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About Style Skills

STYLE SKILLS
Style Skills represent the unique abilities and knowledge that are (1) NAME
available to characters with a given Style. For this reason, Style Skills MAX SL: (2)
cannot be taken unless the character in question has a Style Level of COMBO: (3)
at least 1 in the corresponding Style. TIMING: (4)
For example, the Katana Style Skill «Iai» cannot be acquired TARGET: (5)
unless a character has a Style Level of at least 1 in Katana. RANGE: (6)
DIFF: (7)
(1): NAME VERSUS: (8)
This is the name of the Style Skill. A skill name that is prefixed
(9) DESCRIPTION
with † is a Secret Skill, while a skill name that is prefixed with ※ is an
Ultimate Skill.

(2): MAX SL
This is the maximum Skill Level that the Style Skill can have.

(3): COMBO
This field indicates which other skills the Style However, if the description specifies that the skill
Skill can, or must, be used in a Combo with. is to be used when something specific happens, it
can be used in a Combo as long as that condition is
• Free: This skill can be used in a Combo without met.
any restrictions, or on its own.
• Alone: This skill can only be used alone, not in a • Action (Major, Minor, etc): This skill is the specified
Combo of any sort. type of Action. It can be used whenever such an
• Declare: This skill is used upon declaration. As no action is possible to perform.
Check is required, it cannot be used in a Combo. • Process (Initiative, Setup, etc): This skill can be
• Dodge/Parry: This skill can only be used in a used during the specified Process within Cut
Combo that is being used to make a Dodge or Parry Progression.
Check respectively. • Constant: This skill is always active. If multiple
• <Skill>: This skill can be used in a Combo if it Style Skills with the Constant timing are acquired,
also includes one of the listed skills. If multiple skills they all produce an effect. In addition, a character
are listed, the Combo can include any one of them. can choose at any time to temporarily halt the effects
Only if & is written between them must all of the of any skill with Constant timing. When first acquiring
skills listed be included in the Combo. skills with this timing, do not choose any suits for
• Other: This skill must be used in a Combo with at them.
least one other skill, but there are no set require- • Before Wound: This skill can be used before
ments concerning what that skill must be. calculating the Wound from an attack. Whether the
• Refer: The Combo restrictions are explained in the attack is made by your character or another one
description. should be apparent from context.
• After Wound: This skill can be used after
(4): TIMING calculating the Wound from an attack, but before
This field indicates the timing at which the skill inflicting it upon the target.
can be used. If multiple timings are specified, the skill • Other: Other timings not explicitly described here,
can be used at any of the listed timings. such as "Appearance Check," may be specified by
In a Combo, the timing of each skill must be the some skills.
same. If the timing is "Refer," generally the skill • Refer: The timing of the skill is explained in the
cannot be used in a Combo. description.
(5): TARGET (7): DIFFICULTY
This field specifies the target of the Style Skill. If This field specifies the Difficulty of the Check. If
there is an asterisk (*), it indicates that the possible the Result of the Check does not match or exceed the
target for this skill cannot be altered by an Outfit or Difficulty, the Check fails and the skill has no effect.
another skill. In a Combo, the highest Difficulty among all the
skills used becomes the Difficulty of the Combo
• Self: This skill can only target the user Check.
themselves. If a Check does not need to be made for some
• Single: This skill can only target a single reason, ignore this field.
character.
• Area: This skill targets all characters within a • None: As long as the Check is Valid, it is
single Engagement. considered a success.
• Area (P): This skill targets any characters of the • A number (10, 15, etc.): This number is the
user's choice within a single Engagement. The P Difficulty of the Check.
stands for "Pick." • Control: The Difficulty of the Check is one of the
• Scene: This skill targets all characters appearing target's Controls. Which Control to use is determined
in the same Scene as the user. by the suit of the card used to make the Check. For
• Scene (P): This skill targets any characters of the example, if a Heart is played, the Difficulty of the
user's choice appearing in the same Scene as the Check is the target's <♥Life> Control.
user. • Result: This is typically specified as the Difficulty
• Other: Other targets not explicitly described here, for Reactions. The Difficulty of this Check is the
such as "One Outfit," may be specified by some skills. Result of the Check that the Reaction is being made
• Refer: The target of the skill is explained in the in response to.
description. • Appearance Difficulty: The Difficulty of the
Check is the Appearance Difficulty of the current
(6): RANGE scene.
This field specifies the maximum range within • Refer: The Difficulty of the Check is explained in
which the skill can target other characters. If there is the description.
an asterisk (*), it indicates that the possible range of
this skill cannot be altered by an Outfit or another (8): VERSUS
skill. This field indicates the skills that the target can
use to make an Opposed Check against this skill. If
• Close: This skill can target characters within Close multiple skills are listed, any of them can be used.
Range of the user.
• Short: This skill can target characters within Short • <Skill>: An Opposed Check against this skill can
Range of the user. be made using any of the listed skills.
• Medium: This skill can target characters within • <Skill>*: Any Combo used to make an Opposed
Medium Range of the user. Check against this skill must include the specified
• Long: This skill can target characters within Long skill, or it cannot be made at all.
Range of the user. • None: If this skill is used by itself, no Opposed
• Extreme: This skill can target characters within Checks can be made against it.
Extreme Range of the user, as well as greater • Impossible: If this skill is used either by itself or
distances if the Director permits. in a Combo, no Opposed Checks can be made against
• Weapon: This skill has the same range as the the entire action.
weapon being used. If a {Mental Attack} is being
made, the range is "Short."
• None: The skill has [Target: Self], can only be
used when Backstage, or range is otherwise
meaningless to the skill.
• Refer: The range of the skill is explained in the
description.
(9): DESCRIPTION
This field contains an explanation of the Style Skill and the effect it produces. Below are explanations of
some phrases and terms that may be used in the description.

Abbreviations

• AR: Action Rank


• CS: Combat Speed
• CV: Card Value. This is shorthand for 'The value of the card played in the Check'. Unlike when playing a
Wound Card for an attack, you do not play an additional card to determine the Card Value; instead, you use
the value of the same card you played to determine whether the Check was successful or not.
• DoS: Degree of Success. If a skill says something like 'Increase the rating of the Wound by [DoS]', add
the difference between your Check's Result and your target's Opposed Check Result to the rating of the
Wound. If multiple skills which boost the same number by the DoS are used in a single Combo, their effects
do not stack.
• SL: The user's Skill Level in the skill being described.

Phrases

• "At least a 1-point Wound": The specified effect only happens if a Wound with a rating of at least 1 is
inflicted by the Combo this skill is included in, or the attack that this skill is reacting to.
• "If successful": This phrase is shorthand for 'If the skill's Check is successful'. For instance, if a skill says,
'If successful, increase the rating of the Wound by...', only increase the rating of the Wound if the Check is
successful. This can refer to beating the Difficulty, or just playing a Valid card if no Difficulty is listed.
• "The target can refuse this effect": The target of this skill can refuse to be subjected to its effect, in
which case the skill cannot be used.
• "You already possess": This phrase refers to Outfits that you have already acquired through XP or a
different Check. In other words, it doesn't allow you to spontaneously produce an Outfit if you haven't
already acquired it through other means.

Other Terms

• Guard Skill: This is a type of skill used to reduce the rating of a Wound. They usually have [Timing:
Before Wound]. Some effects may prevent them from being used.
• «Style Skill»: When written in a Style Skill description, this term includes Special Skills, Secret Skills, and
Ultimate Skills rather than specifically referring to the first category.
• Target: Typically, the target of the skill being described.
• You: The user of the skill.
Kabuki

KABUKI
THE BEARERS OF BOUNDLESS GOOD LUCK

The Kabuki are anarchists who reject their


fate. Singers, dancers, actors, and gamblers,
they live for the arts and earn their daily bread
with their performances.

The specialty of this style is their powerful


'luck.' Kabuki are filled with such confidence that
even when their lives are hanging by a thread,
they rarely realize it. They live solely for
adventure and to indulge their boundless
curiosity.

Kabuki are the only one of the Major Arcana


not associated with a number. Were they playing
cards, they would be Jokers, and in the tarot deck
they correspond to the Fool.

They represent a new beginning, a future


that has yet to be seen. While embracing these ATTRIBUTES
two characteristics, those with the Kabuki style
journey forth to the future that awaits them. ♠REASON: 0/3 ♣PASSION: 3/5
♥LIFE: 2/4 ♦MUNDANE: 2/4

MIRACLE: CHAI

Using a "lucky coincidence," this Miracle allows a character to escape from


danger or cause their foe's action to fail.

When used, this Miracle cancels out the effects of another Miracle that
previously happened. It can also cancel effects that were not produced by a
Miracle. For example, it can cause a single Check to fail, or prevent a style skill
from taking effect after it has been declared.

However, if any in-game time has passed since the results of a Miracle or Check
took effect, they cannot be canceled retroactively. Thus, «Chai» can only be used in
reaction to the current action.

With your luck and your indomitable will, you can change fate itself.

CONDITION: If the GM or other players are impressed when you use «Chai»,
the "used a Miracle fittingly" bonus XP may be awarded.
Vasara Style Skills COMIC HERO SHOUT
STYLE SKILLS:
MAX SL: 4 MAX SL: 5
KABUKI COMBO: Alone COMBO: Free
TIMING: Before Wound TIMING: Constant
Fueled by baseless self-
confidence, Kabuki rely on their TARGET: Self TARGET: Self
passion for the arts, blind luck, RANGE: None RANGE: None
and the rebel spirit in order to DIFF: None DIFF: None
fight against the laws of society.
VERSUS: None VERSUS: None
A Guard Skill you use to defend yourself in Your voice emanates from your very soul,
a manner only a comic artist could. To use erasing your opponent's attempts to be
it, you must describe a uniquely comic heard.
escapade such as "I break through the You gain a [SL] bonus to the Result of
wall of the panel!" or "I drop into the Reaction Checks made with
panel below this one!" <Negotiation>.
Reduce the rating of the {Physical,
Mental, or Social Wound} you would take
by [CV].
Limit 1/Cut.
After, you take {BS: Weakness}.

SHUFFLE PROVOKE QUICK CHANGE


MAX SL: 4 MAX SL: 4 MAX SL: 4

COMBO: Alone COMBO: <Negotiation> COMBO: Free


TIMING: Major TIMING: Refer TIMING: Setup Process
TARGET: Single TARGET: Single TARGET: Self
RANGE: Medium RANGE: Medium RANGE: None
DIFF: Control DIFF: Control DIFF: 10
VERSUS: <Will> VERSUS: <Will> VERSUS: None
This Style Skill allows you to stir up the This Style Skill allows you to provoke the This Style Skill lets you change your
situation. When you're around, the enemy with the goal of forcing them to clothes in a flash. You can even use it to
atmosphere always changes, whether for attack you. whip out bulky items concealed
good or ill. Use this skill just after the target declares somewhere on your body.
The target must discard a card from their an attack. The target of the attack If successful, you can equip or change any
hand and draw a new one from the deck. changes to you (or your Engagement, if weapons, armor, or clothes in your
You may select which card is discarded, [Target: Area]). If you are not a valid possession at-will. You can freely equip
but you may not look at the target's hand. target for the attack due to range or some Outfits (that you already possess) you did
other reason, you may not use this skill. not have equipped when you made your
After, you lose an AR. Appearance Check.

MAESTRO MILLION HIT LUCKY STRIKE


MAX SL: 5 MAX SL: 5 MAX SL: 4

COMBO: Free COMBO: <Intrigue> COMBO: Alone


TIMING: Constant TIMING: Major TIMING: Wound Calculation
TARGET: Self TARGET: Single TARGET: Self
RANGE: None RANGE: None RANGE: None
DIFF: None DIFF: Control DIFF: None
VERSUS: None VERSUS: <Stature> VERSUS: None
You are a genius when it comes to music You're famous, and you've got fans. That By usng this Style Skill, a stroke of good
and the arts. Anyone who attends your means they're a useful tool when you luck greatly increases the severity of
performances is profoundly moved by need to apply social pressure. Wounds you inflict.
your talent. When you use this skill in a {Social After playing your Wound Card for an
You gain a [SL] bonus to the Result of Attack} Combo, increase the Wound attack, draw a card from the deck to use
<Art> Checks. Rating by [SL+2]. in the Check for this skill. If successful,
increase the Wound Rating by [CV].
However, if you Fumble, reduce the
Wound Rating by [CV] instead.
†CURSE †WORDS ON THE WIND †SECOND DEAL
MAX SL: 4 MAX SL: 3 MAX SL: 4

COMBO: Alone COMBO: Free COMBO: Other


TIMING: Refer TIMING: Major TIMING: Refer
TARGET: Self TARGET: Self TARGET: -
RANGE: Extreme RANGE: None RANGE: -
DIFF: Control DIFF: Refer DIFF: None
VERSUS: None VERSUS: None VERSUS: -
With this Style Skill, you impede your It's said you know things, like the wind The first time doesn't count!
target's actions by hurling a torrent of itself whispers to you. In truth, your fans When this skill is used in a Combo, and
curses at them. occasionally have useful things to say. you fail the Check, you may make the
Use this skill when the target declares a When you make an Information Gathering Check a second time. The card for this
Check. Reduce the Result of that Check by Check, you may treat this skill as any second Check must be drawn from the
[SL+2]. single <Society> skill of your choice. deck.
After, you lose an AR. Limit [SL]/Act. This skill can be used with [Combo:
Alone] skills, and does not count toward
the maximum limit of skills usable in a
Combo.
Limit 1/Check.

†FRENZY †HARD LUCK †BGM CHANGE


MAX SL: 5 MAX SL: 4 MAX SL: 4

COMBO: <Psychology> COMBO: Free COMBO: Alone


TIMING: Major TIMING: Reaction TIMING: Major
TARGET: Area (P) TARGET: - TARGET: Scene
RANGE: Weapon RANGE: - RANGE: Extreme
DIFF: Control DIFF: Result DIFF: 10
VERSUS: <Will> VERSUS: None VERSUS: <Will>
With this Style Skill, you trap your targets This Style Skill lets you evade an attack This Style Skill allows you to suddenly
in a whirlwind of frenzied emotions, with a shocking display of good fortune. change the atmosphere with a bang.
causing their spirits to waver. You may make a Dodge Check with this If successful, the ongoing effects of any
When this skill is used in a {Mental skill. You may use this skill as a Reaction Style Skills or Outfits on the target that
Attack} Combo, it becomes [Target: to [Versus: Impossible] skills. would normally last until the end of the
Area (P)]. You gain a [SL×2] bonus to the Result of Cut or the Scene immediately end.
In addition, increase the Wound Rating by this Check.
[SL×2]. Limit 1/Cut.
Limit 1/Cut. This skill is considered an Action Skill.

※ART BATTLE ※TURNAROUND ※MESSAGE


MAX SL: 4 MAX SL: 3 MAX SL: 4

COMBO: <Art> COMBO: Alone COMBO: <Art>


TIMING: Major TIMING: Refer TIMING: Major
TARGET: - TARGET: Self TARGET: Single
RANGE: - RANGE: None RANGE: Refer
DIFF: None DIFF: None DIFF: None
VERSUS: <Art>* VERSUS: None VERSUS: None
Only those with an artistic soul equal to This Style Skill allows you to snatch This Style Skill allows you to imbue one of
your own can resist your challenge. victory from the jaws of defeat, even your creations with your feelings, so that
When this skill is included in a Combo, the when it seems victory has already been they might reach someone else.
target may only make a Reaction to it if swallowed whole. When this skill is used in a Combo, no
their Combo includes <Art>. Use this skill just after you make a Check. matter where the target is—even if they
You may exchange the card you used for are far beyond speaking range—you may
that Check with the card you use to make send a message to them. This skill cannot
this skill's Check. However, if either Check be used in a Combo with any skill that
is no longer Valid due to the change of the attempts to inflict a Wound upon the
card's suit, the Check fails. target.
Limit [SL]/Act.
Vasara

VASARA
AWAKENED POWER, UNLEASHED WILL

Through inheritance, training, or perhaps


human experimentation, the Vasara are
magicians of the Neuro Age who have developed
supernatural powers.

Whether others call you a psychic, a shaman,


or a wizard, you have mastered the art of
conjuring physical phenomena. You can
manipulate the elements, and even alter the
human body itself. This art, which places nature
itself under your dominion, is known as Origin
Power.

In the Neuro Age, Vasara who profess to have


"superpowers" are held by most to be mere
charlatans. However, true Vasara do not flaunt
their powers, but seek only to further refine
them.
ATTRIBUTES
Those with the Vasara style command a
power beyond the purview of reason. ♠REASON: 3/5 ♣PASSION: 2/5
♥LIFE: 1/3 ♦MUNDANE: 1/3

MIRACLE: CATASTROPHE

Earthquakes. Lightning. Tsunami. Windstorms. Whichever disaster you prefer,


you may summon it with this Miracle.

You can split the earth open, cause lightning to strike, or cause a fierce storm
by unleashing your Origin Power. The primary effect of this is that you may destroy
a single Residence, Vehicle, or group of Troops. Using a windstorm, you may even
blow an Extra (or yourself) out of the current scene entirely.

This Miracle cannot do damage to any Cast Members or Guests. Though


causing a building to collapse may kill any Extras inside of it, Cast Members and
Guests will escape unharmed.

CONDITION: When «Catastrophe» is used, if its effect clears an obstacle or


otherwise accomplishes something useful, the "used a Miracle fittingly" bonus XP
may be awarded.
Vasara Style Skills APORT ENCHANT
STYLE SKILLS:
MAX SL: 4 MAX SL: 4
VASARA COMBO: <Will> COMBO: <Will>
TIMING: Major TIMING: Setup Process
The Vasara Style possesses the
ability to manipulate Origin TARGET: Single TARGET: Single
Power, allowing them to control RANGE: Long RANGE: Medium
the physical world and perform DIFF: Control DIFF: 10
acts of telekinesis.
VERSUS: <Will> VERSUS: None
As they primarily call upon their This skill allows you to teleport another This skill strengthens the mind or body of
own mental powers to do this, person, summoning them to your side. a target.
they are popularly referred to as If successful, the target moves to the Choose one of the target's Attributes
same Engagement as you. If the target is other than <♦Mundane>. Increase the
psychics. operating a Vehicle, they choose whether Attribute by [Result÷10].
to also bring the Vehicle and anyone else This effect lasts until the end of the
Every Vasara's greatest weapon riding it with them. Scene.
is their own ability to reason.

SHARP EDGE PASSWALL BARRIER


MAX SL: 5 MAX SL: 5 MAX SL: 5

COMBO: <Will> COMBO: Free COMBO: Alone


TIMING: Setup Process TIMING: Constant TIMING: Before Wound
TARGET: Single TARGET: Self TARGET: Single
RANGE: Medium RANGE: None RANGE: Short
DIFF: 10 DIFF: None DIFF: None
VERSUS: None VERSUS: None VERSUS: None
This skill strengthens a weapon and This skill makes you more nimble--with it, This skill creates an invisible wall to
enhances its attack power. you can easily leap over a wall, slip past protect the target.
Select one of the target's equipped an obstacle, or move deftly on the Use when the target would take a
weapons. Increase its (ATK) by [SL]. battlefield. {Physical Wound}. If successful, reduce
This effect lasts until the end of the You gain a [SL] bonus to the Result of the Wound Rating by [CV+SL+2].
Scene. <Athletics> Checks. After, you lose an AR.

HEALING MORPHING REPULSION


MAX SL: 4 MAX SL: 5 MAX SL: 4

COMBO: <Will> COMBO: Free COMBO: <Will>


TIMING: Major TIMING: Major, Reaction TIMING: Reaction
TARGET: Single TARGET: Self TARGET: -
RANGE: Medium RANGE: None RANGE: -
DIFF: Refer DIFF: Result DIFF: None
VERSUS: None VERSUS: None VERSUS: None
This skill allows you to heal the target's This skill changes your shape. With this skill, you use telekinesis or
physical injuries. You change your appearance to become Origin Power to repel an attack.
You can heal one {Physical Wound} the unrecognizable. However, no matter how You may make a Dodge Check with this
target took from a Combo. different your appearance (such as if you skill in a Combo. You may include
The Difficulty of the Check is equal to the give yourself extra arms using this skill), «Kinesis» or any Origin Power skill in the
Wound Rating. nothing will change about your character Combo as if they had [Timing:
You gain a [SL] bonus to the Result of the data. Reaction]. If you do, and you fail the
Check. If someone attempts to see through your Check, then reduce the Wound Rating you
To remove {BS: Poison}, the Difficulty is disguise, you may make a Reaction using would take by the [SL] of «Kinesis» or of
equal to [Poison Rating+10]. a Combo that contains this skill. one of the Origin Power skills in the
You cannot heal {Coma} or {Death}. Combo.
†KINESIS †ENHANCEMENT †TRANSFORM
MAX SL: 4 MAX SL: 4 MAX SL: 5

COMBO: <Melee> <Ranged> COMBO: <Melee> <Ranged> COMBO: Declare


TIMING: Major TIMING: Major TIMING: Minor
TARGET: Single TARGET: Area (P) TARGET: Self
RANGE: Weapon RANGE: Weapon RANGE: None
DIFF: Control DIFF: Control DIFF: None
VERSUS: - VERSUS: - VERSUS: None
Using this skill, you can use psychokinesis This skill lets you widen your area of This skill allows you to fabricate a new
to assault your target with objects in your attack and simultaneously hit multiple Outfit.
vicinity. targets using psychokinesis. When this skill is declared as a Minor
When this skill is used in a {Physical When this skill is used in a {Physical Action, you may create (and instantly
Attack} Combo, increase the Wound Attack} Combo, it becomes [Target: equip) any Outfit with a (Buy) of
Rating by [DoS]. Area (P)]. [♠Reason+(SL×2)] or lower. This Outfit
If you attack using debris rather than an is lost at the end of the Scene.
equipped weapon, treat the debris as a No Check is necessary.
ranged weapon with: [Combo:
<Ranged> / Range: Close / ATK: I+2]
and make the appropriate Check.

†TRANSPORT †HASTE †MAGIC CIRCLE


MAX SL: 4 MAX SL: 4 MAX SL: 4

COMBO: Alone COMBO: <Will> COMBO: «Barrier»


TIMING: Move TIMING: Setup Process TIMING: Refer
TARGET: Self TARGET: Single TARGET: Area (P)
RANGE: None RANGE: Medium RANGE: -
DIFF: None DIFF: 10 DIFF: None
VERSUS: None VERSUS: None VERSUS: None
With this skill, you can teleport instantly. This skill speeds up the target's This skill represents an additional level of
When this skill is declared as a Move movements. Using this skill, a Wet can mastery of the Barrier skill.
Action, you may move up to 2 Range rival a foe full of cyberware in reaction When this skill is used in a Combo with
Steps. This movement cannot be Hindered speed. «Barrier», «Barrier» becomes [Target:
and is not prevented by {BS: Rigor}. No The target gains a [CV] bonus to CS. Area (P)] and it further reduces the
Check is necessary. This effect lasts until the end of the Cut. Wound Rating taken by 5.
Limit [SL]/Act.

※DISPEL ※NEUTRALIZE ※REANIMATE


MAX SL: 4 MAX SL: 4 MAX SL: 3

COMBO: <Will> COMBO: Alone COMBO: <Will>


TIMING: Reaction TIMING: Wound Calculation TIMING: Major
TARGET: - TARGET: Self TARGET: Single
RANGE: - RANGE: None RANGE: Close
DIFF: Result DIFF: None DIFF: 15
VERSUS: None VERSUS: None VERSUS: None
This skill allows you to erase mystical With this skill, you can absorb physical This skill heals all of a target's wounds,
effects. wounds without ill effect. restoring them to full health.
Use this skill as a Reaction when another Reduce the rating of the {Physical Erase all {Physical Wounds} and all {Bad
character is targeted by a Combo that Wound} you just took by [Result]. Statuses} the target has received, other
includes Vasara or Mayakashi skills. If you Use this skill after the modifier for all than {Death}.
win the Opposed Check, the Attacker's Guard Skills has been calculated and the Limit 1/Act.
action is nullified (their Result becomes Wound is ready for application.
0.) Limit 1/Scene.
After, you lose an AR.
VasaraPowers
Origin Style Skills ORIGIN INVESTITURE †ORIGIN I: LUMINOUS+
STYLE SKILLS:
MAX SL: 4 MAX SL: 3
ORIGIN POWERS COMBO: <Melee> <Ranged> COMBO: Free
TIMING: Major TIMING: Constant
Origin Power is the mystical
power granted to Vasara by their TARGET: Single TARGET: Self
bloodline. The source of their RANGE: Weapon RANGE: None
power originally came from the DIFF: Control DIFF: None
legendary Six Primes and Twelve
VERSUS: - VERSUS: None
Origins, but in recent years a
variety of other Origin Powers This skill allows you to make attacks using This skill gives you the power to
have appeared. Origin Power as a weapon. It is not itself manipulate light; those who wield it are
an Origin Power. known as "Lightbringers." When used to
When this skill is used in a {Physical attack, it manifests as beams of trapped
Which Origin Powers a Vasara can Attack} Combo, increase the Wound light akin to lasers.
acquire depends upon their Rating of that Combo by [Total SL of all You gain a [SL×2] bonus to the Result of
bloodline. For this reason, all Origin Power skills you have]. <Stealth> Checks.
Origin Powers are Secret Skills.
Take care not to exceed the limit
on Secret Skills.

