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TNX Skill Dictionary - 18 Mayakashi

Feb 20th, 2023 (edited)
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  1. Martyrdom
  2. Combo : Declare
  3. Max SL : Style Level
  4. Timing : Miracle
  5. Target : Self
  6. Range : None
  7. Difficulty : None
  8. Versus : None
  9. A Miracle Alter Skill that allows you to create miracles.
  10. - 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.
  11.  
  12. Spirit Pattern
  13. Combo : Free
  14. Max SL : 4
  15. Timing : Constant
  16. Target : Self
  17. Range : None
  18. Difficulty : None
  19. Versus : None
  20. You change the wavelength of your mind to a pattern suitable for the art you wish to perform.
  21. - When you make checks with a Mayakashi skill in the combo, gain +[SL] to the result.
  22.  
  23. Astral Step
  24. Combo : Declare
  25. Max SL : 3
  26. Timing : Move
  27. Target : Self
  28. Range : None
  29. Difficulty : None
  30. Versus : None
  31. You open a gate to the astral world, allowing you to move a short distance instantly.
  32. - You move as normal. This movement ignores engagements, and can pass through enemies without stopping. Limit [SL]/Act.
  33.  
  34. Astral Journey
  35. Combo : Declare
  36. Max SL : 4
  37. Timing : Refer
  38. Target : Refer
  39. Range : Close
  40. Difficulty : None
  41. Versus : None
  42. You open a larger gate, letting you draw your companions through with you.
  43. - 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.
  44.  
  45. Echo
  46. Combo : <Psychology>
  47. Max SL : 4
  48. Timing : Appearance Check
  49. Target : Self
  50. Range : None
  51. Difficulty : Appearance Difficulty
  52. Versus : None
  53. You borrow the forms of minor spirits or small animals to appear.
  54. - 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.
  55.  
  56. Engraved
  57. Combo : Free
  58. Max SL : Style Level
  59. Timing : Constant
  60. Target : Self
  61. Range : None
  62. Difficulty : None
  63. Versus : None
  64. 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.
  65. - When you make checks with a Mayakashi skill in the combo, gain +[SL] to the result.
  66.  
  67. Aura Cloak
  68. Combo : Free
  69. Max SL : 5
  70. Timing : Constant
  71. Target : Self
  72. Range : None
  73. Difficulty : None
  74. Versus : None
  75. 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.
  76. - You gain a [SL] bonus to the Result of <Will> Checks made as a Reaction.
  77.  
  78. Aura Cloak II
  79. Combo : Free
  80. Max SL : 5
  81. Timing : Constant
  82. Target : Self
  83. Range : None
  84. Difficulty : None
  85. Versus : None
  86. You disguise your own mind from reality and the Astral World alike. No one will be able to look into your thoughts.
  87. - 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.
  88.  
  89. Oracle
  90. Combo : <Psychology>
  91. Max SL : 4
  92. Timing : Major
  93. Target : Self
  94. Range : None
  95. Difficulty : None
  96. Versus : None
  97. You seek words of guidance and prophecy from the higher beings of the Astral World.
  98. - 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.
  99.  
  100. Create Retainer
  101. Combo : Declare
  102. Max SL : 3
  103. Timing : Minor
  104. Target : Self
  105. Range : None
  106. Difficulty : None
  107. Versus : None
  108. A golem or other familiar will be the perfect aid to help you in your arts.
  109. - 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.
  110.  
  111. (-) Retainer [Buy: -/-] [Hide: -/0] [Hack: -] [Slot: -]
  112. - 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.
  113.  
  114. Psychotherapy
  115. Combo : <Psychology>
  116. Max SL : 5
  117. Timing : Major
  118. Target : Single
  119. Range : Medium
  120. Difficulty : Refer
  121. Versus : None
  122. You heal the target's mental wounds.
  123. - 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}.
  124.  
  125. Psychometry
  126. Combo : <Perception>
  127. Max SL : 4
  128. Timing : Major
  129. Target : Single
  130. Range : Refer
  131. Difficulty : Control
  132. Versus : <Will>
  133. With item in hand, you learn about the one who owned it.
  134. - 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.
