Human Error (Event)
Jan 12, 2017 16:40:20 GMT -7
Post by Father 'Suke on Jan 12, 2017 16:40:20 GMT -7
Passive/Supplementary (Active)
'Suke made it work out fairly well, his body attacking the foolish boy prior worked out very well. The boy's face was entirely full of fear, 'Suke striking that much fear truly meant something different to some as he licked his lips with a bit of curiosity. Granted once that was done he had surely soon enough heard another voice speak up, a voice that breached the sound fairly easily. 'Suke looked over to the commanding officer whom began to speak and even answer questions but not before saying who 'Suke was outside of the fatherhood.
'Suke looked at the boy and then back at the captain. Once he began to listen away he nodded at the information. Their equipment, some information on soul, and even the learning that this man was Junji. And the fringes of the grass nation was a good marker of information as well. Since 'Suke had a map on him he set it down and let the commanding officer mark it on the map via whatever marking he could manage be it blood or ink. Given 'Suke's attention was on the guard now he certainly had hopes this man wasn't lying or terrors would arise.
Once it was marked 'Suke made way for Peisinoe to do her work. 'Suke however did nod looking at the group he was apart of and then these armored guards as he looked at each guard and spoke, "Remove all gear and armor you possess, down to your skivvy, and then you are free to go so long as my compatriots don't have any further questions." He spoke, not needing any further information that what he had gotten and with some benefit he kept himself away from the smell girl for as long as possible. As always twenty meters from her.
Until armors were removed and the gear shown to see what all was openly available he would not leave the site yet. Instead he decided to flip through the mono-goggle and x-ray vision the surroundings. Just to keep an eye on everyone and everything in case something were to show up. That would be an inconspicuous amount of luck that he just wouldn't want personally so until things were done he'd keep an eye out while retaining his distance from Peisinoe. Even as he watched the actions of the feast he hoped the fear of such a feast could aid in the other foolish guards.
All so in their decision to move faster and getting rid of their gear and armor and hurrying away. He wasn't swayed by the munching and crunching, the sounds of devouring that occurred nor the sound of the obvious pop of the eye from the socket. The squelching and sufficient gulping of blood and the like. It was nothing like the war but just as bitter in his stomach. He remained stoic no less though until such was done after all they were the support team, may well stay within ear shot of one another after all.
- "Chakra Well"
Rank: B-ranked
Skill: Ninjutsu, Passive
Effect: Clan members gain a well of chakra to use.
Special: ---
Drawback: This reserve of chakra can only be used toward clan techniques, and is the first amount of chakra the user expends during battle. The user generates a “chakra well” once per day. Outside techniques, substances or buffs, such as “Solider Pills”, cannot be used to further increase this amount. This set amount, and will not stack with preceding days.
Description: With their unique body type, and constant use of chakra, the Masamune clan has adapted to the constraints of continuous chakra consumption. Known as a “Chakra Well” the Masamune clan is granted a reserve of chakra to be used for their techniques. This is an innate reserve of chakra dedicated to clan abilities, used to compensate for the continuous demand of chakra from said abilities. All clan members are granted the extra chakra based on their specialist type. This is a reflection on their body’s demands for spiritual energy; which gives them a set amount. The user is granted a single “S-ranked” amount of chakra PLUS an additional “B-ranked” amount of chakra if the user is a ninjutsu non-specialists, a “A-ranked” amount of chakra if the user is a ninjutsu specialists or a “S-ranked” amount of chakra if the user is a ninjutsu master. For example, a ninjutsu non-specialist is granted a single "B-ranked" plus a "S-ranked" amount of chakra. This reserve allows the user to last longer during fights, where their bodies would demand the extra amounts of chakra or be spend toward a single powerful attack, which will not end up devastating the user's chakra reserves completely.
