Increase the range of Damage timing maneuvers by 2. If they are range Self, they become 0-1.
This also increases the range of Check timing maneuvers by 1. If a maneuver can only be activated by you dealing or receiving damage, it can be used as long as the target is dealing or receiving damage.
Description
Wholly devoted to strange arts, protection, aid, harm, and more can be projected to those around you.
Pick a hit location, the target breaks two parts on that location. Horrors and legions simply break two parts. You may use this skill even if completely annihilated.
Description
The most obvious destructive supernatural ability distorting what we have seen with the power of will, twisting, invisible violence of splitting overrun the enemy and turn it into meat blocks or scraps.
Name
Timing
Cost
Range
Will to Refuse
Damage
1
0-1
Effect
Defend 1. You may use this skill even if completely annihilated. This can be used multiple times per round but only once per attack
Description
You can bounce off the unexpected future that produces results just by thinking. Do not let the blade ease your important things to bullets.
Name
Timing
Cost
Range
Embrace of Souls
Auto
1
0-1
Effect
When a sister in range receives a madness point during the battle phase, they may ignore it. As the cost for this maneuver, put a madness point on your fetter towards them. This cannot be used if your fetter towards that sister is in a state of madness.
You may use this skill even if completely annihilated.
Description
Your soul cannot be caught in the cage of flesh. Gently slip out, you can touch the soul of the precious person directly. Cuddling to share that suffering.
Name
Timing
Cost
Range
Pawn's Gambit
Action
2
0-1
Effect
Move 1. You may use this skill even if completely annihilated.
Description
Power of strong will, blow away the target opponent that has a special influence even to gravity with a gust of force. Beat on it, even miserable sense of upside down shows a big gap?
Name
Timing
Cost
Range
Shared Loss
Rapid
1
0-1
Effect
Pick one of your hit locations, for every part broken in that location, the target breaks a part of their own.
Description
The destruction that I received is projected onto the enemy's ego and misunderstood... Effective attacks only for those with only a very low self are not destroyed and they can not be used.
Name
Timing
Cost
Range
Redirect
Check
0
0-1
Effect
Change a support to be a hinder or vice versa
Description
A subtle application of force can turn a helping hand into a hindrance.
Name
Timing
Cost
Range
Extend Aid
Auto
None
Self
Effect
Increase the range of support maneuvers by 1. If a maneuver has the range “Self” it becomes Range 0.
Description
Your abilities may be strange, but they let you help those out of reach.
-Distorted power reworded to make it clearer that it is not an attack and thus does not trigger damage timing and Shared loss reworded to better explain its effect.
-Will to Refuse and Redirect range changed from 0-2 to 0-1. 0-2 range band was very strong for these skills out of the box and made their Project Thy Will interactions mostly pointless as they covered so much of the field already. This change makes their range a bit more reasonable to start and makes Project Thy Will have a meaningful effect on them.
-Added "If a maneuver can only be activated by you dealing or receiving damage, it can be used as long as the target is dealing or receiving damage." to Project Thy Will. Without this, it essentially meant that Defends were the only damage timing maneuver explicitly allowed to benefit from it, and left it up to the group whether others were compatible. Now, those with the special skill are explicitly able to use most damage timing maneuvers in the game with it.
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