Okay, I want to get (mainly off the list, but one from outside of it):
Joint-Wounding Attack
First Melee Excellency
Dipping Swallow Defense (ninja tend to throw a lot of Shuriken)
War to 3
First War Excellency (maybe the second instead?)
Elegant Dance of Bow and Blade
Canon Seal (Storage Seal that shoots stuff)
Inertia Seal (to increase damage a bunch)

This is 36 Actions worth of training! That's a lot! But we should be able to manage it, as we will have a total of... 54 actions, assuming that nothing goes wrong (laughs bitterly)

Really. What jutsu do you plan on it defending against? Because I can't remember any jutsu that would fall under Shaping.
Zetsu/Orochi Possession, Turning to Stone from Sage Mode......and I can't think of anything else, with the possible exception of IPP countering the Rennigan's King of Hell. Regardless being able to tell Orochi or Zetsu to fuck off via Glorious Solar Bullshit isn't something to ignore.
 
Panoptic Fusion Discipline
Huh, this might actually be surprisingly useful. Say we attach an explosive note and chuck it into an enemy nin. Not that we would have any reason to think that would need to occur. :V

Useful, but not necessary ultimately.
Yeah, that would count as a shaping effect. In general, there aren't a lot of shaping effects you have to worry about, but the ones that are there are pretty nasty.
Really. What jutsu do you plan on it defending against? Because I can't remember any jutsu that would fall under Shaping.
We could train ourself in Sage Mode?

Okay, I want to get (mainly off the list, but one from outside of it):
Joint-Wounding Attack
First Melee Excellency
Dipping Swallow Defense (ninja tend to throw a lot of Shuriken)
War to 3
First War Excellency (maybe the second instead?)
Elegant Dance of Bow and Blade
Canon Seal (Storage Seal that shoots stuff)
Inertia Seal (to increase damage a bunch)

This is 36 Actions worth of training! That's a lot! But we should be able to manage it, as we will have a total of... 54 actions, assuming that nothing goes wrong (laughs bitterly)
We're going to want some Genjutsu training. Chunin average is 3 Chakra Skill, and we have 2 right now. *Shrug* Just saying.

And... What's that one that let's you go without sleep? Because moar training time! Although that would be for after everything is over.

We might want to try some War Charms actually, leading in the middle of a crisis and stuff.
 
Tireless Sentinel Method allows sleep to be ignored. It requires 13 slots (+2 Resistance + charm) to take.
 
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Well would those seals that Orochimaru could apply count? I doubt he's the only ninja with that sort of trick.
Canonically he actually is. Most sealmaster's aren't mad enough to pull a Voldemort, rip out pieces of their own soul, and bond them to a seal/another person, while powering the whole thing with Natural Energy. Or just have the right knowledge, resources, or skills in general. Late Series Kabuto could probably do it, but he never did, and Madara just used regular Mind-Control Seals.
 
Zetsu/Orochi Possession, Turning to Stone from Sage Mode......and I can't think of anything else, with the possible exception of IPP countering the Rennigan's King of Hell. Regardless being able to tell Orochi or Zetsu to fuck off via Glorious Solar Bullshit isn't something to ignore.
We can get it later then. Right now we need to focus on winning the chunin exams/fucking up Gaara's life.
 
We can't train Chakra skill tho. It just goes up at narratively appropriate times. Like winning the Chunin exams for instance.
I could have sworn it was put down at an 8XP cost per dot and...
I will say that one of the prerequisites for improving your Chakra Skill is learning new Nin- and Genjutsu. So taking some time during this month to focus on that is probably a worthwhile investment. (You can't get good at that unless you put in the time.)

Of course, you also only have a limited amount of time.
This. So yes, we do want to focus on Genjutsu. Or ninjutsu I suppose. I'm just focusing on Gen because it lets us get off a myriad of surprise attacks by hiding us or our weapons and leaves our mote pool for other things easily enough.
 
We can get it later then. Right now we need to focus on winning the chunin exams/fucking up Gaara's life.
We actually don't really need to worry about Gaara at all canon has us covered in this instance, what we should worry about is surviving the sound & sand invasion, and maybe seeing if we can't throw some of Orochimaru's plans into disarray.
 