  135.  
  136. Suppression
  137. Combo : <Psychology>
  138. Max SL : 4
  139. Timing : Major
  140. Target : Single
  141. Range : Medium
  142. Difficulty : Control
  143. Versus : <Will>
  144. Apply pressure to their spirit directly, and they'll crumble.
  145. - If successful, the target takes {BS: Pressure}. Limit [SL]/Act.
  146.  
  147. Scare
  148. Combo : <Psychology>
  149. Max SL : 3
  150. Timing : Major
  151. Target : Single
  152. Range : Medium
  153. Difficulty : Control
  154. Versus : <Will>
  155. You can manipulate the target's spirit to evoke fear in them even from a distance.
  156. - When you use this skill in a {Mental Attack} Combo, change it to [Range: Medium].
  157.  
  158. Spiritual Stealth
  159. Combo : Free
  160. Max SL : 3
  161. Timing : Constant (Toggle)
  162. Target : Self
  163. Range : None
  164. Difficulty : None
  165. Versus : None
  166. 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.
  167. - 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.
  168.  
  169. Telepathy
  170. Combo : Refer
  171. Max SL : 3
  172. Timing : Backstage
  173. Target : Refer
  174. Range : -
  175. Difficulty : -
  176. Versus : -
  177. You facilitate the gathering of information by reading and sending thoughts.
  178. - 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.
  179.  
  180. Tranquility
  181. Combo : Alone
  182. Max SL : 4
  183. Timing : Setup Process
  184. Target : Single
  185. Range : Long
  186. Difficulty : None
  187. Versus : None
  188. A Guard Skill where you bring rapid stability to the heart and settle one's mind.
  189. - Reduce the rating of the {Mental Wound} you would receive by [CV]. Limit 1/Cut.
  190.  
  191. Harmonics
  192. Combo : Free
  193. Max SL : 5
  194. Timing : Major
  195. Target : Single
  196. Range : Medium
  197. Difficulty : 10
  198. Versus : None
  199. You attune with the ether in the surrounding area in order to heal your target's mental afflictions.
  200. - If successful, the target recovers from [SL] Bad Statuses.
  201.  
  202. Harmonics II
  203. Combo : <Harmonics>
  204. Max SL : Style Level
  205. Timing : Refer
  206. Target : Refer
  207. Range : -
  208. Difficulty : -
  209. Versus : -
  210. You maintain the health of your target's spirit via magical influence.
  211. - 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.
  212.  
  213. Panic
  214. Combo : <Psychology>
  215. Max SL : 3
  216. Timing : Major
  217. Target : Single*
  218. Range : Weapon
  219. Difficulty : Control
  220. Versus : <Will>
  221. You show your foe the phantoms from the recesses of their own mind.
  222. - 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.
  223.  
  224. Hypnocloud
  225. Combo : <Psychology>
  226. Max SL : Style Level
  227. Timing : Major
  228. Target : Area (Pick)
  229. Range : -
  230. Difficulty : -
  231. Versus : -
  232. Spread your arts across a wider area. Now your illusions will be seen by more people.
  233. - 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.
  234.  
  235. Fortune Telling
  236. Combo : Free
  237. Max SL : 3
  238. Timing : Constant
  239. Target : Self
  240. Range : None
  241. Difficulty : None
  242. Versus : None
  243. You divine the future by reading the flow of the Astral, gaining information in the process.
  244. - 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.
  245.  
  246. Precognition II
  247. Combo : <Precognition>
  248. Max SL : Style Level
  249. Timing : Refer
  250. Target : -
  251. Range : -
  252. Difficulty : -
  253. Versus : -
  254. See into the future again and again.
  255. - 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.
  256.  
  257. Hex
  258. Combo : <Psychology>
  259. Max SL : 4
  260. Timing : Major
  261. Target : Single
  262. Range : Medium
  263. Difficulty : Control
  264. Versus : <Will>
  265. Hinder the enemy's thinking by filling their mind with cursed thoughts. Beware, as a skilled practitioner can turn the thoughts back on you.
