Fighting Skills
Evade- 1 Slot [MC, TA]
*M-ISM: *Evadereduces the damage you take by 1 level, to a minimum of 1 level, or allows you to survive longer against particularly hazardous missions.
*T-ISM: *Evadereduces the damage you, or the active member of the team you target, takes by 1 level to a minimum of 1 level.
**Brawl - **1 Slot [MC, TS]
*M-ISM: *Brawl deals 1 damage level to a mission target, or more easily win encounters where confusion and random damage are more important than deliberate slaughter.
*T-ISM: *Brawl deals 1 damage level to the active team member.
**Critical **- 1 Slot [MC, TS]
*M-ISM: *Critical always deals 1 damage level to a mission target (it bypasses Block, doesn’t benefit from Super Art, etc.), or allows you to hit a weak spot for massive damage.
*T-ISM: *Critical always deals 1 damage level to the active team member (it bypasses Evasion, hits someone using Stealth, etc.), but can still be affected by redirecting skills like Challenge.
**Challenge **- 2 Slots [MO, TA]
*M-ISM: *Challenge requires the next team to attempt that mission to target you with a TA or TS ability first. Until they do, all AP spent on that mission isn’t counted.
*T-ISM: *Challenge causes you to take the damage from the last effect that damaged your target, instead of him.
**Martial Arts **- 2 Slots [MC, TS]
*M-ISM: *Martial Arts deal 2 damage levels to a mission target, or allow you to focus on eliminating a few potent threats in battle.
*T-ISM: *Martial Arts deal 2 damage levels to the active team member.
**Super Art **- 2 Slots [Passive]
When you have taken at least 2 damage levels in a mission, but are still conscious, all your Fighting skills do 1 additional damage level.
**Tag-Out **- 3 Slots [Passive]
When you would be knocked out by damage, and still have a conscious team member, that team member takes the damage meant for you instead, and becomes the active team member. A team can only trigger one tag-out per mission.
**Weaponry **- 3 Slots [MC, TS]
*M-ISM: *Weaponry deals 3 damage levels to a mission target, or helps you bring superior steel or massive firepower into the fray.
*T-ISM: *Weaponry deals 3 damage levels to the active team member.
Technical Skills
**Drive **- 1 Slot [MC, TA]
*M-ISM: *Drive allows you to take advantage of vehicles, ships, mecha, etc. nearby to move about much more easily.
*T-ISM: *Driving gives your target team member +1 AP toward an Advance-type mission, but you may not benefit from it (and you cannot take part in the mission you Drive to a team to).
**Engineer **- 1 Slot [MC, TA]
*M-ISM: *The counterpart of Wrenchery, Engineering lets you build machines and gadgets to solve problems, even if your resources are limited.
*T-ISM: *Engineer lets you construct a device for one specific purpose. You may invest up to 3 AP in Engineer, and each AP spent allows your team to benefit from a skill of that slot of your choice for that mission. (If you invest 2 AP, you can provide your team with one 1- or 2-slot skill.) Engineer can only benefit a team once per mission, and only allows Fighting or Technical Skills.
**Wrenchery **- 1 Slot [MC, TA]
*M-ISM: *A gearhead experienced in wrenchery can repair machines and perform basic maintenance duties by himself. If a mission has been Demolished, you can repair it by spending AP equal to the Demolition use’s AP + 1, allowing your team the ability to score full BP again.
*T-ISM: *Wrenchery allows you to repair (undo) sabotage caused by Demolitions and Security. If the mission attempted by the team you aided succeeds, you get a partial point reward. For each AP you invest in Wrenchery, you remove 1 AP invested in the chosen Demolitions or Security.
**Demolitions **- 2 Slots [MO, TS]
*M-ISM: *Demolitions blows up a mission site, causing future attempts at that mission to only be worth half the usual point value. Demolitions can’t be used on a Combat or Social-type mission, and fails if the mission is Hazardous and you take any damage.
*T-ISM: *Demolitions blows up (cancels AP invested into on a 1:1 ratio) Drive, Engineer, or Research. If any of these Team Aid benefits are reduced to 0 AP, their benefits are lost. (If you destroy an Engineer aid, the skill it provided is lost, possibly causing that team to fail its mission.)