We actually don't really need to worry about Gaara at all canon has us covered in this instance, what we should worry about is surviving the sound & sand invasion, and maybe seeing if we can't through some of Orochimaru's plans into disarray.
But I want to fuck up Gaara's life tho.
You train it a step removed. Like if you don't spend any time training jutsu, I don't think it would be very narratively appropriate for you to gain skill in using Jutsu :V
Fiiine, I'll throw in Water Walking and maybe some Genjutsu training later. Happy now?
 
We already got a revenge by face punching his sister into submission. Let's not piss off a jinchuriki before we can actually have a chance at beating it.
 
We already got a revenge by face punching his sister into submission. Let's not piss off a jinchuriki before we can actually have a chance at beating it.
Well, after we see the 1-Tail, Tenten would have reason to look into that And with enough Fuinjutsu plus Whirling Brush Method... Kek, who needs prep-time to seal a tailed beast? Git gud scrubs. :V
 
We already got a revenge by face punching his sister into submission. Let's not piss off a jinchuriki before we can actually have a chance at beating it.
Let's do it.

Alright, plan is ready

[] Plan reequip
-[] 5 Training actions on Joint-Wounding Attack
-[] 5 Training actions on First Melee Excelency
-[] 2 Training Actions on Dipping Swallow Defense
-[] I can't believe it's not Genjutsu
-[] Meeting the Competition x2 (Shikamaru and Dosu)
-[] A Quick Check-up
-[] Paying a Visit x2
 
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Let's do it.

Alright, plan is ready

[] Plan reequip
-[] 5 Training actions on Joint-Wounding Attack
-[] 5 Training actions on First Melee Excelency
-[] 2 Training Actions on Dipping Swallow Defense
-[] I can't believe it's not Genjutsu
-[] Meeting the Competition x2
-[] A Quick Check-up
-[] Paying a Visit x2
Who are you doing Meeting the Competition for? I'm assuming Shikamaru and Dosu, because Tenten is going to be fighting one of the, but I'd like it to be specified
 
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Joint-Wounding Attack is kind of a cruel charm to use on people, because of the difficulty 8 cure requirement from the Crippling keyword.

Invincible Sword Princess Route
Melee: 1st Melee Excellency
Melee: Call the Blade
Melee: Glorious Solar Saber [Daiklaive]
Melee: Dipping Swallow Defense
Athletics 3
Athletics: Increasing Strength Exercise
Awareness: 1st Perception Excellency
Awareness: Panoptic Fusion Discipline

This route is all about maximising parry defense (5->8) and powering up basic attacks. The athletics and awareness side help with thrown attacks, but Tenten would mainly end up relying on charging in and beating people up with a giant golden sword.
 
AS OF NOW VOTING IS NOW OPEN!
There is information below.

Available Charms.
I should point out that these are only the charms available at time of voting. If you also spend time training her abilities, she will have access to more charms. Likewise, I have not included charms that have prerequisites of non-excellency charms.

I may have missed one or two charms Tenten qualifies for. So don't treat this as an exhaustive list. If you know a charm that's not on here, and Tenten qualifies for it, don't be afraid to ask about it. Chances are I just forgot about it. :V
Hungry Tiger Technique
Cost: 1m
Mins: Melee 2, Essence 1
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
Solar warriors make themselves one with their blades. The Exalt spends one mote and makes a Melee-based attack. This Charm allows the Solar's player to count extra successes on the attack roll twice for the purposes of determining raw damage.

One Weapon, Two Blows
Cost: 3m
Mins: Melee 2, Essence 1
Type: Reflexive (Step 1)
Keywords: Combo-OK, Martial
Duration: Instant
Prerequisite Charms: None
The Solar is as swift as the first rays of dawn. Repeat steps 7-10 when resolving the damage for this Charm, effectively damaging the opponent twice. All damage from the attack is applied simultaneously in Step 10, allowing a single perfect soak to defend against it.

Call the Blade
Cost: —(1m)
Mins: Melee 2, Essence 2
Type: Permanent
Keywords: Merged, Mirror (Blade-Summoning Gesture), Obvious
Duration: Permanent
Prerequisite Charms: None
The Solar's weapons know their master. The Solar holds out her hand and calls to the Essence of one of her weapons. If the desired weapon is within (Essence x 10) yards, and a flight path exists between the weapon and her hand, this Charm draws the weapon into her grasp. She must own the weapon she calls. This Charm can be used to draw and ready a sheathed weapon reflexively.
The Solar may reflexively spend one mote to activate this Charm as described. He may only call his blade from up to (Essence x 2) yards away while in battle, however.

