Difference between revisions of "Tanya"
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− | | style="text-align: center;" | ''' |
+ | | style="text-align: center;" | '''Promotion''' |
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+ | | Auto |
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+ | | None |
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+ | | 0 |
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| style="text-align: center;" | Effect |
| style="text-align: center;" | Effect |
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+ | | colspan="3" | When you or a Sister annihilates an enemy, you may declare this Maneuver to Promote them. Promoted dolls get a +1 to attack checks, their next action timing maneuver has its cost reduced by 1, and at the end of each round or the battle phase, they repair one part. Only one doll may be promoted at a time. |
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− | | colspan="3" | You are immune to damage, hinder moves, and moves for the next 2 count. This can only be used once per round. You cannot use damage timing maneuvers with range other than self while under the effect. |
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| style="text-align: center;" | Description |
| style="text-align: center;" | Description |
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− | | colspan="3" | |
+ | | colspan="3" | Patent Pending |
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| style="text-align: center;" | Effect |
| style="text-align: center;" | Effect |
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− | | colspan="3" | |
+ | | colspan="3" | You are instantly transported from your current position on the map to the zone where you began the Round. This is not considered a Move Maneuver. |
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| style="text-align: center;" | Description |
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| style="text-align: center;" | Effect |
| style="text-align: center;" | Effect |
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+ | | colspan="3" | Once per Round, you may declare this Maneuver as part of declaring a Move Maneuver on yourself.<br> |
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⚫ | |||
+ | Select one of the following effects:<br> |
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+ | Increase the value of your Move Maneuver by 1~2.<br> |
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⚫ | |||
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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 |
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− | | colspan="3" | |
+ | | colspan="3" | Whenever you move into, out of, or through a zone, reduce the size of all Legions occupying that zone by 1 + the sum total of all Movement values from your Maneuvers (use the higher value on maneuvers with Movement values greater than 1). |
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| style="text-align: center;" | Description |
| style="text-align: center;" | Description |
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− | | style="text-align: center;" | ''' |
+ | | style="text-align: center;" | '''Iron Curtain''' |
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+ | | Action |
| 1 |
| 1 |
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| Self |
| Self |
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| style="text-align: center;" | Effect |
| style="text-align: center;" | Effect |
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+ | | colspan="3" | You may only declare this maneuver once per turn. For one Count, you are immune to enemy Attack, Hinder Move, Hinder, and Move Maneuvers. While this effect is active, you may not use Damage-timing Maneuvers at a range greater than Self. |
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− | | colspan="3" | Defend 2, for the next 5 count, the attacker suffers -1 to their attack checks. If the attack is beyond range 1, they do not suffer a penalty. |
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| style="text-align: center;" | Description |
| style="text-align: center;" | Description |
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+ | | colspan="3" | Unstoppable, untouchable, at least for a very short time. |
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| style="text-align: center;" | Effect |
| style="text-align: center;" | Effect |
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− | | colspan="3" | |
+ | | colspan="3" | You may use this Maneuver only when you are the target of an Attack Maneuver or a target Moves into or out of your current zone. Make a Shooting Attack 2 + Explosive at the target which triggered this maneuver. Add +1 to the die roll of the Attack Check. |
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| style="text-align: center;" | Description |
| style="text-align: center;" | Description |
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! Range |
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− | | style="text-align: center;" | '''Stealth |
+ | | style="text-align: center;" | '''Stealth Generator''' |
| Auto |
| Auto |
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| None |
| None |
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| style="text-align: center;" | Effect |
| style="text-align: center;" | Effect |
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− | | colspan="3" | |
+ | | colspan="3" | Declare this Maneuver at the start of the Battle Phase, and again at the start of each subsequent Round where no enemies are in the same Zone as you. Until you make an Attack Maneuver or are damaged by an Attack Maneuver, Legions and Horrors may not target you with Maneuvers. Additionally, your first Attack Maneuver declared under this effect each Round deals +2 damage. |
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| style="text-align: center;" | Description |
| style="text-align: center;" | Description |
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| colspan="3" | The ability to hide can be very useful, especially when you're waiting for the right moment to strike. |
| colspan="3" | The ability to hide can be very useful, especially when you're waiting for the right moment to strike. |
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+ | |- |
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+ | |} |
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+ | {| class="wikitable" style="width: 800px;" |
