Suana-巣穴-The Burrow/ Torukoburo-トルコ風呂-The Cat House
Apr 25, 2018 7:15:08 GMT -7
Post by Inoryu on Apr 25, 2018 7:15:08 GMT -7
Learning Sense Motive 95/125
Sense Motive
Rank: "E"
Skill: Sophisticated Skill
Effect: User is skilled at detecting falsehoods, true intentions, and capabilities.
Special: ---
Drawback: ---
Description: Relevant Abilities: Perception Skill. Die Rolls: 1Die Roll. Check Requirement: Game Master/Described. A successful check lets the user avoid being bluffed (see Acting), persuaded by Persuasion and Intimidate. user can also use this skill to determine when "Something is up" (that is, something odd is going on) or to assess someone's trustworthiness. Synergy: A user with Psychology gives +5 per Mastery Level Synergy Bonus to Sense Motive made to develop a profile or detect brainwashing or mind control attempts. Synergy: A user with Sense Motive gives a +5 per Mastery Level Synergy Bonus to Persuasion. Some practical applications of Sense Motive follow:
Limit: Must learn from Skills.
Discern Secret Message: User may use Sense Motive to detect that a hidden message is being transmitted via the Acting skill. In this case, user's Sense Motive check is opposed by the Acting check of the character transmitting the message. For each piece of information relating to the message that the user is missing, user takes a -10 penalty on their Sense Motive check. If the user succeeds by +20 or less, the user knows that something hidden is being communicated, but the user cannot learn anything specific about its content. If the user beats the check by 25 or more, the user can intercept and understand the message. If the user fail's by 20 or less, the user does not detect any hidden communication. If the user fails by 25 or more, the user might infer false information.
Eureka Assist: If the user aid's another with a Sense Motive check, the user can attempt to provide a greater than normal bonus to the other character's total skill check. This challenge reflects the fact that a highly trained or insightful person can render better help than an untrained or fumbling assistant. In return for increasing the aid another skill Difficulty check by +15, the user boosts the bonus they provide the other character by +10. There is no limit to how high the user can push the Difficulty, and the bonus, but remember that a Sense Motive check does not allow the user to try again; if the user's check to aid another fails, the user provides no bonus.
Eureka Moment: Normally the user cannot try again on a Sense Motive check. Sometimes, however, some external inspiration holds the key to the problem they were trying to solve, and sometimes that inspiration hits unexpectedly from out of the blue. This skill use requires an ally to successfully perform an aid another with the Sense Motive skill (if the ally fails, that same ally cannot attempt a retry). If the aid another is successful, the user may try again with a -100 to the Check on their Sense Motive skill use with the bonus from the other's aid another skill use.
Hunch: This use of the skill involves making a gut assessment of the social situation. User can get the feeling from another's behavior that something is wrong, such as when they are talking to an impostor. Alternatively, the user can get the feeling that someone is trustworthy. This is a Very Difficult Difficulty check.
Know Ability: Sense Motive are schooled in the art of careful observation. Thus, even without the aid of Chakra, they can observe an individual and attempt to glean a valuable piece of information about the individual. This ability requires a skill check and approximate time of observation for each ability studied. For example, if the user watched a man cutting wood, the user could make a Sense motive check to see their ability. If successful the user could learn that the man has bonuses in Prowess. User can apply this application to any Ability Category, statistic, or skill level associated with a character. Difficulty check and length of time is listed below. If a target is using Acting to hide their abilities, the user must not only make the check but also surpass the target's Acting skill.
Difficulty Situation
Easy 1 hour of observation
Average 1/2 hour of observation
Difficult 10 rounds
Very Difficult 1 round
Extremely Difficult 1 movement
Read Mood: User pauses to study their target, reading their stance, watching how they set their feet, and interpreting their mood. Using this information the user can identify the target's attitude towards the user. The user will be able to identify if the target is Hostile, Unfriendly, Indifferent, Friendly, or Helpful to the user. As a move movement, the user may make a Sense Motive check with a Very Difficult Difficulty check. If the user succeeds they gain this information. If the target is trying to hide this with their Acting skill the user must first make the difficulty check, and then beat the target's Acting skill. If failed the user will know what the target wishes them to know.
