================================================================================ CLASS SKILL RULES & DATA ================================================================================ When you make a character, you will select two classes from among the 18 (31) listed. The classes you select determine which skills you are able to obtain. You may not obtain any skills from classes you are not. However, Common Skills may be obtained regardless of class. Wizards fight by using the skills they have. Kinds of Skills ---------------------------------------- Skills can be categorized as follows. -- Class Skills Skills that belong to a class. Usually, when the word 'skills' is used, it's typically referring to class skills. -- Common Skills Skills that don't belong to any class, and can be obtained by characters of all classes. Skill Priority ---------------------------------------- If a rule contradicts another rule other than the Golden Rule or an effect of a skill, then the effect of the skill takes priority. If two skills, or a skill or an item, or something similar, have rules or effects that one contradict one another, then the user may choose which effect to receive (usually the most advantageous one.) Using Skills ---------------------------------------- The method of using skills is explained next, while rules concerning Judges and dice rolls are explained elsewhere. -- Declare Use With the exception of [Timing: Constant] skills (which are always on), it is necessary to declare the use of a skill. The use of a skill cannot be declared for any timing other than what has been established for each skill. Additionally, the use of a skill may only happen once per declaration, according to the timing. -- Paying Cost If a skill has something listed in the [Cost] field, that cost must be paid at the time the use of the skill is declared, or else it can't be used. Cost in specific is discussed in below. It should be noted that when paying a cost, you cannot go below 0 HP or MP (that is, if you don't have enough to pay the cost without having at least 1 HP or MP left, then you can't use the skill.) -- Judge Some skills are treated as attacks. In such a case, unless the Hit Check or a Judge using the specified Attribute is successful, the skill will not take effect. -- Multiple Characters If a skill targets multiple characters, then the character using the skill need only pay the cost once, and any Judges they need to make are made only once. -- Post-Action A character doesn't become Post-Action by using a [Timing: Major Action] skill. A character becomes Post-Action once their Main Process ends. -- Use Requirements Some skills require you to have obtained another particular skill before you can acquire it, or require the use of specific items or weapons when they are used. > Equip If a skill says something like [Restrict: Magic Sword Equip], then you need only have that item equipped in order to use the skill. > Use If a skill says something like [Restrict: Magic Sword Use], then you must use an item from that category in specific in order to use the skill. If a skill has multiple categories of skills listed, then you need only one of them to use the skill. -- Using Skills Outside of Round Progression Most skills are assumed to be used during Round Progression. If, during Scene Progression, you want to use a skill, then you basically are allowed to use one skill per Main Process. Applying Effects ---------------------------------------- Once a skill has been declared, and its costs paid for, the effect of the skill will properly take effect. The effects written in the effect field are applied to whatever character was defined by the [Target:] data of the skill. When applying the effects of skills, there may be cases where you'll find there aren't any rules, or the effects of two skills are incompatible. In these cases, the final decision is always made by the GM. It's OK for the players to make suggestions, but it's up to the GM whether or not to use those suggestions. -- Effect Overlap Unless the effect of a particular skill specifically states that its effects can stack, they don't stack. (That is to say, you can't benefit from the same skill, but multiple skills that grant a similar bonus are fine.) -- Effect Duration If the effect of a skill does not specify when it ends, then it ends at the end of the Main Process. ^^ If a skill with a lasting effect is used outside of Round Progression, then it is assumed that skill lasts until the end of the Scene instead. However, the GM may determine to end the effect of a skill at any time (outside of Round Progression.) -- Ending Effects A character may end the (positive) effects of any skill they are under at any time. This is considered to be an Auto Action. However, characters can never end the effect of [Timing: Constant] skills. -- Rerolling Judges There are some skills that allow you to reroll the dice roll of a Judge. In such a case, all modifiers from other skills and items are still valid. That is, nothing expires; the roll is the exact same as it was before using the reroll skill. Attacks ---------------------------------------- The effect of some skills is basically to act like an attack, either a Physical Attack or a Magical Attack. Refer to the section on attacks for how to resolve these kinds of skills. Treat them exactly like you would any other attack. It's just a skill, which is an attack! Substition Checks ---------------------------------------- The effect of some skills allow you to substitute what Attribute or Combat Stat is used for a Judge. For instance, when making a Dodge Check, you might use a skill that allows you to substitute PACC for EVA. In these cases, all modifiers that apply to EVA cannot be used. Any modifiers that apply to PACC, however, can be used. Furthermore, any modifiers that apply to Dodge Checks in general can also be used, as there is nothing defined specifically, so it works regardless of what stat you use. Simultaneous Application of Effects ---------------------------------------- There may be cases in which multiple skills might be applied