Dipping Swallow Defense
Cost: 2m
Mins: Melee 2, Essence 1
Type: Reflexive (Step 2)
Keywords: Combo-OK, Martial, Mirror (Elegant Flowing Deflection)
Duration: Instant
Prerequisite Charms: None
The maneuver named Dipping Swallow Defense restores defensive advantage to a beleaguered or overextended fighter. This Charm is used in response to an attack. It allows the Exalt to ignore all penalties that apply to her Parry DV when resolving that attack. Her Parry DV is still 0 if it's inapplicable, but it takes no further penalties.
This Charm negates penalties to the Exalt's Melee-derived Parry DV.
Joint-Wounding Attack
Cost: 2m
Mins: Thrown 3, Essence 1
Type: Supplemental
Keywords: Combo-OK, Crippling, Martial-ready
Duration: Instant
Prerequisite Charms: None
Even in a pitched battle, the Lawgivers strike with controlled precision. This Charm enhances a Thrown-based attack so that it stuns or cripples the Solar's opponent. For each health level of damage this attack inflicts, this Charm subtracts one die (as a -1 internal penalty) from the target's Physical Attribute dice pools and one point from the equivalent static ratings. This is a Crippling effect that lasts for the remainder of the scene. The players and Storyteller decide how the effect is inflicted—it could be an injured hand, slashed tendons or a stunning blow to the head. Storytellers will have to work with the players to determine how the attack cripples more exotic opponents such as automata and the walking dead.

Observer-Deceiving Attack
Cost: 1m
Mins: Thrown 3, Essence 2
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The Solars' opponents are often arrogant and attempt to predict how and when the Lawgivers will strike. Such is their folly that they cannot see the vengeance of the Unconquered Sun even when it comes upon them. This Charm conceals a Thrown-based attack. Characters watching the Solar need (the Solar's Essence) successes on a reflexive (Wits + Awareness) roll to notice him making the attack. This success requirement decreases by one each additional time the Solar uses this Charm in a scene. For characters not watching the Solar, all evidence indicates that the attack comes from a direction and distance named by the Solar when making the attack. For example, a Solar attacking from behind might wound an enemy in the side or chest by having his missile curve at the last moment.

Triple-Distance Attack Technique
Cost: 2m
Mins: Thrown 2, Essence 2
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The Solar imbues his weapon with Essence, so that it flies true. This Charm enhances a Thrown-based attack. The Exalt spends three motes and triples the Range of the weapon.
If the Solar has Essence 4 or higher, this Charm also negates external penalties from environmental conditions.

Branding Judgment Attack
Cost: — (2m per attack)
Mins: Thrown 3, Essence 3
Type: Permanent
Keywords: Crippling, Obvious, Stackable
Duration: Indefinite
Prerequisite Charms: Any Thrown Excellency
Integrity-Protecting Prana
Cost: 5m, 1wp
Mins: Integrity 1, Essence 1
Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: One day
Prerequisite Charms: None
The Sun's Chosen define their own reality. This Charm protects the character from any Shaping effect that directly alters her mind, body, spirit or traits. This includes instantaneous Shaping effects and any new alterations caused by long-term Shaping effects. This Charm also protects the character from any undodgeable, unblockable Shaping attacks. Wyld energy cannot create a serpent inside the character's stomach or turn her armor to lava, whether it's manipulated by an enemy or its own random whims, because these effects inflict immediate damage and the character's DV is not applicable.
This Charm does not protect against the miscellaneous dangers of the Wyld. If a Wyld effect creates a hundred-headed snake monster with burning chalcedony eyes that then eats the character, this is not directly altering the character's body through shaping. Nor is it an "attack" when a Wyld effect transforms the character's armor into harmless gossamer spider webs—simply an undesirable effect.

