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- Hero
- Combo : Free
- Max SL : Style Level
- Timing : Miracle
- Target : -
- Range : -
- Difficulty : None
- Versus : None
- Your unyielding posture, always seeking the truth, can likewise inspire your friends.
- - 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.
- Hunch
- Combo : Free
- Max SL : 5
- Timing : Appearance Check
- Target : Self
- Range : None
- Difficulty : Appearance Difficulty
- Versus : None
- 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.
- - 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.
- Hunch II
- Combo : Declare
- Max SL : 3
- Timing : Refer
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- With sharp guesswork and a detective's intuition, you make preparations even before you arrive at the scene.
- - Use this skill when you succeed at a check with Hunch. You may discard 1 card. Limit 1/Act.
- Human Polygraph
- Combo : <Perception>
- Max SL : 4
- Timing : Major
- Target : Single
- Range : Extreme
- Difficulty : Control
- Versus : <Stealth><Negotiation>
- You always know how to tell what the truth is, and what smells like a lie.
- - 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.
- Fortifying Light II
- Combo : Free
- Max SL : 1
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- You share your cigarette or booze as well as your courage. And when you share your fire, others are uplifted right along with you.
- - When you use Fortifying Light, you may use it as though it were Target: Single※ and Range: Close.
- Photographic Memory
- Combo : <Perception>
- Max SL : 4
- Timing : Major
- Target : -
- Range : -
- Difficulty : None
- Versus : -
- Your memory is like a camera; you're able to recall even the most minor details with ease.
- - 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.
- Unwavering Light
- Combo : Free
- Max SL : 3
- Timing : Minor
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- Show that you have the will to stare down even the worst situations.
- - 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.
- Avoid the Vitals
- Combo : <Ranged>
- Max SL : 5
- Timing : Major
- Target : Single
- Range : Weapon
- Difficulty : Control
- Versus : <Evasion>
- You deliberately avoid aiming for anywhere vital, hoping to disable your opponent.
- - 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.
- Crude Seeker
- Combo : Free
- Max SL : 1
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- Your investigating techniques may be rough, but they're all unique to you.
- - 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.
- Warning
- Combo : Refer
- Max SL : 4
- Timing : Reaction
- Target : -
- Range : -
- Difficulty : None
- Versus : None
- This skill allows you to get a "bad feeling" when danger is imminent.
- - You may make a Reaction to [Versus: Impossible] skills using this skill in a combo with an appropriate skill. Limit 1/Cut.
- Inebriation's Insight
- Combo : Free
- Max SL : 3
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- From within the haze of intoxication brought on by drugs or alcohol comes truth's guidance.
- - 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.
- Self-Defense
- Combo : <Melee>
- Max SL : 5
- Timing : Major
- Target : Single
- Range : Weapon
- Difficulty : Control
- Versus : <Evasion>
- You've learned martial arts in order to defend yourself. You can use your skills to subdue an opponent without killing them.
- - 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}.
- In The Know
- Combo : Free
- Max SL : 5
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- You're well connect in many circles and have little trouble getting the information you need from them.
- - When you make an Information Gathering Check, you gain a [SL] bonus to the Result of <Society> Checks.
- Sharp Eye
- Combo : Free
- Max SL : 5
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- When you're investigating, no detail escapes your keen eye, no matter how subtle.
- - You gain a [SL] bonus to the Result of <Perception> Checks.
- Sherlock Holmes
- Combo : Free
- Max SL : 4
- Timing : Major
- Target : Self
- Range : None
- Difficulty : Refer
- Versus : None
- Like the famed detective, you are a master of deduction.
- - 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.
- Catch Phrase
- Combo : None
- Max SL : Style Level
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- You have a line or word you just can't help but say.
- - 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.
- Toughness
- Combo : Alone
- Max SL : 3
- Timing : Before Wound
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- 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.
- - Reduce the incoming physical wound you would take by [CV]. Limit 1/Cut.
- Globetrotter
- Combo : Declare
- Max SL : 1
- Timing : Auto Action
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- You've undertaken plenty of jobs across multiple cities, maybe the world. Heading overseas for a case is an everyday occurrence to you.
