Advertisement
RoyalTeaRed

TNX Skill Dictionary - 08 Fate

Jan 31st, 2023 (edited)
85
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 21.61 KB | None | 0 0
  1. Hero
  2. Combo : Free
  3. Max SL : Style Level
  4. Timing : Miracle
  5. Target : -
  6. Range : -
  7. Difficulty : None
  8. Versus : None
  9. Your unyielding posture, always seeking the truth, can likewise inspire your friends.
  10. - When you use Truth, you may change it to have the effect of Mistress's Fight!. However, you may only use its effects on characters for whom you have a Contact skill for. The XP condition is the same as Fight!'s. Limit [SL]/Act.
  11.  
  12. Hunch
  13. Combo : Free
  14. Max SL : 5
  15. Timing : Appearance Check
  16. Target : Self
  17. Range : None
  18. Difficulty : Appearance Difficulty
  19. Versus : None
  20. This skill allows you to sense where the next incident will take place. You come to get a feel for it in this line of work.
  21. - Use this skill to make an Appearance Check. You gain a [SL+2] bonus to the Result of the Check. If successful at this check while scene player, apply your RSC effect. This is a Random Scene Card skill.
  22.  
  23. Hunch II
  24. Combo : Declare
  25. Max SL : 3
  26. Timing : Refer
  27. Target : Self
  28. Range : None
  29. Difficulty : None
  30. Versus : None
  31. With sharp guesswork and a detective's intuition, you make preparations even before you arrive at the scene.
  32. - Use this skill when you succeed at a check with Hunch. You may discard 1 card. Limit 1/Act.
  33.  
  34. Human Polygraph
  35. Combo : <Perception>
  36. Max SL : 4
  37. Timing : Major
  38. Target : Single
  39. Range : Extreme
  40. Difficulty : Control
  41. Versus : <Stealth><Negotiation>
  42. You always know how to tell what the truth is, and what smells like a lie.
  43. - If successful, you learn whether or not your target is lying. However, this is a yes or no proposition; if the target believes they are being truthful, then you will only know they aren't lying.
  44.  
  45. Fortifying Light II
  46. Combo : Free
  47. Max SL : 1
  48. Timing : Constant
  49. Target : Self
  50. Range : None
  51. Difficulty : None
  52. Versus : None
  53. You share your cigarette or booze as well as your courage. And when you share your fire, others are uplifted right along with you.
  54. - When you use Fortifying Light, you may use it as though it were Target: Single※ and Range: Close.
  55.  
  56. Photographic Memory
  57. Combo : <Perception>
  58. Max SL : 4
  59. Timing : Major
  60. Target : -
  61. Range : -
  62. Difficulty : None
  63. Versus : -
  64. Your memory is like a camera; you're able to recall even the most minor details with ease.
  65. - You can use this skill in a combo with <Perception> to review anything you've personally witnessed in the past. This will let you recall small details you might possibly have seen or heard, such as the license plate number of a fleeing vehicle or the general physique of its driver, the number someone called from a phone booth you were near, etc.
  66.  
  67. Unwavering Light
  68. Combo : Free
  69. Max SL : 3
  70. Timing : Minor
  71. Target : Self
  72. Range : None
  73. Difficulty : None
  74. Versus : None
  75. Show that you have the will to stare down even the worst situations.
  76. - When performing a Major Action, ignore the effects of any Bad Statuses you are under. You may also use Conviction's Blade even when you have a Bad Status. These effects persist until the end of your Main Process. Limit [SL]/Act.
  77.  
  78. Avoid the Vitals
  79. Combo : <Ranged>
  80. Max SL : 5
  81. Timing : Major
  82. Target : Single
  83. Range : Weapon
  84. Difficulty : Control
  85. Versus : <Evasion>
  86. You deliberately avoid aiming for anywhere vital, hoping to disable your opponent.
  87. - When you use this skill in a combo, increase the physical wound you would inflict by [SL+2]. If an attack using this in a combo would make its target Dead or Comatose, you may instead make them Unconscious.
