Political Maneuvers [Mission/Travel/Open]
Nov 20, 2015 3:59:21 GMT -7
Post by Molokai on Nov 20, 2015 3:59:21 GMT -7
Political Assassination
Rank: B
IIC Length: Two days
Difficulty: Moderate-difficult
Objective: Assassinate the designated target
Description: A corrupt Daimyo of Tea Country wants a certain someone taken care of, and is willing to pay extra to someone who won't ask any questions. The person in question will be delivering a series of speeches in opposition to the Daimyo, and thus it has been requested that the assassination be done during one of these speeches in order to send a stronger message. This will make it more difficult, as they will be well-attended and well-guarded events, so killing him on the road or indoors is also acceptable. However, there is Bonus pay for doing it publicly during a speech against the Daimyo.
Reward: 18,500, +5,000 if done publicly.
(tl;dr moving to River)
Rank: B
IIC Length: Two days
Difficulty: Moderate-difficult
Objective: Assassinate the designated target
Description: A corrupt Daimyo of Tea Country wants a certain someone taken care of, and is willing to pay extra to someone who won't ask any questions. The person in question will be delivering a series of speeches in opposition to the Daimyo, and thus it has been requested that the assassination be done during one of these speeches in order to send a stronger message. This will make it more difficult, as they will be well-attended and well-guarded events, so killing him on the road or indoors is also acceptable. However, there is Bonus pay for doing it publicly during a speech against the Daimyo.
Reward: 18,500, +5,000 if done publicly.
(tl;dr moving to River)
-Travel-
The roads between Rain Country and Tea Country were numerous and varied. Rain was a small country with many borders, mostly with countries that boasted powerful Hidden Villages, so it must needs be that there were many roads twisting and winding through the grasslands and rivers. Most travelers tended to avoid the country during autumn because the heavier-than-usual rains turned the roads into impassable mud bogs, and swelled the rivers until they washed away most small bridges. Only the main trade routes, which boasted the strongest bridges and were generally better maintained, tended to survive during the rainy season.
However, those washed-out side roads were perfect for Amegakure shinobi trying to move through the country without attracting too much attention.
Turin walked at a relaxed pace down one of the many roads that pushed south through the Country of Rain, weaving around the puddles and soft mud in an attempt to keep his feet dry for as long as possible. This particular road was largely unmarked, but thanks to his map and compass he knew it would get him to where he was going. It had been neglected for some time, probably since the beginning of the rainy season (well, the rainier season), so the underbrush grew over the edges and dropped water down his boots if he strayed too far to either side. Light green, ankle-high grass had grown in places where the mud wasn't too thick, so he found himself following that more often than not. In the spring and summer, when these roads were dry enough to run a cart through, it would have been wide enough for four people to walk comfortably side-by-side. With the unkempt, waist-high grass leaning over the edges from the weight of the rainfall, it was choked to about two people wide, and most of the navigable patches were hidden beneath the grass canopy.
Sticking to the middle of the road meant gambling on the depth of puddles, but straying too far to the sides meant cold water on his thighs and down the top of his boots. It was slow going, and though it probably could have been expedited by caring less about the state of his feet, he didn't mind. Rain country was too cold and depressing for most people, but Turin found that it had a kind of steely beauty; the way the tall grasses glowed neon green in the diffuse light of the cloudy sky, the way the dark-leafed trees bent with the weight of the rain, bowing low and solemn like brooding giants. The leaves of the sparse trees grew strong and wide, their branches stretching out in search of the soft light, making them look like lonely, broad-shouldered sentinels. The clouds blended the shadows and calmed the harsh yellow light of the sun, turning it white and bringing out the vibrancy of the grasslands. Autumnal wildflowers dotted the bright green sea with specks of orange, blue, yellow, and purple, like tiny islands of color that stood in defiance of the cold gray sky. Everywhere, plants grew tall and healthy, fed by the constant rainwater and the fertile, loamy soil. Turin didn't mind walking slow.
As he navigated the ruts and puddles, taking in the beauty of the country, he never forgot that he was on his way to kill someone. He double checked all of his gear for the coming mission, and found that it was all where he left it. His heavily modified rifle crossbow was folded and concealed in its usual place on the small of his back beneath his long jacket. Most people took to wearing their weapons outwardly, but for Turin that always felt cumbersome. This way, his hands were free when he wasn't using it. Of course, he wore his hip quiver out in the open for all to see, but that was more due to its size than anything else. Time was he would try to keep it hidden, but with a hundred and fifty bolts it was a lost cause. Should he encounter anybody he could easily apply a genjutsu to conceal it, but since it wasn't in his way he didn't mind it being visible.
Within the quiver he held a variety of bolts, all organized and separated for ease of selection. The majority was made up of his seventy standard, unmodified bolts. These he kept around due to their relative cheapness; they were easier to replace and thus he could use them more freely. Beside these he kept his razor-fletched bolts, fifty in total. The range advantage of the razor fletching was valuable to him, but since they had to be handled gingerly he preferred to save them for engagements that afforded him more room for finesse. Sequestered off from the other two kinds of bolts were thirty explosive-tipped bolts. These weren't his preferred style, and were expensive to boot, but sometimes that extra two meters of wiggle room came in handy.
The crossbow and assorted bolts were his primary weapon, and he used them so frequently they felt very much a part of him. Swordsmen tended to train for so long that they felt their blades were extensions of their arm, and Turin felt the exact same way about his crossbow. The only difference was that his arm was much, much longer. It was not, however, his only trick. Tucked throughout his jacket and undershirt were special pockets lined with knives. The shirt contained the knives mostly in the sleeves and midsection area, while the jacket held them in pocketed leather strips that ran down the inner lining. In total, he carried twenty knives on him at all times, and thanks to the pockets and his skill in sleight of hand he could carry them even into places that searched for weapons.
Aside from the weapons he carried, he also went with a set of less deadly tools that were equally important for his trade. Contained in the butt-bag which he kept strapped on the back of his right hip, hidden beneath the long black jacket, were his break-in tools. A twenty-piece lock pick set and five glass cutters were his skeleton keys, tools that allowed him access to all but the strongest of fortified positions. Aside from those tools, his lensatic compass and world map kept him on the right track, and a pair of wireless radios were bundled up and tucked away in case he needed them.
All of the tools of his trade accompanied him on his journey through the land of Rain, heading south toward the river that intersected the border between Rain Country and River Country. There were flat-hulled river boats down there that ferried travelers between towns for a pittance. Even with the swollen conditions of the autumn season, the rivers down there weren't the fast-flowing, angry beasts that the downpours of Rain Country begot.
He had left early in the morning, but it was approaching dusk and he had hardly made any progress. His knees were tired, and despite his best efforts his feet had been soaked for hours. Luckily, he had made enough progress that the road had dried out and widened, and at some point he had rejoined a much larger thoroughfare leading south. At this point, he faced a debate of whether to continue through the night or risk napping in the open to regain some strength. With his feet as wet as they were, he needed to stop and dry out sooner or later or risk developing trench foot, but the further he walked the more he felt like he couldn't stop.