- - 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.
- Truthseeker's Resolve
- Combo : Free
- Max SL : 3
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- You have the resolve to be a Fate, and will never give in to the hardships of one who would seek truth.
- - When you use a Guard Skill, further reduce the wound by [SL+1].
- Trusty Partner
- Combo : Free
- Max SL : 3
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- You're especially skilled in the use of a particular weapon; your partner, as it were.
- - 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.
- Detective's Intuition
- Combo : Alone
- Max SL : 3
- Timing : Refer
- Target : Single
- Range : Medium
- Difficulty : None
- Versus : None
- The experience and knowledge you've cultivated as an investigator lead to sudden insight.
- - Use when your target makes a check. The result of that check gains +[SL]. Limit [SL]/Act.
- Checkmate II
- Combo : <Checkmate>
- Max SL : Style Level
- Timing : Refer
- Target : -
- Range : -
- Difficulty : -
- Versus : -
- You've got everything figured out, such that you can checkmate again and again.
- - 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.
- Trick
- Combo : Other
- Max SL : 4
- Timing : Major
- Target : -
- Range : -
- Difficulty : Control
- Versus : <Perception> ※
- You utilize all your ingenuity to corner your opponents.
- - 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.
- Enduring Light
- Combo : Free
- Max SL : 3
- Timing : Setup Process
- Target : Single
- Range : Short
- Difficulty : 10
- Versus : None
- Your spirit endures, no matter what. The strength of your spirit can even inspire your comrades.
- - 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.
- Prime Card
- Combo : Declare
- Max SL : 3
- Timing : Refer
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- The excellent results you bring have earned you a "Superior" rating from the agency.
- - 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.
- Profiling
- Combo : <Perception>
- Max SL : 4
- Timing : Major
- Target : Single
- Range : Refer
- Difficulty : Control
- Versus : <Stealth>
- You can theorize about someone from the smallest traces of them.
- - 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.
- Home Street
- Combo : Society: Street
- Max SL : 4
- Timing : Appearance Check
- Target : Self
- Range : None
- Difficulty : Appearance Difficulty
- Versus : None
- 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.
- - 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.
- Bogey
- Combo : Alone
- Max SL : 4
- Timing : Major
- Target : Single※
- Range : Medium
- Difficulty : Control
- Versus : <Will> <Negotiation>
- 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.
- - 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.
- Guiding Light
- Combo : Perception
- Max SL : 4
- Timing : -
- Target : -
- Range : -
- Difficulty : None
- Versus : -
- You can make up for loss of perception through instinct and sheer brilliant guesswork.
- - When you use this skill in a combo, you may make the check ignoring all penalties to Perception.
- Wisecrack
- Combo : Alone
- Max SL : 3
- Timing : Before Wound
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- No matter how desperate things may seem, you always have room for irreverence born from your unbreakable spirit.
- - Reduce the rating of the Mental or Social Wound you would receive by [CV]. Limit [SL]/Scene.
- †Irregulars
- Combo : Alone
- Max SL : 4
- Timing : Major
- Target : -
- Range : -
- Difficulty : -
- Versus : -
- You've made a lot of friends with local street kids. They can be surprisingly skilled in a number of areas.
- - 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.
- †Supporting Investigation
- Combo : Other
- Max SL : 4
- Timing : Refer
- Target : Single
- Range : Extreme
- Difficulty : 10
- Versus : None
- You lend your help and provide supporting research for others' investigations.
- - 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.
- †Old School
- Combo : Free
- Max SL : 3
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- 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.
- - 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.
- †Operative
- Combo : <Melee><Ranged>
- Max SL : 4
- Timing : Major
- Target : Single
- Range : Weapon
- Difficulty : Control
- Versus : <Evasion>
- 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.
- - 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].
- †Fortifying Light
- Combo : Declare
- Max SL : 3
- Timing : Major
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- 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.
- - 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.
- †Psychoshock
- Combo : Other
- Max SL : 4
- Timing : Major
- Target : Single
- Range : Weapon
- Difficulty : Control
- Versus : -
- 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.
