Ibuki: Through Fire and Water

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 21

Ibuki

Through Fire and Water

==STYLE DESCRIPTION==
This Style represents those who fight disaster itself or work in
emergency relief, such as firefighters, lifeguards, and rescue workers.

In Japan before the Hazards, the word "ibuki" meant a state where
one was overflowing with the energy of life. In the Neuro Age, however,
"ibuki" has come to mean those who protect the energy of life, or those
who put the lives of others above their own.

This Style may be compared to Kabuto, but they are both distinctly
different. Kabuto protect the life of their clients. They guard those who
have fallen into danger, their lives threatened by others. Ibuki, on the
other hand, protect the lives any number of "victims." Risking their own
lives in order to save the lives of those they've never met before, that
is the Style called Ibuki.

REASON: 1/4
PASSION: 2/3
LIFE: 3/5
MUNDANE: 1/4

MIRACLE: ASCEND LIFE


A Miracle that heals the wounds of another through a rescue proceedure.

By using Ascend Life, at any time one character may recover from all
physical wounds, mental wounds, and bad statuses they are suffering
from, and also remove any effects of Style Skills affecting them. That
character then may continue combat as normal. However for {Death} and
{Catatonia}, they may only recover from it if it was inflicted in the
current scene. You may use this Miracle on yourself. However, if you do,
then you recover from {Death} or other incapacitating wounds during the
next scene.
Condition: If you heal damage that wasn't intentionally inflicted with
Ascend Life, the "used Miracle skillfully" XP bonus should be awarded.

IBUKI STYLE SKILLS

Enforcer
Combo : Declare
Max SL : Style Level
Timing : Miracle
Target : -
Range : -
Difficulty : None
Versus : None
This is a [Miracle Alter Skill] representing having been bestowed with
police authority in times of crisis.
Change the effect of {Ascend Life} so it has the same effect as {Banish}.
This effect may only be used if your Persona is Ibuki. The XP bonus
condition also changes to be the same as {Banish}. Limit [SL]/Act.

AED
Combo : <Medicine>
Max SL : 4
Timing : Initiative Process
Target : Single
Range : Short
Difficulty : 15
Versus : None
You know how to apply treatment to save someone from cardiopulmonary
arrest.
If successful at this Combo, the target may immediately recover from
{Coma} and instead change it to {Unconscious}. Limit [SL]/Act.

Armor Gorilla
Combo : Free
Max SL : 3
Timing : Constant
Target : Self
Range : None
Difficulty : None
Versus : None
You've trained to be able to move nimbly even while wearing an Armor
Gear.
Increase the result of any Combo you make that includes an Ibuki Style
Skill by [SL]. This effect may only be applied if you are equipped with an
[Armor Gear].

Iron Hero II
Combo : Free
Max SL : Style Level
Timing : Constant
Target : Self
Range : None
Difficulty : None
Versus : None
Leaping into any danger, no matter how perilous, holds no fear for you.
Literally, through fire or through water, you have the bravery to leap
into anything.
You must have Iron Hero up to at least SL 3 to acquire this skill.
Increase the limit on the number of times you can use Iron Hero per Act
by [SL].

Adrenaline Rush II
Combo : Free
Max SL : Style Level
Timing : Constant
Target : Self
Range : None
Difficulty : None
Versus : None
You control your sense of pain through your intense elation. If you must,
you'll leap into the jaws of death again and again, so long as someone is
there waiting to be saved.
Assuming you already have it acquired, increase the limit on the number
of times you can use Adrenaline Rush per Act by [SL].

Guide Refugee
Combo : Declare
Max SL : 3
Timing : Move
Target : Single
Range : Short
Difficulty : None
Versus : None
When you sense a chance to move, you guide your charges to safety at
just the right moment.
The target may move one range step. The target may decide whether
they want to move or not, and where to move. Limit [SL]/Act.

Close Wounds
Combo : Free
Max SL : 4
Timing : Cleanup Process
Target : Self
Range : None
Difficulty : 10
Versus : None
You close your own wounds by utilizing an emergency proceedure on
yourself. The wound will heal due to your own sense of duty.
If successful at the Check, you recover from one {Physical Wound} you
are suffering from. Ignore any penalties from Bad Statuses when you
make this Check (except for incapacitating wounds).

