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- Herein are the Unique Abilites of my PCs, NPCs, and what's left by Chron and what I stole from Antary. I'll offer some commentary on mine.
- A bunch of them are probably out of date, which shall not prevent us from recording them.
- = PCs =
- Hachi Kame
- UA1: Aspect - Chest hair
- Grants natural 5 points of mundane DR, which stack with armor. This DR can be damaged or negated by effects that can do that (like wind element), after which it is assumed the opponents are going for the wounds. If armor is worn over it, the physical armor is damaged before the aspect, and the DR part that was in effect is lowered. When the character is healed to full HP, the DR coming from this aspect is fully restored.
- UA2: Desperation - 「Fake Kekkei Genkai: Dead Hair Pulse」
- When the character enters the Injured pool, they gain 6 Grit (rank3 Desperation), and are now mechanically allowed to use "Kekkei Genkai Training: Dead Bone Pulse". This also effectively disables their armor, grants them natural 10 mundane DR (doubled against Taijutsu), as well as two intances of the Healthy perk.
- They are also allowed to take ranks in this training during downtime. Due to the large amount of Grit provided by the Unique Ability, activating Burst of Spines costs one point of Grit, and can only be done once per turn.
- Finally, the character's Martial Arts become South School while the technique is active.
- The actual bodypart used for the technique, of course, is hair.
- UA3: Aspect - Dual Heritage
- Character profits from One of the Masses, as if they were born in Iwagakure, and can buy the techniques required. Additionally, he gains a +2 ASB bonus to defend actions against non-KKG attacks of Hidden Stone shinobi of rank up to Jonin. This is a Knowledge bonus and interacts with mechanics that care for it, but stacks with any succesful knowledge rolls.
- UA4: Drive - Surgical Strike
- This drive is a follow-up to Attack actions, requiring two successes, and costing 6 grit.
- When the Character hits using Martial Arts, they may add damage and effects as if they have also hit using the Chakra Scalpels stance, using the same amount of successes.
- When the character hits using Medical Ninjutsu, they may add damage and effects as if they have also hit with a basic Martial Arts attack.
- - I remain convinced that 5 DR as UA1 aspect is perfectly fine, even though there were some UA1 aspects that did that AND gave +1 Taijutsu or something
- - Hachi never got to use UA2 since he never got even Injured through all the beef, but I'm pretty sure this one is way too strong, even after having to pay with XP for the training and all. Accquiring DBP suddenly gives him a bunch of DR and Healthy stacks, healing him when it shouldn't do that in the first place, so it pretty much cheats the system.
- - UA3 is for flavor, though camouflage and hammerfist next to Konoha maneuvers is good shit
- - I'm not sure if offensive followups that aren't critical hit should exist at all, but it's a Jonin UA, so it should murder people.
- Shinnon Kurame
- UA1: Spice in the Air (Aspect)
- The weight of the kusarigama is filled with incense, spreading relaxants around the enemy. Attacks with Kusarigama cause cumulative +1ASB on the use of Genjutsu, up to the user's rank. Damage with Kusarigama also does not break Genjutsu that is already active.
- U2: Hypnotic Coils (Style)
- Trigger: Using Tempest, 9 Grit
- After this style is triggered, attacks with Kusarigama create a field of Burst 1 per attack at the target's position, which cause -1 ASP against Genjutsu-base actions. These fields can overlap and stack, up to the user's Rank in penalty.
- When the owner performs a Genjutsu, they may choose for it to only target enemies within the fields.
- - these were fucking useless and I never used them and I had no idea what I was doing mainly due to not having good understanding of how Genjutsu worked at the time of making these I guess
- Marisha Ushi
- UA1: Fatty's Eye (Aspect)
- Fatty's surgically transplanted eye. Allows the character to share vision with Fatty, including out-of-combat practical use.
- While Fatty is summoned, he is always considered to be in formation with the character, no matter the distance.
- UA2: False Style: Tick Throws (Style)
- Requires 9 Grit to activate. Activates with Charge.
- While this Style is active, the Grapple manuever can be used with Nekote. Additionally, Charges with Nekote can count as the Spear manuever from Clan of Power, as long as the Grit cost is paid.
- Spear: You must have "Charge" to use this ability. When you make a basic "Martial Arts" "Attack" action from "Charge" you may choose to use your body as a projectile and grab them. If they "Defend" with a skill that is not "Martial Arts" and their speed is not greater than yours by 2 or more you automatically hit them. You may then "Grapple" them as a free action. Costs 2 Grit.
- UA3: Doujutsu - Mabyogan (Mode)
- Right eye of the bake-neko. Bestows the fortune of a cat onto the user.
- Req. 15 Grit to activate, removes all debuffs and makes one immune to debuffs.
- Channeling chakra through the eye in a proper way grants a revelation of the most optimal path through combat, and adjusts anything that doesn't fit. This is a reality warping phenomenon similar to Izanagi, much less potent, but active over a longer period of time.
- While the Mode is active, the characters rolls of 2 grant double successes. Additionally, the first roll they take on their each turn is rolled twice, and the better result is picked.
- UA4: Scholar of Obscure Styles (Aspect)
- Marisha may spend a secondary action at any time, to study the posture of someone, by making a Taijutsu Knowledge check against their Martial Arts specifically.
- Whether they studied it or not, the Martial Arts will be rolled in a vacuum. Aside of using double Taijutsu Knowledge Skill ranks as if she used two actions, she gains +Rank ASB on her Taijutsu Knowledge if she actually saw them use a Taijutsu-based skill, and suffers a -Rank penalty per each zone they are away from hers.
- As per Total Physical Assessment, as long as Marisha profits from this Knowledge bonus, she may choose to also gain it against any one other Taijutsu-based skill that the character uses, before or after it's rolled. Marisha retains these bonuses only for the encounter, or only until her first encounter with that character, but forgets it afterwards. If she gets the opportunity to see them and spend the action, however, she may reuse this UA against the same character later.
- - Marisha has four summons with UAs of their own, listed below:
- Marisha's Summons:
- Fatty
- UA1: Marisha's Eye (Aspect)
- The summoner's surgically transplanted eye. Shares the summoner's vision, and allows for enough communication to use the Support role actions at any distance. Additionally, Fatty cannot be flanked while in the same zone as the Summoner.
- UA2: Veteran of Warfare (Aspect)
- Fatty is an old cat. He got fat and he's pretty washed out, but he's served many masters, and understands the battlefield very well.
- Grants the Strategist perk. Treat his ranks in Genjutsu Training as Strategy Training ranks, to the maximum of 4. Strategy Specialization cannot be purchased, and any further perks must be bought separately.
- UA3: Doujutsu - Mabyogan (Gambit)
- Left eye of the bake-neko. Carries a curse of misfortune.
- Genjutsu-based. Costs 4 Chakra and 7 Grit to activate, +1 ASB to the Genjutsu roll.
- This Gambit is a special Genjutsu, which can be completed with a single partial action. It can either be performed as a regular Genjutsu, or, being single-action, can be used as a defensive jutsu, also through the Support role, by rolling Genjutsu+Genjutsu Training+1 upfront. In either case, it must be performed as this Gambit, and cannot be used outside of it. If used offensively, it works automatically, like any Genjutsu, but if defense with it fails, it fails to work. If the defense is succesful, it proceeds to Grit Lock the caster, and work as any Genjutsu from there.
- The Jutsu has two twists: Pinwheel Eyes, as befiting an eye-focus doujutsu technique, and a special Twist, Curse of the Cat, which cannot be used anywhere else.
- Curse of the Cat: 1s rolled by the target do not provide double successes, save for Genjutsu Release rolls. The affected loses the Lucky trait if they have it, for the duration of the Genjutsu. Furthermore, the first roll that the target performs after being affected is rolled twice, and they are forced to pick the worse result, even if it is the Genjutsu Release roll. If the Jutsu has been used defensively, this effect is considered expended in order to divert the attack, but the rest of the Twist still applies.
- WARP - Additionally, if the Genjutsu is not broken before combat is over, and the affected is not a cat, this Warp may be used. If it is, the affected treats all feline creatures they encounter as if they possessed Aura of Malice at rank equivalent to that of the Genjutsu's caster, for the next year of their life.
- Panther
- UA1: Shadoswirl (Mode)
- A body made of shadow. A more competent shinobi could probably make great use of it, but since Panther is kind of a blockhead, he only uses it in melee combat.
- Req, 12 Grit to activate, removes and becomes immune to Status Effects.
- Every turn this Mode is active, Panther may gain a size category, which only impacts his Stability. Additionally, his Martial Arts becomes a ranged weapon, with range equal to the range of Shadow Element jutsus:
- Shadow Element: +2 Damage. Your Shadow Element Jutsu have a base range that is limited to a total number of squares affected equal to 1/2 of your Ninjutsu Score. In a condition of intense shadows, up to Kage's discretion, this range is doubled. In conditions of weak shadows the range is halved. In total darkness your Jutsu cannot function.
- UA2: Spilled Ink (Desperation)
- Activates upon entering the Injured Pool. Grants 6 Grit.
- Hedgehog-like explosion of shadowy tendrils, activated by the panicked Panther. Restores half the Injured pool of damage, and everyone within Taijutsu squares of him becomes Blinded, whether that includes the attacker or not.
- Silver
- UA1: Gale Step (Drive)
- Req. 3 Successes, 4-1/2Rank=[3] Grit, Triggers on Attack or Counter using Wind Element.