While he trudged, steadily getting slower with each step, he spied a glow in the distance and found the energy to jog up to it. As he approached, the smell of hot meat and horses found his nose and a wooden cabin came into view on the left side of the road. A sign hung before the door with a carving depicting a fish leaping out of a river, the colors faded and the wood cracked and splintered. Across the way, a horse nickered and pawed at the mud, and Turin could make out in the darkness maybe a dozen or so horses and a few carts laden with goods. The nightwatchman leaning against the stable gave him a mean look when he lingered on the horses too long, so Turin turned back toward the sweeter-smelling building. A roadside inn, the sight of it was enough to bring a smile to his face. His boots squished as he climbed the steps onto the porch and pushed open the heavy, iron-fastened door.
A wash of warmth and noise buffeted him, jarring him out of the cold and quiet he was used to. Inside, a huge fire pit dominated the middle of the room with some large beast slowly turning on a spit, fat sizzling as it dripped onto the red-hot coals, serving boys carving chunks of flesh onto large ceramic plates and passing them around. This was surrounded by long tables on either side, packed with men and women alike, quaffing ale and wine and sopping up the juices from the roast into heels of bread. Most of them wore rough leather clothes, worn and muddied from travel, but a few were dressed in fancier and more colorful outfits.
Turin hadn't realized how hungry he was until he saw the meat and smelled it cooking, and the bartender must have seen the hunger in his eyes.
"What are you just standing there for? Come, take a seat! Hang your jacket by the door! Just a few coins and you can have as much as you like!" The inn-keep was a robust, bearded fellow with dark skin, dressed a dirty white shirt with the sleeves rolled up to reveal his thick, hairy forearms.
As he rounded the counter, Turin could see his black cotton pants tucked into thick, brown leather boots, all beneath a stained white apron. Taking his hood down, Turin told the inn-keep that he preferred to leave the jacket on if he didn't mind.
"Of course!" he roared. His voice was thick with ale, and his accent reminded Turin of the desert. "Can't trust anybody these days, eh? Thieves everywhere, am I right? Eh, do what you like, but keep those hands off those arrows, if you know what's good for you. Come! Sit, sit!"
After hanging his boots and socks beside the fire, he took a seat in a corner on the opposite, his back against the wall opposite the front door and angled to see the entire inn at once. When the large barkeep came up to him with a plate of roast and some bread, Turin asked him about room prices.
"Eh, we are sold out, I'm afraid. Unless you want the attic room. It's a bit drafty, but I can bring up an extra blanket. At least the cold keeps the fleas to a minimum, eh?" Turin told him that was fine, turned down the offer of ale and wine in favor of water, and ate until he was satisfied. The whole time he kept his gaze down so as not to draw attention to himself, but it proved unnecessary. It seemed that everyone else there was a part of the same large caravan, and they were all too deep in their cups to even remember that he was there. As the weight of the meat in his belly drew his eyelids together, he retrieved his stiff socks and ascended the steps to his cold attic room. When he woke up a mere four hours later, it was still dark.
Donning his boots as quietly as possible, he slipped out before anybody else woke up. Someone was snoring loudly in of the rooms, and the once roaring fire was reduced to smoldering embers. A chill had crept into the room in the absence of bodies and flame, but it was still warmer than outside. Turin padded silently across the wooden floor, picked the lock into the larder, and made off with a handful of apples and some bread.
Stepping out into the crisp air of the wee hours, Turin continued his trek south. The watchman was drooling on his chest as he slept upright in his stool, and paid him no mind as he walked silently by, munching on a stolen apple. On the wider, drier road he made much better time, and he could already hear the faint whisper of a distant river by the time dawn arrived.
Three days later, he came upon a bustling town and could hear the rush of a large river beneath the din of a church bell ringing the hour. Nobody stopped him as he walked through to the center of town, where he followed the sound of voices and water to the river's edge. He had grown hungry again by this point, and was saving the good bread for later, so he stopped at one of the market stalls to pick up a few days worth of salted meat, dried fruit, and hardtack. Gnawing on one of the stone-like wafers, he looked around the riverfront for a ferryman who would take him south.
It didn't take long for him to find one, waving and shouting about how fast and cheap his ferry was.
"Where ya headed?" He asked Turin.
"As far as you'll take me. Trying to get to the Komoku-ten ocean."
"Look no further. I'll be making a few stops on the way there, but I run all the way south through River country. You can jump off whenever you need."
"Perfect. Count me in."
"You, uh, you can pay, right?"
After some negotiations, Turin took his place on the bow of the ferry, right beside an excited-looking boy and his tired mother. A small handful of people had joined him, all carrying heavy bags likely full of everything they owned. As they set off, the boy shrieked with excitement and his mother shushed him, looking around with embarrassment at the rest of the ferry patrons, none of whom even cared to look up.
The river itself was wide and slow; a commuter river that originated in the mountains of Earth Country and was fed by tributaries in Rain until it swelled to be nearly half a kilometer wide in some places. The ferryman deftly maneuvered them to the deep, fast-flowing center and the boat took off, making excellent time. After a few hours or so of letting the strong current carry them south, past grasslands and wooded hills that slowly gave way to low mountains already capped with snow, the ferryman announced that they had crossed the border into river country.
[Travel to River]
Passive Techniques:
-Marskman Passives-
-Throwing Passives-
-Genjutsu Passives-
-Venator Passives-
-Miscellaneous Passives-
-Traits and Augmentations-
Defensive Shot
Rank: "D", "C", "B", "A", "S"
Skill: TaiJutsu/Supplementary
Effect: A technique in which if the user has his sights set on a target ready to attack, the senses of the Marksman is so in tuned with his surroundings the user is unable to be flanked.
Special: ---
Drawback: The user may only learn this technique by the class that they are. This means that in order to learn the "C" Rank version they must be "C" Class, if they wish to learn the "B" Rank version they must be "B" Class.
Description: A technique where the subconscious mind, where the subconscious body reacts just as they are attacked while flanked or while their back is turn. The body reacts in such a way to where they are capable of withstanding so much. This technique makes it where the Marksman is incapable of being surprised attacked, a sudden second sense kicks in as their body screams out to them yelling at them telling them to move, duck, dodge or anything else within that manner. This works on whenever they are being attacked. This technique however has a major flaw. The user is capable of dodging only whenever the opponent's class is equal or lower to that of the rank of the technique they know. This means that a "D" Class user that knows this technique cannot use this against an opponent that is "C" Class or higher.
Limit: Must be a Marksman.
Speed Reload (Rifle Crossbow)
Rank: "B"
Skill: TaiJutsu/Supplementary
Effect: User is able to load their Rifle Crossbow more rapidly than normal.
Special: ---
Drawback: ---
Description: User should learn this technique first beforehand if they wish to user the crossbow. With Swift Reload (Rifle Crossbow) it takes a movement to load a Rifle Crossbow. With this technique the user may load a Rifle Crossbow with the same speed as using a bow.
Limit: Must be a Marksman. Must know Swift Reload (Rifle Crossbow). Must have a Crossbow.
Point Blank Shot
Rank: "D"
Skill: TaiJutsu/Supplementary
Effect: A technique that gives the user greater proficiency within the range of 10 meters.
Special: ---
Drawback: ---
Description: With this technique the user has learned how to combat against opponents within 10 meters without fear or fumbling with their weapon. They gain the courage and ability to perform combat without much effort. This is a prerequisite technique for more popular techniques. What good is an Marksman if they are not ready to battle while in close range.
Limit: Must be a Marksman.
