Captain Chiyu <Travel/Adventure>
Oct 10, 2014 5:22:36 GMT -7
Post by Chiyu on Oct 10, 2014 5:22:36 GMT -7
Image
Boat type: Cutter
Chiyu carefully adjusted the rigging of her newly stolen vessel, a cutter boat by the name of Lamina.
There was a bit of metallic dust bound with the rope, so Chiyu make sure to keep the billowing white sleeves of her blouse away from the thick fibers.
The ship was mostly new. Its swan white coating let it glow with the hues of the sun. However, its sails were stained by the few trips it had achieved before Chiyu had taken possession of it.
The young pirate traced her palm down the redwood mast, feeling its well-sanded smoothness. She compared its amber shade with her crimson skirts.
Whenever Chiyu moved to the next station, the tapping of her black boots resounded against the flooring.
The weather was fine. A light wind, only strong enough for a couple isolated strands of Chiyu's hair to flow along the breeze. The summer sun beat down, making the sea a dazzling sight.
A white bandanna was wrapped around Chiyu's hair, keeping the top down upon her scalp. Her favorite gold-trimmed tricorn hat rested over the bandanna.
Chiyu's greatsword was bound in its hard leather sheath, attached to Chiyu's back, capable of being lifted diagonally without much effort.
Yes, it was a good morning to set sail.
Boat type: Cutter
Heart of the Sea
Rank: "C"
Skill: Regional Trait
Effect: A trait that aids the user in underwater purposes.
Special: ---
Drawback: Cannot gain any other Heart Traits.
Description: Must be raised in Coastal Regions. Humans born near the sea are always drawn to it. The user gains +10 trait bonus to Boating, Navigation, Nautical. They gain a 3/4 movements while under water instead of 1/2 movements. They can hold their breath for 3 minutes per Class Level, and Chakra Users gain the ability to perform Jutsus with no Handseal restriction while attempting to perform underwater. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Sailor
Rank: "C"
Skill: Heritage Trait
Effect: User spent much of their life at sea.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among Boating, Navigation, Nautical, Rope Use, and Seamstress/Tailor. At each Class Level the user gain an additional +5 Heritage skill Points to place in any one of these skills. User gains +1 Heritage Points per die roll when learning the skill. User gains a +10 bonus on one of the background skills. Use has their sea legs. User gain a +5 to all following skills: Artistic Ability, Bowyer/Fletcher, Cobbling, Construction, Disable Device, Fondling (Covert Appraisal Technique), Escape Artist, Forgery, Gem Cutting, Leatherworking, Locksmithing, Lock Picking, Metal Working, Musical Instrument, Pick-Pocket, Pottery, Ride, Rope Use, Sleight of Hand, and Weaponsmith or +10 to any 1 of their Heritage Skills. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Boating
Rank: "E"
Skill: Skill
Effect: A character with boating skill can guide a small boat through dangerous rivers and lakes.
Special: ---
Drawback: ---
Description: A character can use this skill to pilot canoes, kayaks and small boats, as well as try to prevent capsizing in rough waters. A successful check means that they guide the craft where desired, while failure indicates the craft capsizes, runs aground and so on. Note that this skill is used for only for small craft such as those used on small lakes, large ponds and rivers.
Novice Use a canoe, raft rowboat.
Average Use canoes or rowboats to transport trade goods (e.g., stow casks & boxes in excess of personal equipment); supervise helpers.
Advanced Navigate a heavily laden barge (with livestock) on a large river.
Expert Pilot a small (1 mast) boat on lakes or rivers.
Master Pilot a small (1 mast) boat on the open ocean.
Each time learned user gets 5 die roll to increase the skill.
Limit: ---
113/125 +12(Sailor)
Navigation, Nautical
Rank: "D"
Skill: Skill
Effect: A user is able to navigate through the sea reducing chances of being lost.
Special: ---
Drawback: ---
Description: The character knows how to guide ships at sea by using the stars, how to observe currents and how to spot signs of land, reefs and hidden danger. The navigator can reduce the percentage chance of his ship getting lost by 30%, provided he makes a successful skill check. A check is done whenever a character is trying to find their way to a distant location without directions or other specific guidance. If a character is lost, they may make an Average check to regain their path. A character cannot use this function of Navigate to find a path to a site if the character has no idea where the site is located. A character can use Navigate to determine his or her position on earth without the use of any high-tech equipment by checking the constellations. The character must have a clear view of the night sky to make this Average check. Each time learned user gets 5 die roll to increase the skill.
Limit: ---
111/125 +14(Sailor)
Rope Use
Rank: "D"
Skill: Skill
Effect: A character becomes proficient in the use of rope.
