Difference between revisions of "TNX:Kurogane"

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Latest revision as of 15:16, 5 February 2017

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

KUROGANE
Prized tools which have finally found their voices

Kurogane are tools or machines which possess a will of their own. Although until recently their existence was unknown to the population at large, in the Neuro Age, such things as Buddies and tools which direct their users in their tasks are not rare.

However, there is one thing that sets a Kurogane apart from the average Buddy. They possess a sense of curiosity--about their users, and about the whole world. They have a thirst for knowledge and discovery akin to human children. Although they have recently awakened to their own wills, most Kurogane are still eager to partner with humans in order to learn more about them. And although their appearance may be intimidating, even combat-spec Kurogane have troubles and worries.

Kurogane are the new neighbors of humanity in this world--though some tend to find them rather meddlesome companions.

REASON: 3/5
PASSION: 2/4
LIFE: 2/4
MUNDANE: 0/3

MIRACLE: MASTERPIECE

You awaken to a hidden power bestowed upon you by your form.

The effect of Masterpiece varies based upon which Form skill you possess or have active at the time you declare its use. For example, if in Form: Armor, it will have the same effect as Invulnerable. The possible effects are as listed below.

Weapon: Dance Macabre, Coup de Grace
Armor: Invulnerable
Vehicle: Timely
Gadget: Fight!
Structure: Nemesis
Human: Mutation
Animal: Unseen
Icon: Deus Ex Machina
Fashion: Chai
Cyberware: Fight!
Object: Timely

CONDITION: The [Used a Miracle fittingly] condition for Masterpiece is the same as that of the copied miracle.

== KUROGANE RULES ==

The Kurogane Style expresses that you are an inorganic object that has gained a will of its own. You might be a sentient sword, the AI of a self-driving vehicle, or some such thing. Though you have the form of an object, you can partner with a human who will defer to you in directing the course of battle.

Although "a sentient object" is the theme of this Style, how they acquired sentience and became a Kurogane is up to the individual character.

It is not a given that a character with the Kurogane Style possesses a humanoid form. As a result, the rules concerning them differ substantially from those of other characters, particularly in regards to which Outfits they can equip.

KUROGANE & EQUIPMENT SLOTS

Kurogane are highly limited in which types of Outfits they can equip by default. Normally, Kurogane cannot equip Outfits in the slots listed below. They also cannot use these Outfits in any way. However, many of their Style Skills (particularly certain Forms) reduce or remove this limitation from them to a degree.

SLOTS KUROGANE DON'T HAVE

One Hand x 2
One Arm x 2
One Leg x 2
Shoes
Gauntlets
Finger x 2
Underwear
Suit
Coat
Armor
Helmet
Mask
Artificial Body
Operate

FORMS

A Form skill is a Style Skill that expresses the shape and abilities of a Kurogane. Every Kurogane automatically acquires 1 SL in a Form skill of their choice, without the need to spend XP on it. Their Form may allow them to be treated as having equipped an Outfit that they would normally be unable to equip.

For example, a Kurogane with [Form: Weapon] can equip a single weapon of their choice, even though they do not possess the necessary Slots. In addition, the effect of Masterpiece changes depending on their Form.

SHEATHMEN

The Sheathman Style Skill allows a Kurogane to acquire an Extra who can equip their Shell as if it were an Outfit.

This Extra does not have any attributes or statistics, cannot make Checks, and does not take Wounds. They are essentially a narrative tool to easily allow a Kurogane to do anything that a normal Cast Member could, putting them on the same standing as the other Cast Members.

A Sheathman can equip other Outfits as would a human character; however, the effects of these Outfits apply to the Kurogane, not the Sheathman.

A KUROGANE'S SHELL

The term "Shell" refers to the Outfit that the Kurogane has assumed the form of, if applicable.
If a Kurogane is in a Form that is not patterned after an Outfit, they have [Hide: -/0], [Hack: Control], and [Slot: -].

The Kurogane chooses a single Outfit that they have Preserved as their Shell during the Pre-Act. This cannot be altered during the Act unless explicitely permitted by a Style Skill.

