TNX:TOS New Skills - Kuromaku
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Kuromaku Right Hands
This is an optional rule for Kuromaku's "Right Hand" Miracle.
The Kuromaku gains a single loyal subordinate to represent their "Right Hand." If their Style Level is above 1, they gain [Style Level] subordinates instead.
The effect of the "Right Hand" miracle changes based on which kind of Right Hand you select. Basically, you can choose your Right Hand from the three options below. You should confirm this with the Director during the Pre-Act. You can also mix and match Right Hand types if you have multiple of them.
Right Hands as Extras
This Right Hand is an Extra with no data. They can appear only in scenes where the Kuromaku is present and not alone. They cannot take Bad Statuses or Wounds and will not participate in combat. Basically, you should only use this for roleplay purposes.
Miracle Effect: You heal a Wound, same as usual. If you use the miracle, your Right Hand retreats from the scene.
Right Hands as Cast Members
Your Right Hand can be another Cast Member. For this, both the Cast Member and the Director must give you their permission. You also cannot arbitrarily decide to change to or from this type of Right Hand in the middle of the Act.
Right Hands who are Cast Members do not become your Thralls. They are free to disobey your orders if they desire, and even betray or work against you.
This is also essentially used for roleplay. This way, one of your fellow Cast Members can roleplay as your Right Hand.
Miracle Effect: You heal a Wound, same as usual. However, even if you use the Miracle, it has no effect upon the Cast Member roleplaying your Right Hand.
Right Hands as Guests
You can construct a Guest to be your Right Hand in the same manner as a Cast Member. You will both roleplay them and play them as if they were a Cast Member, making checks for them using your own hand of 4 cards.
However, they are subject to the following limitations:
- Right Hands cannot use Miracles (unless "Fight!" or "Please!" is used on them)
- Right Hands cannot make Checks while Backstage
- Right Hands cannot acquire Credits (if something would cause them to, the Kuromaku gains the Credits instead.) They can use the Kuromaku's credits as if they were their own.
- Right Hands cannot have Right Hand Guests of their own (other types of Right Hand are fine)
- Right Hands cannot use [Troop Summon Skills]
- Right Hands recover from Coma, Death and Catatonia during the Post-Act with no penalties
- If the Kuromaku dies or becomes unplayable, the Right Hand does as well
Rules for constructing Right Hand Guests
Select Styles, calculate Attributes (with no Bonus Point), and record Common Skills in the normal manner. Right Hands do not gain any Auto-Outfits (except IANUS ot Wet) or Auto-Skills (except City Society for the campaign's starting megaplex.) The Kuromaku then must buy all Outfits and Skills for them using their own XP.
Miracle Effect: The effect of "Right Hand" as a miracle is now, quite literally, "You have a Right Hand." It is always active and you cannot use it to heal a Wound. Others cannot cancel this Miracle using effects like Chai. Fight!, Please!, Mutation and similar effects cannot be used on your Right Hand Miracle. However, there is still a Condition: If you use your Right Hand to your personal advantage, the "Used a Miracle fittingly" bonus XP can be awarded.
Kuromaku Style Skills
Dark Plots II Combo : Free Max SL : 5 Timing : Constant Target : Self Range : None Difficulty : None Versus : None Your schemes subtly wear down your victims. Increase the [Max SL] for your acquired <Dark Plots> by [SL]. Note that this does not increase the current SL of that skill. Mister Big II Combo : Free Max SL : 5 Timing : Constant Target : Self Range : None Difficulty : None Versus : None Your reputation is such that your name alone brings chills to anyone on the street. Increase the [Max SL] for your acquired <Mister Big> by [SL]. Note that this does not increase the current SL of that skill. Battle Without Chivalry Combo : <Contact> Max SL : 4 Timing : Major Target : Single* Range : Weapon Difficulty : None Versus : Impossible You get your victim's guard down by making friends, making the betrayal all the sweeter. The target of this skill must be the target of your <Contact> skill. The target may not make a Reaction to the Combo this skill is used in. After the check, the <Contact> skill used in the Combo cannot be used again until the end of the Act. Dread Lord's Pride Combo : <Stature> Max SL : 5 Timing : Reaction Target : Self Range : - Difficulty : Result Versus : - You overcome physical danger directed your way by staking it on your pride. Those who know you