Precise Shot
Rank: "D"
Skill: TaiJutsu/Supplementary
Effect: User can shoot weapons at an opponent engaged in melee combat without risk of hitting someone else.
Special: ---
Drawback: This does not include Grappling.
Description: Another prerequisite technique that brings the Marksman even closer to combat without fumbling or worry of using the weapon. Normally without this technique there is a chance that the user could miss and hit someone else whom is engaged in melee combat to whomever the user wishes to attack. This technique makes the user proficient in hitting the target even if the target is engaged in close combat with someone else.
Limit: Must be a Marksman. Must know Point Blank Shot.
Increased Precision
Rank: "C"
Skill: TaiJutsu/Supplementary
Effect: A technique that improves the user’s capabilities of Point Blank Shot as well as Sneak Attack shots within a higher distance of 20 meters instead of 10 meters.
Special: ---
Drawback: If opponent has techniques that finds opponents such as chakra sense then this technique will not work against them.
Description: Normally a user is able to shoot at a target within 10 meters while hiding and not be seen or spotted. This technique allows the user to shoot at a further distance of 20 meters and able to stay hidden and unseen. User must stay hidden in order for this technique to work.
Limit: Must be a Marksman. Must know Precise Shot.
Far Shot
Rank: "C"
Skill: TaiJutsu/Supplementary
Effect: Farshot allows the user to increase their range proficiency by giving them a 2nd Range Increment.
Special: ---
Drawback: Must Aim for 1 movement before shooting.
Description: Normally the user may only shoot proficiently within the weapon's 1st Range Increment. This technique allows the user to increase their range proficiency by giving them a 2nd Range Increment. Example: The Recurve Bow has a 1st Range increment of 30 meters. With this technique the user's 2nd Range increment for this weapon is 60 meters. This increases the user's mobility attack as well as the stationary attack allowing the user to shoot at further distances without worrying too much about close combat.
Limit: Must be a Marksman. Must know Precise Shot.
Quick Aim
Rank: "B"
Skill: TaiJutsu/Supplementary
Effect: This technique reduces the time to aim while using Far Shot.
Special: ---
Drawback: ---
Description: This technique allows the user to aim faster in order to shoot faster. This technique reduces the time to perform Far Shot by 1 movement, allowing the user to shoot within the same speed proficiency as they normally would within the 1st Range Increment. This technique reduces the number of rounds needed to Aim from other Range Increments by 1 as well. Example: Eagle Eye normally needs 4 movements of aiming before firing a shot. This technique decreases the aim time by 1 movement allowing the user to aim for 3 movements before firing a shot.
Limit: Must be a Marksman. Must know Far Shot.
Acrobatic Shot
Rank: "C"
Skill: TaiJutsu/Supplementary
Effect: User compensates skill for awkward attack positions such as hanging upside down from a branch, sliding down a slow or dropping from a balcony.
Special: ---
Drawback: ---
Description: Normally a Marksman must have solid footing on the ground in order to shoot proficiently. The Marksman is only able to shoot at 1/3rd of their normal proficiency. With this technique the user is able to shoot at awkward positions. They may be able to shoot upside down from a branch, sliding down a slope, jumping and falling, or even rolling on the floor. With this technique the user may shoot at half their proficiency . When the user learns Shot on the Run they are able to shoot at 2/3rd of their proficiency.
Limit: Must be a Marksman. Must know Precise Shot.
Shot on the Run
Rank: "C"
Skill: TaiJutsu/Supplementary
Effect: When attacking with a ranged weapon, the user may move while attacking while being 2/3rd proficient in range.
Special: ---
Drawback: Only works within 1/2 Proficiency.
Description: Normally an Marksman is only able to shoot within the range of 1/2 of their proficiency while on the move. This technique increases the range up to 2/3rd of the total proficient range. Example: 1st Range Increment of a Pistol Crossbow is 10 meters. While on the move user may shoot within 5 meters proficiency. With Shot on the Run user may shoot within 6.6 meters proficiency while moving around.
Limit: Must be a Marksman. Must know Acrobatic Shot.
Ambushing Shot
Rank: "C"
Skill: TaiJutsu/Supplementary
Effect: User is able to shoot within their sneaking attack distance without having the opponent knowing where the arrow came from.
Special: ---
Drawback: ---
Description: The character can shoot from a hiding place and remain hidden. Once any target enters combat, the only benefit of this maneuver is that the opponents do not know where the arrows are coming from, unless they observe greatly. They may make a guess of the general direction from the attack, but not something accurate enough to know exact location.
Limit: Must be a Marksman. Must know Increased Precision.
Sharp Shooting
Rank: "C"
Skill: TaiJutsu/Supplementary
Effect: If an opponent can be seen while taking cover, even if the opponent is 9/10th seen, the user is able to hit with deadly force.
Special: ---
Drawback: ---
Description: At this point the user is able to hit an opponent who is 9/10th covered with great proficiency and power able to hit an opponent with "B" Rank of power. An opponent may be hiding and it becomes difficult for an Marksman to hit that opponent. With this technique the user may shoot 1 arrow against the opponent per movement in which would negate hiding effects unless the opponent is 100% covered from all around. This technique allows the user to hit hidden opponents with much more ease.
Limit: Must be a Marksman. Must know Uncanny Accuracy.
Spinning Shot
Rank: "B"
Skill: TaiJutsu/Supplementary
Effect: The Marksman alters the arrow’s fletching so that it spins as it travels to the target. Special: ---
Drawback: ---
Description: After altering the arrow's fletching slightly the user is able to perform any arrow technique that deals with power damage as if it was 1 rank higher than it normally would be. A "C" Rank technique would hit as if it was a "B" Rank technique, an "S" Rank technique would hit as if it was an "S" + "D" Rank technique, and an "S" + "D" Rank technique would hit as if it was an "S" + "C" Rank technique.
Limit: Must be a Marksman. Must have Mastered Marksman.
Power Shot
Rank: "B"
Skill: TaiJutsu/Supplementary
Effect: One of the most powerful skills an Marksman may have. This technique allows the user to fire an arrow or bolt with greater velocity in which gives it an extra boost of damage to where it is capable of going through certain objects.
Special: ---
Drawback: ---
Description: The user is able to shoot their arrow with such precision and strength that it adds more damage. The user is able to perform any arrow technique that deals with power damage as if it was 1 rank higher than it normally would be. A "C" Rank technique would hit as if it was a "B" Rank technique, an "S" Rank technique would hit as if it was an "S" + "D" Rank technique, and an "S" + "D" Rank technique would hit as if it was an "S" + "C" Rank technique. This technique may stack with other techniques that may increase ranking power.
Limit: Must be a Marksman. Must know Spinning Shot.
Bullseye
Rank: "B"
Skill: TaiJutsu/Supplementary
Effect: A user's shot or shots become more lethal.
Special: ---
Drawback: ---
Description: A Precision shot and not a Power Shot. This shot allows the user to hit vital areas more easily and precisely than normally. A technique in which the user knows the areas that are able to harm an opponent the most. User is able to fire their long ranged weapon and knows where they can cause the most damage. The user is able to perform any arrow technique that deals with power damage as if it was 1 rank higher than it normally would be. A "C" Rank technique would hit as if it was a "B" Rank technique, an "S" Rank technique would hit as if it was an "S" + "D" Rank technique, and an "S" + "D" Rank technique would hit as if it was an "S" + "C" Rank technique. This technique may stack with other techniques that may increase ranking power.
Limit: Must be a Marksman. Must know Spinning Shot.
Way of the Wasp
Rank: "B"
Skill: TaiJutsu/Supplementary
Effect: User gains an extra movement while using the skills of Marksman
Special: ---
Drawback: ---
Description: This technique makes the user greatly proficient in the art of Marksman. The user gains an extra movement however this movement is only dedicated to Marksman. This means if a user has 4 movements then they are able to perform 1 extra movement only to Marksman abilities and techniques.
Limit: Must be a Marksman. Must know Improved Rapid Shot. Must have Mastered Marksman.
Rank: "D", "C", "B", "A", "S"
Skill: TaiJutsu/Supplementary
Effect: A technique in which if the user has his sights set on a target ready to attack, the senses of the Marksman is so in tuned with his surroundings the user is unable to be flanked.
Special: ---
Drawback: The user may only learn this technique by the class that they are. This means that in order to learn the "C" Rank version they must be "C" Class, if they wish to learn the "B" Rank version they must be "B" Class.
Description: A technique where the subconscious mind, where the subconscious body reacts just as they are attacked while flanked or while their back is turn. The body reacts in such a way to where they are capable of withstanding so much. This technique makes it where the Marksman is incapable of being surprised attacked, a sudden second sense kicks in as their body screams out to them yelling at them telling them to move, duck, dodge or anything else within that manner. This works on whenever they are being attacked. This technique however has a major flaw. The user is capable of dodging only whenever the opponent's class is equal or lower to that of the rank of the technique they know. This means that a "D" Class user that knows this technique cannot use this against an opponent that is "C" Class or higher.
Limit: Must be a Marksman.
Speed Reload (Rifle Crossbow)
Rank: "B"
Skill: TaiJutsu/Supplementary
Effect: User is able to load their Rifle Crossbow more rapidly than normal.
Special: ---
Drawback: ---
Description: User should learn this technique first beforehand if they wish to user the crossbow. With Swift Reload (Rifle Crossbow) it takes a movement to load a Rifle Crossbow. With this technique the user may load a Rifle Crossbow with the same speed as using a bow.
Limit: Must be a Marksman. Must know Swift Reload (Rifle Crossbow). Must have a Crossbow.
Point Blank Shot
Rank: "D"
Skill: TaiJutsu/Supplementary
Effect: A technique that gives the user greater proficiency within the range of 10 meters.
Special: ---
Drawback: ---
Description: With this technique the user has learned how to combat against opponents within 10 meters without fear or fumbling with their weapon. They gain the courage and ability to perform combat without much effort. This is a prerequisite technique for more popular techniques. What good is an Marksman if they are not ready to battle while in close range.
Limit: Must be a Marksman.
Precise Shot
Rank: "D"
Skill: TaiJutsu/Supplementary
Effect: User can shoot weapons at an opponent engaged in melee combat without risk of hitting someone else.
Special: ---
Drawback: This does not include Grappling.
Description: Another prerequisite technique that brings the Marksman even closer to combat without fumbling or worry of using the weapon. Normally without this technique there is a chance that the user could miss and hit someone else whom is engaged in melee combat to whomever the user wishes to attack. This technique makes the user proficient in hitting the target even if the target is engaged in close combat with someone else.
Limit: Must be a Marksman. Must know Point Blank Shot.
Increased Precision
Rank: "C"
Skill: TaiJutsu/Supplementary
Effect: A technique that improves the user’s capabilities of Point Blank Shot as well as Sneak Attack shots within a higher distance of 20 meters instead of 10 meters.
Special: ---
Drawback: If opponent has techniques that finds opponents such as chakra sense then this technique will not work against them.
Description: Normally a user is able to shoot at a target within 10 meters while hiding and not be seen or spotted. This technique allows the user to shoot at a further distance of 20 meters and able to stay hidden and unseen. User must stay hidden in order for this technique to work.
Limit: Must be a Marksman. Must know Precise Shot.
Far Shot
Rank: "C"
Skill: TaiJutsu/Supplementary
Effect: Farshot allows the user to increase their range proficiency by giving them a 2nd Range Increment.
Special: ---
Drawback: Must Aim for 1 movement before shooting.
Description: Normally the user may only shoot proficiently within the weapon's 1st Range Increment. This technique allows the user to increase their range proficiency by giving them a 2nd Range Increment. Example: The Recurve Bow has a 1st Range increment of 30 meters. With this technique the user's 2nd Range increment for this weapon is 60 meters. This increases the user's mobility attack as well as the stationary attack allowing the user to shoot at further distances without worrying too much about close combat.
Limit: Must be a Marksman. Must know Precise Shot.
Quick Aim
Rank: "B"
Skill: TaiJutsu/Supplementary
Effect: This technique reduces the time to aim while using Far Shot.
Special: ---
Drawback: ---
Description: This technique allows the user to aim faster in order to shoot faster. This technique reduces the time to perform Far Shot by 1 movement, allowing the user to shoot within the same speed proficiency as they normally would within the 1st Range Increment. This technique reduces the number of rounds needed to Aim from other Range Increments by 1 as well. Example: Eagle Eye normally needs 4 movements of aiming before firing a shot. This technique decreases the aim time by 1 movement allowing the user to aim for 3 movements before firing a shot.
Limit: Must be a Marksman. Must know Far Shot.
Acrobatic Shot
Rank: "C"
Skill: TaiJutsu/Supplementary
Effect: User compensates skill for awkward attack positions such as hanging upside down from a branch, sliding down a slow or dropping from a balcony.
Special: ---
Drawback: ---
Description: Normally a Marksman must have solid footing on the ground in order to shoot proficiently. The Marksman is only able to shoot at 1/3rd of their normal proficiency. With this technique the user is able to shoot at awkward positions. They may be able to shoot upside down from a branch, sliding down a slope, jumping and falling, or even rolling on the floor. With this technique the user may shoot at half their proficiency . When the user learns Shot on the Run they are able to shoot at 2/3rd of their proficiency.
Limit: Must be a Marksman. Must know Precise Shot.
Shot on the Run
Rank: "C"
Skill: TaiJutsu/Supplementary
Effect: When attacking with a ranged weapon, the user may move while attacking while being 2/3rd proficient in range.
Special: ---
Drawback: Only works within 1/2 Proficiency.
Description: Normally an Marksman is only able to shoot within the range of 1/2 of their proficiency while on the move. This technique increases the range up to 2/3rd of the total proficient range. Example: 1st Range Increment of a Pistol Crossbow is 10 meters. While on the move user may shoot within 5 meters proficiency. With Shot on the Run user may shoot within 6.6 meters proficiency while moving around.
Limit: Must be a Marksman. Must know Acrobatic Shot.
Ambushing Shot
Rank: "C"
Skill: TaiJutsu/Supplementary
Effect: User is able to shoot within their sneaking attack distance without having the opponent knowing where the arrow came from.
Special: ---
Drawback: ---
Description: The character can shoot from a hiding place and remain hidden. Once any target enters combat, the only benefit of this maneuver is that the opponents do not know where the arrows are coming from, unless they observe greatly. They may make a guess of the general direction from the attack, but not something accurate enough to know exact location.
Limit: Must be a Marksman. Must know Increased Precision.
Sharp Shooting
Rank: "C"
Skill: TaiJutsu/Supplementary
Effect: If an opponent can be seen while taking cover, even if the opponent is 9/10th seen, the user is able to hit with deadly force.
Special: ---
Drawback: ---
Description: At this point the user is able to hit an opponent who is 9/10th covered with great proficiency and power able to hit an opponent with "B" Rank of power. An opponent may be hiding and it becomes difficult for an Marksman to hit that opponent. With this technique the user may shoot 1 arrow against the opponent per movement in which would negate hiding effects unless the opponent is 100% covered from all around. This technique allows the user to hit hidden opponents with much more ease.
Limit: Must be a Marksman. Must know Uncanny Accuracy.
Spinning Shot
Rank: "B"
Skill: TaiJutsu/Supplementary
Effect: The Marksman alters the arrow’s fletching so that it spins as it travels to the target. Special: ---
Drawback: ---
Description: After altering the arrow's fletching slightly the user is able to perform any arrow technique that deals with power damage as if it was 1 rank higher than it normally would be. A "C" Rank technique would hit as if it was a "B" Rank technique, an "S" Rank technique would hit as if it was an "S" + "D" Rank technique, and an "S" + "D" Rank technique would hit as if it was an "S" + "C" Rank technique.
Limit: Must be a Marksman. Must have Mastered Marksman.
Power Shot
Rank: "B"
Skill: TaiJutsu/Supplementary
Effect: One of the most powerful skills an Marksman may have. This technique allows the user to fire an arrow or bolt with greater velocity in which gives it an extra boost of damage to where it is capable of going through certain objects.
Special: ---
Drawback: ---
Description: The user is able to shoot their arrow with such precision and strength that it adds more damage. The user is able to perform any arrow technique that deals with power damage as if it was 1 rank higher than it normally would be. A "C" Rank technique would hit as if it was a "B" Rank technique, an "S" Rank technique would hit as if it was an "S" + "D" Rank technique, and an "S" + "D" Rank technique would hit as if it was an "S" + "C" Rank technique. This technique may stack with other techniques that may increase ranking power.
Limit: Must be a Marksman. Must know Spinning Shot.
Bullseye
Rank: "B"
Skill: TaiJutsu/Supplementary
Effect: A user's shot or shots become more lethal.
Special: ---
Drawback: ---
Description: A Precision shot and not a Power Shot. This shot allows the user to hit vital areas more easily and precisely than normally. A technique in which the user knows the areas that are able to harm an opponent the most. User is able to fire their long ranged weapon and knows where they can cause the most damage. The user is able to perform any arrow technique that deals with power damage as if it was 1 rank higher than it normally would be. A "C" Rank technique would hit as if it was a "B" Rank technique, an "S" Rank technique would hit as if it was an "S" + "D" Rank technique, and an "S" + "D" Rank technique would hit as if it was an "S" + "C" Rank technique. This technique may stack with other techniques that may increase ranking power.
Limit: Must be a Marksman. Must know Spinning Shot.
Way of the Wasp
Rank: "B"
Skill: TaiJutsu/Supplementary
Effect: User gains an extra movement while using the skills of Marksman
Special: ---
Drawback: ---
Description: This technique makes the user greatly proficient in the art of Marksman. The user gains an extra movement however this movement is only dedicated to Marksman. This means if a user has 4 movements then they are able to perform 1 extra movement only to Marksman abilities and techniques.
Limit: Must be a Marksman. Must know Improved Rapid Shot. Must have Mastered Marksman.
-Throwing Passives-
Point Blank Shot
Rank: "D"
Skill: TaiJutsu/Supplementary
Effect: A technique that gives the user greater proficiency within the range of 10 meters.
Special: ---
Drawback: ---
Description: With this technique the user has learned how to combat against opponents within 10 meters without fear or fumbling with their weapon. They gain the courage and ability to perform combat without much effort. This is a prerequisite technique for more popular techniques. What good is a Throwing Specialist if they are not ready to battle while in close range.
Limit: Must be a Throwing Specialist.
Precise Shot
Rank: "D"
Skill: TaiJutsu/Supplementary
Effect: User can throw weapons at an opponent engaged in melee combat without risk of hitting someone else.
Special: ---
Drawback: This does not include Grappling.
Description: Another prerequisite technique that brings the Throwing Specialist even closer to combat without fumbling or worry of using the weapon. Normally without this technique there is a chance the user could miss their target and strike an alley who may be in melee combat with. This technique makes the user proficient in hitting the target even if the target is engaged in close combat with someone else.
Limit: Must be a Throwing Specialist. Must know Point Blank Shot.
Far Shot
Rank: "C"
Skill: TaiJutsu/Supplementary
Effect: Farshot allows the user proficiency to the 2nd Range Increment with thrown weapons.
Special: ---
Drawback: Must Aim for 1 movement before throwing.
Description: Normally the user may only shoot proficiently within the weapon's 1st Range Increment. This technique allows the user to increase their range proficiency by giving them a 2nd Range Increment. Example: The Knife has a 1st Range increment of 10 meters. With this technique the user's 2nd Range increment for this weapon is 20 meters. This increases the user's mobility attack as well as the stationary attack allowing the user to throw at further distances without worrying too much about close combat.
Limit: Must be a Throwing Specialist. Must know Precise Shot.
Quick Aim
Rank: "B"
Skill: TaiJutsu/Supplementary
Effect: This technique reduces the time to aim while using Far Shot.
Special: ---
Drawback: ---
Description: This technique allows the user to aim faster in order to throw faster. This technique reduces the time to perform Far Shot by 1 movement, allowing the user to throw within the same speed proficiency as they normally would within the 1st Range Increment. This technique reduces the number of rounds needed to Aim from other Range Increments by 1 as well. Example: Eagle Eye normally needs 4 movements of aiming before hurling a throw. This technique decreases the aim time by 1 movement allowing the user to aim for 3 movements before throwing a weapon.
Limit: Must be a Throwing Specialist. Must know Far Shot.
Sharp Throwing
Rank: "C"
Skill: TaiJutsu/Supplementary
Effect: If an opponent can be seen while taking cover, even if the opponent is 9/10th seen, the user is able to hit with deadly force.
Special: ---
Drawback: ---
Description: At this point the user is able to hit an opponent who is 9/10th covered with great proficiency and power able to hit an opponent with "B" Rank of power. An opponent may be hiding and it becomes difficult for a Throwing Specialist to hit that opponent. With this technique the user may throw 1 ranged weapon against the opponent per movement in which would negate hiding effects unless the opponent is 100% covered from all around. This technique allows the user to hit hidden opponents with much more ease.
Limit: Must be a Throwing Specialist. Must know Uncanny Accuracy.
Throw on the Run
Rank: "C"
Skill: TaiJutsu/Supplementary
Effect: When attacking with a throwing weapon, the user may move while attacking within 2/3rd proficient in range.
Special: ---
Drawback: Only works within 2/3rd Proficiency.
Description: Normally a Throwing Specialist is only able to throw within the range of 1/2 of their proficiency while on the move. This technique increases the range up to 2/3rd of the total proficient range. Example: 1st Range Increment of a Kunai is 10 meters. While on the move user may throw within 5 meters proficiency. With Throw on the Run user may throw within 6.6 meters proficiency while moving around.
Limit: Must be a Throwing Specialist. Must know Acrobatic Throw.
Quick Draw
Rank: "C"
Skill: TaiJutsu/Supplementary
Effect: User has learned how to draw their weapon without taking up a movement.
Special: ---
Drawback: ---
Description: The user can draw a weapon without a movement. The user can draw a hidden weapon (With Sleight of Hand) without taking a movement. A user who has this technique may draw a throwing weapon and hurl the weapon within 1 movement. Without this technique, the user may draw a weapon as a movement.
Limit: Must be a Throwing Specialist.
Rank: "D"
Skill: TaiJutsu/Supplementary
Effect: A technique that gives the user greater proficiency within the range of 10 meters.
Special: ---
Drawback: ---
Description: With this technique the user has learned how to combat against opponents within 10 meters without fear or fumbling with their weapon. They gain the courage and ability to perform combat without much effort. This is a prerequisite technique for more popular techniques. What good is a Throwing Specialist if they are not ready to battle while in close range.
Limit: Must be a Throwing Specialist.
Precise Shot
Rank: "D"
Skill: TaiJutsu/Supplementary
Effect: User can throw weapons at an opponent engaged in melee combat without risk of hitting someone else.
Special: ---
Drawback: This does not include Grappling.
Description: Another prerequisite technique that brings the Throwing Specialist even closer to combat without fumbling or worry of using the weapon. Normally without this technique there is a chance the user could miss their target and strike an alley who may be in melee combat with. This technique makes the user proficient in hitting the target even if the target is engaged in close combat with someone else.
Limit: Must be a Throwing Specialist. Must know Point Blank Shot.
Far Shot
Rank: "C"
Skill: TaiJutsu/Supplementary
Effect: Farshot allows the user proficiency to the 2nd Range Increment with thrown weapons.
Special: ---
Drawback: Must Aim for 1 movement before throwing.
Description: Normally the user may only shoot proficiently within the weapon's 1st Range Increment. This technique allows the user to increase their range proficiency by giving them a 2nd Range Increment. Example: The Knife has a 1st Range increment of 10 meters. With this technique the user's 2nd Range increment for this weapon is 20 meters. This increases the user's mobility attack as well as the stationary attack allowing the user to throw at further distances without worrying too much about close combat.
Limit: Must be a Throwing Specialist. Must know Precise Shot.
Quick Aim
Rank: "B"
Skill: TaiJutsu/Supplementary
Effect: This technique reduces the time to aim while using Far Shot.
Special: ---
Drawback: ---
Description: This technique allows the user to aim faster in order to throw faster. This technique reduces the time to perform Far Shot by 1 movement, allowing the user to throw within the same speed proficiency as they normally would within the 1st Range Increment. This technique reduces the number of rounds needed to Aim from other Range Increments by 1 as well. Example: Eagle Eye normally needs 4 movements of aiming before hurling a throw. This technique decreases the aim time by 1 movement allowing the user to aim for 3 movements before throwing a weapon.
Limit: Must be a Throwing Specialist. Must know Far Shot.
Sharp Throwing
Rank: "C"
Skill: TaiJutsu/Supplementary
Effect: If an opponent can be seen while taking cover, even if the opponent is 9/10th seen, the user is able to hit with deadly force.
Special: ---
Drawback: ---
Description: At this point the user is able to hit an opponent who is 9/10th covered with great proficiency and power able to hit an opponent with "B" Rank of power. An opponent may be hiding and it becomes difficult for a Throwing Specialist to hit that opponent. With this technique the user may throw 1 ranged weapon against the opponent per movement in which would negate hiding effects unless the opponent is 100% covered from all around. This technique allows the user to hit hidden opponents with much more ease.
Limit: Must be a Throwing Specialist. Must know Uncanny Accuracy.
Throw on the Run
Rank: "C"
Skill: TaiJutsu/Supplementary
Effect: When attacking with a throwing weapon, the user may move while attacking within 2/3rd proficient in range.
Special: ---
Drawback: Only works within 2/3rd Proficiency.
Description: Normally a Throwing Specialist is only able to throw within the range of 1/2 of their proficiency while on the move. This technique increases the range up to 2/3rd of the total proficient range. Example: 1st Range Increment of a Kunai is 10 meters. While on the move user may throw within 5 meters proficiency. With Throw on the Run user may throw within 6.6 meters proficiency while moving around.
Limit: Must be a Throwing Specialist. Must know Acrobatic Throw.
Quick Draw
Rank: "C"
Skill: TaiJutsu/Supplementary
Effect: User has learned how to draw their weapon without taking up a movement.
Special: ---
Drawback: ---
Description: The user can draw a weapon without a movement. The user can draw a hidden weapon (With Sleight of Hand) without taking a movement. A user who has this technique may draw a throwing weapon and hurl the weapon within 1 movement. Without this technique, the user may draw a weapon as a movement.
Limit: Must be a Throwing Specialist.
-Genjutsu Passives-
Illusion Focus x6
Rank: "C" (Special, See Description)
Skill: Supplementary
Effect: User has gained mastery over the use of Illusionism.
Special: ---
Drawback: May learn at a maximum of 6 times,
Description: Each time learned the user gains 1 extra point to their Jutsu against the opponent's save for the Illusionary Perceptions (Figment, Glamour, Pattern, Phantasm, and Shadow). When the user learns this technique the 1st 2 times they train it as a regular "C" Rank Jutsu. When the user learns this technique the 2nd 2 times they train it as a "C" Rank Jutsu +10 Training Points. When the user learns this technique the 3rd 2 times they train it as a "C" Rank Jutsu +20 Training Points.
Limit: Universal GenJutsu Technique.
Impeccable Will x6
Rank: "C" (Special, See Description)
Skill: Supplementary
Effect: User has gained mastery over their own will power.
Special: ---
Drawback: May Learn at a maximum of 6 times.
Description: Each time learned the user gains 1 extra point to their save against the opponent's Jutsu. When the user learns this technique the 1st 2 times they train it as a regular "C" Rank Jutsu. When the user learns this technique the 2nd 2 times they train it as a "C" Rank Jutsu +10 Training Points. When the user learns this technique the 3rd 2 times they train it as a "C" Rank Jutsu +20 Training Points. This technique stacks with other Will saves.
Limit: Universal GenJutsu Technique.
Rank: "C" (Special, See Description)
Skill: Supplementary
Effect: User has gained mastery over the use of Illusionism.
Special: ---
Drawback: May learn at a maximum of 6 times,
Description: Each time learned the user gains 1 extra point to their Jutsu against the opponent's save for the Illusionary Perceptions (Figment, Glamour, Pattern, Phantasm, and Shadow). When the user learns this technique the 1st 2 times they train it as a regular "C" Rank Jutsu. When the user learns this technique the 2nd 2 times they train it as a "C" Rank Jutsu +10 Training Points. When the user learns this technique the 3rd 2 times they train it as a "C" Rank Jutsu +20 Training Points.
Limit: Universal GenJutsu Technique.
Impeccable Will x6
Rank: "C" (Special, See Description)
Skill: Supplementary
Effect: User has gained mastery over their own will power.
Special: ---
Drawback: May Learn at a maximum of 6 times.