Destiny-Manifesting Method
Cost: —
Mins: Integrity 3, Essence 2
Type: Permanent
Keywords: None
Duration: N/A
Prerequisite Charms: Integrity-Protecting Prana
A Solar forges her own destiny, and none gainsay her will. This Charm increases the difficulty of any rolled Shaping effect (see p. 217) used against the character by two. Characters using Shaping effects that involve the character can remove this penalty with any stunt that reconciles the Shaping effect with the Lawgiver's sense of her own destiny. In the Wyld or the Labyrinth, this Charm reduces the frequency of random unfortunate incidents by a factor of 10. There is no cost to use this Charm—it is a permanent enhancement to the Exalt's nature.

Righteous Lion Defense
Cost: —
Mins: Integrity 3, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
To the Solar Exalted, "death" and "surrender" are almost the same thing. This Charm helps a character hold fast to her fundamental Intimacies in the face of temptation. The player picks one of the character's Intimacies when purchasing this Charm. For the purposes of this Solar Charm, this loyalty must be to an ideal—not to a person or a love, but sometimes to a relationship; not to a tribe or city, but sometimes to the nation she might build of them; not to a battle or a war, but to the extinction of one foe or the conquest of a great region. (Other Exalted have versions of this Charm that support different commitments.)
This Charm allows the character to treat mental influence to betray or forsake that Intimacy as an unacceptable order (see p. 180). If the character voluntarily abandons that Intimacy or it becomes obsolete, this Charm ceases to function until, first, a new story begins and, second, the character chooses a new Intimacy to which the Charm applies. Players can also shift this Charm to a new Intimacy at any time by spending one experience point. Players can purchase this Charm a second time to reinforce one additional Intimacy. Any further loyalties require more specialized magic.

Stubborn Boar Defense
Cost: —
Mins: Integrity 3, Essence 2
Type: Permanent
Keywords: None
Duration: N/A
Prerequisite Charms: None
Solar Exalted in Limit Break cannot temper their glory with wisdom. This Charm causes the character to treat all directives from unnatural mental influence as unacceptable orders while in Limit Break.

TEMPTATION-RESISTING STANCE
Cost: 6m
Mins: Integrity 2, Essence 1
Type: Reflexive (Step 2)
Keywords: Combo-OK, Stackable, Social
Duration: One scene
Prerequisite Charms: Any Integrity Excellency
In foul nests of demons whose ways of corruption assault the human mind; amidst the courts of faeries gluttonous for human souls; in Nexus, surrounded by a thousand temptations—though the whole world seeks to drag him down, the Lawgiver is unmoved. This Charm increases the character's Dodge MDV by his Temperance for the remainder of the scene. Storytellers can allow the Exalt to use his Conviction, Compassion or Valor score instead of Temperance if the character has appropriate motivation.
Crafty Observation Method
Cost: 5m
Mins: Investigation 3, Essence 2
Type: Simple (DV -1)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any Investigation Excellency
The world holds no mysteries to the Chosen of the Sun. This Charm is an Investigation-based action wherein the character studies observable evidence. This Charm functions exactly as a dramatic Investigation action that takes up to 15 minutes, save that the character performs it in a handful of seconds and does not need to ransack the scene.

Judge's Ear Technique
Cost: 3m
Mins: Investigation 2, Essence 1
Type: Reflexive (Step 1)
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Any Investigation Excellency
The Lawgivers are the guardians of truth. This Charm allows the character to recognize as lies all deliberate lies presented to her. The character can also recognize the deliberate use of half-truths, though doing so does not tell her which part of the statement is true. If another Charm contests these effects (see p. 179), add the character's Essence in automatic successes to the (Perception + Investigation) roll to oppose the other Charm.