Read Profession: User can examine the subtle physical and social traits exhibited by someone to determine their trade and level of skill. After studying someone for a length and Difficulty of Know Ability to search for subtle clues, such as calluses on a person's hand, their peculiar stance that indicates they studied at a fencing school, or the faint traces of Jutsu calluses along their fingers. If the user's check succeeds, the user determines what Specialists the user has in and what Professions or Crafts they practice. If the user attempts to use this skill against a disguised person, user's Sense Motive check is opposed by their Disguise check +75. On a successful check, the user notices that their subject seeks to conceal their true identity otherwise the user gets the information the disguised person wishes to provide. If the user exceeds the check by 50 or more the user makes an educated guess at the Class Level.
Resist Persuasion: Used against Persuasion, Intimidate, and Acting Skill: Mastery level in this skill is indicative of a character's ability to resist various persuasive efforts of another person. Any time such persuasion would compel the character to either perform actions or reveal information undesired by the character's player, the user can attempt to resist by making a competitive skill check versus the form of persuasion being attempted.
Sense Enchantment: The user can tell that someone's behavior is being influenced by an enchantment effect even if that person is not aware of it. The usual Difficulty is Extremely Difficult, but if the target is dominated (see Dominate Person), the Difficulty check is Difficult because of the limited range of the target's activities.
Sense Motive
Rank: "E"
Skill: Sophisticated Skill
Effect: User is skilled at detecting falsehoods, true intentions, and capabilities.
Special: ---
Drawback: ---
Description: Relevant Abilities: Perception Skill. Die Rolls: 1Die Roll. Check Requirement: Game Master/Described. A successful check lets the user avoid being bluffed (see Acting), persuaded by Persuasion and Intimidate. user can also use this skill to determine when "Something is up" (that is, something odd is going on) or to assess someone's trustworthiness. Synergy: A user with Psychology gives +5 per Mastery Level Synergy Bonus to Sense Motive made to develop a profile or detect brainwashing or mind control attempts. Synergy: A user with Sense Motive gives a +5 per Mastery Level Synergy Bonus to Persuasion. Some practical applications of Sense Motive follow:
Limit: Must learn from Skills.
Discern Secret Message: User may use Sense Motive to detect that a hidden message is being transmitted via the Acting skill. In this case, user's Sense Motive check is opposed by the Acting check of the character transmitting the message. For each piece of information relating to the message that the user is missing, user takes a -10 penalty on their Sense Motive check. If the user succeeds by +20 or less, the user knows that something hidden is being communicated, but the user cannot learn anything specific about its content. If the user beats the check by 25 or more, the user can intercept and understand the message. If the user fail's by 20 or less, the user does not detect any hidden communication. If the user fails by 25 or more, the user might infer false information.
Eureka Assist: If the user aid's another with a Sense Motive check, the user can attempt to provide a greater than normal bonus to the other character's total skill check. This challenge reflects the fact that a highly trained or insightful person can render better help than an untrained or fumbling assistant. In return for increasing the aid another skill Difficulty check by +15, the user boosts the bonus they provide the other character by +10. There is no limit to how high the user can push the Difficulty, and the bonus, but remember that a Sense Motive check does not allow the user to try again; if the user's check to aid another fails, the user provides no bonus.
Eureka Moment: Normally the user cannot try again on a Sense Motive check. Sometimes, however, some external inspiration holds the key to the problem they were trying to solve, and sometimes that inspiration hits unexpectedly from out of the blue. This skill use requires an ally to successfully perform an aid another with the Sense Motive skill (if the ally fails, that same ally cannot attempt a retry). If the aid another is successful, the user may try again with a -100 to the Check on their Sense Motive skill use with the bonus from the other's aid another skill use.
Hunch: This use of the skill involves making a gut assessment of the social situation. User can get the feeling from another's behavior that something is wrong, such as when they are talking to an impostor. Alternatively, the user can get the feeling that someone is trustworthy. This is a Very Difficult Difficulty check.
