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- Avenger
- Combo : Free
- Max SL : Style Level
- Timing : Miracle
- Target : -
- Range : -
- Difficulty : None
- Versus : None
- A Miracle Alter Skill that puts your life on the line through spite or resentment.
- - 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.
- Way of Evil
- Combo : <Melee><Ranged>
- Max SL : 4
- Timing : Major
- Target : Single
- Range : Weapon
- Difficulty : Control
- Versus : <Evasion>
- Instill enough pain and fear in people and they won't dare oppose you.
- - 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.
- Foul Mouth
- Combo : Alone
- Max SL : 3
- Timing : Refer
- Target : Single
- Range : Short
- Difficulty : Control
- Versus : None
- You let loose with a verbal deluge of dirty language such that whatever your target is saying simply becomes unimportant.
- - Use when your target makes a Mental Attack. The target reduces their result by [SL+1]. Limit 1/Cut.
- Coercion
- Combo : <Psychology>
- Max SL : 5
- Timing : Major
- Target : Single
- Range : Weapon
- Difficulty : Control
- Versus : <Will>
- You assail your opponent with sharp glares and fierce demands, intimidating them into submission.
- - When you use this skill in a {Mental Attack} Combo, increase the Wound Rating by [SL+2].
- Gishgallop
- Combo : Declare
- Max SL : 3
- Timing : Refer
- Target : Single
- Range : Medium
- Difficulty : None
- Versus : None
- Pick at everything they say until it barely matters. It's not like YOU need to be logical about it.
- - 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.
- Trickery
- Combo : Free
- Max SL : 3
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- You keep your weapon hidden, attacking your enemies when they least expect it, and that's only the start of your dirty tricks.
- - You gain a [SL] bonus to the Result of <Melee> and <Ranged> Checks.
- Trickery II
- Combo : Free
- Max SL : 3
- Timing : Constant
- Target : None
- Range : None
- Difficulty : None
- Versus : None
- When it comes to trickery, you're the expert.
- - 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.
- Easy Mark
- Combo : <Society><Contact>
- Max SL : 4
- Timing : Major
- Target : Single
- Range : None
- Difficulty : Control
- Versus : <Society><Contact>
- Attacking someone socially always nets you dividends. Gullible people are like fish in a barrel to you.
- - 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.
- Lies & Deceit
- Combo : Free
- Max SL : 3
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- You tell one lie, bluff, and sham after another, so much so that you can even make compliments out of thin air.
- - You gain a [SL] bonus to the result of your <Negotiation> and <Stature> checks.
- Side Business
- Combo : Free
- Max SL : Style Level
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- A Copy Skill that shows your business is bigger than many companies.
- - 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.
- Hustle
- Combo : Alone
- Max SL : 3
- Timing : Major
- Target : Self
- Range : None
- Difficulty : 15
- Versus : None
- Pull some funds from your revenue streams. Even if you're busy, your minions can do it for you.
- - You acquire 5 Credits. Limit 1/Act.
- Camaraderie
- Combo : <Negotiation>
- Max SL : 4
- Timing : Major
- Target : Single
- Range : Medium
- Difficulty : Control
- Versus : <Will><Negotiation>
- In the Legger fashion, you ingratiate yourself to a person.
- - 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.
- Improvised Weapon
- Combo : Declare
- Max SL : 5
- Timing : Minor
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- Anything can be a weapon, from chairs to posts, and even rocks lying in the street.
- - 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.
- (-) Improvised Weapon [Buy: -/-] [Hide: 5/0] [Attack: Refer] [Parry: Refer] [Range: Close] [Hack: -] [Slot: Two Hands]
- - 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.
- Dirty Fighting
- Combo : <Melee><Ranged>
- Max SL : 4
- Timing : Major
- Target : Single
- Range : Weapon
- Difficulty : Control
- Versus : None
- Who says there's "rules" to fighting? Hit 'em dirty.
- - 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.
- Witness
- Combo : <Contact>
- Max SL : 4
- Timing : Major
- Target : Single
- Range : Extreme
- Difficulty : 10
- Versus : None
- You vouch for someone else with your contact, helping them set up a meet.
