Difference between revisions of "Metalhead"

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| style="text-align: center;" | Effect
 
| style="text-align: center;" | Effect
| colspan="3" | Add Leather Duds to one hit location
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| colspan="3" | Add Leather Duds to one hit location. Attack parts that share a hit location with intact leather duds receive a +1 to the attack check.
 
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| style="text-align: center;" | Description
 
| style="text-align: center;" | Description
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| style="width: 50px; border: 1px solid black; padding: 2px; background: #A0A0A0; text-align: center" | '''Timing''':
 
| style="width: 50px; border: 1px solid black; padding: 2px; background: #A0A0A0; text-align: center" | '''Timing''':
| style="width: 100px; border: 1px solid black; padding: 2px" | Auto
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| style="width: 100px; border: 1px solid black; padding: 2px" | Damage
 
| style="width: 50px; border: 1px solid black; padding: 2px; background: #A0A0A0; text-align: center" | '''Cost''':
 
| style="width: 50px; border: 1px solid black; padding: 2px; background: #A0A0A0; text-align: center" | '''Cost''':
| style="width: 100px; border: 1px solid black; padding: 2px" | None
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| style="width: 100px; border: 1px solid black; padding: 2px" | 0
 
| style="width: 50px; border: 1px solid black; padding: 2px; background: #A0A0A0; text-align: center" | '''Range''':
 
| style="width: 50px; border: 1px solid black; padding: 2px; background: #A0A0A0; text-align: center" | '''Range''':
 
| style="width: 100px; border: 1px solid black; padding: 2px" | Self
 
| style="width: 100px; border: 1px solid black; padding: 2px" | Self
 
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| style="width: 50px; height: 75px; border: 1px solid black; padding: 2px; background: #000000; text-align: center" | <div style="color:White;">'''Effect'''</div>
 
| style="width: 50px; height: 75px; border: 1px solid black; padding: 2px; background: #000000; text-align: center" | <div style="color:White;">'''Effect'''</div>
| colspan="5" style="text-align: left" style="border: 1px solid black;" | <div style="color:black;">Once per round it can be used as a Defend 1 for 0 AP. +1 to all checks made with parts in this hit location.</div>
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| colspan="5" style="text-align: left" style="border: 1px solid black;" | <div style="color:black;">Defend 1</div>
 
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| colspan="6" style="width: 150px; border: 1px solid black; padding: 2px; background: #C8C8C8" |
 
| colspan="6" style="width: 150px; border: 1px solid black; padding: 2px; background: #C8C8C8" |
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| style="text-align: center;" | Effect
 
| style="text-align: center;" | Effect
| colspan="3" | Support 1, increase the value of the support by 1 for each sister in the same zone as you. This cannot be used on yourself.
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| colspan="3" | Support 1. Increase the Support value of this maneuver by 1 for each Sister in the same zone as you. You may not use this maneuver on yourself.
 
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| style="text-align: center;" | Description
 
| style="text-align: center;" | Description
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| style="text-align: center;" | Effect
 
| style="text-align: center;" | Effect
| colspan="3" | This must be declared when you declare the attack maneuver. +3 to the attack check. Your sisters cannot support the check. This can only be used once per round.
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| colspan="3" | Once per Round, you may only declare this Maneuver as part of declaring an Attack Maneuver. Add +3 to your Attack Check. Your Sisters may not Support the Check.
 
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| style="text-align: center;" | Description
 
| style="text-align: center;" | Description
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| style="text-align: center;" | Effect
 
| style="text-align: center;" | Effect
| colspan="3" | Declare an attack maneuver, paying the maneuver's cost, that is in range of the one being damaged. Make an attack check, if successful, reduce the damage of the original attack by the damage of your attack. Excess damage is dealt to the original attacker, but only if they are in range of your attack maneuver. All properties on your attack are lost.
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| colspan="3" | You may use this Maneuver only when you or a Sister would take damage from an enemy's attack. Declare an Attack Maneuver with a Range that could target the character being damaged. If this Attack Maneuver is successful, reduce the damage that the initial attack dealt by the value of your Attack and negate any additional properties of your Attack. Additionally, if the attacking enemy is also within range of your Attack Maneuver and your Attack exceeded the damage from its attack, it now receives an Attack equal in value to the excess damage from your Attack.
 
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| style="text-align: center;" | Description
 
| style="text-align: center;" | Description
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| style="text-align: center;" | Effect
 
| style="text-align: center;" | Effect
| colspan="3" | This can only be used when you deal more damage than the enemy has parts or legion size. On savants, it is determined by the parts in the hit location. Remove 1 point of madness from one of your fetters.
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| colspan="3" | You may only use this Maneuver when you deal damage greater than the amount required to Annihilate a Horror or Legion or to break one of a Savant's hit locations. Remove 1 point of madness from a Fetter of your choice.
 