  266. - If successful, the target takes {BS: Doped (Minor)}. If you fail however, you take {BS: Doped (Minor)} instead.
  267.  
  268. Retrocognition
  269. Combo : <Psychology>
  270. Max SL : 4
  271. Timing : Major
  272. Target : Self
  273. Range : None
  274. Difficulty : Refer
  275. Versus : None
  276. Learn of past events that happened where you are.
  277. - 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.
  278.  
  279. Mind Blast
  280. Combo : <Psychology>
  281. Max SL : 4
  282. Timing : Major
  283. Target : Single
  284. Range : Weapon
  285. Difficulty : Control
  286. Versus : <Will>
  287. 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.
  288. - 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.
  289.  
  290. Mind Link
  291. Combo : <Psychology>
  292. Max SL : 4
  293. Timing : Major
  294. Target : Single
  295. Range : Extreme
  296. Difficulty : Control
  297. Versus : <Will>
  298. You connect to the target's mind, extracting information from them whether they're willing to give it up or not.
  299. - 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.
  300.  
  301. Labyrinth
  302. Combo : <Psychology>
  303. Max SL : 4
  304. Timing : Setup Process
  305. Target : Single*
  306. Range : Long
  307. Difficulty : Control
  308. Versus : <Will>
  309. You lead your opponent astray with an illusion.
  310. - If successful, reduce the target's Current CS by [CV]. Limit 1/Scene.
  311.  
  312. Rapport
  313. Combo : <Psychology>
  314. Max SL : 4
  315. Timing : Major
  316. Target : Single
  317. Range : Extreme
  318. Difficulty : 10
  319. Versus : <Will>
  320. With your magic, you can enhance love itself.
  321. - 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.
  322.  
  323. Lullaby
  324. Combo : Declare
  325. Max SL : 4
  326. Timing : Major
  327. Target : Single*
  328. Range : Short
  329. Difficulty : None
  330. Versus : None
  331. You relieve another's worries, helping help to relax.
  332. - 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.
  333.  
  334. †Ardent
  335. Combo : <Psychology>
  336. Max SL : 3
  337. Timing : Major
  338. Target : Single*
  339. Range : Medium
  340. Difficulty : None
  341. Versus : None
  342. You stoke another's spirit, freeing their latent power.
  343. - 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.
  344.  
  345. †Astral Saber
  346. Combo : <Melee><Ranged>
  347. Max SL : 4
  348. Timing : Major
  349. Target : Single
  350. Range : Weapon
  351. Difficulty : Control
  352. Versus : <Evasion>
  353. Utilize a weapon to destroy both body and mind. A good Mayakashi can make mind reading into a combat art.
  354. - When used in a Physical Attack combo, increase the physical wound by your Reason attribute. Limit 1/Cut.
  355.  
  356. †Illusion
  357. Combo : <Psychology>
  358. Max SL : 4
  359. Timing : Major
  360. Target : Single
  361. Range : Weapon
  362. Difficulty : Control
  363. Versus : <Will>
  364. Drive your foe to madness by showing them madness itself.
  365. - When you use this skill in a {Mental Wound} Combo, increase the Wound Rating by [DoS].
  366.  
  367. †Enigma
  368. Combo : <Psychology>
  369. Max SL : 5
  370. Timing : Setup Process
  371. Target : Refer
  372. Range : None
  373. Difficulty : 10
  374. Versus : None
  375. A Troop Summon skill that calls forth a shadow--an Enigma.
  376. - 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.
  377.  
  378. †Cover Ghost
  379. Combo : Alone
  380. Max SL : 4
  381. Timing : Before Wound
  382. Target : Single
  383. Range : Short
  384. Difficulty : None
  385. Versus : None
  386. By taking an attack against a friend's psyche in their place, you can keep them safe.
  387. - 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.
  388.  
  389. †Clairvoyance
  390. Combo : <Society: Astral>
  391. Max SL : 4
  392. Timing : Major
  393. Target : Self
  394. Range : None
  395. Difficulty : Refer
  396. Versus : None
  397. You see beyond matter, space, and even time to gain what the info you seek.
  398. - 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.
