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=== Unique Abilities === Probably the most special part of the system - each player character has several mechanical gimmicks. These are wholesale created by the player, and only have to be approved by the GM. While there is a general metric for how powerful a thing can be, originality is encouraged. A character is going to have 2-4 of these, with power based on the rank they were taken at. Higher level UAs might be used to create more unique character concepts, such as by substituting one skill for another, combining skill effects, or creating entire original skill trees.<br> - '''Aspect''': Something passive, and intrinsic to your character. Aspects are often used for fine-tuning, giving a character access to something they normally wouldn't have, due to being out of their area of expertise, or getting rid of a regular downside of an ability. <br> - '''Downtime''': A unique activity the character can perform between missions, such as creating a special, single-use tool. Since Downtime slots are limited, and used for learning techniques, Downtimes tend to be fairly powerful.<br> - '''Style''': A mechanic which activates when a certain amount of Grit is in the character's pool. It can be something as simple as switching to wield a weapon in a certain way, or simply needing confidence to use a technique properly.<br> - '''Mode''': A technique which involves a fundamental change in your character. These are extravagant powers, often clan techniques, that require a large amount of Grit to activate. They make the characters immune to status effects for the duration, so they won't be sorry for the Grit, but also deny any further Grit gain.<br> - '''Gambit''': A single-use special attack, which requires a bit of a setup. Gambits are quite dangerous, since the Block action, where the defender normally just takes damage and reduces it by DR, doesn't stop the enemy from still rolling and then making use of his many successes.<br> - '''Drive''': A custom-design Follow-up to a certain action. By paying Grit, another effect is added to an action if it's successful. Drives can be made cheaper than usual Follow-ups, or breaking some of their assumed rules (like doing damage), but they rely on the attack hitting in the first place.<br> - '''Combos/Synchs''': Paired techniques or group techniques, that shinobi train all their life to perform. They are supposed to be Styles/Modes, but better. Unfortunately, since they require a Life Bond, they are nigh impossible to get in 4.2c.<br>
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