- A way of movement wherin the Wind Jutsu is used as vacuum to pull the user in or out. Moves the character up to 30 squares: either adjectant to someone hit by the Jutsu, or, if they are already adjectant, up to 30 squares away.
- UA2: Rising Wind (Aspect)
- If a Wind Element attack of Silver's is Dodged, it leaves behind a small whirlwind on all the squares that were occuppied by dodging shinobi. These whirlwinds remain for Rank rounds, render the square impassable, and count as characters for the purposes of Flanking. They cannot be attacked with regular weapons or martial arts, but an Elemental Jutsu aimed at or affecting the square automatically destroys them.
- Beauty
- UA1: Fashion Sense (Aspect)
- The summon looks like a perfectly normal cat, and not a ninja animal. Additionally, it can change its appearance without the use of Bunshin, and thus will never be identified as one, even after changing the color and shape of fur, bodily characteristics, etc. However, it is not immune to being identified as a summon by abilities that would detect its chakra signature, and will be proven to be a summon if banished.
- Osamu Ootaro
- UA1:Pile Bunker (Gambit)
- (Based on the Tonfa. Used as a Parry. Costs Rank (3) Chakra and 1+3X Grit. Adds +X ASB.)
- A cross-counter with the chain tonfa (which is a signature item Tonfa with range to it), blasting the enemy away when their momentum is stopped. Counts as a tonfa Parry for all purposes, but always inflicts Knockback.
- If Explosive Tags are available, they can be armed and delivered as a part of this parry, detonating at the end of the Knockback. The gambit can use up to Rank+X explosive tags in total. Their damage is concentrated in one block separate from the Tonfa damage, and for each tag after the first, the Burst increases by one.
- UA2: A Nose for Danger (Aspect)
- The character's unique high-tech facial fixture, which replaces his nose after suffering a deep wound in his youth, allows him to filter and separate smells. This is accurate and safe enough enough to let him use the Bloodhound trait while also profiting from wearing a Rebreather. Additionally, the character's eyes are protected by visor which can be removed as a free action, making sure he can't be blinded by physical means. He is still vulnerable to doujutsu, flashbangs, and anything of the sort.
- While the equipment is tracking a target, the Savior trait applies to Vanguard Stance uses against that target as if the character was intercepting. This totals to +2xRank ASB to a defensive action alongside Lockdown. The Savior bonus still only applies to the Vanguard's side, they and the Ward still add up and split their successes in half like normal.
- = Other People's PCs =
- Niten Kyoko
- UA 1 - Art of War (Aspect): As Specialist X (Tactician), but with no Grit/turn penalty.
- UA 2 - Super Training Regimen (Downtime): A Downtime spent on this action increases the Bond level of all participants by 1 for the duration of the next mission. If this would increase a bond beyond Eternal Bond, all previous Bond bonuses are doubled.
- UA 3 - Eye of the Mind (Style, 9 Grit): The amount of partial actions a Knowledge Check takes is reduced by one, and all Knowledge Bonuses provide an extra +3 ASB. Additionally, whenever Kyoko is attacked, she may pay an amount of Grit equal to her opponent's rank to immediately attempt a Knowledge Check before performing a defense.
- UA 4 - VOID (Mode, 16 Grit): Kyoko clears her mind of thoughts irrelevant to the fight at hand. She gains a Knowledge Bonus against all Skills, even those that have not yet been used in the fight. This ability ignores effects that would otherwise forbid one to benefit from a Knowledge Check. Activating this Mode reduces Kyoko's Nindo to 0.
- Arista
- UA1: Lá Ballet Grimaldi - +2 to Puppetry on a Successful use of Puppetry Skill.
- UA2: The great Dance Troupe: Sword hunter now works if allies are attacked within 10 squares of the puppet, Lá Ballet Grimaldi now works passivly in additon to also working upon sucessful puppetry skill use.
- Arista EX
- Macabre Circus: First Act (UA1, Style (Puppet Attack), Requires 6 Grit) - Perform a Feint action for free before resolving the attack. If the Puppet has the Deceptive Trick, perform 2 Feints before resolving he attack.
- Macabre Circus: Second Act (UA2, Style (Puppet Attack), Requires 9 Grit) - Instead of performing a Feint, may now perform an Intimidate action for free before resolving the attack, or may forego the attack entirely to perform a Diplomacy action with the puppet as its source (and therefore affecting the user as well). If the Puppet has the Deceptive Trick, you may perform both a Feint and an Intimidate action before resolving the attack.
- Macabre Circus: Third Act (UA3, Style (Puppet Attack), Requires 12 Grit) - Every successful social action also applies an instance of Poisoned. Additionally, the Puppet may perform Killing Intent as a free action, but only once per round for all Puppets on the field. A successful Killing Intent also applies an instance of Poisoned.
- Macabre Circus: Acta Est Fabula (UA4, Gambit, Costs 5+3X Grit) - As a Full-Round Action, roll Ninjutsu+Puppetry+X ASB against all targets in the same zone. If the Macabre Circus has reached the Third Act, Dodge cannot be used as a defense; if it has not, lose a point of Nindo. On a base success, deal Ninjutsu+Puppetry damage and apply Poisoned upgraded by the Insidious Poison and Sickening Poison tricks even if your puppets do not actually possess them. For each additional success over the target, deal Ninjutsu+Puppetry damage, and for every 3 successes over the target, apply an additional instance of the upgraded Poisoned condition.This Gambit counts as a Puppetry Attack, meaning any applicable styles are triggered before the attack roll takes place for each target. For each successful social test triggered as a result of those styles, add 2 successes to your roll; this may result in the Gambit succeeding even if its actual roll has failed.
- Aburame Shinji
- Inheritance (UA1, Aspect) - Shinji's Kikaichu originally belonged to his mother, but were transplanted to him shortly before her death; though it was a grueling experience, Shinji managed to incorporate the foreign breed it into his own. His Swarms gain an additional Evolution.
- March of the Dark Armies (Style (Living Hive Attack), Requires 9 Grit) - May move the target and any and all swarms up to a number of squares equal to the difference between the Attack and Defend rolls, or 1, if the Attack has failed or has been blocked.
- Sakurai Eiha
- UA1: Pervading Malevolence (Aspect) - The Trait Aura of Malice continues to function normally while using Stealth, inducing an eerie sense of tension the victim cannot fully comprehend even if they have not seen the User yet.
- UA2: Flowing Steel Style (Aspect) - The user employs a fighting style that synergizes Kenjutsu and Water Ninjutsu into one, striking and weaving like flowing water. Eiha is adept at mixing Water-style Ninjutsu in her Kenjutsu, able to form one-handed ninjutsu seals with one hand while holding a weapon in the other hand. Additionally, this style of combat is particularly swift and allows the user to form R/3 additional hand signs per partial action.
- UA3: Noxious Blossom (Aspect) – A fighting style that synergizes Water Ninjutsu with the poison of Snakes. Eiha’s Water element Jutsu may also apply Snake Element, with a Rank up to the User’s and determined at the time of Declaring actions, at no additional cost. Noxious Mist is considered to only inflict one Stack per turn.
- Eiha's Snakes:
- Isamu
- UA1 - Potent Neurotoxin (Aspect): Isamu’s venom is particularly effective at disrupting the prey’s nervous system and making them feel sluggish and drowsy. Any target affected by Isamu’s venom has their Speed Rank reduced by 1.
- UA2 - Blood Hunt (Aspect): Anyone bitten by Isamu is automatically detected if they re-enter Stealth. Additionally, for each instance of Poisoned inflicted, Isamu gains a +1 ASB to subsequent hits.
- Kiyou
- UA1 - Stimulant Enzyme (Aspect): Kiyou’s medical technique involves the use of a powerful biochemical substance that supercharges the body’s natural healing capabilities. It has the side-effect of giving the sensation of overflowing energy, granting the recipient the Emboldened effect for an amount of hours equal to the Chakra used.
- UA2 - Hallucinogenic Blood (): Kiyou’s blood has potent hallucinogenic characteristics, twisting the senses into a mad carnival easily mistaken for Genjutsu, but not. Anyone who successfully inflicts a melee attack that draws blood against Kiyou automatically suffers from Nauseated and Grit Lock until either cured by Medical Ninjutsu or R turns have elapsed.
- Kaguya Keisuke
- UA1: (Aspect, Requires 0 Grit) Comfortable Battle:
- Effect: You are emboldened and immune to fear effects, whenever you would be subject to a fear effect you gain an instance of Focus up to the normal limit..
- UA2: (Aspect, Requires 0 Grit) Speed of Sound:
- Effect: Sound Based jutsu may now ignore up to your Rank in allies within the Area of Effect. The SR granted by the Sound Element Affinity Trait now conveys the full benefits of a Speed Rank and you may add half your Intuition to your Ranks in Speed Familiarity.
- UA3: (Aspect, Requires 0 Grit) Thy Dreadful Symmetry:.
- Effect: Once you have removed the “Hated” Road To Ninja option you replace it with King of the Mountain and replace Lone Wolf with “Holy Diver”.
- [King of the Mountain]: You’ve always been competitive and you’ve learned to stake your claim and defend it fiercely. As you grow older you’ve harnessed that same stubbornness in defense of your allies as well. Double the area you cover with an Intercept Action. You may treat the Intercept Action and its attack as either an Attack or Defend action if either would be more beneficial to you.
