is used in a combo, characters cannot make Reactions against it unless they include Art in their combo.
- ※Bolt from the Blue
- Combo : Refer
- Max SL : Style Level
- Timing : Refer
- Target : -
- Range : -
- Difficulty : -
- Versus : -
- Nevermind the vibes, nevermind the logic. Just act like only you can act, unchained by anything.
- - When this skill is used in a combo, skills in the combo do not reduce your AR, and can be used even if you are at AR 0. This skill may be combined with [Combo: Alone] skills. Limit [SL]/Act.
- ※Game Changer
- Combo : Alone
- Max SL : 3
- Timing : Refer
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- By acting outside of common sense, you make the impossible possible.
- - Use when you make any kind of check. You may replace the card you use for that check, with the card you use for Game Changer's check. If this would change the suit, and thus make that check invalid however, the check will fail. Limit [SL]/Act.
- ※New Genesis
- Combo : <Art>
- Max SL : 3
- Timing : Major
- Target : Area (Pick)
- Range : Medium
- Difficulty : Control
- Versus : <Will>
- Your art is so impactful that you'll leave people wondering whether you've created something truly unique on this world.
- - If successful, the target takes {BS: Doped (Major)}. Limit 1/Scene, and [SL]/Act.
- ※Message
- Combo : <Art>
- Max SL : 4
- Timing : Major
- Target : Single
- Range : Refer
- Difficulty : None
- Versus : None
- Through your art, you convey your very soul.
- - When you use this skill in a combo, no matter where the target is, no matter if you don't use any words, you can convey a message to that target. This skill may not be combined with any actions that would deal wounds.
- ※Luck Eater
- Combo : Declare
- Max SL : 3
- Timing : Refer
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- When you take a life, you also take their luck and make it your own.
- - Use this skill when you would inflict {Dead} via physical wounds. Select one Kabuki skill you have acquired, and restore one use of it. Limit [SL]/Act.
- ※Rock n' Roll
- Combo : Other
- Max SL : 4
- Timing : Refer
- Target : -
- Range : -
- Difficulty : -
- Versus : -
- Nothing and nobody can ever chain your soul down.
- - When this skill is used in a combo with a style skill that evaluates card value, increase the value of that card by your Passion attribute. This skill may be combined with [Combo: Alone] skills. Limit [SL+1]/Act.
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