Gardener's Square [Konoha Participants only]
Aug 22, 2018 8:43:00 GMT -7
Post by Kyodai Hyuuga on Aug 22, 2018 8:43:00 GMT -7
Kyodai shook his head. "We should question them here away from more misunderstandings of the locals. But either way your pets and I discovered meat, looks like human meat in a chest otherwise unremarkable." While he spoke his five Ink clones helped the Shadow clones so either way they were prepared. A couple of them actually stayed on guard providing a first layer of defense against anymore aggression. They had to deal with Wolves, a crazed butcher, and obviously a Genjutsu using woman. Something was really wrong even with a family slaughtered like they were.
With Keen Observation skills and a background in the investigation side of things, Kyodai took a closer look at the human meat. Several things he was trying to determine. First if the Father was among the meat, then looking at the tool marks of the butcher work the state of mind of the one that did this. Further He was mentally taking the clues to form a more complete picture of what has happen.
So far they were able to trace the path of destruction in the slaughtered family's home to here. The act took great strength, more than what they saw so far. But maybe the enraged Butcher could have done it. Then there is the setting of the woman and the wolves that wasn't present at the slaughter. Further the woman used a kind of Genjutsu that enhanced aggression and blood-lust.
Kyodai's Autopsy and Anthropological skills should allow him to reconstruct the body parts in that trunk. It was bloody and slow work but the expressionless Kyodai treated it as if it was another day in the ward. He didn't even hesitate. Kyodai's experiences made something like this mundane even though most would be gagging.
With Keen Observation skills and a background in the investigation side of things, Kyodai took a closer look at the human meat. Several things he was trying to determine. First if the Father was among the meat, then looking at the tool marks of the butcher work the state of mind of the one that did this. Further He was mentally taking the clues to form a more complete picture of what has happen.
So far they were able to trace the path of destruction in the slaughtered family's home to here. The act took great strength, more than what they saw so far. But maybe the enraged Butcher could have done it. Then there is the setting of the woman and the wolves that wasn't present at the slaughter. Further the woman used a kind of Genjutsu that enhanced aggression and blood-lust.
Kyodai's Autopsy and Anthropological skills should allow him to reconstruct the body parts in that trunk. It was bloody and slow work but the expressionless Kyodai treated it as if it was another day in the ward. He didn't even hesitate. Kyodai's experiences made something like this mundane even though most would be gagging.
First Aid: Healing SP 90
Rank: "E"
Skill: Sophisticated Skill
Effect: User skilled at tending to the ailments of others.
Special: ---
Drawback: ---
Description: Relevant Abilities: Acuity Skill. Die Rolls: 1 Die Roll. Check Requirement: Described. This skill allows the character to properly tend to the sick and injured. While some basic medical knowledge is inherent in this skill (to the extent such can be said to exist), the character’s role is to provide an optimal environment to facilitate the patient’s own recuperative abilities, by monitoring the patient and tending to his needs as required. The most basic need for any patient is food and drink. The nursing character ensures that the injured party is drinking sufficient fluids and provided with food that he can keep down (and in fact does so). Additional responsibilities include changing bandages, keeping watch for infections and excessive bleeding and applying cold compresses to relieve fever. First Aid providers can also perform critical care (a.k.a. battlefield medicine). If they can tend to a wound within an hour of it being inflicted (and make a successful Average difficulty skill check), their palliation restores 1 Armour Point of damage from that wound. Note that each individual wound may only be treated once - if the remedy is botched no subsequent aid is possible. Injured characters under the care of a First Aid provider (of at least Novice mastery) heal their wounds significantly faster, reducing the number of rest days required by one per category (a full day cannot be reduced below 1). When a caregiver becomes a Master of First Aid, he reduces the number of rest days required by two per category and can fractionalize days at the end of the healing process. Some practical applications of First Aid: Healing follow:
Limit: Must learn from Skills.
(+5 Caretaker Faith Bonus and + 1 Die Roll)
(+10 Trained Medic Regional Bonus and +1 Per Die Roll)
(+10 Physician Heritage Bonus and +1 Per Die Roll)
(+5 Hippocratic Corpus and + 1 Per Die Roll)
Autopsy SP 125
Rank: "E"
Skill: Sophisticated Skill
Effect: An autopsy is a highly specialized surgical procedure that consists of a thorough examination of a corpse by dissection to determine the cause and manner of death.