Know Ability: Sense Motive are schooled in the art of careful observation. Thus, even without the aid of Chakra, they can observe an individual and attempt to glean a valuable piece of information about the individual. This ability requires a skill check and approximate time of observation for each ability studied. For example, if the user watched a man cutting wood, the user could make a Sense motive check to see their ability. If successful the user could learn that the man has bonuses in Prowess. User can apply this application to any Ability Category, statistic, or skill level associated with a character. Difficulty check and length of time is listed below. If a target is using Acting to hide their abilities, the user must not only make the check but also surpass the target's Acting skill.
Difficulty Situation
Easy 1 hour of observation
Average 1/2 hour of observation
Difficult 10 rounds
Very Difficult 1 round
Extremely Difficult 1 movement
Read Mood: User pauses to study their target, reading their stance, watching how they set their feet, and interpreting their mood. Using this information the user can identify the target's attitude towards the user. The user will be able to identify if the target is Hostile, Unfriendly, Indifferent, Friendly, or Helpful to the user. As a move movement, the user may make a Sense Motive check with a Very Difficult Difficulty check. If the user succeeds they gain this information. If the target is trying to hide this with their Acting skill the user must first make the difficulty check, and then beat the target's Acting skill. If failed the user will know what the target wishes them to know.
Read Profession: User can examine the subtle physical and social traits exhibited by someone to determine their trade and level of skill. After studying someone for a length and Difficulty of Know Ability to search for subtle clues, such as calluses on a person's hand, their peculiar stance that indicates they studied at a fencing school, or the faint traces of Jutsu calluses along their fingers. If the user's check succeeds, the user determines what Specialists the user has in and what Professions or Crafts they practice. If the user attempts to use this skill against a disguised person, user's Sense Motive check is opposed by their Disguise check +75. On a successful check, the user notices that their subject seeks to conceal their true identity otherwise the user gets the information the disguised person wishes to provide. If the user exceeds the check by 50 or more the user makes an educated guess at the Class Level.
Resist Persuasion: Used against Persuasion, Intimidate, and Acting Skill: Mastery level in this skill is indicative of a character's ability to resist various persuasive efforts of another person. Any time such persuasion would compel the character to either perform actions or reveal information undesired by the character's player, the user can attempt to resist by making a competitive skill check versus the form of persuasion being attempted.
Sense Enchantment: The user can tell that someone's behavior is being influenced by an enchantment effect even if that person is not aware of it. The usual Difficulty is Extremely Difficult, but if the target is dominated (see Dominate Person), the Difficulty check is Difficult because of the limited range of the target's activities.
"This is where he races to save Kibo," Hikaru commented, "Keep in mind he is over 855 meters away." Inoryu observed Shiki Senri as he pushed through the Old Capital. At first Inoryu witnessed the ninja move faster than might not have void any way supped the passage of internal beast, keen eyes, pupils of iris round marked the prey in the distance warping, the camera zooming out to get an aerial perspective and observe the shinobi. As Shiki raced, Inoryu noticed a small hint of green glow as he turned invisible. The camera stopped in place as it no longer had anyone to follow.
Ryutatsu on the other hand quickly dropped to the ground from the trees with a single leap. He then performed a short series of hand seals that took no time at all. The seals ended with him slamming his hands into the ground and disappearing. What was really happening was Ryutatsu was moving underground in the direction of the yaks.
Shoko ran up on the wool, tusked vine bush. In an effort to pick up the pace, he would apply some of his chakra to his feet as he loomed forward. The boy's body-flicker technique was absolute and his own body was nothing less than blur as he zoomed an extra ten meters. Shoko would perform his shunshin an extra two more times, drastically cutting off the distance between him and the Yakitani herd.
Soon, Shoko would emerge out of the thickets and into a clearing where his targets were waiting for him. Shoko had already envisioned what he would do, he quickly pulled out three hira shurikens. To the inside of the gap in each one was a sealed scripture encased in paper, crudely fitted inside. Shoko would wait as the Yakitani approached him before pausing ominously approaching what he observed black features of skin fold with irises as void of night and peons of rid pupils absolutely rose thorned in passages of vined explosions. The leader of the yakitani emerged from behind the herd and stared Shoko in the eye. Shoko would glare right back at his beady red orbs, itching to toss his explosive shurikens and end this in a few minutes.