Since a Kurogane is technically an Outfit, they can become [Damaged] and [Broken].
If this happens, their Shell is no longer usable by themselves or any other character. In addition, they cannot alter their own [Damaged] or [Broken] status using Style Skills from their Styles other than Kurogane.

Becoming [Damaged] or [Broken] is essentially no different from a human character receiving a Wound. Thus, healing skills work as normal upon Kurogane, and Phoenix and Right Hand can heal the Damaged and Broken statuses upon them.

WHEN SHELLS CAN'T BE EQUIPPED

There are times when a Kurogane can't be equipped as a Shell:

* When the Kurogane is Ghosting
* If the Kurogane's Sheathman isn't present in the scene
* When Coordinated (see below)

There may be other occasions in which it doesn't make sense for a Shell to be equippable. The Director can decide these using their own judgment.

COORDINATION

Kurogane can entrust themselves entirely to another person in order to support their actions. This state is known as Coordination.

In the below text, 'Kurogane' refers to the Kurogane Character in question, 'Shell' refers to their Shell, and Partner refers to the character using them.

DECLARING COORDINATION

The Kurogane can declare that they want to Coordinate with someone during the Setup Process, or by using Instant Coordination.
For this to take place, the below conditions must be met:

* The Kurogane and their desired partner are in the same Engagement
* The Kurogane and their desired partner are both willing
* The partner can legally equip the Kurogane

Note that if the Kurogane's Shell has [Slot: ~], it cannot be equipped. As should be obvious, Shells such as Residences can also not be equipped.

THE KUROGANE WHEN COORDINATED

While Coordinated, the Kurogane cannot perform the following actions:

* Actions that use their Shell
The Kurogane has entrusted the control of their Shell to their partner, and cannot perform any action that would require directly controlling their Shell in its capacity as an Outfit. For the purposes of the rules, they can be treated as not having their own Shell equipped.
For example, even if their Shell is a Weapon, they cannot Parry an attack; if they are Armor, they do not receive the Defense Ratings from their Shell.
If they are a Vehicle, their partner becomes the operator, and they are treated as a rider.
For other Forms, other than the inability to use their Shells as if they were Outfits, there are no special penalties.

* Movement
The Kurogane cannot move on their own, nor use any Style Skill or Outfit that would allow them to move.
However, if their partner moves, the Kurogane moves together with them. This includes when they move using a Style Skill or are forcibly moved by some effect. The Kurogane always follows their partner.
Although movement is impossible, a Kurogane can still use Style Skills or Outfits with [Timing: Move].

THE PARTNER WHEN COORDINATED

When Coordinated, the partner receives the following effects:

* They can equip the Shell
The partner can instantly equip the Kurogane's Shell at the time they become Coordinated.

* They receive any effects that take place upon Coordination
When the partner becomes Coordinated, they receive any effects of active Style Skills the Kurogane possesses that state that they target their partner.

* They can react to Actions targeting the Kurogane
If an action targets the Kurogane, their partner can react to it as if they themselves were the targeted character. For example, they can Dodge a Physical Attack, or perform an Opposed Check against a Mental Attack. If they perform a reaction in this capacity such as a Parry that would normally cause them to lose an AR, they do not lose an AR.

ENDING COORDINATION

Coordination ends if any of the below conditions occur.

* The Kurogane and their partner are no longer in the same Engagement
Extraordinary effects such as Miracles or Act Rules may force the Kurogane and their partner out of the same Engagement. If this occurs, they cease to be Coordinated.

* Either character becomes Incapacitated
If either the Kurogane or their partner receive a Wound that causes them to become Incapacitated, they cease to be Coordinated. However, if a Miracle allows them to immediately recover from this state, they remain Coordinated.

* They wish to end Coordination
If either character no longer wishes to be Coordinated, they can declare this during the Setup Process.
This does not count as their Setup Process action.

== KUROGANE STYLE SKILLS ==

At the time of character creation, Kurogane can acquire one "Form" skill of their choice.
However, until they acquire the "Form Switch" Ultimate Skill, they can possess only one "Form" skill.