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| style="text-align: center;" | Description
 
| style="text-align: center;" | Description
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| style="text-align: center;" | Effect
 
| style="text-align: center;" | Effect
| colspan="3" | Pick up to two horrors or legions, for the next 5 count they can only target you with maneuvers or move into the same zone as you.
+
| colspan="3" | Pick up to two horrors or legions. For the next 5 Count, the chosen enemies may can only use their Action and Rapid timing Maneuvers to to target themselves or you, or to Move toward your zone. This can only be declared once per round.
 
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| style="text-align: center;" | Description
 
| style="text-align: center;" | Description
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| style="text-align: center;" | Effect
 
| style="text-align: center;" | Effect
| colspan="3" | Declare an action timing maneuver at 0 cost, instead of resolving it, you instead may declare it again at rapid timing on a later count, paying it's AP cost. You cannot use the maneuver you declared again until after it has been resolved. You may only have 1 action prepared this way at a time.
+
| colspan="3" |Select an Action-timing maneuver. On any later Count during the same Round, you may declare the Maneuver you selected at Rapid timing, paying it's AP cost as normal. You cannot declare the selected maneuver at Action timing again until after resolving the Rapid and only one Action Maneuver may be readied with this ability at a time.
 
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| style="text-align: center;" | Description
 
| style="text-align: center;" | Description
| colspan="3" | Sometimes, a show requires you to do something at just the right time even if it requires a bit of set up
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| colspan="3" | Sometimes, a proper performance requires a little setup to get the timing just right.
 
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Revision as of 21:52, 6 June 2020


Description

With a heart full of noise, these dolls resurrect a spirit that once ruled the air waves.

Reinforcement Points

Armament Mutation Enhancement
0 1 1


Special Skill

Name Timing Cost Range
Grand Finale Auto None Self
Effect You may only declare this Maneuver at Count 1 during the Battle Phase. Until the end of the Count, you may declare any number of Rapid, Check, and Damage-timing maneuvers you have not yet expended during the Round and ignoring the difference between the Count and your current AP. This applies even if your current AP would normally render you unable to declare maneuvers.
Description A great show needs a spectacular finish.

Skills

Name Timing Cost Range
Leather Rebel Auto None Self
Effect Add Leather Duds to one hit location. Attack parts that share a hit location with intact leather duds receive a +1 to the attack check.
Description Leather jackets and the like are a staple of the genre. And you're not gonna let yourself bring shame to such a look.
Any
Leather Duds
Timing: Damage Cost: 0 Range: Self
Effect
Defend 1
Name Timing Cost Range
Sisters in Rock Check 1 0-1
Effect Support 1. Increase the Support value of this maneuver by 1 for each Sister in the same zone as you. You may not use this maneuver on yourself.
Description You and your sisters make a mean band, at least that's what you think.
Name Timing Cost Range
Solo Auto None Self
Effect Once per Round, you may only declare this Maneuver as part of declaring an Attack Maneuver. Add +3 to your Attack Check. Your Sisters may not Support the Check.
Description A perfect solo is the stuff of legends, as such you won't let your friends interfere. Nothing's stopping the enemy from interfering, however.
Name Timing Cost Range
Painkiller Damage See Below See Below
Effect You may use this Maneuver only when you or a Sister would take damage from an enemy's attack. Declare an Attack Maneuver with a Range that could target the character being damaged. If this Attack Maneuver is successful, reduce the damage that the initial attack dealt by the value of your Attack and negate any additional properties of your Attack. Additionally, if the attacking enemy is also within range of your Attack Maneuver and your Attack exceeded the damage from its attack, it now receives an Attack equal in value to the excess damage from your Attack.
Description It takes someone truly brave, or crazy, to take a shot at the enemy's attack and not them.
Name Timing Cost Range
Overkill Damage 1 Self
Effect You may only use this Maneuver when you deal damage greater than the amount required to Annihilate a Horror or Legion or to break one of a Savant's hit locations. Remove 1 point of madness from a Fetter of your choice.
Description Such an extravagant display of excessive force may not scare what you're facing, but it does make you feel better.
Name Timing Cost Range
Star Power Action 2 0-1
Effect Pick up to two horrors or legions. For the next 5 Count, the chosen enemies may can only use their Action and Rapid timing Maneuvers to to target themselves or you, or to Move toward your zone. This can only be declared once per round.
Description Your fame attracts all sorts of attention or maybe it's just the noise you make carrying on like you do.
Name Timing Cost Range
Ready to Rock Action 1 Self
Effect Select an Action-timing maneuver. On any later Count during the same Round, you may declare the Maneuver you selected at Rapid timing, paying it's AP cost as normal. You cannot declare the selected maneuver at Action timing again until after resolving the Rapid and only one Action Maneuver may be readied with this ability at a time.
Description Sometimes, a proper performance requires a little setup to get the timing just right.