- Haitora, the Bound Tiger
- UA1: Aspect: Eye of the Tiger:
- In order to properly pursue one’s desires, one must first safeguard against competition. Through the esoteric arts pioneered by their ancestors some Tigers have found a ritual to form an exclusive contract with Summoners that have signed with their clan. This ritual prevents the Summoner from summoning anyone but the Tiger they formed a ritual with, however this is not without benefit. The ritual master seals themselves within a chakra tattoo anchored to the Summoner’s Gate of Opening, allowing the two of them to communicate through thought alone and ensuring the Ritual master is on hand for any emergencies or unexpected developments. For the Tiger, they are able to passively assimilate both the Summoner’s chakra and natural chakra in an even stream greatly speeding their growth and development while residing within the seal. With further rituals and exposure to the Summoner it is even possible for the two to assimilate aspects of one another.
- Effect: So long as this Tiger is in a menagerie the Summoner replaces their Summon Contract Trait with Friendbeast (Alternative): The contractor only gets a single summon. However, that summon is the same rank as him and is otherwise created like a full character, including Road to Ninja. The character gains a Chakra Tattoo (Summoning Jutsu) for free, and this Summon resides within the seal. If they are defeated, they return to the seal and recuperate.
- UA2: Aspect: Materia and Anima: Place Holder
- Effect: The Tiger may affect the world from within the Eye of the Tiger. So long as the Summoner unlocks his gate of opening with a specialized use of the Summon Jutsu the Tiger may influence the scene even without leaving the seal. His actions however are limited somewhat in that he is not physically present. Thus he can’t be targeted and can’t perform any physical based actions such as Taijutsu. He can however act through the medium of the Host. This allows him to perform Fuuinjutsu and any applicable Nin or Genjutsu he may have. However since he is using the host to facilitate these actions he only has one partial action per round. He can further assist his host by using this partial action to perform a non physical action on behalf of his host, such as using certain role abilities, making Knowledge Checks or gaining Focus, etc. He is considered in Formation with his host and may join into formation with the hosts Allies.
- UA3: Aspect: Anima Mundi: Place Holder
- Effect: The symbiosis between Ritual Master and host evolves yet further. While in the Eye of the Tiger the Ritual Master acts as a Psuedo Tailed beast, gathering natural chakra and helping to improve his host. Both the Summoner and Summon gain the ability to wield Natural Chakra. The Summon gains the KKG:DBP Trait and increases his Taijutsu to the same rating as the summoner. The Summoner gains an immature variant of Sage Mode.
- Bansen
- Jisetsudan Ampules (UA1, Downtime) - A fast-acting stimulant invented by one of Kirigakure's greatest chemists. Not commonly used due to extreme side-effects and short duration. Bansen was taught the secret of its creation after he was deemed to possess the proper qualities. Even if the proper ingredients and tools are not at hand, Bansen has sufficient knowledge to improvise a nearly identical concoction out of common herbs.
- Spend a Downtime action to create 2 doses. Partial action to take a dose, effects activate at the start of the next round. X is equal to Rank of creator. Gain +1 Grit/Turn, +X ASB to all actions for X Rounds. Lose all Grit and half of current injury pool's max at the end of the duration.
- UA2 (UA2, Gambit, Costs 3+3X Grit) - A chemical grenade invented by one of Kirigakure's greatest chemists. The bomb riddles targets with poisonous metallic shrapnel that dissolves shortly after detonation, entering the bloodstream. The toxic vapors linger in the air for a brief time.
- This is an attack with a Range of 20 and Burst X. Roll Ninjutsu+Shinobi Tools Training+X, dealing a base damage of Ninjutsu+Shinobi Tools Training. Each 2 additional successes over the target's defense roll inflict Ninjutsu+Shinobi Tools Training damage. Anyone hit is inflicted with an instance of Poisoned and [Corroded]. Leaves behind a Burst X toxic cloud that lasts for 3 Rounds. Anyone entering the area for the first time in a Round or ending their turn in the area suffers an instance of Poisoned.
- [Corroded] - Causes Grit Lock and prevents healing from any source. This may not be removed with Grit.
- Impurity Exorcism (UA3, Mode, Costs 16 Grit) - Unable to improve upon the base formula of his master's stimulant, Bansen searched for progress within himself, developing a means to manipulate the chemical's effects using various combinations of handseals and chakra, turning the ordinarily straightforward Jisetsudan Ampules into a highly versatile concoction, but only for himself.
- This Mode may only be activated at any time while under the effects of Jisetsudan Ampules as a free action, which extends their duration by Rank rounds. This Mode ends when the effects of Jisetsudan Ampules run out. Additionally, when this Mode is activated and for as long as it remains active, the user may choose to apply one of the following effects:
- -Heal Rank*10 Injury per Round.
- -Recover 2 Chakra per Round.
- -Spew forth the Kusanagi, a custom Item of Legend Chokuto (Bound, Indestructible, Personalized x2, Increased Range x4 12/12). Activating this immediately ends the Mode and the effects of Jisetsudan Ampules. This may be activated only once per battle, and the sword returns into its owner at the end of the battle.
- -Turn one's blood into poison, inflicting Poisoned in a Burst 1 area centered on the user upon taking damage.
- -Gain +3 ASB to all Knowledge Checks, +2 to Knowledge Bonus and reduce the duration of Knowledge Checks by 1 partial.
- Shojou:
- Drunken Fireworks (UA1, Aspect) - Shoujou's Shadow Clones set alight all the alcohol on their person just as they're about to die. When destroyed, the Shadow Clone explodes in a Burst 1 Area and deals an instance of the "Fire!" Status Effect to anyone within the area. This ability does not have to be activated.
- Good Sake (UA2, Downtime) - As a Downtime action Shoujou may create 2 bottles of a unique healing brew. This is a unique item that takes a Partial Action to consume. When consumed, the drinker restores half of their current Health Pool, removes one Status Effect of their choice, gains 3 Grit, and gains the "Pleasant Buzz" Status Effect.
- "Pleasant Buzz" - An enemy may not gain a Knowledge Bonus against a target with this Status Effect, and any ongoing Knowledge Bonuses cease to function for the duration of the effect.
- Shun Koizumi
- UA1: Invisible Assassin (Style (Yumi Attack or Snipe), 6 Grit) - Attacking from stealth does not break stealth if your target is not in Engaged Zone with you.
- UA2: Unerring Aim (Gambit, Spends 3+3X Grit) - As a full-turn action, Roll Taijutsu + Yumi Training + X against a single target. This attack counts as a Snipe maneuver performed with a number of Aim actions equal to Rank + X; these aim actions affect the range of the attack as normal, but are not subject to the usual restrictions of only 20 additional squares. For each success over the target, deal an extra Taijutsu + Yumi Training damage. This costs 3 chakra to perform.
- Jogan Sansei
- UA1: Hyperactive Metabolism (Aspect): Regenerates (5 * Rank) Injury each round. If a limb or other bodypart is severed or lost it can be reattached, or regrown if given time.
- UA2: Cloud of Destruction (Mode) (12 grit required to activate): Remove all status effects placed by an enemy. Become immune to hostile status effects. The Sansei hyperactive metabolism goes into total overdrive, causing a cloud (Rank = Burst size) of acidic steam to form around you. This aura deals 10 + Rank damage, and melts mundane armor, decreasing their DR by your Ninjutsu attribute each round. The damage is applied to any entering the cloud the first time during a round, and is applied again if they remain in it at the end of their turn. As a partial action (3 grit and a free action) you may leave a cloud behind you that lasts a number of rounds equal to your rank. The clouds cause Obscured Sight to all other than you, including those with Chakra Sight. You cannot grit out of this Obscured Sight, it ends on leaving the cloud automatically. While the cloud is active, you add the cloud’s damage to DR against ranged attacks or jutsus. An attack with a Wind element jutsu causes clouds to disperse within the jutsu’s area of effect, though the cloud around your body is immune to this effect.
- UA3: Stormcloud of Vengeance (Aspect): You have learned how to generate smaller jets of the Cloud at will, and have mastered it's use in unexpected ways. You may generate a Cloud for 3 grit or 2 chakra without being in Cloud of Destruction Mode, but it remains where it was generated. You may replace any destroyed Lightning Clones while standing in a cloud as a free action for 0 chakra (1/clone). Finally, any Parry or Counter actions made within the cloud count as Channeling Elemental Chakra.
- Ayame Rikimaru "Fox:
- Aid Field: (UA1, Aspect) - When using Medical Jutsu, may pay 2 extra Chakra to have the healing occupy a Burst X area where X is equal to Rank.
- Bottled Unresolve(UA2, Downtime): Spend a Downtime action to create two special Poison Vials that also apply one of the following Genjutsu Twists as a Warp in addition to the Poisoned condition, chosen upon creation: Hallucinations, Betrayal, Sleeper's Paralysis, Disfigure.
- Nothing Personal (UA3, Gambit, Costs 4+3X Grit) - A high speed combination attack wherein Ayame flings senbon at someone and then quickly moves behind them to attack with Chakra Scalpels. This Gambit is a Full-Turn Action that targets a single enemy within the same zone. Two simultaneous attacks (Ninjutsu+Senbon Training+X and Chakra Control+Medical Training+X) are made and must be Defended against in the same instant. Both attacks count as being 3 Speed Ranks higher than normal. The same Defend action cannot be used against both attacks.
- = NPCs =
- I'll preface it with saying that these don't exactly follow the rules of UAmaking, and leave a lot of points unspent, since that was never the point. Instead they were meant to create interesting/fun fights.