Survival Step
Combo : Free
Max SL : 5
Timing : Constant
Target : Self
Range : None
Difficulty : None
Versus : None
You always keep in mind where it's safe while moving. Your nose for
survival will always lead you to safety.
Increase the resutl of your <Evasion> checks by [SL].

Survival Step II
Combo : Free
Max SL : 3
Timing : Constant
Target : Self
Range : None
Difficulty : None
Versus : None
You maintain constant awareness that allows you to instantly respond to
even natural dangers, such as falling objects.
Increase the [Max SL] for your acquired <Survival Step> by [SL]. Note
that this does not increase the current SL of that skill.

Thunderbird II
Combo : Free
Max SL : 1
Timing : Constant
Target : Self
Range : None
Difficulty : None
Versus : None
You receive support in your specialized work from vehicle assistance.
You must have Thunderbird up to at least SL2 to acquire this skill. The
effect of your already acquired Thunderbird skill may now be applied to
Checks made outside of Major Actions or Reactions.

Standing Cover
Combo : Declare
Max SL : 3
Timing : Refer
Target : Single
Range : Close
Difficulty : None
Versus : None
You utilize your charging Armor Gear as a shield to protect your allies.
Use when someone other than you uses a [Guard Skill]. The target
increases the amount of their damage reduction from that Style Skill by
[SL+3]. You may only use this skill while equipped with an Armor Gear.

Steel Goddess
Combo : Alone
Max SL : 4
Timing : Before Damage
Target : Self
Range : None
Difficulty : None
Versus : None
A [Guard Skill] that leverages the plating on your Armor Gear to minimize
any injury.
Reduce the rating of the Physical Wound you are about to receive by
[SLx2]. You may only use this skill while equipped with an Armor Gear.
Limit 1/Cut.

Stopper II
Combo : <Stopper>
Max SL : 4
Timing : Major
Target : -
Range : -
Difficulty : -
Versus : -
You know how to suppress rioting mobs with a single attack. You've gained
the strength and skill to stop the storm of violence.
If the target of the attack combo this skill is a part of is a Troop, and
the Check is successful, then that Troop is destroyed.

Security Stop
Combo : Alone
Max SL : 4
Timing : Refer
Target : Single
Range : Medium
Difficulty : Control
Versus : None
This skill represents having technology that puts in an emergency stop to
security devices in order to secure a route in or out.
Use when the target makes an <Cybertech> Combo Check. Reduce the
result of that check by [SL]. Limit 1/Cut.

Touchdown II
Combo : Alone
Max SL : 4
Timing : Initiative Process
Target : Self
Range : None
Difficulty : 10
Versus : None
You move when you see an opening.
You must have Touchdown up to at least SL3 to acquire this skill. If
successful at the Check, you may move one range step. You ignore any
hindering effects when making this move. Once used, it counts as a use of
<Touchdown>. If you have no uses remaining of <Touchdown>, you cannot
use this skill.

Tough Savior
Combo : Free
Max SL : 3
Timing : Constant
Target : Self
Range : None
Difficulty : None
Versus : None
To leap into danger as often as you do, you've made your body as tough as
possible.
Increase the amount of damage your [Guard Skills] reduce Physical or
Mental wounds by [SL+2].
Diamond
Combo : Alone
Max SL : 4
Timing : Before Damage
Target : Self
Range : None
Difficulty : None
Versus : None
With a solid body or will like that of diamond, this [Guard Skill] allows
you to brush off wounds.
Reduce the rating of Physical Wounds you take by [CV]. Limit 1/Cut.

Diamond II
Combo : Free
Max SL : 1
Timing : Constant
Target : Self
Range : None
Difficulty : None
Versus : None
You stimulate another's survival instincts with encouragement or just
your pure guts,
making them cling to life.
You must have <Diamond> up to at least SL4 to acquire this skill. You are
now able to use <Diamond> on others, treating is as [Target: Single]
[Range: Short] (replace instances of "you" in that skill's text with "the
target".)

Hazard Relief
Combo : Dodge
Max SL : 4
Timing : Refer
Target : Single
Range : Medium
Difficulty : Result
Versus : None
You warn another of danger, prompting them to take evasive action. With
your experience, you guide them on how to survive.
This Check may be made as a Reaction to Physical Attack made against
others. You may perform a Dodge against a Physical Attack targeting
someone else. If successful, the target can nullify the attack, as per
normal dodge rules.

