I find it highly unlikely that that will be the case. To give an example to work from, this is how we were going to have them work before we figured you guys and gals would come up with something more creative and thus enjoy it more.
Each level would have been worth bonus dice to taijutsu. Three levels of the specialist style would have been the maximum. You would have been able to to buy the first level now but to get the next two you'd need to have found either a teacher in Glorious Face Punching Style, or you'd be able to acquire them after 5 and 10 extra levels of taijutsu after you acquired the first level of GFPS.
Edit: there is also the possibility that it would have given extra bonuses in certain specific conditions. E.g. against people who use a lot of ninja wire.
It's also much cheaper to just have one social person, so have Noburi level deception, especially if we want Hazou to have any chance of leveling Sealing (which is super expensive).
I think there could be lot of synergy between having two social guys with different approaches. One could be the trustworthy face and the other could shuffle on the background. Classic good cop vs bad cop on the smaller scale and Sarutobi vs Danzo on the grand scale. Reputation will probably start to matter as we move up in the world. Maybe have Keiko as the social glue in between us for less backstabbing and murder though.
I will admit that the reason I want to level one of the talky skills with Hazou is that I think they are supremely powerful in the ninja world. Leaving all talking to Nobby will blunt Hazou's agency I don't really want to see that. The slight inefficiency in XP expenditure is a fair cost to pay.
TAIJUTSU IDEAS:
Sealing is expensive and we have high Intelligence. Replacing Strength with Int is a good idea and I would probably figure one out if I hadn't done one for Manipulation already.
Also, working ranged things into our Taijutsu style would almost be worth it even if our Attribute costs wouldn't get better.
"Aim for the face. There is no target, once struck, that will so swiftly bring your enemy to their knees. It is always the surest and most efficient path to victory."
- The First Tenet of the Righteous Face Puncher
Starting at RFPS level 1, Hazou unlocks the Righteous Face Punch special move.
When using Righteous Face Punch, make a taijutsu check opposed by your opponents taijutsu check. On a pass, in addition to suffering damage as though you had made a generic taijutsu attack, your opponent suffers a -1 level penalty to all their skills per level in Righteous Face Punch, due to concussion. This penalty lasts until they sleep it off or receive medical attention.
Righteous Face Punch uses the following attributes: RFPS*1.
"In a world of pure deception, outright honesty is the only lie that cannot be seen through."
- The Second Tenet of the Righteous Face Puncher
Starting at RFPS level 2, Hazou spices up the usual feints and bluffs with moves telegraphed so obviously that no one could possibly believe they were real. Hazou adds dice equal to his deception level to his taijutsu rolls with a maximum of one extra dice per level in RFPS (ie. With taijutsu 1, RPFS 2 and deception 2, Hazou rolls taijutsu checks with 3 dice. However, with taijutsu 1, RFPS 2, deception 1, Hazou only rolls 2 dice for taijutsu checks.).
(The idea being that higher levels give additional special moves and occaisonal bonuses.)
Proposing new Taijutsu styles? Sounds fun. Here's one:
Favored style of straightforward hard workers, this style focuses on exactly what it describes. Righteous face punching! Can be learned by anyone in the springtime of their youth. Requires incredible devotion to the technique, digging into training time which could be spent on other skills, but provides excellent physical fighting ability. This fighting style is not just a method of punching, but also a way of life, requiring constant devotion. Many doubt the use of devoting so much time to strength training, but those who embrace their youthfulness know it's might.
Level caps: Strength*2, Stamina*3, Dexterity*4
First Principle: Face your Enemy!
Youthful vigor mandates closing on an enemy. Included in the strenuous physical training of the style is closing quickly. For righteous punching demands being in close range. For closing to close combat range, users may roll Righteous Face Punching instead of Tactical Movement.
Second Principle: Righteous Punching!
Ninja of the Righteous Face Punch know the truth: weapons are for old farts. Those in the springtime of their youth use their fists! This exclusive use of fists prevents knives or other weapons being used while using any part of RFP, but allows a ninja to boost their punches of righteousness to twice that of the normal taijutsu limit (so if you had RFP 8, could boost to 12).
So the principle of this style is that you can level just it instead of Taijutsu and Tactical movement, and then you can engage, and be a pretty great close combat one-on-one fighter (close to punching range quickly, then punch them very hard (with huge chakra boost), but it comes at the expense of a very hard to pass level cap (hence lots of physical training), and weakness to multiple enemies (unless you've also trained tactical movement).