  399.  
  400. †Psychoslinger
  401. Combo : Other
  402. Max SL : 4
  403. Timing : Initiative (Major)
  404. Target : -
  405. Range : -
  406. Difficulty : -
  407. Versus : -
  408. You can infiltrate the psyche of others with startling speed.
  409. - 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.
  410.  
  411. †Seal
  412. Combo : <Psychology>
  413. Max SL : 4
  414. Timing : Major
  415. Target : Single
  416. Range : Weapon
  417. Difficulty : Control
  418. Versus : <Will>
  419. You place a seal upon the target's consciousness.
  420. - 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.
  421.  
  422. †Demoralize
  423. Combo : <Will>
  424. Max SL : 4
  425. Timing : Reaction
  426. Target : Single
  427. Range : Extreme
  428. Difficulty : Result
  429. Versus : None
  430. You attempt to stop an attack by diminishing the target's killing intent and will to fight.
  431. - 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)}.
  432.  
  433. †Bind
  434. Combo : Other
  435. Max SL : 4
  436. Timing : Major
  437. Target : Single*
  438. Range : Weapon
  439. Difficulty : Control
  440. Versus : <Evasion><Will>
  441. You lay a binding curse upon the target's consciousness, arresting their physical movements.
  442. - 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.
  443.  
  444. †Precognition
  445. Combo : Alone
  446. Max SL : 4
  447. Timing : Refer
  448. Target : Single*
  449. Range : Medium
  450. Difficulty : None
  451. Versus : None
  452. See into the future. With that knowledge, carve your way free of disaster.
  453. - Use when the target makes any kind of check. They gain a +[SLx2] bonus to that check. After, you lose 1 AR.
  454.  
  455. †Mind Break
  456. Combo : <Psychology>
  457. Max SL : 4
  458. Timing : Major
  459. Target : Area (Pick)
  460. Range : Close*
  461. Difficulty : Control
  462. Versus : <Will>
  463. 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."
  464. - When you use this skill in a {Mental Attack} Combo, its target changes to [Target: Area (P)]. Limit 1/Cut.
  465.  
  466. †Mind Reaper
  467. Combo : <Psychology>
  468. Max SL : 4
  469. Timing : Major
  470. Target : Single
  471. Range : Close*
  472. Difficulty : Control
  473. Versus : <Will>
  474. 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.
  475. - When used in a Mental Attack combo, increase the wound rating by your Passion attribute.
  476.  
  477. †Life Force
  478. Combo : <Psychology>
  479. Max SL : 4
  480. Timing : Major
  481. Target : Single
  482. Range : Close
  483. Difficulty : Control
  484. Versus : <Will>
  485. Shed your bodily injuries by transferring them to others. The mind can influence even the flesh.
  486. - 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.
  487.  
  488. ※Amnesia
  489. Combo : <Psychology>
  490. Max SL : 4
  491. Timing : Major
  492. Target : Single
  493. Range : Weapon
  494. Difficulty : Control
  495. Versus : <Will>
  496. Your foes' memories are like clay to you.
  497. - 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.
  498.  
  499. ※Seal Memories
  500. Combo : <Psychology>
  501. Max SL : 4
  502. Timing : Major
  503. Target : Single
  504. Range : Weapon
  505. Difficulty : Control
  506. Versus : <Will>
  507. You take your foe's knowledge, driving them to confusion.
  508. - 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.
  509.  
  510. ※Supermind
  511. Combo : <Psychology>
  512. Max SL : 4
  513. Timing : Major
  514. Target : Single
  515. Range : Weapon
  516. Difficulty : Control
  517. Versus : <Will>
  518. With no distinctions allowed, you blend your mind with your foe's, making any mental resistance null.
  519. - 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.
  520.  
  521. ※Possession
  522. Combo : <Intrigue>
  523. Max SL : 4
  524. Timing : Major
  525. Target : Single
  526. Range : Short
  527. Difficulty : Control
  528. Versus : <Stature>
  529. Take possession of another's body, and manipulate their actions via your mana from afar.
  530. - 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.
