Advertisement
RoyalTeaRed

TNX Skill Dictionary - 15 Legger

Feb 12th, 2023 (edited)
105
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 18.90 KB | None | 0 0
  1. Avenger
  2. Combo : Free
  3. Max SL : Style Level
  4. Timing : Miracle
  5. Target : -
  6. Range : -
  7. Difficulty : None
  8. Versus : None
  9. A Miracle Alter Skill that puts your life on the line through spite or resentment.
  10. - Change the effect of your Untouchable miracle to be that of Invulnerable, Danse Macabre, or Coup de Grace. You may choose which one to change to when you use this skill. If you use this skill, at the end of the scene you become {Comatose}. This may not be changed or healed by any means other than another Miracle. The XP condition for your miracle is the same as the miracle you change to.
  11.  
  12. Way of Evil
  13. Combo : <Melee><Ranged>
  14. Max SL : 4
  15. Timing : Major
  16. Target : Single
  17. Range : Weapon
  18. Difficulty : Control
  19. Versus : <Evasion>
  20. Instill enough pain and fear in people and they won't dare oppose you.
  21. - When you use this skill in a Physical Attack combo and deal a at least 1-point wound, they take {BS: Fear} targeted to you.
  22.  
  23. Foul Mouth
  24. Combo : Alone
  25. Max SL : 3
  26. Timing : Refer
  27. Target : Single
  28. Range : Short
  29. Difficulty : Control
  30. Versus : None
  31. You let loose with a verbal deluge of dirty language such that whatever your target is saying simply becomes unimportant.
  32. - Use when your target makes a Mental Attack. The target reduces their result by [SL+1]. Limit 1/Cut.
  33.  
  34. Coercion
  35. Combo : <Psychology>
  36. Max SL : 5
  37. Timing : Major
  38. Target : Single
  39. Range : Weapon
  40. Difficulty : Control
  41. Versus : <Will>
  42. You assail your opponent with sharp glares and fierce demands, intimidating them into submission.
  43. - When you use this skill in a {Mental Attack} Combo, increase the Wound Rating by [SL+2].
  44.  
  45. Gishgallop
  46. Combo : Declare
  47. Max SL : 3
  48. Timing : Refer
  49. Target : Single
  50. Range : Medium
  51. Difficulty : None
  52. Versus : None
  53. Pick at everything they say until it barely matters. It's not like YOU need to be logical about it.
  54. - Use this skill when you are included as a target in a Mental Attack. The target reduces their result by [SL+2]. Limit 1/Scene.
  55.  
  56. Trickery
  57. Combo : Free
  58. Max SL : 3
  59. Timing : Constant
  60. Target : Self
  61. Range : None
  62. Difficulty : None
  63. Versus : None
  64. You keep your weapon hidden, attacking your enemies when they least expect it, and that's only the start of your dirty tricks.
  65. - You gain a [SL] bonus to the Result of <Melee> and <Ranged> Checks.
  66.  
  67. Trickery II
  68. Combo : Free
  69. Max SL : 3
  70. Timing : Constant
  71. Target : None
  72. Range : None
  73. Difficulty : None
  74. Versus : None
  75. When it comes to trickery, you're the expert.
  76. - Increase the Max SL of Trickery by the SL of this skill. This increases Max SL only; the current SL must be raised via XP as normal.
  77.  
  78. Easy Mark
  79. Combo : <Society><Contact>
  80. Max SL : 4
  81. Timing : Major
  82. Target : Single
  83. Range : None
  84. Difficulty : Control
  85. Versus : <Society><Contact>
  86. Attacking someone socially always nets you dividends. Gullible people are like fish in a barrel to you.
  87. - When you use this skill in a Social Attack combo and deal a at least 1-point wound, you gain [SL] Credits. Limit 3/Act.
  88.  
  89. Lies & Deceit
  90. Combo : Free
  91. Max SL : 3
  92. Timing : Constant
  93. Target : Self
  94. Range : None
  95. Difficulty : None
  96. Versus : None
  97. You tell one lie, bluff, and sham after another, so much so that you can even make compliments out of thin air.
  98. - You gain a [SL] bonus to the result of your <Negotiation> and <Stature> checks.
  99.  