Courtier's Eye Technique
Cost: 3m
Mins: Investigation 3, Essence 1
Type: Simple
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The Lawgivers understand the harmonies of the world. This Charm allows the character to detect others' importance or wealth with a glance. This Charm targets one individual the character can sense. The Exalt's player rolls (Perception + Investigation), adding the Solar's Essence in automatic successes. If the target is concealing his identity or Resources in any way, subtract an external penalty of ([the target's Manipulation + Socialize] ÷ 2) from the successes on the Investigation roll. If the Exalt succeeds, she learns the target's Resources and Influence ratings. In addition, she can make a rough but solid estimate of how many allies the target considers himself to have in the immediate circumstances and how much wealth and power the target wields through organization-specific Backgrounds such as Backing and Followers. The Solar may not attempt to use this Charm on a given target more than once per scene.
Keen (Sense) Technique
Cost: 3m
Mins: Awareness 3, Essence 2
Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Any Awareness Excellency
Essence enhances the Solar's senses. Keen (Sense) Technique is actually three Charms, one that heightens sight, one that heightens hearing and touch and one that heightens smell and taste. This Charm gives two bonus successes on Awareness actions that use the relevant senses. It also allows the character to clearly perceive sensory impressions that are normally too faint for human senses to validly observe at all. Some feats appropriate for users of this Charm follow.
Sight. The character can make out the detail on a commander's epaulet at 500 yards distance, at night. He can see the individual threads of a shirt, and with a legendary success, he can make out the motion of the mites that live on others' eyebrows.
Hearing and Touch. The character can gauge the quality of fabric with a touch. He reduces the external penalty to target unseen characters to -1 and the internal penalty from blindness to -2. He can hear conversations normally through thick stone walls. With a legendary success, he can read by touch.
Smell and Taste. The character can recognize others and hints of their recent activities by smell. He can track by scent, gaining one bonus success when tracking someone who has a scent. The character can identify spices and poisons by taste. With a legendary success, he can detect but not identify a few drops of tasteless poison in a wine—as its presence serves to dilute the wine.

Surprise Anticipation Method
Cost: 1m
Mins: Awareness 5, Essence 2
Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
In this degenerate time, the Lawgivers depend on a preternatural sense for danger. This Charm guarantees success on any valid Awareness roll to notice immediate mortal danger. This Charm works whether in or out of battle, awake or asleep. If the Exalt has a chance to notice a surprise attack during a prolonged struggle, a dart blown at him in the jungle, an invisible opponent or a cleverly concealed pit, he does so.
If the Exalt's player must make such a roll and has a chance of failing it, and if the Solar can invoke this Charm, this Charm invokes itself automatically. At that time, if the player has a Combo containing this Charm, he may declare the use of that Combo instead of just the Surprise Anticipation Method Charm.
Surprise Anticipation Method does not invoke itself if the character has already used his Charm for the action, if the character does not have any motes of Essence, if the character is Inactive and cannot become active, if the character is already certain to succeed on the Awareness roll or if the character cannot normally attempt an Awareness roll.

Inescapable Eye Of The Sun
Cost: 3m
Mins: Awareness 3, Essence 2
Type: Reflexive
Keywords: Combo-OK, Touch
Duration: Indefinite
Prerequisite Charms: Any Awareness Excellency
The vigilance of the Lawgivers is as inescapable as day and night. By touching a solid obstruction such as a door or wall no more than (Essence) yards thick, the Solar is able to perceive any events occurring on the other side as though he were present.
Breaking contact with the surface through which one is spying ends the Charm.

Panoptic Fusion Discipline
Cost: 4m
Mins: Awareness 4, Essence 2
Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Any Awareness Excellency
The Solar's supernal senses expand and his mind speeds up to process a thousand myriad details in a split second. Opponents attempting to strike a Lawgiver using this Charm appear to be moving in slow motion. All of the character's attacks are enhanced as though he had just spent three ticks accumulating dice with an Aim action (as a result, the character may not normally benefit from a true Aim action while this Charm is active), and his DVs are raised by 1 against all physical attacks of which he is aware. None of these bonuses count as dice added by a Charm.
With Essence 3+, each tick the lawgiver spends Aiming while Panoptic Fusion Discipline is active converts one die provided by this Charm into an automatic success; his opponents seem to slow even more, until their anticipated actions are outlined in golden contrails before the eyes of the Lawgiver.
Whirling Brush Method
Cost: 4m
Mins: Linguistics 1, Essence 1
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The diplomats of the Unconquered Sun write with a swift and elegant hand. This Charm supplements a dramatic action to write something down—be it a copy of an existing book, the transcript of a live conversation or an original work. This Charm allows the character to write at (her Essence x 10) times her normal speed. Instead of dedicating 30 hours to copying a manuscript, an Essence 2 character might finish it in an hour and a half. Instead of six hours writing and polishing a treaty, an Essence 3 Eclipse might prepare it in 12 minutes.