Form 1: Weapon
Combo: Free
Max SL: 3
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
You have the form of a weapon such as a gun or sword.
During the Pre-Act, choose one weapon for your Shell to assume the form of. Regardless of the circumstances, you are always considered to have that weapon equipped. In addition, its Parry Rating gains +[SL].
You may choose either Danse Macabre or Coup de Grace as the effect of Masterpiece in this form.

Form 2: Armor
Combo: Free
Max SL: 3
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
You have the form of clothing or armor.
During the Pre-Act, choose one piece of armor for your Shell to assume the form of. Regardless of the circumstances, you are always considered to have that armor equipped. In addition, all of its Defense Ratings (S/P/I) gain +[SL].
When you use Masterpiece in this form, it has the effect of Invulnerable.

Form 3: Vehicle
Combo: Free
Max SL: 3
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
You have the form of a vehicle such as a car or motorcycle.
During the Pre-Act, choose one Vehicle for your Shell to assume the form of. Regardless of the circumstances, you are always considered to have that Vehicle equipped. In addition, the number of Slots the Vehicle has available gains +[SL], and the number of Riders it can have increases by 1.
When you use Masterpiece in this form, it has the effect of Timely.

Form 4: Gadget
Combo: Free
Max SL: 3
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
You have the form of some kind of device or tool.
During the Pre-Act, choose one Outfit with a Subcategory from among [Subcategory: PockeTRON, Tap, Tool, Magic Item] for your Shell to assume the form of. Regardless of the circumstances, you are always considered to have that Outfit equipped. In addition, the Hack Rating of that Outfit gains +[SL].
When you use Masterpiece in this form, it has the effect of Fight!.

Form 5: Structure
Combo: Free
Max SL: 3
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
You have the form of a security system or DAK such as would be found within a residence or arcology.
During the Pre-Act, choose one Residence for your Shell to assume the form of. When a Scene takes place inside that Residence, you gain +[SL] to all your Control Ratings.
When you use Masterpiece in this form, it has the effect of Nemesis.

Form 6: Human
Combo: Free
Max SL: 1
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
You have a humanoid form, like that of a doll or droid.
With your Shell in this form, you can disregard normal Kurogane equipment restrictions and equip any item that a Cast Member would normally be able to.
When you use Masterpiece in this form, it has the effect of Mutation.

Form 7: Animal
Combo: Free
Max SL: 3
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
You have an animal form akin to that that of a PetRoid or toy.
With your Shell in this form, you can equip up to four [Slot: One Hand] or [Slot: One Arm] items.
In addition, the Damage Mod of your Unarmed changes to [Attack: S+2+[SL]].
When you use Masterpiece in this form, it has the effect of Unseen.

Form 8: Icon
Combo: Free
Max SL: 4
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
You have no physical form, and appear only as an icon in AR.
With your Shell in this form, all Physical Wounds you receive have their rating decreased by [SL].
When you use Masterpiece in this form, it has the effect of Deus Ex Machina.

Sheathman
Combo: Free
Max SL: 1
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
You have a partner known as a "Sheathman."
Your Sheathman is an Extra. It can equip your Shell if applicable, as well as any other outfits that a normal Cast Member would be able to.
See page 45 for details.

Plus One
Combo: Free
Max SL: 5
Timing: Constant
Target: Refer
Range: None
Difficulty: None
Versus: None
You regulate your wielder's breathing, making you exceptionally easy to use as a weapon.
[Form 1: Weapon] is required to acquire this Skill. 
When you and your partner are Coordinated, you gain a bonus of +[SL+2] to the rating or Physical Wounds you inflict.

Sunday Best
Combo: Alone
Max SL: 4
Timing: Before Damage
Target: Refer
Range: None
Difficulty: None
Versus: None
This is a [Guard Skill] that allows you to deflect an attack and save your user's life.
[Form 2: Armor] is required to acquire this Skill. 
When you and your partner are Coordinated, and you use this skill, the rating of the Physical Wound you are about to receive is decreased by [CV].
Usable 1 time per Cut.