  100. Side Business
  101. Combo : Free
  102. Max SL : Style Level
  103. Timing : Constant
  104. Target : Self
  105. Range : None
  106. Difficulty : None
  107. Versus : None
  108. A Copy Skill that shows your business is bigger than many companies.
  109. - Requires Black Market at SL3. When you acquire this skill (and for each SL), select one non-Ultimate Exec style skill and gain that skill. Treat that skill as being SL1. If you select a secret skill, it counts against your limit for Legger secret skills.
  110.  
  111. Hustle
  112. Combo : Alone
  113. Max SL : 3
  114. Timing : Major
  115. Target : Self
  116. Range : None
  117. Difficulty : 15
  118. Versus : None
  119. Pull some funds from your revenue streams. Even if you're busy, your minions can do it for you.
  120. - You acquire 5 Credits. Limit 1/Act.
  121.  
  122. Camaraderie
  123. Combo : <Negotiation>
  124. Max SL : 4
  125. Timing : Major
  126. Target : Single
  127. Range : Medium
  128. Difficulty : Control
  129. Versus : <Will><Negotiation>
  130. In the Legger fashion, you ingratiate yourself to a person.
  131. - Gain a Contact skill named for the target. The SL is equal to [(Result/10)+1]. You decide the suit(s). This effect lasts until the end of the Act.
  132.  
  133. Improvised Weapon
  134. Combo : Declare
  135. Max SL : 5
  136. Timing : Minor
  137. Target : Self
  138. Range : None
  139. Difficulty : None
  140. Versus : None
  141. Anything can be a weapon, from chairs to posts, and even rocks lying in the street.
  142. - When you use this weapon, you acquire the Improvised Weapon outfit (below), and may equip it. If you use this skill multiple times in the same scene, you can acquire multiple such outfits. All are lost at the end of the scene.
  143.  
  144. (-) Improvised Weapon [Buy: -/-] [Hide: 5/0] [Attack: Refer] [Parry: Refer] [Range: Close] [Hack: -] [Slot: Two Hands]
  145. - A weapon acquired through Legger's Improvised Weapon skill. Its Attack rating is: I+(Improvised Weapon's SL)+6, and its Parry rating is: I+(Improvised Weapon's SL)+4.
  146.  
  147. Dirty Fighting
  148. Combo : <Melee><Ranged>
  149. Max SL : 4
  150. Timing : Major
  151. Target : Single
  152. Range : Weapon
  153. Difficulty : Control
  154. Versus : None
  155. Who says there's "rules" to fighting? Hit 'em dirty.
  156. - When you use this skill in a Physical Attack combo and deal a at least 1-point wound, the target takes {BS: Weakness}. You may pick the control rather than draw a card for it.
  157.  
  158. Witness
  159. Combo : <Contact>
  160. Max SL : 4
  161. Timing : Major
  162. Target : Single
  163. Range : Extreme
  164. Difficulty : 10
  165. Versus : None
  166. You vouch for someone else with your contact, helping them set up a meet.
  167. - Your target acquires a Contact skill named for the Contact skill you use in this combo. The SL starts at [(Result/10)+1]. The target decides the suit(s). The target may refuse this effect. This effect lasts until the end of the Act.
  168.  
  169. Facilitator
  170. Combo : Free
  171. Max SL : 4
  172. Timing : Major
  173. Target : Self
  174. Range : None
  175. Difficulty : None
  176. Versus : None
  177. When you act as a go-between for people, you can earn funds for it, too.
  178. - Use this kill when you use Witness. Gain Credits equal to your Mundane. This money comes from agents or firms and the like, so the target doesn't pay this fee.
  179.  
  180. Cannonball
  181. Combo : <Melee><Ranged>
  182. Max SL : 5
  183. Timing : Major
  184. Target : Single
  185. Range : Weapon
  186. Difficulty : Control
  187. Versus : -
  188. You attack your enemy, fixated upon taking their life. Few foes can stand against your ruthless assault.
  189. - When you use this skill in a {Physical Attack} Combo, increase the Wound Rating by [SL+3].
  190.  
  191. Sleight of Hand
  192. Combo : Declare
  193. Max SL : 3
  194. Timing : Minor
  195. Target : Self
  196. Range : None
  197. Difficulty : None
  198. Versus : None
  199. You can filch small things with ease, whether you're at the street markets or gambling.
  200. - When you use this skill, you gain [SL+1] additional Minor Actions. These extra Minor Actions may not be used on style skills that would then grant further Minor Actions.
  201.  
