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- Martyrdom
- Combo : Declare
- Max SL : Style Level
- Timing : Miracle
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- A Miracle Alter Skill that allows you to create miracles.
- - Change your Guardian Miracle to have the effect of, "Grant any one wish you desire." The Director must approve the wish. After you use this effect, you die. This cannot be prevented or changed except through the effect of another Miracle. The XP condition changes to, "Gave someone hope." Limit [SL]/Act.
- Spirit Pattern
- Combo : Free
- Max SL : 4
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- You change the wavelength of your mind to a pattern suitable for the art you wish to perform.
- - When you make checks with a Mayakashi skill in the combo, gain +[SL] to the result.
- Astral Step
- Combo : Declare
- Max SL : 3
- Timing : Move
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- You open a gate to the astral world, allowing you to move a short distance instantly.
- - You move as normal. This movement ignores engagements, and can pass through enemies without stopping. Limit [SL]/Act.
- Astral Journey
- Combo : Declare
- Max SL : 4
- Timing : Refer
- Target : Refer
- Range : Close
- Difficulty : None
- Versus : None
- You open a larger gate, letting you draw your companions through with you.
- - Use this skill alongside Astral Step. In addition to Astral Step's normal effects, you may take up to [SL] other characters with you to the same destination. The target must agree to this effect. Limit 1/Act.
- Echo
- Combo : <Psychology>
- Max SL : 4
- Timing : Appearance Check
- Target : Self
- Range : None
- Difficulty : Appearance Difficulty
- Versus : None
- You borrow the forms of minor spirits or small animals to appear.
- - Use this skill to make an Appearance Check. You gain a [SL] bonus to the Result of the Check. You may not attack during this scene. If you get hit with an attack, you don't take any damage, but must immediately retreat from the scene. If successful at this check while scene player, apply an RSC effect. This is a Random Scene skill.
- Engraved
- Combo : Free
- Max SL : Style Level
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- Whether animal eyes, bestial ears, or wicked horns, you have some external feature that shows a deeper connection to the spiritual. This feature cannot be covered up or removed through surgery or cosmetics. Even if you alter your body through cybernetics, they will appear somehow.
- - When you make checks with a Mayakashi skill in the combo, gain +[SL] to the result.
- Aura Cloak
- Combo : Free
- Max SL : 5
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- You cloak your spirit in the stuff of the Astral World, rendering it difficult for others to delve inside your mind through means natural or supernatural.
- - You gain a [SL] bonus to the Result of <Will> Checks made as a Reaction.
- Aura Cloak II
- Combo : Free
- Max SL : 5
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- You disguise your own mind from reality and the Astral World alike. No one will be able to look into your thoughts.
- - Increase the Max SL of Aura Cloak by the SL of this skill. This increases Max SL only; the current SL must be raised via XP as normal.
- Oracle
- Combo : <Psychology>
- Max SL : 4
- Timing : Major
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- You seek words of guidance and prophecy from the higher beings of the Astral World.
- - If successful, the Director must give you a hint or a prophecy of events to come. The Director may set the Difficulty at whatever seems appropriate, but 10 is a good default.
- Create Retainer
- Combo : Declare
- Max SL : 3
- Timing : Minor
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- A golem or other familiar will be the perfect aid to help you in your arts.
- - If successful, you create a Retainer (below). When you use this skill, select one common skill that isn't a Society or Contact skill. While your Retainer is in a scene with you, you gain +1 to the result of checks you make with that skill. Limit [SL]/Act.
- (-) Retainer [Buy: -/-] [Hide: -/0] [Hack: -] [Slot: -]
- - An artificial lifeform like a familiar or golem, summoned through the Create Retainer skill. You may decide what it looks like when you acquire this outfit. Treat it like an Extra outfit.
- Psychotherapy
- Combo : <Psychology>
- Max SL : 5
- Timing : Major
- Target : Single
- Range : Medium
- Difficulty : Refer
- Versus : None
- You heal the target's mental wounds.