Special: ---
Drawback: ---
Description: Relevant Abilities: Composure Skill. Die Rolls: 5 Die Rolls. Check Requirement: Game Master/Normal. By combining medical knowledge with alchemical techniques, it is possible to gain a significant amount of information from a corpse without the use of Chakra. Autopsy forms the basis of forensic pathology, but DNA Analysis allows the user to test the characteristics of blood and is required for certain advanced actions. The table below indicates the type of information that can be gained with an Autopsy check (the check is made in secret by the Game Master), along with the Difficulty of the check. Performing an autopsy requires approximately 3 hours. At the end of this time, the user can make two checks (typically cause of death and examining the injury that caused death). Each additional check takes an additional thirty minutes to perform. User cannot try again after a failed roll. If user misses the check by 50 or more points user may come to a false conclusion, otherwise user will just be unable to obtain any useful information. Some practical applications of Autopsy follow:
Limit: Must learn from Skills. Must know First Aid: Healing.
(+5 Caretaker Faith Bonus and + 1 Die Roll)
(+10 Trained Medic Regional Bonus and +1 Per Die Roll)
(+10 Physician Heritage Bonus and +1 Per Die Roll)
(+5 Eidetic Memory and +1 Per Die Roll
Anthropology SP 96
Rank: "E"
Skill: Academia Skill
Effect: Anthropology is the study of various aspects of humans within past and present societies.
Special: ---
Drawback: ---
Description: Relevant Abilities: Acuity Skill. Die Rolls: 1 Die Roll. Check Requirement: Game Master/Described. The study of the human beings, particularly their evolutionary history, biological variation, social relationships, as well as their cultural history. Includes the disciplines of physical anthropology, archaeology, and cultural anthropology. In forensics, this field is used to help identify the gender, age and ethnic origin of an individual from skeletal remains. as well as analyzing tool and wound marks found on bones. People trained in this field are skilled at the unearthing of evidence from burial sites and other archaeological situations. The difficulty in identifying age, gender, and ethnic origin is based on the completeness of the skeleton. A full skeleton will usually give an Average Difficulty, with an additional difficulty modifier of +20 for a missing head, and another additional -20 to the difficulty for a missing pelvis. A basic analysis of a skeleton will take 5 minutes for every point of difficulty, so a full skeleton will take an hour and a quarter. Determining the origin of tool or wound marks on a skeleton requires a base Difficulty of Difficult and will take 2d6 minutes each Unearthing a body requires a simple check at Average check to recover it without losing any evidence or damaging it in the first place. The depth and size of the burial site will determine the Difficulty, with each 2-meter cube taking 1d3+1 hours to unearth and adding +20 to the base Difficulty of Easy. Skeletal analysis will either provide the information or it will not, the body can be re-evaluated to possible matches to confirm identification later. No new attempt can be made to recover a buried body: once it has been dug up and removed., players only have the option to sift through the removed soil and expand the grave boundaries to recover more evidence. Synergy: A user with Culture gives a +5 per Mastery Level Synergy Bonus to Anthropology to the specific Culture. Synergy: A user with Investigate gives a +5 per Mastery Level Synergy Bonus to Anthropology when investigating a crime. Some practical applications of Anthropology follow:
Limit: Must learn from Skills.
(+25 Investigate - Master)
Psychology SP 48
Rank: "E"
Skill: Skill
Effect: User is a student of the human psyche and has a thorough understanding of its intricacies.
Special: ---
Drawback: ---
Description: Relevant Abilities: Composure Skill. Die Rolls: 1 Die Roll. Check Requirement: Game Master/Normal. User is a student of the human psyche and has a thorough understanding of its intricacies. User may hold advanced degrees in the fields of psychology or psychiatry, and may even be a practicing doctor. User's professional skill is honed sharply enough that the user may diagnose a patient's condition, perform therapy, or develop "profiles" of a person based on forensic evidence and psychological theory. 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. A user with Psychology gives +5 per Mastery Level Synergy Bonus to analyze handwriting. Some practical applications of Psychology follow:
Limit: Must learn from Skills.
(+5 Eidetic Memory and +1 Per Die Roll)
Observation SP 93/125 TP 50
Rank: "E"
Skill: Sophisticated Skill
Effect: User's senses allow the user to notice find details and alert the user to danger.
Special: ---
Drawback: ---
Description: Relevant Abilities: Acuity Skill. Die Rolls: 1 Die Roll. Check Requirement: Game Master/Described. This skill focuses certain powers of observation - sight, smell, hearing, and touch. A failed check indicates that the character is oblivious until the thing is pointed out to him. This skill is important for ferreting out advancing enemies or ambushes, generally real-time events and actions occurring, versus scrutiny, which covers static objects or areas. A Game Master may roll an Observation skill check for the Character any time there is an NPC, creature, event or happening that a character might notice, even if they did not specifically state that they are monitoring their surroundings. Characters are capable of noticing any event within their perception; this skill will typically be used as a competing check against another's attempt to avoid detection (stealth, etc). Observation reveals only facts, not motivation. Some practical applications of Observation follow:
Limit: Must learn from Skills.