  202. Code of Honor
  203. Combo : Free
  204. Max SL : 5
  205. Timing : Constant
  206. Target : Self
  207. Range : None
  208. Difficulty : None
  209. Versus : None
  210. You're known in the underworld as a person who believes in honor among thieves, one who gives respect where respect is due, and a bearer of other such universally admired qualities.
  211. - You gain a [SL] bonus to the Result of <Society: Street> Checks.
  212.  
  213. Five Card
  214. Combo : Declare
  215. Max SL : Style Level
  216. Timing : Minor
  217. Target : Self
  218. Range : None
  219. Difficulty : None
  220. Versus : None
  221. Always keep an extra one up the sleeve.
  222. - When you use this skill, you can have five cards in your hand. Draw a card when you use this skill. This effect lasts for this Main Process only, and at the end of it, you must discard down to 4 cards in your hand. Limit 1/Main Process, and [SL]/Act.
  223.  
  224. Quick Hands
  225. Combo : Declare
  226. Max SL : 4
  227. Timing : Auto Action
  228. Target : Self
  229. Range : None
  230. Difficulty : None
  231. Versus : None
  232. You get it done before they even notice.
  233. - Discard up to [SL] cards from your hand. Draw until you have 4 again. Limit 1/Act.
  234.  
  235. Quick Hands II
  236. Combo : Declare
  237. Max SL : 1
  238. Timing : Refer
  239. Target : Refer
  240. Range : Refer
  241. Difficulty : None
  242. Versus : None
  243. So quick, you can even make other people get it done before others notice.
  244. - Use when you use Quick Hands. Change Quick Hands to have Target: Single and Range: Extreme. Limit 1/Act.
  245.  
  246. Blackmail
  247. Combo : <Society><Contact>
  248. Max SL : 4
  249. Timing : Major
  250. Target : Single
  251. Range : None
  252. Difficulty : Control
  253. Versus : <Society><Contact>
  254. Hit 'em where it hurts and make them quake for what you know.
  255. - When you use this skill in a Social Attack combo, increase the wound rating you'd deal by [SL].
  256.  
  257. Racketeer
  258. Combo : Refer
  259. Max SL : 4
  260. Timing : Appearance Check
  261. Target : Self
  262. Range : None
  263. Difficulty : Appearance Check
  264. Versus : None
  265. Anyone who wants to do business on your turf needs to pay up. And they will pay, even if you're not there to see to it directly.
  266. - Make an Appearance Check using this skill in a combo. If successful, gain 1 Credit.
  267.  
  268. Glare
  269. Combo : Declare
  270. Max SL : 3
  271. Timing : Refer
  272. Target : Self
  273. Range : None
  274. Difficulty : None
  275. Versus : None
  276. Your gaze is so intense that you can put people on the back step with a simple glare. Good for when you're about to throw hands, too.
  277. - Use this skill just after making any Reaction check against a combo that included Negotiation. Increase the result of your check by your Trickery SL. Limit [SL]/Act.
  278.  
  279. Black Market
  280. Combo : Free
  281. Max SL : 3
  282. Timing : Constant
  283. Target : Self
  284. Range : None
  285. Difficulty : None
  286. Versus : None
  287. Illegal goods like drugs, Hiruko organs, and more earns a pretty penny from the right buyer, and you're the fence who sells it to them.
  288. - Increase the amount of Credits you earn with Hustle by [SL+2].
  289.  
  290. The Bouncer
  291. Combo : Free
  292. Max SL : 3
  293. Timing : Constant
  294. Target : Self
  295. Range : None
  296. Difficulty : None
  297. Versus : None
  298. You engage in rough work on the regular, like being a bouncer or muscle for the boss, and that's made your instincts when facing death quite sharp.
  299. - Whenever you use a Guard Skill against physical or mental wounds, further increase the amount you reduce those wounds by [SL].
  300.  
  301. Bloodshed
  302. Combo : Other
  303. Max SL : 4
  304. Timing : Refer
  305. Target : -
  306. Range : -
  307. Difficulty : -
  308. Versus : -
  309. When it comes to drawing blood, you make sure they don't forget it.
  310. - Use this skill in a combo with any Legger style skill that inflicts a Bad Status. If successful, that Bad Status may not be cured by style skills or Outfits. This skill only has an effect on Legger style skills, even if used combos that include other skills.
  311.  