†ORIGIN I: LUMINOUS- †ORIGIN II: ELECTRONIC+ †ORIGIN II: ELECTRONIC-


MAX SL: 3 MAX SL: 3 MAX SL: 3

COMBO: Free COMBO: <Melee> <Ranged> COMBO: <Melee> <Ranged>


TIMING: Constant TIMING: Major TIMING: Major
TARGET: Self TARGET: Single TARGET: Single
RANGE: None RANGE: Weapon RANGE: Weapon
DIFF: None DIFF: Control DIFF: Control
VERSUS: None VERSUS: - VERSUS: -
This skill gives you the power to This skill gives you the power to create This skill gives you the power to halt the
extinguish light and manipulate darkness. and manipulate electricity. Those who flow of electricity.. Those who wield it are
Those who wield it are known as "Dark wield it are known as "Rex Thunderous." known as "Break Dukes." Attacking with it
Lords." When used to attack, it condenses Attacks with it resemble lightning. involves disruption of the target's
darkness to create black holes that erase When this skill is used in a {Physical cybernetics. When this skill is used in a
your foes. Attack} Combo, increase the Wound {Physical Attack} Combo, increase the
You gain a [SL+1] bonus to the Result of Rating by [SL×2]. However, Wets are Wound Rating by [SL]. Also, if that Combo
<Stealth> Checks. In addition, when you immune to this effect. deals at least a 1-point {Physical Wound}
use <Stealth> in a {Physical or Mental to the target, the target takes {BS:
Attack} Combo, increase the Wound Pressure (♥Life)}. However, Wets are
Rating of that Combo by [SL]. immune to both of these effects.

†ORIGIN III: PYROTIC+ †ORIGIN III: PYROTIC- †ORIGIN IV: AERIAL+


MAX SL: 4 MAX SL: 4 MAX SL: 4

COMBO: <Melee> <Ranged> COMBO: <Melee> <Ranged> COMBO: <Melee> <Ranged>


TIMING: Major TIMING: Major TIMING: Major
TARGET: Single TARGET: Single TARGET: Single
RANGE: Weapon RANGE: Weapon RANGE: Weapon
DIFF: Control DIFF: Control DIFF: Control
VERSUS: - VERSUS: - VERSUS: -
This skill gives you the power to This skill gives you the power to erase This skill gives you the power to
manipulate fire. Those who wield it are heat and manipulate ice. Those who wield manipulate wind. Those who wield it are
known as "Firestarters." They attack using it are known as "Winter Angels." They known as "Wind Masters." They attack by
fire. shoot bullets of ice to attack. buffeting their opponents with fierce
When this skill is included in a {Physical When this skill is included in a {Physical gales.
Attack} Combo, change the Damage Type Attack} Combo, change the Damage Type When this skill is included in a {Physical
to X. to S. Also, if that Combo deals at least a Attack} Combo, if that Combo
1-point {Physical Wound} to the target, successfully hits the target, the target
the target takes {BS: Panic}. takes {BS: Confusion}
†ORIGIN IV: AERIAL- †ORIGIN V: AQUARIAN+ †ORIGIN V: AQUARIAN-
MAX SL: 4 MAX SL: 4 MAX SL: 4

COMBO: <Melee> <Ranged> COMBO: <Melee> <Ranged> COMBO: <Will>


TIMING: Major TIMING: Major TIMING: Setup Process
TARGET: Single TARGET: Single TARGET: Single
RANGE: Weapon RANGE: Weapon RANGE: Medium
DIFF: Control DIFF: Control DIFF: Control
VERSUS: - VERSUS: - VERSUS: <Will>
This skill gives you the power to arrest This skill gives you the power to This skill gives you the power to
wind and create vacuums. Those who manipulate water. Those who wield it are evaporate water and dry things out.
wield it are known as "Calm Knights." known as "Water Makers." They attack Those who wield it are known as "Dune
They attack by using vacuums to create using bullets of water. Princes." They attack by desiccating their
precise blasts of wind as sharp as blades. When this skill is included in a {Physical opponents, causing them to crumble to
When this skill is included in a {Physical Attack} Combo, if that Combo deals at dust.
Attack} Combo, if that Combo deals at least a 1-point {Physical Wound} to the The target takes a [CV] penalty to their
least a 1-point {Physical Wound} to the target, the target takes {BS: Doped CS (minimum 0).
target, the target takes {BS: Pressure (Major)}. This effect lasts until the end of the Cut.
(♠Reason)}.

†ORIGIN VI: GEOTIC+ †ORIGIN VI: GEOTIC- †ORIGIN VII: DYNAMIC


MAX SL: 4 MAX SL: 4 MAX SL: 3

COMBO: Alone COMBO: Alone COMBO: Alone


TIMING: Before Wound TIMING: Before Wound TIMING: Refer
TARGET: Self TARGET: Self TARGET: Single
RANGE: None RANGE: None RANGE: Medium
DIFF: None DIFF: None DIFF: Control
VERSUS: None VERSUS: None VERSUS: None
This skill allows you to increase the This skill allows you to reduce the This skill alllows you to manipulate the
hardness of materials. Those who wield it hardness of materials and to melt weight of objects. Those who wield it are
are known as "Earthshakers." They attack anything. Those who wield it are known as known as "Gravitators." They attack by
using earthquakes or spikes of stone. "Melting Marquis." They attack by melting subjecting their foes to crushingly high
A Guard Skill that makes your body their opponents. gravity.
harder. When you use this skill, reduce the A Guard Skill that makes your body Use this skill when the target declares a
rating of the {Physical Wound} you would flexible. When you use this skill, reduce Check. The target takes a [SL×2] penalty
take by <♠Reason>. the rating of the {Physical Wound} you to the Result of that Check.
Limit 1/Cut. would take by <♣Passion>. After, you lose an AR.
Limit 1/Cut.

†ORIGIN VIII: PYGMALION †ORIGIN IX: ANIMATE †ORIGIN X: VOID


MAX SL: 2 MAX SL: 3 MAX SL: 3

COMBO: Free COMBO: <Will> COMBO: <Melee> <Ranged>


TIMING: Constant TIMING: Reaction TIMING: Major
TARGET: - TARGET: - TARGET: Single
RANGE: - RANGE: - RANGE: Weapon
DIFF: None DIFF: Result DIFF: Control
VERSUS: - VERSUS: None VERSUS: -
This skill allows you to imbue objects with This skill allows you to summon a This skill allows you to erase existence
motive force. Those who wield it are particular living creature to your aid. itself. Those who wield it are known as
variously known as "Toy Maker" Those who wield it are known as "Beast "Erasers." They attack by erasing people
"Cybernator" and "Sword Dancers." They Tamers" or "Plant Callers." They attack or objects.
attack using their imbued objects. using their befriended creature. When this skill is used in a {Physical
When you acquire this skill, select one Use this skill as a Reaction when another Attack} Combo, the Wound Rating cannot
Common Skill, and one Outfit character is targeted by a {Physical be reduced by Guard Skills.
subcategory. When you make a Check Attack} Combo. If you win the Opposed
using the chosen Outfit and Common Check, the attacker's action is nullified.
Skill, you gain a [SL×2] bonus to the After, you lose an AR.
Result of that Check.
Tatara

TATARA
SEEKERS OF KNOWLEDGE AND SKILL

The Tatara are scientists and engineers who


seek to reach the acme of scientific knowledge
and create the ultimate in technology.

They may be inventors, weapon or


gunsmiths, writers, professors, doctors, or
creators of any sort.

Seekers of truth and perfection, the Tatara


will not accept compromise. Whether in their
weapons, art, writing, machinery, or programs,
their creations are beyond the wildest
imagination of any individual.

The meaning of the Tatara Card is "creation"


and "destruction." Between the two of these,
"preservation" allows them to be self-sufficient
individuals.
ATTRIBUTES
Those with the Tatara style wield the tools of
knowledge and wisdom in their search for a ♠REASON: 3/5 ♣PASSION: 1/3
perfect world. ♥LIFE: 1/3 ♦MUNDANE: 2/5

MIRACLE: TIMELY

Via your having predicted the situation at hand, the «Timely» Miracle allows you
to instantly produce an item that will be of aid.

You can choose any item from the rulebook, whether it's a security system that
will shield you from damage or a medicine that will revive someone.

However, an item acquired with «Timely» cannot be Preserved.

It is the Director's decision how long the effects of «Timely» last. If they are
unsure, it should only last as long as any other Miracle.

CONDITION: If «Timely» is used to rescue someone else from danger, the


"used a Miracle fittingly" bonus XP may be awarded.
Vasara Style Skills REINFORCEMENT ULTIMATE APPRAISAL
STYLE SKILLS:
MAX SL: 5 MAX SL: 4
TATARA COMBO: <Craft> COMBO: <Perception>
TIMING: Major TIMING: Major
The Tatara style specializes in the
reinforcement and destruction of TARGET: Refer TARGET: Refer
objects, as well as other scientific RANGE: Close RANGE: Short
knowledge. DIFF: Refer DIFF: ~10
VERSUS: None VERSUS: None
This power is pre-eminent in the
Neuro Age, and will make a solid This is a skill that allows you to reinforce This skill allows you to understand the
foundation for any group's an object. function and internal workings of any
strength. This skill targets an Outfit that belongs to object with no more than a single glance.
the same subcategory as the <Craft> skill This skill targets one Outfit within range. If
used in this Combo. The targeted Outfit successful, you immediately discover
gains a [SL] bonus to one of its ratings, what the object is for, how it works, who
such as (ATK) or (Parry). The Difficulty of made it, and so forth. The Director may
this Check is equal to the target's (Buy). increase the Difficulty if appropriate.
This effect lasts until the end of the Act. The person who constructed the object
Limit 1/Act. can opposed this skill with <Stealth> if
they deliberately obfuscated its workings.

SUPER DOCTOR EFFICIENT LABOR PATENT APPLICATION


MAX SL: 5 MAX SL: 5 MAX SL: 4

COMBO: <Medicine> COMBO: Free COMBO: Alone


TIMING: Major TIMING: Constant TIMING: Major
TARGET: Single TARGET: Self TARGET: Self
RANGE: Close RANGE: None RANGE: None
DIFF: Refer DIFF: None DIFF: None
VERSUS: None VERSUS: None VERSUS: None
This skill allows you to heal the target's Using this skill, your superior technique You receive a patent for one of your
physical injuries. You can heal one allows you to work faster and more inventions. If this city, no matter how
{Physical Wound} the target took from a efficiently. pedestrian the invention, there's money
Combo. The Difficulty of the Check is You gain a [SL] bonus to the Result of to be made from it.
equal to the Wound Rating. You gain a <Craft> Checks. You receive [Result / 2] Credits.
[SL] bonus to the Result of the Check. Limit 1/Act.
To remove {BS: Poison}, the Difficulty is
equal to [Poison Rating + 10].
You cannot heal {Coma} or {Death}.
This skill can be used even during Cut
Progression.

PERSONAL BARRIER TRANSMITTER REPLICA


MAX SL: 5 MAX SL: 5 MAX SL: 5

COMBO: Alone COMBO: Other COMBO: <Craft>


TIMING: Before Wound TIMING: Appearance Check TIMING: Setup Process
TARGET: Single TARGET: Self TARGET: Self
RANGE: Medium RANGE: None RANGE: None
DIFF: None DIFF: Appearance Difficulty DIFF: Refer
VERSUS: None VERSUS: None VERSUS: None
This skill allows you to activate a barrier With this skill, you can zero in on a person This skill lets you create an imitation of
using magnetism or gravity. or place using a homing transmitter. something.
Use this skill when the target would Use this skill in an Appearance Check You may create one Outfit that belongs to
receive a {Physical Wound}. If successful, Combo for a [SL] bonus to the Result of the same subcategory as the <Craft> skill
reduce the rating of the Wound by the Check. If successful, you hear used in this Combo. The Difficulty of this
[CV+SL]. everything said in that Scene, including Check is equal to the Outfit's (Buy). You
After, you lose an AR. things your Cast Member would normally gain a [SL] bonus to the Result of this
not be able to hear. Any character present Check.
in the Scene may make a Reaction with
<Cybertech> in response to this Check. If
successful, you cannot appear.
†ACCELERATOR †ADVICE †INSTRUCTION
MAX SL: 4 MAX SL: 4 MAX SL: 4

COMBO: Free COMBO: Alone COMBO: Alone


TIMING: Setup Process TIMING: Refer TIMING: Major
TARGET: Single TARGET: Single TARGET: Single
RANGE: Medium RANGE: Extreme RANGE: Close
DIFF: 10 DIFF: 10 DIFF: 10
VERSUS: None VERSUS: None VERSUS: None
This skill lets you overclock someone's With this skill, you can offer helpful words You teach someone how to use a skill.
cyberware, or manipulate gravity in order of advice to support your friends. The target gains [Result / 10] levels in a
to accelerate their movements, turning Use this skill when the target declares a skill you have acquired. They may choose
them into a speed demon on the Check. The target gains a [SL×2] bonus the suit(s). Credits may be used to
battlefield. to the Result of their Check. increase the Result of this Check.
The target gains a [CV] bonus to their CS. After, you lose an AR. This skill may not be used to teach Secret
This effect lasts until the end of the Cut. Skills or Ultimate Skills.
The target may refuse this effect.
This effect lasts until the end of the Act.
Limit [SL]/Act.

†DETECT FLAWS †I.E.D. †MAXIMALIZE


MAX SL: 5 MAX SL: 5 MAX SL: 4

COMBO: Alone COMBO: Free COMBO: Alone


TIMING: Setup Process TIMING: Major TIMING: Wound Calculation
TARGET: Scene (P) TARGET: Area TARGET: Single
RANGE: Extreme RANGE: Weapon RANGE: Medium
DIFF: 10 DIFF: Control DIFF: None
VERSUS: None VERSUS: <Evasion> VERSUS: None
This skill allows you to identify your You attack with an explosive device You reinforce an ally's weapon for an
enemies' weak points and point them out cobbled together from whatever's at instant, greatly increasing its power.
to your allies. Their defenses are hand. Use this skill when a target (other than
meaningless against your practiced eye. Use this skill in a {Physical Attack} you) would inflict a {Physical Wound}.
Whenever the target inflicts a {Physical or Combo. Treat the attack as if it were using Increase the Wound Rating by [CV].
Mental Wound}, increase the Wound a Ranged Weapon with [ATK: I+10+SL / After, you lose an AR.
Rating by [SL×2] Range: Short-Medium].
This effect lasts until the end of the Cut. This skill is considered an Action Skill.

※TIME MAGIC ※BREAKDOWN ※MANIPULATION


MAX SL: 3 MAX SL: 4 MAX SL: 4

COMBO: Other COMBO: Free COMBO: Refer


TIMING: Any TIMING: Major TIMING: -
TARGET: Area (P) TARGET: Single TARGET: Single
RANGE: - RANGE: Close RANGE: Short
DIFF: None DIFF: Control DIFF: -
VERSUS: - VERSUS: <Evasion> VERSUS: -
You perform simultaneous actions against This skill allows you to interfere with the This skill lets you manipulate another
a multitude of targets, making yourself operation of the target's equipment. person's body as if it were your own.
too swift for any of them to anticipate If successful, a single Outfit the target has One [Target: Self] skill used in a Combo
you. equipped becomes {Broken}. with this skill becomes [Target: Single].
When this skill is used in any kind of If you want to break an Outfit the target However, no other effect can change it to
Combo, that Combo becomes [Target: doesn't have equipped, the Director may anything other than [Target: Single].
Area (P)]. This skill cannot be used in a set the Difficulty. If unsure, use the Subtitute "the target" in place of "you" in
Combo with a [Target: Self] action. Outfit's (Buy). the skill's description.
Limit 1/Act. Limit 1/Act.
Mistress

MISTRESS
GODDESSES WHO GUIDE THE WAY TO VICTORY

The Mistresses are the symbols of faith and


love. It is by receiving the faith and love of
others that they gain their power.

Trusted bosses, team leaders, bar mamas,


and sisterly women are among the various types
of Mistresses, though it should be noted that
men are just as likely to have this Style.

In tarot, the Mistress corresponds to the


Empress. In ancient times, it was not unusual for
the ruler of Japan to be an empress, beginning
with Amaterasu Omikami and continuing until
Himiko.

A Mistress is loved and relied upon by men


and women alike. She helps those who help
themselves, and they protect her in turn.
ATTRIBUTES

♠REASON: 1/4 ♣PASSION: 3/5


♥LIFE: 1/2 ♦MUNDANE: 2/5

MIRACLE: FIGHT!

This Miracle grants power to others by encouraging and cheering them on.

Another character gains a single extra use of a Miracle they possess. They may
use it at any time, including immediately after this Miracle takes place. However, if
they have not used it by the end of the current Act, the extra use does not carry
over to the next Act.

It is advisable to save this Miracle for emergencies such as when another


character has been targeted by an attack or needs to make a Check.

CONDITION: If «Fight!» is used on someone who is grateful for the assistance,


the "used a Miracle fittingly" bonus XP may be awarded.

In addition, if the target of «Fight!» is used on someone who uses it to earn


their own "used a Miracle fittingly" bonus XP, the Mistress may also be awarded
that bonus XP. However, «Fight!» cannot be used to grant another character an
extra use of «Fight!».
Vasara Style Skills ENCOURAGE PUNISHMENT
STYLE SKILLS:
MAX SL: 4 MAX SL: 5
MISTRESS COMBO: Alone COMBO: <Psychology>
TIMING: Major TIMING: Major
The Mistress style focuses on
helping other people with their TARGET: Single TARGET: Single
powers, and being helped by RANGE: Extreme RANGE: Weapon
them in turn. DIFF: 10 DIFF: Control
VERSUS: None VERSUS: <Will>
Their specialty is leadership and
guidance. With this skill, by calling out to and You fiercely rebuke the target with your
cheering your ally on, you can bolster words, causing them to falter with your
They also have many skills that their spirits. intensity.
The target may draw up to [Result / 10] When this skill is used in a {Mental
can defend against Mental cards from the deck, and then must Attack} Combo, increase the Wound
Attacks. discard cards of their choice until their Rating by [SL+2].
hand is four cards again.

GUTS EMPATHY INTRODUCTION


MAX SL: 5 MAX SL: 4 MAX SL: 4

COMBO: Free COMBO: <Negotiation> COMBO: <Contact>


TIMING: Constant TIMING: Major TIMING: Major
TARGET: Self TARGET: Single TARGET: Single
RANGE: None RANGE: Close RANGE: Extreme
DIFF: None DIFF: Control DIFF: 10
VERSUS: None VERSUS: <Will> VERSUS: None
You've got the guts to spar with whatever This skill allows you to read the target's This Style Skill allows you to introduce one
words your opponent flings at you. You emotions. of your contacts to someone else.
won't lose easily, no matter what they You may ask the target any yes/no The target gains [Result / 10] SL in the
say. question. If successful, the target must <Contact> skill used in this Combo. They
You gain a [SL] bonus to the Result of answer honestly. Even if they do not say it may choose the suit(s). The target may
Reaction Checks that use <Negotiation>. in words, you will be able to tell from body only use the new skill until the end of the
language alone. Act.
However, if the target is mistaken about
the truth, their answer may be untrue.

VEILING SMILE LIGHT OF THE GODDESS EMBRACE OF THE GODDESS


MAX SL: 4 MAX SL: 5 MAX SL: 4

COMBO: Alone COMBO: Alone COMBO: Alone


TIMING: Before Wound TIMING: Before Wound TIMING: Refer
TARGET: Self TARGET: Single TARGET: Single
RANGE: None RANGE: Extreme RANGE: Extreme
DIFF: None DIFF: None DIFF: 10
VERSUS: None VERSUS: None VERSUS: None
As a Guard Skill, you react to your With warm words or just your aura alone, With gentle words, you soothe your ally's
opponent's rebuke with an unaffected you decrease the impact of a Mental mental state.
smile, hiding your true self. A Mistress's Wound. Use this skill just after the target fails a
true heart will never yield. Use this skill when the target would Self-Control Check. If successful, the
Reduce the rating of the {Mental Wound} receive a {Mental Wound}. If successful, target's Self-Control Check also succeeds.
you would receive by [CV]. reduce the rating of the {Mental Wound} After, you lose an AR.
Limit 1/Cut. by [CV+SL].
After, you lose an AR.
†KISSHOUTEN †INSPIRATION †SELF-SACRIFICE
MAX SL: 4 MAX SL: 4 MAX SL: 4

COMBO: <Will> COMBO: Alone COMBO: Alone


TIMING: Reaction TIMING: Initiative Process TIMING: Before Wound
TARGET: - TARGET: Single* TARGET: Single
RANGE: - RANGE: Extreme RANGE: Short
DIFF: Result DIFF: 15 DIFF: None
VERSUS: None VERSUS: None VERSUS: None
This skill allows you to shield all your With encouraging words, you move the You place your own soul in danger in order
allies from mental pressure or taunting. target to action. to protect another's spirit.
Use this skill as a Reaction when another Target a character with 0 AR. If successful, If successful, you take the {Mental
character is targeted by a {Mental the target's AR becomes 1. Wound} the target would have taken. You
Attack} Combo. If you win the Check, the After, you lose an AR. also suffer any other effects you would
attacker's action is nullified. Limit 1/Cut. have taken if the attack had targeted you
After, you lose an AR. in the first place.
Limit [SL]/Cut.

†SUPPORT †SHIELD MAIDEN †MATERNAL INSTINCT


MAX SL: 4 MAX SL: 4 MAX SL: 4

COMBO: Alone COMBO: Alone COMBO: <Negotiation>


TIMING: Refer TIMING: Major TIMING: Reaction
TARGET: Single TARGET: Single* TARGET: Single
RANGE: Extreme RANGE: Extreme RANGE: Extreme
DIFF: 10 DIFF: None DIFF: Result
VERSUS: None VERSUS: None VERSUS: None
By cheering them on, you fill your allies You spur your comrade to action, guiding You warn the target of danger.
with courage. them in their efforts. Use this skill as a Reaction when another
Use this skill when a target (other than If successful, give the card used to make character is targeted by a {Physical or
you) declares a Check. The target gains a this skill's Check to the target. The target Mental Attack} Combo. If successful, the
[SL×2] bonus to the Result of their may immediately take a Main Process. target's own Reaction also succeeds. This
Check. They do not lose an AR due to taking this skill can be used as a Reaction against
After, you lose an AR. Main Process, and can do so even if they [Versus: Impossible] actions. However,
have 0 AR. However, during this Main you may not use it against attacks that
Process, the target must use the card include you as a target.
given to them for their Major Action. Limit 1/Cut.
Treat this skill as an Action Skill.

※RAISE MORALE ※GODDESS OF VICTORY ※HAND OF THE GODDESS


MAX SL: 4 MAX SL: 3 MAX SL: 4

COMBO: Alone COMBO: Alone COMBO: Alone


TIMING: Setup Process TIMING: Initiative Process TIMING: Before Wound
TARGET: Scene (P) TARGET: Scene (P) TARGET: Single
RANGE: Extreme RANGE: Extreme RANGE: Extreme
DIFF: 10 DIFF: 10 DIFF: None
VERSUS: None VERSUS: None VERSUS: None
This skill allows you to perform a speech You lend your power to your companions This Guard Skill allows you to shield the
or act that raises your companions' with this skill. Though their hands may target from mental harm.
morale. shake and their legs may be as stone, If successful, reduce the rating of the
The target gains +1 SL in one skill that your blessing restores them to prime {Mental Wound} the target would take by
they already have acquired, as long as it fighting condition. [CV+5].
does not exceed [Max SL]. The target The target recovers from all {Bad Limit 1/Cut.
may choose the suit. Statuses} and all undesirable effects of
This effect lasts until the end of the Cut. Style Skills.
Limit 1/Act. Limit [SL]/Act.
Kabuto

KABUTO
MODERN DAY KNIGHTS, CLAD IN THE ARMOR OF CONVICTION

The Kabuto are yojimbo—bodyguards whose


life's purpose is to protect others for money. They
also include security police and bouncers for a
shop or organization.

