Ratman

Large and in Charge

Aug 4th, 2021 (edited)
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  1. Irakusa Utsushi
  2. Rank: 3 (Chuunin)
  3. MP: 180 / 180
  4.  
  5. CC 4
  6. Tai 6
  7. Nin 6
  8. Gen 6
  9. Det 3
  10. (9+20+20+20+5=74)
  11.  
  12. Injury: 72 / 36 / 18 DR:5 Chakra: 13 Grit: 2/round; 3 starting
  13. Intuition: 3 Initiative: 4 Stability: 60 Speed: 3 Move: 20
  14. Elemental Nature: Wind
  15.  
  16. Nindo:
  17. Teacher+3
  18. probably power power power
  19.  
  20. Skills:
  21. Naginata Training 6
  22. Wind Element Training 4
  23. Dodge 5
  24. Stealth 4
  25. Lore ??
  26. Taijutsu Knowledge 1 (free from Genin)
  27. Ninjutsu Knowledge 1 (free from Chuunin)
  28. Genjutsu Knowledge 1 (free from Genin)
  29. Counter-Genjutsu Training 1 (Advanced)
  30. Deception 4
  31. Intimidation 2 (1 free from Chuunin)
  32. Diplomacy 2
  33. (26+10+20+10+0+0+0+2+10+2+3=84)
  34.  
  35. Traits:
  36. (Clan Trait) Arsenal of Legend - This clan's armory of tools and weapons is unrivalled in the entire world, meticulously assembled over countless years of invention, plunder, and inheritance. Almost every shinobi of this clan carries with them a mystical or technological marvel.
  37. You gain the Item of Legend perk for free. You may also purchase the Item of Legend perk one additional time.
  38. (CG) Large: You are unusually tall, unusually strong, or extremely sizeable compared to the rest of the
  39. world. You suffer only ½ the amount of Knockback from any Knockback effect and are immune to the
  40. effects of "Browbeat". Additionally, your damage from basic Taijutsu melee attacks and Maneuvers that
  41. deal Taijutsu damage deal additional damage equal to your Taijutsu. This additional instance of Taijutsu
  42. is multiplied for every 3 Speed Ranks you possess, meaning Speed Rank 3 gives you an additional 2
  43. instances of Taijutsu to damage instead of just 1. For each size above Large you become, you may add
  44. an additional instance of Taijutsu to damage. Kekkei Genkai that deal damage or increase damage based
  45. on Taijutsu also enjoy the benefits of this Trait.
  46. Good Looking: You are very aesthetically pleasant to many people. You may use a “Bond” Downtime
  47. action automatically any time you are given Downtime so long as the person you use the action with
  48. would be attracted to you. You gain 1 grit every time you successfully use Diplomacy, Deception, or the
  49. Genjutsu Training skills.
  50. Wind Element Affinity: You are naturally talented at channeling and manipulating wind element chakra.
  51. You are energetic and opportunistic. You may activate all "Follow-Ups" for -X Grit, where X is 1/2 your
  52. Rank, though you still need the requisite successes to activate a "Follow-Up".
  53.  
  54.  
  55. UA1: Large and in Charge (Style)
  56. Activates when 6 Grit is in the pool.
  57. While this style is active, after Utsushi performs a Charge maneuver while being in the Squad Leader position, the formation gains 2 team points.
  58. Additionally, when Utsushi uses a partial action to give orders using the Squad Leader position, he can perform the basic function of a social skill (Deception, Intimidate, Diplomacy) with the same action. Using Deception this way can be a Feint attempt, so long as the enemy is within reach.
  59.  
  60. UA2: Rainbow Mimicry (Aspect)
  61. Utsushi's main weapon is an ancient naginata, the blade of which adorned with long, gleaming, colorful straps. The straps flutter in the wind, and conduct chakra. They can be used to hide the blade's true alignment, or perform tricks of light.
  62. When Utsushi uses the Charge maneuver, he may make a single Feint attempt as a part of the charge. This is an optical technique, and enemies who are blind or otherwise not relying on sight cannot be Feinted this way.
  63. Additionally, Utsushi may channel elemental energy into a conductive weapon, despite not qualifying for it.
  64.  
  65. UA - Item of Legend: Rainbow Naginata (Gambit)
  66. An elemental amplifier. Any Elemental Release Jutsu used while the Naginata is placed within one's arms will become Weaponized, reducing its range to 0, and placed on top of the actual blade, becoming a combined weapon. This is a Gambit which takes a partial action, and the grit cost to do so is equal to the Jutsu's chakra cost. The user gains all benefits of using a Weaponized Jutsu, but any hits will inflict a separate instance of the naginata hit and the elemental release hit.