  88.  
  89. Crude Seeker
  90. Combo : Free
  91. Max SL : 1
  92. Timing : Constant
  93. Target : Self
  94. Range : None
  95. Difficulty : None
  96. Versus : None
  97. Your investigating techniques may be rough, but they're all unique to you.
  98. - When you acquire this skill, select one Fate style skill. Whenever the chosen skill's level matters, treat it as being one higher. This skill cannot be acquired if you have Prime Card acquired.
  99.  
  100. Warning
  101. Combo : Refer
  102. Max SL : 4
  103. Timing : Reaction
  104. Target : -
  105. Range : -
  106. Difficulty : None
  107. Versus : None
  108. This skill allows you to get a "bad feeling" when danger is imminent.
  109. - You may make a Reaction to [Versus: Impossible] skills using this skill in a combo with an appropriate skill. Limit 1/Cut.
  110.  
  111. Inebriation's Insight
  112. Combo : Free
  113. Max SL : 3
  114. Timing : Constant
  115. Target : Self
  116. Range : None
  117. Difficulty : None
  118. Versus : None
  119. From within the haze of intoxication brought on by drugs or alcohol comes truth's guidance.
  120. - You gain +[SL] to information gathering checks. This style skill only has an effect when you are suffering from a Bad Status, or under the effect of a Drug category outfit.
  121.  
  122. Self-Defense
  123. Combo : <Melee>
  124. Max SL : 5
  125. Timing : Major
  126. Target : Single
  127. Range : Weapon
  128. Difficulty : Control
  129. Versus : <Evasion>
  130. You've learned martial arts in order to defend yourself. You can use your skills to subdue an opponent without killing them.
  131. - When you use this skill in a {Physical Attack} Combo, increase the Wound Rating by [SL+3]. Also, should the attack combo inflict {Dead} or {Comatose}, you may choose to instead inflict {Unconscious}.
  132.  
  133. In The Know
  134. Combo : Free
  135. Max SL : 5
  136. Timing : Constant
  137. Target : Self
  138. Range : None
  139. Difficulty : None
  140. Versus : None
  141. You're well connect in many circles and have little trouble getting the information you need from them.
  142. - When you make an Information Gathering Check, you gain a [SL] bonus to the Result of <Society> Checks.
  143.  
  144. Sharp Eye
  145. Combo : Free
  146. Max SL : 5
  147. Timing : Constant
  148. Target : Self
  149. Range : None
  150. Difficulty : None
  151. Versus : None
  152. When you're investigating, no detail escapes your keen eye, no matter how subtle.
  153. - You gain a [SL] bonus to the Result of <Perception> Checks.
  154.  
  155. Sherlock Holmes
  156. Combo : Free
  157. Max SL : 4
  158. Timing : Major
  159. Target : Self
  160. Range : None
  161. Difficulty : Refer
  162. Versus : None
  163. Like the famed detective, you are a master of deduction.
  164. - If successful, the Director will provide supporting info or a hint on what to do next. The difficulty for this check is normally 10, though the Director may adjust it depending on what sort of info you are hoping to gain.
  165.  
  166. Catch Phrase
  167. Combo : None
  168. Max SL : Style Level
  169. Timing : Constant
  170. Target : Self
  171. Range : None
  172. Difficulty : None
  173. Versus : None
  174. You have a line or word you just can't help but say.
  175. - During the Pre-Act, select one style skill you possess. When using that skill in a combo, gain +[SL] to the result of the check.
  176.  
  177. Toughness
  178. Combo : Alone
  179. Max SL : 3
  180. Timing : Before Wound
  181. Target : Self
  182. Range : None
  183. Difficulty : None
  184. Versus : None
  185. A Guard Skill that shows your mind and body are tough enough to rise, over and over, no matter how much you're beat down.
  186. - Reduce the incoming physical wound you would take by [CV]. Limit 1/Cut.
  187.  