- Some characters didn't have UAs at all, like the sand duo, because I deemed them scary enough without them (lol yumi and Set Piece)
- Raiko Boshi
- UA1 Drive: Renka
- (Requires 3 Successes, costs 3 Grit, usable off Attack and Counter)
- A well practiced roundhouse kick made towards a slashed enemy, meant to further upset the wound. Adds Knockback on top of the hit. If the target is already knocked back, the distance is doubled.
- UA2 Style: Hakaishin
- Requires 9 Grit in the pool, using an attempt to Trip as a trigger.
- A low stance, focused on sweeping low kicks, using the blade as a counterweight.
- While in this Style, a landed Martial Arts Attack will add +4 ASB to the next attack with a Chokuto against the target, and makes Renka cost no Grit on that particular attack.
- (Penalty) While in this style, user cannot attack enemies on the squares above them, unless they choose to leave the Style as a free action.
- - Rules of the game are simple here. Raiko got a ton of grit from Arrogant, Iron Resolve and what not. Letting yourself hit with the non-threatening attack sets up the deadly one.
- Kazuma Huuma
- UA1: Juggling Pattern - Aspect
- When using Projectile Barrage, character may also perform two Seals. This does not actually allow them to use a two-seal Jutsu, but they may be seals of a Jutsu they will finish next turn.
- UA2: - Art of the Autumn Leaves - Aspect
- Grants +1 Ninjutsu, bypassing the cap granted by the rank. Allows the user to channel Fire elemental chakra into a weapon despite not having 7 ranks of Fire Elemental Training. This includes ranged weapons, such as Huuma Shuriken.
- - Would have been even scarier earlier on, esp. if he had somebody to show him where you are. Was on a chakra budget.
- - UA2 would have to do something else now, since he can channel element at Chuunin now. Channeling into a throw weapon is fun, shame it didn't come up. Nerfs to Projectile Barrage would make him not as scary, but Huuma Shuriken offsets it, so it still makes sense.
- Mumei
- UA1: Classic Espionage (Aspect)
- Instead of focusing on martial prowess, the character focuses on becoming a proper Ninja, playing up that they cannot be detected by ninja means. As such, Chakra Coils Disorder uncaps Genjutsu rather than Taijutsu.
- UA2: Tender Touch (Style)
- Requires 9 Grit to activate. Activates with Feint.
- Against an enemy suffering from ASP inflicted by Feint, the first Bleeding condition inflicted by Nekote in an attack instead becomes Deep Bleeding.
- - The best thing I got for balancing Chakra Coils against PCs. Ironically was really dangerous to the PCs because of her high Intuition.
- Kamiko Kame
- UA1: Kame Bunshin (Aspect)
- Grants the character Elemental Clone technique, despite the fact that they do not have an Elemental Affinity trait. In cases where it would matter, Dead Hair Pulse Training is treated as the element in question. The 'element' has no damage or effects, the clones simply revert into a lump of hair when defeated.
- UA 2: Sapping Locks (Style)
- Req. 9 Grit, Triggered by expanding the Cradle.
- An inverted flux that saps chakra of the enemies who touch the hair for a prolonged time. If enemies start their turn on the Cradle, they lose 1 point of Chakra. They also lose 1 Chakra if they start their turn Constricted. If both is the case, they lose 3 instead. The Cradle expands by Burst equal to the amount of Chakra lost every time.
- - Would have been probably much scarier if you met her before grand finals, this way she was on a chakra budget.
- Uchiha Bajinmaru
- UA1: Heritage in Spirit
- Character may add an additional Twist to all Genjutsu made.
- UA2: Flames of the Mind (Aspect)
- Enemies affected by damage-dealing Genjutsu Twists suffer an instance of Fire element on them until the end of combat. It persists if they leave the Genjutsu.
- - UA2 turned out to be actually really strong.
- Inoue
- UA1: Shimenawa of Caution (Downtime)
- A trap of personal design. Allows the character to spend a Downtime Action and 1 resource to create Rank amount of rice ropes, These may be used, with a full-rouind action, to span a trap in an area no larger than 10 squares across, using Shinobi Tools. Once laid, anyone who fails to notice the trap and enters its area will be immediatelly detected with loud noise.
- As long as there is an untriggered Shimenawa on the field, Inoue may enter the Sensor role.
- (presumably had an UA2, but we never saw her fight, so I never made it)
- Nezumari
- UA1: Sensitive Snout (Aspect)
- As long as the character is on terrain created by Filth Release ninjutsu or similar, they cannot be Flat-Footed or Nauseated.
- UA2: Black Blood Pact (Desperation)
- When the character becomes Injured, they immediatelly gain 6 Grit, and the next Summon they will perform will have its rank increased by one, possibly summoning a different creature from their menagerie than the cost would suggest. If their next summon is of their highest rank, this may summon a creature that is not in their menagerie at all. The GM gets to decide what exactly the summoner gets.
- - I'm pretty sure Desperations are not supposed to look like this by now. Turns out Desperations are really strong even if they don't do anything, though, since it gave her enough Grit to anger out of the Iron Wire.
- Nezunin-Tanto
- UA1: Ratpile
- A rat shinobi trained to bring down larger enemies with a group of friends. The effects of Flanking they inflict with their position is doubled, and they take priority as the person that inflicts flanking.
- Nezunin-Kama
- UA1: Ambition (Aspect)
- A rat which dreams of greater position in its hierarchy. They may train Filth Release despite not being Sp.Jounin yet. Once they become Sp.Jounin, the effect of Seal(Rat) they inflict is doubled.
- Beastman (rat)
- UA1: From the Mud (Aspect)
- Beastmen have Swarm Tactics as one of their traits at character generation, and the Plaguebearer perk for free. Additionally, they may purchase Dirty Secrets at Sp.Jonin to learn Filth Release.
- However, they do not count as summoned creatures, and as such, cannot purchase Army Summon.
- UA2: Rusty Steel (Aspect)
- The weapons wielded by these beastmen are dull and rusty hunks of steel, dragged through all kinds of dirt, but it's all they know to use. Though their basic damage is reduced by 2, they inflict the Poisoned status condition with every hit.
- Shinoraze Hoshigaki, the fat shark boy
- UA1: Dentaball (Gambit)
- Based on Martial Arts. Requires 3Grit and Rank Chakra to activate.
- Allows user to simulate the Meat Tank technique from the Akimichi clan, without paying its own furhter costs.
- Meat Tank- A favorite technique of your Clan's, you balloon yourself up into an orb of chakra and fat. You gain +20 movement speed and can make a single "Attack" action per move against a foe in your way. These "Attack" actions count as the "Charge" Maneuver. If you pay to activate this Power during an Attack you may increase the damage dealt by 10. Costs 5 Chakra per use.
- UA2: Forgotten Hiden (Aspect)
- Grants the user the perks and traits of Sharks aside of Aquatic, despite not being contracted to them.
- - Sharks automatically cause damage when passing by someone, so his gameplan was to guerilla warfare the heck out of people. Not sure if you would have gotten to dodge that or not, considering the new rules on it.
- Tasaku, exiled scion of the Tsuchigumo
- UA1: Hostile Terrain (Style)
- Activates with an Elemental Jutsu, at 6 Grit.
- If a Lightning Element Jutsu lands on or passes through the previous Burst area of a Water Element jutsu, user may have it gain Burst X, where X is the total chakra cost spent on Water Element jutsus to a maximum of twice the user's Rank. This additional burst only affects the 'wet tiles' themselves, and only if the Jutsu's effect touches them.
- While this style is active, user may spend a partial action to create a Burst 1 puddle under their feet infused with Chakra, or expand one they stand on by 1. This puddle counts as a 'wet tile' for the purpose of this Style, adding Burst equal to the number of Partial Actions spent on it.
- UA2: Hiden: Bloody Strokes (Drive)
- Activates with a Spear hit. Requires 3 successes over the opponent.
- Basic Tsuchigumo clan technique. The attacker paints an Exhaustion seal onto the target's body with their blood, and activates it with the conductive spear tip. Painting the seal is free, but activating carries the same cost as activating it in tag form (but costs no action).
- Hobbes the Tiger
- UA1: Infinite Armory - Aspect
- For 4 chakra and a Partial action, allows the deployment of a Tiger Arsenal, which contains all the melee weapons(not tools) in the rulebook once, as well as 10 Kunai and 30 Shuriken. The weapons may be retrieved as if they were picked up from the ground. The Arsenal may be deployed any number of times during combat, but the user may only hold one weapon from each arsenal at a time (a stock of throwing weapons counts as one). A weapon discarded in battle immediately disappears.
- These weapons are incorporeal to characters other than the user, save for being hurt by them. They all disappear after the combat.
- UA2: Heritage of Steel - Desperation
- Activates when Injured. Grants 6 Grit when activated.
- Immediately summons the Arsenal at no chakra cost, and retrieves a weapon from it, allowing the user to discard the current one. This weapon has 2xRank points of Quality. It is designed on spot.
- Faun the Goat
- UA1: Sylvan Pivot (Drive)
- Follow-up after Martial Arts. Requires 3 successes.
- After landing the attack, Faun leaps five squares directly above the target, possibly profiting from Natural Acrobat.
- UA2: Heavy Hooves (Aspect)
- Grants +1 Taijutsu when using Martial Arts, and allows the learning of Leap Attack at Chuunin to be used with them.
- Additionally, Faun does not become flat-footed as a result of being airborne, and may steer his downward movement up to half the falling distance to the side.