  312. †Blood in the Water
  313. Combo : <Melee><Ranged>
  314. Max SL : 4
  315. Timing : Major
  316. Target : Single
  317. Range : Weapon
  318. Difficulty : Control
  319. Versus : -
  320. Even as your enemy reels, you aim for their weak point.
  321. - When you use this skill in a {Physical Attack} Combo, increase the Wound Rating by [DoS]. This skill only has an effect if the target has any {Bad Status} or has taken any Wounds.
  322.  
  323. †Nail in the Coffin
  324. Combo : <Intrigue>
  325. Max SL : 4
  326. Timing : Major
  327. Target : Single
  328. Range : None
  329. Difficulty : Control
  330. Versus : <Stature>
  331. You hand out money like candy to deal the final blow to your foe's reputation.
  332. - When you use this skill in a {Social Attack} Combo, you may spend any mount of Credits to increase the wound rating by the number of Credits spent.
  333.  
  334. †Counter
  335. Combo : Parry
  336. Max SL : 4
  337. Timing : Reaction
  338. Target : -
  339. Range : -
  340. Difficulty : Result
  341. Versus : None
  342. Block, then hit right back. If you're going to get done in, you're going to make them bleed for it. That's the Legger way.
  343. - If you succeed at a Parry with this skill in the combo, gain +1 AR. Limit 1/Cut.
  344.  
  345. †Scapegoat
  346. Combo : Alone
  347. Max SL : 4
  348. Timing : Before Wound
  349. Target : Single
  350. Range : Refer
  351. Difficulty : None
  352. Versus : None
  353. You take the heat for someone's crimes to repay all they've done for you.
  354. - You may only target a character whose Address you know. If successful, you take the Social Wound they would have taken. You also suffer any other effects the original target would have. Limit [SL]/Scene.
  355.  
  356. †Vital Attack
  357. Combo : <Melee><Ranged>
  358. Max SL : 4
  359. Timing : Major
  360. Target : Single*
  361. Range : Weapon
  362. Difficulty : Control
  363. Versus : -
  364. You target an opponent's vital organs to hinder their ability to act.
  365. - When you use this skill in a Physical Attack combo and inflict at least a 1-point wound, the target loses 1 AR.
  366.  
  367. †Fell Blade
  368. Combo : Other
  369. Max SL : 4
  370. Timing : Major
  371. Target : Single
  372. Range : -
  373. Difficulty : Control
  374. Versus : -
  375. Your attack engraves fear into your foe's heart.
  376. - When you use this skill in a Physical Attack combo and inflict at least a 1-point wound, the target takes {BS: Weakness} with a rating equal to [SL]. This Bad Status cannot be cured until the wound dealt by the Fell Blade combo attack is cured.
  377.  
  378. †Test of Courage
  379. Combo : Alone
  380. Max SL : 4
  381. Timing : Before Wound
  382. Target : Self
  383. Range : None
  384. Difficulty : None
  385. Versus : None
  386. A Guard Skill where you deliberately step into an attack so they can't get your vitals. Pain is your stock and trade.
  387. - Reduce the rating of the Physical or Mental Wound you would receive by [CV+3]. Limit 1/Cut.
  388.  
  389. †Hyena
  390. Combo : Declare
  391. Max SL : Style Level
  392. Timing : Refer
  393. Target : Single
  394. Range : Extreme
  395. Difficulty : None
  396. Versus : None
  397. Whatever it takes to survive. To you, your organization, even your friends, are just tools to that end.
  398. - Use this skill when a character other than you plays or discards a card. Take the discarded card and add it to your hand, then discard down to 4 cards. Limit [SL]/Act.
  399.  
  400. †Hired Goons
  401. Combo : Free
  402. Max SL : 5
  403. Timing : Major
  404. Target : Refer
  405. Range : None
  406. Difficulty : None
  407. Versus : None
  408. A Troop Summon skill, borrowing muscle from your contacts or your organization.
  409. - You acquire a Legger Troop. If successful at using this skill, you may summon them.
  410.  
  411. †Group Beatdown
  412. Combo : <Melee>
  413. Max SL : 4
  414. Timing : Major
  415. Target : Single*
  416. Range : Close*
  417. Difficulty : Control
  418. Versus : <Evasion>
  419. Gotta give the boys something to hit.
  420. - You may only use this skill when in the same engagement as a Troop you control. Use this skill in a Physical Attack combo to increase the wound rating by your Passion.
  421.  