For comparison, Here's how XP expenditure would look for going just Taijutsu, going Taijutsu + Tac Move, or going RFP (all XP values from Character Generation):
Level 10 comparison:
Taijutsu @ 10 = 93 XP
Taijutsu & Tactical Movement @ 10 = 152 XP
RFP @ 10 = 111 XP
RFP & Tactical Movement @ 10 = 170 XP
Level 20 comparison:
Taijutsu @ 20 = 326 XP
Taijutsu & Tactical Movement @ 20 = 554 XP
RFP @ 20 = 400 XP
RFP & Tactical Movement @ 20 = 628 XP
This means you wind up with an even more glass cannony ninja if they follow this style, because if someone throws weapons at them, they're screwed (unless they also leveled tactical movement), but they can close with their combat ability and then boost it higher than usual. I think it's a fair trade-off (at least, for someone who follows RFP policies - note I don't actually want Hazou to become a Righteous Face Puncher, mostly wrote this up because I thought it was funny).
I think there could be lot of synergy between having two social guys with different approaches. One could be the trustworthy face and the other could shuffle on the background. Classic good cop vs bad cop on the smaller scale and Sarutobi vs Danzo on the grand scale. Reputation will probably start to matter as we move up in the world. Maybe have Keiko as the social clue in between us for less backstabbing and murder though.
I will admit that the reason I want to level one of the talky skills with Hazou is that I think they are supremely powerful in the ninja world. Leaving all talking to Nobby will blunt Hazou's agency I don't really want to see that. The slight inefficiency in XP expenditure is a fair cost to pay.
I agree on the having two people on social skills point in general, except given what we've done, Hazou boosting deception won't really help us here, but him boosting taijutsu probably will. If we had done a different plan for this last update, I'd have been all about leveling deception, alternatively, if someone comes up with a plan for us to follow in the next update that requires deception, I'd probably support that, but I haven't really seen many suggestions on that front. Also, I can easily see how we could train Taijutsu and Tactical Movement (we've been constantly sparring and fighting the whole time we've been here), I have a harder time justifying levels in deception.
Sealing is expensive and we have high Intelligence. Replacing Strength with Int is a good idea and I would probably figure one out if I hadn't done one for Manipulation already.
Also, working ranged things into our Taijutsu style would almost be worth it even if our Attribute costs wouldn't get better.
Proposing new Taijutsu styles? Sounds fun. Here's one:
Favored style of straightforward hard workers, this style focuses on exactly what it describes. Righteous face punching! Can be learned by anyone in the springtime of their youth. Requires incredible devotion to the technique, digging into training time which could be spent on other skills, but provides excellent physical fighting ability. This fighting style is not just a method of punching, but also a way of life, requiring constant devotion. Many doubt the use of devoting so much time to strength training, but those who embrace their youthfulness know it's might.
Level caps: Strength*2, Stamina*3, Dexterity*4
First Principle: Face your Enemy!
Youthful vigor mandates closing on an enemy. Included in the strenuous physical training of the style is closing quickly. For righteous punching demands being in close range. For closing to close combat range, users may roll Righteous Face Punching instead of Tactical Movement.
Second Principle: Righteous Punching!
Ninja of the Righteous Face Punch know the truth: weapons are for old farts. Those in the springtime of their youth use their fists! This exclusive use of fists prevents knives or other weapons being used while using any part of RFP, but allows a ninja to boost their punches of righteousness to twice that of the normal taijutsu limit (so if you had RFP 8, could boost to 12).
So the principle of this style is that you can level just it instead of Taijutsu and Tactical movement, and then you can engage, and be a pretty great close combat one-on-one fighter (close to punching range quickly, then punch them very hard (with huge chakra boost), but it comes at the expense of a very hard to pass level cap (hence lots of physical training), and weakness to multiple enemies (unless you've also trained tactical movement).
For comparison, Here's how XP expenditure would look for going just Taijutsu, going Taijutsu + Tac Move, or going RFP (all XP values from Character Generation):
Level 10 comparison:
Taijutsu @ 10 = 93 XP
Taijutsu & Tactical Movement @ 10 = 152 XP
RFP @ 10 = 111 XP
RFP & Tactical Movement @ 10 = 170 XP
Level 20 comparison:
Taijutsu @ 20 = 326 XP
Taijutsu & Tactical Movement @ 20 = 554 XP
RFP @ 20 = 400 XP
RFP & Tactical Movement @ 20 = 628 XP
This means you wind up with an even more glass cannony ninja if they follow this style, because if someone throws weapons at them, they're screwed (unless they also leveled tactical movement), but they can close with their combat ability and then boost it higher than usual. I think it's a fair trade-off (at least, for someone who follows RFP policies -
Brilliant! The QMs have spoken, this is the way it shall be! In fact, we're choosing to amplify it -- those who follow the way of the RFP consider Tac Move to be for cheaters, so they study it only grudgingly! TacMove costs 1.5x for followers of the One True Way!