  188. Globetrotter
  189. Combo : Declare
  190. Max SL : 1
  191. Timing : Auto Action
  192. Target : Self
  193. Range : None
  194. Difficulty : None
  195. Versus : None
  196. You've undertaken plenty of jobs across multiple cities, maybe the world. Heading overseas for a case is an everyday occurrence to you.
  197. - You may treat your <Society: NOVA> skill as one other city society skill. This effect persists until the end of the Act. Limit 1/Act.
  198.  
  199. Truthseeker's Resolve
  200. Combo : Free
  201. Max SL : 3
  202. Timing : Constant
  203. Target : Self
  204. Range : None
  205. Difficulty : None
  206. Versus : None
  207. You have the resolve to be a Fate, and will never give in to the hardships of one who would seek truth.
  208. - When you use a Guard Skill, further reduce the wound by [SL+1].
  209.  
  210. Trusty Partner
  211. Combo : Free
  212. Max SL : 3
  213. Timing : Constant
  214. Target : Self
  215. Range : None
  216. Difficulty : None
  217. Versus : None
  218. You're especially skilled in the use of a particular weapon; your partner, as it were.
  219. - During the Pre-Act, select one melee or ranged weapon you possess. When you use that weapon for <Melee> or <Ranged> checks, gain +[SL] to the result.
  220.  
  221. Detective's Intuition
  222. Combo : Alone
  223. Max SL : 3
  224. Timing : Refer
  225. Target : Single
  226. Range : Medium
  227. Difficulty : None
  228. Versus : None
  229. The experience and knowledge you've cultivated as an investigator lead to sudden insight.
  230. - Use when your target makes a check. The result of that check gains +[SL]. Limit [SL]/Act.
  231.  
  232. Checkmate II
  233. Combo : <Checkmate>
  234. Max SL : Style Level
  235. Timing : Refer
  236. Target : -
  237. Range : -
  238. Difficulty : -
  239. Versus : -
  240. You've got everything figured out, such that you can checkmate again and again.
  241. - When you use this skill in a combo with Checkmate, you do not lose an AR, and may use it even when you have 0 AR. Limit [SL]/Act.
  242.  
  243. Trick
  244. Combo : Other
  245. Max SL : 4
  246. Timing : Major
  247. Target : -
  248. Range : -
  249. Difficulty : Control
  250. Versus : <Perception> ※
  251. You utilize all your ingenuity to corner your opponents.
  252. - When you use this skill in a combo with a physical or mental attack, your opponent cannot make a Reaction to the attack unless they include Perception in the combo. Limit 1/Scene.
  253.  
  254. Enduring Light
  255. Combo : Free
  256. Max SL : 3
  257. Timing : Setup Process
  258. Target : Single
  259. Range : Short
  260. Difficulty : 10
  261. Versus : None
  262. Your spirit endures, no matter what. The strength of your spirit can even inspire your comrades.
  263. - Reduce the wound rating of the next physical or mental attack the target takes by [SLx2]. This effect ends after being applied once, and or otherwise ends at the end of the Cut.
  264.  
  265. Prime Card
  266. Combo : Declare
  267. Max SL : 3
  268. Timing : Refer
  269. Target : Self
  270. Range : None
  271. Difficulty : None
  272. Versus : None
  273. The excellent results you bring have earned you a "Superior" rating from the agency.
  274. - You may only acquire this skill if your Mundane is at least 7. Use this skill whenever you make any check in a combo with a Fate style skill. Increase the CV of the card you play by [SL+2]. Limit 1/Act.
  275.  
  276. Profiling
  277. Combo : <Perception>
  278. Max SL : 4
  279. Timing : Major
  280. Target : Single
  281. Range : Refer
  282. Difficulty : Control
  283. Versus : <Stealth>
  284. You can theorize about someone from the smallest traces of them.
  285. - You can make a <Perception> check against a character that is not present in the current scene, either by examining a crime scene they caused, or their possessions. This check may not necessarily inform you as to where they are now. You can always state what information you want to learn, but the Director has final say on the outcome.
  286.  