- - With this skill in the combo, heal one mental wound the target has taken. The difficulty for this check is equal to the rating of the wound. You also gain a +[SL] bonus to the result of this check. This skill cannot heal {Coma} or {Catatonia}.
- Psychometry
- Combo : <Perception>
- Max SL : 4
- Timing : Major
- Target : Single
- Range : Refer
- Difficulty : Control
- Versus : <Will>
- With item in hand, you learn about the one who owned it.
- - If you have something belonging to your target, such as their hair or a favored item, you may learn things about them with this check, even if they aren't in the scene. 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.
- Suppression
- Combo : <Psychology>
- Max SL : 4
- Timing : Major
- Target : Single
- Range : Medium
- Difficulty : Control
- Versus : <Will>
- Apply pressure to their spirit directly, and they'll crumble.
- - If successful, the target takes {BS: Pressure}. Limit [SL]/Act.
- Scare
- Combo : <Psychology>
- Max SL : 3
- Timing : Major
- Target : Single
- Range : Medium
- Difficulty : Control
- Versus : <Will>
- You can manipulate the target's spirit to evoke fear in them even from a distance.
- - When you use this skill in a {Mental Attack} Combo, change it to [Range: Medium].
- Spiritual Stealth
- Combo : Free
- Max SL : 3
- Timing : Constant (Toggle)
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- A Persona Disguise skill where you dim your spiritual traces such that others confuse who you are. Even when people look at you, their eyes will slide off, thinking you unimportant.
- - 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.
- Telepathy
- Combo : Refer
- Max SL : 3
- Timing : Backstage
- Target : Refer
- Range : -
- Difficulty : -
- Versus : -
- You facilitate the gathering of information by reading and sending thoughts.
- - You may take an additional Backstage action to gather info, so long as this skill is in the combo. This skill may combine with [Combo: Alone] skills. You may also tell this info to any characters whose Address you know, or have a Contact skill for. Limit [SL]/Act.
- Tranquility
- Combo : Alone
- Max SL : 4
- Timing : Setup Process
- Target : Single
- Range : Long
- Difficulty : None
- Versus : None
- A Guard Skill where you bring rapid stability to the heart and settle one's mind.
- - Reduce the rating of the {Mental Wound} you would receive by [CV]. Limit 1/Cut.
- Harmonics
- Combo : Free
- Max SL : 5
- Timing : Major
- Target : Single
- Range : Medium
- Difficulty : 10
- Versus : None
- You attune with the ether in the surrounding area in order to heal your target's mental afflictions.
- - If successful, the target recovers from [SL] Bad Statuses.
- Harmonics II
- Combo : <Harmonics>
- Max SL : Style Level
- Timing : Refer
- Target : Refer
- Range : -
- Difficulty : -
- Versus : -
- You maintain the health of your target's spirit via magical influence.
- - When you use this skill, only it and Harmonics may be in the combo. Change Harmonics to [Timing: Initiative Process] and [Target: Single*]. Limit [SL]/Act.
- Panic
- Combo : <Psychology>
- Max SL : 3
- Timing : Major
- Target : Single*
- Range : Weapon
- Difficulty : Control
- Versus : <Will>
- You show your foe the phantoms from the recesses of their own mind.
- - When this skill is used in a Mental Attack Combo and you deal an at least 10-point Wound, the target also takes {BS: Panic}. Limit [SL]/Act.
- Hypnocloud
- Combo : <Psychology>
- Max SL : Style Level
- Timing : Major
- Target : Area (Pick)
- Range : -
- Difficulty : -
- Versus : -
- Spread your arts across a wider area. Now your illusions will be seen by more people.
- - When you use this skill in a combo, change that combo to [Target: Area (Pick)]. This may not be used in an attack combo. Limit [SL]/Act.