"A wise face puncher remembers that one face punch is not always enough."
- The Fourth Tenet of the Righteous Face Puncher
Starting at RFPS level 4, Hazou unlocks the Consecutive Face Punches special move.
When using CFP, roll taijutsu opposed by the opponent's taijutsu. If passed, in addition to doing damage as though using a generic taijutsu attack, measure how much Hazou won the check by. Add this number to the next taijutsu check (including special moves) Hazou makes against the same opponent in this instance of combat (to a maximum of 100 per level in CFP).
Sealing is expensive and we have high Intelligence. Replacing Strength with Int is a good idea and I would probably figure one out if I hadn't done one for Manipulation already.
Level Caps: Int*3, Stamina*1, Wits*2 (these stats may need to be changed for balance reasons, QM's feel free)
All you need is one good punch to end a fight, but getting to that point is the hard part. This fighting style involves controlling the field of battle in order to position one's enemy (or enemies) for the coup de grâce. Followers of this philosophy forego raw strength in favor of premeditated (or in Hazou's case, sometimes pre-programmed) actions. By thinking ahead to where the enemy will be rather than aiming where the enemy currently is, the practitioner of this path can cut off escape routes or attacks by the enemy in addition to the user being able to attack the opponent's next location. The user can also add in other techniques, weapons, etc. from his repertoire to bolster this fighting style; after all, each tool, each movement has a purpose. True masters of this art can re-evaluate and re-invent their plan as it unfolds to account for unknown enemy abilities; true grand masters can employ multiple changing stratagems simultaneously. Every action, like a proper shogi strategy, leads to the opponent's inevitable, inescapable defeat.
Basically, think Shikamaru and Rock Lee had a green-spandex-wearing love-child who uses seals instead of shadows to add to his punches.
Punch Smarter, Not Harder!(aka totes-not-gun-kata-rip-off)
Dexterity * 3, Intelligence * 3, Wits * 3
Through careful study of thousands of observed fights, the Smart Puncher has determined that the geometric distribution of antagonists in any battle is a statistically predictable element. The Punch Smarter Style treats the Fists as a total weapon, each fluid position representing a maximum kill zone, inflicting maximum damage on the maximum number of opponents while keeping the defender clear of the statistically traditional trajectories of return punches."
This Style is best suited to fighting multiple opponents at once.
It focuses on drawing and keeping enemy attention while switching between targets and maneuvering both self and opponents to prevent coordinated attacks and place enemies in each others' way.
Bonus dice to Tai and Tac Move when fighting several enemies at once, maybe? Prevents enemy combo attacks because they keep ending up in the way of their partners' moves?
So, if we're doing the specialist techniques, here's a couple ideas (which I'm currently putting into an intelligence based fighting style):
Melting Pot By carefully observing his opponents and replicating their movements afterwards, Hazou has learned minor differences in taijutsu moves from different villages. This familiarity with their fighting gives him 1 bonus dice whenever he knows the village the ninja he is fighting is from and has fought at least 5 ninja from that village.
Familiar Opponent Hazou remembers those moves he used which work, and those which didn't. By carefully observing his opponent during their combat, then rehearsing their fight for at least 2 hours afterwards and applying his bloodline to flawlessly integrate this, Hazou gains 1 bonus dice in any future combat engagement with this ninja.
"Aim for the face. There is no target, once struck, that will so swiftly bring your enemy to their knees. It is always the surest and most efficient path to victory."
- The First Tenet of the Righteous Face Puncher
Starting at RFPS level 1, Hazou unlocks the Righteous Face Punch special move.
When using Righteous Face Punch, make a taijutsu check opposed by your opponents taijutsu check. On a pass, in addition to suffering damage as though you had made a generic taijutsu attack, your opponent suffers a -1 level penalty to all their skills per level in Righteous Face Punch, due to concussion. This penalty lasts until they sleep it off or receive medical attention.
Righteous Face Punch uses the following attributes: RFPS*1.
