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- Rules Update: Regarding {BS: Interference}
- This BS received an entirely new effect in the Skill Dictionary.
- - {BS: Interference}
- This Bad Status represents represents the degraded performance of a character's cyberbrain due to hacking and similar effects. It has a numerical rating, and will often be specified as {BS: Interference (n)}, where (n) is the rating. Higher ratings of the Bad Status will affect more equipment. Each character can only be under the effect of {BS: Interference} once, even if it is inflicted again with a different rating.
- Characters under the effects of {BS: Interference} receive a penalty to all checks equal to the number of Outfits (in certain Categories and Subcategories) they have equipped that have a Hack rating below or equal to the rating of the Interference, subject to the limits and exceptions described below.
- The applicable Outfits are those in {Category: Weapon, Cyberware, TRON} and {Subcategory: Armor Gear, Psychoapp}.
- -n: Non-Wet Characters take a penalty of (n) where (n) is the number of affected Outfits they have equipped. The maximum penalty is -10.
- -1: Wets take a penalty of -1 if they have at least one affected Outfit equipped.
- -10: Characters who have an Artificial Body, are operating a Vehicle, or are appearing as a Ghost take a -10 penalty if the Artificial Body/Vehicle/Tap being used has a Hack rating below or equal to the rating of the Interference. (This also affects {Subcategory: Background} Outfits that express that one's body is artificial.)
- Characters recover from {BS: Interference} automatically during the Cleanup Process.
- Since Guests often do not have detailed character data, if they are affected by {BS: Interference}, rather than counting their Outfits the Director can default to having them take a -3 penalty (or -10 if they have an affected Artificial Body/Vehicle/Tap.)
- Example: Dairenji Gou has four applicable Outfits: Sharp Ear, Type-X, Fingertongue, and Hound Nose, all cyberware. Respectively, those have a hack rating of 14, 15, 15, and 16. If he's inflicted with Interference 14, he takes -1 to his checks. If he takes Interference 15, then his check penalty jumps to -3, and with Interference 16, -4. Even if he's hit with Interference 20, he still only takes -4, and less than 14 does nothing.
- Vasara Skill Changes:
- - Kinesis renamed to Kinetic Attack
- Enhancer
- Combo : Declare
- Max SL : Style Level
- Timing : Miracle
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- A Miracle Alter Skill that allows you to shield yourself from grievous wounds with your powerful force of of will.
- - Change your «Catastrophe» Miracle to have the effect of Ayakashi's Miracle, «Disappear». The XP condition changes to that of «Disappear» as well. Limit [SL]/Act.
- Archmage
- Combo : Free
- Max SL : 5
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- This skill makes you more nimble--with it, you can easily leap over a wall, slip past an obstacle, or move deftly on the battlefield.
- - To take this Style Skill, you must have either Style Level 3 or the «Master Blood» skill. You may take [SL] additional «†Elemental Power» skills, disregarding the normal acquisition limit on Secret Skills.
- Aport
- Combo : <Psychology>
- Max SL : 4
- Timing : Major
- Target : Single
- Range : Long
- Difficulty : Control
- Versus : <Will>
- This skill allows you to teleport another person, summoning them to your side.
- - If successful, the target moves into an Engagement as you. If the target is equipped with a Vehicle, they choose whether to also bring the Vehicle and any Passengers in it with them.
- Amplifier II
- Combo : Free
- Max SL : 5
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- You're able to amplify your physical abilities to an even greater degree. Even among Vasara, there are few who reach these heights.
- - You must have «†Amplifier» at SL3 or above to take this skill. When you use «†Amplifier», you get an additional +[SL] to the Attribute you choose.
- Invisible Hand
- Combo : Other
- Max SL : 4
- Timing : Major
- Target : -
- Range : Refer
- Difficulty : Control
- Versus : <Evasion>
- Using your force of will, you wield your weapon at a greater distance from your body.
- - When you use this skill in a physical attack combo, the range increases by 1 range step (to a maximum of Long.)
- Weather Report
- Combo : Declare
- Max SL : 3
- Timing : Major
- Target : Scene
- Range : Extreme
- Difficulty : None
- Versus : None
- This skill allows you to alter the weather in the vicinity. These large-scale changes to the weather can affect the world profoundly, and in turn affect those people present.
- - All targets discard 1 card of their choice from their hands. Limit [SL]/Act.
- Elemental Chaser
- Combo : Alone
- Max SL : 3
- Timing : Wound Calculation
- Target : Single
- Range : Short
- Difficulty : 10
- Versus : None
- This Power Skill allows you to imbue another's attack with your own elemental powers.
- - Use when a character other than you inflicts a physical wound. That wound gains a bonus to its rating equal to the ATK of one of your equipped (Common Element) Outfits of your choice. Limit 1/Cut, [SL]/Act.
- Elemental Focus
- Combo : Free
- Max SL : 3
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- You have a particular aptitude for manipulating your elemental powers. This finesse allows you to make more potent attacks.
- - During the Pre-Act, choose one of your equipped (Common Element) Outfits. The ATK of the chosen outfit gets +[SL].