Hazard Relief II
Combo : <Hazard Relief>
Max SL : 4
Timing : Refer
Target : -
Range : -
Difficulty : -
Versus : -
You continue guiding those who you are sheltering from danger until they
can take your hand.
Use in a Combo with <Hazard Relief>. If the opposed check is successful,
the target may move into an Engagement with you. The target may refuse
this effect. Limit 1/Cut.

Firefighter
Combo : Free
Max SL : 3
Timing : Constant
Target : Self
Range : None
Difficulty : None
Versus : None
You have equipment at the ready to resist any kind of wide-spread
disaster, like fires.
Reduce the rating of Physical Wounds you take by [SLx3]. This effect is
not applied to [Target: Single] physical attacks.

Firefighter II
Combo : Free
Max SL : 3
Timing : Constant
Target : Self
Range : None
Difficulty : None
Versus : None
You are a specialist in surviving even in the midst of large-scale disaster.
Increase the [Max SL] for your acquired <Firefighter> by [SL]. Note that
this does not increase the current SL of that skill.

Brave Rescue
Combo : Free
Max SL : 3
Timing : Constant
Target : Self
Range : None
Difficulty : None
Versus : None
You're able to control how hurt you get when leaping into danger through
your bravery. Facing danger head-on is the secret to your survival.
Reduce the rating of Physical Wounds you take by [SLx2]. This skill is
only applied when you use a style skill to take physical damage in place of
others, such as <Covering>.

Flame Diver
Combo : Declare
Max SL : 3
Timing : Refer
Target : Self
Range : None
Difficulty : None
Versus : None
By reflex alone, you run until you reach your goal. If a voice calls out for
help, you'll charge even through the flames.
Declare this skill when you use a style skill that allows you to take
physical damage in place of others, such as <Covering>. Change the range
of that Style Skill to [Range: Medium].
Symbol of Hope
Combo : Declare
Max SL : 3
Timing : Refer
Target : Scene (P)
Range : Extreme
Difficulty : None
Versus : None
You grant hope to others by crying out your own survival. Even if it's
weak, your voice will raise your allies' morale.
Use after taking a physical wound. All targets other than you may
immediately discard one card from their hand. Then, they immediately
draw one card from the deck. Limit [SL]/Act.

Might & Muscle


Combo : Free
Max SL : 3
Timing : Setup Process
Target : Self
Range : None
Difficulty : 10
Versus : None
You show off while on the job. You put forth your utmost effort, no
matter the time.
If successful, for the rest of the Cut, gain [SL] to your {Life}.

Miracle Dodge
Combo : <Evasion>
Max SL : 5
Timing : Reaction
Target : -
Range : -
Difficulty : None
Versus : None
You know how to survive attacks by letting them pass through you. For
you, miracles don't happen, they're made.
When this skill is used in a Dodge Combo, even if you fail, reduce the
physical wound you take by [SL+2].

Move On Now
Combo : Free
Max SL : 4
Timing : Setup Process
Target : Single
Range : Medium
Difficulty : None
Versus : None
You give your allies a little push with an appeal.
Target someone other than yourself. The target gains [CV] to their {CS}.
This effect lasts until the end of the Cut. Limit 1/Scene.

Licensed Gear
Combo : Free
Max SL : 5
Timing : Constant
Target : Self
Range : None
Difficulty : None
Versus : None
You are trained in the use of Armor Gears meant for rescue work, and
possess a permit for their use.
Change the [Appearance Check Modifier] of Armor Gears you equip to 0.
Additionally, improve the [CTRL] value of that Armor Gear by [SLx2] (to
a maximum of 0).

Lifesaver
Combo : Free
Max SL : 5
Timing : Constant
Target : Self
Range : None
Difficulty : None
Versus : None
You possess medical knowledge that lets you perform life-saving
treatments in the field. To save a life, you'll make use of both your brain
and your body.
Increase the result of your <Medicine> checks by [SL].

Rescue Call
Combo : Free
Max SL : 5
Timing : Appearance Check
Target : Self
Range : None
Difficulty : Appearance Difficulty
Versus : None
When you get the call, you move with all haste to the scene. With just
one request, you'll dispatch anywhere.
You may make [Appearance Checks] with the <Rescue Call> check. When
you do, increase the result by [SL].