"In a world of pure deception, outright honesty is the only lie that cannot be seen through."
- The Second Tenet of the Righteous Face Puncher
Starting at RFPS level 2, Hazou spices up the usual feints and bluffs with moves telegraphed so obviously that no one could possibly believe they were real. Hazou adds dice equal to his deception level to his taijutsu rolls with a maximum of one extra dice per level in RFPS (ie. With taijutsu 1, RPFS 2 and deception 2, Hazou rolls taijutsu checks with 3 dice. However, with taijutsu 1, RFPS 2, deception 1, Hazou only rolls 2 dice for taijutsu checks.).
"The skilled warrior carefully chooses the best moment for when to righteously punch a face."
- The Third Tenet of The Righteous Face Puncher
Starting at RFPS level 3, Hazou adds dice equal to his intelligence level (to a maximum of his RFPS level) to his tactical movement rolls.
"A wise face puncher remembers that one face punch is not always enough."
- The Fourth Tenet of the Righteous Face Puncher
Starting at RFPS level 4, Hazou unlocks the Consecutive Face Punches special move.
When using CFP, roll taijutsu opposed by the opponent's taijutsu. If passed, in addition to doing damage as though using a generic taijutsu attack, measure how much Hazou won the check by. Add this number to the next taijutsu check (including special moves) Hazou makes against the same opponent in this instance of combat (to a maximum of 100 per level in CFP).
This special move uses the attributes RFPS*1.
"A face puncher must be righteous. And righteousness demmands glory."
- The Fifth Tenet of the Righteous Face Puncher
Starting at RFPS level 5, Hazou gains (half RPFS level rounded down) bonus dice to taijutsu checks when using special moves.
If we're going to make a Taijutsu style, we should develop one that relies on perfect movement to attack vital areas: since our bloodline gives us perfect muscle memory we're guaranteed to succeed on dice rolls to deal critical damage to enemies. It won't mean much for weaker ones (i.e., chakra monsters/civilians) but against ninjas at our skill level it will give us a necessary advantage to finishing them quickly.
So while we make a new tai jutsu style, let's think about what we need to do in this next vote (besides spending XP):
Use our codes we developed with Yujin on Akane. If she is an operative, she will know and we can work with her. If not, it's just something inconsequential about pervy things.
Note that she has a crush on (presumably) Lee. Why? I have no idea, but it's something to keep in mind.
Ask Inoue to follow up where Noburi fell short. This seems important and we need to send in the big guns.
Have Keiko identify possible sources for the discrepancies in this town's economy then formulate plans to investigate each prioritizing the most likely sources for Inoue and the easiest/safest for our team.
Have Noburi continue subtly recruiting civilian girls to gather information. Rumors, names of important people in the village, where people live, new goods coming in, any interesting exports, and news of anyone leaving the Fortress of White Steel after being chosen for samurai experimentation.
Contact Yujin and tell him what we know already to see if that is enough for a reward on its own. We could ask for equipment, specifically in the form of storage seals and explosive tags to be reverse engineered at a later point in time. His orders might change as well based on what we have found already.
(If we have the in character knowledge) Look for any signs of activity coming or going to Rice Country. Shady experiments, no test subjects leaving, and sudden inexplicable economic activity reeks of Orochimaru (Big Four could easily be the Sound Four).
If we don't have this knowledge already, we can ask Yujin whom he thinks could pull off this economic revitalization and why.
"Aim for the face. There is no target, once struck, that will so swiftly bring your enemy to their knees. It is always the surest and most efficient path to victory."
- The First Tenet of the Righteous Face Puncher
Starting at RFPS level 1, Hazou unlocks the Righteous Face Punch special move.
When using Righteous Face Punch, make a taijutsu check opposed by your opponents taijutsu check. On a pass, in addition to suffering damage as though you had made a generic taijutsu attack, your opponent suffers a -1 level penalty to all their skills per level in Righteous Face Punch, due to concussion. This penalty lasts until they sleep it off or receive medical attention.
Righteous Face Punch uses the following attributes: RFPS*1.
"In a world of pure deception, outright honesty is the only lie that cannot be seen through."
- The Second Tenet of the Righteous Face Puncher
Starting at RFPS level 2, Hazou spices up the usual feints and bluffs with moves telegraphed so obviously that no one could possibly believe they were real. Hazou adds dice equal to his deception level to his taijutsu rolls with a maximum of one extra dice per level in RFPS (ie. With taijutsu 1, RPFS 2 and deception 2, Hazou rolls taijutsu checks with 3 dice. However, with taijutsu 1, RFPS 2, deception 1, Hazou only rolls 2 dice for taijutsu checks.).