Steel Wall
Combo: Free
Max SL: 5
Timing: Constant
Target: Refer
Range: None
Difficulty: None
Versus: None
Even as a vehicle, you can serve as an armored barrier and protect the people around you.
[Form 3: Vehicle] is required to acquire this Skill. 
When any characters of your choice in the same Engagement as you receive a Physical Wound, the rating of that wound is decreased by -[SL+2].

Good Design
Combo: Declare
Max SL: 3
Timing: Refer
Target: Refer
Range: None
Difficulty: None
Versus: None
You adapt to your user, allowing them to use you as a tool more effectively.
[Form 4: Gadget] is required to acquire this Skill.
Declare the use of this skill when you and your partner are Coordinated and make a Check. The Result of that Check gains a +2 bonus.
Usable [SL] times per Act.

Giga Security
Combo: Alone
Max SL: 4
Timing: Setup Process
Target: Scene (P)
Range: Extreme
Difficulty: Control
Versus: Cybertech
The security you provide for your building is peerless.
[Form 5: Structure] is required to acquire this Skill.
During this Cut, your targets receive a penalty of -[SL] to the Results of Checks they make.
You lose an AR.
This skill has no effect on Wets.

Hyper Strength
Combo: Free
Max SL: 3
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
Unlike beings made of flesh and blood, your body has no limits. You are far stronger than you appear, given your size.
[Form 6: Human] is required to acquire this Skill.
You gain a +[SL] bonus to your Life.
If you spend XP to enhance your Life, calculate the amount required according to the original value.

Wig Wag
Combo: Declare
Max SL: 3
Timing: Refer
Target: Single
Range: Close
Difficulty: None
Versus: None
You act as cutely as you can in order to distract your opponent.
[Form 7: Animal] is required to acquire this Skill.
Declare the use of this skill when the target makes some kind of Check. The Result of that Check takes a -2 penalty.
Usable [SL] times per Act.

Phantom Limbs (lit: Poltergeist, but that's already a Neuro skill)
Combo: Free
Max SL: 2
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
You control your equipment using the Web, allowing you to use it without having the necessary body parts,
[Form 8: Icon] is required to acquire this Skill.
At the time of acquisition, you can choose [SL+1] Slots that Kurogane do not normally have, and henceforth equip items in them. However, you cannot choose the same Slot multiple times.

Instant Coordination
Combo: Free
Max SL: 4
Timing: Setup Process
Target: Refer
Range: Close
Difficulty: None
Versus: None
You instantly Coordinate yourself with another person.
If successful, you immediately become Coordinated with a target in the same Engagement.

Attack Arm
Combo: Melee
Max SL: 4
Timing: Major
Target: Single
Range: Short
Difficulty: Control
Versus: Evasion
You have a long, tentacle-like arm for offensive purposes.
When you include this Skill in a Physical Attack Combo, the Range changes to [Range: Short].
In addition, the rating of the Physical Wound inflicted by the attack gains a bonus of +[The number of Arm Slots you have].

Upgrade
Combo: Free
Max SL: 3
Timing: Cleanup Process
Target: Refer
Range: Close
Difficulty: 10
Versus: None
You can use data collected in combat to upgrade your own capabilities.
If successful, either your Shell's Attack Power or its Defense Ratings (S/P/I) gain a bonus of +[SL]. This effect lasts until the end of the Scene, and stacks up to 3 times.

Analyze
Combo: Perception
Max SL: 4
Timing: Major
Target: Refer
Range: Short
Difficulty: Refer
Versus: None
You analyze the composition and function of an object.
This skill targets one Outfit within range. If the check is successful, you immediately know what the object is for, how it works, who made it and so forth. The Director can increase the Difficulty if appropriate.
The person who constructed the object can oppose this skill with [Stealth] if they deliberately obfuscated its workings.

Man-Machine Interface
Combo: Free
Max SL: 5
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
You have an advanced man-machine interface that you can use to connect to your partner on a deeper level.
When you and your partner are Coordinated, you gain a +[SL] bonus to the Result of Physical Attack Checks you make.