Available Jutsu:
Similarly to the Charm category, I may have missed something, so if there is something that you think I missed then don't hesitate to let me know.
Shunshin no Jutsu
Cost:
1 Chakra per metre Min: Chakra 2
Duration: Instantaneous
Prerequisite Jutsu: Substitution no Jutsu

One of the foundational Jutsu of the Shinobi, by channeling chakra through their body the user can accelerate their movements to an extreme degree. Especially useful for moving through the field of battle, or for re-positioning in a fight. The amount of chakra expended depends on the distance moved, but in general the user can move up to (2xChakra Skill) in the blink of an eye. Often accompanied by smoke or other distractions to hide their movements.

Water-running
Cost:
- Min: Chakra 2
Duration: Instantaneous
Prerequisite Jutsu: Wall/Tree-running

A refinement of the ability Shinobi possess to run up and stand vertical and inverted surfaces, with enough chakra control they can even walk or stand on water with minimal exertion. Provided they have chakra remaining.

In addition, after some consulting with @notthepenguins, I've worked out what Tenten's Virtue Flaw and Limit Break are:

Virtue Flaw: Chains of Companionship
Virtue: Conviction
Limit Break: Tenten seeks to prevent harm from coming to her friends by any means necessary, and in the most blunt and straightforward was possible. All other objectives, or even her friends feelings on the matter are ignored.
Partial Control: Tenten still cannot place any objectives above her friend's safety, but she will take their feelings and wishes into account when aiding them.
Duration: One Scene
Condition: Seeing individual with which Tenten has a positive intimacy suffering, either physically or emotionally.

Because even during a Limit Break, Tenten is still going to play the straight man to her friends shenanigans. :V
 
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[X] Plan reequip
-[X] 4 Training actions on Joint-Wounding Attack
-[X] 4 Training actions on First Melee Excelency
-[X] 4 Training Actions on Dipping Swallow Defense
-[x] I can't believe it's not Genjutsu
-[x] Meeting the Competition x2 (Shikamaru and Dosu)
-[x] A Quick Check-up
-[x] Paying a Visit x2 (Temari and Lee)
 
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Stubborn Boar Defense
Cost: —
Mins: Integrity 3, Essence 2
Type: Permanent
Keywords: None
Duration: N/A
Prerequisite Charms: None
Solar Exalted in Limit Break cannot temper their glory with wisdom. This Charm causes the character to treat all directives from unnatural mental influence as unacceptable orders while in Limit Break.
Wait. If Tenten Limit Breaks, which is when her friends are in danger, she completely ignores all genjutsu used on her. Do Want.
 
Branding Judgment Attack
Cost: — (2m per attack)
Mins: Thrown 3, Essence 3
Type: Permanent
Keywords: Crippling, Obvious, Stackable
Duration: Indefinite
Prerequisite Charms: Any Thrown Excellency

You kinda forgot the description there. It lets you commit two motes when making a thrown attack to defer the damage for the attack. When you release the commitment you can either negate the attack entirely or cause it to inflict the deferred damage. It makes for a hell of a sword at someone's neck. And a great assassination technique since you can stack it, it doesn't wake a sleeping target, and you can release the commitment from literally anywhere just by wanting to. Tag someone with it while they sleep and release it two weeks later from a different country if you like.
 
You kinda forgot the description there. It lets you commit two motes when making a thrown attack to defer the damage for the attack. When you release the commitment you can either negate the attack entirely or cause it to inflict the deferred damage. It makes for a hell of a sword at someone's neck. And a great assassination technique since you can stack it, it doesn't wake a sleeping target, and you can release the commitment from literally anywhere just by wanting to. Tag someone with it while they sleep and release it two weeks later from a different country if you like.
Oh yeah derp, yes, that is the effect. It's quite useful.

Also apropos of nothing. People mentioned earlier getting Warring States era Shinobi armor for Tenten. And well, I found a picture. (Ignore the sword, it's heinous and pains me to look at)
 
Is joint-wounding attack a permanent crippling effect? It says it's scene long, but... well, Exalted vs. Mortals and someone implied it was earlier.


It's good for live capture, but if we want something more lethal...

Observer-Deceiving Attack plus Exploding tagged kunai seem better for the job. Or Panoptic Fusion Dicipline.

(Ignore the sword, it's heinous and pains me to look at)
Nah, looks right at home in Exalted. :V
 
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