Knights of the modern age, they put the lives


of others before their own, as is written in their
name. A kabuto is a helmet, and a helmet
foremost protects its client from danger.

However, they cannot save everyone. Many a


Kabuto has had a client put their trust in them,
only to find themselves unable to return that
trust, helpless to do anything but watch as their
client dies—the helm that they were reduced to
mere scrap metal.

Kabuto do not simply protect others because


it pays well. For them, to be a bulwark against ATTRIBUTES
danger is their obsession.
♠REASON: 2/4 ♣PASSION: 1/4
♥LIFE: 3/5 ♦MUNDANE: 1/3

MIRACLE: INVULNERABLE

This Miracle allows you to protect another with your strength, as if you were a
shield.

With the exception of Social Attacks, this Miracle negates a single attack; in
other words, any Wounds that results from a single Check or a single Miracle. If it is
used against an attack with [Target: Area], all Wounds inflicted by that attack are
nullified.

Although you can declare the use of «Invulnerable» after Wounds have been
calculated and applied, it cannot heal Wounds that were received during any attack
prior to the currently occuring one.

CONDITION: Whether it's for the sake of money, friendship, love, or the good
of the world, if you use this Miracle to protect someone else, the "used a Miracle
fittingly" bonus XP may be awarded.
Vasara Style Skills MOVE AS ONE ADAMANT
STYLE SKILLS:
MAX SL: 4 MAX SL: 4
KABUTO COMBO: <Evasion> COMBO: Alone
TIMING: Reaction TIMING: Before Wound
The Kabuto Style specializes in
defending themselves and their TARGET: - TARGET: Self
allies. RANGE: - RANGE: None
DIFF: Result DIFF: None
No matter what situation arises, a
VERSUS: None VERSUS: None
Kabuto can defend against it.
You cover for your ally and dodge A Guard Skill that allows you to withstand
The hallmark of the Kabuto is together with them. physical damage of any severity, as if you
being able to battle without Use this skill as a Reaction when another were made of adamantine.
character is targeted by a {Physical Reduce the rating of the {Physical
yielding. Attack} Combo. Wound} you would receive by [CV].
Make a Dodge Check using this skill in the Limit 1/Cut.
Combo. If you win the Opposed Check,
you and all characters in the same
Engagement as you succeed at their
Dodge Check.
After, you lose an AR.

STEEL WALL DAUNTING POSE VIGILANT


MAX SL: 5 MAX SL: 4 MAX SL: 4

COMBO: Parry COMBO: <Melee> COMBO: Parry


TIMING: Reaction TIMING: Reaction TIMING: Reaction
TARGET: - TARGET: - TARGET: -
RANGE: - RANGE: - RANGE: -
DIFF: None DIFF: Result DIFF: None
VERSUS: None VERSUS: None VERSUS: None
You powerfully parry a blow, decreasing This skill allows you to block another's This skill lets you parry attacks from any
its impact as if your shield were made of path. direction.
solid stone. When you acquire this skill, you may Use this skill when you make a Parry
When this skill is used in the Combo for a always Hinder anyone in the same Check. Any ally in the same Engagement
Parry Check, you gain a [SL×2] bonus to Engagement as you, even if another as you may use your Parry Check as their
your (Parry). effect would normally prevent it. Also, own. If you win the Check, the attack is
when a character attempts to escape your negated against all targets. If you lose the
Hinder, instead of using <Athletics>, you Check, reduce the Wound Rating for
may use this skill for the Opposed Check participating targets by your (Parry).
instead. Treat this skill as a Reaction made by
every character in your Engagement.

REFLEXIVE DEFENSE UNSHAKEABLE UNPARALLELED DEFENSE


MAX SL: 4 MAX SL: 4 MAX SL: 5

COMBO: Refer COMBO: Alone COMBO: Free


TIMING: Reaction TIMING: Before Wound TIMING: Constant
TARGET: - TARGET: Single TARGET: Self
RANGE: - RANGE: None RANGE: None
DIFF: None DIFF: None DIFF: None
VERSUS: None VERSUS: None VERSUS: None
This skill lets you reflexively defend even A Guard Skill that expresses your You can protect your allies with your solid
against a surprise attack. unshakeable spirit. armor and body using this skill. Your
When this skill is used in a Combo, that Reduce the rating of the {Mental Wound} fautless guard can intercept any attack.
Combo may be used as a Reaction to you would take by [CV]. When you use <Melee> as a Reaction
attacks with [Versus: Impossible]. Limit 1/Cut. (such as with a Parry Check or
«Counterattack»), you gain a [SL+1]
bonus to the Result of that Check.
†TURN BLOW †COVERING †AUTOMATIC DEFENSE
MAX SL: 4 MAX SL: 4 MAX SL: 5

COMBO: <Melee> <Ranged> COMBO: Alone COMBO: Parry


TIMING: Reaction TIMING: Before Wound TIMING: Reaction
TARGET: Single TARGET: Single TARGET: -
RANGE: Weapon RANGE: Short RANGE: -
DIFF: Result DIFF: None DIFF: None
VERSUS: None VERSUS: None VERSUS: None
You counter the target's attack by turning You protect the target from an attack, You reflexively move to protect an ally.
their blow back at them or knocking them taking the blow yourself. When you use this skill in the Combo for a
down. If successful, you take a {Physical Parry Check, you do not lose an AR at the
Use this skill as a Reaction when another Wound} the target would have taken. You end of the Main Process you performed
character is targeted by a {Physical or also suffer any other effects you would the Parry Check in. Also, if you perform
Mental Attack}. Treat the attack as though have taken if the attack had targeted you this Parry Check on behalf of another
it were a {Physical Attack} when making in the first place. character within your Engagement, you
your Combo. If you win the Opposed Limit [SL]/Cut. can do so even if you have 0 AR.
Check, the attack is nullified. Limit [SL]/Cut.
After, you lose an AR.

†TACTICS †LIGHTNING SPEED †LAYERED DEFENSE


MAX SL: 4 MAX SL: 4 MAX SL: 4

COMBO: Free COMBO: «Move As One» COMBO: Parry


TIMING: Setup Process TIMING: Reaction TIMING: Reaction
TARGET: Scene (P) TARGET: - TARGET: -
RANGE: Extreme RANGE: - RANGE: -
DIFF: 15 DIFF: Result DIFF: None
VERSUS: None VERSUS: - VERSUS: None
This skill allows you to read the situation After you evade an attack, you can You defend yourself from attacks with
on the battlefield and equip your allies instantly leap into action. multiple weapons simultaneously.
accordingly. Use this skill in a Combo with «Move As When you use this skill in a Combo, you
If successful, the target may equip any One». If your Reaction is successful, you may add the (Parry) of up to [SL+1]
number of Outfits they already possess. may immediately take a Main Process. You equipped weapons when making a Parry
At this time, they may also equip Outfits do not lose an AR at the end of this Main Check.
they did not have at the time of their Process, and you may use this skill even if Limit 1/Cut.
Appearance Check for the current Scene. you have 0 AR.
The target may refuse this effect. Limit 1/Cut.

※LIONHEART ※DREADNOUGHT ※FORMIDABLE


MAX SL: 4 MAX SL: 4 MAX SL: 2

COMBO: Alone COMBO: Alone COMBO: Alone


TIMING: Refer TIMING: After Wound TIMING: Wound Calculation
TARGET: Self TARGET: Self TARGET: Single
RANGE: None RANGE: None RANGE: Extreme
DIFF: 10 DIFF: 15 DIFF: None
VERSUS: None VERSUS: None VERSUS: None
No matter what the situation, your body Your unwavering spirit can endure any Your formidable presence alone is enough
and your spirit will not falter. kind of attack. to blunt enemy attacks.
Use this skill when you receive a {Bad Use this skill when you receive any kind of Use this skill when the target would
Status}. If successful, immediately {Physical Wound} short of {Death}. receive a {Physical Wound}. Reduce the
remove that {Bad Status}. If successful, until the end of the current Wound Rating by [CV+5].
Do not apply any penalties caused by the Scene, you ignore the effects of that Limit 1/Cut.
newly applied {Bad Status} when making Wound. However, if you receive a Wound
the Check for this skill. like {Coma} and neglect to heal it, you
will still die at the end of the Scene.
Charisma

CHARISMA
BORN LEADERS

The Charisma are those who possess a charm


that attracts people. They include rock stars,
religious leaders, virtuoso lawyers, and more.

Eras of revolution throughout history have all


had a Charisma at the forefront: Caesar, Oda
Nobunaga, Napoleon, Sakamoto Ryouma.

Not only do they attract others to their cause


with their natural charm, they are able to
perceive the expectations of their audience, feel
their anger and unease. By expressing their
emotions, they can make their audiences share
in them and stir them to action. That is the
power of a Charisma.

Even in the Neuro Age, it is the Charisma who


set the world in motion... no, rather it is they who
sense when the world is about to move. ATTRIBUTES

♠REASON: 1/3 ♣PASSION: 3/5


♥LIFE: 0/3 ♦MUNDANE: 3/5

MIRACLE: GOSPEL

This is a Miracle akin to divine retribution that lets you inflict a severe Mental
Wound.

A single character (or a single group of Troops) appearing in the same Scene as
you can be instantly rendered Catatonic. However, if in Cut Progression, you can
only target a character within Medium Range.

Though your words have power enough to utterly shatter their minds, you can
also simply force them to hesitate in their actions. Instead of causing Catatonia,
you can also inflict any level of Mental Damage you would prefer.

Damage inflicted by «Gospel» cannot be prevented, reduced, or healed by any


means other than another Miracle.

CONDITION: When you successfully cause a character to become Catatonic


through the use of «Gospel», the "used a Miracle fittingly" bonus XP may be
awarded.
Vasara Style Skills SPEECH TITHE
STYLE SKILLS:
MAX SL: 5 MAX SL: 4
CHARISMA COMBO: Free COMBO: Alone
TIMING: Constant TIMING: Major
The Charisma Style Skills are
focused upon fiercely rebuking TARGET: Self TARGET: Self
others. RANGE: None RANGE: None
DIFF: None DIFF: 10
They can both give commands to
VERSUS: None VERSUS: None
assist their allies and directly
assault their opponents' spirits. Your cunning speeches leave no room for You request a modest financial
argument. Your opponents have no choice contribution from your followers. Since
In other words, they specialize in but to yield to your superior negotiating you are a Charisma, they have no doubt
prowess. you are truly in need of it.
Mental Attacks, but they also You gain a [SL] bonus to the Result of You receive [Result / 10] Credits.
have many support skills. <Negotiation> Checks. Limit 1/Scene.

SUBLIMINAL URGENT ORDER ASSUME COMMAND


MAX SL: 4 MAX SL: 4 MAX SL: 4

COMBO: <Psychology> COMBO: <Negotiation> COMBO: Free


TIMING: Major TIMING: Setup Process TIMING: Setup Process
TARGET: - TARGET: Single TARGET: Self
RANGE: Weapon RANGE: Extreme RANGE: None
DIFF: None DIFF: 10 DIFF: 10
VERSUS: <Perception>* VERSUS: None VERSUS: None
You use subliminal messaging techniques Upon your command, your ally acts as You deem it necessary to assume the
such as special sound waves and swiftly as lightning. responsibility of command and prepare to
nonchalant expressions to mentally attack The target may immediately move 1 rapidly issue orders to your new
the target without them even realizing it. Range Step. You may not target yourself subordinates.
When you use this skill in a {Mental with this skill. You gain a [CV] bonus to CS. This effect
Attack} Combo, the target cannot make a Limit 1/Scene. lasts until the end of the Cut.
Reaction against it unless their Combo Limit 1/Scene.
includes <Perception>.

CRUSADE RENOWN LEADING QUESTION


MAX SL: 4 MAX SL: 4 MAX SL: 4

COMBO: <Negotation> COMBO: Free COMBO: <Negotiation>


TIMING: Setup Process TIMING: Major TIMING: Major
TARGET: Single TARGET: Single TARGET: Single
RANGE: Extreme RANGE: Extreme RANGE: Extreme
DIFF: 10 DIFF: Control DIFF: Control
VERSUS: None VERSUS: <Will> VERSUS: <Negotiation> <Will>

You rile up your ally, protecting them from By using this skill, the target is made By cleverly asking the target a leading
mental attacks. aware that you're a celebrity. Even an question, you extract information from
Reduce the rating of any {Mental enemy may turn out to be a fan of yours. them despite their best efforts to keep it
Wounds} the target would receive by You gain a new <Contact> skill named for secret. You may ask the target any yes/no
[SL]. This effect lasts until the end of the the target with an SL of [(Result/10)+1]. question, or inquire about a single proper
Cut. You may choose the suit(s). This effect noun. The target must answer you
lasts until the end of the Act. honestly. However, if answering would put
the target's life at risk, they may make a
<♠Reason> Self-Control Check. If
successful, they avoid answering the
question.
†AGITATE †ZEALOT †GESTALT DESTRUCTION
MAX SL: 4 MAX SL: 4 MAX SL: 4

COMBO: <Psychology> COMBO: <Negotiation> COMBO: <Psychology>


TIMING: Major TIMING: Reaction TIMING: Major
TARGET: Single TARGET: Single TARGET: Single
RANGE: Extreme RANGE: Extreme RANGE: Weapon
DIFF: Control DIFF: Result DIFF: Control
VERSUS: <Will> VERSUS: None VERSUS: <Will>
You manipulate a group, making them You convince your followers to place You deal a severe mental blow to the
bend the knee to you. themselves in harm's way. target, attempting to destroy their psyche
This skill can only target Troops. If you win Use this skill as a Reaction when another with a technique known as "washing."
the Check, the Troop is destroyed. character makes an Opposed Check; this When this skill is used in a {Mental
Check may be a Major Action or a Attack} Combo, increase the Wound
Reaction. If you win the Check, the target Rating by [DoS].
fails their original Check.
After, you lose an AR.
This skill cannot be used unless there are
Extras or Troops present in the Scene.

†SHOCK TACTICS †PEP TALK †MASS HYPNOSIS


MAX SL: 4 MAX SL: 4 MAX SL: 4

COMBO: <Psychology> COMBO: Alone COMBO: <Psychology>


TIMING: Major TIMING: Major TIMING: Major
TARGET: Single TARGET: Single* TARGET: Area (P)
RANGE: Long RANGE: Extreme RANGE: Close*
DIFF: Control DIFF: 10 DIFF: Control
VERSUS: <Will> VERSUS: None VERSUS: <Will>
This skill expresses your prowess at using You shout words of encouragement to the With this skill, you can mentally attack
psychology in battle. target, inspiring them to use their full multiple enemies simultaneously. As a
When you use this skill in a Combo, your power. professional haranguer, you can put
{Mental Attacks} and «Gospel» become The target may immediately take a Main pressure on an entire group at once.
[Range: Long]. Process. They do not lose an AR at the When you use this skill in a Combo, your
end of this Main Process, and may act {Mental Attack} becomes [Target: Area
even if they have 0 AR. (P)].
Limit 1/Cut.

※MAJESTY ※BRAINWASHING ※CONFESSION


MAX SL: 4 MAX SL: 4 MAX SL: 2

COMBO: <Negotiation> COMBO: <Psychology> COMBO: Alone


TIMING: Major TIMING: Major TIMING: Wound Calculation
TARGET: Area (P) TARGET: Single TARGET: Single
RANGE: Extreme RANGE: Short RANGE: Extreme
DIFF: Control DIFF: Control DIFF: None
VERSUS: <Negotiation> <Will> VERSUS: <Will> VERSUS: None
The target is compelled to obey your You attempt to brainwash the target. You forgive the target's sins, protecting
orders. When you use this skill in a Combo with a them from an attempt to wound their
You may give a single order to the target. {Mental Attack} or «Gospel» and render spirit.
The Director has the final say on what the target {Catatonic} or {Dead}, the Use this skill when the target would
constitutes a single order, but it should target instead becomes your servant until receive a {Mental Wound}. If successful,
basically be no more than can be the end of the Act. The Director has the reduce the rating of the {Mental Wound}
accomplished with a single Major Action. final say on how they function as a by [CV+5].
servant, but treating them as an Extra is Limit 1/Cut.
advised. If the {Mental Wound} inflicted
by this Combo is healed, the target also
recovers from the brainwashing.
Mannequin

MANNEQUIN
THOSE WHOM INVITE LOVE, THOSE WHOM INDULGE IN LOVE

The Mannequins are those who are too weak


to endure the world on their own, without others
they can rely upon.

In other words, they have a physical or


mental dependency on other people. They may
be gigolos, hangers-on, or members of the
leisure class. They might also be those employed
as escorts, hosts, or "entertainers."

Mannequins have the power to manipulate


others, to talk them into fulfilling their every
request and working tirelessly for their sake.

However, Mannequins are not mere parasites


who take and give nothing in return. To depend
upon, and be depended upon in return, is simply
their way of living.
ATTRIBUTES

♠REASON: 1/3 ♣PASSION: 3/5


♥LIFE: 2/5 ♦MUNDANE: 1/3

MIRACLE: PLEASE!

This Miracle allows you to make a request of another.

By seducing them, crying heartfelt tears, or through some other means, you lay
on the charm enough that someone else (Cast Members or Guests included) must
do anything within their power to fulfill your request.

You can decide specifically what you want the target to do. However, they
cannot be Post-Action at the time you make your request. Also, although you are
not limited to having them perform a Miracle, you cannot request anything with an
effect beyond the scope of a Miracle. If the Director is unsure, they may restrict you
to using one of the target's Miracles.

CONDITION: If you use «Please!» and in doing so bring happiness to the


target, the "used a Miracle fittingly" bonus XP may be awarded.
Vasara Style Skills EXCHANGE OF LOVE DEVILISH ISOLATION
STYLE SKILLS:
MAX SL: 4 MAX SL: 4
MANNEQUIN COMBO: <Negotiation> COMBO: <Contact>
TIMING: Setup Process TIMING: Major
The Mannequins' Style Skills
focus on the connections they TARGET: Single TARGET: Single
have with other people. RANGE: Short RANGE: Short
DIFF: Control DIFF: Control
Mannequins can use others for
VERSUS: <Will> VERSUS: <Negotiation> <Will>
protection, negotiate with them,
manipulate them, or even destroy This skill allows you to give or take with With this skill, you create a feeling of
them if the situation calls for it. the power of love, leading the target on isolation within your target.
with your own hands. Use this skill in a Combo with the
The target must discard [(Result/10)+1] <Contact> skill named for the target. If
cards from their hands. While your Check successful, the target may not use any
determines how many cards the target <Contact> skills until the end of the Act,
will discard, the target decides which except for the one named for you. Treat
cards they will discard. After, the target this effect as a {Social Wound} with a
draws cards until they have a hand of 4 rating of 15 (it can be healed like any
again. other {Social Wound} would.)
Limit 1/Scene.

FATED ENCOUNTER I HATE YOU! POISON TONGUE


MAX SL: 4 MAX SL: 5 MAX SL: 4

COMBO: <Negotiation> COMBO: <Psychology> COMBO: <Psychology>


TIMING: Major TIMING: Major TIMING: Major
TARGET: Single TARGET: Single TARGET: Single
RANGE: Medium RANGE: Weapon RANGE: Weapon
DIFF: Control DIFF: Control DIFF: Control
VERSUS: <Negotiation> <Will> VERSUS: <Will> VERSUS: <Will>
You instantly hit it off with someone and You shun the target, your words like a Your words gouge the target's heart,
form a connection with them. knife stabbing into their soul. slowly destroying their spirit.
You gain a new <Contact> skill named for When you use this skill in a {Mental When you use this skill in a Combo, the
the target, with an SL of Attack} Combo, increase the Wound rating of the {Mental Wound} that Combo
[(Result/10)+1]. You select the suit(s). Rating by [SL+2]. would inflict cannot be reduced by Guard
This effect lasts until the end of the Act. Skills.

CIRCLE OF FRIENDS LOVE AT FIRST SIGHT SEDUCTION


MAX SL: 4 MAX SL: 4 MAX SL: 5

COMBO: <Contact> COMBO: <Negotiation> COMBO: Free


TIMING: Major TIMING: Major TIMING: Constant
TARGET: Single TARGET: Single TARGET: Self
RANGE: Short RANGE: Short RANGE: None
DIFF: Control DIFF: Control DIFF: None
VERSUS: <Will> VERSUS: <Will> VERSUS: None
This style skill allows you to ask someone The target instantly develops a fondness Your charm gives you an advantage when
for an introduction. for you. negotiating. You choose your words
Make this check using the target's The target gains [Result/10] SL in a skillfully to lure your conversation
<Contact> skill named for the person you <Contact> skill named for you. You partners into wanting to please you.
desire to develop a <Contact> with. If choose the suit(s). This effect lasts until You gain a [SL] bonus to the Result of
successful, you gain 1 SL in the same the end of the Act. <Negotiation> Checks.
<Contact> skill. You choose the suit.
Limit [SL]/Act.
†DEVILISH WHISPER †ADRENALIZE †REQUEST
MAX SL: 4 MAX SL: 4 MAX SL: 4

COMBO: <Negotiation> COMBO: Free COMBO: <Contact>


TIMING: Refer TIMING: Setup Process TIMING: Major
TARGET: Single TARGET: Single TARGET: Single
RANGE: Medium RANGE: Medium RANGE: Short
DIFF: Control DIFF: 10 DIFF: Control
VERSUS: <Will> VERSUS: None VERSUS: <Will>
You weaken the target's willpower with You cheer the target on, inspiring them to This skill lets you make a single request of
your sweet words. fight at their full power for you. the target.
Use this skill when the target succeeds at The target gains a [CV] bonus to their CS. The Director has final say on what
a Self-Control Check. If successful, the This effect lasts until the end of the Cut. constitutes a single request, but it should
target's Self-Control Check fails. Limit 1/Scene. be no more than can be accomplished in a
After, you lose an AR. single Major Action.
However, you cannot make a request that
would result in the target being injured,
such as "attack yourself."
This skill may not be used during Cut
Progression.

†DEADLY WHISPER †PEOPLE USER †WITCH'S CURSE


MAX SL: 4 MAX SL: 4 MAX SL: 5

COMBO: <Psychology> COMBO: <Contact> COMBO: <Negotiation>


TIMING: Major TIMING: Major TIMING: Major
TARGET: Single TARGET: Single* TARGET: Single
RANGE: Weapon RANGE: Medium RANGE: Weapon
DIFF: Control DIFF: Control DIFF: Control
VERSUS: <Will> VERSUS: None VERSUS: <Will>
You toy with the target's love, inflicting You beseech the target to do something in You lay a curse upon the target that
damage upon their psyche. Your charm your place. restrains their spirit, rendering them
will inevitably cause them to shatter. Use this skill in a Combo with a unable to act.
When you use this skill in a {Mental <Contact> skill named for the target. The When you use this skill in a Combo and
Attack} Combo, increase the Wound target gains 1 AR. manage to inflict a {Mental Wound} on
Rating by your <♣Passion>. However, Treat this skill as an Action Skill. the target with that Combo, the target
this skill has no effect unless you have a takes {BS: Pressure (suit of your choice)}.
<Contact> skill named for the target. Limit [SL]/Act.

※RETORT ※TEARDROP ※WITCH'S WAIL


MAX SL: 4 MAX SL: 4 MAX SL: 2

COMBO: <Negotiation & Will> COMBO: <Negotiation> COMBO: <Negotiation>


TIMING: Reaction TIMING: Major TIMING: Refer
TARGET: - TARGET: Single TARGET: Single
RANGE: - RANGE: Short RANGE: Extreme
DIFF: None DIFF: Control DIFF: Result
VERSUS: None VERSUS: <Will> VERSUS: None
You viciously turn your opponent's words You cause the target to waver with your You compel the target to fail their current
right back at them. heartfelt tears. action.
Use this skill in a Combo as a Reaction to The target must make a <♣Passion> Use this skill in a Combo as a Reaction
a {Mental Attack}. If you win the Self-Control Check. If they fail, they lose when the target declares a Check. You
Opposed Check, at the end of the attack, an AR and take {BS: Panic}. may make this Reaction even if you would
you may immediately take a Main However, after using this skill, you also normally not be able to react to that
Process. You do not lose an AR for taking receive {BS: Panic}. Check. If you win the Opposed Check, the
this Main Process, and may do so even if target's action fails (their Result becomes
you have 0 AR. 0.)
Limit 1/Cut. After, you lose an AR.
Kaze

KAZE
STORMS OF STEEL TO WHOM THERE ARE NO BARRIERS

The Kaze are those for whom speed is the


purpose of their existence, who live life as if they
were a wind fiercely blowing. They are born
riders who think nothing of risking their lives for
their friends.