simultaneously, such as skills used to affect Hit Checks, or damage rolls. First, the Attacker announces the name of the skill they will use. Then, the Defender may announce the name of the skill they wish to use in response. This is to say that the Defender will always know what skill the Attacker is going to use, and can react accordingly. They may even change what skill they were about to use, after hearing the skill the Attacker will be using. After both sides have finalized their decisions, the GM determines how the skills interact. (The general gist of this rule is so that if the Attacker uses a skill that changes their Hit Check to a Full Hit, for example, the Defender doesn't need to waste resources using a skill that enhances their Dodge Check. Or, similarly, the Defender can react by using a skill that makes their Dodge Check into a Full Dodge when the Attacker uses a skill that raises their PACC, when before the Defender had only planned on raising their EVA.) Bad Statuses Overlap ---------------------------------------- In short, Bad Statuses don't stack, unless they have a rating. For example, if you have {BS: Paralysis} and would take it again, then nothing happens. However, if you have {BS: Poison (3)}, and are hit with {BS: Poison (2)}, then you now have {BS: Poison (5)}. ================================================================================ SKILL DATA FIELDS ================================================================================ Here is the explanation on how to read skills. Name ---------------------------------------- The name of the skill. Category ---------------------------------------- This field shows the classification of a skill. Sometimes (most times), a skill will not have a classification. The following are the types of classifications, and what they mean. -- Spell This classification represents that the skill is a spell. The skill may receive the effects of skills, items, or other modifications that specify they affect spells. >> Spell (Element) If written like "Spell (Fire)", that means the spell is of the Fire Element. If two Elements are written side-by-side like "Spell (Fire/Light)", that means the spell possesses both Elements. >> Spell (Pick) If written like "Spell (Pick)", then once that spell is acquired, an Element must be chosen for the spell. Similarly, if it is written "Spell (First)" or "Spell (Second)", then the Element becomes your character's First or Second Element, respectively. -- Broom This classification represents that the skill has an effect on Brooms that the character equips. -- Trait (作成 but I felt 'Construction' was too lengthy and didn't quite represent what it meant) This skill may only be acquired at character creation. It cannot be acquired during Level Up. -- Item A skill that allows a character to acquire an item, or else is a skill that modifies an item somehow. In most cases, this effect will be applied during Preplay. Items acquired by a [Category: Item] skill can neither be sold, nor Preserved, and are lost during Afterplay. -- Auto This is short for "Automatic Acquire." During character creation, you acquire both of your class's Auto skills automatically. If a class has more than one Auto skill, you must choose one of those skills. If you would acquire an Auto skill that you cannot take more Skill Levels in (for instance, you doubled up on a class with a single Auto skill that has Max SL), then you may acquire another skill from that class instead. -- Secret A skill marked with Secret means it is a unique, powerful skill. A character may only acquire one Secret skill from one class (that is to say, if you have a Vampire/Hero character, they may take one Secret skill from Vampire, and one secret skill from Hero). However, if your classes are the same (Vampire/Vampire or Hero/Hero, for instance), you may acquire three Secret skills from that class. Keep in mind, if your change your class, you can no longer use any Secret skills acquired from that class, until you change back to that class. Acquire CL ---------------------------------------- The Character Level you must possess in order to acquire a skill. Usually this will be 1, but higher requirements exist. Max SL ---------------------------------------- Most any skill may be acquired multiple times, and each time raises its "Skill Level", or SL. This field represents the maximum SL that skill may be raised to. When acquired for the first time, a skill is at SL1. When acquired again, it is at SL2, and so on. A skill may not be raised above its Max SL. If a skill has a Max SL of 1, then essentially it cannot be raised. Timing ---------------------------------------- The timing with which a skill may be used. Skills may only be used with their specified timing, and only once per such timing. -- ~~ Process If a skill specifies something like "Setup Process" or "Cleanup Process", then it may be used during the so-named Process. Sometimes, a skill might omit the "Process" and just have Setup or Cleanup. -- ~~ Action The skill may be used as an action. Minor Action, Major Action, and Reaction are the usual divisions. This may be described as "Minor" for Minor Action or "Major" for Major Action on your sheet. -- Before Judge / After Judge The skill is used before, or after a Judge is made. In the case of "After Judge," it's fine to wait until the effects of the Judge have been explained before you declare the use of the skill. -- Damage Roll The skill is used during a damage roll. Whether it affects a Judge like PATK or PDEF depends upon what is written in the skill's specific data. Damage roll is sometimes abbreviated to DR. -- Constant The effect of this skill is always on, and its effect is always applied to its user. However, if the [Restrict] field is specifically defined (see below), then the conditions must be fulfilled in order for the effect to take place. (For instance, if it says [Restrict: Equip Broom], then the skill's effect is applied constantly, so long as you have a Broom equipped.) -- Downed The skill is used when you yourself are Downed. Once the effects of this skill are