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+ | ! style="width: 150px;" | Name |
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+ | ! Timing |
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+ | ! Cost |
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+ | ! Range |
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+ | |- |
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+ | | style="text-align: center;" | '''M.A.D Girl''' |
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+ | | Damage |
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+ | | 2 |
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+ | | Self |
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+ | |- |
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+ | | style="text-align: center;" | Effect |
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+ | | colspan="3" | You may only use this Maneuver when you receive damage. Every other unit in your current zone receives an Attack Maneuver with the same Properties (excluding the "Area" and "Chain Attack" Properties), Check Result, and Damage that you received (after declaring any Defend Maneuvers, if applicable). No "Check" timing occurs for this effect. |
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+ | |- |
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+ | | style="text-align: center;" | Description |
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+ | | colspan="3" | Patent Pending |
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+ | |- |
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+ | |} |
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+ | |||
+ | == Notes == |
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+ | -Rhino Rush counts as a move maneuver for the purposes of determining Grinder's damage to legions.<br> |
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+ | -When declared as an action, Iron curtain affects the target on the next count. When used as a rapid, it takes effect on the current count.<br> |
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+ | |||
+ | == Changelog == |
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+ | 06.06.2020<br> |
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+ | -Skills reworded for better clarity<br> |
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+ | -Stealth Mirage renamed to Stealth Generator<br> |
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+ | -Stealth Generator's effect is not lost when making move maneuvers only when getting damaged or attacking.<br> |
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+ | <br> |
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+ | 03.05.2021<br> |
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+ | -Major overhaul to Tanya to address the fact that while it possessed amusing gimmicks, it was ultimately lacking in anything that majorly impacted how a character that took it operated.<br> |
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+ | -Green Crystals Removed<br> |
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+ | -Power Sabotage removed<br> |
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+ | -Rhino Rush move bonus increased to +1-2<br> |
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+ | -Tesla Coil can now strike enemies moving out of the zone you are in, in addition to the other conditions.<br> |
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+ | -Grinder now does legion removal based on Move maneuvers that are possessed and intact<br> |
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+ | -Promotion added as special skill.<br> |
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+ | -M.A.D. Girl added as skill for a special surprise against those that attack you.<br> |
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+ | -Iron Curtain is now a normal skill, it lasts only 1 count and grants immunity to Hinder in addition to the other things it protects against.<br> |
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+ | |||
+ | == Legacy Skills == |
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+ | The skills here are kept for prosperity, in the event that someone decides they liked these more than what took their place, or you want to steal it for putting on an enemy. <br> |
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+ | {| class="wikitable" style="width: 800px;" |
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+ | ! style="width: 150px;" | Name |
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+ | ! Timing |
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+ | ! Cost |
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+ | ! Range |
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+ | |- |
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+ | | style="text-align: center;" | '''Green Crystals''' |
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+ | | Damage |
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+ | | 1 |
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+ | | Self |
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+ | |- |
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+ | | style="text-align: center;" | Effect |
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+ | | colspan="3" | Defend 2. If your attacker was at Range 1 or closer, they suffer -1 to their Attack Checks for the next 5 Count. |
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+ | |- |
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+ | | style="text-align: center;" | Description |
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⚫ | |||
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| style="text-align: center;" | Effect |
| style="text-align: center;" | Effect |
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− | | colspan="3" | |
+ | | colspan="3" | You may only use this Maneuver when you deal damage. If your attack deals damage, the target cannot declare any Check or Damage-timing Maneuvers until their next active Count. Maneuvers which negate Stagger also negate this effect. |
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| style="text-align: center;" | Description |
| style="text-align: center;" | Description |
Latest revision as of 01:52, 6 March 2021
Description[edit]
Remnants of an altered time. The power of necromancy brings back techniques and powers that never existed.