- Leap Attack (Discipline of the Aggressor, Requires Taijutsu 7, Taijutsu Knowledge 4): As a full-round action you may hop up into the air and rotate yourself to bring down the power of an aerial attack against a foe directly next to you. You gain the benefit of being 3 squares in the air for the next "Attack". Make a basic melee "Attack" action. This costs 2 Grit per use. If you wish to use this at the end of a "Charge" maneuver you may do so but must pay an additional 3 Chakra. If you do not do it as part of a "Charge" and you hit the target you may inflict "Prone" if you deal enough to trigger a "Knockback", in addition to inflicting “Knockback”. The target's Stability is considered to be 1/2 for the purposes of this attack.
- Baphomet the Goat Demon
- UA1: Fire and Brimstone (Style)
- Req. 6 Grit to activate, activates with Charge.
- While this style is active, attacks with the Naginata have Burst 1. If an action allows multiple attacks, and a character finds themselves in several bursts from one action, they must defend against each simultaneously. Additionally, abilities which would allow the Baphomet to attack along the movement path take the weapon's length (3) into account.
- UA2: Call the Family (Desperation)
- Triggered upon entering Wounded state. Grants 6 Grit.
- When this ability is triggered, it restores the user's health by half their Injury pool, and summons an amount of Mini-Bapho equal to their rank.
- UA3: Slash of the Reaper (Gambit)
- Costs 4+3X grit
- A telegraphed shockwave attack with the scythe, which drains the life of those it hits. Based on charge, and moves the attacker as charge would. However, it mus t be defended against by every single opponent that the Charge could possibly reach from its starting point. Finally, half the damage dealt by the attack is restored to the Baphomet as Injury.
- Ambrosius the Actual Wizard
- UA3 - Western Arts (Aspect)
- Allows Ambrosius to train the Spellcraft Training Advanced Skill, and create Elemental Jutsus, despite having no Affinity trait.
- Spellcraft can be trained up to 10, and has no features or specializations. Spellcraft-based Jutsus use Ninjutsu and the Spellcraft skill instead of the appropriate Elemental Training skill. They may be assigned any of the five core elemental effects - however, anything which would require elemental training will be inaccessible, and all jutsu effects limited to a certain element are also off-limits.
- Iwazaru the Monkey Pupil
- UA1: Speak no Evil (Style)
- Requires 6 Grit to trigger. Triggers with social actions.
- When this style is active, and Iwazaru succeeds on Browbeat in combat, he is considered to have succeeded on Feint of equal sucesses, no matter the distance.
- UA2: Butt Monkey (Aspect)
- If a Genjutsu-based effect of Iwazaru is currently active, and he is declaring defense, he may pay 1 Grit. If he does, the effect may be passed onto one of his allies, as if they had caused it. In particular, this includes Feint.
- Kikizaru the Monkey Pupil
- UA1: Hear no Evil (Style)
- Activates with Sound Release. Requires 6 Grit to activate.
- When this style activates, Kikizaru immediatelly enters the Sensor role at no penalty.
- UA2: KA-POW! (Aspect)
- Kikizaru's Sound Release Jutsu is based on the amplification of firecrackers. He starts every battle with 3xRank Firecrackers, and every Firecracker may be used in place of a seal, adding up to Rank seals to the action. This may only be done once total for a single Jutsu.
- Mizaru the Monkey Pupil
- UA1: See no Evil (Style)
- Requires 6 Grit to trigger. Triggers with Guerilla Warfare.
- Whenever the character lands a Taijutsu attack on a character, they may immediately make a Knowledge check on their latest action, as if they spent on partial action to do it.
- UA2: Gorilla Warfare (Aspect)
- When Mizaru uses Guerilla Warfare, he may partially apply Simian Grace to it: At any point during his movement, he may pay 1 Grit, to give his next attack action burst 1, and turn up to 90 degrees, Every time this ability is used, he must move at least a number of squares straight equal to the amount of times it has been used. It is possible to stack Burst this way as well.
- Shizaru the Monkey Master
- UA1: HE HAS A GUN! (Aspect)
- Allows the character to use the Pipe Rifle, and train the Firearm Training skill, as a Basic skill that uses Ninjutsu. The Firearm Training skill can be raised up to 10 under usual limits, and has no other costs, specializations, or other benefits. Its damage is Ninjutsu+Firearm Training+5x weapon base damage at range, or Taijutsu+weapon base damage as a melee weapon.
- Pipe Rifle: Cost: 15 Resources/unique, Damage: 6, Range Engaged-20
- An antique weapon for a more civilized age . An alchemical reaction at the back of the pipe ejects a steel ball from it at high speeds. The Rifle occuppies both hands, and must be loaded before every shot, It can also be used as a blunt weapon in melee combat, in which case Firearm Training stil applies..
- To load the rifle, the wielder or any adjactent character may spend a partial action, using all the hands they have available. A total of 5 hands must be used for the rifle to be reloaded.
- The Snipe maneuver and the Pinning Throw maneuver can be used with it, but not Projectile Barrage. Universal melee maneuvers may be used with it in melee as well.
- Finally, the Critical Hit follow-up only costs 7 successes with the Pipe Rifle, but only with a shot.
- UA2: Cradle Stance (Style)
- Requires 9 Grit to trigger. Triggers when reloading the Pipe Rifle.
- While this style is active, Shizaru does not need his feet to stand on the ground, and may instead use them as an additional pair of hands.
- UA3: Do no Evil
- Modifies Ardent Passion and Inspirational Commander.
- The character does not carry Nindo over through sessions, and by default is at 0. Instead, they gain Nindo during an encounter, whenever See no Evil, Hear no Evil, or Speak no Evil triggers, to a maximum of 3 Nindo per combat
- Additionally, Inspirational Commander allows the conversion of Team Points into Nindo at a rate of 4 points per 1 Nindo.
- Shirafuji the Guardian Snake
- UA1: Serpentine Mimicry - Aspect
- When using the Kitsune Trick twist, the Guardian can extend its effects to up to two allies in formation with him.
- UA2: Perilous Path - Aspect
- Allows the storing of the Road of Ambition genjutsu as a Complexity 4 effect into tags, which may then be activated with the Ritual Circle talent.
- The tags take form of different items of interest to any characters. If a character ignores the tag, they are caught in the Genjutsu automatically, as o. If they touch the tag, they.may immediatelly roll Intuition with +Rank ASB to find the user, and are immune to other activations of the Ritual Circle from these tags.
- The tags cannot be activated in combat, save for being used in a Ritual Circle actively. Multiple instances of being in the Genjutsu do not stack, and when the Genjutsu is activated on multiple characters at once, they count as separate instances of Genjutsu, triggering Deciever each time, but only for that particular character.
- Eight-Eyes (Tsuchigumo Joubin)
- UA1: Webs created by the Webbing trait count as Web jutsu for the purposes of parrying jutsu, and for the purposes of being terrain that will Immobilize one knocked into it. Web jutsu remain as if created by the Webbing trait. Webbing may be used as a source for Web jutsu.
- UA2: Spear stance - Requires X grit, when you hit with a spear with at least 2 successes, you may inflict Disabled - Leg or Arm. With 4, you may inflict Disabled - Nerves. With 6, Torso. With at least 2 Disabled conditions you may inflict a Severed condition that acts as Staggered. If a target has at least three Severed conditions, they drop to their next injury pool automatically.
- UA3: +Rank ASB on Spear usage against targets already poisoned, +Rank/2 against unpoisoned. Can make the Ready action with a spear as a free action by paying 3 grit
- UA4: Compound Doujutsu (Aspect)
- The character posesseses eight different eyes, of which only two can be opened. By default, Joubin's Eye and Sharingan Eye are activated. At the start of the character's every turn, they may roll a 1d10, to determine which eye they could manage to open. They need not abide by the result, but if they do, it replaces one of their currently opened eyes.
- 1-2) Sharingan: The Wheel Eye. When this eye is selected, the character may immediately make a Knowledge check costing one partial action less. If this eye is not active, Accquiried Kekkei Genkai: Sharingan cannot be used at all.
- 3) Ketsuryuugan: The Imperial Blood Eye. When this eye is selected, it allows the character to use the Blood Razor Jutsu [Projectile / Rng:25 / Spd: One Partial Action / Dmg: Special] immediately as a free action, and subsequently as a partial action while the eye remains opened. It uses Ninjutsu attribute and any elemental skill for for the attack roll. They can make it deal any amount of damage up to the total amount of Injury the user has lost during the encounter. Further uses of Blood Razor may use whatever is left of the pool, or newly dealt damage. The use of this Jutsu does not require seals, or hands.
- 4) Kishougan: The Igniting Eye. An eye which sets whatever it gazes upon to flames. When this eye is selected, the character may make a Chakra Control based attack on anyone within their zone, using any social skill as its skill. The target must either dodge this attack, or defend in such a way that they leave the line of sight, the zone, or obscure themselves. Thus, a Burst 1 Jutsu can defend against this attack, but a Projectile Jutsu cannot. If the defender fails, they sustain 3 instances of the Fire! status effect. This attack can be used again any number of times while the eye is active, as a Partial Action.
- 5) Shichougan: The Claiming Eye. An Eye which moves matter. When this eye is selected, the character may assault their opponents with small debris within their range of sight. As a free action, they may make a Determination based attack action up to two zones away, using either Stealth or Deception as its skill. It can be defended against in any way, but if the target fails, they become Staggered and Prone. After the eye is selected, the action may be used again as a Partial action, dealing an additional 20 damage every time to a maximum of 20xRank damage as the air becomes filled with throwable objects still in the user's grasp.