  531.  
  532. ※Multi-Enigma
  533. Combo : <Psychology>
  534. Max SL : 5
  535. Timing : Setup Process
  536. Target : Refer
  537. Range : None
  538. Difficulty : 10
  539. Versus : None
  540. A Troop Summon skill that lets you handle more Enigmas than usual.
  541. - 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.
  542.  
  543. ※Mesmerize
  544. Combo : <Demoralize>
  545. Max SL : Style Level
  546. Timing : Reaction
  547. Target : -
  548. Range : -
  549. Difficulty : -
  550. Versus : -
  551. You diminish their will even more, until they barely even feel the desire to fight.
  552. - 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.
  553.  
  554. ※Ritual Sorcery
  555. Combo : <Psychology>
  556. Max SL : 3
  557. Timing : Major
  558. Target : Single
  559. Range : Refer
  560. Difficulty : None
  561. Versus : <Will>
  562. You curse the target from afar.
  563. - 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.
  564.  
  565. ========================================
  566. Enigma Skills
  567. ========================================
  568.  
  569. 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."
  570.  
  571. The word "you" in the following skills implicates the Enigma, not the summoner.
  572.  
  573. Enigma Spell Lock
  574. Combo : Free
  575. Max SL : 1
  576. Timing : Constant
  577. Target : Self
  578. Range : None
  579. Difficulty : None
  580. Versus : None
  581. A Style Skill that allows for the summoning of an enigma with a stronger presence in this world.
  582. 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.
  583.  
  584. Mana Armor
  585. Combo : Free
  586. Max SL : 5
  587. Timing : Constant
  588. Target : Self
  589. Range : None
  590. Difficulty : None
  591. Versus : None
  592. A Style Skill that grants armor to the enigma.
  593. Increase your Defense (S/P/I) by [SL]. Enigma Only.
  594.  
  595. Mana Shield
  596. Combo : Free
  597. Max SL : 5
  598. Timing : Constant
  599. Target : Self
  600. Range : None
  601. Difficulty : None
  602. Versus : None
  603. A Style Skill that enables the enigma to handle shields.
  604. Increase your [Parry] when you make a Parry by [SLx2]. Enigma Only.
  605.  
  606. Mana Bullet
  607. Combo : Free
  608. Max SL : 5
  609. Timing : Constant
  610. Target : Self
  611. Range : None
  612. Difficulty : None
  613. Versus : None
  614. A Style Skill that grants a powerful bow, gun, or other ranged weapon to the Enigma.
  615. Increase the damage of your physical attacks using ranged weapons by [SL+2]. Enigma Only.
  616.  
  617. Mana Blade
  618. Combo : Free
  619. Max SL : 5
  620. Timing : Constant
  621. Target : Self
  622. Range : None
  623. Difficulty : None
  624. Versus : None
  625. A Style Skill that grants the enigma the ability to wield melee weapons.
  626. Increase the damage of your physical attacks using melee weapons by [SL+2]. Enigma Only.
  627.  
  628. †Mana Guard
  629. Combo : Alone
  630. Max SL : 4
  631. Timing : Before Damage
  632. Target : Summoner*
  633. Range : Short
  634. Difficulty : None
  635. Versus : None
  636. A Style Skill that causes an enigma to protect its Mayakashi's flesh and mind.
  637. 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.
  638.  
  639. †Mana Strike
  640. Combo : Other
  641. Max SL : 4
  642. Timing : Major
  643. Target : Single
  644. Range : Weapon
  645. Difficulty : Control
  646. Versus : None
  647. A Style Skill that gathers illusions onto the enigma's strike, vastly enhancing its destructive power.
  648. When this skill is used in a Physical Attack Combo, increase the damage by your {Passion}. Enigma Only.
  649.  
  650. ※Combination
  651. Combo : Free
  652. Max SL : 4
  653. Timing : Setup Process
  654. Target : Summoner*
  655. Range : None
  656. Difficulty : 10
  657. Versus : None
  658. The enigma shares its skills with its Mayakashi.
  659. 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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