Kaze are racers, taxi drivers, couriers,


motorcycle punks, getaway drivers, and more.
However, no matter what their occupation may
be, they all share a love for vehicles, the wind,
and the open road.

They are merchants of speed and timeliness.


The adage "Time is money" is no less true in the
Neuro Age, and thus the Kaze peddle their
matchless speed. They stake their name on
being faster than anyone else. To be a Kaze is to
never lose.
ATTRIBUTES

♠REASON: 2/5 ♣PASSION: 1/3


♥LIFE: 2/4 ♦MUNDANE: 2/4

MIRACLE: EXODUS

No matter what the situation, you can always make a perfect getaway with this
Miracle.

If you're being chased, observed, or simply need to skedaddle, you can do it.
This Miracle can emulate the results of one check, negate one Miracle, or allow you
to avoid one attack's worth of physical damage if you are driving a vehicle (for this
last, range is irrelevant; as long as you are driving a vehicle, you can avoid the
attack).

This Miracle can also perform the opposite effect. You can use it to stay in
pursuit of someone no matter what. If another character uses «Exodus», you can
use «Exodus» yourself to catch up to them.

CONDITION: If you use «Exodus» to secure victory for yourself, the "used a
Miracle fittingly" bonus XP may be awarded.
Vasara Style Skills VEHICULAR ACROBATICS QUICK EAR
STYLE SKILLS:
MAX SL: 4 MAX SL: 5
KAZE COMBO: Alone COMBO: Free
TIMING: Before Wound TIMING: Constant
Kaze Style Skills focus upon their
vehicles. TARGET: Self TARGET: Self
RANGE: None RANGE: None
Their skills let them drive more DIFF: None DIFF: None
skillfully, act faster than anyone
VERSUS: None VERSUS: None
else, fight using their vehicles,
and maintain their rides. You perform a stunt on par with an With your sensitive ears, you can sift for
acrobat when you use this Guard Skill. gold amongst the current of rumors
As a Kaze, you'll prove the true Reduce the rating of the {Physical rushing past you.
Wound} you would receive by [CV]. You gain a [SL] bonus to the Result of
worth of a vehicle in Tokyo Nova. Limit 1/Cut. <Society: Street> and <Society:
You must be operating a Vehicle to use Technology> Information Gathering
this skill. Checks.

INSTANT REPAIR BURNOUT BOND CAR


MAX SL: 4 MAX SL: 5 MAX SL: 5

COMBO: Free COMBO: Free COMBO: Free


TIMING: Refer TIMING: Constant TIMING: Constant
TARGET: Refer TARGET: Self TARGET: Self
RANGE: Close RANGE: None RANGE: None
DIFF: 10 DIFF: None DIFF: None
VERSUS: None VERSUS: None VERSUS: None
Using this skill, you can rapidly patch up a You ride like the devil, pushing your With this skill, you can disguise your
damaged outfit. vehicle to its limits and beyond in the vehicle to make it look more innocuous.
Use this skill when an Outfit within pursuit of speed. Select up to [SL] Outfits you possess with
[Range: Close] becomes {Broken}. If You gain a [SL] bonus to the Result of (Category: Vehicle) or (Slot: Vehicle).
successful, the targeted Outfit is no longer <Operate> Checks. When you make an Appearance Check,
{Broken}. you ignore the (Appearance Check
Modifier) on the chosen Outfits.

RIDE ON RIDE FIGHT ROCKET START


MAX SL: 5 MAX SL: 4 MAX SL: 4

COMBO: <Contact> <Society> COMBO: <Melee> <Operate> COMBO: <Operate>


TIMING: Appearance Check TIMING: Major TIMING: Setup Process
TARGET: Self TARGET: Single TARGET: Self
RANGE: None RANGE: Close RANGE: None
DIFF: Appearance Difficulty DIFF: Control DIFF: 10
VERSUS: None VERSUS: <Evasion> VERSUS: None
No matter the occasion, you know just You've mastered using your vehicle as a You rev your engine, preparing to
how to burst in with your vehicle in style. weapon. accelerate the moment the flag drops.
When you use this skill in an Appearance When you use this skill in a Combo, you You gain a bonus to CS equal to [(SF of
Check Combo, you gain a [SL] bonus to may use your Vehicle as a weapon to the vehicle you're operating)+2]. This
the Result of the Check. Also, you may make a {Physical Attack}. Use the effect lasts until the end of the Cut.
appear in the scene riding any Vehicle Vehicle's (ATK) to determine Wound Limit 1/Scene.
that you possess of your choice. Calculate Rating.
the Difficulty of the Appearance Check as Treat the use of this skill as if it were an
normal, including the chosen Vehicle's attack made using a melee weapon.
mod.
†EXCITE BATTLE †COVER & MOVE †SUPERCHARGER
MAX SL: 4 MAX SL: 5 MAX SL: 4

COMBO: Other COMBO: Alone COMBO: Alone


TIMING: Major TIMING: Move TIMING: Move
TARGET: Single TARGET: Self TARGET: Self
RANGE: Weapon RANGE: None RANGE: None
DIFF: Control DIFF: None DIFF: None
VERSUS: <Evasion> VERSUS: None VERSUS: None
You threaten to run down your opponent You help an ally move by using your You accelerate recklessly, covering a
with your vehicle, making your attacks vehicle to cover them, letting them breathtaking distance.
more deadly. reposition smoothly. When you use this skill, you may move 1
When you use this skill in a {Physical When you use this skill, up to [SL] additional Range Step, in addition to your
Attack} Combo, increase the Wound characters of your choice that are in the normal move distance. This movement
Rating by [DoS]. same Engagement as you may move 1 cannot be Hindered. No Check is
You must be operating a Vehicle to use Range Step. The chosen characters may necessary.
this skill. refuse this effect. Limit [SL]/Act.
Limit 1/Cut.
You must be operating a Vehicle to use
this skill.

†DIRECT ROLL †CHARGE †LIGHTSPEED


MAX SL: 5 MAX SL: 4 MAX SL: 4

COMBO: <Operate> COMBO: «Ride Fight» COMBO: <Operate>


TIMING: Reaction TIMING: Major TIMING: Reaction
TARGET: - TARGET: Single TARGET: -
RANGE: - RANGE: Weapon RANGE: -
DIFF: Result DIFF: Control DIFF: Result
VERSUS: None VERSUS: <Evasion> VERSUS: None
You use your speed to evade an attack. You ride to meet the target in battle with You take advantage of the momentary
When you use this skill in a Dodge Check dangerous speed. gap created by your dodge to keep on
Combo, you gain a [SL+(SF of the When you use this skill in a {Physical moving.
vehicle you're operating)] to the Result Attack} Combo, increase the Wound When you use this skill in a Dodge Check
of the Check. Rating by [(SF of the vehicle you're Combo and are successful, you may
Limit 1/Cut. operating)×3]. immediately move 1 Range Step.

※KAMIKAZE ※SUPERSONIC ※MULTI-ACTION


MAX SL: 4 MAX SL: 4 MAX SL: 2

COMBO: Free COMBO: <Operate> COMBO: Other


TIMING: Wound Calculation TIMING: Initiative Process TIMING: Major
TARGET: Self TARGET: - TARGET: Refer
RANGE: None RANGE: - RANGE: -
DIFF: None DIFF: None DIFF: -
VERSUS: None VERSUS: - VERSUS: -
You attack without any heed for your own You're faster than anyone else, and this Using your vehicle to perform multiple
safety. skill lets you prove it. actions, you can strike multiple targets at
Use this skill when you would inflict a You may immediately perform a Combo the same time.
{Physical Wound}. Increase the rating of with [Timing: Major]. You must be When you use this skill in a Combo, you
that {Physical Wound} by [CV]. However, operating a Vehicle to use this skill. may target any number of characters
you also take a {Physical Wound} with a After, you lose an AR. within range of the Combo. However, you
rating equal to [CV]. This Wound cannot Limit 1/Cut. may not use this skill in a Combo with a
be avoided or have its rating reduced. [Target: Self] skill.
Limit [SL]/Act.
Fate

FATE
BANISHERS OF DARKNESS, ILLUMINATORS OF TRUTH

The Fates are those who seek truth in this


city filled with lies and deception. They are
detectives, or those akin to them.

Fates seek nothing but the truth. They reject


false love and pleasant lies. Fates are the light of
hope at the bottom of the Pandora's Box that is
Tokyo Nova, their hearts filled with benevolence
and an unwavering passion for justice.

Those who have not the power to protect


themselves, those who have not the conviction
to search for the truth, those who cannot do so
on their own—in their service Fates plunge into
darkness, seeking others' true intentions,
carrying burdens for those who cannot.

Fates work in jobs that involve acquiring


information. However, they don't do it for the ATTRIBUTES
money. They do it in the faint hope that they
might someday restore a smile thought forever ♠REASON: 2/5 ♣PASSION: 2/5
missing from someone's face. ♥LIFE: 1/3 ♦MUNDANE: 2/3

MIRACLE: TRUTH

This Miracle allows you to demand a single truth from any character.

You can ask one character (other Cast Members or Guests included) a single
question. The target must answer you honestly with anything they know. If they do
not know the answer to the question, this Miracle has no effect.

Be warned that this Miracle can only elicit what the target believes to be the
truth. If the target is mistaken, they will answer honestly, but incorrectly.

CONDITION: If you use «Truth» to get a piece of important information, the


"used a Miracle fittingly" bonus XP may be awarded. The Director decides what
information counts as important.
Vasara Style Skills HUNCH HUMAN POLYGRAPH
STYLE SKILLS:
MAX SL: 5 MAX SL: 4
FATE COMBO: Free COMBO: <Perception>
TIMING: Appearance Check TIMING: Major
Fate Style Skills focus on
acquiring information. TARGET: Self TARGET: Single
RANGE: None RANGE: Extreme
They can use <Perception> to DIFF: Appearance Difficulty DIFF: Control
investigate crime scenes, as well
VERSUS: None VERSUS: <Negotiation> <Stealth>
as directly confront any suspects.
This skill allows you to sense where the You always know how to tell what the
When something needs to be next incident will take place. You come to truth is, and what smells like a lie.
found out, the Fate is the one to get a feel for it in this line of work. If successful, you can tell when the target
Use this skill to make an Appearance is lying to you. However, if the target
do it. Check. You gain a [SL+2] bonus to the believes false information, you will not
Result of the Check. detect it as a lie.

WARNING SELF-DEFENSE IN THE KNOW


MAX SL: 4 MAX SL: 5 MAX SL: 5

COMBO: Refer COMBO: <Melee> COMBO: Free


TIMING: Reaction TIMING: Major TIMING: Constant
TARGET: - TARGET: Single TARGET: Self
RANGE: - RANGE: Weapon RANGE: None
DIFF: None DIFF: Control DIFF: None
VERSUS: None VERSUS: <Evasion> VERSUS: None
This skill allows you to get a "bad feeling" You've learned martial arts in order to You're well connect in many circles and
when danger is imminent. defend yourself. You can use your skills to have little trouble getting the information
When you use this skill in a Combo, you subdue an opponent without killing them. you need from them.
can make a Reaction to actions with When you use this skill in a {Physical When you make an Information Gathering
[Versus: Impossible]. Attack} Combo, increase the Wound Check, you gain a [SL] bonus to the
Rating by [SL+3]. Also, you may choose Result of <Society> Checks.
to deal Stun Damage.

SHARP EYE SHERLOCK HOLMES PHOTOGRAPHIC MEMORY


MAX SL: 5 MAX SL: 4 MAX SL: 4

COMBO: Free COMBO: Free COMBO: <Perception>


TIMING: Constant TIMING: Major TIMING: Major
TARGET: Self TARGET: Self TARGET: -
RANGE: None RANGE: None RANGE: -
DIFF: None DIFF: Refer DIFF: None
VERSUS: None VERSUS: None VERSUS: -
When you're investigating, no detail Like the famed detective, you are a Your memory is like a camera; you're able
escapes your keen eye, no matter how master of deduction. to recall even the most minor details with
subtle. If successful, the Director must provide a ease.
You gain a [SL] bonus to the Result of hint you would be able to deduce from the Once you've witnessed something, you
<Perception> Checks. information you currently know. The may later make a Check using this skill to
Director may set any Difficulty they deem recall it. Whether the license plate of a
appropriate, but 10 is the default. vehicle, the height of its driver, or the
number a pedestrian nearby was dialing
in a phone booth, once you've seen it, you
can remember it.
†SHIELD OF FAITH †PSYCHOSHOCK †STYLE RECOGNITION
MAX SL: 4 MAX SL: 4 MAX SL: 4

COMBO: Alone COMBO: Other COMBO: <Perception>


TIMING: Before Wound TIMING: Major TIMING: Major
TARGET: Single TARGET: Single TARGET: Single
RANGE: Short RANGE: Weapon RANGE: Extreme
DIFF: None DIFF: Control DIFF: Control
VERSUS: None VERSUS: - VERSUS: <Stealth>
You protect your client or comrades from You point out a contradiction in the You perceive all of the target's styles
a hit or assassination. target's statements, causing them to using this skill.
If successful, you take the {Physical waver and create an opening for your If successful, you learn the target's Styles
Wound} the target would have taken. You attack. You'll crush any alibi in order to aside from their Persona. If the target is
also suffer any other effects you would get to the bottom of things. attempting to disguise themselves as
have taken if the attack had targeted you When you use this skill in a {Physical or having another Persona, you learn their
in the first place. Mental Attack} Combo, increase the true Persona as well.
Limit [SL]/Cut. Wound Rating by your <♠Reason>.
Limit 1/Cut.

†CHECKMATE †HARDBOILED †LONG ARM


MAX SL: 4 MAX SL: 4 MAX SL: 4

COMBO: <Perception> COMBO: Alone COMBO: Other


TIMING: Refer TIMING: Refer TIMING: -
TARGET: Single TARGET: Self TARGET: -
RANGE: Extreme RANGE: None RANGE: Refer
DIFF: Control DIFF: 10 DIFF: None
VERSUS: <Will> VERSUS: None VERSUS: -
The moment the target lets down their No matter what trials and tribulations With careful preparation and a quick wit,
guard, you lay a trap for them, using your you're forced to endure, you will not yield. you can take action at a longer range.
knowledge of psychology to weaken their Use this skill when you fail at a Self- When you use this skill in a Combo,
self-control. Control Check. If successful, you instead increase the [Range] of that Combo by 1
Use this skill when the target succeeds at succeed at your Self-Control Check. Range Step. This skill has no effect if the
a Self-Control Check. If successful, the Limit 1/Cut. Combo is [Target: Self]. This skill may be
target instead fails their Self-Control used in a Combo with [Combo: Alone]
Check. skills.
After, you lose an AR.

※GRAY MATTER ※MISLEAD ※MONOLOGUE


MAX SL: 4 MAX SL: 4 MAX SL: 4

COMBO: Other COMBO: Alone COMBO: <Negotiation>


TIMING: Setup Process TIMING: Refer TIMING: Major
TARGET: - TARGET: Single TARGET: Scene
RANGE: - RANGE: Extreme RANGE: Extreme
DIFF: - DIFF: Control DIFF: 10
VERSUS: - VERSUS: None VERSUS: <Negotiation> <Will>

Your matchless intellect makes you act You mislead your target's actions, guiding You make people listen attentively to your
more efficiently than anyone else. them towards failure. deduction and suspicions.
Use this skill in a Combo with up to [SL] Use this skill when the target declares a If successful, until you are finished
Common Skills or other skills with Check. The target takes a [CV] penalty to speaking, or the Scene ends, the target
[Timing: Major]. You do not lose any AR the Result of that Check. may take no action that requires the use
from using these skills. You may not use After, you lose an AR. of a skill. If any character succeeds at
this skill in a Combo with any skills that their Reaction, this skill fails to take
attempt to inflict a Wound upon the effect. You may not use this skill in a
target. Combo with skills that attempt to inflict a
Wound.
Kuromaku

KUROMAKU
THOSE WHO CONTROL THE WORLD FROM THE SHADOWS

The Kuromaku are those with the power to


direct the underworld for their own ends, but
who cannot show themselves outside that seedy
underbelly. They pursue their goals through their
widespread connections and wealth.

Though the Kuromaku may have great


prestige in both normal society and the
underworld, they remain cloaked in darkness.
The executives of megacorps, the leaders of
criminal organizations, and political kingmakers
all have Kuromaku among their number. Fixers
who acquire information and arrange for dirty
work to be done are also Kuromaku.

The true power of a Kuromaku is their


influence within the shadow. If you're meeting
heavy resistance, but you have no idea who is
behind it, it's possible that a Kuromaku is at ATTRIBUTES
work.
♠REASON: 1/3 ♣PASSION: 2/5
♥LIFE: 1/3 ♦MUNDANE: 3/5

MIRACLE: RIGHT HAND

This Miracle will call your loyal henchmen to your side at a crucial moment, all
of them ready to sacrifice their lives to protect you. Henchmen summoned in this
way will never betray you.

You can declare the use of this Miracle to erase a single instance of a Wound
you have taken. When you declare its use, you are healed of the Wound. If there
are any Bad Statuses associated with the Wound, you recover from them as well.

Your loyal retainers will rescue you from any danger within their power to
prevent. However, your henchmen cannot cure you of Death or Catatonia.

CONDITION: If you use «Right Hand» to your personal advantage, the "used a
Miracle fittingly" bonus XP may be awarded.
Vasara Style Skills SAFEHOUSE DARK PLOTS
STYLE SKILLS:
MAX SL: 5 MAX SL: 5
KUROMAKU COMBO: Free COMBO: Free
TIMING: Reaction TIMING: Constant
The Kuromaku Style Skills
represent their hidden influence TARGET: - TARGET: Self
as it extends from the shadows RANGE: - RANGE: None
onto the streets. DIFF: Result DIFF: None
VERSUS: None VERSUS: None
They specialize in Social Attacks,
and also have many skills that You have a safehouse that no one but you From some place unknown to your target,
can influence the story while they knows about. Within it, you're effectively you manipulate society to turn against
are Backstage. invisible. them.
Use this skill as a Reaction made when You gain a [SL] bonus to the Result of
someone makes a Check to try and find {Social Attack} Checks.
To be a Kuromaku is to be the one your Address. You gain a [SL] bonus to
pulling the strings behind the the Result of your Check.
scenes.

QUASI-LEGAL FRESH START GROUNDWORK


MAX SL: 5 MAX SL: 4 MAX SL: 5

COMBO: Free COMBO: Alone COMBO: Free


TIMING: Constant TIMING: Major TIMING: Constant
TARGET: Self TARGET: Self TARGET: -
RANGE: None RANGE: None RANGE: -
DIFF: None DIFF: 10 DIFF: None
VERSUS: None VERSUS: None VERSUS: -
Using various illicit methods, you conceal You revitalize yourself as if you'd just Your favored negotiation style is to lay the
your actions from the law. eaten a full meal. groundwork well ahead of time to ensure
You gain a [SL] bonus to the Result of You may draw up to [Result/10] cards you get what you want out of it. By the
Checks made as a Reaction against from the deck. Then, discard cards of your time you sit down to talk, the outcome
{Social Attacks}. choice until you have a hand of 4 cards has already been decided.
again. You gain a [SL] bonus to the Result of
<Contact> Checks.

DIRTY WORK BODY DOUBLE MISTER BIG


MAX SL: 5 MAX SL: 4 MAX SL: 5

COMBO: Free COMBO: Alone COMBO: Free


TIMING: Constant TIMING: Before Wound TIMING: Constant
TARGET: Single TARGET: Self TARGET: Self
RANGE: None RANGE: None RANGE: None
DIFF: None DIFF: None DIFF: None
VERSUS: None VERSUS: None VERSUS: None
You send your cronies here and there to You set up a body double to bear the Everyone on the streets knows your face
gather any information there is to be had. punishment for your crimes with this and that you're not to be trifled with.
You gain a [SL+1] bonus to the Result of Guard Skill. They're unable to refuse any request you
Information Gathering Checks made with Reduce the rating of the {Social Wound} make of them.
<Society>. However, you must spend at you would receive by [CV]. You gain a [SL] bonus to the Result of
least 1 Credit per Check to receive this Limit [SL]/Scene. <Society: Street> Checks.
bonus.
†SINISTER MACHINATIONS †DREAD LORD'S AURA †RULER OF SHADOWS
MAX SL: 4 MAX SL: 4 MAX SL: 4

COMBO: <Intrigue> COMBO: Other COMBO: <Society: Street>


TIMING: Major TIMING: Major TIMING: Major
TARGET: Single TARGET: - TARGET: Self
RANGE: None RANGE: - RANGE: None
DIFF: Control DIFF: None DIFF: Refer
VERSUS: <Stature> VERSUS: <Perception>* VERSUS: None
You scheme to bring about the target's The pressure you inflict upon your target You use your influence in order to gather
demise, setting up traps for them to constricts around them, inescapable. information.
stumble into. Few can comprehend the When you use this skill in a Combo, the When you make a Information Gathering
intricacy of your plans. target may not make a Reaction against it Check using <Society: Street>, you can
When you use this skill in a {Social unless their Combo includes treat it as if it were any <Professional
Attack} Combo, increase the Wound <Perception>. Society> skill. However, you must pay at
Rating by [DoS]. least 1 Credit per check to receive this
bonus. You cannot use this skill to make
Appearance Checks or to make or resist
{Social Attacks}.

†CALAMITY †BIG ORDER †BLACK MARKET


MAX SL: 4 MAX SL: 4 MAX SL: 5

COMBO: Alone COMBO: Alone COMBO: <Society: Street>


TIMING: Refer TIMING: Refer TIMING: Major
TARGET: Single TARGET: Single TARGET: Self
RANGE: Refer RANGE: Refer RANGE: None
DIFF: Control DIFF: 10 DIFF: 15
VERSUS: None VERSUS: None VERSUS: None
You exert all your influence to interfere You give an order to your cronies from By buying and selling illegal goods, you
with your target's efforts from afar, as if behind the scenes. turn a tidy profit.
the wrath of heaven itself had befallen Use this skill when the target makes a You receive a number of Credits equal to
them. Check. The target gains a [SL×2] bonus your <♦Mundane>.
Use this skill when the target makes a to the Result of that Check. You may only Limit [SL]/Act.
Check. The target takes a [SL×2] penalty use this skill while Backstage, and cannot
to the Result of that Check. You may only target a character that is also Backstage.
use this skill while Backstage, and cannot Limit 1/Scene.
target a character that is also Backstage.
Limit 1/Scene.

※SPIDER'S WEB ※DREAD LORD'S POWER ※DREAD LORD'S LAIR


MAX SL: 5 MAX SL: 4 MAX SL: 4

COMBO: <Society> COMBO: <Intrigue> COMBO: Refer


TIMING: Reaction TIMING: Major TIMING: -
TARGET: Single TARGET: Single TARGET: -
RANGE: Refer RANGE: None RANGE: -
DIFF: Result DIFF: Control DIFF: -
VERSUS: None VERSUS: Impossible VERSUS: -
You create pressure and engineer various As if you were the ruler of society itself, You have a place from which you can
other hindrances to act even without you bring its full force to bear upon the extend your influence, even in the open.
being present. target. There is no escape from your When you use this skill in a Combo with
When you use this skill in a Combo while assault. «Calamity» or «Big Order», you may use
Backstage, you may make a Reaction to a When you use this skill in a {Social them even if you are not Backstage. You
<Society> or <Stature> Check made by a Attack} Combo, the target may not make may use this skill in a Combo with
character present in the current Scene. a Reaction against it. [Combo: Alone] skills.
Limit 1/Act.
Exec

EXEC
THOSE WHO SPIN THE WHEEL OF FATE

Execs hold important positions at


multinational megacorps. It is not much of an
exaggeration to say that they run the world.

The key concern of an Exec is the prosperity


of their corporation. Their sole purpose in life is
to increase profits and market share in order to
achieve ever greater affluence. In order to carry
out this purpose, they have abundant
connections, loyal kugutsu, and a nigh-limitless
expense account with which they can alter the
world in any way they see fit.

Among the only people whom Execs cannot


openly go against are heads of state.

SPECIAL: When you choose to play an Exec,


you must also choose the company they work
for. You can make up your own company if you ATTRIBUTES
want. If no ideas come to you, go with "Chihaya
Heavy Industries." ♠REASON: 2/5 ♣PASSION: 1/3
♥LIFE: 1/3 ♦MUNDANE: 3/5

MIRACLE: MERGERS & ACQUISITIONS (M&A)


There's little that money can't buy, and this Miracle is proof of it.