- 6) Chokushi-no-Magan: The eye which sees the death of things. When this eye becomes active, the character's next Taijutsu-based attack action will only require 5 successes to activate Critical Hit, and may activate this Follow-up even if blocked. Afterwards, as long as the eye is active, the character only needs 7+ Successes to activate Critical Hit.
- 7) Mabyogan: The Evil Cat's Eye. Grants the Lucky trait to the user. If the eye is selected multiple times, they may use the special reroll from Lucky once for every time it is selected.
- 8) Hansuugan: The Ruminating Eye. An eye which sees the pasts of people and objects. When this eye is selected. they may immediately use the Glean Nindo at no cost. If the eye is replaced with another, whatever profit they may still be getting from it is immediately lost.
- 9-10) Joubin's Eye: Eight-Eyes's sole remaining human eye. When this eye is selected, the character may let their Chakra take a break, and may Mold Energy as a free action. It does not grant any passive benefit, except perhaps in cases where a completely plain eye would be necessary.
- Sasori, the Dead Man of Mist
- UA1: Get over here! (Drive)
- Requires 3 successes to activate, costs 5 Grit. Immediately moves target to a selected square adjectant to the character, and inflicts one instance of Bleeding. If this follow-up is activated, it counts as the character being already adjectant for the purposes of Snatch and Grab.
- UA2: Vile Infusion (Aspect)
- The Traits and Perks accquired through Snake contract apply to Iron Chain as if it was martial Arts or Snake jutsu. This means that Sasori can choose to split the damage from his iron chain to two instances, which apply effects separately, and that his iron chain applies an instance of poison on hit. Additionally, if he uses a follow-up, he may apply Grapple to the target for free, but not himself.
- UA3: Black Blood Hold (Desperation)
- Grants 8 Grit when activated. Activates when entering Injured pool.
- When this ability triggers, user removes all of their status conditions, and may immediately use Grime Wave, provded he has Chakra for it.
- Ichikawa Tsukino, Jounin of Mist
- UA1: End of the Chain (Aspect)
- While Tsukino is wielding a Kama, he may weave seals of Water Element and Ice Element Jutsus as if that hand was unoccuppied.
- UA2: Instant Freeze (Aspect)
- Weaponized Jutsus, once completed, grant a free movement action worth half Tsukino's movement, and a free Attack action.
- UA3: Fatality (Drive)
- Costs 7 Grit to activate, and 7 successes over the opponent. It can only be used with Ice Element or Kama Training.
- This follow-up is identical to Critical Hit, except that it can also be used if the attack's damage had been resisted, and adds any damage to the hit which had been prevented by DR.
- UA4: Cool Reaper (Aspect)
- If Tsukino has been wielding a Weaponized Jutsu for a full round, not counting the one he cast it in, he may throw it. If he does, he gains +2 Ninjutsu, and may treat his Ninjutsu as two points higher than it is until his next turn. All Jutsus thrown this way inflict 'Pierced'.
- Fire Rat Sage
- UA1: That Which Is Old Does No Wither (Desperation)
- Triggered upon becoming Injured. Grants 6 Grit.
- Upon triggering this UA, Fire Rat gains the option to immediately enter Sage Mode, provided he has enough Grit. He may use Grit granted by this UA to do so.
- If he does not, he recovers Injury up to halfway through his first pool.
- UA2: Old Connections (Aspect)
- Each of character's summons have two variants. The variants each have a distinct UA1, and 10xRank XP on their sheet can be assigned to different things.
- UA3: Vein of the Earth (Aspect)
- A staff made of Obsidian stone, used as a tuning fork for Lava-element users. Though the Sage has no skill applicable to wielding it as a weapon, he counts as Armed with it in hand, and can't be Flanked. It may be used with a Partial Action, paying 1 Chakra to detect all hidden characters within his Zone, using the rules for Tremorsense.
- UA3.2: Sage Mode - Rat (Mode, granted by Senjutsu Specialization)
- Costs 18 Grit to enter. Clears debuffs and makes one immune to debuffs.
- While in this mode, character recovers 2 Chakra at the start of their every turn, and may Mold Chakra to create Grit, though they still cannot gain Grit any other way.
- Specific - Rat: While this Mode is active, Rat seals originating from the character have their effects doubled, including the ones placed before entering this mode.
- UA4: Impossible Request: Pelt of the Fire Rat (Aspect)
- The legendary pelt once requested by the Princess of the Moon. Offers complete protection from Fire Element damage, and the Fire! status effect.
- Additionally, characters gain one Fire! status condition when they become adjacent, when they start their turn adjectant to Fire Rat Sage, and when they spend an action adjacent him. To compensate for this, he may summon creatures an additional square away from himself with the Summoning Jutsu.
- Nuibari Ichigo (unused)
- UA1: Nuibari Arts (Aspect)
- Nuibari clan's techniques use needle-like longswords used for stabbing, which is granted to the character automatically. They are Greatsworsds, but can use the 'Stab' action from Chokuto, as long as they are not using Cleave. Genin with this Aspect are also allowed to use Greatswords.
- UA2: Weaving through the crowd (Aspect)
- Needle-blades have an Iron Wire attached to them, which is considered to be off-handed, and has a range of Nin. Once someone is immobilized by the Wire, they will be tied to the shinobi wielding the Nuibari, to a maximum distance of their Ninjutsu, following them if moved, and pulling them along if moving. The weapon can be dropped to avoid this effect. If the user can one-hand the Nuibari, the maximum distance is doubled, but they can keep it to the 'short' range.
- Additionally, Nuibari-users gain +1 ASB to uses of Greatsword per each opponent flanking them.
- UA3: String of misfortune (Gambit)
- Costs 6+3X Grit.
- Make a Guerilla Warfare action. Every target hit becomes entangled by the Iron Wire, having lines of usual distance to each other. If they would be dragged behind the attacker as a result of this, they take this damage as Knockback.
- Duke of the Ducts
- UA1: Proof of Heritage (Aspect)
- Allows the character to turn all Kunai they purchase into their Signature Item, a Kunai which has Conductive, and +4 Damage.
- UA2: Chain of Command (Aspect)
- Dukes may take Summoning Contract:Rats, despite being a summon themselves, and may lower their summon's rank down to Commoner.
- Any summoning contracts they put into practice will be an appendix of theirs. Therefore, defeating the summoned summoner will make all of their summons disappear.
- UA3: Grim Spike (Drive)
- Costs 3 Grit to activate. Activates with a succesful Kunai hit, and 3 successes.
- The kunai explodes upon impact, showering the target with black sludge and inhibiting their movement. They are immediately hit with the following Jutsu:
- Grim Spike: [Explosion, Rt: D /CC: 0 / Se: Rat(1x) /Rng: Special, Burst 3 / /Dmg: 30 /Spd: 1 /Eff: Filth]
- The Burst area will ignore any rats, including the Duke. Possible targets other than the original victim will have to defend against a jutsu normally, which the Duke will have to roll.
- Houzuki Pako, the Stolen Child
- UA1: Kekkei Genkai: Purification (Mode)
- Requires 6 Grit to activate. Removes debuffs and makes one immune to debuffs.
- Pako may train Mind Element. However, she only gains the Hiden: Mind Element trait (as well as Advanced Chakra Detection stemming from it) while this Mode is active.
- UA2: Leyline Drinker (Aspect)
- Allows the character to reform their body in a different body of water than they fell apart in. Dispersing the body does not turn it into water, but instead leaves it dead. A new body is created in the process.
- If there is no body of water nearby, the character's spirit may travel at regular travel speed, until it finds a body of drinkable water.
- UA3: Astral Scar (Drive)
- Requires four successes over the opponent, upon an attack with a blade or a jutsu. Pako strikes beyond the the physical body, inflicting a 'severed' condition on a random limb. This condition can only be removed by regrowing the body whole, with the Downtime attention of someone with 10 ranks in Medical Ninjutsu.
- Idekura Ono, the Kingpin
- UA1: Hiden: Ancestral Recall (Aspect)
- The character may inflict the Influx status effect to themselves with a partial action.
- Treat Influx as Poisoned, except that it also makes the character's Knowledge checks take one less action. It may be removed by any method that would remove regular poison, and the character counts as poisoned for effects that care about it.
- UA3: Hiden: Metalic Recall (Mode)
- ????? - never statted this
- UA2: Elemental Pool Seal (Downtime)
- (I never specified how this worked, but it's used to create the magnetic elemental you fought)
- Otomo Keiko, the rogue of Hidden Grass
- UA1: The Hard Way (Aspect)
- Allows the use of Nunchaku without Taijutsu Mastery, on the condition that Keiko inflicts the weapon's base damage (including Fist of- perks) to herself at the end of every round she used Nunchaku in. This damage bypasses any DR she may have.
- UA2: Drunken Coils
- Req. 9 Grit to activate. Activates with Water Release.
- While this Style is active, Keiko becomes Inebriated. She may exit this style at any time by paying the grit cost to remove Inebriated.
- Inebriated: If you do not have the Mad Man trait, you gain Mad Man. If you already have Mad Man, you gain Wild Dance. Additionally, you gain +Rank ASB to Dodge actions.
- Additionally, Keiko may have her Water Release Jutsus inflict the Inebriated status effect by turning them into Sake. To do so, she must pay 2 Chakra at the time of casting.
- Hozuki Kenji, the Bisected Waterman
- UA1: Hook (Aspect)
- A style of Taijutsu that uses Hydrofication for sudden movements and changes of stance.
- Kenji may use Feint based on Chakra Control. If he does, the opponent may defend with Intuition based on Chakra Control.