"The skilled warrior carefully chooses the best moment for when to righteously punch a face."
- The Third Tenet of The Righteous Face Puncher
Starting at RFPS level 3, Hazou adds dice equal to his intelligence level (to a maximum of his RFPS level) to his tactical movement rolls.
"A wise face puncher remembers that one face punch is not always enough."
- The Fourth Tenet of the Righteous Face Puncher
Starting at RFPS level 4, Hazou unlocks the Consecutive Face Punches special move.
When using CFP, roll taijutsu opposed by the opponent's taijutsu. If passed, in addition to doing damage as though using a generic taijutsu attack, measure how much Hazou won the check by. Add this number to the next taijutsu check (including special moves) Hazou makes against the same opponent in this instance of combat (to a maximum of 100 per level in CFP).
This special move uses the attributes RFPS*1.
"A face puncher must be righteous. And righteousness demmands glory."
- The Fifth Tenet of the Righteous Face Puncher
Starting at RFPS level 5, Hazou gains (half RPFS level rounded down) bonus dice to taijutsu checks when using special moves.
"Let those who oppose you know that their face will never be safe from the righteous."
- The Sixth Tenet of the Righteous Face Puncher
Starting at RFPS level 6, when using killing intent, each extra intimidation dice bought with chakra is replaced with a number of dice equal to half your RFPS level rounded down.
Possible new Taijutsu style for QM perusal (only available to the Kurosawa bloodline). It would need to be trained from 0, but possess everything that follows. Note that while not directly related to righteous face punching, it provides incentives for players to act like they care about righteous face punching (since being in more fights gives Hazou more abilities).
Strategic Application of Force
After encountering many slightly different styles of Taijutsu (often painfully), memorizing fluid movements, quickly determining when best to interrupt movements, constantly examining his form for inefficiencies, and training it from the ground up, Hazou has learned how to fight more with his mind than his strength. This allows Hazou to largely replace strength requirements with intelligence and reduces dexterity limits due to application of his bloodline.
Melting Pot By carefully observing his opponents and replicating their movements afterwards, Hazou has learned minor differences in taijutsu moves from different villages. This familiarity with their prefered techniques and fighting styles gives him 1 bonus dice whenever he knows the village the ninja he is fighting is from and has fought at least 5 ninja from that village.
Familiar Opponent Hazou remembers those moves he used which work, and those which didn't. By carefully observing his opponent during their combat, then rehearsing their fight for at least 2 hours afterwards and applying his bloodline to flawlessly integrate this practice into their next duel, Hazou gains 1 bonus dice in any future combat engagement with this ninja.
Intelligent Observer Through repeated engagements, Hazou can determine the true skill of an opponent he faces. Everytime Hazou engages an enemy, he gains knowledge about them. How strong they are at Taijutsu, where they were trained, what other techniques they may specialize in. In each engagement (whenever Hazou rolls SAF against them), they make a deception roll to hide information from him. If SAF beats their deception, Hazou gains the following information for each success.
1st success: Knowledge of how many Taijutsu dice they possess +/- 15%
3rd success: Knowledge of who else Hazou has fought that was trained in the same place
5th success: Knowledge of which skill is their highest (but not how high)
7th success: Knowledge of how many Taijutsu dice they possess exactly
So while we make a new tai jutsu style, let's think about what we need to do in this next vote (besides spending XP):
Use our codes we developed with Yujin on Akane. If she is an operative, she will know and we can work with her. If not, it's just something inconsequential about pervy things.
Note that she has a crush on (presumably) Lee. Why? I have no idea, but it's something to keep in mind.
Ask Inoue to follow up where Noburi fell short. This seems important and we need to send in the big guns.
Have Keiko identify possible sources for the discrepancies in this town's economy then formulate plans to investigate each prioritizing the most likely sources for Inoue and the easiest/safest for our team.
Have Noburi continue subtly recruiting civilian girls to gather information. Rumors, names of important people in the village, where people live, new goods coming in, any interesting exports, and news of anyone leaving the Fortress of White Steel after being chosen for samurai experimentation.
Contact Yujin and tell him what we know already to see if that is enough for a reward on its own. We could ask for equipment, specifically in the form of storage seals and explosive tags to be reverse engineered at a later point in time. His orders might change as well based on what we have found already.