- Elemental Bolt
- Combo : Free
- Max SL : 1
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- You concentrate your elemental powers into a bullet, capable of accurately hitting distant targets.
- - (Common Element (Ranged)) Outfits you equip become [Range: Short~Medium].
- Enchant
- Combo : <Psychology>
- Max SL : 4
- Timing : Setup Process$
- Target : Single
- Range : Medium
- Difficulty : 10
- Versus : None
- This skill strengthens the mind or body of a target.
- - If successful, the target increases one of their Attributes other than <♦Mundane> by [Result÷10]. This effect lasts until the end of the Scene.
- Card Magic
- Combo : Declare
- Max SL : 3
- Timing : Minor
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- You are especially adept at the use of magical cards and talismans.
- - You can use up to [SL+1] consumable Outfits of [Subcategory: Magic Item] that require a Minor Action to use. You cannot use this skill simultaneously with any other Style Skills that grant you additional Minor Actions.
- Cantrip
- Combo : Refer
- Max SL : 4
- Timing : Major
- Target : Self
- Range : None
- Difficulty : 10
- Versus : None
- You turn your quite genuine Vasara powers towards doing magic tricks or putting on a performance. Why? Because you need cash.
- - Use this skill in a combo with another [Timing: Major] Vasara Style Skill. If successful, you get 1 Credit. However, the Combo has no effect other than the one granted by this skill. Limit 1/Scene.
- Strong Elements
- Combo : Free
- Max SL : 3
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- Your elemental powers run especially strong, allowing you to wield them with potency.
- - When you use «Elemental Investiture» or an «†Elemental Power» in a Combo, or attack with a (Common Element) outfit, you get +[SL] to the result of the attack check and to the rating of any wounds that result from it.
- Glide
- Combo : Free
- Max SL : 4
- Timing : Setup Process$
- Target : Self
- Range : None
- Difficulty : 10
- Versus : None
- You have the power to take off and fly freely in the sky.
- - If successful, you cannot be Hindered. Also, you can travel +1 range step. However, you benefit from neither of these effects if you have a Vehicle equipped. This effect lasts until the end of the Cut.
- Create Fetish
- Combo : Alone
- Max SL : 3
- Timing : Major
- Target : -
- Range : -
- Difficulty : 15
- Versus : None
- You craft objects imbued with your incantations.
- - If successful, you get [SL] Fetishes. These Fetishes cannot be preserved and are lost during the Post-Act no matter what. You can give them to other people. Limit 1/Act.
- -----
- Fetish (Category: Tool, Subcategory: Magic Item)
- Buy : -/-
- Hide : -/0
- Hack : -
- Slot : -
- A small object that contains a spell.
- - This outfit cannot be acquired through any means except the «Create Fetish» skill. Use with a Minor Action. You get +1 to the result of checks you make during this Main Process. If you use multiple of these Outfits, the effect stacks. Lost upon use.
- -----
- Elemental Weapon
- Combo : Free
- Max SL : 1
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- Your weapon is filled with the power of the elements and delivers fiercer close-range attacks.
- - During the Pre-Act, choose one of your equipped (Common Element) Outfits. The ATK of the chosen outfit gets +5.
- Element Investiture
- Combo : <Melee> <Ranged>
- Max SL : 4
- Timing : Major
- Target : Single
- Range : Weapon
- Difficulty : Control
- Versus : -
- This skill allows you to make attacks using elemental power as a weapon.
- - When this skill is used in a combo that inflicts a Physical Wound, increase the rating of that wound by [The total SL of all «†Elemental Power» skills you have].
- High Element
- Combo : Free
- Max SL : 3
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- Your ability to command the elements is unusually potent.
- - You get +[SL] to the Max SL of your Vasara «†Elemental Power» Skills. Note that increasing the SL of this skill does not increase the current SL of your Vasara <Element> Skills; you must spend XP as normal to do so.
- Geomancer
- Combo : Free
- Max SL : 3
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- You can discern the very breath of the air, and the pulse of the earth.
- - You get +[SL] to the result of Appearance Checks, and to Info Gather Checks you make using <Society: Astral> and <Society: Street>.
- Sharp Edge
- Combo : <Psychology>
- Max SL : 5
- Timing : Setup Process$
- Target : Single
- Range : Medium
- Difficulty : 10
- Versus : None
- This skill strengthens a weapon and enhances its attack power.
- - If successful, the target increases the (ATK) of one of their equipped weapons by [SL]. This effect lasts until the end of the Scene.
- Smash
- Combo : <Melee> <Ranged>
- Max SL : 4
- Timing : Major
- Target : Single
- Range : Weapon
- Difficulty : Control
- Versus : <Evasion>
- You batter the target's defenses with your powerful force of will.
- - When this skill is used in a physical attack combo, the target gets -[SLx2] to their Parry Rating (to a minimum of 0.}
- Verdict
- Combo : <Perception>
- Max SL : 4
- Timing : Setup Process$
- Target : Single
- Range : Short
- Difficulty : Control
- Versus : None
- You scry your target for signs they are an Ayakashi feigning human form.