- Fortune Telling
- Combo : Free
- Max SL : 3
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- You divine the future by reading the flow of the Astral, gaining information in the process.
- - When you make an Appearance check or a Gather Info check using <Society: Astral> or <Society: Street>, you gain +[SL] to the result of that check.
- Precognition II
- Combo : <Precognition>
- Max SL : Style Level
- Timing : Refer
- Target : -
- Range : -
- Difficulty : -
- Versus : -
- See into the future again and again.
- - When you use Precognition in a combo with this skill, you do not lose an AR, and may use it even if you have 0 AR. Limit [SL]/Act.
- Hex
- Combo : <Psychology>
- Max SL : 4
- Timing : Major
- Target : Single
- Range : Medium
- Difficulty : Control
- Versus : <Will>
- Hinder the enemy's thinking by filling their mind with cursed thoughts. Beware, as a skilled practitioner can turn the thoughts back on you.
- - If successful, the target takes {BS: Doped (Minor)}. If you fail however, you take {BS: Doped (Minor)} instead.
- Retrocognition
- Combo : <Psychology>
- Max SL : 4
- Timing : Major
- Target : Self
- Range : None
- Difficulty : Refer
- Versus : None
- Learn of past events that happened where you are.
- - If successful, the Director will tell you of any events or discussions that happened at your location. The difficulty for this skill can vary depending on what you wish to know, and also the items available to read, but generally is 10. The Director may give you only portions of things that happened at a place.
- Mind Blast
- Combo : <Psychology>
- Max SL : 4
- Timing : Major
- Target : Single
- Range : Weapon
- Difficulty : Control
- Versus : <Will>
- You register physical, rather than mental wounds, by materializing a phantom for just an instant. What shadows lurk in your opponent's mind is a secret only Mayakashi know.
- - When you use this skill in a Mental Attack combo, after calculating the wound, refer to the Physical Wound Chart and apply that wound instead of a mental one.
- Mind Link
- Combo : <Psychology>
- Max SL : 4
- Timing : Major
- Target : Single
- Range : Extreme
- Difficulty : Control
- Versus : <Will>
- You connect to the target's mind, extracting information from them whether they're willing to give it up or not.
- - You may ask the target a single yes/no question, or ask about a single proper noun. This question directly enters the target's mind, and their answering thought happens instinctively. However, if the target passes a Passion Self-Control check, you cannot read the answer.
- Labyrinth
- Combo : <Psychology>
- Max SL : 4
- Timing : Setup Process
- Target : Single*
- Range : Long
- Difficulty : Control
- Versus : <Will>
- You lead your opponent astray with an illusion.
- - If successful, reduce the target's Current CS by [CV]. Limit 1/Scene.
- Rapport
- Combo : <Psychology>
- Max SL : 4
- Timing : Major
- Target : Single
- Range : Extreme
- Difficulty : 10
- Versus : <Will>
- With your magic, you can enhance love itself.
- - Select one of the target's Contact skills. The target gains a bonus to the SL of that Contact skill equal to (Result/10). They decide the suit(s). This effect lasts until the end of the scene, but the target may make it last to the end of the Act instead by spending Credits equal to the new SL before the effect wears off.
- Lullaby
- Combo : Declare
- Max SL : 4
- Timing : Major
- Target : Single*
- Range : Short
- Difficulty : None
- Versus : None
- You relieve another's worries, helping help to relax.
- - The target may discard up to [SL] cards from their hand. You decide the number of cards they discard, but they may choose which to discard. After, the target draws to 4 cards again. The target may refuse this effect. Limit 1/Scene.
- †Ardent
- Combo : <Psychology>
- Max SL : 3
- Timing : Major
- Target : Single*
- Range : Medium
- Difficulty : None
- Versus : None
- You stoke another's spirit, freeing their latent power.
- - You may only target characters with 1 or more AR. The target immediately takes a Main Process. They gain a +[SLx2] bonus to the check they make with their Major Action. This skill is not a Surge Skill, so they lose an AR as normal.