Special: ---
Drawback: ---
Description: With this skill, the character becomes progressively more adept at the usage of rope. Initially this involves simple care and maintenance (such as identifying compromised strength and 'whipping' rope ends) as well as a broad knowledge of knots and their appropriate employment. Look in Task Skills thread found in the Skills and Traits Index for more information. Each time learned user gets 5 die roll to increase the skill.
Limit: ---
125/125
Lore, Animal (Coastal)
Rank: "E"
Skill: Skill
Effect: This skill enables a character to observe the actions or habitat of an animal and interpret what is going on as well as identifying said animal.
Special: ---
Drawback: ---
Description: Actions can show how dangerous the creature is, whether it is hungry, protecting its young, or defending a nearby den. Furthermore, careful observation of signs and behaviors can even indicate the location of a water hole, animal herds, predators, or impending danger, such as a forest fire. A successful check means the character understands the basic actions of the creature, as well as the type of creature it is. A character may also imitate the calls and cries of animals that he is reasonably familiar with, based on the knowledge (user must learn per Region). This ability is limited by volume. A successful check means that only Chakra means can distinguish the character's call from that of a true animal. The cry is sufficient to fool animals, perhaps frightening them away or luring them closer. When learning the user must choose per Region and they may only have knowledge of Animals creatures. Each Skill level allows the user knowledge of each Animal category (Example: Novice can identify Common Animals, Master can identify Nearly Impossible Animals) within a region. Each time learned user gets 5 die roll to increase the skill.
Limit: ---
114/125
Weather Sense
Rank: "E"
Skill: Skill
Effect: This skill enables the character to observe both atmospheric phenomenon and, with greater skill, subtle changes in flora or animal behavior, in order to deduce upcoming weather conditions.
Special: ---
Drawback: Failed skill check cannot be re-rolled as the character will be convinced of his prediction and dogged in his misinterpretation.
Description: User is able to make a skill check to gain a prediction of the weather. Depending on the mastery depends on the information they can gather.
Novice: Make a prediction for the next few hours- will the current weather remain steady or change for the better or worse?
Average: Make a prediction for the next day will it be warmer or cooler with any precipitation?
Advanced: Make a prediction for the next few days (what is the extended forecast?)
Expert: Make a prediction for next 10 days (what will be the general weather trend?)
Master: Make a prediction for the next season will the season be unusually wet/dry/warm/cool?
Difficulty Situations: Average - Character is outdoors in natural surroundings. Difficult - Character is in a settled area. Very Difficult - Character is in a large town or city. Each time learned user gets 5 die roll to increase the skill.
Limit: ---
Rank: "C"
Skill: Regional Trait
Effect: A trait that aids the user in underwater purposes.
Special: ---
Drawback: Cannot gain any other Heart Traits.
Description: Must be raised in Coastal Regions. Humans born near the sea are always drawn to it. The user gains +10 trait bonus to Boating, Navigation, Nautical. They gain a 3/4 movements while under water instead of 1/2 movements. They can hold their breath for 3 minutes per Class Level, and Chakra Users gain the ability to perform Jutsus with no Handseal restriction while attempting to perform underwater. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Sailor
Rank: "C"
Skill: Heritage Trait
Effect: User spent much of their life at sea.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among Boating, Navigation, Nautical, Rope Use, and Seamstress/Tailor. At each Class Level the user gain an additional +5 Heritage skill Points to place in any one of these skills. User gains +1 Heritage Points per die roll when learning the skill. User gains a +10 bonus on one of the background skills. Use has their sea legs. User gain a +5 to all following skills: Artistic Ability, Bowyer/Fletcher, Cobbling, Construction, Disable Device, Fondling (Covert Appraisal Technique), Escape Artist, Forgery, Gem Cutting, Leatherworking, Locksmithing, Lock Picking, Metal Working, Musical Instrument, Pick-Pocket, Pottery, Ride, Rope Use, Sleight of Hand, and Weaponsmith or +10 to any 1 of their Heritage Skills. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Boating
Rank: "E"
Skill: Skill
Effect: A character with boating skill can guide a small boat through dangerous rivers and lakes.
Special: ---
Drawback: ---
Description: A character can use this skill to pilot canoes, kayaks and small boats, as well as try to prevent capsizing in rough waters. A successful check means that they guide the craft where desired, while failure indicates the craft capsizes, runs aground and so on. Note that this skill is used for only for small craft such as those used on small lakes, large ponds and rivers.
Novice Use a canoe, raft rowboat.
Average Use canoes or rowboats to transport trade goods (e.g., stow casks & boxes in excess of personal equipment); supervise helpers.
Advanced Navigate a heavily laden barge (with livestock) on a large river.
Expert Pilot a small (1 mast) boat on lakes or rivers.
Master Pilot a small (1 mast) boat on the open ocean.