  287. Home Street
  288. Combo : Society: Street
  289. Max SL : 4
  290. Timing : Appearance Check
  291. Target : Self
  292. Range : None
  293. Difficulty : Appearance Difficulty
  294. Versus : None
  295. You've made connections with a wide range of people on the street, and they're willing to lend you their help and their wisdom.
  296. - Use this skill in a combo to make an Appearance Check. If you succeed, you gain +[SL+1] to the results of all other checks you make for the rest of the scene. This skill has no effect during Cut Progression. This skill persists until the end of the scene. Limit 1/Act.
  297.  
  298. Bogey
  299. Combo : Alone
  300. Max SL : 4
  301. Timing : Major
  302. Target : Single※
  303. Range : Medium
  304. Difficulty : Control
  305. Versus : <Will> <Negotiation>
  306. You've left a strong impression on others with your bearing, and lots of people seem to know you. Many of them may say you're a bit of an eccentric.
  307. - You gain a Contact skill for the target. It starts at level 1, and you may decide the suit. This effect persists until the end of the Act.
  308.  
  309. Guiding Light
  310. Combo : Perception
  311. Max SL : 4
  312. Timing : -
  313. Target : -
  314. Range : -
  315. Difficulty : None
  316. Versus : -
  317. You can make up for loss of perception through instinct and sheer brilliant guesswork.
  318. - When you use this skill in a combo, you may make the check ignoring all penalties to Perception.
  319.  
  320. Wisecrack
  321. Combo : Alone
  322. Max SL : 3
  323. Timing : Before Wound
  324. Target : Self
  325. Range : None
  326. Difficulty : None
  327. Versus : None
  328. No matter how desperate things may seem, you always have room for irreverence born from your unbreakable spirit.
  329. - Reduce the rating of the Mental or Social Wound you would receive by [CV]. Limit [SL]/Scene.
  330.  
  331. †Irregulars
  332. Combo : Alone
  333. Max SL : 4
  334. Timing : Major
  335. Target : -
  336. Range : -
  337. Difficulty : -
  338. Versus : -
  339. You've made a lot of friends with local street kids. They can be surprisingly skilled in a number of areas.
  340. - You may treat your check for this skill as though it were any common skill apart from Contact. Gain a +3 bonus to the result of the check. Limit [SL]/Act.
  341.  
  342. †Supporting Investigation
  343. Combo : Other
  344. Max SL : 4
  345. Timing : Refer
  346. Target : Single
  347. Range : Extreme
  348. Difficulty : 10
  349. Versus : None
  350. You lend your help and provide supporting research for others' investigations.
  351. - Use this skill when someone other than you makes an info gathering check. Make your own check, using this skill in a combo with any skill that could be used for that info check. If you succeed, then the target gains a +[SLx2] bonus to their result. This skill may be used whether you are in a scene or not. Limit 3/Act.
  352.  
  353. †Old School
  354. Combo : Free
  355. Max SL : 3
  356. Timing : Constant
  357. Target : Self
  358. Range : None
  359. Difficulty : None
  360. Versus : None
  361. You're the kind of truthseeker who doggedly walks the beat with your own two feet, and you don't care that the kids call you CD. Sometimes, that stubbornness will earn you trust.
  362. - You gain +[SL] to the result of all Appearance Checks and info gather checks. If this skill is raised to level 3, then this bonus also applies to Contact skills.
  363.  
  364. †Operative
  365. Combo : <Melee><Ranged>
  366. Max SL : 4
  367. Timing : Major
  368. Target : Single
  369. Range : Weapon
  370. Difficulty : Control
  371. Versus : <Evasion>
  372. You honor your contacts, and will do whatever it takes to see them through. Some people say it's all about the money for you.
  373. - Spend 1 credit to use this skill. Increase the rating of a physical wound you'd inflict with this skill in a combo by +[SLx2+4].
  374.  
  375. †Fortifying Light
  376. Combo : Declare
  377. Max SL : 3
  378. Timing : Major
  379. Target : Self
  380. Range : None
  381. Difficulty : None
  382. Versus : None
  383. You know when to stop and light one up. Whether at your favorite bar, behind your desk, or rummaging in the city's trash, a seeker of truth is a light in the dark.