- †Astral Saber
- Combo : <Melee><Ranged>
- Max SL : 4
- Timing : Major
- Target : Single
- Range : Weapon
- Difficulty : Control
- Versus : <Evasion>
- Utilize a weapon to destroy both body and mind. A good Mayakashi can make mind reading into a combat art.
- - When used in a Physical Attack combo, increase the physical wound by your Reason attribute. Limit 1/Cut.
- †Illusion
- Combo : <Psychology>
- Max SL : 4
- Timing : Major
- Target : Single
- Range : Weapon
- Difficulty : Control
- Versus : <Will>
- Drive your foe to madness by showing them madness itself.
- - When you use this skill in a {Mental Wound} Combo, increase the Wound Rating by [DoS].
- †Enigma
- Combo : <Psychology>
- Max SL : 5
- Timing : Setup Process
- Target : Refer
- Range : None
- Difficulty : 10
- Versus : None
- A Troop Summon skill that calls forth a shadow--an Enigma.
- - When you acquire this skill, select one Style. You gain an Enigma of that Style. Further, if successful at this skill, you summon that Enigma. You may acquire this skill multiple times, for different Styles each time, up to a maximum of your Style Level.
- †Cover Ghost
- Combo : Alone
- Max SL : 4
- Timing : Before Wound
- Target : Single
- Range : Short
- Difficulty : None
- Versus : None
- By taking an attack against a friend's psyche in their place, you can keep them safe.
- - If successful, the mental wound that would have been applied to the target is instead applied to you. You also take the effect of any style skills that the original target would've taken due to their own check. Limit [SL]/Cut.
- †Clairvoyance
- Combo : <Society: Astral>
- Max SL : 4
- Timing : Major
- Target : Self
- Range : None
- Difficulty : Refer
- Versus : None
- You see beyond matter, space, and even time to gain what the info you seek.
- - When making a Gather Info check with <Society: Astral> and this skill in the combo, you may treat instead treat it as though it were any kind of Professional Society skill. This does not apply to Appearance checks or social combat.
- †Psychoslinger
- Combo : Other
- Max SL : 4
- Timing : Initiative (Major)
- Target : -
- Range : -
- Difficulty : -
- Versus : -
- You can infiltrate the psyche of others with startling speed.
- - You may take a Main Process during the Initiative Process. For the Major Action of this Main Process, you must combo it with this skill. Additionally, you may not attack. This is not a Surge Skill, so your AR is spent as normal. Limit [SL]/Act.
- †Seal
- Combo : <Psychology>
- Max SL : 4
- Timing : Major
- Target : Single
- Range : Weapon
- Difficulty : Control
- Versus : <Will>
- You place a seal upon the target's consciousness.
- - When you use this skill in a Mental Attack combo and deal an at least 1-point wound, the target takes {BS: Pressure}. You choose the suit for this Pressure. Additionally, this Pressure cannot be removed until the wound inflicted by the attack combined with Seal is healed.
- †Demoralize
- Combo : <Will>
- Max SL : 4
- Timing : Reaction
- Target : Single
- Range : Extreme
- Difficulty : Result
- Versus : None
- You attempt to stop an attack by diminishing the target's killing intent and will to fight.
- - You may make a Reaction using this skill against attacks targeting other characters. Make your Reaction against a Physical Attack or Mental Attack. If successful, the entire attack is negated. After, lose 1 AR, and you take {BS: Weakness (-2)}.
- †Bind
- Combo : Other
- Max SL : 4
- Timing : Major
- Target : Single*
- Range : Weapon
- Difficulty : Control
- Versus : <Evasion><Will>
- You lay a binding curse upon the target's consciousness, arresting their physical movements.
- - When you use this skill in a Physical or Mental Attack combo and deal an at least 1-point wound, the target loses 1 AR.
