Difference between revisions of "TNX:Arashi"

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Latest revision as of 15:14, 5 February 2017

Note: All skill names in this document are subject to change.

ARASHI
Sovereign storms of steel that trample the battlefield

Arashi are those who pilot war machines such as Walkers, tanks, or fighter or bomber planes. They are specialists at using their vehicles as weapons.

Though they are similar to Kaze in their mastery of driving, Arashi see vehicles other than their own as something to be destroyed. To perform this task is their very way of life.

In the city, far removed from any battlefield, one would think their specialty to be of little use. Yet, though they may not be fighting a way, there are many who have not last their identities as Arashi.

They will someday realize, as night engulfs the world, that there is a place for the roar of cannons and the scream of twisting metal even on the streets of Tokyo NOVA.

REASON: 3/5
PASSION: 0/3
LIFE: 1/3
MUNDANE: 3/5

MIRACLE: BREAKTHROUGH

When inside your vehicle, whether with its weaponry or more direct means, you can break anything.

Choose one Outfit such as a Vehicle, or alternately a building or structure. That object becomes [Broken] after you trample on it, blast it with your cannon, or some such method. You can also target a single group of Troops; if you do this, they are instantly destroyed.

This Miracle cannot do damage to any Cast Members or Guests. Though causing a building to collapse may kill any Extras inside it, Cast Members and Guests will escape unharmed.

Though this Miracle ignores range and conventional defenses, you must be able to reach your target. If they use Exodus in response to your Breakthrough, the two will cancel each other out.

CONDITION: If you use Breakthrough to quite literally break through (or otherwise eliminate) an obstacle, the [Used a Miracle fittingly] bonus can be awarded,

ARASHI STYLE SKILLS

Over Rev
Combo: Free
Max SL: 4
Timing: Setup Process
Target: Self
Range: None
Difficulty: 10
Versus: None
You rev your vehicle up beyond its limits.
Your CS gains a bonus of +[CV].
This effect lasts until the end of the Cut.
Usable 1 time per Scene.

Point Blank Shot
Combo: Ranged
Max SL: 4
Timing: Major
Target: Single
Range: Close
Difficulty: Control
Versus: Evasion
By having your position and angle just right, you can shoot effectively even at point blank range.
When you use this skill in a Ranged Attack Combo or with Coup de Grace, you can target enemies within [Ranged: Close].

Quick Repair
Combo: None
Max SL: 3
Timing: Cleanup Process
Target: Single
Range: None
Difficulty: 10
Versus: None
When the battle drags on, you can patch up your broken equipment to see you through it.
If successful, you can remove [Damaged] from up to [SL+2] equipped Outfits.
Usable 1 time per Scene.

Scramble
Combo: Society, Contact
Max SL: 5
Timing: Appearance Check
Target: Self
Range: None
Difficulty: Appearance Difficulty
Versus: None
You move out in an emergency, riding your vehicle to the scene.
You gain a +[SL] bonus to the Result of the Appearance Check.
In addition, you can appear in the scene already riding a Vehicle. Calculate the difficulty of the Appearance Check as normal.

Surgical Strike
Combo: Ranged
Max SL: 4
Timing: Major
Target: Refer
Range: Weapon
Difficulty: Control
Versus: Evasion
Even when using missiles or explosives, you can target your weapons precisely enough to avoid collateral damage.
If the target of the Ranged Attack Combo this Skill is used in is [Target: Area], you can change it to [Target: Area (P)].

Check Six
Combo: Refer
Max SL: 4
Timing: Reaction
Target: -
Range: -
Difficulty: None
Versus: None
You always have an eye on your surroundings, allowing you to anticipate attacks from any directions.
You can use this skill in a Combo to make a Reaction even to Physical Attacks with [Versus: Impossible].

Recon
Combo: None
Max SL: 3
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
Your prowess of battlefield scouting serves you well even outside it.
Perception and Society: Street checks you make outside of Cut Progression gain a bonus of +[SL] to the result. If you include both skills in the same Combo, the bonus is doubled.

Dogfight
Combo: Free
Max SL: 5
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
As an expert pilot, you know how to line up a shot against a moving target.
When you make a Physical Attack Check against a character operating or riding a Vehicle, you gain a +[SL] bonus to the result.

Dogfight II
Combo: Free
Max SL: 3
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
You've closely studied riding posture and vehicle handling in order to hone your ability to attack targets on the move.
Your Dogfight skill gains +[SL] to its Max SL.

Power Fight
Combo: Melee, Ranged
Max SL: 5
Timing: Major
Target: Single
Range: Weapon
Difficulty: Control
Versus: Evasion
You use the power of your vehicle to deliver an even fiercer attack.
The Wound Rating of the Physical Attack Combo gains a bonus of +[SL+3].
This skill only has an effect if you are operating a Vehicle.

Power Fight II
Combo: Free
Max SL: 3
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
You know the capabilities of your machine inside and out, allowing you to maximize the damage you do.
Your Power Fight skill gains +[SL] to its Max SL.

Head Off
Combo: Single
Max SL: 4
Timing: Before Damage
Target: Self
Range: None
Difficulty: None
Versus: None
With a swift evasive maneuver, you avoid taking lethal damage with this Guard Skill.
The rating of a Physical Wound you are about to receive is decreased by [CV].
Usable 1 time per Cut.
This skill can only be used if you are operating a Vehicle.

