TNX:TOS New Skills - Fate

Detective's Intuition Combo: Alone Max SL: 3 Timing: Refer Target: Single Range: Medium Difficulty: None Versus: None As an experienced detective, you have a sixth sense. Sometimes your faint glimmers of intuition are the key to solving a case. Use this skill when the target declares a Check. The target gets a +2 bonus to the Result of their Check. Limit [SL]/Act.

Checkmate II Combo:  Max SL: Style Level Timing: Refer Target: - Range: - Difficulty: - Versus: - Discerning the perfect opportunity, you entrap your opponent with no preparation. When you use this skill in a Combo with , you don't lose an AR as a result of the Check, and may use it even if you have 0 AR. This skill can be used in a Combo with [Combo: Alone] skills, and does not count toward the maximum limit of skills usable in a Combo. Limit [SL]/Act.

Trick Combo: Other Max SL: 4 Timing: Major Target: Self Range: None Difficulty: None Versus: None You take advantage of your foe's dull senses. When you use this skill in a Physical or Mental Attack Combo, the target may not make a Reaction against it unless their Combo includes . Limit 1/Cut.

Profiling Combo:  Max SL: 4 Timing: Major Target: Single Range: Refer Difficulty: Control Versus:  By piecing together fragments of information, you develop a holistic understanding of your quarry. If you have access to a crime scene, one of the target's possessions, or something similar, you can make a  Check even against a target who is currently Backstage. Although their present location is the most basic thing you can learn, you are not limited to that. What information you can learn is up to the Director.

Wisecrack Combo: Alone Max SL: 3 Timing: Before Wound Target: Self Range: None Difficulty: None Versus: None Even after receiving a life-threatening injury, you take your mind off the pain with a clever retort using this [Guard Skill]. Use this skill when you're about to receive a {Physical Wound}. Reduce the Wound Rating by [CV]. Limit [SL]/Scene.

†Alternative Sources Combo: Other Max SL: 4 Timing: Refer Target: Single Range: Extreme Difficulty: 10 Versus: None You use less-than-legal channels of information to further your investigation. Use this skill when a target other than you makes an Info Gather Check, and include the same Base Skill being used in the target's Check in your Combo. If successful, the target gets a +[SLx2] bonus to the Result of their Check. You can use this skill both when present in the Scene and when Backstage. Limit 3/Act.

†Chase Move Combo:  Max SL: 4 Timing: Refer Target: Single* Range: Close* Difficulty: Control Versus:   You chase after your target in hot pursuit, even if it means grabbing hold of a moving car. Use this skill when the target moves. If successful, you move along with the target and remain in their Engagement. Limit 1/Cut.

※Last Action Combo: Alone Max SL: 4 Timing: After Wound Target: Self Range: None Difficulty: 20 Versus: None You resist until the bitter end. Use this skill when you take a wound that will cause you to become Unconscious or otherwise incapacitated. Before the wound takes effect, you may immediately take a Main Process. You do not lose an AR for taking this Main Process, and may take it even if you have 0 AR. However, you cannot heal the wound that will cause you to become Unconscious during this Main Process. Limit 1/Act.