Limit: Masamune Clan. Automatically gained by the user after 500tp within the clan. - Scent
Rank: "D", "C", "B", "A", "S"
Skill: TaiJutsu
Effect: This extraordinary special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Special: ---
Drawback: ---
Description: The creature can detect opponents within 10-meters by sense of smell. If the opponent is upwind, the range increases to 20-meters; if downwind, it drops to 5-meters. Strong scents, such as smoke or rotting garbage, can be detected at x2 the ranges noted above. Overpowering scents, such as skunk musk, can be detected at x3 normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a movement to note the direction of the scent. Whenever the creature comes within 2-meters of the source, the creature pinpoints the source’s location. When finding Herbs and Animals (random), Scent may improve searching for them (must have Scent of object previously before searching). Learning "D" Rank allows the user to search for Common things, while "S" for Nearly Impossible. Each rank user learns increases chance of finding by 2% for the Rank of Herb, and increases per Rank thereafter. Example: At "S" Rank User gains 10% increase chance in finding Common Herbs and Animals but only 2% Increase for Nearly Impossible Herbs and Animals.
Limit: Must be an Animal, Fey, Monster, or Vermin. Innate Animal Jutsu. - Great Fortitude
Rank: "C" Always 20 Training Points
Skill: Supplementary
Effect: User is tougher than normal.
Special: ---
Drawback: ---
Description: User gets a +2 bonus on all Fortitude Saves.
Limit: Must learn from Universal Miscellaneous. - Poison Healer
Rank: "C"
Skill: Supplementary
Effect: Poison is not always bad for the user.
Special: ---
Drawback: ---
Description: Any time the user succeeds on a Fortitude save against a poison, the user heals a number of Armour Points of damage equal to their Fortitude.
Limit: Must learn from Universal Miscellaneous. Must know Great Fortitude. - Healing Hands, Lay on Healing Hands
Rank: "B"
Skill: Supplementary
Effect: User is able to heal themselves more quickly than they can heal others.
Special: ---
Drawback: ---
Description: Once every round the user can perform a Healing Hands technique on themselves as if it were 1 Rank less than normal while still experiencing the full effects of the Jutsu.
Limit: Must be a Medical Doctor. Must know Healing Hands (Light). - Healing Hands, Shared Healing Hands
Rank: "B"
Skill: Supplementary
Effect: User has learned that sometimes, the healer needs to be healed too.
Special: ---
Drawback: ---
Description: When the user performs a Healing Hands technique, they may choose to gain any amount of the healing to themselves, rather than give it to the subject of the Jutsu. User may decide to do this after seeing how much damage they have healed on the creature.
Limit: Must be a Medical Doctor. Must know Healing Hands (Light). - Healing Hands, Reinforced Healing Hands
Rank: "B"
Skill: Supplementary
Effect: User can add a little extra heal to their Healing Hands technique.
Special: ---
Drawback: ---
Description: When the user performs a Healing Hands technique on a subject, the user may also affect the subject with any "D", or "C" Rank Jutsus they are currently able to perform that is a touch, range of touch, and a harmless effect. For example a Medical user is able to perform a Healing Hands technique while performing a Cleanse Paralysis, Cleanse Disease ("D", "C" Rank), Cleanse Fear, Cleanse Poison ("D", "C" Rank), Cleanse Blindness/Deafness, Cleanse Spirit, Lesser, or Etc.
Limit: Must be a Medical Doctor. Must know Healing Hands (Light). - Chakra Scalpel: Painless
Rank: "C"
Skill: Supplementary
Effect: Using the concept of Ease Pain, the user may make their Chakra Scalpel feel painless when cutting.
Special: ---
Drawback: ---
Description: A simple technique that allows the user to perform Chakra Scalpel without it causing pain to those the user cuts. This technique was developed for Field Medics who do not wish to inflict more pain on those they are trying to help.
Limit: Must be a Medical Doctor. Must know Chakra Scalpel. Must know Ease Pain. - Empower Healing
Rank: "B"
Skill: Supplementary
Effect: The user can perform Healing Jutsus to greater effect.
Special: ---
Drawback: ---
Description: A Jutsu that works like Empower Jutsu, however the user is only able to perform this technique while performing Healing Jutsus. This Jutsu does not make the user perform Healing Jutsus with higher Handseals count.
Limit: Must be a Medical Doctor. Must have Mastered the Medical Profession. - Bravery (Learned at A-class)
Rank: "C"
Skill: NinJutsu
Effect: User gains a bonus against Fear based attacks.
Special: ---
Drawback: ---
Description: When the user first learns this technique (if "D" Class) they will gain a +1 bonus on Saves against Fear based attacks. This bonus increases by +1 per Class Level.
