Page 144 - FULL PLAYER EBOOK
P. 144
Chart 5-5: SPECIAL TECHNIQUES cont’d
Ki Exp. Points
TECHNIQUES DESCRIPTION EFFECTS Energy to Purchase
to Use Techniques
Accent I Ability to speak in the manner of +1 STE or +1 to PhB for rolls of
people from the Hokkaido Re- persuasion; +5 to Critical Strike
gion. Prerequisite: PhB 3 or higher
5 25
(Recharge)
Accent II Ability to speak in the manner of +1 STE or +1 to PhB for rolls of
people from the Kyushu-Okinawa persuasion; +5 to Critical Strike
Region. Prerequisite: PhB 3 or higher
5 25
(Recharge)
Accent III Ability to speak in the manner of +1 STE or +1 to PhB for rolls of
people from the Tohoku Region. persuasion; +5 to Critical Strike
Prerequisite: PhB 3 or higher 5 25
(Recharge)
Accent IV Ability to speak in the manner of +1 STE or +1 to PhB for rolls of
people from the Chubu Region. persuasion; +5 to Critical Strike
5 25
Prerequisite: PhB 3 or higher
(Recharge)
Accent V Ability to speak in the manner of +1 STE or +1 to PhB for rolls of
people from the Kanto Region. persuasion; +5 to Critical Strike
5 25
Prerequisite: PhB 3 or higher
(Recharge)
Accent VI Ability to speak in the manner of +1 STE or +1 to PhB for rolls of
people from the Chugoku Region. persuasion; +5 to Critical Strike
5 25
Prerequisite: PhB 3 or higher
(Recharge)
Accent VII Ability to speak in the manner of +1 STE or +1 to PhB for rolls of
people from the Kinki Region. persuasion; +5 to Critical Strike
5 25
Prerequisite: PhB 3 or higher
(Recharge)
Accent VIII Ability to speak in the manner of +1 STE or +1 to PhB for rolls of
C
h people from the Shikoku Region. persuasion; +5 to Critical Strike 5 25
a Prerequisite: PhB 3 or higher
p (Recharge)
t Shadow Walk Ability to walk within the foot falls +4 STE; +6 to Critical Strike
e of nearby soldiers, guards or people. rolls; +3 to Fatal Strike rolls
r Prerequisite: STE 6 or higher 8 20
(Recharge)
Acrobatics I Ability to perform forward back- +1 STE; +1 MOV when used
ward rolls, and diving rolls Prerequisite: Spin and Jump 2 20
(Recharge)
Acrobatics II Ability to perform cartwheels, front +1 to Defensive roll; +2 MOV
and backward handsprings Prerequisite: Acrobatics I 4 40
(Rech arge)
Acrobatics III Ability to perform flips and tumbles +2 to Defensive roll; +2 MOV
and slides Prerequisite: Acrobatics II 8 60
(Recharge)
Team Acrobatics Ability to perform tosses and other STR= toss height
such coupled skills Prerequisite: Acrobatics II
6 80
(Recharge)
Prophet Ability to anticipate opponents at- +2 DEF; +3 Reaction roll
tacks with greater ease. Prerequisite: STA 7 or higher
10 90
(Recharge)
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