(If we have the in character knowledge) Look for any signs of activity coming or going to Rice Country. Shady experiments, no test subjects leaving, and sudden inexplicable economic activity reeks of Orochimaru (Big Four could easily be the Sound Four).
If we don't have this knowledge already, we can ask Yujin whom he thinks could pull off this economic revitalization and why.
Comments:
1 - Agreed.
2 - I don't think Inoue should reveal her identity to anyone. I'm also nervous about her doing much of anything given the persona she's adapted and the attention she's calling to herself.
3 - Agreed
4 - Agreed
5 - Note, we don't have a method for contacting Yujin that I know of. Also, doing this requires getting outside the village and kind of commits us to not staying with the village. That said, I'm not wholly against it, and we definitely should do that if we suddenly have a way of contacting Yujin easily.
6 - I know nothing about this
On XP spending: SPEND ALL THE XP (or at least a good chunk of it)!
Other things we might want to include in a plan:
Potentially contingencies for if stuff goes bad (Inoue called out on asking, another ninja doing something dumb, make codewords and keywords for intra-group stuff), unless we'll be allowed to retroactively make those (which I'm kinda guessing we won't be able to).
We could try to just legitimately make friends with the ninjas here (likely have Keiko do this, Hazou's already alienated everyone and Noburi's already got a civiliian fan-group, Keiko can try to get a ninja fan-group).
Inoue use her weird position to actually do something (like milk the Liberator for information)
"Aim for the face. There is no target, once struck, that will so swiftly bring your enemy to their knees. It is always the surest and most efficient path to victory."
- The First Tenet of the Righteous Face Puncher
Starting at RFPS level 1, Hazou unlocks the Righteous Face Punch special move.
When using Righteous Face Punch, make a taijutsu check opposed by your opponents taijutsu check. On a pass, in addition to suffering damage as though you had made a generic taijutsu attack, your opponent suffers a -1 level penalty to all their skills per level in Righteous Face Punch, due to concussion. This penalty lasts until they sleep it off or receive medical attention.
Righteous Face Punch uses the following attributes: RFPS*1.
"In a world of pure deception, outright honesty is the only lie that cannot be seen through."
- The Second Tenet of the Righteous Face Puncher
Starting at RFPS level 2, Hazou spices up the usual feints and bluffs with moves telegraphed so obviously that no one could possibly believe they were real. Hazou adds dice equal to his deception level to his taijutsu rolls with a maximum of one extra dice per level in RFPS (ie. With taijutsu 1, RPFS 2 and deception 2, Hazou rolls taijutsu checks with 3 dice. However, with taijutsu 1, RFPS 2, deception 1, Hazou only rolls 2 dice for taijutsu checks.).
"The skilled warrior carefully chooses the best moment for when to righteously punch a face."
- The Third Tenet of The Righteous Face Puncher
Starting at RFPS level 3, Hazou adds dice equal to his intelligence level (to a maximum of his RFPS level) to his tactical movement rolls.
"A wise face puncher remembers that one face punch is not always enough."
- The Fourth Tenet of the Righteous Face Puncher
Starting at RFPS level 4, Hazou unlocks the Consecutive Face Punches special move.
When using CFP, roll taijutsu opposed by the opponent's taijutsu. If passed, in addition to doing damage as though using a generic taijutsu attack, measure how much Hazou won the check by. Add this number to the next taijutsu check (including special moves) Hazou makes against the same opponent in this instance of combat (to a maximum of 100 per level in CFP).
This special move uses the attributes RFPS*1.
"A face puncher must be righteous. And righteousness demmands glory."
- The Fifth Tenet of the Righteous Face Puncher
Starting at RFPS level 5, Hazou gains (half RPFS level rounded down) bonus dice to taijutsu checks when using special moves.
"Let those who oppose you know that their face will never be safe from the righteous."
- The Sixth Tenet of the Righteous Face Puncher
Starting at RFPS level 6, when using killing intent, each extra intimidation dice bought with chakra is replaced with a number of dice equal to half your RFPS level rounded down.
"Don't just punch one opponent in the face. Punch all of your opponents in the face."
- Seventh Tenet of the Righteous Face Puncher
Starting at RFPS level 7, Hazou unlocks the Multiple Face Punch special move.
When using MFP, select up to (1+your MFP level) opponents and roll taijutsu opposed by the mean of the opponent's taijutsu rolls.
If passed, this attack deals full damage to each opponent.
This special move uses the attributes: RFPS*1.