Pick a target that could conceivably be purchased. Commonly, this will be an


Outfit, but things like companies and organizations are also valid targets. In the
case of companies and organizations, you may give them a single order, subject to
the Director's approval.

«M&A» cannot be used on targets that possess a Miracle of their own, the
reason being that if you could, it would allow you to simply buy any other Miracle.
However, Guests can use this Miracle on other Guests for such purposes, as their
Miracles all ultimately belong to the Director. Outfits that are acquired with «M&A»
cannot be Preserved.

CONDITION: If you earn profit (or alternatively prevent losses) for your
corporation using «M&A», the "used a Miracle fittingly" bonus XP may be awarded.
Vasara Style Skills WHEEL OF FATE CLASSIFIED INFORMATION
STYLE SKILLS:
MAX SL: 4 MAX SL: 5
EXEC COMBO: Refer COMBO: <Intrigue>
TIMING: Reaction TIMING: Major
The Exec Style Skills use the
power of the megacorps, the face TARGET: - TARGET: Single
of the Neuro Age. RANGE: - RANGE: None
DIFF: None DIFF: Control
They can use their finances or
VERSUS: None VERSUS: <Stature>
their authority as Executives.
This skill allows you to predict what will You use targeted information warfare to
The Execs are those who spin the happen in advance. expose your foe's secrets and damage
wheel of fate. When you use this skill in a Combo, you their reputation.
can make a Reaction against skills with When you use this skill in a {Social
[Versus: Impossible]. Attack} Combo, increase the Wound
Rating by [SL+2].

COLLECTIVE CORPORATE SPY INFORMATION MANIPULATION


MAX SL: 4 MAX SL: 5 MAX SL: 4

COMBO: <Society: Business> COMBO: Free COMBO: <Society>


TIMING: Major TIMING: Contact TIMING: Major
TARGET: Refer TARGET: Self TARGET: Single
RANGE: None RANGE: None RANGE: Extreme
DIFF: Control DIFF: None DIFF: Refer
VERSUS: <Stature> VERSUS: None VERSUS: None
You enlist aid in performing your social As a professional spy with deep ties to You have a talent for manipulating
attack, allowing you to simultaneously several corporations, you have an information to erase evidence of your
smear multiple targets. advantage when engaging in battles of target's crimes and scandals.
When you use this skill in a {Social reputation. You can heal one of the target's {Social
Attack} Combo, change the number of You gain a [SL] bonus to the Result of Wounds}. The Difficulty of this Check is
possible targets to [SL+1]. {Social Attack} Checks. equal to the Wound Rating. However, this
Limit 3/Act. skill cannot heal {Erasure}.

HOTLINE RIGHT STUFF LAY OFF


MAX SL: 5 MAX SL: 5 MAX SL: 4

COMBO: Free COMBO: Free COMBO: <Intrigue>


TIMING: Constant TIMING: Constant TIMING: Major
TARGET: Self TARGET: Self TARGET: Single
RANGE: None RANGE: None RANGE: None
DIFF: None DIFF: None DIFF: Control
VERSUS: None VERSUS: None VERSUS: <Stature>
You have close ties to the information When gathering information, you are You apply social pressure to destroy your
gathering divisions of several supported by your top-notch target's livelihood.
corporations. It's easy to get whatever subordinates. When you use this skill in a Combo, if that
you need from them. When you make an Information Gathering Combo inflicts at least a 1-point {Social
You gain a [SL] bonus to the Result of Check while Backstage, you gain a [SL] Wound}, instead of the usual effect of the
<Society: Business> Checks. bonus to the Result of that Check. Wound, you may make the target unable
to use any Exec or Kugutsu Style Skills.
This effect may be healed like any other
{Social Wound}, using the original rating
of the Wound.
†HOSTILE TAKEOVER †SUPPORT TICKET †PROTOTYPE
MAX SL: 4 MAX SL: 5 MAX SL: 5

COMBO: <Intrigue> COMBO: Free COMBO: <Society: Business>


TIMING: Major TIMING: Setup Process TIMING: Major
TARGET: Single TARGET: Area (P) TARGET: Self
RANGE: None RANGE: Close RANGE: None
DIFF: Control DIFF: 10 DIFF: Refer
VERSUS: <Stature> VERSUS: None VERSUS: None
You bring your authority and the full You request support from your You have access to high-powered
power of your corporation to bear against corporation, giving your allies extra prototypes from your corporation.
your target. One person's power is firepower on the battlefield. You gain an Outfit with a [SL] bonus to
meaningless against your organization. If successful, you may spend up to any of its (Properties). The Difficulty of
When you use this skill in a {Social [SL×4] Credits. The rating of any this skill is equal to the (Buy) of the Outfit.
Attack} Combo, increase the Wound {Physical Wound} the target inflicts is You may spend at most 1 Credit on this
Rating by [DoS]. increased by by [(# of Spent Check.
Credits)/2]. You may spend Credits on
this skill even during Cut Progression.
This effect lasts until the end of the Cut.

†DEATH MARCH †MONEY IS POWER †BUDGET ALLOCATION


MAX SL: 4 MAX SL: 4 MAX SL: 5

COMBO: Alone COMBO: Other COMBO: <Society: Business>


TIMING: Refer TIMING: Major TIMING: Major
TARGET: Single TARGET: - TARGET: Self
RANGE: Extreme RANGE: - RANGE: None
DIFF: 10 DIFF: - DIFF: 15
VERSUS: None VERSUS: - VERSUS: None
You throw all of your human resources at You bring your financial resources to bear You can use this skill to request a
an obstacle, pushing through even the upon the target. specially allocated budget.
most unfavorable of situations. You may spend a number of Credits up to You gain Credits equal to your
Use this skill when the target declares a your <♦Mundane>. When you use this <♦Mundane>.
Check. The target gains a [SLx2] bonus skill in a Combo, increase the rating of the Limit [SL]/Act.
to the Result of that Check. Wound that Combo would inflict by [(# of
After, you lose an AR. Spent Credits)]. You may spend Credits
for this skill even during Cut Progression.

※ATTACHMENT ※POWER GAME ※PRECAUTION


MAX SL: 4 MAX SL: 5 MAX SL: 5

COMBO: <Intrigue> <Psychology> COMBO: Free COMBO: Free


TIMING: Major TIMING: Constant TIMING: Reaction
TARGET: - TARGET: Self TARGET: Self
RANGE: - RANGE: None RANGE: None
DIFF: Control DIFF: None DIFF: Result
VERSUS: - VERSUS: None VERSUS: None
By applying pressure to the right people, You have the full support of your You can anticipate an attack and warn
you render the target's accounts and corporation in every action, from their your allies about it before it happens.
confidants useless. financial backing to their political Use this skill as a Reaction against an
When you use this skill in a {Mental or influence. attack that includes you as a target. If you
Social Attack} Combo, if Combo inflicts at You gain a [SL] bonus to the Result of win the Opposed Check, the entire attack
least a 1-point Wound, the target every Check. is negated. You gain a [SL+2] bonus to
becomes unable to spend Credits. the Result of this Check. This skill may be
This effect may be healed like any other used as a Reaction against Combos with
Wound, with a Difficulty equal to its [Versus: Impossible].
rating. Limit 1/Scene.
Katana

KATANA
DELIVERERS OF DEATH, FOR A PRICE

The Katana are assassins, but in the Neuro


Age, it might be more apt to say that they are
killing machines. Katana are professionals; they
kill for money. Bounty hunters, swordsmen, and
freelance bodyguards are included among the
Katana.

Katana specialize in using their melee


weapons and cyberware to engage others in
close-range combat. They visit death upon
others using their most trusted armaments
regardless of the circumstances, having little
regard for projectile weapons.

To support this, Katana train their bodies


extensively in the martial arts, proving that the
tools of the trade are not just for show. When
violence is the answer, the Katana are in their
element. ATTRIBUTES

♠REASON: 2/4 ♣PASSION: 0/4


♥LIFE: 3/5 ♦MUNDANE: 2/3

MIRACLE: DANSE MACABRE

With this Miracle, you can strike down an enemy with an absolutely inescapable
attack.

A single character of your choice (or a group of Troops) instantly becomes


Dead. If the target is present in the same scene as you, even being surrounded by
bodyguards or hidden on the other side of a wall won't save them from death.
However, during Cut Progression, you can only target characters within Close
Range.

Instead of causing instant death, you may also inflict any level of Physical
Wound you would prefer. Damage inflicted by Danse Macabre cannot be prevented,
reduced, or healed by any means other than another Miracle.

CONDITION: If you kill or deal damage to another character using Danse


Macabre, and it's not prevented by another Miracle, the "used a Miracle fittingly"
bonus XP may be awarded.
Vasara Style Skills IAI ONI'S CLAWS
STYLE SKILLS:
MAX SL: 5 MAX SL: 4
KATANA COMBO: Free COMBO: <Melee>
TIMING: Constant TIMING: Major
The Katana Style Skills increase
their prowess with close combat TARGET: Self TARGET: Single
weaponry. RANGE: None RANGE: Weapon
DIFF: None DIFF: Control
They have many powerful
VERSUS: None VERSUS: <Evasion>
attacks, as well as ways to
conceal their Outfits. You draw your blade and attack with it so You attack with such swiftness that the
swiftly that it can't be seen—within the target doesn't even realize they've been
The Katana are the undisputed span of a single breath. cut. You are a master at executing your
You gain a [SL] bonus to the Result of targets with precision.
masters of taking life at close <Melee> Checks made during a Major When you use this skill in a {Physical
range. Action. Also, when you make a {Physical Attack} Combo, the Wound Rating cannot
Attack}, you may equip any melee be reduced by Guard Skills.
weapon you currently carry at the same
time.

KAMAITACHI HAYABUSA MIKIRI


MAX SL: 4 MAX SL: 4 MAX SL: 4

COMBO: <Melee> COMBO: Free COMBO: Alone


TIMING: Major TIMING: Setup Process TIMING: Before Wound
TARGET: Single TARGET: Self TARGET: Self
RANGE: Medium RANGE: None RANGE: None
DIFF: Control DIFF: 10 DIFF: None
VERSUS: <Evasion> VERSUS: None VERSUS: None
You create shockwaves with the force of This skill allows you to act swiftly. You can This Guard Skill lets you ascertain the
your naked blade, attacking a distant take the initiative and move faster than path of an attack and move slightly to
target. anyone else in the area. weaken its impact.
When you use this skill in a Combo with a You gain a [CV] bonus to your CS. This Reduce the rating of the {Physical
{Physical Attack} or «Danse Macabre», its effect lasts until the end of the Cut. Wound} you would take by [CV].
range changes to [Range: Medium]. Limit 1/Scene. Limit 1/Cut.

WINDLESS BLADE LIGHTLESS BLADE REFLECTION


MAX SL: 5 MAX SL: 4 MAX SL: 4

COMBO: <Melee> COMBO: <Melee> COMBO: <Melee>


TIMING: Major TIMING: Major TIMING: Reaction
TARGET: Single TARGET: - TARGET: -
RANGE: Weapon RANGE: - RANGE: -
DIFF: Control DIFF: - DIFF: Result
VERSUS: <Evasion> VERSUS: <Perception>* VERSUS: None
Your blade is so swift it hardly disturbs the This skill allows you to make an attack You evade the target's ranged attack by
air. Your superior sword skills allow you to your opponent can hardly see. The speed deflecting it with your blade.
deal greater damage. of your blade makes avoiding death by When you use this skill in a Combo, it
When you use this skill in a {Physical your hand exceptionally difficult. counts as a Dodge Check against a
Attack} Combo, increase the Wound When you use this skill in a {Physical {Ranged Attack}.
Rating by [SL+3]. Attack} Combo, the target cannot make a
Reaction against it unless their Combo
includes <Perception>.
†GOD OF WAR †DUAL WIELD †CLEAVE
MAX SL: 4 MAX SL: 5 MAX SL: 4

COMBO: <Melee> COMBO: Free COMBO: <Melee>


TIMING: Major TIMING: Constant TIMING: Major
TARGET: Single TARGET: Self TARGET: Single
RANGE: Weapon RANGE: None RANGE: Weapon
DIFF: Control DIFF: None DIFF: Control
VERSUS: <Evasion> VERSUS: None VERSUS: <Evasion>
You are a demon on the battlefield, and You have mastered the technique of You're an expert at cleaving through
your merciless attacks are the dread of wielding two swords at the same time. things. Weapons and armor present no
your foes. You may combine the (ATK) of two melee obstacle to your blade.
When you use this skill in a {Physical weapons with no less than (Hide: [10- If successful, one of the target's equipped
Attack} Combo, increase the Wound SL]) that you have equipped. If the Outfits becomes {Broken}. If you want to
Rating by [DoS]. weapons possess different Damage Types, damage something the target does not
you may choose which to use. Style Skills have equipped, the Difficulty of this skill
that modify your equipped weapon modify becomes 10.
both of your chosen weapons.

†WHIRLWIND ATTACK †PULVERIZE †BLUNT EDGE


MAX SL: 4 MAX SL: 4 MAX SL: 4

COMBO: <Melee> COMBO: <Melee> COMBO: <Melee>


TIMING: Major TIMING: Major TIMING: Major
TARGET: Area (P) TARGET: Single TARGET: Single
RANGE: Close* RANGE: Weapon RANGE: Weapon
DIFF: Control DIFF: Control DIFF: Control
VERSUS: <Evasion> VERSUS: <Evasion> VERSUS: <Evasion>
You swing your blade in a wide arc, You deal a blow so powerful that it You attack your opponent with the blunt
attacking multiple enemies with it at the shatters your own weapon, as well as the edge of your weapon to subdue them non-
same time. target's body. lethally.
When you use this skill in a {Physical When you use this skill in a {Physical When you use this skill in a Combo, and
Attack} Combo, its target changes to Attack} Combo, increase the Wound inflict a {Physical Wound} on the target, if
[Target: Area (P)]. Rating by your <♥Life>. the target would become {Dead} or
At the end of your Main Process, the {Comatose}, you may instead render
weapon you used to make the attack them {Unconscious}.
becomes {Damaged}.

※SHADOW BLADE ※COUNTERATTACK ※NITEN ICHI-RYU


MAX SL: 4 MAX SL: 4 MAX SL: 1

COMBO: <Melee> COMBO: Parry COMBO: <Melee>


TIMING: Major TIMING: Reaction TIMING: Major
TARGET: Single TARGET: - TARGET: Single
RANGE: Weapon RANGE: - RANGE: Weapon
DIFF: Control DIFF: Result DIFF: Control
VERSUS: <Evasion> VERSUS: None VERSUS: <Evasion>
Your attack is like a shadow, wounding You strike back against the enemy after You make multiple attacks against the
your target's spirit and emotions as well you've blocked their attack. target simultaneously.
as their body. When you use this skill in a Parry Check When you use this skill in a Combo, you
When you use this skill in a {Physical Combo and are successful, after the may include up to [SL+1] Major Action
Attack} Combo, and that Combo inflicts at attack is resolved, you may immediately {Physical Attacks}. Your AR does not
least a 1-point Wound, the target of the take a Main Process. You do not lose an decrease beyond the normal amount, but
Combo takes {BS: Pressure}. If the AR at the end of this Main Process, and all attacks must be in the same Combo as
Wound linked to this status is healed, the you may take it even if you have 0 AR. this skill.
status is healed as well. Limit 1/Cut.
Kugutsu

KUGUTSU
SHADOWS OF THE CORPORATE WORLD, LOYAL DOERS OF DIRTY WORK

The Kugutsu are those who loyally serve their


corporations. In general, the term describes
anyone who works for a corp; however, of special
interest are those who perform extralegal
activities on their employers' behalf. Kugutsu are
the samurai of the Neuro Age. They view their
relationship to their employers as akin to that
between a liege lord and their dutiful servant.

When tasked with covert operations that


could affect the future of the company, Kugutsu
are sometimes given authority exceeding that of
top Execs. This is because they are considered to
have fiercer loyalty to the company than Execs.
Kugutsu are the lifeblood of a corporation, its
arms and its legs.

SPECIAL: When you choose to play a


Kugutsu, you must also choose the company ATTRIBUTES
they work for. You may make up your own
company if you want. If you have no ideas, go ♠REASON: 3/5 ♣PASSION: 0/4
with "Chihaya Heavy Industries." ♥LIFE: 3/5 ♦MUNDANE: 1/2

MIRACLE: UNDERCOVER

This Miracle allows you to disguise yourself perfectly.

You can flawlessly hide a single fact or piece of information by using this
Miracle. You can either make it appear to be something else, or conceal it entirely.
It can then only be revealed by a different Miracle, primarily «Exposure» or «Truth».

Also, in addition to creating a perfect fake ID, you may create a fictitious
persona for anyone. By doing this, you can erase all Social Wounds a single
character has taken using this Miracle. If this is done, the character's name
changes and they begin living an entirely new life. You can of course stop at
creating just the fake ID, though.

CONDITION: If you earn profit (or alternatively prevent losses) for your
corporation using «Undercover», the "used Miracle fittingly" bonus XP may be
awarded.
Vasara Style Skills BLACK BUDGET BUSINESS INFORMATION
STYLE SKILLS:
MAX SL: 4 MAX SL: 5
KUGUTSU COMBO: Free COMBO: Free
TIMING: Major TIMING: Constant
The Kugutsu Style Skills focus on
exploiting the small slice of TARGET: Self TARGET: Self
corporate power they can call RANGE: None RANGE: None
upon, turning their iron loyalty for DIFF: 10 DIFF: None
their corp into a power of its own.
VERSUS: None VERSUS: None
They have skills which allow them In order to carry out your duty, you You have access to extensive information
to covertly perform illegal actions receive a hefty allowance which is not about the business world. As a cog in the
and wage war from the shadows. officially on the books. machine, you can find out anything
You receive [Result/10] Credits. related to its workings.
Limit 1/Scene. You gain a [SL] bonus to the Result of
To be a Kugutsu is to do your duty <Society: Business> Checks.
flawlessly, no matter how
impossible it may seem.

WHITEWASHING CACHE HUMAN EXPERIMENT


MAX SL: 4 MAX SL: 5 MAX SL: 4

COMBO: Free COMBO: Free COMBO: Free


TIMING: Backstage TIMING: Setup Process TIMING: Setup Process
TARGET: Self TARGET: Self TARGET: Self
RANGE: None RANGE: None RANGE: None
DIFF: Refer DIFF: 10 DIFF: 10
VERSUS: None VERSUS: None VERSUS: None
You expunge untoward incidents from While undercover, you've prepared Secret experiments by your corporation
your personal history. weapons and other items for use when it have increased your physical prowess and
If successful, you may heal all {Social becomes necessary to go hot. mental acuity. You are yourself a product
Wounds} you have received. The If successful, you may immediately access manufactured by your corporation.
Difficulty for this Check is equal to the up to [SL] Outfits of your choice that you Increase one of your Attributes by
{Social Wound} with the highest rating already possess. You may also [(SL/2)+1]. This effect lasts until the end
you have taken. This skill cannot heal immediately equip these Outfits. of the Scene.
{Erasure}.

WHOLESALE LOYALTY MULTITASK


MAX SL: 5 MAX SL: 4 MAX SL: 3

COMBO: <Society: Business> COMBO: Alone COMBO: Declare


TIMING: Major TIMING: Before Wound TIMING: Minor
TARGET: Self TARGET: Self TARGET: Self
RANGE: None RANGE: None RANGE: None
DIFF: (Buy) DIFF: None DIFF: None
VERSUS: None VERSUS: None VERSUS: None
You buy equipment from your corporation Your loyalty to your company is so strong You can perform multiple tasks at the
at a bargain price. As the front line of that it allows you to endure harm. This is same time.
corporate activities, Kugutsu are left a Guard Skill. When you declare the use of this skill, you
wanting for nothing when it comes to their Reduce the rating of the {Physical or may perform up to [SL+1] Minor Actions.
gear. Mental Wound} you would receive by However, you may not use any other
Use this skill in a Combo when you buy an [CV]. Minor Actions that would allow you to take
Outfit. You gain a [SL] bonus to the Result Limit 1/Cut. further Minor Actions (such as this one.)
of that Check. You may not use this skill in This skill may only be used when you are No Check is necessary.
a Combo with an Action Skill. acting in your corporation's interests.
†SALES †REINFORCEMENT SURGERY †BUSHIDO
MAX SL: 5 MAX SL: 4 MAX SL: 4

COMBO: <Intrigue> COMBO: «Human Experiment» COMBO: «Loyalty»


TIMING: Major TIMING: Setup Process TIMING: Before Wound
TARGET: Single* TARGET: Self TARGET: Self
RANGE: None RANGE: None RANGE: None
DIFF: Control DIFF: - DIFF: None
VERSUS: <Stature> VERSUS: None VERSUS: None
You do business with your opponent, By undergoing secret experiments, your This is a Guard Skill that allows you to
wheedling them into buying something reaction time has increased. become all but immune to pain thanks to
they don't need. Use this skill in a Combo with «Human your fierce loyalty. True to the meaning of
When you use this skill in a Combo, and Experiment». You gain a bonus to CS their name, Kugutsu are willing to carry
that Combo inflicts a {Social Wound}, you equal to one of your Attributes of your out their duty unto death.
receive Credits equal to the rating of that choice. Use this skill in a Combo with «Loyalty».
Wound. This effect lasts until the end of the Reduce the rating of the {Physical or
Limit [SL]/Act. Scene. Mental Wound} you would receive by
<♠Reason>.

†PRODUCT KNOWLEDGE †HAGAKURE †BANZAI


MAX SL: 4 MAX SL: 4 MAX SL: 4

COMBO: Free COMBO: Other COMBO: Alone


TIMING: Major, Reaction TIMING: Major TIMING: Before Wound
TARGET: - TARGET: - TARGET: Self
RANGE: - RANGE: Weapon RANGE: None
DIFF: - DIFF: None DIFF: Refer
VERSUS: - VERSUS: - VERSUS: None
You have an extensive knowledge of your Determined to carry out your duty, you For the sake of your company, you ignore
corporation's products. perform a fierce attack, intimidating your all your pain.
You may substitute this skill for any non- opponent with the strength of your If successful, do not apply the effects of
Style Skill, except for <Contact> and conviction. the {Physical Wound} you are about to
<Society>. Any effects from other Style When you use this skill in a {Physical or take until the Cleanup Process of this Cut.
Skills you possess that would affect the Mental Attack} Combo, increase the The Difficulty of this Check is equal to the
subtituted skill in question also affect this Wound Rating by <♠Reason>. Wound Rating.
skill. For example, if you use this skill as a
substitute for <Melee> in a Combo with
«Windless Blade», then «Iai» will affect it.

※DEVOTION ※OVERWHELM ※RESURRECTION


MAX SL: 4 MAX SL: 3 MAX SL: 4

COMBO: <Melee> <Ranged> COMBO: Other COMBO: Free


TIMING: Major TIMING: Major TIMING: Cleanup Process
TARGET: - TARGET: - TARGET: Self
RANGE: - RANGE: - RANGE: None
DIFF: None DIFF: None DIFF: 15
VERSUS: - VERSUS: - VERSUS: None
You prepare yourself to fight to the death. The fierce pressure of your actions causes You use self-preservation cyberware or a
Increase the rating of {Physical Wounds} others to struggle to focus upon them. clone in order to recover from a life-
you would inflict by [(The highest When you use this skill in an attack threatening wound.
rating of any {Physical Wound} Combo, the target may only make If successful, you recover from all
inflicted on you)]. This includes Wounds Reactions to it if their Combo includes {Physical and Mental Wounds}. However,
deferred by «Banzai». However, if you <Perception>. you cannot recover from {Death} or
possess a {Physical Wound} that you Limit [SL]/Act. {Catatonia} using this skill. You may use
received during a prior Scene, it does not this skill even when suffering from a
count for this skill. This skill may not be Wound effect that would normally prevent
used in a Combo with other Style Skills you from taking actions.
that increase Wound Ratings.
Kage

KAGE
MYSTERIOUS INDIVIDUALS AS ONE WITH THE SHADOWS

The Kage are spies, assassins, thieves, ninja,


and others for whom subterfuge is a professional
specialty. They live as normal people would, their
true selves concealed, but when the time comes
they vanish into the darkness to carry out their
sinister duties.

Many of the Kage are terrifyingly lethal. With


assassins and death-dealers among their
number, they are as embodiments of the grave,
capable of bringing a silent end to your life at
any time they please, no matter how thoroughly
you protect yourself.

Only after you are dead and gone will the


commotion begin. That is why the shadows are
to be feared.