- - If successful, you learn whether the target has Ayakashi Style Level 1 or above. The target cannot use «Human Form» to boost their control rating against the check you make for this combo.
- Passwall
- Combo : Free
- Max SL : 3
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- This skill makes you more nimble--with it, you can easily leap over a wall, slip past an obstacle, or move deftly on the battlefield.
- - You gain a [SL] bonus to the Result of <Athletics> Checks.
- Barrier
- Combo : Alone
- Max SL : 5
- Timing : Before Wound
- Target : Single
- Range : Short
- Difficulty : None
- Versus : None
- This Guard Skill creates an invisible wall to protect the target.
- - The target reduces the wound rating of the physical wound they would take by [CV+SL+2]. This effect may not be nullified by style skills or outfits. After, you lose 1 AR.
- Barrier II
- Combo : «Barrier»
- Max SL : Style Level
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- You've practiced your Barrier enough to activate it instinctively, without mental preparation.
- - When you use this skill in a Combo with «Barrier», you don't lose an AR as a result of the Check, and may use it even if you have 0 AR. Limit [SL]/Act.
- Healing
- Combo : <Psychology>
- Max SL : 4
- Timing : Major
- Target : Single
- Range : Medium
- Difficulty : Refer
- Versus : None
- This skill allows you to heal the target's physical injuries.
- - You can heal the target of either one physical wound or one instance of [BS: Poison]. The difficulty of the check is equal to the wound rating or to [Poison Rating+10]. You get a [SL] bonus to the result of the check. You cannot heal {Coma} or {Death}.
- Hold
- Combo : <Psychology>
- Max SL : 5
- Timing : Major
- Target : Single
- Range : Medium
- Difficulty : Control
- Versus : <Will>
- You restrain your foe with your telekinetic abilities, impairing their movements.
- - If successful, the target gets -[SL] to all checks they make during this Cut.
- Master Blood
- Combo : Free
- Max SL : 1
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- Your blood is unusually potent for a Vasara. Elemental abilities yet undreamed of slumber deep within you.
- - You must have <Society: Astral> at SL4 or above to take this skill. You can acquire one extra Vasara Secret Skill. If you are Vasara Style Level 3, you can acquire a second extra Vasara Secret Skill.
- Morphing
- Combo : Free
- Max SL : 3
- Timing : Constant (Toggle)
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- A Persona Disguise Skill that changes your shape.
- - You may disguise yourself as an Extra. Other characters cannot tell you are Cast. When someone tries to uncover your true form, you gain [SLx4] bonus to your control value for the purposes of their difficulty check.
- Repulsion
- Combo : <Will>
- Max SL : 4
- Timing : Reaction
- Target : -
- Range : -
- Difficulty : None
- Versus : None
- With this skill, you use telekinesis or an «†Elemental Power» to repel an attack.
- - You may make a Dodge Check with this skill. You may include «Kinesis» or any «†Elemental Power» skill in the Combo, treating them as if they had [Combo: <Will>] and [Timing: Reaction]. If you do, and you fail the check, then reduce the wound rating by the [SL] of either «Kinesis» or one of the «†Elemental Power» skills in the Combo. Limit 1/Cut.
- †Ascetic
- Combo : <Will>
- Max SL : Style Level
- Timing : Appearance Check
- Target : Self
- Range : None
- Difficulty : 10
- Versus : None
- Your harsh self-discipline has allowed you to awaken to new capabilities.
- - If successful, you get [Result÷10+1] to one Attribute of your choice. This effect lasts until the end of the Act. It stacks up to [SL] times (however, it will not stack if you choose the same Attribute more than once.)
- †Amplifier
- Combo : Declare
- Max SL : 3
- Timing : Refer
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- Wielding a trump card unique to Vasara such as you, you amplify your physical abilities for just long enough to count.
- - Use this skill when you're about to make a check. You get +3 to one Attribute of your choice. This effect lasts until the end of the current Process. Limit [SL+1]/Act.
- †Enhancement
- Combo : <Melee> <Ranged>
- Max SL : 4
- Timing : Major
- Target : Area (P)
- Range : -
- Difficulty : Control
- Versus : -
- This skill lets you widen your area of attack and simultaneously hit multiple targets using psychokinesis.
- - When this skill is used in a {Physical Attack} Combo, it becomes [Target: Area (P)]. Limit 1/Cut.
- †Kinetic Attack
- Combo : <Melee> <Ranged>
- Max SL : 4
- Timing : Major
- Target : Single
- Range : Weapon
- Difficulty : Control
- Versus : -
- Using this skill, you can use psychokinesis to assault your target with objects in your vicinity.
- - When this skill is used in a Physical Attack Combo, increase the Wound Rating by [DoS]. If you attack using debris rather than an equipped weapon, use the outfit data below.
- -----
- Kinetic Weapon (Category: Weapon, Subcategory: Ranged Weapon)
- Buy : -/-
- Hide : -/0
- ATK : I+2
- Parry : -
- Range : Short
- Hack : -
- Slot : One Hand
- - This Outfit represents an attack with the Vasara «†Kinetic Attack» skill. It can be used when performing a Physical Attack Combo with «†Kinetic Attack». Treat this Outfit as if it simultaneously belonged to (Subcategory: Magic Item).