**Improvise **- 2 Slots [Passive]
If your team would fail a mission because it lacks one 1-slot skill, Improvise provides that skill, and you gain the normal point reward (however, you don’t gain any bonus rewards if you had to Improvise). Even if multiple team members have Improvise, it can only provide one skill toward that mission.
**Stealth **- 2 Slots [MC, TS]
*M-ISM: *Stealth allows you to sneak past guards and other enemies, particularly under cover of darkness.
*T-ISM: *Stealth deals 1 damage to the active member of the team you target. If successful, you may seal any one skill of your choice, preventing that member from using it toward that mission. If you also invested AP and chose to use any other damaging skills, they all apply; and as long as any one was successful, that skill is sealed.
**Parry **- 3 Slots [Passive]
You reduce all damage you take by 1 damage level. This only applies once per target; for example, if an enemy uses both Brawl and Martial Arts and damages you, you take 2 damage levels (reducing Martial Arts from 2 to 1, and then taking Brawl’s 1 damage).
**Infiltrate **- 3 Slots [MO, TS]
*M-ISM: *Infiltrate is played privately. Select a mission, and PM the host with your AP investment and skill choices (one of which must be Infiltrate). If that mission is completed, and the team member who initiated it was knocked out; you steal his share of the BP. If he was not knocked out, or the mission was never completed, you gain no BP.
*Team: *Infiltrate can be declared at any time. When you use Infiltrate against a team, you take the place of one of the non-active team members (of your choice, if there is more than one) for all purposes, including being attacked, if you are tagged in, for example. If that mission succeeds and you were not knocked out, you take his share of the BP.
Mental Skills
**Heal **- 1 Slot [MX, TA]
*M-ISM: *Heal is used to restore 3 damage levels to an NPC. If the NPC is an enemy and is not defeated, you receive BP as though you had succeeded based on AP invested into Heal.
*T-ISM: *Heal restores 1 damage level to the active member of the team you target. Alternately, you may choose a specific player (if that player is already knocked out, you bring him back up at 4 damage levels).
**Research **- 1 Slot [MC, TA]
*M-ISM: *Researching a mission reveals details about it, and solves puzzles in which the only problem was simple lack of information.
*T-ISM: *If you have already Researched a mission, but did not complete it; you can help another team attempt it, granting them +1 AP access to any one of your skills… If that team succeeds, you receive BP back based on your AP invested into Research as though you had succeeded.
**Security **- 1 Slot [MC, TS]
*M-ISM: *Knowledge of security systems allows you to bypass them, hack computers, disable traps, and so on.
*T-ISM: *On the contrary, you can also set traps and security systems to slow down an enemy team. Choose one of the following skills per AP invested (up to 3) when you use Security: Drive, Research, Investigate, Gambling, Negotiate, or Weaponry. 1 AP invested into each skill is lost.
**Investigate **- 2 Slots [MC, TA]
*M-ISM: *Investigating a mission involves searching for clues, examining evidence, and trying to figure out exactly what happened there.
*T-ISM: *Investigations played on a team automatically foil the use of enemy Stealth (preventing both the damage and the skill-sealing effect) and Infiltrate skills, as long as those skills were attempted after Investigation was used.
**Study **- 2 Slots [Passive]
Every time you play a Team Aid skill on a team besides your own, you gain 10 BP.
Integrity - 2 Slots [Passive]
AP invested into any Charisma TS ability that targets you is reduced by one. (If a Talker uses Persuasion to spend two of your AP, he can only spend one; the other is lost.) Integrity negates abilities that only require you to expend 1 AP, such as Delay.
**Countermeasures **- 3 Slots [MO, TS]
*M-ISM: *Once you’re know what to expect, it’s easy to stop it. Countermeasures allows you to choose any skill when you invest AP into it; that skill cannot be used to complete that mission, unless the team member attempting it spends a number of AP equal to that you invested in Countermeasures. This AP is lost.