ATTRIBUTES

♠REASON: 3/4 ♣PASSION: 0/5


♥LIFE: 2/4 ♦MUNDANE: 2/3

MIRACLE: UNSEEN

With this Miracle, you can disappear completely from everyone's sight.

Even if you are among a crowd with their attention fixed on you, or a camera is
pointed directly at you, you vanish completely and can then immediately take one
action of your choice. If in Cut Progression, this does not cause your Action Rank to
decrease.

In response to your next action, no other action (such as a Reaction or an Auto


Action) can be used except for Miracles. If you inflict a Wound, no one can take the
usual steps to defend against it, or reduce the Wound rating. Items and skills that
must be activated with an action cannot be used in response, and the Check can
only be resisted by the defender's Control. Also, Wounds inflicted during «Unseen»
cannot be healed by anything but another Miracle.

CONDITION: If you use «Unseen» to dramatically alter the situation without it


being negated somehow, the "used a Miracle fittingly" bonus XP may be awarded.
Vasara Style Skills TOOLS OF THE TRADE SHADOW MANTLE
STYLE SKILLS:
MAX SL: 4 MAX SL: 5
KAGE COMBO: Free COMBO: Free
TIMING: Setup Process TIMING: Constant
The Kage Style Skills focus upon
delivering deathblows from close TARGET: Self TARGET: Self
range, unseen and unheard, RANGE: None RANGE: None
making them the grim reapers of DIFF: 10 DIFF: None
the Neuro Age.
VERSUS: None VERSUS: None
They can avoid being detected by You carry disguised assassination tools You've become like a shadow, leaving no
sensors or people's eyes, and that are unrecognizable as having hostile signs of your presence. You can disappear
deliver fierce attacks when their intent to the average onlooker. from sight even on the battlefield.
If successful, you may immediately access You gain a [SL] bonus to the Result of
enemy's guard is down. and equip up to [SL] Outfits of your <Stealth> Checks.
choice that you already possess.
Though there are fiercer duelists,
the Kage are the ultimate
assassins.

MIST CUTTER BUTTERFLY SARUTOBI


MAX SL: 4 MAX SL: 5 MAX SL: 5

COMBO: <Melee> <Ranged> COMBO: <Melee> COMBO: Free


TIMING: Major TIMING: Major TIMING: Constant
TARGET: Single TARGET: Single TARGET: Self
RANGE: Weapon RANGE: Weapon RANGE: None
DIFF: Control DIFF: Control DIFF: None
VERSUS: - VERSUS: <Evasion> VERSUS: None
You attack with such swiftness that your You are a master of thrown weaponry. Your athletic ability is superhuman. You
weapon is veiled in mist, making it When you use this skill in a Combo to can run up walls, leap from rooftop to
difficult to defend against it. make a {Physical Attack} with a thrown rooftop, and accomplish other such
When you use this skill in a {Physical weapon, you do not lose the weapon. acrobatic feats with ease.
Attack} Combo, the Wound Rating by Also, increase the Wound Rating of the by You gain a [SL] bonus to the Result of
Guard Skills. [SL×2]. This skill has no effect if used <Athletics> Checks.
with grenades or explosives.

FLYING BLADE BAILOUT FACELESS


MAX SL: 4 MAX SL: 4 MAX SL: 4

COMBO: <Melee> COMBO: Other COMBO: <Contact> <Society>


TIMING: Major TIMING: - TIMING: Appearance Check
TARGET: Single TARGET: - TARGET: Self
RANGE: Medium RANGE: - RANGE: None
DIFF: Control DIFF: - DIFF: Appearance Difficulty
VERSUS: <Evasion> VERSUS: - VERSUS: None
Your skill with thrown weapons is superior, If your body or mind is betraying you, you You conceal your distinguishing features
to say the least. can briefly pull yourself together with this and leave no impression on the people
When you use this skill in a Combo, skill. around you. You may appear in a Scene
{Physical Attacks} and «Danse Macabre» When you use this skill in a Combo, you disguised as an Extra. Other characters do
change to [Range: Medium]. Also, ignore any {Bad Statuses} currently not recognize you as a Cast Member. Style
increase the Wound Rating of the Combo affecting you for the duration of the Skills cannot be used to hide your Outfits,
by [SL]. When making a {Physical Check. This includes attacking with a so be careful what you bring with you.
Attack}, this skill only has an effect when captured weapon, and making a Reaction If another character attempts to see
using thrown weapons. when you have {BS: Panic}. through your disguise, they must make an
Opposed Check with <Perception>
against your <Stealth>
†UTSUSEMI †SURPRISE ATTACK †GAP IN THE ARMOR
MAX SL: 4 MAX SL: 4 MAX SL: 4

COMBO: <Evasion> COMBO: <Melee> COMBO: <Melee> <Ranged>


TIMING: Reaction TIMING: Major TIMING: Major
TARGET: - TARGET: Single TARGET: Single
RANGE: - RANGE: Weapon RANGE: Weapon
DIFF: Result DIFF: Control DIFF: Control
VERSUS: None VERSUS: Impossible VERSUS: <Evasion>
By having your opponent attack an You deliver a completely unexpected You spot a gap in the target's armor and
imitation of yourself, you can exploit the attack. home in on it with your attack. For a Kage,
gap created. When you use this skill in a Combo, no piercing armor is no more difficult than
When you use this skill in a Combo to Reaction can be made against it. Also, cutting paper.
make a Dodge Check, if successful, you increase the Wound Rating of the Combo When you use this skill in a Combo,
gain +1 AR. by your <♠Reason>. change the Damage Type of {Physical
Limit 1/Cut. This skill only has an effect against Attacks} you perform to X.
characters who have a lower CS than you.

†JIBASHIRI †POISON ARTS †FEINT


MAX SL: 4 MAX SL: 4 MAX SL: 4

COMBO: Alone COMBO: <Melee> <Ranged> COMBO: <Melee> <Ranged>


TIMING: Move TIMING: Major TIMING: Major
TARGET: Self TARGET: Single TARGET: Single
RANGE: None RANGE: Weapon RANGE: Weapon
DIFF: None DIFF: Control DIFF: Control
VERSUS: None VERSUS: - VERSUS: -
You can run with superhuman speed and You have learned the art of assassinating You make a feint at your enemy in order
prowess. your enemies with debilitating poison. to create an opening.
When you declare this skill as a Move When you use this skill in a {Physical When you use this skill in a Combo to
Action, you may move up to 2 Range Attack} Combo that deals {BS: Poison} to make a {Physical Attack}, immediately
Steps. This effect cannot be Hindered. No the target, at the end of your Main after the enemy makes a Check as a
Check is necessary to use this skill. Process, the target immediately takes Reaction, you may play another card from
Limit [SL]/Act. damage from {BS: Poison}. your hand to substitute for the original.
Discard the original card. You may not
make any other changes to the Combo.
Limit [SL]/Scene.

※KAGEROU ※SHADOW CLONE ※WILD STRIKE


MAX SL: 4 MAX SL: 4 MAX SL: 3

COMBO: Other COMBO: <Athletics> COMBO: Free


TIMING: Major TIMING: Major TIMING: Constant
TARGET: - TARGET: Self TARGET: Self
RANGE: - RANGE: None RANGE: None
DIFF: - DIFF: 10 DIFF: None
VERSUS: Impossible VERSUS: None VERSUS: None
You take on the appearance of haze, You create shadow clones of yourself to You attack your foes with multiple
erasing yourself from sight. You can aid you in battle. weapons simultaneously.
remain unseen even on a street full of [Result/10] clones appear in the same You may combine the (ATK) of up to
people. Engagement as you. These clones [SL+1] weapons with no less than (Hide:
When you use this skill in a Combo, no possess the same character data and 12) that you have equipped. You cannot
Reaction may be made against it. Outfits as you, and may act on their own attack simultaneously with melee and
until the end of the Scene (you share all ranged weaponry. If the (Range) of your
skill use limits with them.) They have 1 AR chosen weapons differ, use the shortest
and a CS of 0, and act with the same one. If the weapons have different
timing as Troops. If a clone takes any Damage Types, you may select which one
Wound, they disappear. Limit 1/Cut. to use.
Chakra

CHAKRA
BURNING SOULS AND FLAMING FISTS

The Chakra are antiquities in the Neuro


Age—martial artists who temper their own flesh
in order to use it as a weapon.

They train themselves in ancient ascetic


practices, having committed themselves to
making their bodies tools of ritual, works of art.
Their way of living serves as a beacon of hope
for those who remain mere flesh and blood in the
Neuro Age.

While some Chakra make use of weapons or


even cyberware, the majority prefer to rely upon
the fists they were born with. The Chakra ability
to manipulate the life energy known as "qi" does
not merely serve the purpose of making them
more efficient fighters.

Their stoic fixation upon refining their bodies ATTRIBUTES


and their spirits that need not rely upon any
weapon both stem from their desire to find true ♠REASON: 2/5 ♣PASSION: 2/5
strength. ♥LIFE: 3/5 ♦MUNDANE: 0/1

MIRACLE: PHOENIX
Like the legendary immortal bird reborn from the flames, you can heal damage
with this Miracle.

When you use «Phoenix», you can heal yourself of either all Physical Wounds or
all Mental Wounds received, up to and including reviving from Death or Catatonia.
You immediately recover from the damage and continue combat as if you were had
never been harmed.

This Miracle can also be used on other people. However, you must be close
enough to touch them, and can only heal Wounds they took during the current
Scene. Additionally, if you heal them from a fatal condition, they will not be revived
until the next scene.

CONDITION: If you heal yourself or someone else (of a meaningful Wound, not
just a scratch with no mechanical effects) using «Phoenix», the "used a Miracle
fittingly" bonus XP may be awarded.
Vasara Style Skills LIGHT BODY SHUKUCHI
STYLE SKILLS:
MAX SL: 5 MAX SL: 4
CHAKRA COMBO: Free COMBO: Free
TIMING: Constant TIMING: Setup Process
The Chakra Style Skills focus on
manipulating the qi within their TARGET: Self TARGET: Self
bodies to increase their prowess RANGE: None RANGE: None
in battle. DIFF: None DIFF: 10
VERSUS: None VERSUS: None
They possess many techniques
that can only be used by Wets. You dance through the air, leaping from Using unique breathing and movement
place to place at high speed. With a single techniques, you increase your speed
To be a Chakra is to forge your breath, you can make your body alight beyond that of your enemies.
like a bird and soar through the sky as if You gain a bonus to CS equal to your
own flesh and blood into a power you had wings. <♥Life>.
on par with any cyberware. You gain a [SL] bonus to the Result of This effect lasts until the end of the Cut.
<Athletics> Checks. Limit 1/Scene.

KNIFEHAND STRIKE MIND'S EYE IRON BODY


MAX SL: 5 MAX SL: 4 MAX SL: 4

COMBO: <Melee> COMBO: Refer COMBO: Alone


TIMING: Major TIMING: Reaction TIMING: Before Wound
TARGET: Single TARGET: - TARGET: Self
RANGE: Weapon RANGE: - RANGE: None
DIFF: Control DIFF: None DIFF: None
VERSUS: <Evasion> VERSUS: None VERSUS: None
You have forged your bare hands into You can sense danger with your mind's With this Guard Skill, you can harden your
weapons. Armor is of no use against eye, and thus avoid any attack. body until it is as solid as metal to repel
them. When you use this skill in a Combo, you attacks.
When you use this skill in a {Physical may make Reactions against {Physical Reduce the rating of the {Physical
Attack} Combo while unarmed, increase Attack} Combos with [Versus: Wound} you would take by [CV].
the Wound Rating by [SL×2]. Also, you Impossible]. Limit 1/Cut.
may change the Damage Type to either S
or P.

DISTANCE STRIKE BLADE STEP QI TEMPERING


MAX SL: 5 MAX SL: 4 MAX SL: 4

COMBO: <Melee> COMBO: <Evasion> COMBO: Declare


TIMING: Major TIMING: Reaction TIMING: Minor
TARGET: Single TARGET: Single TARGET: Self
RANGE: Short RANGE: Close RANGE: None
DIFF: Control DIFF: Result DIFF: None
VERSUS: <Evasion> VERSUS: None VERSUS: None
You have learned to attack a distant You evade an attack by jumping on top of By tempering your body with qi, you have
enemy using your qi. the weapon used. increased its suitability as a weapon.
When you use this skill is Combo while When you use this skill in a Dodge Check Increase the rating of {Physical Wounds}
unarmed, the range of your {Physical Combo, and are successful, one of the you inflict during this Main Process by
Attacks} and «Danse Macabre» change to target's weapons takes {BS: Capture}. [SL].
[Range: Short]. Also, increase the However, if you move, {BS: Capture} is Limit 1/Main Process.
Wound Rating of the Combo by [SL]. removed.
†FATE IN THE BALANCE †KUNG FU †FLOWING QI
MAX SL: 4 MAX SL: 4 MAX SL: 4

COMBO: Free COMBO: <Melee> COMBO: Alone


TIMING: Wound Calculation TIMING: Major TIMING: Refer
TARGET: Self TARGET: Single TARGET: Self
RANGE: None RANGE: Weapon RANGE: None
DIFF: None DIFF: Control DIFF: 10
VERSUS: None VERSUS: <Evasion> VERSUS: None
You stake the power of your own destiny You forge your body into a weapon You regulate the flow of your qi, achieving
upon this attack. Though you will do great beyond compare with any other. This level full control of your body.
damage, you leave yourself unguarded in of strength can only be achieved by pure Use this skill when you fail a Self-Control
order to do so. flesh and blood. Check. If successful, you succeed at the
Increase the rating of the {Physical When you use this skill in a {Physical Self-Control Check as well.
Wound} you are about to inflict by [CV]. Attack} Combo while unarmed, increase Limit 1/Cut.
However, after the attack is resolved, you the Wound Rating by your <♥Life>.
take {BS: Panic}. This skill may only be used by Wets.

†IRON FIST †PENETRATION †BODY WALL


MAX SL: 4 MAX SL: 4 MAX SL: 4

COMBO: <Melee> COMBO: <Melee> COMBO: Alone


TIMING: Major TIMING: Major TIMING: Before Wound
TARGET: Single TARGET: Single TARGET: Single
RANGE: Weapon RANGE: Weapon RANGE: Short
DIFF: Control DIFF: Control DIFF: None
VERSUS: <Evasion> VERSUS: <Evasion> VERSUS: None
You channel qi into your fist or your You release your qi into your enemy as You cover for an ally, taking an attack in
weapon, increasing the power of your you attack, damaging them with a burst their place.
attack. of energy. When you use this unique If successful, you take the {Physical
When you use this skill in a {Physical breathing technique, your enemy has no Wound} the target would have taken. You
Attack} Combo, increase the Wound choice but to endure it. also suffer any other effects you would
Rating by [DoS]. When you use this skill in a Combo, the have taken if the attack had targeted you
Damage Type of your unarmed attack in the first place.
changes to X. Limit [SL]/Cut.

※PRESSURE POINT STRIKE ※BAQUA ※CORPORIFY


MAX SL: 4 MAX SL: 4 MAX SL: 4

COMBO: <Melee> COMBO: Free COMBO: <Melee>


TIMING: Major TIMING: Setup Process TIMING: Major
TARGET: Single TARGET: Self TARGET: Single
RANGE: Weapon RANGE: None RANGE: Weapon
DIFF: Control DIFF: 10 DIFF: Control
VERSUS: <Evasion> VERSUS: None VERSUS: <Evasion>
You target your enemy's pressure points, You channel your qi throughout your You imbue your weapon with your qi,
attempting to know them unconscious entire being, dramatically boosting the making it as much a part of you as your
with a single blow. capabilities of both your mind and body. fists and your feet.
When you use this skill in a {Physical You gain a [(Result/10)+1] bonus to your When you use this skill in a Combo, you
Attack} Combo, you may play an <♠Reason, ♣Passion, and ♥Life>. may use any melee weapon for [Combo:
additional Wound Card. If as a result of This effect lasts until the end of the <Melee>] {Physical Attacks} even if
this effect you would inflict a Wound with Scene. they say that you must be unarmed.
a rating of 20 or more, you may render This skill may only be used by Wets.
the target {Unconscious} instead of the
usual effect of the Wound.
Legger

LEGGER
AS CUNNING AND CRUEL AS THE DEVIL HIMSELF

Leggers are typically members of criminal


organizations such as gangs, the mafia, and
yakuza. They're scum who trample on the weak
and suck up to the strong. But in this dog-eat-
dog world, there's no other way for people such
as them to survive. Many of them steal from
people, finding violence to be the most efficient
way to divest people of their belongings. That's
why Leggers are also known as "devils."

However, on rare occasions there are Leggers


with a sense of chivalry who follow a personal
code of honor. They are never understood by
their comrades, nor does it bring them any profit.
But to them, that is what it means to be a
Legger.

SPECIAL: When you choose to play a Legger,


you must also choose the organization that they ATTRIBUTES
are a member of. You can make up your own
organization if you want. If you have no idea, go ♠REASON: 2/4 ♣PASSION: 2/4
with "Kawato-rengou, Fujisaki-gumi." ♥LIFE: 2/4 ♦MUNDANE: 1/4

MIRACLE: UNTOUCHABLE

By destroying evidence and applying pressure to the right people, with this
Miracle you can pin the blame for anything on something else.

You suppress the facts and make it look like another person's fault. Nobody can
see through your deception unless they use another Miracle, such as «Exposure» or
«Truth».

Moreover, by calling upon your organization to apply pressure (both tangible


and intangible, but often violent) to the right individuals and by looking for legal
loopholes, you can erase all Social Wounds taken by a single character.

CONDITION: If you use «Untouchable» to your own profit, the "used a Miracle
fittingly" bonus XP may be awarded. This includes causing someone to be indebted
to you or extorting information from them.
Vasara Style Skills COERCION TRICKERY
STYLE SKILLS:
MAX SL: 5 MAX SL: 3
LEGGER COMBO: <Psychology> COMBO: Free
TIMING: Major TIMING: Constant
The Legger Style Skills are those
techniques they have developed TARGET: Single TARGET: Self
to survive in the harsh reality of RANGE: Weapon RANGE: None
the Neuro Age—those of escaping DIFF: Control DIFF: None
from others and working towards
VERSUS: <Will> VERSUS: None
their own personal profit by
whatever means possible. You assail your opponent with sharp You keep your weapon hidden, attacking
glares and fierce demands, intimidating your enemies when they least expect it,
They can find shelter, recover them into submission. and that's only the start of your dirty
When you use this skill in a {Mental tricks.
from Social Wounds, and use dirty Attack} Combo, increase the Wound You gain a [SL] bonus to the Result of
tricks to get the upper hand in Rating by [SL+2]. <Melee> and <Ranged> Checks.
battle.

To be a Legger is to survive no
matter what it takes.

BACK ROUTE CONCEALED WEAPONS CAMARADERIE


MAX SL: 5 MAX SL: 5 MAX SL: 4

COMBO: Free COMBO: Free COMBO: <Negotiation>


TIMING: Constant TIMING: Setup Process TIMING: Major
TARGET: Self TARGET: Self TARGET: Single
RANGE: None RANGE: None RANGE: Medium
DIFF: None DIFF: 10 DIFF: Control
VERSUS: None VERSUS: None VERSUS: <Negotiation> <Will>

By using less-than-legal channels, you You hide your weapons in your clothes. In the Legger fashion, you ingratiate
acquire goods with greater ease than If successful, you may immediately access yourself to a person.
upstanding citizens can. and equip up to [SL] Outfits of your You gain a new <Contact> skill named for
You gain a [SL] bonus to the Result of choice that you already possess. the target with an SL of [(Result/10)+1].
<Stature> Acquisition Checks. You choose the suit(s).
This effect lasts until the end of the Act.

CANNONBALL SLEIGHT OF HAND CODE OF HONOR


MAX SL: 5 MAX SL: 3 MAX SL: 5

COMBO: <Melee> <Ranged> COMBO: Declare COMBO: Free


TIMING: Major TIMING: Minor TIMING: Constant
TARGET: Single TARGET: Self TARGET: Self
RANGE: Weapon RANGE: None RANGE: None
DIFF: Control DIFF: None DIFF: None
VERSUS: - VERSUS: None VERSUS: None
You attack your enemy, fixated upon You can filch small things with ease, You're known in the underworld as a
taking their life. Few foes can stand whether you're at the street markets or person who believes in honor among
against your ruthless assault. gambling. thieves, one who gives respect where
When you use this skill in a {Physical When you declare this skill with a Minor respect is due, and a bearer of other such
Attack} Combo, increase the Wound Action, you can perform up to [SL+1] universally admired qualities.
Rating by [SL+3]. other Minor Actions. However, you cannot You gain a [SL] bonus to the Result of
use any other Minor Action that would <Society: Street> Checks.
allow you to take further Minor Actions
(such as this one.) It is unnecessary to
make a Check to use this skill.
†BLOOD IN THE WATER †NAIL IN THE COFFIN †SCAPEGOAT
MAX SL: 4 MAX SL: 4 MAX SL: 4

COMBO: <Melee> <Ranged> COMBO: <Intrigue> COMBO: Alone


TIMING: Major TIMING: Major TIMING: Before Wound
TARGET: Single TARGET: Single TARGET: Single
RANGE: Weapon RANGE: None RANGE: Refer
DIFF: Control DIFF: Control DIFF: None
VERSUS: - VERSUS: <Stature> VERSUS: None
Even as your enemy reels, you aim for You hand out money like candy to deal the You take the heat for someone's crimes to
their weak point. final blow to your foe's reputation. repay all they've done for you.
When you use this skill in a {Physical When you use this skill in a {Social If successful, you take the {Social Wound}
Attack} Combo, increase the Wound Attack} Combo and hit, you may increase in the place of a target who you know the
Rating by [DoS]. This skill only has an the Wound Rating by spending Credits. Address of. You also suffer any other
effect if the target has any {Bad Status} effects you would have taken if the attack
or has taken any Wounds. had targeted you in the first place.
Limit [SL]/Scene.

†VITAL ATTACK †FELL BLADE †BLUFF


MAX SL: 4 MAX SL: 4 MAX SL: 4

COMBO: <Melee> <Ranged> COMBO: Other COMBO: <Psychology>


TIMING: Major TIMING: Major TIMING: Major
TARGET: Single* TARGET: Single TARGET: Single
RANGE: Weapon RANGE: - RANGE: Weapon
DIFF: Control DIFF: Control DIFF: Control
VERSUS: - VERSUS: - VERSUS: <Will>
You target an opponent's vital organs to Your attack engraves fear into your foe's You lure in your opponent with your
hinder their ability to act. heart. words, inviting them to come at you and
When you use this skill in a Combo, and When you use this skill in a Combo, and leave an opening for a counterattack.
inflict at least a 1-point {Physical Wound}, inflict at least a 1-point {Physical Wound}, When you use this skill in a {Mental
the target must make a <♥Life> Self- the target takes {BS: Weakness}. Attack} Combo, immediately after the
Control Check. If they fail, they lose an This effect continues until the Wound target makes their Reaction, you may play
AR. linked to the effect is healed. a different card from your hand to
substitute for the original. Discard the
original card. You may not make any other
changes to the Combo.
Limit [SL]/Scene.

※THE LOOK ※ZIP IT! ※FINAL WAGER


MAX SL: 4 MAX SL: 4 MAX SL: 4

COMBO: Free COMBO: Other COMBO: Other


TIMING: Major TIMING: Major TIMING: Major
TARGET: Single TARGET: - TARGET: -
RANGE: Medium RANGE: - RANGE: Weapon
DIFF: Control DIFF: None DIFF: None
VERSUS: <Will> VERSUS: - VERSUS: Impossible
Your diabolical glare puts pressure on your Your explosive reasoning makes your You're prepared to attack with all your
opponent, limiting their ability to act. opponent incapable of arguing against strength even if it costs you your life.
The target cannot take Minor Actions. you. When you use this skill in a {Physical or
Treat this effect as a {Bad Status} that When you use this skill in an attack Mental Attack} Combo, increase the
may can only be removed if the target Combo, the target may not include Wound Rating by [DoS]. Also, no
spends a Major Action to do so. <Negotiation> in their Combo when they Reaction may be made against your
make a Reaction. Check. However, after the attack is
Limit [SL]/Act. resolved, you receive {BS: Panic}.
Kabutowari

KABUTOWARI
THE BULLETS THAT CHANGE FATE

Kabutowari are snipers—often considered a


subprofession of assassins. Though the age may
have changed, their image has not.

In a broad sense, the term Kabutowari


encompasses anyone who is a professional
gunfighter. Both flashy duelists who use
handguns and snipers who lie in wait for the
perfect opportunity are known as Kabutowari. To
handle a gun with precision, controlling the
trajectory of your shots as adeptly as the artist
controls their brush, is the true mark of the
Kabutowari.