Trajectory Analysis
Combo: Perception
Max SL: 5
Timing: Major
Target: Single
Range: Extreme
Difficulty: Control
Versus: Stealth
You can analyze your opponent's evasion patterns and tune your attacks to anticipate their next move.
If successful, the target takes a -[SL] penalty to the Result of all Reactions made to Physical Attacks during this Cut.

Equipment Disguise
Combo: Free
Max SL: 5
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
You can render your outer appearance innocuous and conceal the function of your Shell.
Choose [SL] Outfits you possess. The [Appearance Check Mod] of those items becomes 0.

Contract
Combo: Declare
Max SL: 4
Timing: Refer
Target: Single
Range: Refer
Difficulty: None
Versus: None
You can recognize a person as your partner through a formal contract.
You may declare the use of this Skill any time during the Act. You and a target present in the same scene immediately gain 1 SL in [Contact] skills named for each other.
In addition, during this Act, when you make an Appearance Check to appear in a Scene the target is present in, you gain +[SL] to the result.

More Than A Tool (lit: Spirit and Tool as One)
Combo: Instant Coordination
Max SL: 4
Timing: Setup
Target: Refer
Range: Close
Difficulty: None
Versus: None
You guide your user, training them in how to wield your powers more effectively.
When you acquire this Skill, choose one Common Skill. When you use Instant Coordination, the target gains +[SL] in the chosen Common Skill. They choose the Suits.

Purifying Tool
Combo: Alone
Max SL: 4
Timing: Refer
Target: Single
Range: Close
Difficulty: None
Versus: None
When someone prepares to use you, you can soothe the burdens on their spirit and allow them to focus on the task at hand.
Use this skill when "a partner who you are Coordinated with has a Bad Status inflicted on them." If successful, that Bad Status is cleared.
Usable 1 time per Cut.

Tsukumogami
Combo: Free
Max SL: 5
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
Though you have only recently awoken to sentience, you are a venerable tool with strength and wisdom accumulated over the years.
You gain a bonus of +[SL] to the result of Will Skill Checks.
Additionally, for the purpose of Style Skill effects and such, you are treated as if you had the Ayakashi Style.

Dominator
Combo: Refer
Max SL: 4
Timing: Reaction
Target: -
Range: -
Difficulty: -
Versus: -
This skill allows you to effortlessly hinder an enemy by activating security systems, predicting the trajectory of their attack, or simply with the weight of your combat experience.
Use this skill in a Reaction Combo with a Style Skill that would cause your AR to decrease. Your AR does not decrease.
Usable 1 time per Act.

Manipulator
Combo: Free
Max SL: 4
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
You have dexterous arms with which you can wield weapons or use tools.
You gain [SL] additional Slots of the types [Slot: One Hand, One Arm, Finger].

Maintenance
Combo: Free
Max SL: 4
Timing: Cleanup Process
Target: Self
Range: None
Difficulty: 10
Versus: None
You are able to perform maintenance on yourself and keep your performance optimal.
If successful, you can remove [Damaged] or clear [BS: Captured] from a single Outfit in your possession.

Unison II
Combo: Unison
Max SL: 4
Timing: Refer
Target: -
Range: -
Difficulty: -
Versus: -
You can synchronize even better with your partner.
Use this Skill in a Combo with Unison. When your partner takes a Major Action through your use of Unison, they can use the card that you played for Unison in their Skill Check.
This Skill can be used in a Combo even with [Combo: Alone] skills.

†Overload
Combo: Cybertech
Max SL: 4
Timing: Reaction
Target: Single
Range: Extreme
Difficulty: Result
Versus: None
You can interrupt a machine's operation.
You can use this Skill as a Reaction to any Check the target makes that is not a Major Action. For instance, you can make a Reaction to Mikiri, which is itself a Reaction. If you win the Opposed Check, the target's Check fails.
You lose an AR.
This skill has no effect on Wets.

†Essence of Skill
Combo: Instant Coordination
Max SL: 4
Timing: Setup Process
Target: Self
Range: Close
Difficulty: None
Versus: None
You devote your entire will to the task of being the ultimate tool for your partner.
At the time you use Instant Coordination, choose one Style Skill you have acquired other then an Ultimate Skill.
The target gains 1 SL in the chosen Style Skill. They choose the Suit. When they use this Style Skill, it does not count towards the limit of the number of Skills that can be included in a Combo.