Description: Each time learned the user gains 1 extra point to their save against the opponent's Jutsu. When the user learns this technique the 1st 2 times they train it as a regular "C" Rank Jutsu. When the user learns this technique the 2nd 2 times they train it as a "C" Rank Jutsu +10 Training Points. When the user learns this technique the 3rd 2 times they train it as a "C" Rank Jutsu +20 Training Points. This technique stacks with other Will saves.
Limit: Universal GenJutsu Technique.
-Venator Passives-
Exploit Weakness
Rank: "B"
Skill: Supplementary
Effect: The Venator learns to take advantage of any opportunity that presents itself.
Special: ---
Drawback: ---
Description: Whenever a Venator hits a target with direct hit, they ignore any damage reduction the target may have. In addition, if the target has regeneration, the creature loses regeneration on the round following the direct strike and can die normally during that round. Creatures whose regeneration always functions are immune to this ability. Finally, if the Venator deals energy damage to a creature with vulnerability to that energy type, the user deals an extra +10 points of damage.
Limit: Must be a Venator.
Effective Judgment
Rank: "C" Always 30 Training Points
Skill: Supplementary
Effect: When hunting down heretics, having the knowledge from their divine beliefs on how to make more effective Judgments can give them an advantage.
Special: ---
Drawback: ---
Description: The Venator gains a +1 to their effective Class Level when determining the Level based effects of any Judments.
Limit: Must be a Venator. Must know Judgment.
Judgment Focus (Accuracy)
Rank: "C"
Skill: Supplementary
Effect: User is an expert with 1 particular judgment.
Special: ---
Drawback: ---
Description: User Selects 1 judgment they know. The user is treated as if they are five 1 Class Level higher for the purposes of determining the bonus granted by this Judgment. This bonus does not stack with the bonus to effective Class Level granted by the Slayer or Greater Slayer. This Technique can be taken multiple times. Its effects do not stack. Each time it is taken, the user increases their effective level when determining the bonus of 1 specific judgment.
Limit: Must be a Venator. Must know Judgment.
Rank: "B"
Skill: Supplementary
Effect: The Venator learns to take advantage of any opportunity that presents itself.
Special: ---
Drawback: ---
Description: Whenever a Venator hits a target with direct hit, they ignore any damage reduction the target may have. In addition, if the target has regeneration, the creature loses regeneration on the round following the direct strike and can die normally during that round. Creatures whose regeneration always functions are immune to this ability. Finally, if the Venator deals energy damage to a creature with vulnerability to that energy type, the user deals an extra +10 points of damage.
Limit: Must be a Venator.
Effective Judgment
Rank: "C" Always 30 Training Points
Skill: Supplementary
Effect: When hunting down heretics, having the knowledge from their divine beliefs on how to make more effective Judgments can give them an advantage.
Special: ---
Drawback: ---
Description: The Venator gains a +1 to their effective Class Level when determining the Level based effects of any Judments.
Limit: Must be a Venator. Must know Judgment.
Judgment Focus (Accuracy)
Rank: "C"
Skill: Supplementary
Effect: User is an expert with 1 particular judgment.
Special: ---
Drawback: ---
Description: User Selects 1 judgment they know. The user is treated as if they are five 1 Class Level higher for the purposes of determining the bonus granted by this Judgment. This bonus does not stack with the bonus to effective Class Level granted by the Slayer or Greater Slayer. This Technique can be taken multiple times. Its effects do not stack. Each time it is taken, the user increases their effective level when determining the bonus of 1 specific judgment.
Limit: Must be a Venator. Must know Judgment.
-Miscellaneous Passives-
Fast Mover
Rank: "B"
Skill: Supplementary
Effect: User can move faster than normal.
Special: ---
Drawback: ---
Description: User gains a +1 extra movement. This Jutsu can stack with other movement increasement Jutsus. User may only learn this technique once.
Limit: Must learn from Universal Miscellaneous.
Alertness
Rank: "C"
Skill: Supplementary
Effect: User often notices things that others might miss.
Special: ---
Drawback: ---
Description: User gets a +10 bonus to their Observation and Sense Motive Skills. If the user has 50 or more points in one of those skills, the bonus increases to +20 for that Skill.
Limit: Must learn from Universal Miscellaneous.
Agile
Rank: "C"
Skill: Supplementary
Effect: User's fingers and limbs are particularly deft.
Special: ---
Drawback: ---
Description: User gains a +10 bonus to their Escape Artist and Sleight of Hand Skills. If the user has 50 or more points in one of these skills, the bonus increases to +20 for that skill.
Limit: Must learn from Universal Miscellaneous.
Deceitful I
Rank: "C"
Skill: Supplementary
Effect: User is skilled at deceiving others, both with the spoken word and with physical disguises.
Special: ---
Drawback: ---
Description: User gets a +10 bonus on all Acting and Disguise skill checks. If the user has 50 or more points in one of these skills, the bonus increases to +20 for that skill.
Limit: Must learn from Universal Miscellaneous.
Eyes of the Hawk
Rank: "C" Always 20 Training Points
Skill: Supplementary
Effect: User's eyes can pick up targets from far away.
Special: ---
Drawback: ---
Description: User's base range increment is increased by +2 Meters.
Limit: Must learn from Universal Miscellaneous. Must know Observation.
Mimic
Rank: "C"
Skill: Supplementary
Effect: User's a natural at impersonating others.
Special: ---
Drawback: ---
Description: User gains a +10 bonus to their Acting and Disguise Skills. If the user has 50 or more points in one of these skills, the bonus increases to +20 for that skill.
Limit: Must learn from Universal Miscellaneous.
Keen-Eyes
Rank: "C"
Skill: Supplementary
Effect: User has a keen eye for details.
Special: ---
Drawback: ---
Description: User gains a +10 bonus to their Observation and Sense Motive Skills. If the user has 50 or more points in one of these skills, the bonus increases to +20 for that skill.
Limit: Must learn from Universal Miscellaneous.
Deft Hands I
Rank: "C"
Skill: Supplementary
Effect: User tells exceptional manual dexterity.
Special: ---
Drawback: ---
Description: User gets a +10 bonus on all Disable Device and Sleight of Hand skill checks. If the user has 50 or more points in one of these skills, the bonus increases to +20 for that skill.
Limit: Must learn from Universal Miscellaneous.
Cold and Cunning
Rank: "C"
Skill: Supplementary
Effect: User is particularly good at cheating on people.
Special: ---
Drawback: ---
Description: User gains a +10 bonus to all Acting, and Sleight of Hand skill checks. If the user has 50 or more points in one of those skills, the bonus increases to +20 for that Skill.
Limit: Must learn from Universal Miscellaneous.
Iron Will
Rank: "C" Always 20 Training Points
Skill: Supplementary
Effect: User is more resistant to mental effects.
Special: ---
Drawback: ---
Description: User gets a +2 bonus on all Will Saves.
Limit: Must learn from Universal Miscellaneous.
Deepsight
Rank: "D"
Skill: Supplementary
Effect: User's senses are especially keen in the utter darkness.
Special: ---
Drawback: ---
Description: User's Darkvision has a range of 35 meters.
Limit: Must learn from Universal Miscellaneous. Must have Darkvision 20 meters.
Rank: "B"
Skill: Supplementary
Effect: User can move faster than normal.