To a Kabutowari, the common wisdom of


fighting at a distance no longer applies. With
their tempered and versatile skills, they cannot
be described solely as long-range fighters. The
legendary sharpshooters of history left their foes ATTRIBUTES
crawling in the dust with a single shot, and upon
this earth as well, there is no place one can ♠REASON: 2/4 ♣PASSION: 0/4
escape from their bullets. ♥LIFE: 2/3 ♦MUNDANE: 3/5

MIRACLE: COUP DE GRACE

With this Miracle, you can target an enemy with an unavoidable shot.

A single character of your choice (or a single group of Troops) instantly


becomes Dead. If the target is present in the same scene with you, even being
surrounded by bodyguards or hidden on the other side of a wall won't save them
from death. However, during Cut Progression, you cannot target characters within
Close Range.

Instead of causing instant death, you may also inflict any level of Physical
Wound upon the target that you would prefer. Damage inflicted by «Coup de
Grace» cannot be prevented, reduced, or healed by any means other than another
Miracle.

CONDITION: If you kill or deal damage to another character using «Coup de


Grace», and it's not prevented by another Miracle, the "used a Miracle fittingly"
bonus XP may be awarded.
Vasara Style Skills AIMING QUICK DRAW
STYLE SKILLS:
MAX SL: 4 MAX SL: 5
KABUTOWARI COMBO: Free COMBO: Free
TIMING: Setup Process TIMING: Constant
The Kabutowari Style Skills focus
upon their speciality: combat with TARGET: Self TARGET: Self
guns. RANGE: None RANGE: None
DIFF: 10 DIFF: None
They have skills that let them
VERSUS: None VERSUS: None
hold their own in close combat
and rule the battlefield from afar. You aim at your targets, preparing to With your superior speed, you can draw
strike with flawless accuracy. your weapon and attack in one swift
You gain a [Result/10] bonus to the motion.
Result of {Physical Attack} Checks made You gain a [SL] bonus to the Result of
during this Cut. <Ranged> Checks when they are made
This effect lasts until the end of the Cut. as part of a Major Action. Also, you may
equip a ranged weapon at the same time
as you make a {Physical Attack}.

GUN FU SHARPSHOOTER PIERCING SHOT


MAX SL: 4 MAX SL: 5 MAX SL: 4

COMBO: <Ranged> COMBO: Free COMBO: <Ranged>


TIMING: Major TIMING: Constant TIMING: Major
TARGET: Single TARGET: Self TARGET: Single
RANGE: Close RANGE: None RANGE: Weapon
DIFF: Control DIFF: None DIFF: Control
VERSUS: <Evasion> VERSUS: None VERSUS: <Evasion>
You can use your guns as melee weapons You can shoot with enough accuracy for Your skillful attacks find gaps in the
in close combat. your bullet to pass through the hole of a target's armor, piercing it with ease.
When you use this skill in a Combo with a needle. Your skills raise shooting to an art When you use this skill in a {Physical
{Physical Attack} or «Coup de Grace», form. Attack} Combo, you ignore up to [DoS]
their range changes to [Range: Close]. You gain a [SL+1] bonus to the Result of points of the target's armor.
Also, you may include skills with [Combo: <Ranged> Checks made as a Reaction.
<Melee>] into this {Ranged Attack}
Combo. However, you must use a (Slot:
One Hand) weapon to make the attack.

RICOCHET BLIND SHOT FANNING


MAX SL: 4 MAX SL: 4 MAX SL: 5

COMBO: <Ranged> COMBO: <Ranged> COMBO: <Ranged>


TIMING: Major TIMING: - TIMING: Major
TARGET: - TARGET: - TARGET: Single
RANGE: - RANGE: - RANGE: Weapon
DIFF: None DIFF: None DIFF: Control
VERSUS: <Perception>* VERSUS: - VERSUS: <Evasion>
Your bullet ricochets, making its trajectory No matter how dark your surroundings, Using your superior firing speed, you
hard to predict—and hard to dodge. you can aim for your target at will. make an attack as fast as a full-auto
When you use this skill in a {Physical When you use this skill in a Combo, you weapon.
Attack} Combo, the target may only make may ignore any penalties to When you use this skill in a {Physical
a Reaction to it if their Combo includes <Perception>. Attack} Combo, treat the weapon used as
<Perception>. if it had (FAn) and make a Full-Auto Attack
with it, where n is equal to [SL+3].
†INTERCEPT †SUPPRESSION FIRE †BLACK WING STYLE
MAX SL: 4 MAX SL: 4 MAX SL: 5

COMBO: Alone COMBO: <Ranged> COMBO: None


TIMING: Refer TIMING: Setup Process TIMING: Constant
TARGET: Single TARGET: Single TARGET: Self
RANGE: Weapon RANGE: Weapon RANGE: None
DIFF: Control DIFF: Control DIFF: None
VERSUS: None VERSUS: <Evasion> VERSUS: None
With a precision shot, you hinder your You lay down a curtain of fire around your You are able to simultaneously attack with
target's action. opponent's vicinity in order to limit the two ranged weapons at the same time.
Use this skill when the target declares a actions they can take. You may combine the (ATK) of two ranged
Check. The target takes a penalty to the You must be equipped with a Full-Auto weapons with no less than (Hide: [10-
Result of their Check equal to [(ATK) of Capable weapon in order to use this skill. SL]) that you have equipped. If the
one of your equipped weapons]. Using this skill counts as making a Full- weapons possess different Damage Types,
After, you lose an AR. Auto Attack. Reduce the target's CS by you may choose which to use.
[(ATK) of one of your equipped
weapons] (minimum 0).
This effect lasts until the end of the Cut.

†BULLETSTORM †PARRYING SHOT †KILLER SHOT


MAX SL: 4 MAX SL: 4 MAX SL: 4

COMBO: <Ranged> COMBO: <Ranged> COMBO: <Ranged>


TIMING: Major TIMING: Reaction TIMING: Major
TARGET: Area (P) TARGET: - TARGET: Single
RANGE: Weapon RANGE: - RANGE: Weapon
DIFF: Control DIFF: None DIFF: Control
VERSUS: <Evasion> VERSUS: None VERSUS: <Evasion>
You spray bullets across an entire area, You attempt to deflect an attack using a You aim for your target's vital organs,
catching multiple targets in the crossfire, shot from your gun. Even if you don't increasing the damage they take. With
whether friend or foe. succeed, the force of your enemy's attack your unmatched accuracy, this is as easy
When you use this skill in a {Physical will be weakened. for you as any other shot.
Attack} Combo, its target changes to Use this skill in the Combo for a Parry When you use this skill in a {Physical
[Target: Area (P)]. However, if you make Check while equipped with a ranged Attack} Combo, increase the Wound
a Full-Auto Attack with this skill, it instead weapon. Treat the weapon's (ATK) as its Rating by [DoS].
changes to [Target: Area]. (Parry).

※ZEN GUN ※PINPOINT ※METEOR SHOWER


MAX SL: 1 MAX SL: 4 MAX SL: 1

COMBO: <Ranged> COMBO: <Ranged> COMBO: <Ranged>


TIMING: Major TIMING: Major TIMING: Major
TARGET: Single TARGET: Single TARGET: Scene (P)
RANGE: Weapon RANGE: Weapon RANGE: Weapon
DIFF: Control DIFF: Control DIFF: Control
VERSUS: <Evasion> VERSUS: <Evasion> VERSUS: <Evasion>
You make multiple attacks simultaneously Your accuracy is so flawless that you can You fill the air with bullets, hitting every
at the same time. hit the enemy anywhere you want. one of your opponents.
When you use this skill in a Combo, you When you use this skill in a Combo and When you use this skill in a {Ranged
may include up to [SL+1] Major Action inflict a {Physical Wound} on the target, Attack} Combo, its target changes to
{Physical Attacks}. You do not decrease after calculating its rating, you may [Target: Scene (P)].
your AR more than normal, but all attacks choose to instead inflict any Wound Limit [SL]/Act.
must be in the same Combo as this skill. Rating up to and including the calculated
rating to inflict on the target. However,
the enemy may use Guard Skills after you
have made your choice.
Highlander

HIGHLANDER
FALLEN ANGELS DIVESTED OF THEIR FEATHERED ROBES

Highlanders are elites born and raised in


orbit. Most of their kind have forsaken the Earth
entirely, living in unimaginable prosperity.

As they were raised in sterile environments


perfectly tuned so as not to tax their bodies, they
are physically weak. They also tend to differ
greatly in their mentality from those born on
Earth, often being philosophically minded and
believing that the future of the human race is
only to be found in orbit.

However, there are a rare few who take a


dangerous interest in the Earth, and as a result
have their memories sealed and are exiled to its
surface.

SPECIAL: When you choose to play a


Highlander, you should also decide on a basic ATTRIBUTES
outline of your character's sealed memories. The
Director is free to elaborate and expand on them. ♠REASON: 2/5 ♣PASSION: 2/5
♥LIFE: 0/1 ♦MUNDANE: 3/5

MIRACLE: NEMESIS

This Miracle allows you to demonstrate the true power of the Highlanders.

You still possess the birthright to call upon benefactors you have never laid
eyes upon and have them grant your wishes. For example, if you desire the secrets
of a megacorp, they are yours. If you need something destroyed by an orbital
superlaser, it's as good as done.

You do not know why these wishes of yours are granted, nor does anyone else
you might meet. It's mysterious... perhaps even sinister.

There are no explicit limits on what can be done using «Nemesis». If it seems
suitably dramatic, you can do anything you want. If the Director is concerned by
this, they may wish to limit this Miracle to only being able to produce an effect
similar to other Miracles.

CONDITION: If by using «Nemesis», you bring hope to another person, the


"used a Miracle fittingly" bonus XP may be awarded.
Vasara Style Skills ATTENTION INNOCENT
STYLE SKILLS:
MAX SL: 5 MAX SL: 5
HIGHLANDER COMBO: None COMBO: None
TIMING: Constant TIMING: Constant
The Highlander Style Skills focus
on the special privileges they TARGET: Self TARGET: Self
have as celestials, and the power RANGE: None RANGE: None
sealed in their memories. DIFF: None DIFF: None
VERSUS: None VERSUS: None
Their wrath has the power to
shake the heavens and earth. As a celestial, your majestic voice Your pure spirit remains untainted by the
commands attention, and no one can fail base desires that rule those who have
To be a Highlander is to reawaken to hear what you have to say. That is your known only the Earth as their home.
privilege as a superior breed of humanity. Attempts at bribery, seduction, and other
the great power you once had. You gain a [SL] bonus to the Result of such wheedling are no more than a source
<Negotiation> Checks made as part of a of amusement to you.
Major Action. You gain a [SL] bonus to the Result of
<Will> Checks made as a Reaction.

HIDDEN BUDDY HELPING HAND HALO


MAX SL: 5 MAX SL: 4 MAX SL: 5

COMBO: Alone COMBO: <Will> COMBO: Refer


TIMING: Appearance, Major TIMING: Reaction TIMING: Reaction
TARGET: Self TARGET: - TARGET: -
RANGE: None RANGE: - RANGE: -
DIFF: None DIFF: Result DIFF: None
VERSUS: None VERSUS: None VERSUS: None
You can call a mysterious existence known When you encounter danger, someone You have an aura of divinity that wards
as your Buddy to your aid. While they always reaches out to help you. You don't you from hostile intent.
might appear using your PockeTRON, a know who they are, but before you know When you use this skill in a Combo, you
public DAK, or something else, they're it, you're always pushed out of the way of may make Reactions against {Physical
always the same Buddy. an attack. and Mental Attack} Combos with
When you make an Appearance Check or You may use this skill to make a Dodge [Versus: Impossible].
an Information Gathering Check, you may Check. Also, if your Check fails, reduce the
use this skill as a substitute for any Wound Rating you would take by [SL].
<Society> skill other than <Society:
Japan>.

DEJA VU HEAVEN'S FAVOR HOLOGRAM


MAX SL: 4 MAX SL: 5 MAX SL: 4

COMBO: Free COMBO: Free COMBO: <Contact> <Society>


TIMING: Major TIMING: Major TIMING: Refer
TARGET: Self TARGET: Single TARGET: Self
RANGE: None RANGE: Extreme RANGE: None
DIFF: Refer DIFF: 10 DIFF: Appearance Difficulty
VERSUS: None VERSUS: None VERSUS: None
From somewhere within your lost This skill allows you to bestow the special You can appear in a scene as a hologram.
memories, you remember a scrap of power of the Highlanders upon others. When you use this skill in a Appearance
knowledge pertinent to the current The target may choose one non-Style Skill Check Combo, you gain a [SL] bonus to
situation. they already have acquired. The target the Result. If you appear in the Scene, you
If successful, the Director must provide a gains a [SL] bonus to the Result of may not attack. If you are attacked, you
hint or some kind of information that you Checks made with the chosen skill. suffer no ill effect, but must immediately
could have remembered from the past. This effect lasts until the end of the Retreat from the Scene.
The Director may set the Difficulty to Scene.
whatever seems appropriate, but 10 is a
good default.
†DADDY LONG LEGS †ANGEL OF DEATH †GUARDIAN ANGEL
MAX SL: 4 MAX SL: 4 MAX SL: 5

COMBO: Alone COMBO: Other COMBO: <Will>


TIMING: Major TIMING: Major TIMING: Major
TARGET: Self TARGET: Single TARGET: Single
RANGE: None RANGE: Weapon RANGE: Weapon
DIFF: None DIFF: Control DIFF: Control
VERSUS: None VERSUS: - VERSUS: <Evasion>
You have a mysterious financial Lethal combat techniques are imprinted In your defense, an attack from some
benefactor. You know nothing about them, upon your body and mind. However, they unknown place comes to strike at your
yet whenever you need something, they also have built-in safety measures that enemy.
provide for you. prevent you from attacking your own When you use this skill in a Combo with
If successful, you receive a number of kinfolk. <Ranged>, treat the attack as if made by
Credits equal to the Result of this Check. When you use this skill in a {Physical and a weapon with (ATK: P+10+SL / Range:
Limit 1/Act. Mental Attack} Combo, increase the Short-Medium). Also, you may target
Wound Rating by [DoS]. This skill has no Ghosts with this attack.
effect against other Highlander
characters.

†SUBCONSCIOUS MEMORIES †HEAVEN'S TUNING †WINGS OF GUIDANCE


MAX SL: 4 MAX SL: 4 MAX SL: 4

COMBO: None COMBO: Alone COMBO: Alone


TIMING: Major, Reaction TIMING: Before Wound TIMING: Major
TARGET: - TARGET: Self TARGET: Single*
RANGE: - RANGE: None RANGE: Extreme
DIFF: - DIFF: Refer DIFF: None
VERSUS: - VERSUS: None VERSUS: None
Your body or mind unconsciously reacts to Your spirit is perfectly tuned, and you can Your powerful privileges allow you to
a threat. delay effects that would cause weaker guide the target in their actions.
You may substitute this skill for any non- wills to instantly falter. If successful, give the card used for this
Style Skill, except for <Contact> and If successful, do not apply the effects of Check to the target. The target may
<Society>. Any effects from other Style the {Mental Wound} you would receive immediately take a Main Process. They do
Skills you possess that would affect the until the Cleanup Process of this Cut. The not lose an AR for taking this Main
subtituted skill in question also affect this Difficulty of this Check is equal to the Process, and may take it even if they have
skill. For example, if you use this skill as a Wound Rating. 0 AR. However, during this Main Process,
substitute for <Melee> in a Combo with they must use the card given to them for
«Windless Blade», then «Iai» will affect it. their Major Action Check.

※ANGEL OF SALVATION ※CELESTIAL ※SEALED MEMORIES


MAX SL: 4 MAX SL: 5 MAX SL: REFER

COMBO: Alone COMBO: Free COMBO: Refer


TIMING: Refer TIMING: Constant TIMING: Refer
TARGET: Single TARGET: - TARGET: Refer
RANGE: Extreme RANGE: - RANGE: Refer
DIFF: 10 DIFF: None DIFF: Refer
VERSUS: None VERSUS: - VERSUS: Refer
You share the power of heaven with your As a celestial, you possess powers beyond You remember knowledge of another style
companion. the ability of others to comprehend. from deep within your sealed memories.
Use this skill when the target declares a "Failure" was not a word that you knew When you acquire this skill, you may
Check. The target gains a [CV] bonus to the meaning of, prior to your descent to choose one Style Skill from a Style other
the Result of their Check. Earth. than Highlander and acquire it. You may
After, you lose an AR. You gain a [SL] bonus to the Result of not acquire an Ultimate Skill. Record the
every Check you make. skill like: "Memory: Quick Draw". You may
not acquire more than one instance of this
skill.
Mayakashi

MAYAKASHI
BEYOND THE GATE OF THE STARS, NAVIGATORS IN THE SEA OF EMOTION

The Mayakashi are illusionists and fortune


tellers. They are those whose spiritual power
allows them to read peoples' feelings, memories,
and hearts. They also have the power to perceive
that which others cannot, that which exists on a
plane above reality.

While Vasara use their supernatural powers


to manipulate the physical world, Mayakashi
instead manipulate the world of the senses. They
can assault others' perception and cause them to
see and hear illusions.

It is said they can also contact astral beings,


or open gateways to the world of the dead.
Incidents of group hysteria in the distant past,
such as tales of being spirited away, were likely
the work of Mayakashi. The illusions of a
Mayakashi can beguile people until eventually ATTRIBUTES
they believe them to be the truth.
♠REASON: 3/5 ♣PASSION: 3/5
♥LIFE: 0/2 ♦MUNDANE: 1/4

MIRACLE: GUARDIAN

You call upon the help of a higher power or subconsciously foretell the future to
escape from danger with this Miracle.

You can erase the effect of one instance of a Wound upon a single character,
i.e. the consequences of one Check or one Miracle.

However, if any other characters suffered negative effects as a result of the


same Check or Miracle, those effects remain. In other words, if an attack has
[Timing: Area], you can only protect one of the characters targeted by it.

CONDITION: If you heal yourself or someone else (of a meaningful Wound, not
just a scratch with no mechanical effects) using «Guardian», the "used a Miracle
fittingly" bonus XP may be awarded.
Vasara Style Skills AURA CLOAK ORACLE
STYLE SKILLS:
MAX SL: 5 MAX SL: 4
MAYAKASHI COMBO: Free COMBO: <Will>
TIMING: Constant TIMING: Major
The Mayakashi Style Skills focus
upon meddling with their TARGET: Self TARGET: Self
opponents' spirits, conjuring RANGE: None RANGE: None
illusions with the power of your DIFF: None DIFF: None
own spirit, and venturing into the
VERSUS: None VERSUS: None
astral realm.
You cloak your spirit in the stuff of the You seek words of guidance and prophecy
They can sense others' mental Astral World, rendering it difficult for from the higher existences of the Astral
state, a power popularly known others to delve inside your mind through World.
means natural or supernatural. If successful, the Director must give you a
as ESP. You gain a [SL] bonus to the Result of hint or a prophecy of events to come. The
<Will> Checks made as a Reaction. Director may set the Difficulty at
To be a Mayakashi is to delve into whatever seems appropriate, but 10 is a
spiritual matters and wield good default.
powerful mental attacks in battle.

PSYCHOTHERAPY PSYCHOMETRY SCARE


MAX SL: 5 MAX SL: 4 MAX SL: 3

COMBO: <Will> COMBO: <Perception> COMBO: <Psychology>


TIMING: Major TIMING: Major TIMING: Major
TARGET: Single TARGET: Single TARGET: Single
RANGE: Medium RANGE: Refer RANGE: Medium
DIFF: Refer DIFF: Control DIFF: Control
VERSUS: None VERSUS: <Will> VERSUS: <Will>
You heal the target's mental wounds. You can sense information about a person You can manipulate the target's spirit to
You can heal one {Mental Wound} the just by examining something with an evoke fear in them even from a distance.
target took from a Combo. affinity to them. If you have an item linked When you use this skill in a {Mental
The Difficulty of the Check is equal to the to the target (such as a personal Attack} Combo, its range changes to
Wound Rating. possession, or a strand of their hair) you [Range: Medium].
You gain a [SL] bonus to the Result of the can learn information about them even if
Check. they are not present in the current Scene.
You cannot heal {Coma} or {Catatonia}. Although their physical appearance is the
most basic thing you can learn, you are
not limited to that. What information you
can learn is up to the Director.

HARMONICS MIND LINK RAPPORT


MAX SL: 5 MAX SL: 4 MAX SL: 4

COMBO: Free COMBO: <Will> COMBO: <Will>


TIMING: Major TIMING: Major TIMING: Major
TARGET: Single TARGET: Single TARGET: Single
RANGE: Medium RANGE: Extreme RANGE: Extreme
DIFF: 10 DIFF: Control DIFF: 10
VERSUS: None VERSUS: <Will> VERSUS: <Will>
You attune with the ether in the You connect to the target's mind, You strengthen two peoples' bond with
surrounding area in order to heal your extracting information from them whether each other. The target gains [Result/10]
target's mental afflictions. they're willing to give it up or not. additional SL in a <Contact> skill of their
When you use this skill in a Combo, the You may ask the target any yes/no choice they already have. They choose
target may recover from up to [SL] {Bad question, or inquire about a single proper the suit(s). This effect lasts until the end
Statuses}. noun. The target must answer your of the Scene, but if the target spends a
question honestly. However, if the target number of Credits equal to the SL gained
successfully passes a <♣Passion> Self- through this skill, it lasts the Act instead.
Control Check, they may avoid answering. If you Combo this skill with one of your
own <Contact> skills, the target gains the
same <Contact> with the specified SL.
†ILLUSION †SEAL †DEMORALIZE
MAX SL: 4 MAX SL: 4 MAX SL: 4

COMBO: <Psychology> COMBO: <Psychology> COMBO: <Will>


TIMING: Major TIMING: Major TIMING: Reaction
TARGET: Single TARGET: Single TARGET: Single
RANGE: Weapon RANGE: Weapon RANGE: Extreme
DIFF: Control DIFF: Control DIFF: Result
VERSUS: <Will> VERSUS: <Will> VERSUS: None
You cause the target to see lingering You place a seal upon the target's You attempt to stop an attack by
phantoms, filling them with terror and consciousness. diminishing the target's killing intent and
increase the wounds of their psyche. When you use this skill in a Combo, and will to fight.
When you use this skill in a {Mental inflict at least a 1-point {Mental Wound} Use this skill as a Reaction against a
Wound} Combo, increase the Wound on the target, the target takes {BS: {Physical or Mental Attack} targeting
Rating by [DoS]. Pressure (A suit of your choice)}. another character. If you win the Opposed
Check, the entire attack is negated.
After, you lose an AR and take {BS: Doped
(Minor)}.

†BIND †MIND BREAK †GHOST PSYCHE


MAX SL: 4 MAX SL: 4 MAX SL: 4

COMBO: Other COMBO: <Psychology> COMBO: Alone


TIMING: Major TIMING: Major TIMING: Before Wound
TARGET: Single* TARGET: Area (P) TARGET: Single
RANGE: Weapon RANGE: Close* RANGE: Close
DIFF: Control DIFF: Control DIFF: None
VERSUS: <Evasion> <Will> VERSUS: <Will> VERSUS: None
You lay a binding curse upon the target's You release fierce waves of mental You take a mental attack in the target's
consciousness, arresting their physical energy, affecting the consciousness of all place.
movements. your enemies close by. This technique is If successful, you take the {Mental
When you use this skill in a Combo, and known by names such as the "Cloud of Wound} the target would have taken. You
inflict at least a 1-point {Physical or Sleep." also suffer any other effects you would
Mental Wound}, the target must make a When you use this skill in a {Mental have taken if the attack had targeted you
<♥Life> Self-Control Check. If they fail, Attack} Combo, its target changes to in the first place.
they reduce their AR by 1. [Target: Area (P)]. Limit [SL]/Cut.
Limit [SL]/Scene.