†Trial & Error
Combo: Alone
Max SL: 4
Timing: Refer
Target: Single
Range: Close
Difficulty: None
Versus: None
Having predicted your partner's error in advance, you act to turn their mistake into certain victory.
Use this skill when your partner you are Coordinated with fails a Check made against the target. If successful, your partner can substitute the card they played with the card you played for Trial & Error. They can then redo their failed Check, calculating the Result anew using the card you gave them.
Usable 1 time per Cut.

†Phantom Trick
Combo: Will
Max SL: 4
Timing: Major
Target: Single
Range: Medium
Difficulty: Control
Versus: Will, Evasion
You are able to cause other objects to act of their own will, worsening their condition. To one who doesn't know of your power, it seems as if their equipment was possessed by a ghost.
One of the target's equipped Outfits becomes [Damaged]. If you wish to target an Outfit that is not equipped, the difficulty becomes 10.

†Feat
Combo: Melee, Ranged
Max SL: 4
Timing: Major
Target: Single
Range: Weapon
Difficulty: Control
Versus: Evasion
You summon all your potential in order to unleash a devastating attack.
At the time you acquire this Skill, choose an Attribute. When you inflict a Physical Wound with a Combo that includes this Skill, you gain a bonus of +[The chosen Attribute] to its rating.

†Blade of Protection
Combo: Alone
Max SL: 4
Timing: Before Damage
Target: Single
Range: Close
Difficulty: None
Versus: None
You swiftly act to cover someone and take a Wound in their place.
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.

†Eldritch Art
Combo: Melee, Ranged
Max SL: 3
Timing: Major
Target: Single*
Range: Weapon
Difficulty: Control
Versus: Evasion
Your technique is so skillful that defending against it is exceptionally difficult.
When you use this Skill in a Physical Attack Combo, you gain a bonus of +[SLx2] to the result. Additionally, the rating of the Physical Wound it inflicts cannot be decreased by [Guard Skills].

†Unison
Combo: Alone
Max SL: 4
Timing: Major
Target: Refer
Range: Close
Difficulty: None
Versus: None
You act in concert with your partner.
Target the partner you are Coordinated with. The target can immediately take a Main Process. They do not lose an AR at the end of this Main Process, and can act even if their AR is 0.

※Form Switch
Combo: Declare
Max SL: 5
Timing: Setup Process
Target: Self
Range: None
Difficulty: None
Versus: None
You can switch betwen multiple forms as well.
You can acquire up to [SL] additional Form skills. When you declare the use of this Skill during the Setup Process, you can change which Form you are in. You receive the effects of only the active Form skill.

※Form Purge
Combo: Declare
Max SL: 1
Timing: Refer
Target: Self
Range: None
Difficulty: None
Versus: None
When one of your forms ceases to function, you can immediately reconstruct yourself and continue operating.
Use this skill when your Shell becomes [Broken]. You can clear the [Broken] status. However, at the end of this Scene, your Shell becomes [Damaged].
Usable 1 time per Act.

※Raison d'Etre
Combo: Alone
Max SL: 4
Timing: Refer
Target: Single
Range: Extreme
Difficulty: None
Versus: None
You sacrifice everything for a single cause.
If successful, you can cause the target to fail any Check (the Result becomes 0). This can be used in response even to a Reaction such as Mikiri.
If Raison d'Etre successfully causes the target to fail their Check, after the Check is resolved, you become [Dead].
Usable [SL] times per Scene.

※Lock On
Combo: Perception
Max SL: 2
Timing: Major
Target: Single
Range: Extreme
Difficulty: Control
Versus: None
You lock onto the target, preparing for a certain kill.
If successful, the next Physical Attack that the partner you are Coordinated with makes against the target becomes [Versus: Impossible].
In addition, when calculating the Wound Rating for that Physical Attack, one additional Wound Card can be played.