Local Network
Combo : Free
Max SL : 5
Timing : Constant
Target : Self
Range : None
Difficulty : None
Versus : None
You are familiar with industry trends thanks to the connections between
local residents and your peers.
Increase the result of your <Society: Police> and <Society: Technology>
checks by [SL].

Local Network II
Combo : Free
Max SL : 3
Timing : Constant
Target : Self
Range : None
Difficulty : None
Versus : None
You have an expanded influence in the industry networks around you.
During the Preact, select [SL] number of the following: <Society: Street>
<Society: Business> <Society: High>. You may apply <Local Network>'s
bonus to the selected skills.

†Iron Hero
Combo : Declare
Max SL : 3
Timing : Refer
Target : Self
Range : None
Difficulty : None
Versus : None
You are an Ibuki who rescues others using an indomitable will, and body.
Use before using a [Timing: Before Damage] Style Skill. For this Main
Process, you may ignore the effects of Style Skills like <Oni's Claws>
that prevent reducing physical damage through [Guard Skills]. Limit
[SL]/Act.

†Adrenaline Rush
Combo : Alone
Max SL : 4
Timing : Before Damage
Target : Self
Range : None
Difficulty : None
Versus : None
A [Guard Skill] that forces pain from your wounds away through extreme
adrenaline. Your mission inspires you to control your pain.
Reduce the rating of the Physical Wound you are about to take by the
[Result] of this Check. Limit 1/Act.

†Call Defense
Combo : Declare
Max SL : 4
Timing : Refer
Target : Single
Range : Extreme
Difficulty : None
Versus : None
You shout a warning, causing another to defend themselves. Your words
are so effective they work even on yourself.
Use before the target makes a Reaction check. The target increases the
result of their check by [SLx2], and additionally may make a Reaction
even against [Versus: Impossible] actions. Limit [SL]/Act.

†Thunderbird
Combo : <Operate>
Max SL : 4
Timing : Setup Process
Target : Self
Range : None
Difficulty : 10
Versus : None
You make use of a multi-functional vehicle to smoothly proceed with your
work on the scene.
If successful, for the rest of the Cut, increase the result of your Major
Action and Reaction Checks by [SL + the vehicle you are operating's SF].

†Stopper
Combo : <Melee> <Ranged>
Max SL : 4
Timing : Major
Target : Single
Range : Weapon
Difficulty : Control
Versus : <Evasion>
You know how to suppress rioting mobs and confused masses.
Use in a Stun Attack Combo. If your Combo Attack hits, inflict {BS:
Pressure} on the target. You decide the suit. Limit [SL]/Act.
†Saving Smile
Combo : Alone
Max SL : 3
Timing : Initiative Process
Target : Single
Range : Extreme
Difficulty : 10
Versus : None
You put others at ease with your smile, dispelling anxiety. Maybe you're
bluffing, but that smile can even erase your own worries.
If successful, the target may remove the effect of one style skill or bad
status they are currently affected by. The target may decide whether or
not to accept the effect, as well as what to remove. Limit 1/Cut,
[SL]/Act.

†Dynamic Dodge
Combo : <Evasion>
Max SL : Style Level
Timing : Reaction
Target : -
Range : -
Difficulty : Result
Versus : None
You embrace people around you, then leap to safety.
This Check may be made as a Reaction to Physical Attack made against
others. Make a Dodge with this skill in the Combo. If you win the opposed
check, then any character (or characters) of your choice in the same
Engagement as you may also succeed at the Dodge. Limit [SL]/Act.

†Touchdown
Combo : Declare
Max SL : 3
Timing : Refer
Target : Single
Range : Short
Difficulty : None
Versus : None
You hustle with all your strength to where you need to be.
Use when someone other than you becomes the target of a Physical
Attack. You may immediately move up to two range steps to be Engaged
with the target. Ignore any hindering effects for that movement. Limit
[SL]/Act.

†Follow Me
Combo : Declare
Max SL : 5
Timing : Move
Target : Self
Range : None
Difficulty : None
Versus : None
You give a signal to your allies, then move as a group. Taking command
during an emergency is one of an Ibuki's specialties.
When this skill is used, you and up to [SL] number of other people in the
same Engagement as you may move one range step. Characters selected
may refuse this effect. Limit 1/Cut.