- - When you acquire this skill, select one of your Attributes. When you use this skill in a {Physical or
- Mental Attack} Combo, increase the Wound Rating by your chosen attribute. Limit 1/Cut.
- †Conviction's Shield
- Combo : Alone
- Max SL : 4
- Timing : Before Wound
- Target : Single
- Range : Short
- Difficulty : None
- Versus : None
- You protect your client or comrades from a hit or assassination.
- - 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.
- †Conviction's Sword
- Combo : <Melee><Ranged>
- Max SL : 4
- Timing : Major
- Target : Single
- Range : Weapon
- Difficulty : Control
- Versus : <Evasion>
- As one with your unwavering determination, you let loose a strike with no hesitation.
- - 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.
- †Style Recognition
- Combo : <Perception>
- Max SL : 4
- Timing : Major
- Target : Single※
- Range : Extreme
- Difficulty : Control
- Versus : <Stealth>
- You perceive all of the target's styles using this skill.
- - 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.
- †Chase Move
- Combo : <Athletics>
- Max SL : 4
- Timing : Refer
- Target : Single※
- Range : Close※
- Difficulty : Control
- Versus : <Athletics><Operate>
- You'll chase your suspect no matter what, even clinging to a moving vehicle if you need to.
- - 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.
- †Checkmate
- Combo : <Perception>
- Max SL : 4
- Timing : Refer
- Target : Single
- Range : Extreme
- Difficulty : Control
- Versus : <Will>
- The moment the target lets down their guard, you lay a trap for them, using your knowledge of psychology to weaken their self-control.
- - 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.
- †Hardboiled
- Combo : Alone
- Max SL : 4
- Timing : Refer
- Target : Self
- Range : None
- Difficulty : 10
- Versus : None
- No matter what trials and tribulations you're forced to endure, you will not yield.
- - Use this skill when you fail at a Self-Control Check. If successful, you instead succeed at your Self-Control Check. Limit 1/Cut.
- †Logic Trap
- Combo : Alone
- Max SL : Style Level
- Timing : Refer
- Target : Single
- Range : Medium
- Difficulty : Control
- Versus : None
- With your superb acumen, you predict your opponent's next move and guide them into a trap.
- - 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.
- †Long Arm
- Combo : Other
- Max SL : 4
- Timing : -
- Target : -
- Range : Refer
- Difficulty : None
- Versus : -
- With careful preparation and a quick wit, you can take action at a longer range.
- - 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.
- ※Light Inexhaustible
- Combo : Refer
- Max SL : Style Level
- Timing : Refer
- Target : -
- Range : -
- Difficulty : -
- Versus : -
- Your heart is indomitable, and no matter the adversity, you will rise to face it.
- - 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.
- ※Giant Killer
- Combo : Other
- Max SL : SL
- Timing : Major
- Target : -
- Range : -
- Difficulty : -
- Versus : -
- Always keep an ace up your sleeve.
- - 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.
- ※Grey Matter
- Combo : Other
- Max SL : 4
- Timing : Setup Process
- Target : -
- Range : -
- Difficulty : -
- Versus : -
- Your matchless intellect makes you act more efficiently than anyone else.
- - 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.
- ※Mislead
- Combo : Alone
- Max SL : 4
- Timing : Refer
- Target : Single
- Range : Extreme
- Difficulty : Control
- Versus : None
- You mislead your target's actions, guiding them towards failure.
- - 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.
- ※Monologue
- Combo : <Negotiation>
- Max SL : 4
- Timing : Major
- Target : Scene
- Range : Extreme
- Difficulty : 10
- Versus : <Will> <Negotiation>
- You make people listen attentively to your deduction and suspicions.
- - 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.
- ※Last Action
- Combo : Alone
- Max SL : 4
- Timing : After Wound
- Target : Self
- Range : None
- Difficulty : 20
- Versus : None
- A Surge Skill, your final resistance.
- - 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.
- ※Last Hope
- Combo : Alone
- Max SL : 2
- Timing : Before Wound
- Target : Scene (Pick)
- Range : Extreme
- Difficulty : None
- Versus : None
- A Guard Skill that shows you are the protector of your friends and clients' final hopes.
- - 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.
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