Jutsu Rank Calculation
Item Rank Calcualtion
E
Damage
+2 Damage
Skill Bonus
+2
Healing
Rest to restore one Ability Rank
Rest to restore 2x resources
Accuracy
+1 to hit
Defense
+1 to one defense type
10% miss chance against single damage type
Resistance of 5 against single damage type
DR 1 (single weakness)
+10 HP, STM, or CHK
Offense
negates damage reduction 3/day
Movement
+ 5 MV
+50% jump numbers
Area of Effect
Range
increased range 25%
Draining
Drain 1 HP on hit
Drain 1 HP on retaliation
Drain 1 HP on block
Resource Damage
Standard attacks deal resource dmg of 1/2
Resource Draining
Item Damage / Repair
resist being broken 1/day
Communication
Set up com with 2 AP
Stealth
Mask one type of tracking
+3 sneak attack damage
+3 feint attack damage
Tracking
Damage
+2 Damage
Skill Bonus
+2
Healing
Rest to restore one Ability Rank
Rest to restore 2x resources
Accuracy
+1 to hit
Defense
+1 to one defense type
10% miss chance against single damage type
Resistance of 5 against single damage type
DR 1 (single weakness)
+10 HP, STM, or CHK
Offense
negates damage reduction 3/day
Movement
+ 5 MV
+50% jump numbers
Area of Effect
Range
increased range 25%
Draining
Drain 1 HP on hit
Drain 1 HP on retaliation
Drain 1 HP on block
Resource Damage
Standard attacks deal resource dmg of 1/2
Resource Draining
Item Damage / Repair
resist being broken 1/day
Communication
Set up com with 2 AP
Stealth
Mask one type of tracking
+3 sneak attack damage
+3 feint attack damage
Tracking
Expendable Rank Calculation
Durations
Instant- the effect is activated and resolved in a single AP and has an cost/effect ratio of 5/10
ex- tai / wep / nin / mec / pet
Divided- the effect is activated and remains in place for 3 rounds dividing the effectiveness equally over three rounds with a cost/effect ratio of 5/15
ex- tai stance / wep stance / trans
Extended- the effect is activated and resolved in 1 AP each for 3 rounds dealing a full effect each time with a cost/effect ratio of 10/30
ex- sum / sng
Triple- the effect is activated with 1 AP and remains in place for 3 rounds dealing a full effect each round with a cost/effect ratio of 5/30
ex- sel
Semi-Permanent- the effect remains in place until certain circumstances end it including dealing damage or passing a check. cost/effect ratio is 5/10+(depending)
ex- nin defense / gen
Ritual- the effect takes 1 minute to activate and lasts for 24 hours or longer with a cost/effect ratio of 5/10+(depending)
ex- pet / sel / trs / gen
Concentration- the effect requires 1 full round to activate and stays in place for 1 hour with a cost/effect ratio of 5/10
ex- com / trs
ex- tai / wep / nin / mec / pet
Divided- the effect is activated and remains in place for 3 rounds dividing the effectiveness equally over three rounds with a cost/effect ratio of 5/15
ex- tai stance / wep stance / trans
Extended- the effect is activated and resolved in 1 AP each for 3 rounds dealing a full effect each time with a cost/effect ratio of 10/30
ex- sum / sng
Triple- the effect is activated with 1 AP and remains in place for 3 rounds dealing a full effect each round with a cost/effect ratio of 5/30
ex- sel
Semi-Permanent- the effect remains in place until certain circumstances end it including dealing damage or passing a check. cost/effect ratio is 5/10+(depending)
ex- nin defense / gen
Ritual- the effect takes 1 minute to activate and lasts for 24 hours or longer with a cost/effect ratio of 5/10+(depending)
ex- pet / sel / trs / gen
Concentration- the effect requires 1 full round to activate and stays in place for 1 hour with a cost/effect ratio of 5/10
ex- com / trs