  384. - When you use this skill, select one attribute. That attribute, and its corresponding Control value, each gain a +[SL+1] bonus. This skill cannot be used while backstage or in combat. This skill's effect persist until the end of the Act. Limit 1/Act.
  385.  
  386. †Psychoshock
  387. Combo : Other
  388. Max SL : 4
  389. Timing : Major
  390. Target : Single
  391. Range : Weapon
  392. Difficulty : Control
  393. Versus : -
  394. You point out your opponent's contradictions, causing them to waver and create an opening for your attack. You'll crush any alibi in order to get to the bottom of things.
  395. - When you acquire this skill, select one of your Attributes. When you use this skill in a {Physical or
  396. Mental Attack} Combo, increase the Wound Rating by your chosen attribute. Limit 1/Cut.
  397.  
  398. †Conviction's Shield
  399. Combo : Alone
  400. Max SL : 4
  401. Timing : Before Wound
  402. Target : Single
  403. Range : Short
  404. Difficulty : None
  405. Versus : None
  406. You protect your client or comrades from a hit or assassination.
  407. - If successful, you take the {Physical Wound} the target would have taken. You also suffer any other effects you would have taken if the attack had targeted you in the first place. Limit [SL]/Cut.
  408.  
  409. †Conviction's Sword
  410. Combo : <Melee><Ranged>
  411. Max SL : 4
  412. Timing : Major
  413. Target : Single
  414. Range : Weapon
  415. Difficulty : Control
  416. Versus : <Evasion>
  417. As one with your unwavering determination, you let loose a strike with no hesitation.
  418. - When you use this skill in a combo to make a Physical Attack, increase the wound rating by the number of Fate style skills you have acquired +3 (to a maximum of [SLx5]). You may not use Conviction's Sword when suffering from a Bad Status.
  419.  
  420. †Style Recognition
  421. Combo : <Perception>
  422. Max SL : 4
  423. Timing : Major
  424. Target : Single※
  425. Range : Extreme
  426. Difficulty : Control
  427. Versus : <Stealth>
  428. You perceive all of the target's styles using this skill.
  429. - If successful, you uncover all of the target's styles apart from their Persona. Should the target be disguising their Persona, you uncover that as well.
  430.  
  431. †Chase Move
  432. Combo : <Athletics>
  433. Max SL : 4
  434. Timing : Refer
  435. Target : Single※
  436. Range : Close※
  437. Difficulty : Control
  438. Versus : <Athletics><Operate>
  439. You'll chase your suspect no matter what, even clinging to a moving vehicle if you need to.
  440. - Use this skill when the target would move. If you succeed at this check, you move with the target, and keep engagement with them. Limit 1/Cut.
  441.  
  442. †Checkmate
  443. Combo : <Perception>
  444. Max SL : 4
  445. Timing : Refer
  446. Target : Single
  447. Range : Extreme
  448. Difficulty : Control
  449. Versus : <Will>
  450. The moment the target lets down their guard, you lay a trap for them, using your knowledge of psychology to weaken their self-control.
  451. - Use this skill when the target succeeds at a Self-Control Check. If successful, the target instead fails their Self-Control Check. After, you lose 1 AR.
  452.  
  453. †Hardboiled
  454. Combo : Alone
  455. Max SL : 4
  456. Timing : Refer
  457. Target : Self
  458. Range : None
  459. Difficulty : 10
  460. Versus : None
  461. No matter what trials and tribulations you're forced to endure, you will not yield.
  462. - Use this skill when you fail at a Self-Control Check. If successful, you instead succeed at your Self-Control Check. Limit 1/Cut.
  463.  
  464. †Logic Trap
  465. Combo : Alone
  466. Max SL : Style Level
  467. Timing : Refer
  468. Target : Single
  469. Range : Medium
  470. Difficulty : Control
  471. Versus : None
  472. With your superb acumen, you predict your opponent's next move and guide them into a trap.
  473. - Use when your target makes a check. The target takes a penalty to the result of that check equal to your Perception skill level (max 4). Limit 1/Cut, and [SL]/Act.