- -----
- †Psychokinesis
- Combo : Other
- Max SL : 4
- Timing : Major
- Target : Single
- Range : Weapon
- Difficulty : Control
- Versus : <Evasion>
- You pummel your target with your force of will, demonstrating its unrivaled strength.
- - When you use this skill in a {Physical Attack} Combo, increase the Wound Rating by your <♠Reason>. Limit [SL]/Cut.
- †Disrupt
- Combo : Other
- Max SL : 4
- Timing : Major
- Target : Single
- Range : Weapon
- Difficulty : Control
- Versus : <Evasion>
- You destroy a magic item to unleash its stored energy on your opponent.
- - Before you make the check for this skill, choose an outfit you've preserved. That outfit becomes [Broken]. The rating of the Physical Wound inflicted by the combo this skill is in gets +[The XP cost to preserve the outfit you chose] (max [SL×5]).
- †Transform
- Combo : Declare
- Max SL : 5
- Timing : Minor
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- This skill allows you to fabricate a new Outfit.
- - When you use this skill, you may create (and instantly equip) any Outfit with a (Buy) of [<♠Reason>+(SL×2)] or lower. This Outfit is lost at the end of the Scene.
- †Transport
- Combo : Alone
- Max SL : 4
- Timing : Move
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- With this skill, you can teleport instantly.
- - When you use this skill, you may move up to 2 Range Steps. This movement cannot be Blockaded or restricted in any way. Limit [SL]/Act. If you are in a chase using the Focus System, you get +1 to your Progress Mod during this Main Process.
- †Draw Rune
- Combo : Free
- Max SL : 4
- Timing : Setup Process$
- Target : Self
- Range : None
- Difficulty : 10
- Versus : None
- You inscribe a special sigil, amplifying the power of your Element.
- - You get +[SL×2] to the ATK of one of your equipped (Common Element) Outfits of your choice. This effect lasts until the end of the Cut.
- †Vibration
- Combo : <Melee> <Ranged>
- Max SL : 3
- Timing : Major
- Target : Single
- Range : Weapon
- Difficulty : Control
- Versus : <Evasion>
- You amplify the destructive power of your weapon using waves, weakening the ability of your foe to defend against it.
- - You get +[SL×3] to the rating of Physical Wounds inflicted by this combo. Also, upon inflicting a Physical Wound, it changes to the damage type (S, P, or I) versus which the target has the lowest DEF.
- †Force Weapon
- Combo : <Melee> <Ranged>
- Max SL : 4
- Timing : Major
- Target : Single
- Range : Weapon
- Difficulty : Control
- Versus : <Will>*
- Imposing your will upon the laws of physics, you shape your pure elemental power into a weapon such as a blade or bullets, with which you strike at the enemy.
- - If this Attack Combo includes an «†Elemental Power» Skill, you get +[SL] to the Wound Rating, and the target must react to the Attack using <Will>. Limit 1/Cut.
- †Haste
- Combo : <Psychology>
- Max SL : 4
- Timing : Setup Process$
- Target : Single
- Range : Medium
- Difficulty : 10
- Versus : None
- This skill speeds up the target's movements. Using this skill, a Wet can rival a foe full of cyberware in reaction speed.
- - The target gains a [CV] bonus to their Current CS.
- †Magic Circle
- Combo : <Barrier>
- Max SL : 4
- Timing : Refer
- Target : Area <P>
- Range : -
- Difficulty : None
- Versus : None
- This skill represents an additional level of mastery of the Barrier skill.
- - When you use this skill in a Combo with «Barrier», «Barrier» becomes [Target: Area (P)] and it further reduces the Wound Rating taken by 5.
- †Luck
- Combo : Alone
- Max SL : 4
- Timing : Refer
- Target : Single
- Range : Long
- Difficulty : Control
- Versus : None
- Your manipulate the probability of physical phenomena to create your own luck.
- - Use this skill when the target makes a check by drawing a card from the deck. They discard that card and draw a new one. In addition, they get either -[SL] or +[SL] to the Check; you choose which one. Limit 1/Cut.
- ※Eliminate
- Combo : <Melee> <Ranged>
- Max SL : 3
- Timing : Major
- Target : Single
- Range : Weapon
- Difficulty : Control
- Versus : -
- You scour your foe's flesh beyond any hope of recovery. They cannot escape even the pain.
- - When you use this skill in a combo that inflicts a Physical Wound, Guard Skills cannot be used to reduce or negate it. Also, ignore any effects that would change the effect on the Physical Wound Chart (for example, by changing {Death} to {Coma}.) Limit [SL]/Act.
- ※Corruption
- Combo : Alone
- Max SL : 4
- Timing : Wound Calculation
- Target : Single
- Range : Medium
- Difficulty : None
- Versus : None
- You empower your attack and pressure your foe with this Power Skill.
- - Use this skill before the target takes a Physical Wound. The wound rating gets +[CV]. Limit 1/Cut.