Reinforcement Points[edit]
Armament | Mutation | Enhancement |
---|---|---|
1 | 0 | 1 |
Special Skill[edit]
Name | Timing | Cost | Range |
---|---|---|---|
Promotion | Auto | None | 0 |
Effect | When you or a Sister annihilates an enemy, you may declare this Maneuver to Promote them. Promoted dolls get a +1 to attack checks, their next action timing maneuver has its cost reduced by 1, and at the end of each round or the battle phase, they repair one part. Only one doll may be promoted at a time. | ||
Description | Patent Pending |
Skills[edit]
Name | Timing | Cost | Range |
---|---|---|---|
Chronoshift | Rapid | 1 | Self |
Effect | You are instantly transported from your current position on the map to the zone where you began the Round. This is not considered a Move Maneuver. | ||
Description | Out of place and out of time, but what position is real? |
Name | Timing | Cost | Range |
---|---|---|---|
Rhino Rush | Auto | None | Self |
Effect | Once per Round, you may declare this Maneuver as part of declaring a Move Maneuver on yourself. Select one of the following effects: | ||
Description | The strength and speed of an unstoppable beast that allows you to charge straight through. |
Name | Timing | Cost | Range |
---|---|---|---|
Grinder | Auto | None | Self |
Effect | Whenever you move into, out of, or through a zone, reduce the size of all Legions occupying that zone by 1 + the sum total of all Movement values from your Maneuvers (use the higher value on maneuvers with Movement values greater than 1). | ||
Description | Lesser creatures can't even hope to stand in the way of your movement. Grind them to dust. |
Name | Timing | Cost | Range |
---|---|---|---|
Iron Curtain | Action | 1 | Self |
Effect | You may only declare this maneuver once per turn. For one Count, you are immune to enemy Attack, Hinder Move, Hinder, and Move Maneuvers. While this effect is active, you may not use Damage-timing Maneuvers at a range greater than Self. | ||
Description | Unstoppable, untouchable, at least for a very short time. |
Name | Timing | Cost | Range |
---|---|---|---|
Tesla Coil | Rapid | 1 | 0-1 |
Effect | You may use this Maneuver only when you are the target of an Attack Maneuver or a target Moves into or out of your current zone. Make a Shooting Attack 2 + Explosive at the target which triggered this maneuver. Add +1 to the die roll of the Attack Check. | ||
Description | Your body produces an electrical charge, striking those who dare to approach. |
Name | Timing | Cost | Range |
---|---|---|---|
Stealth Generator | Auto | None | Self |
Effect | Declare this Maneuver at the start of the Battle Phase, and again at the start of each subsequent Round where no enemies are in the same Zone as you. Until you make an Attack Maneuver or are damaged by an Attack Maneuver, Legions and Horrors may not target you with Maneuvers. Additionally, your first Attack Maneuver declared under this effect each Round deals +2 damage. | ||
Description | The ability to hide can be very useful, especially when you're waiting for the right moment to strike. |
Name | Timing | Cost | Range |
---|---|---|---|
M.A.D Girl | Damage | 2 | Self |
Effect | You may only use this Maneuver when you receive damage. Every other unit in your current zone receives an Attack Maneuver with the same Properties (excluding the "Area" and "Chain Attack" Properties), Check Result, and Damage that you received (after declaring any Defend Maneuvers, if applicable). No "Check" timing occurs for this effect. | ||
Description | Patent Pending |
Notes[edit]
-Rhino Rush counts as a move maneuver for the purposes of determining Grinder's damage to legions.
-When declared as an action, Iron curtain affects the target on the next count. When used as a rapid, it takes effect on the current count.
Changelog[edit]
06.06.2020
-Skills reworded for better clarity
-Stealth Mirage renamed to Stealth Generator
-Stealth Generator's effect is not lost when making move maneuvers only when getting damaged or attacking.
03.05.2021
-Major overhaul to Tanya to address the fact that while it possessed amusing gimmicks, it was ultimately lacking in anything that majorly impacted how a character that took it operated.
-Green Crystals Removed
-Power Sabotage removed
-Rhino Rush move bonus increased to +1-2
-Tesla Coil can now strike enemies moving out of the zone you are in, in addition to the other conditions.
-Grinder now does legion removal based on Move maneuvers that are possessed and intact
-Promotion added as special skill.
-M.A.D. Girl added as skill for a special surprise against those that attack you.
-Iron Curtain is now a normal skill, it lasts only 1 count and grants immunity to Hinder in addition to the other things it protects against.
Legacy Skills[edit]
The skills here are kept for prosperity, in the event that someone decides they liked these more than what took their place, or you want to steal it for putting on an enemy.
Name | Timing | Cost | Range |
---|---|---|---|
Green Crystals | Damage | 1 | Self |
Effect | Defend 2. If your attacker was at Range 1 or closer, they suffer -1 to their Attack Checks for the next 5 Count. | ||
Description | Radiant green crystals adorn your body. They're tough enough to stop attacks and the dust harms those who'd strike you. |
Name | Timing | Cost | Range |
---|---|---|---|
Power Sabotage | Damage | 1 | Self |
Effect | You may only use this Maneuver when you deal damage. If your attack deals damage, the target cannot declare any Check or Damage-timing Maneuvers until their next active Count. Maneuvers which negate Stagger also negate this effect. | ||
Description | A special technique to shut down an opponent's defenses. It doesn't work on all foes, unfortunately. |