applied, then the effects of Downed are processed (if still applicable.) -- «Skill Name» If the name of a skill is written, then the skill is used at the same time as the described skill. Unless otherwise specified, the Cost of both skills must be paid. -- Prep This skill is used at the start of combat, before the beginning of Round Progression. If multiple characters declare the use of skills with this timing, they are processed in order of highest to lowest Speed. Check ---------------------------------------- This field describes what Judge is to be used when a Check is called for by using a skill. An Attribute might be specified, or a Combat Stat. -- Automatic The effect occurs as soon as the use of the skill is declared. There is no Check required. -- Attribute/Difficulty, or Combat Stat/Difficulty Perform a Judge using the listed Attribute or Combat Stat, compared against the listed Difficulty. If no Difficulty is listed, then a Judge is still rolled, but failure only happens on a Fumble. -- Hit Check The skill is processed as though it was some kind of attack. The details regarding the Hit Check will be described in the Effect area of the skill. If the Hit Check is a success, then the effect of the skill takes place. -- Dodge Check Like above, the skill is treated like a Dodge Check. If the Dodge Check is a success, the effects of the skill take place. Target ---------------------------------------- The target field describes which character(s) receives the effect of the skill. If the field is marked with a *, that means that no other skill, item, or anything else may change the skill's target. (So if you use a skill with [Target: Single*], and some effect would change it to [Target: Area (P)], then it remains [Target: Single*] and the effect is nullified.) -- Self The user of the skill receives the effect of the skill. -- Single A single character specified by the user of the skill receives the effect of the skill. The user may target themselves. -- n# This will typically look like '2#' or '4#'. At most, 'n' number of targets will receive the effects of this skill. The user determines who. -- Area All characters (friend or foe!) within one Engage selected by the user of the skill receives the effect of the skill. However, if written like [Target: Area (P, n)] then up to 'n' number of targets in the Engage chosen by the user receive the effect of the spell. If 'n' ([Target: Area (P)] for example) is not specified, then any number of targets in the Engage receive the effect of the skill. -- Scene All characters appearing in the Scene receive the effect of the skill. Like with Area, [Target: Scene (P)] may be specified. -- Refer The target will be specified in the skill's effect. Range ---------------------------------------- This field specifies the range at which the effects of the skill will reach. -- Close This skill can only target a character in the same Engage as the skill's user. -- Short This skill can target a character in the Scene that is NOT in the same Engage as the skill's user. Also, a character can only be targeted if the user can see that character. Whether or not a character can be seen is determined by the GM. -- Weapon This skill's range is determined by the weapon the user of the skill is using. -- Scene This skill targets all characters that have appeared in a Scene, excepting those at Extreme Range. Cost ---------------------------------------- This field will specify what cost must be paid when the skill is used, something like HP, MP, or receiving a Bad Status. If the Cost cannot be paid, then the skill may not be used. Unless it specifically says "the cost can be reduced", Costs cannot be reduced by items or effects. -- HP The Cost is paid with the specified amount of HP. If this would bring you below 1 HP, you cannot use the skill. -- MP The Cost is paid with the specified amount of MP. If this would bring you below 0 MP, you cannot use the skill. -- Prana The Cost is paid for by the specified amount of Prana. Although there is no limit to how much Prana can be spent, you cannot go below 0 Prana. -- Bad Status If a Bad Status is written as the Cost of a skill, then after resolving the effects of that skill, you receive the Bad Status. If you would receive a Bad Status you already have, then it isn't necessary to receive it again. Restrict ---------------------------------------- This field describes certain limitations that must be met in order to use a skill. If the conditions described are not met, then the skill cannot be used, and it also can't even be declared. If multiple limitations are described, then conditions must be met in order to use the skill. -- ~~ Use This condition specifies that a weapon must be used with (in order to attack with) the skill. Examples would be "Broom Use" or "Blade Use", wherein the Class/Category of the weapon must match the condition specified. -- ~~ Equip This specifies that you must have some kind of item, weapon, or armor equipped in order to use the skill. Examples would be "Magic Sword Equipped". There may also be things like "(Slot: One Hand) Equip" meaning that you must have something equipped to one of your hands. -- ~~ Unequip Essentially, the same as ~~ Equip, but you must NOT have the specified item, weapon, or armor equipped. -- ~~ Carry The specified weapon or item must be possessed (not necessarily equipped) in order to use the skill. -- ~~ Condition You must be under the specified condition in order to use the skill. For example, Flying, Hidden, Downed, or a Bad Status are all possible. -- Limit n/Round The skill may only be used n number of times per Round. When not in combat, the skill may be used n number of times per Scene instead. -- Limit n/Scene The number of times the skill may used in a Scene. -- Limit n/Episode The number of time the skill may used in an Episode. -- «Skill Name» n The specified skill must be acquired by the character, at the specified SL or higher, in order to acquire the skill. Once the conditions for acquiring it are met, the character may freely use the skill, assuming any other conditions on the skill are met.