- ※Distortion
- Combo : Alone
- Max SL : 4
- Timing : Before Wound
- Target : Single
- Range : Short
- Difficulty : None
- Versus : None
- With this Guard Skill, you warp space itself to thwart a physical attack.
- - Reduce the rating of the physical wound the target is about to take by [The ATK of one (Common Element) Outfit you have equipped]. Style Skills and Outfits cannot prevent this [Guard Skill] from being used. However, you can no longer use the chosen Outfit until the end of the Cut. Limit 1/Cut.
- ※Dispel
- Combo : <Will>
- Max SL : 4
- Timing : Reaction
- Target : -
- Range : -
- Difficulty : Result
- Versus : None
- This skill allows you to erase mystical effects.
- - Use this skill as a Reaction when another character is targeted by a Combo that includes Vasara or Mayakashi skills. If you win the Opposed Check, the Attacker's action is nullified (their Result becomes 0.) After, you lose 1 AR.
- ※Neutralize
- Combo : Free
- Max SL : 4
- Timing : Before Wound
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- With this Guard Skill, you can absorb physical wounds without ill effect.
- - Reduce the rating of the {Physical Wound} you just took by [Result]. Style Skills and Outfits cannot prevent this Guard Skill from being used. This skill can be used in a Combo with [Combo: Alone] skills. Limit 1/Scene.
- ※Multicast
- Combo : <Melee> <Ranged>
- Max SL : 1
- Timing : Major
- Target : Single
- Range : Weapon
- Difficulty : Control
- Versus : <Evasion>
- You wield your elemental powers in rapid succession to attack relentlessly.
- - When you use this skill in a Combo, you may include up to [SL+1] Major Action Physical Attacks. You do not decrease your AR more than normal, but all attacks must be in the same Combo as this skill. This Skill's Combo can only include «†Elemental Power» Skills or «Element Investiture» as Physical Attack skills.
- ※Reanimate
- Combo : <Psychology>
- Max SL : 3
- Timing : Major
- Target : Single
- Range : Close
- Difficulty : 15
- Versus : None
- This skill heals all of a target's wounds, restoring them to full health.
- - Erase all {Physical Wounds} and all {Bad Statuses} the target has received, other than {Death}. Limit 1/Act.
- ELEMENTAL POWERS
- Elemental Power is the mystical power granted to Vasara by theirbloodline. The source of their power originally came from the legendary Six Primes and Twelve Elements, but in recent years a
- variety of other Elemental Powers have appeared.
- Which Elemental Powers a Vasara can acquire depends upon their bloodline. For this reason, all Elemental Powers are Secret Skills. Take care not to exceed the limit on Secret Skills.
- You cannot acquire "II" skilla unless you have the corresponding «†Elemental Power» skill.
- If you have any «†Elemental Power» skills, during the Pre-Act, you can choose to acquire one—not both—of the (Common Element (Melee)) or (Common Element (Ranged)) Outfits.
- -----
- Common Element (Melee) (Category: Weapon, Subcategory: Melee Weapon)
- Buy : -/-
- Hide : 15/0
- ATK : I+2
- Parry : 1
- Range : Close
- Hack : -
- Slot : One Hand
- - A melee weapon created by your «†Elemental Powers». Treat this Outfit as if it simultaneously belonged to (Subcategory: Magic Item).
- Common Element (Ranged) (Category: Weapon, Subcategory: Ranged Weapon)
- Buy : -/-
- Hide : -/0
- ATK : I+0
- Parry : -
- Range : Short
- Hack : -
- Slot : One Hand
- - A ranged weapon created by your «†Elemental Powers». Treat this Outfit as if it simultaneously belonged to (Subcategory: Magic Item).
- -----
- Incarnator
- Combo : Declare
- Max SL : Style Level
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- A Miracle Alter Skill that expresses that you embody one of the elements themselves.
- - Change your «Catastrophe» Miracle to have the effect of the Miracle on the chart below that corresponds to your «†Elemental Power». If you have multiple «†Elemental Powers», you may choose from among the Miracles they allow you to use at the time that you use this skill. The XP condition does not change. Limit [SL]/Act.
- -----
- Incarnator Miracle Chart
- «†Element I: Luminous» -> «Unseen»
- «†Element II: Electronic» -> «Deus Ex Machina»
- «†Element III: Pyrotic» -> «Coup de Grace»
- «†Element IV: Aerial» -> «Coup de Grace»
- «†Element V: Aquarian» -> «Phoenix»
- «†Element VI: Geotic» -> «Invulnerable»
- «†Element VII: Dynamic» -> «Guardian»
- «†Element VIII: Pygmalion» -> «Danse Macabre»
- «†Element IX: Animate» -> «Phoenix»
- «†Element X: Void» -> «Chai»
- «†Element XI: Chronos» -> «Guardian»
- -----
- †Element I: Luminous+
- Combo : Free
- Max SL : 3
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- This skill gives you the power to manipulate light; those who wield it are known as "Lightbringers." When used to attack, it manifests as beams of trapped light akin to lasers.
- - You gain a [SL×2] bonus to the Result of <Stealth> Checks.
- Element I: Luminous+ II
- Combo : Free
- Max SL : 1
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- No place can hide from the brilliance of your light.
- - The bonus you receive from «†Element I: Luminous+» also applies to your <Perception> checks. If you use <Perception> and <Stealth> together in a combo, the effect doesn't stack.
- †Element I: Luminous-
- Combo : Free
- Max SL : 3
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- This skill gives you the power to extinguish light and manipulate darkness. Those who wield it are known as "Dark Lords." When used to attack, it condenses darkness to create black holes that erase your foes.
- - You gain a [SL+1] bonus to the Result of <Stealth> Checks. In addition, when you use <Stealth> in a {Physical or Mental Attack} Combo, increase the Wound Rating of that Combo by [SL+1].
- Element I: Luminous- II
- Combo : Free
- Max SL : 3
- Timing : Major
- Target : Single
- Range : Weapon
- Difficulty : Control
- Versus : <Perception>*
- You use your command of darkness to attack from your enemy's blind spot. No ordinary senses can pierce your gloom.
- - When you use this skill in a {Physical or Mental Attack} Combo, the target must react to the Attack using <Perception>. Limit 1/Cut.
- †Element II: Electronic+
- Combo : <Melee> <Ranged>
- Max SL : 3
- Timing : Major
- Target : Single
- Range : Weapon
- Difficulty : Control
- Versus :
- This skill gives you the power to create and manipulate electricity. Those who wield it are known as "Rex Thunderous." Attacks with it resemble lightning.
- - When this skill is used in a {Physical Attack} Combo, increase the Wound Rating by [SL×4]. However, Wets are immune to this effect.
- Element II: Electronic+ II
- Combo : «†Element II: Electronic+»
- Max SL : 4
- Timing : Major
- Target : Single*
- Range : Weapon
- Difficulty : Control
- Versus : <Evasion>
- By driving your foe's cyberware haywire, your electricity delivers a shock to their heart, stopping it.
- - When this skill is included in a {Physical Attack} Combo, if that Combo deals at least a 1-point Wound to the target, the target does not take that Wound but instead must make a Life Self-Control Check. If they fail, they fall {Unconscious}. Wets are immune to this effect. Limit [SL]/Act.
- †Element II: Electronic-
- Combo : <Melee> <Ranged>
- Max SL : 3
- Timing : Major
- Target : Single
- Range : Weapon
- Difficulty : Control
- Versus : -
- This skill gives you the power to halt the flow of electricity.. Those who wield it are known as "Break Dukes." Attacking with it involves disruption of the target's cybernetics.
- - When this skill is used in a {Physical Attack} Combo, increase the Wound Rating by [SL×2]. Also, if that Combo deals at least a 1-point Wound to the target, the target takes {BS: Pressure (♥Life)}. However, Wets are immune to both of these effects.
- Element II: Electronic- II
- Combo : «†Element II: Electronic-»
- Max SL : 5
- Timing : Major
- Target : Single*
- Range : Weapon
- Difficulty : Control
- Versus : <Evasion>
- You halt the flow of energy within your foe's cyberware, causing it to malfunction.
- - When this skill is included in a {Physical Attack} Combo, if that Combo deals at least a 1-point Wound to the target, the target takes {BS: Interference (13+SL)}. Wets are immune to this effect. Limit [SL]/Act.
- †Element III: Pyrotic+
- Combo : <Melee> <Ranged>
- Max SL : 4
- Timing : Major
- Target : Single
- Range : Weapon
- Difficulty : Control
- Versus : -
- This skill gives you the power to manipulate fire. Those who wield it are known as "Firestarters." They attack using fire.
- - When this skill is included in a {Physical Attack} Combo, change the Damage Type to X. Limit [SL]/Cut.
- Element III: Pyrotic+ II
- Combo : «†Element III: Pyrotic+»
- Max SL : 4
- Timing : Major
- Target : Single
- Range : Weapon
- Difficulty : Control
- Versus : <Evasion>
- You conjure a conflagration to burn your foe directly, terrifying them with the might of your power.
- - When this skill is included in a {Physical Attack} Combo, if that Combo deals at least a 1-point Wound to the target, the target takes {BS: Fear} towards you. Limit [SL]/Act.
- †Element III: Pyrotic-
- Combo : <Melee> <Ranged>
- Max SL : 4
- Timing : Major
- Target : Single
- Range : Weapon
- Difficulty : Control
- Versus : -
- This skill gives you the power to erase heat and manipulate ice. Those who wield it are known as "Winter Angels." They shoot bullets of ice to attack.
- - When this skill is included in a {Physical Attack} Combo, change the Damage Type to S. Also, if that Combo deals at least a 1-point Wound to the target, the target takes {BS: Panic}.
- Element III: Pyrotic- II
- Combo : «†Element III: Pyrotic-»
- Max SL : 4
- Timing : Major
- Target : Single
- Range : Weapon
- Difficulty : Control
- Versus : <Evasion>
- You use your powers to freeze your target directly.
- - When this skill is included in a {Physical Attack} Combo, change the Damage Type to X. Limit [SL]/Act.
- †Element IV: Aerial+
- Combo : <Melee> <Ranged>
- Max SL : 4
- Timing : Major
- Target : Single
- Range : Weapon
- Difficulty : Control
- Versus : -
- This skill gives you the power to manipulate wind. Those who wield it are known as "Wind Masters." They attack by buffeting their opponents with fierce gales.
- - When this skill is included in a {Physical Attack} Combo, if that Combo successfully hits the target, the target takes {BS: Confusion}.
- Element IV: Aerial+ II
- Combo : «†Element IV: Aerial+»
- Max SL : 4
- Timing : Major
- Target : Single
- Range : Weapon
- Difficulty : Control
- Versus : <Evasion>
- You buffet your foe with fierce winds, impairing the speed of their actions.
- - When this skill is included in a {Physical Attack} Combo, if that Combo deals at least a 1-point Wound to the target, the target's Current CS becomes 0. Limit [SL]/Act.
- †Element IV: Aerial-
- Combo : <Melee> <Ranged>
- Max SL : 4
- Timing : Major
- Target : Single
- Range : Weapon
- Difficulty : Control
- Versus : -
- This skill gives you the power to arrest wind and create vacuums. Those who wield it are known as "Calm Knights." They attack by using vacuums to create precise blasts of wind as sharp as blades.
- - When this skill is included in a {Physical Attack} Combo, if that Combo deals at least a 1-point Wound to the target, the target takes {BS: Pressure (♠Reason)}.
- Element IV: Aerial- II
- Combo : «†Element IV: Aerial-»
- Max SL : 4
- Timing : Major
- Target : Single
- Range : Weapon
- Difficulty : Control
- Versus : <Evasion>
- Your control over vacuum is adept enough to hinder your foes in a variety of ways.
- - You may choose the Attribute of the {BS: Pressure} that «†Element IV: Aerial-» inflicts.
- †Element V: Aquarian+
- Combo : <Melee> <Ranged>
- Max SL : 4
- Timing : Major
- Target : Single
- Range : Weapon
- Difficulty : Control
- Versus : -
- This skill gives you the power to manipulate water. Those who wield it are known as "Water Makers." They attack using bullets of water.
- - When this skill is included in a {Physical Attack} Combo, if that Combo deals at least a 1-point Wound to the target, the target takes {BS: Doped (Major)}. Limit [SL]/Cut.
- Element V: Aquarian+ II
- Combo : «†Element V: Aquarian+»
- Max SL : 3
- Timing : Major
- Target : Single
- Range : Weapon
- Difficulty : Control
- Versus : <Evasion>
- You pummel your opponent with water, the force of your floods crushing even the strongest defenses.
- - When this skill is used in a Physical Attack Combo, increase the Wound Rating by [SL×3]. Limit 1/Scene.
- †Element V: Aquarian-
- Combo : <Psychology>
- Max SL : 4
- Timing : Setup Process
- Target : Single
- Range : Weapon
- Difficulty : Control
- Versus : <Will>
- This skill gives you the power to evaporate water and dry things out. Those who wield it are known as "Dune Princes." They attack by desiccating their opponents, causing them to crumble to dust.
- - The target takes a [CV] penalty to their Current CS.
- Element V: Aquarian- II
- Combo : «†Element V: Aquarian-»
- Max SL : 4
- Timing : Setup Process
- Target : Refer
- Range : -
- Difficulty : -
- Versus : -
- You drain the water from a large area, halting all movement within.
- - The target of «†Element V: Aquarian-» changes to [Target: Area (P)]. Limit 1/Scene.
- †Element VI: Geotic+
- Combo : Alone
- Max SL : 4
- Timing : Before Wound
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- This skill allows you to increase the hardness of materials. Those who wield it are known as "Earthshakers." They attack using earthquakes or spikes of stone.
- - A Guard Skill that makes your body harder. When you use this skill, reduce the rating of the {Physical Wound} you would take by [<♠Reason>+SL×2]. Limit 1/Cut.
- Element VI: Geotic+ II
- Combo : «†Element VI: Geotic+»
- Max SL : 4
- Timing : Refer
- Target : -
- Range : -
- Difficulty : -
- Versus : -
- You reinforce your barrier to withstand any attack.
- - When you use this skill in a Combo with «†Element VI: Geotic+», Style Skills and Outfits cannot prevent it from being used. This skill can be used in a Combo with [Combo: Alone] skills. Limit 1/Act.
- †Element VI: Geotic-
- Combo : Alone
- Max SL : 4
- Timing : Before Wound
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- This skill allows you to reduce the hardness of materials and to melt anything. Those who wield it are known as "Melting Marquis." They attack by melting their opponents.
- - A Guard Skill that makes your body flexible. When you use this skill, reduce the rating of the {Physical Wound} you would take by [<♣Passion>+SL×2]. Limit 1/Cut.
- Element VI: Geotic- II
- Combo : «†Element VI: Geotic-»
- Max SL : 4
- Timing : Refer
- Target : -
- Range : -
- Difficulty : -
- Versus : -
- Your body loses all hardness, becoming flexible enough to lessen any impact profoundly.