- Additionally, when he could use Focus from Martial Arts, he may instead use Genjutsu Focus. Instances of Genjutsu Focus and Taijutsu Focus each have their separate caps, based on Rank.
- UA2: Line (Gambit)
- Costs 4+3X Grit. Requires four successes. Based on Feint.
- This is a special Feint action, in which Kenji turns his entire body into water and washes over the enemy, tying them with a fishing line under their clothes. It may generally only be used once every encounter, or whenever the line is prepared again.
- The fishing line counts as an Iron Wire, but the Immobilized condition only lasts until the start of Kenji's next turn. If the feint fails, Kenji is now holding the line, which proceeds to act as if he was holding an Iron Wire, and keeps its properties. He needs an empty hand to keep it after the technique, but not to use the Gambit at all.
- UA3: Sinker (Drive)
- Requires four successes over the opponent, and four Grit. Can be used as a follow-up to a successful Deception check, including a Feint.
- When this Drive is activated, Kenji may immediately perform the Nerve Strike maneuver once, at no cost.
- (UA4: ????)
- Kaguya Sabisuke, the Cool Uncle
- UA1: Calcium Infusion (Aspect)
- A technique even Keisuke would know of. Sabisuke is able to inject enemies with overcharged Kaguya cells, which essentially act as a slimy tumor, and form into a small chunk within the body. It converts the target's tissue into bones, and tears them apart from the inside.
- Since the solution must be delivered through a needle, it requires a Stunned or Immobilized target, and a landed melee attack roll with Martial Arts, or Dead Bone Pulse. When injecting, Sabisuke may choose a place of delivery, in any limb, or the torso.
- The injection takes a full round to form up. The next round after being injected, the target starts suffering from Insidious Poison. It can only be removed by cutting away the entire tumor. Doing so inflicts Disabled on the bodypart in question, as well as Deep Bleeding on the target if it's not done with Chakra Scalpels. The Disabled condition lasts until the character's next Downtime. They need not Rest to recover from it, however.
- UA2: The Crawling Dead (Style)
- Requires 9 Grit to Activate. Activates with Puppetry.
- While this Style is active, all of Sabisuke's Puppets are moved at the end of every round. This does not provoke any effects which becoming adjectant would, whether allied or enemy.
- UA3: Rigid Paradise (Aspect)
- A shortcut to Human Puppetry. Rather than spend the time to conserve the target's soul, and rebuild the body as a lasting puppet from expensive materials, Sabisuke may inject any dead body with his cells, turning it into a single use puppet.
- Bodies may become either the equivalent of Nailhead or the Boomer, except that
- - Nailheads may use Digital Shrapnel in place of Projectile Barrage, except that Dead Bone Pulse is replaced with Puppetry. After the third time they use Digital Shrapnel, they are destroyed.
- - Boomers gain +1 Burst every time they use Burst of Spines, and Sabisuke may have them not use it, even if they are not being controlled at the moment. After the third time they use it, they are destroyed.
- UA4: Manji of the Underworld (Desperation)
- Triggered upon entering the Injured pool. Grants 12 Grit when triggered.
- A spiral pattern of thin bones spreading out explosively from Sabisuke's body, forming a stitch. When this Desperation is triggered, Sabisuke may immediately use Burst of Spines. Even if there is no target, he may then use it again, except this time it gains Burst +2. Per every time it is reactivated, it gains an additional Burst +2.
- (Puppet) UA5:The Dragon is both Hardy and Cruel.
- Additionally, it is permanently in the Vanguard Stance. Sabisuke must pay the Chakra cost of Shunshin to make it available.
- =NPCs by Chron=
- (largely outdated(
- Mai Saito
- UA1: Makibishi Master (type, grit): May use makibishi as if they were Shurikens in relation to the Brilliant trait changing them to (Makibishi: Base damage 0, Range=Ninjutsu, may use as an attack action causing Rank number of hits, the remainder cluster around the feet of the target. Damage equals Shinobi tools training+Nin x 2)(Makes Makibishi count as Shuriken/Kunai for maneuvers, whichever is worse for applying additional effects)
- UA2: Marked Makibishi (type, grit): Makibishi may be specially prepared on a downtime to function as Fuunjutsu tags. They become attached to the target like Fuuinjutsu tags as well, to be activated as a fuuinjutsu effect. They attach on a successful Makibishi master attack (if they are Marked) (Rank+1=complexity max effects on marked makibishi)
- UA3: Defensive Spray (type, grit): When Flighty is activated, may apply Piercing Opposition immediately.
- UA4: Covered with Thorns (type, grit): Makibishi that hit a target stay in the target until intentionally removed (marked makibishi require Chakra to remove, like tags) and apply the effects of moving through a makibishi field intentionally (lowering speed and movement). The Marked Makibishi from the Scroll can apply any chosen effect (up to it’s max) when using the Fuuinjutsu locus effect of the scroll.
- Ai Senju
- UA1: Earth Element, +1 ASB to Wood jutsu
- UA2: Extra Partial Action on the first round
- Tsubame Hyuuga
- UA1: (Aspect) Eight Trigrams - Use your entire taijutsu stat to determine the area of an intercept action
- UA2: (?) Moves Like Jagger - Gain 1 speed rank and a partial action that can only be used for a gentle fist action with +1 ASB Cost - 6 Grit, 3 Chakra
- Saki Ishikawa
- UA1: Gambit: Kōri no hari (Icy Needle): Focusing your chakra, you coat a senbon in a thick layer of hardened ice strong enough to pierce through any mundane armour. Deals base Senbon damage + senbon training + ½ nin + bonuses + Ice element (1+4+2+5+10+inflicts - Rank ASP if flanking). Can disable body part of your choice (legs, arms, body. Can hit nerves with 5 points in medical) Costs 4 Grit + 2 Chakra.
- UA2: Aspect/Downtime: Acupuncture Specialist: Saki Ishikawa's understanding of anatomy and expertise in using needles for various purposes lets her implant senbon into her allies in order to unlock their potential.For a cost of 3 grit, she can implant senbon into someone to boost one of four systems of their body: Strength, Speed, Endurance, however for each such boost they will take 2 points of injury per round.
- Additionally, if she is using her Ice Senbon or another chakra-receptive implement, she can instead spend 6 grit and 3 chakra to channel her energy through the senbon, which will increase the benefit gained but also double the injury they take from it.The benefits she can apply are:-Strength: Increases the damage they deal with one taijutsu based attack per turn. Chakra Boost doubles this damage.-Speed: Increases their movement speed by 6. Chakra boost additionally gives them one Speed Rank.-Endurance: Gives them 5 Mundane DR. Chakra Boost gives them 1/4th of their injury as a temporary injury pool. The damage incurred to them from this technique blows straight through this pool.
- The subject of this technique may choose to absorb all the chakra invested in the technique, giving them 2 chakra per boost, at the cost of its usage.
- Chisai
- UA1: Dissecting Eyes, +1 ASB to Shuriken
- UA 2: Can Lockdown as a free action, does not prevent from attacking.
- Futoppara
- UA1: Blinded, +1 ASB Greatsword
- UA2: Martial Training,
- - Presumably one of his UAs let him have and use Greatsword as a Genin and/or gave him +1 Taijutsu
- Tarou Okuma
- Unique Abilities:
- Adrenaline Rush (UA1, Gambit: +10 Movement, +2ASB to Martial Arts, Cost: 3 Grit + 2 Chakra):
- Focusing his chakra, Tarou rushes towards his enemy with a charge so ferocious that it's difficult to evade his attacks
- Kumakenta
- Unique Abilities:
- Bear Necessities (UA1, Aspect): Kumakenta is a bear, and his fighting style takes full advantage of that fact. (+2ASB to Martial Arts)
- Tenbin Bo
- UA1: Strike in Passing (Type, grit): When Flighty activates, may make a basic attack at half ASB at any 1 target along his path.
- UA2: Hatred of Jutsu (Type, 6 grit/use): If a foe uses handsigns within his taijutsu score of squares, he may move up to them and make a Disarm attack, in order to interrupt the jutsu use. If it succeeds the jutsu fails and the chakra meant to fuel it is lost.
- - You know, the hot springs guy with the staff.
- Sp. Jonin Spider Spearman
- UA1: Webs created by the Webbing trait count as Web jutsu for the purposes of parrying jutsu, and for the purposes of being terrain that will Immobilize one knocked into it. Web jutsu remain as if created by the Webbing trait. Webbing may be used as a source for Web jutsu.
- UA2: Spear stance - Requires X grit, when you hit with a spear with at least 2 successes, you may inflict Disabled - Leg or Arm. With 4, you may inflict Disabled - Nerves. With 6, Torso. With at least 2 Disabled conditions you may inflict a Severed condition that acts as Staggered. If a target has at least three Severed conditions, they drop to their next injury pool automatically.
- UA3: +6 ASB on Spear usage against targets already poisoned, +3 against unpoisoned. Can make the Ready action with a spear as a free action by paying 3 grit
- Kobima Senju
- UA1: Earth Element, +1 ASB to Wood jutsu
- UA2: Extra Partial Action on the first round
- Katsumi Sato
- UA1: Auditory Awareness (Style, 3 grit) Tremorsense functions for 1 less partial action.