  422. †Bluff
  423. Combo : <Psychology>
  424. Max SL : 4
  425. Timing : Major
  426. Target : Single
  427. Range : Weapon
  428. Difficulty : Control
  429. Versus : <Will>
  430. You lure in your opponent with your words, inviting them to come at you and leave an opening for a counterattack.
  431. - When you use this skill in a {Mental Attack} Combo, immediately after the target makes their Reaction, you may play a different card from your hand to substitute for the original. Discard the original card. You may not make any other changes to the combo's check. Limit [SL]/Scene.
  432.  
  433. †Requiem
  434. Combo : <Ranged>
  435. Max SL : 4
  436. Timing : Major
  437. Target : Single*
  438. Range : Weapon
  439. Difficulty : Control
  440. Versus : <Evasion>
  441. While focused on your target, you conduct your violent storm of bullets like it were music.
  442. - When you use this skill in Full Auto Ranged Attack combo, increase the wound rating by [SLx3].
  443.  
  444. ※Deal with the Devil
  445. Combo : <Psychology>
  446. Max SL : 3
  447. Timing : Major
  448. Target : Single*
  449. Range : Weapon
  450. Difficulty : Control
  451. Versus : <Will>
  452. (no description)
  453. - When you use this skill in a Mental Attack combo and would inflict a wound of 20 or better, instead of dealing that wound, you and the target may make a deal. The target must try to fulfill the deal to the best of their ability, and cannot reveal its contents to others. In order to break free of the deal, they must either heal the wound, or succeed at a <Will> check with a difficulty of 21. Limit [SL]/Act.
  454.  
  455. ※Bonds
  456. Combo : <Contact>
  457. Max SL : 4
  458. Timing : Major
  459. Target : Self
  460. Range : None
  461. Difficulty : Refer
  462. Versus : None
  463. You protect your social standing by doing a special ritual only Leggers can do.
  464. - The difficulty of this check is the control value of the character named in the Contact skill you use in this combo. If successful, you recover from {Erasure}. The Director may rule that the Contact is not suitable for this effect, and if so, you may refund the action cost of this skill.
  465.  
  466. ※Payback
  467. Combo : <Will>
  468. Max SL : 4
  469. Timing : Reaction
  470. Target : -
  471. Range : -
  472. Difficulty : Refer
  473. Versus : None
  474. A Surge Skill that lets you pay your enemy's enmity back in kind.
  475. - Make a reaction with this combo to a Mental Attack. If you play a valid card, after the attack resolves, you immediately take a Main Process. This Main Process does not consume your AR, and you may take it even if you have 0 AR. Limit 1/Scene.
  476.  
  477. ※Fangs of Resentment
  478. Combo : Alone
  479. Max SL : 4
  480. Timing : Refer
  481. Target : Single
  482. Range : Medium
  483. Difficulty : Control
  484. Versus : None
  485. You slam your foe with intense pressure, as though your hatred were a real thing.
  486. - Use when the target makes a check. The target reduces their result by your Passion. After, you lose 1 AR.
  487.  
  488. ※The Look
  489. Combo : Free
  490. Max SL : 4
  491. Timing : Major
  492. Target : Single
  493. Range : Medium
  494. Difficulty : Control
  495. Versus : <Will>
  496. Your diabolical glare puts pressure on your opponent, limiting their ability to act.
  497. - The target cannot take Minor Actions. Treat this effect as a Bad Status. This effect may be removed by using a Major Action, and otherwise lasts until the end of the scene.
  498.  
  499. ※Zip It!
  500. Combo : Other
  501. Max SL : 4
  502. Timing : Major
  503. Target : -
  504. Range : -
  505. Difficulty : None
  506. Versus : -
  507. Your explosive reasoning makes your opponent incapable of arguing against you.
  508. - When you use this skill in an attack Combo, the target may not include <Negotiation> in their Combo when they make a Reaction. Limit [SL]/Act.
  509.  
  510. ※Final Wager
  511. Combo : Other
  512. Max SL : 4
  513. Timing : Major
  514. Target : -
  515. Range : Weapon
  516. Difficulty : None
  517. Versus : Impossible
  518. You're prepared to attack with all your strength even if it costs you your life.
  519. - When you use this skill in a {Physical or Mental Attack} Combo, increase the Wound Rating by [DoS]. Also, the check becomes [Versus: Impossible]. However, after the attack is resolved, you receive {BS: Panic}.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement