[T] The Contract - Chapter 01 -
Oct 21, 2015 21:56:04 GMT -7
Post by Deleted on Oct 21, 2015 21:56:04 GMT -7
TP:0/10
Animal Training (Specify Animal Type)
Rank: "D"
Skill: Skill
Effect: Characters with this skill can train one type of creature to obey simple commands and perform tricks.
Special: ---
Drawback: ---
Description: Characters with this skill know how to train one type of Creature, but can learn Animal Training multiple times to train other types. A trainer can work with only 3 animals at a time and teach it to follow general orders or perform specific things. They can also eliminate vices, such as those in some horses. It takes 1+1d3 weeks of work to train the creature to follow a simple order or perform a technique, but training for a general order takes three months. raining for a specific trick requires 2+2d4 weeks. At the end of the training time, make a skill check. If successful, the animal learns the order or trick. If the check fails, the animal does not learn the order or trick. 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: Must know Animal Lore. Must know Animal Empathy 30 or Better.
Able Learner
Rank: "C"
Skill: Social Trait
Effect: The user has great aptitude for learning.
Special: ---
Drawback: ---
Description: When learning a skill, the skill states how many times a die roll may be applied to show how much they learned within that skill. Example, when a user learns "Botany" they gain 5 die rolls. This "trait" increases the amount of die rolls by 1.5 rounded to the highest number at 1 die roll per learning, however any number higher than 1 die roll is rounded down. For example: User learns Botany and gains 5 die rolls. With this Trait they will gain 7 die rolls. However if a user learns Lockpicking they normally get 1 die roll, however with this Trait they will gain 2 die rolls.
Limit: Must start with Character; replaces 2 Freebies.
Rank: "D"
Skill: Skill
Effect: Characters with this skill can train one type of creature to obey simple commands and perform tricks.
Special: ---
Drawback: ---
Description: Characters with this skill know how to train one type of Creature, but can learn Animal Training multiple times to train other types. A trainer can work with only 3 animals at a time and teach it to follow general orders or perform specific things. They can also eliminate vices, such as those in some horses. It takes 1+1d3 weeks of work to train the creature to follow a simple order or perform a technique, but training for a general order takes three months. raining for a specific trick requires 2+2d4 weeks. At the end of the training time, make a skill check. If successful, the animal learns the order or trick. If the check fails, the animal does not learn the order or trick. 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: Must know Animal Lore. Must know Animal Empathy 30 or Better.
Able Learner
Rank: "C"
Skill: Social Trait
Effect: The user has great aptitude for learning.
Special: ---
Drawback: ---
Description: When learning a skill, the skill states how many times a die roll may be applied to show how much they learned within that skill. Example, when a user learns "Botany" they gain 5 die rolls. This "trait" increases the amount of die rolls by 1.5 rounded to the highest number at 1 die roll per learning, however any number higher than 1 die roll is rounded down. For example: User learns Botany and gains 5 die rolls. With this Trait they will gain 7 die rolls. However if a user learns Lockpicking they normally get 1 die roll, however with this Trait they will gain 2 die rolls.
Limit: Must start with Character; replaces 2 Freebies.