- UA2: Mastery over Sound (Aspect) +4 ASB to Sound Element
- UA3: Overwhelming Sound (Gambit, 9 Grit, 4 chakra, Sound Element) Use Dissonant Blast and gain automatic success over your target +2. Costs 4 chakra extra to apply this effect, and can only be used once per combat.This attack can be evaded via Tactics moving the target out of the blast, Flighty trait, or UA that allows for large movement. (Has to exceed the Burst of the jutsu)
- Gesshirui Kazan
- UA1: Swiftest Learner (Aspect): You quickly learned that positioning and knowledge are key on the battlefield. You have spent a large amount of time building up your personal movement speed, as well as your perceptive abilities. You gain the Fast perk, with an additional +4 movement. You also gain the Total Ninjutsu and Taijutsu Assessment perks, and finally the Fast Seals perk.
- UA2: Volcanic Awakening (Aspect): You have unlocked the secrets of the molten core of the earth, simultaneously gaining enlightenment on the elements of Fire and of Earth. You may now make jutsu with the Lava element!
- Hiryu Kinchou
- UA1 (Gambit): Hydraulic Blast: When using a jutsu on a target within a range no greater than that of a Charge maneuver, you can mix in a Charge maneuver attack if the Jutsu hits the target. 4 grit, 2 chakra.
- Kemuri
- UA1: Wind Element affinity (Follow-ups cost -1/2 rank grit), Fast perk, Healthy Perk 2, +2 movement
- UA2: Water element affinity (+Rank chakra), High Speed Movement 1, Weapon Master perk
- Naoki Tanaka
- UA1: Smarter than he looks (Aspect) +2 ASB to Feint
- UA2: Are we real? Perhaps we aren’t! (Drive, 6 grit) 4 successes on Deception allows you to create another Kage Bunshin for 0 chakra as a free action (cannot make more than your limit this way)
- Crom
- UA 1: Way of the Turtle (Style (Taking damage) Requires 3 grit): On taking damage, add +chakra DR = Rank until combat ends. This stacks for each time you get hit up to rank.
- UA 2: Rolling Tide (Style (High Speed Combatant) Requires 6 grit): Each time High Speed Combatant is activated, gain Rank x 2 as DR. This stacks up to rank number of times, only gain 1 stack per turn.
- UA 3: Rune Mastery (Utility, Nin) (Downtime): Learned to utilize his family’s skills, Rune Mastery is an advanced skill that adds special effects to a weapon or armor that has been worked on over a long period of time.
- 1. You spend a Downtime to put the "Runic" quality onto an item. (Runic means it is prepared to hold an element, and it becomes Indestructible) (Runemaster adds 1 to ASB of the weapon skill per 3 points in RM skill) approval needed
- 2. During a fight (Or before that, if you want) you may apply -any- basic element onto it. It becomes permanent until rank 5 (Applying an elemental rune grants the damage and effect on a weapon, If channeled into armor it protects from C Rank Jutsu of the chosen element element and gives DR equal to damage it would otherwise give)
- 3. Upon reaching Rank 5, you are now able to switch elements as a partial action
- 4. Rank 10 you are able to have 2 elements as a time. Jutsu of one of the branded elements up to rank B are ignored if on armor.
- 5. Get advanced elements (GM) (Up to rank A jutsu of the element on armor is ignored, all gear branded gains Summoning Seal)
- UA 4: Wielding a Magic Sword: (Mode, 16 grit): Gains the ability to parry/counter jutsu with Taijutsu skills (can only counter if within range to attack), gains +4 ASB to Chokuto skill uses.
- =NPCs by Antary=
- Unnamed Puppeteer
- Ventriloquism (UA1, Aspect) - One attack per battle may be Replaced for free, but this requires a puppet to be within a range of Ninjutsu squares. This does not work when an enemy with Chakra Sight or a Chakra Sensor is in the same zone.
- Macabre Circus: One Act Performance (UA2, Gambit, 3+3X Grit) - As a full-round action, move all puppets as much as possible in a single partial action towards the chosen target. If at least one puppet is adjacent to the enemy, roll Ninjutsu + Puppetry + X ASB. Double all Flanking penalties for this attack. Deal no damage, but for each success over the opponent, apply an instance of "Poisoned."
- Long Range Assassination (UA3, Aspect) - At the start of combat, select one puppet; it begins in the Engaged zone from the enemies. Attacking with this puppet does not break the puppeteer's Stealth. Additionally, any one puppet may immediately become adjacent to the puppeteer with a single partial action, regardless of the distance it would need to travel.
- Kaguya Shingen
- Healthy Body (UA1, Aspect) - Shingen gains 5 Universal DR and counts his Taijutsu as one higher, which may go over the usual Rank limits. This Taijutsu increase may result in an increased Speed Rank.
- Lady whose-name-I-forgot
- Reincarnation Ninjutsu: Living Doll Creation (UA?, Aspect) - Whenever someone is Defeated and killed, ?????? may instead spend a point of Nindo to keep them alive and replace all of their Unique Abilities with the Human Doll series of Unique Abilities.
- Ken
- Demonic Life-Stealing Seal (UA1, Drive (Attack)) - Feast on Pain (1+): When Ken hurts someone, that life force isn't merely lost; it is absorbed by the cursed seal that spreads across his body. Gain Rank Universal DR. This effect stacks indefinitely and lasts until the end of combat. This Follow-Up may be activated multiple times for the same action, as long as the user has achieved a sufficient number of successes and possesses enough Grit.
- Forbidden Technique: Life Energy Conversion Strike (UA2, Gambit 3+3X) - A Taijutsu technique that allows the user to channel their own life force into a single suicidal strike. Ken is able to avoid the deadly consequences of this technique by simply using energies that are not his own. Roll Taijutsu + Martial Arts + X. On a successful hit, deal damage equal to a normal Martial Arts attack, and add all the accumulated Universal DR and Chakra DR as damage. For each success over the target, deal half the Universal DR as damage. The Universal and Chakra DR are lost afterwards. This costs 3 Chakra.
- Renji
- Senbon Umbrella (UA1, Aspect) - A special ninja umbrella containing hidden weapons within, the trademark of most Amegakure shinobi. Renji may, as a Partial Action that costs 2 Chakra, throw one such umbrella 5 squares up in the air. At the end of each of his turns, this umbrella makes a single attack with Senbon using Renji's Ninjutsu + Senbon Training. This umbrella may target anyone within the same zone, and may be disabled by any attack capable of reaching it. It may not move once set up, but Renji may return any umbrella from any distance to his person as a Free Action. Up to Rank of these umbrellas may be present on the battlefield at the same time.
- Senbon Rain (UA2, Gambit, Costs 3+3X Grit) - Renji may unleash the entire hidden arsenal of his umbrellas all at once. Pick one target within the Engaged Zone. Roll Ninjutsu + Senbon Training + X. For each success over the opponent, deal damage equivalent to a thrown attack using Senbon, as well as any additional effects of such an attack for free. For each active Senbon Umbrella, use this Gambit again on another target, using the umbrella as the source for the purposes of range. This costs 3 Chakra, but no additional Grit or Chakra must be paid when using the additional attacks from the Senbon Umbrellas.
- Mori
- Flash of Shuriken (UA1, Style (Shuriken Throw or Projectile Barrage with Shuriken), Requires 6 Grit) - Mori may throw out twice the usual amount of shuriken with each attack
- Ranmaru
- Doton: Fanged Pursuit Jutsu (UA1, Gambit, 2+3X) - A Jutsu with which Ranmaru summons dogs and sends them rapidly digging through the earth, allowing the creatures to ambush their victim from below. Target a single enemy in the same zone as you; if the target has previously dealt damage to you, the range of this ability expands to the entire battlefield as the summoned dogs track the scent of your blood. Roll Ninjutsu + Summoning Skills + X against a target in the same zone, who defends using Genjutsu + Intuition. On a success, summon a single Dog from your menagerie. This Dog may immediately make a partial action attack, treating this as an attack from Stealth. For every 3 successes over the required amount, summon an additional Dog at no cost, which may also make a partial action attack from Stealth. This costs 2 Chakra.
- Uchiha Moeka
- Megalomania (UA1, Aspect) - Moeka gains the Arrogant Trait, except her version of it can be used even against people of higher Rank than her own, and she only loses its effects if she loses a contest against someone of lower Rank. Additionally, she counts as having the Lone Wolf Trait, but with none of the positives.
- Sen
- Flowing River Technique (UA1, Aspect) - When an Elemental Clone is destroyed, one other Elemental Clone that is in the same zone as the destroyed clone may immediately appear anywhere within the destroyed clone's explosion Burst area.
- River Snare (UA2, Style (Lodging Attacks (Kama), Requires 9 Grit) - When activating the Stun effect of Lodging Attacks, Sen may immediately switch places with an Elemental Clone and have it maintain the Stun in his place.
- Shin
- Omni-Directional Wall (UA1, Mode, Costs 8 Grit) - Shin is always considered to be Intercepting.
- Spirit Crushing Press (UA2, Style (Shield Parry or Block), Requires 9 Grit) - Anyone successfully Defended against with a shield that is within 10 Squares is immediately moved up to and Attacked with the shield. If the attack utilized Chakra, this counter-attack gains a number of ASB equal to the Chakra spent on the attack. If the counter-attack is successful, the opponent's Grit Gain for the next Round is halved.
- Grass Spearman
- Defense-Into-Offense Technique (UA1, Aspect) - May use "Attack" Follow-Ups on successful Counters, and they cost 1 less Grit to activate when activated from a Counter. Hot-Blooded treats all Counters as Attacks.
- Prodding for Weakness (UA2, Style (Spear Attack), Requires 9 Grit) - Next Counter action costs 1 less Grit and gains +1 ASB. When the Counter is used, the bonuses reset.
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