- - When you use this skill in a Combo with «†Element VI: Geotic-», it gets an extra +5 to its wound reduction. This skill can be used in a Combo with [Combo: Alone] skills.
- †Element VII: Dynamic
- Combo : Alone
- Max SL : 3
- Timing : Refer
- Target : Single
- Range : Medium
- Difficulty : Control
- Versus : None
- This skill alllows you to manipulate the weight of objects. Those who wield it are known as "Gravitators." They attack by subjecting their foes to crushingly high gravity.
- - Use this skill when the target declares a Check. The target takes a [SL×2] penalty to the Result of that Check. After, you lose 1 AR.
- Element VII: Dynamic II
- Combo : «†Element VII: Dynamic»
- Max SL : 1
- Timing : Refer
- Target : -
- Range : -
- Difficulty : -
- Versus : -
- Your control over gravity is such that you can impair another's actions with little effort.
- When you use this skill in a Combo with «†Element VII: Dynamic», you do not lose an AR, and can use the skill even if you have 0 AR. This skill can be used in a Combo with [Combo: Alone] skills. Limit 1/Act.
- †Element VIII: Pygmalion
- Combo : Free
- Max SL : 2
- Timing : Constant
- Target : -
- Range : -
- Difficulty : None
- Versus : -
- This skill allows you to imbue objects with motive force. Those who wield it are variously known as "Toy Makers", "Cybernators" and "Sword Dancers." They attack using their imbued objects.
- - When you acquire this skill, select one Common Skill, and one Outfit subcategory. When you make a Check using the chosen Outfit and Common Skill, you gain a [SL×2] bonus to the Result of that Check.
- Element VIII: Pygmalion II
- Combo : Alone
- Max SL : 3
- Timing : Major
- Target : Refer
- Range : Close
- Difficulty : Refer
- Versus : None
- This Reinforcement Skill allows you to strengthen one of your Outfits.
- - This skill targets an Outfit that belongs to the same subcategory as you chose for «†Element VIII: Pygmalion». The targeted Outfit gains a [SL] bonus to one of its ratings, such as (ATK) or (Parry). The Difficulty of this Check is equal to the target's (Buy). This effect lasts until the end of the Act. Limit 1/Act.
- --- Reinforcement Skills, named after Tatara's «Reinforcement» (which is now one of those), received very extensive errata in the Skill Dictionary, including a list of which ratings you can alter for which Outfit types that takes up an entire page. I'd rather not translate it all unless anyone takes one of these skills.
- †Element IX: Animate
- Combo : <Will>
- Max SL : 3
- Timing : Reaction
- Target : -
- Range : -
- Difficulty : Result
- Versus : None
- This skill allows you to summon a particular living creature to your aid. Those who wield it are known as "Beast Tamers" or "Plant Callers." They attack using their befriended creature.
- - Use this skill as a Reaction when another character is targeted by a {Physical Attack} Combo. If you win the Opposed Check, the attacker's action is nullified. After, you lose 1 AR.
- Element IX: Animate II
- Combo : «Element IX: Animate»
- Max SL : 3
- Timing : Reaction
- Target : -
- Range : -
- Difficulty : -
- Versus : -
- Your living friend acts independently to hinder the actions of your foes in ways they cannot anticipate.
- - When you use this skill in a combo with, you can react even to skills that have [Versus: Impossible].
- †Element X: Void
- Combo : <Melee> <Ranged>
- Max SL : 3
- Timing : Major
- Target : Single
- Range : Weapon
- Difficulty : Control
- Versus : -
- This skill allows you to erase existence itself. Those who wield it are known as "Erasers." They attack by erasing people or objects.
- - When this skill is used in a {Physical Attack} Combo, the Wound Rating cannot be reduced by Guard Skills. Limit [Style Level]/Cut.
- Element X: Void II
- Combo : «Element X: Void»
- Max SL : 3
- Timing : Major
- Target : Single
- Range : Weapon
- Difficulty : Control
- Versus : Impossible
- Your void consumes all. No manner of thing can defend against it.
- - When this skill is used in a Combo with «Element X: Void», it changes to [Versus: Impossible]. Limit 1/Cut.
- †Element XI: Chronos
- Combo : Alone
- Max SL : 3
- Timing : Refer
- Target : Single
- Range : Medium
- Difficulty : 10
- Versus : None
- This skill allows you to manipulate time. Those who wield it are known as "Eternals" or "Time Leapers." They use their time powers to accelerate their attacks.
- - Use this skill when the target declares a Check. The target gets +[SL×2] to the Result of that Check. After, you lose 1 AR.
- Element XI: Chronos II
- Combo : «†Element VII: Dynamic»
- Max SL : 1
- Timing : Refer
- Target : -
- Range : -
- Difficulty : -
- Versus : -
- You adeptly accelerate time in order to aid another.
- When you use this skill in a Combo with «†Element VII: Dynamic», you do not lose an AR, and can use the skill even if you have 0 AR. This skill can be used in a Combo with [Combo: Alone] skills. Limit 1/Act.
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