Special: ---
Drawback: ---
Description: User gains a +1 extra movement. This Jutsu can stack with other movement increasement Jutsus. User may only learn this technique once.
Limit: Must learn from Universal Miscellaneous.
Alertness
Rank: "C"
Skill: Supplementary
Effect: User often notices things that others might miss.
Special: ---
Drawback: ---
Description: User gets a +10 bonus to their Observation and Sense Motive Skills. If the user has 50 or more points in one of those skills, the bonus increases to +20 for that Skill.
Limit: Must learn from Universal Miscellaneous.
Agile
Rank: "C"
Skill: Supplementary
Effect: User's fingers and limbs are particularly deft.
Special: ---
Drawback: ---
Description: User gains a +10 bonus to their Escape Artist and Sleight of Hand Skills. If the user has 50 or more points in one of these skills, the bonus increases to +20 for that skill.
Limit: Must learn from Universal Miscellaneous.
Deceitful I
Rank: "C"
Skill: Supplementary
Effect: User is skilled at deceiving others, both with the spoken word and with physical disguises.
Special: ---
Drawback: ---
Description: User gets a +10 bonus on all Acting and Disguise skill checks. If the user has 50 or more points in one of these skills, the bonus increases to +20 for that skill.
Limit: Must learn from Universal Miscellaneous.
Eyes of the Hawk
Rank: "C" Always 20 Training Points
Skill: Supplementary
Effect: User's eyes can pick up targets from far away.
Special: ---
Drawback: ---
Description: User's base range increment is increased by +2 Meters.
Limit: Must learn from Universal Miscellaneous. Must know Observation.
Mimic
Rank: "C"
Skill: Supplementary
Effect: User's a natural at impersonating others.
Special: ---
Drawback: ---
Description: User gains a +10 bonus to their Acting and Disguise Skills. If the user has 50 or more points in one of these skills, the bonus increases to +20 for that skill.
Limit: Must learn from Universal Miscellaneous.
Keen-Eyes
Rank: "C"
Skill: Supplementary
Effect: User has a keen eye for details.
Special: ---
Drawback: ---
Description: User gains a +10 bonus to their Observation and Sense Motive Skills. If the user has 50 or more points in one of these skills, the bonus increases to +20 for that skill.
Limit: Must learn from Universal Miscellaneous.
Deft Hands I
Rank: "C"
Skill: Supplementary
Effect: User tells exceptional manual dexterity.
Special: ---
Drawback: ---
Description: User gets a +10 bonus on all Disable Device and Sleight of Hand skill checks. If the user has 50 or more points in one of these skills, the bonus increases to +20 for that skill.
Limit: Must learn from Universal Miscellaneous.
Cold and Cunning
Rank: "C"
Skill: Supplementary
Effect: User is particularly good at cheating on people.
Special: ---
Drawback: ---
Description: User gains a +10 bonus to all Acting, and Sleight of Hand skill checks. If the user has 50 or more points in one of those skills, the bonus increases to +20 for that Skill.
Limit: Must learn from Universal Miscellaneous.
Iron Will
Rank: "C" Always 20 Training Points
Skill: Supplementary
Effect: User is more resistant to mental effects.
Special: ---
Drawback: ---
Description: User gets a +2 bonus on all Will Saves.
Limit: Must learn from Universal Miscellaneous.
Deepsight
Rank: "D"
Skill: Supplementary
Effect: User's senses are especially keen in the utter darkness.
Special: ---
Drawback: ---
Description: User's Darkvision has a range of 35 meters.
Limit: Must learn from Universal Miscellaneous. Must have Darkvision 20 meters.
-Traits and Augmentations-
Trickster
Rank: "C"
Skill: Chakra Trait
Effect: Due to their upbringing and mischievous way of life they have greater ability in Figments and Glamours.
Special: ---
Drawback: ---
Description: The user is particularly adept with their abilities, and as child you quickly learned how Dancing Lights and Ghost Sound could be used to amuse their friends and fool their elders. This natural talent for illusion continued as they grew older, and before long you were being offered training in more advanced Figments and Glamours. The user gains a +1 trait bonus to their Class Level when determining the duration, range, and area of all Jutsus from Figments and Glamours. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Child of the Streets
Rank: "C"
Skill: Social Trait
Effect: The user grew up on the streets of a large city, and as a result they have developed a knack for picking pockets and hide small objects on their person.
Special: ---
Drawback: ---
Description: The user gains a +5 trait bonus on Sleight of Hand checks, and both skills gain an additional die roll when learning the skill. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Born to the Crossbow
Rank: "E"
Skill: Trait
Effect: User is born to handle a crossbow like a fish is born to swim in water.
Special: ---
Drawback: ---
Description: User gains a +10 damage points against defensive techniques added to the rank of their technique while using one bow from the following list: Pistol Crossbows, Compound Crossbows, Recurve Crossbows, or Rifle Crossbows. Furthermore the user gains +3 on Die Rolls pertaining to gaining knowledge in Crafting Crossbows. This trait replaces 1 of the 5 Freebies.
Limit: Must start with Character; replaces 1 of 5 Freebies. Must be a Marksman.
Darkvision [35 meters]
Rank: "B"
Type: Augmentation
Effect: User gains Darkvision
Special: To perform: 3 hours; Duration: Permanent
Drawback: ---
Description: Takes up 3 Augmentation Points. User can see in total darkness out to a range of 20 meters. Darkvision is black and white only but is otherwise like normal sight.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 23,000 Ryo Performing Price: 17,000 Ryo
Rank: "C"
Skill: Chakra Trait
Effect: Due to their upbringing and mischievous way of life they have greater ability in Figments and Glamours.
Special: ---
Drawback: ---
Description: The user is particularly adept with their abilities, and as child you quickly learned how Dancing Lights and Ghost Sound could be used to amuse their friends and fool their elders. This natural talent for illusion continued as they grew older, and before long you were being offered training in more advanced Figments and Glamours. The user gains a +1 trait bonus to their Class Level when determining the duration, range, and area of all Jutsus from Figments and Glamours. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Child of the Streets
Rank: "C"
Skill: Social Trait
Effect: The user grew up on the streets of a large city, and as a result they have developed a knack for picking pockets and hide small objects on their person.
Special: ---
Drawback: ---
Description: The user gains a +5 trait bonus on Sleight of Hand checks, and both skills gain an additional die roll when learning the skill. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Born to the Crossbow
Rank: "E"
Skill: Trait
Effect: User is born to handle a crossbow like a fish is born to swim in water.
Special: ---
Drawback: ---
Description: User gains a +10 damage points against defensive techniques added to the rank of their technique while using one bow from the following list: Pistol Crossbows, Compound Crossbows, Recurve Crossbows, or Rifle Crossbows. Furthermore the user gains +3 on Die Rolls pertaining to gaining knowledge in Crafting Crossbows. This trait replaces 1 of the 5 Freebies.
Limit: Must start with Character; replaces 1 of 5 Freebies. Must be a Marksman.
Darkvision [35 meters]
Rank: "B"
Type: Augmentation
Effect: User gains Darkvision
Special: To perform: 3 hours; Duration: Permanent
Drawback: ---
Description: Takes up 3 Augmentation Points. User can see in total darkness out to a range of 20 meters. Darkvision is black and white only but is otherwise like normal sight.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 23,000 Ryo Performing Price: 17,000 Ryo