Machine in Fight
Combo: Operate, Melee
Max SL: 4
Timing: Major
Target: Single
Range: Close
Difficulty: Control
Versus: Evasion
You use your vehicle as a close combat weapon.
When you use this skill in a Combo, you can use your Vehicle as a weapon to make a Physical Attack. The Attack Power is equal to the Vehicle's Attack Power.
Treat the use of this skill as if it were an attack made using a melee weapon.

Monster Machine
Combo: Free
Max SL: 5
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
You have customized your machine beyond normal limits.
During the Pre-Act, choose one Vehicle you have Preserved. The chosen vehicle gains +[SL] Slots.

†Smoke Screen
Combo: Alone
Max SL: 4
Timing: Before Damage
Target: Single
Range: Weapon
Difficulty: 10
Versus: None
You launch a smoke bomb or use suppressive fire to decrease the impact of an attack.
Use this Skill when you are about to take a Physical Wound. At the time of its use, choose one Mounted Weapon that the Vehicle you are currently riding has equipped. If successful, the rating of the Physical Wound you take is reduced by [the Wound Mod of the chosen Mounted Weapon].
The chosen Mounted Weapon then becomes [Damaged].

†Jackknife
Combo: Operate
Max SL: 4
Timing: Reaction
Target: -
Range: -
Difficulty: Result
Versus: None
Your sharp evasive reflexes allow you to counterattack in an instant.
When you successfully make a Dodge Check with a Combo that includes this skill, you gain +1 [AR].
Usable 1 time per Cut.

†Stampede
Combo: Alone
Max SL: 4
Timing: Before Damage
Target: Self
Range: None
Difficulty: Refer
Versus: None
You rampage forth in your vehicle, heedless of the fire you take.
If successful, the Physical Wound you are about to take does not have any effects until the Cleanup Process of this Cut. The difficulty is the Wound Rating.

†Focus Fire
Combo: Ranged
Max SL: 4
Timing: Major
Target: Single*
Range: Weapon
Difficulty: Control
Versus: Evasion
You focus your mounted weapons on a single target, attempting to destroy them.
When you declare the use of this skill, choose one Mounted Weapon equipped on the Vehicle you are operating, but not being used to make the current Physical Attack. The rating of any Physical Wound you inflict is increased by [the Wound Mod of the chosen Mounted Weapon].
The target must be within the chosen weapon's Range.
After the attack is complete, the chosen weapon becomes [Damaged].

†Fallen Angel
Combo: Melee, Ranged
Max SL: 4
Timing: Major
Target: Single*
Range: Weapon
Difficulty: Control
Versus: Evasion
You interrupt the target's trajectory of movement, making them struggle to maintain control.
When you use this Skill in a Physical Attack Check, if the target is forced to make a Self-Control Check as a result of that Attack, they automatically fail.
This skill can only be used if you are operating a Vehicle.

†Block
Combo: Single
Max SL: 4
Timing: Damage Calculation
Target: Single
Range: Short
Difficulty: None
Versus: None
You use your Walker as a shield to defend your ally from harm.
If the check for this skill succeeds, you can take a Physical Wound in the target's place. You also suffer any other effects you would have if the attack that inflicted the Wound had targeted you in the first place.
Usable [SL] times per Cut.

†Heavy Fight
Combo: Refer
Max SL: 3
Timing: Major
Target: Single
Range: Weapon
Difficulty: Control
Versus: Evasion
You use the weight of your vehicle to increase the ferocity of your attacks.
Use this Skill in a combo with Melee and Machine in Fight.
Any Physical Wound inflicted by a Melee Attack Combo including this skill has its rating increased by +[SLx4].
This skill can only be used if you are operating a Walker.

†Rapid Shooter
Combo: Ranged
Max SL: 4
Timing: Major
Target: Single
Range: Weapon
Difficulty: Control
Versus: Evasion
You use the speed of your vehicle to zoom into an advantageous firing position, making your shots more deadly.
Any Physical Wound inflicted by a Combo including this skill has its rating increased by +[The SF of the Vehicle you are operating x 2].
This skill can only be used if you are operating a Vehicle.

※Shutdown
Combo: Cybertech & Will
Max SL: 4
Timing: Reaction
Target: Single
Range: Extreme
Difficulty: Result
Versus: None
Your vehicle has hidden electronic countermeasures, allowing you to avoid damage.
When you win an Opposed Check against a Mental Attack with a Combo that includes this skill, the target takes [BS: Doped (Major)].

※Synchro Attack
Combo: Alone
Max SL: 4
Timing: Damage Calculation
Target: Single
Range: Refer
Difficulty: 10
Versus: None
You lay down supporting fire as your ally attacks.
Use this Skill when your ally inflicts a Physical Wound. At the time of declaration, choose a Weapon you have equipped. If successful, your ally gains a bonus of [the Wound Mod of the chosen Weapon] to the Wound Rating. However, both your ally and their target must be within range of the chosen Weapon.

※High Linkage
Combo: Other
Max SL: 4
Timing: -
Target: -
Range: -
Difficulty: None
Versus: -
When cyberlinked, you are like one with your vehicle, and your motions with it are as natural to you as those of your own body.
The Result of the Combo gains a bonus of +[The SF of the Vehicle you are operating]. 
This skill cannot be used by Wets.

※Full Fire
Combo: Ranged
Max SL: 1
Timing: Major
Target: Scene (Pick)
Range: Weapon
Difficulty: Control
Versus: Evasion
You unload your weapon at every enemy within range.
The Target of the Ranged Attack Combo changes to [Target: Scene (Pick)].
Usable [SL] times per Act.