help you in your time of crisis. You may make a Reaction to a Physical Attack Combo using <Stature> instead of <Evasion>. Increase the result of that check by [SL]. Limit 1/Cut. Dread Lord's Mettle Combo : <Stature> Max SL : 5 Timing : Reaction Target : Self Range : - Difficulty : Result Versus : - You guard yourself from all kinds of mental pressures and ill intent through your stature alone. To be Kuromaku, you've got to have at least this much mettle. You may make a Reaction to a Mental Attack Combo using <Stature> instead of <Will>. Increase the result of that check by [SL]. Limit 1/Cut. †Protégés Combo : Free Max SL : 5 Timing : Major Target : Refer Range : None Difficulty : None Versus : None A [Troop Summon Skill] representing the underlings you've brought up yourself. When you acquire this skill, select one Style. You acquire a Troop of the selected Style. Also, if successful at this skill's check, you can summon them to your side. You may acquire separate instances of this skill to acquire different Styles, up to your Style Level. †Ruler's Fist Combo : Other Max SL : 4 Timing : Major Target : - Range : - Difficulty : None Versus : - Displaying your full authority, you strike at your enemy by any means. Your fist is your rule, and there is no one you can't beat. Increase the damage of attacks you Combo with this skill by your {Mundane}. Limit [SL]/Act. ※Dread Lord's Hour Combo : Alone Max SL : 4 Timing : Backstage Target : Self Range : None Difficulty : 21 Versus : None Exercising your authority, you prepare a stage with the most favorable conditions for yourself. As a Backstage Check, if successful at <Dread Lord's Hour>, then during the next scene increase all of your stats, and the stats of your Troops acquired through <Protégés>, by [SL]. You may spend Credits on <Dread Lord's Hour>'s check.
Kuromaku (Right Hand) Style Skills
The following skills are Kuromaku Style Skills that may only target their Right Hand.
Dark Whisper Combo : Alone Max SL : 4 Timing : Major Target : Right Hand* Range : Long Difficulty : None Versus : None You direct your right hand to act. If successful, give the card used for the check to the target. Then, the target immediately takes a Main Process. This Main Process does not spend {AR}, and may be taken even if the target has 0 {AR}. The Major Action of this Main Process must use the card given to the target. This skill may be ignore range by being used as a Background check, and the target may make a Background check through this skill. Dark Orders Combo : <Stature> Max SL : 3 Timing : Setup Process Target : Right Hand* Range : Medium Difficulty : 10 Versus : None The Kuromaku gives orders, and the Right Hand obeys as though your own limbs. The target increases the result of their checks by [SL]. This effect lasts until the end of the Cut. Kuromaku's Fangs Combo : <Stature> Max SL : 4 Timing : Setup Process Target : Right Hand* Range : Medium Difficulty : None Versus : None The Right Hand trusts in the Kuromaku, and enacts violence in their behalf. In any age, when authority fails, violence succeeds. Increase the physical damage your Right Hand deals by [SL+1]. This effect lasts until the end of the Cut. Dread Lord's Venom Combo : <Stature> Max SL : 4 Timing : Setup Process Target : Right Hand* Range : Medium Difficulty : None Versus : None To the Kuromaku, their Right Hand is a hidden poison. Rather than merely kill, it poisons the heart as well. Increase the mental damage your Right Hand deals by [SL+1]. This effect lasts until the end of the Cut. Recovery Chance Combo : Alone Max SL : 4 Timing : Refer Target : Right Hand* Range : Long Difficulty : None Versus : None You rouse your right hand, giving them a chance. Use when your Right Hand fails a Self-Control Check. If successful, the Right Hand also succeeds at their Self-Control Check. Limit 1/Cut.
Right Hand Only Skills
The following skills may only be acquired by Right Hands Guests (of any Style). Right Hand Cast Members may not take them.
Absolute Loyalty Combo : Free Max SL : 1 Timing : Constant Target : Self Range : None Difficulty : None Versus : None You are unshakeably loyal to your Kuromaku, and can break free from any kind of outside control. Only one Kuromaku could inspire such absolute loyalty in you. You cannot become a [Thrall]. Right Hand only. Shield in Hand Combo : Alone Max SL : 4 Timing : Before Damage Target : Kuromaku* Range : Short Difficulty : None Versus : None You protect your Kuromaku with your own body. If successful, you may apply the mental or physical damage the target would have taken, to yourself instead. Due to this check, you take all other effects of Style Skills, etc., that the target would have taken as well. Limit [SL]/Cut.