†Prevent 14
Combo : Alone
Max SL : Style Level
Timing : Refer
Target : Single
Range : Close
Difficulty : 21
Versus : None
You put a stop to the loss of life, turning mortal wounds less serious.
Use when the target dies from physical damage. If you succeed at this
Check, then change the {Dead} condition to {Unconscious}. Limit
[SL]/Act.

†Bulldozer
Combo : Alone
Max SL : 4
Timing : Before Damage
Target : Self
Range : None
Difficulty : Refer
Versus : None
You press ahead in your Armor Gear, using it as a shield. You break
through, smashing through obstacles with your heavy armor like a sumo
wrestler.
The Difficulty of this Check is equal to "the rating of the Physical Wound
you are about to take -5". If successful, you delay the application of that
wound until the Cleanup Phase. This skill may only be used if you are
equipped with an Armor Gear.

†Bodyblock
Combo : Alone
Max SL : 4
Timing : After Damage
Target : Single
Range : Close
Difficulty : None
Versus : None
You control who gets injured by blocking danger with your own body.
If successful, you may apply the mental or physical damage the target
would have taken, to yourself instead. Due to this check, you take all
other effects of Style Skills, etc., that the target would have taken as
well. Limit [SL]/Cut.

†Mx Steel
Combo : Free
Max SL : 3
Timing : Constant
Target : Self
Range : None
Difficulty : None
Versus : None
You're tough and can take a hit easily. People say your body is like steel.
You always reduce the rating of physical wounds you take by [SLx3].
However, if you are suffering from a Bad Status, this skill has no effect.
※I'm Here!
Combo : Declare
Max SL : Style Level
Timing : Refer
Target : Single
Range : Refer
Difficulty : None
Versus : None
You come racing in to help someone in need. You will always appear before
those who need saving.
This skill may be used while Backstage. You may only target a single
character who is appearing in the scene. Use when your target becomes
the target of an attack. You immediately appear in the scene if you
weren't already, then move into an Engagement with your target. This
movement cannot be hindered or obstructed by style skills or anything
else. Limit [SL]/Act.

※King Kong
Combo : Free
Max SL : 4
Timing : Setup Process
Target : Self
Range : None
Difficulty : 15
Versus : None
You have an endurance like a beast.
If successful, for the rest of the Cut, all physical wounds you take are
not applied until the Cleanup Process. You still perform wound calculation
as normal for each attack. Limit [SL]/Act.

※Titanfall
Combo : Declare
Max SL : Style Level
Timing : Refer
Target : Single
Range : Extreme
Difficulty : None
Versus : None
Your overwhelming presence deflects attacks.
Use when the target declares the target of their own attack. Change the
target of that attack to you alone. When this happens, ignore the normal
range and target data. Limit [SL]/Act.

※Breath of the Wild


Combo : Declare
Max SL : 1
Timing : Move
Target : Self
Range : None
Difficulty : None
Versus : None
You freely charge around like the breath of the Earth itself.
You remove all Blockades within the Scene, then may move into any
Engagement. This movement may not be hindered. Also, until the end of
the Cut, the Blockades that were removed through this effect cannot be
but back into place. Limit 1/Act.

※Marshal Leader
Combo : Declare
Max SL : 5
Timing : Minor
Target : Self
Range : None
Difficulty : None
Versus : None
This skill represents that you are a preeminent commander. Your
excellent leadership skills can save entire populations.
Once you use this skill, immediately draw [SL+2] cards from the deck.
After, rather than discarding cards in excess of your hand limit, you may
hand over your excess cards to other characters. Those characters must
then discard their excess cards down to their hand limit. Limit 1/Act.
※The Right One
Combo : Declare
Max SL : Style Level
Timing : Refer
Target : Self
Range : None
Difficulty : None
Versus : None
You have the right stuff to excel as an Ibuki.
Use when you make a Combo check that includes an Ibuki Style Skill. You
may either change the suit of the card you played to any other suit, or
you may change the value of the card to an Ace. This effect cannot be
applied to checks that include non-Ibuki Style Skills. Limit [SL]/Act.

※Lifeguard
Combo : Alone
Max SL : 2
Timing : Wound Calculation
Target : Single
Range : Extreme
Difficulty : None
Versus : None
You weaken the force an attack through your powerful will alone. Your
earnest belief in saving lives will crush their fighting spirit.
Use when the target performs wound calculation for a physical or mental
attack. If successful, reduce the rating of the wound by [CV]. Limit
1/Cut.

You might also like