  67. Despite being a Weaponized Jutsu, only the Naginata hit will have the properties of a weapon hit, the Jutsu part will simply apply its damage and effect.
  68.  
  69.  
  70.  
  71.  
  72. Perks:
  73. High Speed Movement 1 [Chunin or higher, 5 XP * X]: Every time you purchase this perk your Speed
  74. Rank increases by 1. You may only purchase this perk once per Rank starting at Chunin. Each purchase
  75. costs 5 XP * the number of times you have purchased this perk
  76. Speed Familiarity 1 (3 XP * X): You are used to reacting quickly to trouble and fighting those faster than
  77. yourself. You gain +1 to your Speed Rank only for the purposes of determining if you suffer a penalty due
  78. to speed difference. You may purchase this Perk as many times as you wish, though it costs 3 XP * the
  79. number of times you have purchased this perk.
  80. Battle Sense: You require three or more opponents to flank you.
  81. Familiarity (Air Burst): You may add 3 bonus BP to a Jutsu of your choosing. Do this only once per Jutsu. You may
  82. purchase this Perk any number of times.
  83. Parting Shot (Requires Speed Rank 2 or Higher, 5 XP): You are very nimble, and you are well used to
  84. being attacked. When you use a Jutsu or a ranged Taijutsu-based attack against a foe that is adjacent to
  85. you, you may move backwards a number of squares equal to your Ninjutsu at the end of your turn.
  86. Focused Guidance: When you use a partial action to allocate Team Points you give an additional +1
  87. ASB for every two team points you give.
  88. Signature Item (Clan Trait): You may create and discuss with your GM a special item. It may have a number
  89. of Property Points equal to your Rank + 2. This may be applied to Puppets. To purchase an item with this
  90. Perk you must be able to pay for it with your current Resources. Properties are found in the Equipment
  91. and Tools section. A shinobi may only have 1 Signature Item. The Signature Item gains Property Points
  92. when you rank up.
  93. Item of Legend (Clan Trait): You may improve upon or recreate an already made
  94. Signature Item. Double the amount of Property Points and add one additional Unique Property as
  95. agreed upon with you and your GM. This may be applied to Puppets. Examples may be found in
  96. the Equipment and Tools section. A shinobi may only have 1 Item of Legend. The Item of Legend
  97. gains Property Points when you rank up.
  98. (5+3+3+3+5+3=22)
  99.  
  100. Equipment: 15 Resources
  101. Chain Mesh: Cost: 5 Resources, DR: Mundane 5 Often worn under clothing by shinobi who favor a more
  102. concealed sort of protection, the chain mesh doesn’t encumber or inhibit movement at all.
  103. Makibishi: Cost: 2 Resources/One Use: Makibishi are small, thus difficult to see, caltrops that inhibit
  104. movement. A use of Makibishi creates a Burst 1 area within 3 squares of the user that becomes covered
  105. in them, as a full-turn action. A shinobi that walks through this area, or Shunshins through the area, has
  106. their movement stopped in the first square they pass through. Clearing a path through the Makibishi
  107. increases a movement action from a partial to a full-turn action. Moving through an area with Makibishi
  108. after being stopped reduces your Speed Ranks by 1 and subtracts 5 from your base movement speed. A
  109. shinobi cannot see the Makibishi from further than 10 squares away.
  110. Naginata: Cost: 8 Resources, Damage: 7 (16) - The favored weapon of female Samurai and various other
  111. warrior types, some shinobi have picked this weapon up for its deadly reach and slicing power. This
  112. weapon increases the user’s basic Taijutsu “Attack” range by 1 and deals double its base damage on a
  113. “Charge”, “Full Charge”, or “Rushdown” attack. An “Attack” from maximum charge range ignores 10
  114. Mundane DR.
  115. 10 Property Points:
  116. Chakra Carrier (4): While similar in many ways to “Receptive”, this quality specifically
  117. allows Chakra of any nature to be stored inside of it. While you can channel through this weapon as
  118. receptive it is not limited to the five basic elements. The effects are the basic effects of each Element as
  119. listed in their skill descriptions.
  120. Indestructible (2): Possessed by truly legendary items, an Indestructible item cannot be broken in any
  121. means or form.
  122. Increased Damage(3x1): Increases the damage of the weapon by 3. This may be purchased multiple times.
  123.  
  124. Maneuvers and Jutsus:
  125. 4 for Chargen, +2 from Ninjutsu
  126. (Free) Bunshin: [CC: X/ Spd: 1 partial action/ Rng: E-1/] The Bunshin technique may create X amount of clones upon activation. These clones last a number of rounds equal to your Rank. They may be used to Flank opponents and may grant you +1 ASB to Feint attempts. These clones have the same movement rate as you but can deal no damage and have no Stats or Skills. They are destroyed upon receiving any damage, and may not use defensive actions. They are rendered ineffective against opponents who have Chakra Sight or Chakra Detection and against opponents who succeed on a Genjutsu or Ninjutsu Knowledge check with your Rank as the difficulty.
  127. (free) Disguise Jutsu- [CC: 1, Rng: Personal, Spd: 1 Partial Action]: A basic technique that all shinobi possess even at the Genin level. The Disguise Jutsu allows the shinobi to change their appearance to that of another person, even to a mundane object that can be no smaller than a shuriken. Despite its name indicating it is merely a disguise, the true nature of this Jutsu is a shape shifting technique. However, the technique is dispelled with a single point of damage or upon any action. While under the effects of this Jutsu you cannot gain Grit.
  128. Generic Sealing Jutsu: [CC: 2/ Spd: 2 full actions/ Rng: E-1/] 2 Full Actions. Taught at a young age to
  129. conceal and move items with stealth, the Generic Sealing Jutsu is used to seal items inside of scrolls
  130. using a universal seal. This technique may place up to X Resources in a small or medium scroll, never a
  131. large scroll, where X is your Rank.
  132. Escape Artist Jutsu: [CC: 1/ Spd: 1 full action/ Rng: Self/] A shinobi sometimes may find himself
  133. restrained by mundane means, chains, ropes, and other such restraints are all employed to hold a shinobi
  134. back. The Escape Artist Jutsu allows even a Genin to free himself from the bonds imposed on him. Using
  135. the Escape Artist Jutsu allows you to escape any restraints put upon you by a non-shinobi or a shinobi of
  136. your Rank or lower including being “Immobilized” due to chains or wire, or Grapple. However, higher
  137. ranked Shinobi are capable of even holding back other shinobi with their restraints. You may use this
  138. Jutsu even while “Immobilized”.
  139. Water Walking Jutsu: [CC: 0/ Spd: 0 actions/ Rng: Self/] The Water-Walking Jutsu is a display of
  140. chakra control that allows shinobi to walk on water. However, this technique is not limited to water, as this
  141. Jutsu can be used to scale any surface that they can place their feet onto; walls, ceilings, buildings, and
  142. many more. Once learned, this Jutsu is assumed to always be functioning unless the shinobi wishes
  143. otherwise.
  144. (free) Shunshin Jutsu: [CC: 2/ Spd: 1 partial action/ Rng: Self/] The Shunshin, or High Speed Movement Jutsu, is a standard technique learned across the shinobi world. When a shinobi uses Shunshin they are not teleporting, despite what it may seem. The Shunshin Jutsu moves the shinobi a distance equal to their full-turn move action as a partial action. You create a Burst X area at the end of the movement where X is your Offensive Speed. All shinobi within the Burst who have a lower Defensive Speed than your Offensive Speed become "Flat Footed" until the end of the Round.
  145. (free), Replacement Jutsu: [CC: 5(-1) / Spd: Instant/ Rng: Self/] When an attack is coming and you are incapable of defending yourself through other means, some shinobi are capable of replacing themselves with a mundane object, using the Disguise Jutsu, and having it take the hit instead. If they are aware of the attack and know the nature of it they may opt to use the Replacement Jutsu instead of taking any “Defend” action. They then move a number of squares up to their Ninjutsu away from their opponent. Replacement can be done up to Rank-1 times per encounter. <<-1 reduction from Ninjutsu.>>
  146. (free) Genjutsu Release: [CC: 2/ Spd: 1 partial action/ Rng: E-1/]: Shinobi eventually learn to release themselves or others from Genjutsu by creating a break in their chakra flow which disrupts any Genjutsu they are aware of being caught in. Genjutsu Release dispels and cancels the effects of any non-Kekkei Genkai or UA Genjutsu. However, you may only use this technique if you are not currently under the effect of a Genjutsu yourself.
  147.  
  148. no water walking, generic sealing
  149.  
  150. Charge (Discipline of the Aggressor, Requires Taijutsu 4): As a partial action you may move in a single direction a number of squares equal to half of your Taijutsu. You must move the full distance. At the end of the movement you may make a basic melee "Taijutsu" attack. When your Taijutsu is 6 this maneuver now moves a distance equal to your full Taijutsu score, but you must still move at least 2 squares. If you do so you may make a basic melee Taijutsu based "Attack" action with no penalty. When your Taijutsu is 8 or higher you may use a melee Maneuver which allows an "Attack" or a Gambit based on a melee Taijutsu skill at the end of at least two squares of movement. For effects that work off of travelling the full distance of Charge, any effect that extends the maximum distance of Charge are not taken into consideration.
  151. Weapon Block (Discipline of the Defender, Requires 5 Taijutsu): Instead of taking any other defensive action against your opponent’s you may use the “Block” action and multiply the DR granted by the base damage of your weapon. You may not use the Fist of X series of perks as a “weapon” for the purposes of this maneuver. The DR granted by Weapon Block is still subject to being halved with each use, as per the regular Block action.
  152. Disarm (Discipline of the Defender, Requires 4 Taijutsu): Make a Taijutsu basic attack as a partial action. If you are successful the target no longer holds any weapons in their hands and you may send any weapons removed this way a number of squares away equal to your Taijutsu and you deal no damage.
  153. +1
  154.  
  155. (later) Impact of the Blade (Requires Naginata, 10 XP): The Naginata serves as an excellent force multiplier.
  156. When you use the “Charge” maneuver at the full distance and use this Maneuver at the end of your
  157. “Charge” the target suffers –X ASP to “Parry” where X is your Rank. Add the weapon’s damage an
  158. additional time to your damage for every two successes over the target’s “Parry” or “Dodge”
  159.  
  160.  
  161.  
  162. Air Burst - Projectile [Rt:D /CC: 1 /Se: Bird-Horse-Bird /Rng: 7 /Dmg:3+6+8+24+4+15=60 /Spd: 3 /Eff: ignore MDR, -2DR, gain Rank grit at EoT]
  163. Base 4BP, +3 familiarity, Reduce Range -18 (+6),
  164. Reduce Cost -2 (-8), Elemental Effect (-3), Increase Damage 2 (-2)
  165.  
  166. Rending Stream - Projectile Barrage [Rt: C / CC:2 /Se: Bird-Horse-Bird-Hare-Snake-Boar /Rng: 16 /Dmg3+6+24+4+15-20=32 /Spd: 4 /Eff: ignore MDR, -2DR/hit, Stagger]
  167. Base 8BP, reduce Range -9 (+3)
  168. Barrage(-4), Elemental Effect (-3), Reduce Cost 1 (-3)
  169. Barrage (Requires Projectile): Rather than aiming for a single powerful shot you aim for many attacks to wear down a target. Use your Jutsu as normal, however, for this attack you suffer X+1 ASP where X is a number of your choosing to a maximum of your Rank. For each success over your opponent you may hit them an additional time. Your first hit deals 0.5x damage, your second deals 1x damage, your third deals 1.5x damage and so on to a maximum number of hits equal to X. If the opponent uses a “Defend” action that is not Dodge they must have a number of successes over your “Attack” action equal to your X value. For each success they fall short of this number you deal damage as if you had hit with that many attacks. For the purposes of elements with added effects, such as Earth, Fire, and Sound, you hit a number of times equal to the number of attacks you count as having.
  170.  
  171. Gust Snipe - Explosion [Rt: B / CC:6 /Se: Bird-Ram-Bird-Hare-Bird-Hare /Rng: 30/B2 /Dmg:3+6+36+4+15-40=24 /Spd: 5 /Eff: ignore MDR, -2DR]
  172. Base 6BP, Modify Area (-4), Increase Area (-1), Elemental Effect (-3)
  173.  
  174.  
  175.  
  176. Road to Ninja
  177. Orphan:You are born of parents that died shortly after your birth, leaving you without a family. Your lack
  178. of parental figures may have affected you in many ways, but it does make you a bit more willing to stand
  179. up and fight for yourself. You start a battle with Rank Grit.
  180. Rambunctious Youth: You were energetic and lively as a child. You gain +2 Chakra to your Chakra
  181. Pool.
  182. Popular: You were well known throughout your class and everyone found you likable, usually because of
  183. a combination of your looks and personality. Start with +3 Reputation and a Bond with all students who
  184. graduated in your class.
  185. Kid Problems: You had the usual trials and tribulations of a child; people who didn't like you, crushes that
  186. didn't pan out, but on the whole you had an average childhood. Your well-adjusted nature allows you to
  187. handle people excellently. Gain +1 ASB on uses of “Deception”, “Diplomacy”, and “Intimidation”.
  188. Additionally, you are immune to the “Aura of Malice” of shinobi in your own Formation.
  189. Carrying on the Torch: Your closest teacher, perhaps even a family member or your mentor, was killed
  190. shortly after deeming you ready to enter the shinobi world. Because of your weakness you were unable to
  191. avenge them, and gain the Hatred Perk against their killer. Alternatively, you may work with your GM to
  192. take on one Nindo line from your fallen companion, as you devote your life to living up to their legacy
  193. rather than vengeance.
  194. Silver Tongue: You gain +2 ASB when using "Deception", "Intimidation", or "Diplomacy".
  195.  
  196.  
  197. Notes
  198. Naginata Training [Core, Taijutsu, Basic]
  199. Polearm Shinobi [Novice] (Rank 1-2): You are trained in the art of using the Naginata. This weapon
  200. epitomizes slicing power and is often used from horseback or in a powerful charge. You use a Naginata
  201. with two hands. You deal damage equal to your Taijutsu + Naginata Training + Base Weapon Damage.
  202. Impact [Adept] (Rank 3-6): You may add the bonus movement granted by "Charge" as damage to your
  203. Naginata attacks. If you are larger than your target, you may reduce their Mundane DR to 1/2 its normal
  204. value before dealing damage.
  205. Body Slice [Talent] (Rank 5): You gain the following as Follow-Up. "Body Slice (4+): Your attack allowed
  206. you to cut a piece of the target extremely deeply. Their Taijutsu is reduced by 1/2 for the remainder of the
  207. encounter (not reducing their normal Injury Pools), or until they receive healing from the "Medical Jutsu".
  208. This Taijutsu reduction is applied before you deal damage. This Follow-Up can only be used after a
  209. successful "Attack" action from the "Charge" Maneuver."
  210.  
  211. Wind Element Training (Core, Ninjutsu, Basic)
  212. Wind Dancer [Novice] (Rank 1-2): Your Jutsu hone and sharpen the air around you and your victims.
  213. Your "Wind Element" Jutsu deal damage equal to your Rank + Ninjutsu Score + Jutsu Base Damage +
  214. Wind Element Training + Wind Element Damage as well as ignoring Mundane DR.
  215. Air Buffer [Adept] (Rank 3-6): The power of the winds, as it commands and hosts all projectiles, allows
  216. you to be capricious. If you use a "Wind Element" Jutsu as a "Defend" action against any weapon-based
  217. ranged attack you may not only negate all projectiles incoming, but you may reverse them upon their
  218. user. The attacker may choose to Dodge or "Parry". However, if they are use a "Wind Element" Jutsu, the
  219. projectiles cannot rebound back on you.
  220. Slice [Talent] (Rank 5): Your use of wind allows you to sharpen it into an amazingly sharp object, more
  221. piercing than any steel blade. By focusing the winds you may tune them to slice apart objects in your way.
  222. Any non-living object, not including gear a shinobi is actively wearing or carrying, that is in the area of
  223. your Wind Element Jutsu become torn to shreds if they are natural or were created by a shinobi of lower
  224. Rank. If they were made by a shinobi of equal or greater Rank you must deal enough damage to break
  225. their Chakra DR as well as any Injury the object has in a single attack. If you succeed, your "Wind
  226. Element" Jutsu becomes filled with debris. Any shinobi in the path of the attack who you successfully hit
  227. suffers a number of "Stagger" conditions equal to your Rank and becomes "Immobilized" for a round as
  228. they are battered and brace against the wind. This costs 4 Grit to add to your Jutsu.
  229. Additionally, shinobi of great skill can “Channel Elemental Chakra” if they have at least 7 Ranks in an
  230. “Elemental Training” Skill and pay 3 Chakra. Chakra can only be channeled through a weapon that has
  231. the “Receptive” property, or through your unarmed attacks. This grants your weapon the basic effects of
  232. the element and allows you to “Parry”, “Counter”, or make other weapon-based “Defend” actions against
  233. Jutsu. If using a maneuver that grants multiple hits such as “Projectile Barrage” or “Blitz”, for the purposes
  234. of elements with added effects, such as Earth, Fire, and Sound, you hit a number of times equal to the
  235. number of attacks you count as having
  236. Wind: +15 Damage. Reduces Mundane DR of a piece of equipment by 2 permanently for each instance
  237. of damage. If the target has 0 Mundane DR from equipment they gain an instance of “Bleeding”. If a piece
  238. of armor has its DR reduced to 0 by this effect it is destroyed and unusable. The DR reduction lasts until
  239. the end of combat.
  240.  
  241. Taijutsu Knowledge 2 (Utility, Ninjutsu/Taijutsu, Basic):
  242. This skill allows you to gain a “Knowledge Bonus” against a shinobi’s Taijutsu-based skills. Roll Taijutsu or Ninjutsu +Taijutsu Knowledge against their last use of the skill you wish to target. You must get at least as many successes as their last use of the skill. If you succeed you gain a “Knowledge Bonus” against that skill for that shinobi. This “Knowledge Bonus” grants +X ASB to “Defend” actions where X is your Ranks in “Taijutsu Knowledge”. This Skill has 5 Ranks and has no Specializations.
  243.  
  244. Ninjutsu Knowledge 1 (Utility, Ninjutsu, Basic):
  245. This skill allows you to gain a “Knowledge Bonus” against a shinobi’s Ninjutsu-based skills. Roll Ninjutsu +Ninjutsu Knowledge against their last use of the skill you wish to target. You must get at least as many successes as their last use of the skill. If you succeed you gain a “Knowledge Bonus” against that skill for that shinobi. This “Knowledge Bonus” grants +X ASB to “Defend” actions where X is your Ranks in “Ninjutsu Knowledge”. This Skill has 5 Ranks and has no Specializations.
  246.  
  247. Genjutsu Knowledge 1 (Utility, Ninjutsu/Genjutsu, Basic):
  248. This skill allows you to gain a “Knowledge Bonus” against a shinobi’s Genjutsu-based skills. Roll Genjutsu or Ninjutsu +Genjutsu Knowledge against their last use of the skill you wish to target. You must get at least as many successes as their last use of the skill. If you succeed you gain a “Knowledge Bonus” against that skill for that shinobi. This “Knowledge Bonus” grants +X ASB to “Defend” actions where X is your Ranks in “Genjutsu Knowledge”. This Skill has 5 Ranks and has no Specializations.
  249.  
  250. Counter Genjutsu Training 1 (Support, Genjutsu, Basic):
  251. You are trained in the art of releasing yourself from a Genjutsu. Counter Genjutsu Training is used while in a Genjutsu to allow yourself to use the “Genjutsu Release” Jutsu to free yourself. This Skill has only 5 Ranks. Any time after you have reached Rank 5 you may select a “Specialization” and pay 5 MP to acquire it. You may only have one “Specialization” per skill.
  252.  
  253. Squad Leader
  254. Deployment: You have a pool of "Team Points" that you can spend in various and sundry ways. Before
  255. the beginning of Combat you generate a number of "Team Points" equal to your Ninjutsu. Additionally, for
  256. each shinobi you have a "Bond" with you gain 1 extra point, A "Close Bond” gives 2 points, and so on. As
  257. a free action, so long as you are able to communicate with one another and remain in formation you may
  258. allocate "Team Points" to anyone in the Squad, including yourself, to give a +1 ASB that lasts until the
  259. end of the Round at the cost of 3 "Team Points", to a maximum of double your Rank in ASB per round.
  260. You may also pay 5 "Team Points" and grant a partial action to an ally, though you may give no more
  261. than 1/2 your Rank in partial actions per Round. The cost in "Team Points" is reduced by 1 if you spend a
  262. partial action on your turn to give your commands. Additionally, the Squad Leader must pay 2 Grit each
  263. time he gives a team-member a Partial Action.
  264.  
  265. Basic attack damage: 6(Tai)+12(Large)+6(Speed)+6(Naginata Training)+16(Weapon)=46. Naginata ignores 10 DR.
  266. Charge: Weapon damage is doubled on Charge (+16), +Charge distance to damage, halve DR if larger than opponent. Don't know how that works with the Naginata weapon intrinsic thing.
  267. Social Skills: +3ASB universally. Using social skills except Intimidate gives 1 Grit.
  268. If Wind Element has no DR to shred, it inflicts bleed instead; this might stack up on Barrage.
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