※POSSESSION ※RITUAL SORCERY ※AMNESIA


MAX SL: 4 MAX SL: 3 MAX SL: 4

COMBO: <Will> COMBO: <Will> COMBO: Free


TIMING: Major TIMING: Major TIMING: Major
TARGET: Single TARGET: Single TARGET: Single
RANGE: Short RANGE: Refer RANGE: Weapon
DIFF: Control DIFF: None DIFF: Control
VERSUS: <Will> VERSUS: <Will> VERSUS: <Will>
You can take control of someone's body, You curse the target from afar. You manipulate the target's memories.
directing their actions for a few moments. This skill allows you to target a character When you use this skill in a Combo, and
You may give a single order to the target. with Mayakashi Style Skills even when inflict a {Mental Wound} or successfully
The Director has the final say on what they are Backstage. use «Gospel», you may change or erase
constitutes a single order, but it should be To use this skill, you must either know the one of the target's memories.
no more than can be accomplished with a target's Address, or have a possession of This effect lasts until the Wound linked to
single Major Action. theirs similar to that required by this effect is healed.
«Psychometry».
You cannot use this skill in a Combo with
skills that attempt to inflict Wounds.
Limit [SL]/Act.
Talkie

TALKIE
WITH THE RISE OF THE SUN COMES THE LATEST NEWS

Talkies are those who make a career out of


the news—reporters, cameramen, journalists,
and others who work in media.

In a megaplex such as TOKYO N◎VA , the


news is a huge industry. Reporters comb the city
searching for the latest scandalous and shocking
scoops.

Most such individuals are only interested in


creating the next lurid headline that will astound
the people of TOKYO N◎VA, but there are some
who believe in the news as a force of justice.

These Talkies fight day and night to


investigate suspicious incidents and discover the
truth behind them, in order to fight the
corruption and injustice that permeates TOKYO
N◎VA . ATTRIBUTES

♠REASON: 2/5 ♣PASSION: 3/5


♥LIFE: 1/3 ♦MUNDANE: 1/3

MIRACLE: EXPOSURE

Without heed of the broadcast code, and no matter how much it puts your job
at risk, this Miracle allows you to make something public.

When you use «Exposure», the news you reveal can either inflict a Social
Wound upon a target or heal a single Social Wound they have already received. If
you choose to inflict a Social Wound, the Director decides its severity. If they are
unsure, draw two cards from the deck and add their values together, then look up
the result on the Social Wound Chart. This damage cannot be prevented or healed
by any means other than another Miracle.

CONDITION: If by using «Exposure», you bring to public attention what you


believe to be the truth and it changes the world (even if only a little,) the "used a
Miracle fittingly" bonus XP may be awarded.
Vasara Style Skills INTERVIEW DECISIVE MOMENT
STYLE SKILLS:
MAX SL: 4 MAX SL: 5
TALKIE COMBO: <Negotiation> COMBO: <Art: Arrange>
TIMING: Major TIMING: Major
Talkie Style Skills focus on the
useful skills they learn in their TARGET: Single TARGET: Single
news-gathering lifestyles. RANGE: Extreme RANGE: Weapon
DIFF: Control DIFF: Control
They can gather information and
VERSUS: <Will> VERSUS: <Will>
wage social battles with the
powerful corporate or criminal You use your expect oratory skills to You reveal your knowledge of the target's
enemies they often make. extract information from your target. crimes, inflicting a large shock on their
The target must make a <♠Reason> Self- psyche.
Control Check. If the target fails, they let When you use this skill in a {Mental
slip a honest answer to one of your prying Attack} Combo, increase the Wound
questions. However, the answer may be Rating by [SL+2].
untrue if the target is mistaken about the
truth.

FORESIGHT ANONYMOUS SOURCE NEWS SOURCE


MAX SL: 5 MAX SL: 5 MAX SL: 5

COMBO: Other COMBO: Free COMBO: Free


TIMING: Appearance Check TIMING: Constant TIMING: Constant
TARGET: Self TARGET: Self TARGET: Self
RANGE: None RANGE: None RANGE: None
DIFF: Appearance Difficulty DIFF: None DIFF: None
VERSUS: <Stealth> VERSUS: None VERSUS: None
You appear in an important scene with When you investigate an incident, you can You have a multitude of well-connected
your camera at the ready. draw upon anonymous sources. As a sources to draw upon when you begin
When you use this skill in an Appearance result, you and them alike are sheltered to your investigations.
Check Combo, you gain a [SL] bonus to an extent from the wrath of the powerful. You gain a [SL] bonus to the Result of
the Result of that Check. Also, when you When you make a Reaction against a <Contact> or <Society: Media> Checks.
appear, you may bring a camera or other {Social Attack}, you gain a [SL] bonus to
reporting-related equipment. Any the Result of that Check.
character appearing in the Scene may
make a <Stealth> Check as a Reaction to
your Appearance Check.

BACKSTAGE PASS FAST TALK PHOTOGENIC


MAX SL: 5 MAX SL: 5 MAX SL: 4

COMBO: Free COMBO: Free COMBO: Alone


TIMING: Appearance Check TIMING: Constant TIMING: Major
TARGET: Self TARGET: Self TARGET: Single
RANGE: None RANGE: None RANGE: Extreme
DIFF: Appearance Difficulty DIFF: None DIFF: 10
VERSUS: None VERSUS: None VERSUS: None
Whether through bluffs or forgery, you Whether you're making grandiose You take amazing photos and videos.
can get into anywhere you want to be. As speeches or bantering back and forth, you You're able to make anyone look their
a Talkie, sometimes you've gotta sneak in have a way of shutting down your most beautiful.
through the front door. opponents' rebuttals. The target may draw up to [Result/10]
When you use this skill in an Appearance You gain a [SL] bonus to the Result of cards from the deck. They then must
Check Combo, you gain a [SL] bonus to <Negotiation> Checks. discard cards of their choice until they
the Result of that Check. have a hand of 4 cards again.
†THE WALLS HAVE EARS †EMERGENCY BROADCAST †SHUTTER CHANCE
MAX SL: 4 MAX SL: 4 MAX SL: 4

COMBO: <Society: Media> COMBO: Alone COMBO: Alone


TIMING: Major TIMING: Before Wound TIMING: Refer
TARGET: Self TARGET: Single TARGET: Single
RANGE: None RANGE: Extreme RANGE: Extreme
DIFF: Refer DIFF: None DIFF: Control
VERSUS: None VERSUS: None VERSUS: None
In this city, there's no place that a fellow You make an emergency broadcast in You impair the target's action with a
Talkie isn't keeping tabs on. order to counter your enemy's social blinding flash of your camera.
When you use this skill in an Information attack, diminishing its effect. Use this skill when the target makes an
Gathering Combo with <Society: Media>, Use this skill when the target would attack. The target takes a [SL×2] penalty
you may treat it as if it were any other receive a {Social Wound}. If successful, to the Result of their Check.
<Professional Society> skill. However, reduce the rating of the {Social Wound} After, you lose an AR.
this skill may not be used for Appearance by [CV].
Checks or {Social Attacks}.

†SCOOP †PAPARAZZI †FLASH FLASH


MAX SL: 4 MAX SL: 4 MAX SL: 4

COMBO: <Society: Media> COMBO: Free COMBO: <Art: Arrange>


TIMING: Major TIMING: Major TIMING: Major
TARGET: Single TARGET: Single* TARGET: Single
RANGE: None RANGE: Extreme RANGE: Medium
DIFF: Control DIFF: Control DIFF: Control
VERSUS: Impossible VERSUS: <Will> VERSUS: <Will>
You grab a scoop that nobody else knows The incessant flashing of your camera and The flashing of your camera causes your
about and rush it to the presses. The your barrage of questions make it difficult target to lose their cool; their anger
target is hard pressed to react to the for your target to do anything. impairs their actions.
sudden revelations. The target must make a <♣Passion> The target receives {BS: Pressure (A suit
When you use this skill in a {Social Self-Control Check. If the target fails, they of your choice)}.
Attack} Combo, the target may not make reduce their AR by 1.
a Reaction against it. This skill cannot be used in a Combo that
would inflict a Wound.

※SHOW-UP ※SURVIVAL ※DIME NOVEL


MAX SL: 4 MAX SL: 2 MAX SL: 4

COMBO: Alone COMBO: Alone COMBO: <Art>


TIMING: Refer TIMING: Before Wound TIMING: Major
TARGET: Single TARGET: Self TARGET: Scene (P)
RANGE: Extreme RANGE: None RANGE: Extreme
DIFF: None DIFF: None DIFF: Control
VERSUS: None VERSUS: None VERSUS: <Will>
You frame your ally's actions to make No matter the situation, you can always This skill lets you convince others of your
them more dramatic and help them get stay out of the obituaries with this Guard lies.
fired up. Skill. If successful, the target believes a single
Use this skill when the target plays a Reduce the rating of the Wound you lie you have told until the end of the
Wound Card, or any skill that mentions would receive by the Result of this Check. Scene. This lie cannot be one that will
[CV] in the effect. You may exchange the Also, if successful, no matter how severe result in immediate injury for the target
card the target played for the card you the damage, your camera (or whatever ("If you jump off that roof you'll be fine!"),
played for «Show-Up». This effect does you use to do your reporting) is but it can be one that would incur
not change the existing outcome or undamaged as well. someone's wrath ("I'm an employee, so
validity of either Check, only the Card Limit [SL]/Act. let me in.") This skill cannot be used in a
Value. Limit [SL]/Cut. Combo that attempts to inflict a Wound.
Inu

INU
DEFENDERS OF JUSTICE AND THE LAW

The Inu, or "hounds," are those who devote


themselves to the law.

They include judges, prosecutors, lawyers


and more. In Tokyo Nova, the term "inu" broadly
refers to anyone who works for or with the police
in some capacity. They are those who work
tirelessly to ensure that peace reigns in Tokyo
Nova.

This is no simple task. Tokyo Nova is a


dangerous city, filled with criminal organizations
fighting amongst themselves and constantly
targeted by terrorists.

But even if they can't win every battle, the


Inu are determined not to lose the war.

ATTRIBUTES

♠REASON: 3/5 ♣PASSION: 1/3


♥LIFE: 2/5 ♦MUNDANE: 1/3

MIRACLE: BANISH

With this Miracle, you bring the full force of the law to bear on your opponent.

A single character of your choice (or a single group of Troops) instantly suffers
any level of Social Wound of your choice, up to and including Erasure. If they are
Troops, they are completely destroyed.

Wounds inflicted by «Banish» cannot be prevented, reduced, or healed by any


means other than another Miracle. You may also use «Banish» to heal a single
instance of Social Wounds upon yourself or another character.

CONDITION: If you use «Banish» to bring the target to justice, the "used a
Miracle fittingly" bonus XP may be awarded. The Director decides if your use of
«Banish» was just.
Vasara Style Skills EMERGENCY ESCAPE OPEN CARRY PERMIT
STYLE SKILLS:
MAX SL: 5 MAX SL: 5
INU COMBO: Dodge COMBO: Free
TIMING: Reaction TIMING: Constant
Inu Style Skills focus on using the
power of the police establishment TARGET: - TARGET: Self
to pursue criminals. RANGE: - RANGE: None
DIFF: None DIFF: None
They have skills that let them
VERSUS: None VERSUS: None
gather information from their
comrades, do social battle You reflexively evade an attack, You have permission to carry even heavy
against terrorists, and be decreasing the damage you take. Inu who weapons in public. As a defender of the
proficient in front-line assaults. aren't tough don't last long. peace, your armaments will cause little
When you use this skill in a Dodge Check alarm.
Combo, if your Check fails, reduce the Select up to [SL] Outfits that you already
To be an Inu is to be Tokyo Nova's Wound Rating you would take by [SL+2]. possess. When you make an Appearance
last line of defense. Check, you do not apply the (Appearance
Penalty) from those Outfits.

PLAINCLOTHES DOSSIER AT THE READY


MAX SL: 5 MAX SL: 5 MAX SL: 4

COMBO: Free COMBO: Free COMBO: Refer


TIMING: Reaction TIMING: Constant TIMING: Reaction
TARGET: - TARGET: Self TARGET: -
RANGE: - RANGE: None RANGE: -
DIFF: Result DIFF: None DIFF: None
VERSUS: None VERSUS: None VERSUS: None
You can hide the fact that you're with the The police have information on everyone, When up against thugs or terrorists, police
police. and you can pull it up to start your like you need to be prepared for anything.
Use this skill when someone attempts to investigation whenever you see fit. When you use this skill in a Combo, you
see through your Persona and discern You gain a [SL] bonus to the Result of may make Reactions against Combos with
more about you. You gain a [SL] bonus to <Society> Checks. However, this skill [Versus: Impossible].
the Result of your Reaction. only has an effect when used to find
information on an individual character.

SUBDUAL BADGE APPREHENSION


MAX SL: 4 MAX SL: 5 MAX SL: 4

COMBO: <Melee> <Ranged> COMBO: Free COMBO: <Melee>


TIMING: Major TIMING: Constant TIMING: Major
TARGET: Single TARGET: Self TARGET: Single
RANGE: Weapon RANGE: None RANGE: Weapon
DIFF: Control DIFF: None DIFF: Control
VERSUS: <Evasion> VERSUS: None VERSUS: <Evasion>
You use nonlethal combat techniques to Your knowledge of the law, the police You're an expert at disarming targets.
capture the target without killing them. hierarchy, and of criminals is impressive When you use this skill in a {Physical
When you use this skill in a {Physical even in your line of work. Attack} Combo and are successful, one of
Attack} Combo and would inflict a Wound You gain a [SL] bonus to the Result of the target's weapons takes {BS: Capture}.
that would render the target {Dead}, you <Society: Police> Checks. You may choose not to inflict a {Physical
may instead render them {Comatose}. Wound} on the target at this time.
†RESTRAINT †EVACUATION †INFORMATION BROKER
MAX SL: 4 MAX SL: 4 MAX SL: 4

COMBO: <Melee> COMBO: «Emergency Escape» COMBO: <Society: Police>


TIMING: Major TIMING: Reaction TIMING: Major
TARGET: Single TARGET: - TARGET: Self
RANGE: Weapon RANGE: - RANGE: None
DIFF: Control DIFF: None DIFF: Refer
VERSUS: <Evasion> VERSUS: None VERSUS: None
After you've disarmed a target, the next You assist multiple allies in evading an You've cultivated relationships with
step is to restrain them. attack. several information brokers.
When you use this skill in a {Physical Use this skill as a Reaction to an attack When you make an Information Gathering
Attack} Combo and are successful, the that includes you as a target. If your Check using <Society: Police>, you may
target takes {BS: Pressure (A suit of your Check wins, every character targeted by treat it as if it were any other
Choice)}. the attack successfully Dodges. If your <Professional Society> skill. However,
Check fails, every character targeted by you must spend 1 Credit to use this skill.
the attack receives the benefit of This skill may not be used in Appearance
«Emergency Escape». Checks or {Social Attacks}.
After, you lose an AR.

†SQUEEZE †PREPARED FOR BREACH †FREEZE!


MAX SL: 4 MAX SL: 4 MAX SL: 4

COMBO: <Melee> COMBO: <Athletics> <Operate> COMBO: Free


TIMING: Major TIMING: Setup Process TIMING: Major
TARGET: Single TARGET: Self TARGET: Single*
RANGE: Weapon RANGE: None RANGE: Extreme
DIFF: Control DIFF: 10 DIFF: Control
VERSUS: <Evasion> VERSUS: None VERSUS: <Will>
You haranque the target physically and Having been prepared to rush in, you can You shout at the target not to move or
mentally, limiting their ability to resist. move at the start of combat, placing you you'll shoot.
When you use this skill in a {Physical in an advantageous position against the The target must make a <♦Mundane>
Attack} Combo, and inflict at least a 1- wrongdoers. Self-Control Check. If the target fails, they
point Wound, the target takes {BS: If successful, you may move 1 Range reduce their AR by 1.
Panic}. If the {Physical Wound} linked to Step. This skill cannot be used in a Combo that
this effect is healed, the {Bad Status} is would inflict a Wound.
healed as well.

※FORCED ENTRY ※KEEP OUT ※FINAL JUDGMENT


MAX SL: 4 MAX SL: 4 MAX SL: 4

COMBO: Other COMBO: <Society: Police> COMBO: <Intrigue>


TIMING: Initiative Process TIMING: Reaction TIMING: Major
TARGET: - TARGET: Single TARGET: Single
RANGE: - RANGE: None RANGE: None
DIFF: None DIFF: Result DIFF: Control
VERSUS: - VERSUS: None VERSUS: <Stature>
With your knowledge of the criminal You set up a restricted area and prevent You bring the authority of the police to
mindset, you predict what's going to common citizens from entering. bear against the target. To ensure that
happen next and are determined to get You may use this skill as a Reaction their foul deeds will be punished is your
the drop on it. against another character's Appearance duty.
You may immediately perform a Combo Check. It is easy to cause problems for the When you use this skill in a {Social
with [Timing: Major]. Director and other players using this skill; Attack} Check, you may play an
After, you lose an AR. please be judicious with how you use it. additional Wound Card.
Limit 1/Cut.
Neuro

NEURO
RULERS OF THE DIGITAL WORLD

The Neuro are the cherubim of cyberspace,


the super hackers who run rampant through the
world. They are the new gods of the Neuro Age,
with complete mastery over computers and
electronics.

Neuro are to TRONs as the hackers of old


were to computers. They are as at home in the
Web as a fish is in water, able to acquire any
piece of information they desire with ease,
whether it's public or top secret.

In their quest for illicit data, Neuro tend to


break the law regularly, having little regard for
rules and regulations compared to the demands
of logic and their own personal creed.

ATTRIBUTES

♠REASON: 3/5 ♣PASSION: 2/5


♥LIFE: 0/1 ♦MUNDANE: 2/5

MIRACLE: DEUS EX MACHINA

This Miracle allows you to do anything, so long as you can do it through the
Web.

Getting information from a TRON? Piece of cake. Silencing a security system? It


won't make a peep ever again. Hacking a droid or vehicle? If it's on the Web—and
in the Neuro Age, most things are—you can do it.

However, in regards to the game rules, you cannot inflict Wounds using this
Miracle, only prevent them.

If the Director is concerned by the lack of restrictions upon this Miracle, they
may wish to limit it to only being able to produce an effect similar to other Miracles.
Additionally, this Miracle cannot target Wets or Outfits without a Security Rating.

CONDITION: If you use «Deus Ex Machina» to bring the story closer to its end,
the "used Miracle fittingly" bonus XP may be awarded.
Vasara Style Skills VISIONARY WORD FILTER
STYLE SKILLS:
MAX SL: 5 MAX SL: 4
NEURO COMBO: <Cybertech> COMBO: Alone
TIMING: Appearance Check TIMING: Before Wound
The Neuro Style Skills focus upon
the domain of computers, the TARGET: Self TARGET: Self
Web. RANGE: None RANGE: None
DIFF: Appearance Difficulty DIFF: None
They can manipulate anything on
VERSUS: <Cybertech> VERSUS: None
the Web—within it, they are like
magicians. By hacking a drone, web camera, or an With this Guard Skill, you can
Extra's cyberware, you can always appear automatically block harmful messages.
in a scene. You'll never even know they were sent.
You may use this skill to make an Reduce the rating of the {Mental Wound}
Appearance Check. You gain a [SL] bonus you would receive by [CV].
to the Result of that Check. If successful, Limit 1/Cut.
you may also choose to appear as a
Ghost.

AUTOMATIC BARRIER STREAM MAP SPAM


MAX SL: 4 MAX SL: 5 MAX SL: 5

COMBO: <Cybertech> COMBO: None COMBO: <Psychology>


TIMING: Reaction TIMING: Constant TIMING: Major
TARGET: Single TARGET: Self TARGET: Single
RANGE: Extreme RANGE: None RANGE: Weapon
DIFF: Result DIFF: None DIFF: Control
VERSUS: None VERSUS: None VERSUS: <Will>
Your barrier software automatically You're never at a loss about how to find You bury your target in an avalanche of
activates in response to attacks or the information you want on the Web. digital data, overwhelming them with
unauthorized access against other people. You gain a [SL] bonus to the Result of ease.
Use this skill as a Reaction against a Information Gathering Checks made using When you use this skill in a {Mental
{Mental Attack} targeting another <Society> skills. Attack} Combo, increase the Wound
character. Rating by [SL+2].
Limit 1/Cut.

BINARY SOUL DOMINATE SECURITY ARCHITECT


MAX SL: 5 MAX SL: 4 MAX SL: 5

COMBO: Free COMBO: <Cybertech> COMBO: Free


TIMING: Constant TIMING: Reaction TIMING: Constant
TARGET: Self TARGET: - TARGET: Self
RANGE: None RANGE: - RANGE: None
DIFF: None DIFF: Result DIFF: None
VERSUS: None VERSUS: None VERSUS: None
You understand information and programs You hack into the target's weapon, Your barriers and security systems are a
to such a degree that it's as if you can enabling its safeties in order to interfere cut above the rest, impenetrable by all
hear them speaking to you and feel their with their attack. but the strongest attack.
emotions. For you, there is no dividing line You may use this skill to make a Dodge You gain a [SL] bonus to the Result of
between Web and reality. Check. <Cybertech> Checks made as a Reaction.
You gain a [SL] bonus to the Result of Treat this skill as if it were an Action Skill.
<Cybertech> Checks made as a Major
Action.
†SUPPORT †TURBO BOOST †ZENO'S PARADOX
MAX SL: 4 MAX SL: 4 MAX SL: 4

COMBO: <Cybertech> COMBO: <Cybertech> COMBO: Alone


TIMING: Major TIMING: Setup Process TIMING: Refer
TARGET: Single* TARGET: Single TARGET: Single
RANGE: Extreme RANGE: Extreme RANGE: Extreme
DIFF: 10 DIFF: 10 DIFF: Control
VERSUS: None VERSUS: None VERSUS: None
You send the target data advice to help You overclock the target's cyberware, You feed false logic into the target's
them carry out their next operation. increasing their reaction time beyond its cyberware, slowing it down and impairing
The target may immediately take a Main limits. their actions.
Process. The target gains a +2 bonus to The target gains a [CV] bonus to CS. Use this skill when the target declares a
the Result of any Check they make during This effect lasts until the end of the Cut. Check. The target takes a [(SL×2)+2]
this Main Process. They do not lose an AR This skill has no effect on Wets. penalty to the Result of their Check.
at the end of this Main Process, and may Afterwards, you lose an AR.
take it even if they have 0 AR. This skill has no effect on Wets.
This skill has no effect on Wets.
Limit 1/Cut.
Treat this skill as an Action Skill.

†BUGGING †POLTERGEIST †MULTITAP


MAX SL: 4 MAX SL: 4 MAX SL: 5

COMBO: <Psychology> COMBO: <Cybertech> COMBO: Free


TIMING: Major TIMING: Reaction TIMING: Constant
TARGET: Single TARGET: Single TARGET: Self
RANGE: Weapon RANGE: Extreme RANGE: None
DIFF: Control DIFF: Result DIFF: None
VERSUS: <Will> VERSUS: None VERSUS: None
You attack the target using destructive You manipulate all the electronic devices You can use multiple Taps simultaneously.
viruses. Your mastery of technology is around you to interfere with the target's You may add together the (Slots) of up to
such that you can cause them lasting attack. [SL+1] Taps you possess, and treat one
harm through their cyberware. Use this skill as a Reaction against a Tap that you own as having that many
When this skill is used in a {Mental {Physical or Mental Attack} targeting (Slots). However, you cannot gain the
Wound} Combo, increase the Wound another character. If you win the Opposed effect of the same piece of software
Rating by [DoS]. Check, the entire attack is negated. You multiple times.
This skill has no effect on Wets. gain a [SL+2] bonus to the Result of your
Check.
Afterwards, you lose an AR.
This skill has no effect on Wets.

※SIMULACRUM ※CHAOS A.D. ※BOOBY TRAP


MAX SL: 2 MAX SL: 5 MAX SL: 4

COMBO: Alone COMBO: <Cybertech> COMBO: <Cybertech>


TIMING: Before Wound TIMING: Setup Process TIMING: Reaction
TARGET: Self TARGET: Scene TARGET: Single
RANGE: None RANGE: Extreme RANGE: Extreme
DIFF: None DIFF: 10 DIFF: Result
VERSUS: None VERSUS: <Cybertech> VERSUS: None
This Guard Skill allows you to create a You overload the Web in the vicinity, You set a trap for your opponent.
decoy program to avoid danger. causing the difficulty of all actions to Use this skill in a Combo as a Reaction
Reduce the Wound Rating you would increase. made against an attack targeting you. If
receive by the Result of this Check. If successful, all Checks except those with successful, after the attack is resolved,
However, you may only use this skill if [Difficulty: None] have their Difficulty you may immediately take a Main
you have a Tap equipped. increased by [SL]. For instance, a skill Process. You do not lose an AR at the end
Limit [SL]/Act. with [Difficulty: Result] would now be of this Main Process, and may take it even
[Difficulty: Result+«Chaos A.D.»'s if you have 0 AR.
SL]. This skill has no effect on Wets. This skill must be used in a Combo with at
If even one character makes a successful least one other Reaction.
Reaction to this skill, it fails entirely. Limit 1/Cut.

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