- †Precognition
- Combo : Alone
- Max SL : 4
- Timing : Refer
- Target : Single*
- Range : Medium
- Difficulty : None
- Versus : None
- See into the future. With that knowledge, carve your way free of disaster.
- - Use when the target makes any kind of check. They gain a +[SLx2] bonus to that check. After, you lose 1 AR.
- †Mind Break
- Combo : <Psychology>
- Max SL : 4
- Timing : Major
- Target : Area (Pick)
- Range : Close*
- Difficulty : Control
- Versus : <Will>
- You release fierce waves of mental energy, affecting the consciousness of all your enemies close by. This technique is known by names such as the "Cloud of Sleep."
- - When you use this skill in a {Mental Attack} Combo, its target changes to [Target: Area (P)]. Limit 1/Cut.
- †Mind Reaper
- Combo : <Psychology>
- Max SL : 4
- Timing : Major
- Target : Single
- Range : Close*
- Difficulty : Control
- Versus : <Will>
- Touch your foe, and directly assail them with your own thoughts, obliterating their minds. Assaults made through physical touch have the least resistance, and are best for making sure their minds shatter.
- - When used in a Mental Attack combo, increase the wound rating by your Passion attribute.
- †Life Force
- Combo : <Psychology>
- Max SL : 4
- Timing : Major
- Target : Single
- Range : Close
- Difficulty : Control
- Versus : <Will>
- Shed your bodily injuries by transferring them to others. The mind can influence even the flesh.
- - If successful, select one Physical Wound you are suffering from. Inflict the same sound on the target. Then, recover from that Wound. Limit 1/Cut.
- ※Amnesia
- Combo : <Psychology>
- Max SL : 4
- Timing : Major
- Target : Single
- Range : Weapon
- Difficulty : Control
- Versus : <Will>
- Your foes' memories are like clay to you.
- - When you use this skill in a Mental Attack combo, or with the Gospel Miracle, and deal an at least 1-point wound, you may erase or change a portion of the target's memories. This effect lasts until the wound inflicted by this combo is healed.
- ※Seal Memories
- Combo : <Psychology>
- Max SL : 4
- Timing : Major
- Target : Single
- Range : Weapon
- Difficulty : Control
- Versus : <Will>
- You take your foe's knowledge, driving them to confusion.
- - When you use this skill in a Mental Attack combo and deal an at least 1-point wound, select one Common Skill that isn't a Knowledge Skill. The target can no longer make checks using that skill. The target can remove this effect by spending a Minor Action, otherwise it lasts until the end of the scene.
- ※Supermind
- Combo : <Psychology>
- Max SL : 4
- Timing : Major
- Target : Single
- Range : Weapon
- Difficulty : Control
- Versus : <Will>
- With no distinctions allowed, you blend your mind with your foe's, making any mental resistance null.
- - With this skill in the combo, any Mental Wounds you would inflict cannot be reduced in any way other than Miracles. This includes style skill effects, Outfits, Parries, and even Timing: Constant skills. Limit [SL]/Act.
- ※Possession
- Combo : <Intrigue>
- Max SL : 4
- Timing : Major
- Target : Single
- Range : Short
- Difficulty : Control
- Versus : <Stature>
- Take possession of another's body, and manipulate their actions via your mana from afar.
- - When you use this skill in a Social Attack combo or with a Miracle and would inflict Erasure with that, you may at the same time inflict a Mental Wound to Dominate the target. This Dominate effect cannot be recovered from unless the accompanying Erasure is also healed. After, you cannot appear in the same scene that the target of this skill does.
- ※Multi-Enigma
- Combo : <Psychology>
- Max SL : 5
- Timing : Setup Process
- Target : Refer
- Range : None
- Difficulty : 10
- Versus : None
- A Troop Summon skill that lets you handle more Enigmas than usual.
- - When you acquire this skill, select one Style. You gain an Enigma of that Style. Further, if successful at this skill, you summon that Enigma. Only once instance of this skill may be acquired.
