Difference between revisions of "TNX:TOS New Skills - Mayakashi"

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(Created page with "= Enigma = This section explains the rules for Cast Members to acquire and use <Enigma>. An enigma in the game is a Troop-level character that can be summoned by acquiring the...")
 
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Latest revision as of 03:42, 20 August 2017

Enigma

This section explains the rules for Cast Members to acquire and use <Enigma>. An enigma in the game is a Troop-level character that can be summoned by acquiring the Mayakashi Secret Skill <Enigma>. A Cast Member with Mayakashi at Style Level 2 or higher is able to summon multiple enigma. A single Cast Member may summon a number of enigma up to their [Mayakashi Style Level]. For each summoned enigma, treat it as though a separate skill, writing the skill like <Enigma: (Name of Enigma)>.

Enigma Creation

Enigma are created in the following manner.

Select Style

Acquire one Style for the enigma at Style Level 1.

Determine Enigma's Level

Determine the enigma's level, which represents their relative strength. Enigma level is equal to the SL of <Enigma>.

Determine Stats

Calculate the enigma's stats and Controls. This is done just like when making a Cast Member, only with just a single Style. Then, add the enigma's level to each stat and Control. Please note that you are unable to improve an enigma's stats separately through the use of XP.

Acquire Auto-Skills

This is done in the same manner as Troops.

Style Skills & Outfits

The same as with Troops, with the exception that enigma may acquire up to two (2) Secret Skills and one (1) Ultimate Skill. They may not, however, acquire [Troop Summon Skills] on their own.

Other Data

Same as Troops.

Summoning Enigmas

Enigma may be summoned once per scene by making a Combo using <Enigma>. Until the end of the scene, summoned enigma action according to the orders of the one that summoned them. Once the scene is over, the enigma disappears, and need to be resummoned to appear again. Summoning enigma cannot be done while Backstage. Also, Credits may not be spent on the check to summon them.

Enigma Points

Summoned enigma have a number of "Enigma Points" (EP) equal to the result of the check that summoned them. Damage inflicted on an enigma does not reference the Wound Chart, but rather depletes from the enigma's EP equal to the rating of the wound dealt. Once the enigma's EP reaches 0, it vanishes, and can no longer fight. (Note that "vanish" here is meant to be the same as destroying a Troop. So therefore, effects that destroy Troops, also work to vanish enigma.) However, starting from the next scene, enigma may be resummoned.

Handling the Damage

Same as Troops.

Summoning During Cut Progression

If an enigma is summoned during Cut Progression, the summoned enigma immediately appears Engaged with the summoning character, and can participate in combat. If summoned during the Setup Process, it may immediately perform a Setup Process action if it has one.

<Enigma Spell Lock>

If the <Enigma Spell Lock> Style Skill is acquired, then the enigma does NOT disappear at the end of the scene, and is able to act alongside its summoner. If that character should have multiple <Enigma> skills acquired, then they must acquire <Enigma Spell Lock> for each individually. Treat as a separate skill, recording the skill like <Enigma: (Name of Enigma)>.

Once <Enigma Spell Lock> is acquired, the check for summoning an <Enigma> changes to "Limit 1/Act". Therefore, if they are made to vanish during Cut Progression (or any other time), then they may not be resummoned for the remainder of the Act. However, so long as their EP is not reduced to 0, then during the next scene the enigma returns to the state it was in when it was first summoned.

Enigma Checks

Enigmas perform checks using the hand of the player of the summoning character. If <Enigma Spell Lock> is acquired, then from the scene they are summoned onwards, they essentially are in a Team with their summoner, and may appear in any scene the summoner does (they may also be made not to appear). They cannot make Appearance Checks on their own. Also, they may not perform Backstage checks.

Mayakashi Style Skills

Aura Cloak II
Combo      : Free
Max SL     : 5
Timing     : Constant
Target     : Self
Range      : None
Difficulty : None
Versus     : None
You disguise your own mind from reality and the Astral World alike. No one will be able to look into your thoughts.
Increase the [Max SL] for your acquired <Aura Cloak> by [SL]. Note that this does not increase the current SL of that skill.

Panic
Combo      : <Psychology>
Max SL     : 3
Timing     : Major
Target     : Single*
Range      : Weapon
Difficulty : Control
Versus     : <Will>
You show your foe the phantoms from the recesses of their own mind.
When this skill is used in a Mental Attack Combo and you deal at least a 10 point or higher Wound, also inflict [BS: Fear] on the target. Limit [SL]/Act.

Fortune Telling
Combo      : Free
Max SL     : 5
Timing     : Constant
Target     : Self
Range      : None
Difficulty : None
Versus     : None
You divine the future by reading the flow of the Astral, gaining information in the process.
Increase the result of your Information Gathering checks when you use <Society: Astral> or <Society: Street> by [SL].