Each time learned user gets 5 die roll to increase the skill.
Limit: ---
113/125 +12(Sailor)
Navigation, Nautical
Rank: "D"
Skill: Skill
Effect: A user is able to navigate through the sea reducing chances of being lost.
Special: ---
Drawback: ---
Description: The character knows how to guide ships at sea by using the stars, how to observe currents and how to spot signs of land, reefs and hidden danger. The navigator can reduce the percentage chance of his ship getting lost by 30%, provided he makes a successful skill check. A check is done whenever a character is trying to find their way to a distant location without directions or other specific guidance. If a character is lost, they may make an Average check to regain their path. A character cannot use this function of Navigate to find a path to a site if the character has no idea where the site is located. A character can use Navigate to determine his or her position on earth without the use of any high-tech equipment by checking the constellations. The character must have a clear view of the night sky to make this Average check. Each time learned user gets 5 die roll to increase the skill.
Limit: ---
111/125 +14(Sailor)
Rope Use
Rank: "D"
Skill: Skill
Effect: A character becomes proficient in the use of rope.
Special: ---
Drawback: ---
Description: With this skill, the character becomes progressively more adept at the usage of rope. Initially this involves simple care and maintenance (such as identifying compromised strength and 'whipping' rope ends) as well as a broad knowledge of knots and their appropriate employment. Look in Task Skills thread found in the Skills and Traits Index for more information. Each time learned user gets 5 die roll to increase the skill.
Limit: ---
125/125
Lore, Animal (Coastal)
Rank: "E"
Skill: Skill
Effect: This skill enables a character to observe the actions or habitat of an animal and interpret what is going on as well as identifying said animal.
Special: ---
Drawback: ---
Description: Actions can show how dangerous the creature is, whether it is hungry, protecting its young, or defending a nearby den. Furthermore, careful observation of signs and behaviors can even indicate the location of a water hole, animal herds, predators, or impending danger, such as a forest fire. A successful check means the character understands the basic actions of the creature, as well as the type of creature it is. A character may also imitate the calls and cries of animals that he is reasonably familiar with, based on the knowledge (user must learn per Region). This ability is limited by volume. A successful check means that only Chakra means can distinguish the character's call from that of a true animal. The cry is sufficient to fool animals, perhaps frightening them away or luring them closer. When learning the user must choose per Region and they may only have knowledge of Animals creatures. Each Skill level allows the user knowledge of each Animal category (Example: Novice can identify Common Animals, Master can identify Nearly Impossible Animals) within a region. Each time learned user gets 5 die roll to increase the skill.
Limit: ---
114/125
Weather Sense
Rank: "E"
Skill: Skill
Effect: This skill enables the character to observe both atmospheric phenomenon and, with greater skill, subtle changes in flora or animal behavior, in order to deduce upcoming weather conditions.
Special: ---
Drawback: Failed skill check cannot be re-rolled as the character will be convinced of his prediction and dogged in his misinterpretation.
Description: User is able to make a skill check to gain a prediction of the weather. Depending on the mastery depends on the information they can gather.
Novice: Make a prediction for the next few hours- will the current weather remain steady or change for the better or worse?
Average: Make a prediction for the next day will it be warmer or cooler with any precipitation?
Advanced: Make a prediction for the next few days (what is the extended forecast?)
Expert: Make a prediction for next 10 days (what will be the general weather trend?)
Master: Make a prediction for the next season will the season be unusually wet/dry/warm/cool?
Difficulty Situations: Average - Character is outdoors in natural surroundings. Difficult - Character is in a settled area. Very Difficult - Character is in a large town or city. Each time learned user gets 5 die roll to increase the skill.
Limit: ---
Chiyu carefully adjusted the rigging of her newly stolen vessel, a cutter boat by the name of Lamina.
There was a bit of metallic dust bound with the rope, so Chiyu make sure to keep the billowing white sleeves of her blouse away from the thick fibers.
The ship was mostly new. Its swan white coating let it glow with the hues of the sun. However, its sails were stained by the few trips it had achieved before Chiyu had taken possession of it.
The young pirate traced her palm down the redwood mast, feeling its well-sanded smoothness. She compared its amber shade with her crimson skirts.
Whenever Chiyu moved to the next station, the tapping of her black boots resounded against the flooring.
The weather was fine. A light wind, only strong enough for a couple isolated strands of Chiyu's hair to flow along the breeze. The summer sun beat down, making the sea a dazzling sight.
A white bandanna was wrapped around Chiyu's hair, keeping the top down upon her scalp. Her favorite gold-trimmed tricorn hat rested over the bandanna.
Chiyu's greatsword was bound in its hard leather sheath, attached to Chiyu's back, capable of being lifted diagonally without much effort.
Yes, it was a good morning to set sail.