Limit: Must be a Medical Doctor. - Slippery Mind
Rank: "B"
Skill: Supplementary
Effect: A user gains the ability to shrug off Chakra effects that would otherwise control or compel them.
Special: ---
Drawback: ---
Description: If a contemplative with Slippery Mind is affected by an Enchantment and fails their save, 1 round later the user can attempt their save again. The user only gets this 1 extra chance to succeed on their save.
Limit: Must be a Medical Doctor. - Field Healer
Rank: "B"
Skill: Supplementary
Effect: The user has become an adept at administering First Aid quickly and while under duress.
Special: ---
Drawback: ---
Description: User is able to make a First Aid: Healing check to provide First Aid in Half the Rate, instead of the Normal rate. Example: First Aid: Healing (Advanced) allows the user to perform critical care 4 minutes/wound. With this technique user may perform critical care 2 minutes/wound. Expert allows the user to perform critical care 3 minutes/wound, but with this technique the user may perform critical care 1.5 minutes/wound. The user will no longer be penalized by distractions or stress.
Limit: Must be a Medical Doctor. Must know First Aid: Healing (Advanced). - Trauma Care
Rank: "B"
Skill: Supplementary
Effect: User uses the First Aid: Healing ability to improve ability conditions.
Special: ---
Drawback: ---
Description: When the user first learns this technique the user must spend 1 minute on the patient using their First Aid: Healing skill. Afterwards the user is able to repair ability damage done to the target (Handseals Reduction, Movement Reduction, Saves Reduction) by 1d4. This also removes the fatigued condition and improves the exhausted condition to fatigued. When the user becomes "B" Class they are able to restore 1d8 instead of 1d4 against any sort of ability damage. It also allows for a new save versus a poison, or disease that does not count against the subject on a failed save. When the user becomes "A" Class the medic's trauma care restores all ability damage to a single type of Ability Damage, and removes the exhausted, nauseated, and stunned conditions.
Limit: Must be a Medical Doctor. Must know First Aid: Healing (Master). - Hippocratic Oath
Rank: "C"
Skill: Supplementary
Effect: Due to a sacred oath of saving lives, the Doctor is more determined to do just that.
Special: ---
Drawback: User loses effects if they take a life even in self defense.
Description: User gains a -20 in their Die Roll in determining any and all Medical Skills, Identify Poison, and Alchemy when creating restorative creations. The user's Healing Hands Techniques are reduced by 1 rank when determining Handseals. The Doctor loses this bonus for 1 year if they kill a human being. This includes killing a human in self-defense. This penalty does not apply to anything that is not a human. This includes Constructs, Animals, or other beasts of similar nature.
Limit: Must be a Medical Doctor. Must know First Aid: Healing (Master). - 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 Venator. - Righteous Healing
Rank: "C" Always 30 Training Points
Skill: Supplementary
Effect: Any healing techniques are more potent when the Venator has a Judgment active.
Special: ---
Drawback: ---
Description: If a user performs a healing Jutsu while a judgment is active, the user treats their healing technique as 1 rank higher than normal (Healing Hands, Light becomes Healing Hands, Minor and so on).
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. - Strong-Willed
Rank: "C" Always 30 TP
Skill: Supplementary
Effect: The Spellbreaker can gain 2 rolls for mind-affecting effects.
Special: ---
Drawback: ---
Description: A Spellbreaker is able to stand strong against Chakra effects that seek to control, compel, or persuade them. The Spellbreaker rolls twice and takes the best result when making a Will save against mind-affecting effect.
Limit: Must be a Venator. Must be a Spellbreaker. - Defense Against Chakra
Rank: "B"
Skill: Supplementary
Effect: A Spellbreaker gains defense against a type of Release or Perception.
Special: ---
Drawback: ---
Description: A Spellbreaker picks a single type of Release or Perception. If it is a Perception the user gains a +1 bonus on saves against them. If it is a Release technique the effective Jutsu is reduced by +10 Armour Points. For every Class Level the user may pick a new Perception or Release.- D-Class: Pattern
- C-Class: Figment
- B-Class: Enchantment
- A-Class: Charm
- S-Class: Compulsion
- D-Class: Pattern