Mind Blast
Combo      : <Psychology>
Max SL     : 4
Timing     : Major
Target     : Single
Range      : Weapon
Difficulty : Control
Versus     : <Will>
You register physical, rather than mental wounds, by materializing a phantom for just an instant. What shadows lurk in your opponent's mind is a secret only Mayakashi know.
When this skill is used in a Mental Attack Combo, after calculating damage, reference the Physical Wound Chart. Limit [SL]/Act.

Labyrinth
Combo      : <Will>
Max SL     : 4
Timing     : Setup Process
Target     : Single
Range      : Long
Difficulty : Control
Versus     : <Will>
You lead your opponent astray with an illusion.
If successful, reduce the target's CS by [CV]. Limit 1/Scene.

†Enigma
Combo      : <Will>
Max SL     : 5
Timing     : Setup Process
Target     : Refer
Range      : None
Difficulty : 10
Versus     : None
A [Troop Summon Skill] that calls forth an enigma.
When you acquire this skill, select one Style. You acquire an enigma of the chosen Style. By succeeding at this check, you can summon that enigma. You may acquire separate instances of this skill to acquire different Styles, up to your Style Level.

†Life Force
Combo      : <Will>
Max SL     : 4
Timing     : Major
Target     : Single
Range      : Close
Difficulty : Control
Versus     : <Will>
You transfer bodily wounds from the target to yourself, or from you to the target. The mind can influence even the flesh.
If successful, select one Physical Wound you are suffering from. Inflict the same Wound on the target. Then, recover from that Wound. Limit 1/Cut.

※Multi-Enigma
Combo      : <Will>
Max SL     : 5
Timing     : Setup Process
Target     : Refer
Range      : None
Difficulty : 10
Versus     : None
When you acquire this skill, select one Style. You acquire an enigma of the chosen Style. By succeeding at this check, you can summon that enigma. You may acquire <Multi-Enigma> only once.

Enigma Only

Introduced here are Style Skills that may only be acquired by enigmas. Primarily, these are skills that create enigma-exclusive Outfits, or protect their Mayakashi summoner. When a Style Skill lists [Target: Summoner], this means "the character that summoned the enigma." The word "you" in the following skills implicates the enigma, not the summoner.

Enigma Spell Lock
Combo      : Free
Max SL     : 1
Timing     : Constant
Target     : Self
Range      : None
Difficulty : None
Versus     : None
A Style Skill that allows for the summoning of an enigma with a stronger presence in this world.
An enigma that acquires this Style Skill, once summoned, persists until the end of the Act. However, they change so that they may only be summoned once per Act. Enigma Only.

Mana Armor
Combo      : Free
Max SL     : 5
Timing     : Constant
Target     : Self
Range      : None
Difficulty : None
Versus     : None
A Style Skill that grants armor to the enigma.
Increase your Defense (S/P/I) by [SL]. Enigma Only.

Mana Shield
Combo      : Free
Max SL     : 5
Timing     : Constant
Target     : Self
Range      : None
Difficulty : None
Versus     : None
A Style Skill that enables the enigma to handle shields.
Increase your [Parry] when you make a Parry by [SLx2]. Enigma Only.

Mana Bullet
Combo      : Free
Max SL     : 5
Timing     : Constant
Target     : Self
Range      : None
Difficulty : None
Versus     : None
A Style Skill that grants a powerful bow, gun, or other ranged weapon to the Enigma.
Increase the damage of your physical attacks using ranged weapons by [SL+2]. Enigma Only.

Mana Blade
Combo      : Free
Max SL     : 5
Timing     : Constant
Target     : Self
Range      : None
Difficulty : None
Versus     : None
A Style Skill that grants the enigma the ability to wield melee weapons.
Increase the damage of your physical attacks using melee weapons by [SL+2]. Enigma Only.

†Mana Guard
Combo      : Alone
Max SL     : 4
Timing     : Before Damage
Target     : Summoner*
Range      : Short
Difficulty : None
Versus     : None
A Style Skill that causes an enigma to protect its Mayakashi's flesh and mind.
If successful, you may apply the (expected) {Physical or Mental Wound} about to be applied to the target, to yourself instead. Through this check, you receive all the effects from Style Skills and the like the the original target would have received. Limit [SL]/Cut. Enigma Only.

†Mana Strike
Combo      : Other
Max SL     : 4
Timing     : Major
Target     : Single
Range      : Weapon
Difficulty : Control
Versus     : None
A Style Skill that gathers illusions onto the enigma's strike, vastly enhancing its destructive power.
When this skill is used in a Physical Attack Combo, increase the damage by your {Passion}. Enigma Only.

※Combination
Combo      : Free
Max SL     : 4
Timing     : Setup Process
Target     : Summoner*
Range      : None
Difficulty : 10
Versus     : None
The enigma shares its skills with its Mayakashi.
If successful, you may select one skill you have acquired and cause the target to temporarily acquire it too. Its SL is equal to <Combination>'s SL, and the target may choose the suits. Ultimate Skills may not be shared with <Combination>. The target may refuse this effect. This effect lasts until the end of the Cut. Enigma Only.