- - 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.
- Facilitator
- Combo : Free
- Max SL : 4
- Timing : Major
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- When you act as a go-between for people, you can earn funds for it, too.
- - 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.
- Cannonball
- Combo : <Melee><Ranged>
- Max SL : 5
- Timing : Major
- Target : Single
- Range : Weapon
- Difficulty : Control
- Versus : -
- You attack your enemy, fixated upon taking their life. Few foes can stand against your ruthless assault.
- - When you use this skill in a {Physical Attack} Combo, increase the Wound Rating by [SL+3].
- Sleight of Hand
- Combo : Declare
- Max SL : 3
- Timing : Minor
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- You can filch small things with ease, whether you're at the street markets or gambling.
- - 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.
- Code of Honor
- Combo : Free
- Max SL : 5
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- 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.
- - You gain a [SL] bonus to the Result of <Society: Street> Checks.
- Five Card
- Combo : Declare
- Max SL : Style Level
- Timing : Minor
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- Always keep an extra one up the sleeve.
- - 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.
- Quick Hands
- Combo : Declare
- Max SL : 4
- Timing : Auto Action
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- You get it done before they even notice.
- - Discard up to [SL] cards from your hand. Draw until you have 4 again. Limit 1/Act.
- Quick Hands II
- Combo : Declare
- Max SL : 1
- Timing : Refer
- Target : Refer
- Range : Refer
- Difficulty : None
- Versus : None
- So quick, you can even make other people get it done before others notice.
- - Use when you use Quick Hands. Change Quick Hands to have Target: Single and Range: Extreme. Limit 1/Act.
- Blackmail
- Combo : <Society><Contact>
- Max SL : 4
- Timing : Major
- Target : Single
- Range : None
- Difficulty : Control
- Versus : <Society><Contact>
- Hit 'em where it hurts and make them quake for what you know.
- - When you use this skill in a Social Attack combo, increase the wound rating you'd deal by [SL].
- Racketeer
- Combo : Refer
- Max SL : 4
- Timing : Appearance Check
- Target : Self
- Range : None
- Difficulty : Appearance Check
- Versus : None
- 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.
- - Make an Appearance Check using this skill in a combo. If successful, gain 1 Credit.
- Glare
- Combo : Declare
- Max SL : 3
- Timing : Refer
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- 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.
- - 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.
- Black Market
- Combo : Free
- Max SL : 3
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- 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.
- - Increase the amount of Credits you earn with Hustle by [SL+2].
- The Bouncer
- Combo : Free
- Max SL : 3
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- 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.
- - Whenever you use a Guard Skill against physical or mental wounds, further increase the amount you reduce those wounds by [SL].
- Bloodshed
- Combo : Other
- Max SL : 4
- Timing : Refer
- Target : -
- Range : -
- Difficulty : -
- Versus : -
- When it comes to drawing blood, you make sure they don't forget it.
- - 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.
- †Blood in the Water
- Combo : <Melee><Ranged>
- Max SL : 4
- Timing : Major
- Target : Single
- Range : Weapon
- Difficulty : Control
- Versus : -
- Even as your enemy reels, you aim for their weak point.
- - 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.
- †Nail in the Coffin
- Combo : <Intrigue>
- Max SL : 4
- Timing : Major
- Target : Single
- Range : None
- Difficulty : Control
- Versus : <Stature>
- You hand out money like candy to deal the final blow to your foe's reputation.
- - 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.
- †Counter
- Combo : Parry
- Max SL : 4
- Timing : Reaction
- Target : -
- Range : -
- Difficulty : Result
- Versus : None
- 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.
- - If you succeed at a Parry with this skill in the combo, gain +1 AR. Limit 1/Cut.
- †Scapegoat
- Combo : Alone
- Max SL : 4
- Timing : Before Wound
- Target : Single
- Range : Refer
- Difficulty : None
- Versus : None
- You take the heat for someone's crimes to repay all they've done for you.
- - 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.