  474.  
  475. †Long Arm
  476. Combo : Other
  477. Max SL : 4
  478. Timing : -
  479. Target : -
  480. Range : Refer
  481. Difficulty : None
  482. Versus : -
  483. With careful preparation and a quick wit, you can take action at a longer range.
  484. - When you use this skill in a Combo, increase the [Range] of that Combo by 1 Range Step. This skill has no effect if the Combo is [Target: Self]. This skill may be used in a Combo with [Combo: Alone] skills.
  485.  
  486. ※Light Inexhaustible
  487. Combo : Refer
  488. Max SL : Style Level
  489. Timing : Refer
  490. Target : -
  491. Range : -
  492. Difficulty : -
  493. Versus : -
  494. Your heart is indomitable, and no matter the adversity, you will rise to face it.
  495. - Use may this skill in a combo with Toughness or Wisecrack. When you do, it does not count against Toughness or Wisecrack's use limit, and you may use those skills even if they have no uses remaining. This skill may be used in combo with Combo: Alone skills. Limit [SL]/Scene.
  496.  
  497. ※Giant Killer
  498. Combo : Other
  499. Max SL : SL
  500. Timing : Major
  501. Target : -
  502. Range : -
  503. Difficulty : -
  504. Versus : -
  505. Always keep an ace up your sleeve.
  506. - By using this skill in a combo, you may play two cards towards the result of the check. Both cards must be of the same suit. If an effect requires a card value, choose one of the played cards to apply. Limit [SL]/Act.
  507.  
  508. ※Grey Matter
  509. Combo : Other
  510. Max SL : 4
  511. Timing : Setup Process
  512. Target : -
  513. Range : -
  514. Difficulty : -
  515. Versus : -
  516. Your matchless intellect makes you act more efficiently than anyone else.
  517. - You may combo [SL] number of Common Skills or Timing: Major style skills with Grey Matter in order to use them as a Setup Process action. This combo may not include any skills that would inflict wounds.
  518.  
  519. ※Mislead
  520. Combo : Alone
  521. Max SL : 4
  522. Timing : Refer
  523. Target : Single
  524. Range : Extreme
  525. Difficulty : Control
  526. Versus : None
  527. You mislead your target's actions, guiding them towards failure.
  528. - Use this skill when the target declares a Check. The target takes a [CV] penalty to the Result of that Check. After, you lose 1 AR.
  529.  
  530. ※Monologue
  531. Combo : <Negotiation>
  532. Max SL : 4
  533. Timing : Major
  534. Target : Scene
  535. Range : Extreme
  536. Difficulty : 10
  537. Versus : <Will> <Negotiation>
  538. You make people listen attentively to your deduction and suspicions.
  539. - If successful, either until you finish speaking, or until the scene ends (whichever is first), the target may not make take any active actions. If even one person succeeds at their Reaction, then this skill fails entirely. This skill may not be combined with attacks.
  540.  
  541. ※Last Action
  542. Combo : Alone
  543. Max SL : 4
  544. Timing : After Wound
  545. Target : Self
  546. Range : None
  547. Difficulty : 20
  548. Versus : None
  549. A Surge Skill, your final resistance.
  550. - Use when you take a wound that would render you defeated. You may immediately take a Main Process. This action does not reduce AR, and can be used even if you have 0 AR. You may as an exception use this skill while defeated. However, you may not heal the wound that defeated you. Limit 1/Act.
  551.  
  552. ※Last Hope
  553. Combo : Alone
  554. Max SL : 2
  555. Timing : Before Wound
  556. Target : Scene (Pick)
  557. Range : Extreme
  558. Difficulty : None
  559. Versus : None
  560. A Guard Skill that shows you are the protector of your friends and clients' final hopes.
  561. - The target reduces the wound rating of the physical or mental wound they would take by [CV+3]. This effect may not be nullified by style skills or outfits. Limit 1/Cut.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement