Cost |
Name |
5 |
+2 with a group of similar Skills (10 Active Points); Limited Power Power loses about half of its effectiveness (Only to offset armor mods for DEX; -1) |
5 |
+2 with DCV (10 Active Points); Limited Power Power loses about half of its effectiveness (Only to offset armor mods; -1) |
4 |
+2 with any single attack "Sacrifice Strike" |
4 |
PS 13- |
4 |
PS 13- |
3 |
Oratory 13- (14-) |
3 |
Riding 12- |
3 |
Scholar |
1 |
1) KS: Bushido (2 Active Points) 11- |
1 |
2) KS: Hida-Jutsu (2 Active Points) 11- |
4 |
3) KS: Military Tactics (5 Active Points) 14- |
2 |
4) KS: ShadowLands Creatures (3 Active Points) 12- |
2 |
Survival: Shadowlands (Temperate/Subtropical Plains) 12- |
5 |
Tactics 13- |
5 |
Teamwork 13- |
2 |
WF: Common Melee Weapons |
53 |
Total Skills Cost |
Cost |
Name |
11 |
Fringe Benefit: Captain, Knight, Member of the Aristocracy/Higher Nobility |
6 |
Reputation (A large group) 14-, +2/+2d6 |
17 |
Total Perks Cost |
Cost |
Name |
14 |
Fearless |
4 |
Deadly Blow: +1d6 ([very limited circumstances]) |
10 |
Follow-Through Attack |
0 |
Combat Luck (3 PD/3 ED) (Custom Adder) Notes: Only when not wearing armor. |
28 |
Total Talents Cost |
|
|
Cost |
Power |
END |
0 |
Fearless: (Total: 0 Active Cost, 0 Real Cost) +20 Mental Defense (22 points total) (Custom Adder); Limited Power Power loses almost all of its effectiveness (Only To Resist; -2) (Real Cost: 0) plus Power Defense (20 points) (Custom Adder); Limited Power Power loses almost all of its effectiveness (Only to Resist Fear; -2) (Real Cost: 0) | 0 |
10 |
Hida Numaru's Corselet and Helmet: (Total: 38 Active Cost, 10 Real Cost) Armor (8 PD/4 ED), Limited Power Power loses less than a fourth of its effectiveness (Hit Locatons 3-5, 9-15; +0) (18 Active Points); Independent (-2), OIF (-1/2), Real Armor (-1/4) (Real Cost: 5) plus Armor (2 PD/6 ED) (12 Active Points); Independent (-2), OIF Durable (-1/2), Conditional Power Power does not work in Common Circumstances (Only vs. Tainted Magic and Weapons; -1/2), Real Armor (-1/4) (Real Cost: 3) plus +5 PRE (5 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Ony to Cause Fear; -1), OIF Durable (-1/2) (Real Cost: 1) plus Teleportation 1", Usable By Other (Can be stopped by anything that could stop wearer from donning the armor ; +1/4), Reduced Endurance (0 END; +1/2) (3 Active Points); Limited Power Power loses almost all of its effectiveness (All for Donning armor; -2) (Real Cost: 1) | 0 |
7 |
Ancestral Tetsubo: (Total: 37 Active Cost, 7 Real Cost) Hand-To-Hand Attack +6d6 (30 Active Points); Campaign Bonus (-4), Independent (-2), OAF (-1), Hand-To-Hand Attack (-1/2), STR Minimum 6-14 (STR min 13; -1/2), Real Weapon (-1/4) (Real Cost: 3) plus +1 with any Strike (Custom Adder) (Real Cost: 1) plus +2 with any Strike (Custom Adder) (Real Cost: 2) plus Detect Taint A Single Thing 13- (Unusual Group) (4 Active Points); Campaign Bonus (-4) (Real Cost: 1) Notes: +2 OCV only vs. Tainted beings | 3 |
17 |
Total Powers Cost |
Cost |
Maneuver |
4 |
Charge: 1/2 Phase, +0 OCV, -2 DCV, 6d6 +v/5 Strike, FMove |
4 |
Crush: 1/2 Phase, +0 OCV, +0 DCV, 8d6 Crush, Must Follow Grab |
4 |
Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 6d6 Strike |
4 |
Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort |
3 |
Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 32 STR for holding on |
5 |
Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike |
5 |
Sacrifice Strike: 1/2 Phase, +1 OCV, -2 DCV, 8d6 Strike |
4 |
Shove: 1/2 Phase, +0 OCV, +0 DCV, 37 STR STR to Shove |
4 |
Weapon Element: Blades, Clubs, Default Element, Polearms and Spears, Two-Handed Weapons |
37 |
Total Martial Arts Cost |
|