TNX:TOS New Skills - Tatara

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Advice II
Combo: <Advice>
Max SL: Style Level
Timing: Refer
Target: -
Range: -
Difficulty: -
Versus: -
You're so experienced assisting others you can shoot helpful advice their way without the slightest delay.
When you use this skill in a Combo with <Advice>, you don't lose an AR as a result of the Check, and may use it even if you have 0 AR.
This skill can be used in a Combo with [Combo: Alone] skills, and does not count toward the maximum limit of skills usable in a Combo.
Limit [SL]/Act.

Reinforcement II
Combo: <Craft>
Max SL: 5
Timing: Major
Target: Refer
Range: Close
Difficulty: Refer
Versus: None
You can reinforce an additional Outfit.
This skill targets an Outfit that belongs to the same subcategory as the <Craft> skill used in this Combo. The targeted Outfit gains a [SL] bonus to one of its ratings, such as (ATK) or (Parry). The Difficulty of this Check is equal to the target's (Buy).
This effect lasts until the end of the Act.
Limit 1/Act.

Reinforced Weapon
Combo: <Melee> <Ranged>
Max SL: 5
Timing: Major
Target: -
Range: Refer
Difficulty: Refer
Versus: <Evasion>
Thanks to your customizations, your weapon is the only one quite like it in the world, and only you could use it.
When you use this skill in an Physical Attack Combo with a Weapon you've used <Reinforcement> on, you get +[SL+3] to the Wound Rating.

Shock Attack
Combo: <Melee> <Ranged>
Max SL: 4
Timing: Major
Target: Single
Range: Weapon
Difficulty: Control
Versus: <Evasion>
You've modified your weapon to increase its impact, causing it to disorient enemies.
When you use this skill in a Combo and manage to inflict a {Physical Wound} on the target with that Combo, the target takes {BS: Weakness}.

I.E.D. II
Combo: <I.E.D.>
Max SL: 4
Timing: Major
Target: -
Range: -
Difficulty: -
Versus: -
You're a master of explosives, capable of using shaped charges to direct the force of your I.E.D. wherever you want.
When you use this skill in a Combo with a «I.E.D.», you may include skills with [Combo: <Ranged>] into this Combo.

†Emergency Surgery
Combo: <Super Doctor>
Max SL: 4
Timing: Refer
Target: Single
Range: Close
Difficulty: Refer
Versus: None
Your medical skill is sufficient to mend injuries urgently, even in the thick of combat.
Use this Skill in a Combo with <Super Doctor>. Your <Super Doctor> skill becomes [Timing: After Wound].
Limit [SL]/Act.

†Personal Barrier II
Combo: <Personal Barrier>
Max SL: Style Level
Timing: Refer
Target: -
Range: -
Difficulty: -
Versus: -
Your magnetic or force barrier is finely tuned, allowing it to be activated more often.
When you use this skill in a Combo with <Advice>, you don't lose an AR as a result of the Check, and may use it even if you have 0 AR.
This skill can be used in a Combo with [Combo: Alone] skills, and does not count toward the maximum limit of skills usable in a Combo.
Limit [SL]/Act.

※Ultra-Tech
Combo: <Craft>
Max SL: 4
Timing: Major
Target: Refer
Range: Refer
Difficulty: Refer
Versus: None
Your mastery of technology lies beyond the purview of the Neuro Age itself.
If successful, you can create technology normally unavailable in the Neuro Age. The Category of <Craft> Skill you must use, the Difficulty, and all other details are decided by the Director at their discretion.