- †Vital Attack
- Combo : <Melee><Ranged>
- Max SL : 4
- Timing : Major
- Target : Single*
- Range : Weapon
- Difficulty : Control
- Versus : -
- You target an opponent's vital organs to hinder their ability to act.
- - When you use this skill in a Physical Attack combo and inflict at least a 1-point wound, the target loses 1 AR.
- †Fell Blade
- Combo : Other
- Max SL : 4
- Timing : Major
- Target : Single
- Range : -
- Difficulty : Control
- Versus : -
- Your attack engraves fear into your foe's heart.
- - 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.
- †Test of Courage
- Combo : Alone
- Max SL : 4
- Timing : Before Wound
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- A Guard Skill where you deliberately step into an attack so they can't get your vitals. Pain is your stock and trade.
- - Reduce the rating of the Physical or Mental Wound you would receive by [CV+3]. Limit 1/Cut.
- †Hyena
- Combo : Declare
- Max SL : Style Level
- Timing : Refer
- Target : Single
- Range : Extreme
- Difficulty : None
- Versus : None
- Whatever it takes to survive. To you, your organization, even your friends, are just tools to that end.
- - 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.
- †Hired Goons
- Combo : Free
- Max SL : 5
- Timing : Major
- Target : Refer
- Range : None
- Difficulty : None
- Versus : None
- A Troop Summon skill, borrowing muscle from your contacts or your organization.
- - You acquire a Legger Troop. If successful at using this skill, you may summon them.
- †Group Beatdown
- Combo : <Melee>
- Max SL : 4
- Timing : Major
- Target : Single*
- Range : Close*
- Difficulty : Control
- Versus : <Evasion>
- Gotta give the boys something to hit.
- - 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.
- †Bluff
- Combo : <Psychology>
- Max SL : 4
- Timing : Major
- Target : Single
- Range : Weapon
- Difficulty : Control
- Versus : <Will>
- You lure in your opponent with your words, inviting them to come at you and leave an opening for a counterattack.
- - 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.
- †Requiem
- Combo : <Ranged>
- Max SL : 4
- Timing : Major
- Target : Single*
- Range : Weapon
- Difficulty : Control
- Versus : <Evasion>
- While focused on your target, you conduct your violent storm of bullets like it were music.
- - When you use this skill in Full Auto Ranged Attack combo, increase the wound rating by [SLx3].
- ※Deal with the Devil
- Combo : <Psychology>
- Max SL : 3
- Timing : Major
- Target : Single*
- Range : Weapon
- Difficulty : Control
- Versus : <Will>
- (no description)
- - 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.
- ※Bonds
- Combo : <Contact>
- Max SL : 4
- Timing : Major
- Target : Self
- Range : None
- Difficulty : Refer
- Versus : None
- You protect your social standing by doing a special ritual only Leggers can do.
- - 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.
- ※Payback
- Combo : <Will>
- Max SL : 4
- Timing : Reaction
- Target : -
- Range : -
- Difficulty : Refer
- Versus : None
- A Surge Skill that lets you pay your enemy's enmity back in kind.
- - 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.
- ※Fangs of Resentment
- Combo : Alone
- Max SL : 4
- Timing : Refer
- Target : Single
- Range : Medium
- Difficulty : Control
- Versus : None
- You slam your foe with intense pressure, as though your hatred were a real thing.
- - Use when the target makes a check. The target reduces their result by your Passion. After, you lose 1 AR.
- ※The Look
- Combo : Free
- Max SL : 4
- Timing : Major
- Target : Single
- Range : Medium
- Difficulty : Control
- Versus : <Will>
- Your diabolical glare puts pressure on your opponent, limiting their ability to act.
- - 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.
- ※Zip It!
- Combo : Other
- Max SL : 4
- Timing : Major
- Target : -
- Range : -
- Difficulty : None
- Versus : -
- Your explosive reasoning makes your opponent incapable of arguing against you.
- - 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.
- ※Final Wager
- Combo : Other
- Max SL : 4
- Timing : Major
- Target : -
- Range : Weapon
- Difficulty : None
- Versus : Impossible
- You're prepared to attack with all your strength even if it costs you your life.
- - 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}.
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