*T-ISM: *Similarly, Countermeasures allows you to choose one skill used by the active team member of the team you target, and prevent that skill from functioning. You must spend AP equal to that invested in that skill by that team member. If the mission fails, you gain partial BP reward; if it succeeds, you gain no BP.
**Magic **- 3 Slots [Special]
At any time in the round, you may replace Magic with any 1- or 2-slot skill of your choice, and may use it normally. You can only trade out Magic once per round. At the start of the next round, that skill reverts back to Magic.
Charisma Skills
**Delay **- 1 Slot [MO, TS]
*M-ISM: *Using deception and clever warnings, you can delay teams attempting that mission, costing them an additional 1 AP. (This AP is reduced after they start the mission, so if the mission had a 3 AP cap and they spent 3 AP, they could only choose two skills, despite investing 3 AP.)
*T-ISM: *When you attempt to mislead another team, even if you fail; you still buy time. Make one request of the team’s active member (which can be any skill use on any target that you wish, as long as it only requires 1 AP). If the active member of the team you target refuses, he loses that AP. A team can only be Delayed once during any given mission.
**Gambling **- 1 Slot [MC, TA]
*M-ISM: *You may profit from any event that involves elements of chance-- and interested onlookers.
*T-ISM: *You may gamble on the fortunes of another team, by investing up to 3 AP on that team and choosing “High” or “Low.” If you choose High and that team is one of the top two (?) teams, you gain double your investment in BP; and likewise if you guessed Low and that team was in the bottom two (?) teams. If you were wrong, you lose your investment. Gambling may only be attempted in the first half of a round, and you can’t bet on more than half the remaining teams.
**Negotiate **- 1 Slot [MC, TA]
*M-ISM: *Finding someone’s price, convincing a killer to stand down, deciding upon amicable terms for warring parties… a skilled negotiator can do all this and more.
*T-ISM: *Cooperation is a viable strategy too, and Negotiate convinces a team member of your choice to pool his total BP gained for that round with yours, so that both of you take the average. If you use any TS skill against that player or his team, that Negotiate use immediately fails.
**Inspiration **- 2 Slots [MX, TA]
*M-ISM: *You bolster the underdogs, the challengers and the bosses, to stand firm against their enemies. Each AP you invest in Inspiration grants an enemy or boss mission [only] one AP to use against the next team to challenge it. (Most bosses or mooks will use Brawl.)
*T-ISM: *This time, you inspire your comrades in the Numbers, to complete their mission. You may choose to either grant the team’s active member +1 AP, or access to any MC skill you possess toward completing that mission. Either use of Inspiration costs 1 AP, so you could invest 2 AP to grant both benefits to that member.
**Persuasion **- 2 Slots [MO, TS]
*M-ISM: *You persuade your enemies into trusting you… and you pretend to help out. You must invest 1 AP per member of the team attempting that mission. If the team succeeds, you gain the full point reward based on your invested AP while the completing team’s BP are divided up (if two members, each gets half the normal reward; if three, each gets one-third).
*T-ISM: *For the even more manipulative, Persuasion can be used to convince the active member of a team to do anything you wish. Choose a skill he possesses and any team or mission, and convince him to attempt it (he invests AP up to your AP invested in Persuasion -1). If he succeeds, half of the BP he earned are given to you instead.
**Substitute **- 2 Slots [Special]
Once per round, at any time after you have taken damage, you can duck behind another player or NPC (boss or enemy), causing him to be affected by that damaging skill or hazardous mission instead of you.
**Seduce **- 3 Slots [MC, TS]
*M-ISM: *There’s more than one way… seduction is an alternative to more violent or time-consuming methods of winning another’s favor.
*T-ISM: *You can offer an active team member a gift or bribe, then have your way with them. For each 5 BP you give to that team member, you may take one of his AP and add it to your own pool. No player may gain or lose more than 3 AP per round from seduction; skill uses that would push either party beyond that limit automatically fail.
**Intimidate **- 3 Slots [Passive]
Intimidation makes your Delay and Persuasion skills more effective, allowing you to invest an additional 1 AP into Delay (thus causing your request to span for 2 AP rather than 1), and remove the -1 penalty on Persuasion’s demand.