- ※Mesmerize
- Combo : <Demoralize>
- Max SL : Style Level
- Timing : Reaction
- Target : -
- Range : -
- Difficulty : -
- Versus : -
- You diminish their will even more, until they barely even feel the desire to fight.
- - When you use <Demoralize> with this skill in the combo, you do not lose an AR, and may use it even if you have 0 AR. Limit [SL]/Act.
- ※Ritual Sorcery
- Combo : <Psychology>
- Max SL : 3
- Timing : Major
- Target : Single
- Range : Refer
- Difficulty : None
- Versus : <Will>
- You curse the target from afar.
- - This skill allows you to target a character with Mayakashi Style Skills even when they are Backstage. To use this skill, you must either know the target's Address, or have a possession of theirs similar to that required by Psychometry. You cannot use this skill in a Combo with skills that attempt to inflict Wounds. Limit [SL]/Act.
- ========================================
- Enigma Skills
- ========================================
- Introduced here are Style Skills that may only be acquired by your Enigmas. Primarily, these are skills that create Enigma-exclusive Outfits, or protect their Mayakashi summoner. When a Style Skill lists [Target: Summoner], this means "the character that summoned the enigma."
- The word "you" in the following skills implicates the Enigma, not the summoner.
- Enigma Spell Lock
- Combo : Free
- Max SL : 1
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- A Style Skill that allows for the summoning of an enigma with a stronger presence in this world.
- An enigma that acquires this Style Skill, once summoned, persists until the end of the Act. However, they change so that they may only be summoned once per Act. Enigma Only.
- Mana Armor
- Combo : Free
- Max SL : 5
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- A Style Skill that grants armor to the enigma.
- Increase your Defense (S/P/I) by [SL]. Enigma Only.
- Mana Shield
- Combo : Free
- Max SL : 5
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- A Style Skill that enables the enigma to handle shields.
- Increase your [Parry] when you make a Parry by [SLx2]. Enigma Only.
- Mana Bullet
- Combo : Free
- Max SL : 5
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- A Style Skill that grants a powerful bow, gun, or other ranged weapon to the Enigma.
- Increase the damage of your physical attacks using ranged weapons by [SL+2]. Enigma Only.
- Mana Blade
- Combo : Free
- Max SL : 5
- Timing : Constant
- Target : Self
- Range : None
- Difficulty : None
- Versus : None
- A Style Skill that grants the enigma the ability to wield melee weapons.
- Increase the damage of your physical attacks using melee weapons by [SL+2]. Enigma Only.
- †Mana Guard
- Combo : Alone
- Max SL : 4
- Timing : Before Damage
- Target : Summoner*
- Range : Short
- Difficulty : None
- Versus : None
- A Style Skill that causes an enigma to protect its Mayakashi's flesh and mind.
- If successful, you may apply the (expected) {Physical or Mental Wound} about to be applied to the target, to yourself instead. Through this check, you receive all the effects from Style Skills and the like the the original target would have received. Limit [SL]/Cut. Enigma Only.
- †Mana Strike
- Combo : Other
- Max SL : 4
- Timing : Major
- Target : Single
- Range : Weapon
- Difficulty : Control
- Versus : None
- A Style Skill that gathers illusions onto the enigma's strike, vastly enhancing its destructive power.
- When this skill is used in a Physical Attack Combo, increase the damage by your {Passion}. Enigma Only.
- ※Combination
- Combo : Free
- Max SL : 4
- Timing : Setup Process
- Target : Summoner*
- Range : None
- Difficulty : 10
- Versus : None
- The enigma shares its skills with its Mayakashi.
- If successful, you may select one skill you have acquired and cause the target to temporarily acquire it too. Its SL is equal to <Combination>'s SL, and the target may choose the suits. Ultimate Skills may not be shared with <Combination>. The target may refuse this effect. This effect lasts until the end of the Cut. Enigma Only.
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