(+10 Walking the Area)
(+20 Keen Eyes)
(+10 Crime Scene Hazard)
(+10 Connecting Evidence)
(+20 Alertness)
(+20 Investigator)
(+10 Keen Sight - Hyuuga)
(+25 Chakra Sight - Hyuuga)
(+10 Eidetic Memory)
Investigate SP 57
Rank: "E"
Skill: Sophisticated Skill
Effect: The investigation skill spotlights large-scale inspections, ranging from wide collections of interviews to long information tours.
Special: ---
Drawback: ---
Description: Relevant Abilities: Composure Skill. Die Rolls: 1 Die Roll. Check Requirement: Game Master/Described. Investigate skill encompasses a variety of applications. User can use this skill to identify and categorize evidence. User is able to foster important contacts, solicit rumors, spread information and pick up valuable information out of seemingly trivial conversation. Search areas, feeling the walls for hidden objects, finding traps, frisking a suspect, or looking for anything else that is not visible. Finally, investigate is used to analyze and enhance intelligence photographs and video. User can also use it to notice important events during a long stakeout or spot signs of someone watching. When a character enters a crime scene, they are faced with multiplicity of potential clues. The character must be able to decide what is significant and what is not. Characters use this skill when looking at an object to decide whether it is significant evidence or not. For example, if somebody is stabbed and there are knives in a kitchen nearby, the user should be able to recognize which ones could potentially match the wounds on the victim, as well as be able to tell bloodstains from items such as dried ketchup or molasses, etc. Synergy: A user with Local History gives a +5 per Mastery Level Synergy Bonus to Investigate when Coaxing. Synergy: A user with Investigate gives a +5 per Mastery Level Synergy Bonus to Anthropology, Arson Investigation, Ballistics, Blood Spatter Analysis, and DNA Profiling when investigating a crime. Some practical applications of Investigation follow:
Limit: Must learn from Skills.
(+10 Walking the Area)
(+10 Crime Scene Hazard)
(+10 Connecting Evidence)
(+5 Eccentric Specialist and +1 Per Die Roll)
(+20 Investigator)
(+5 Eidetic Memory and +1 Per Die Roll)
Blood Splatter Analysis SP 27
Rank: "E"
Skill: Academia Skill
Effect: This skill is the interpretation of bloodstains at a crime scene in order to recreate the actions that caused bloodshed.
Special: ---
Drawback: ---
Description: Relevant Abilities: Composure Skill. Die Rolls: 1 Die Rolls. Check Requirement: Game Master/Described. This is a study of blood at the scene of a crime. Characters will be able to get information from the shape of the blood spatter, the amount of blood, and its point of origin. Blood tells its own story at the scene of a crime. Where it flies and lands, even how it lands, can recreate a picture of what might have happened at the scene of a crime. Blood represents a marvelous tool for Game Masters who can use it to tell their own stories and give clues exactly how they would like them. Forensic examiners learn to look at the patterns of blood splatters to deduct large amounts of information about the cause of death or injury. How droplets of blood appear and their relationship to the body can tell an investigator if a blow was struck while the victim was alive or dead, how much force was used in an attack, and even if a victim was attacked at the scene, or transported there later. A simple pattern is a Difficulty of Average with more information given for every +25 to the Difficulty. Synergy: A user with Investigate gives a +5 per Mastery Level Synergy Bonus to Anthropology, Blood Spatter Analysis when investigating a crime. Some practical applications of Blood Spatter Analysis follow:
Limit: Must learn from Skills.
(+5 Eidetic Memory and +1 Per Die Roll)
(+25 Investigate - Master)
Sense Motive SP 55
Rank: "E"
Skill: Sophisticated Skill
Effect: User is skilled at detecting falsehoods, true intentions, and capabilities.
Special: ---
Drawback: ---
Description: Relevant Abilities: Acuity 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.
(+20 Keen Eyes)
(+20 Alertness)
(+10 Confirmed Cynic)
(+5 Eccentric Specialist and +1 Per Die Roll)
(+10 Keen Sight - Hyuuga)
(+10 Psychology - Average)
Rank: "E"
Skill: Sophisticated Skill
Effect: User skilled at tending to the ailments of others.
Special: ---
Drawback: ---
Description: Relevant Abilities: Acuity Skill. Die Rolls: 1 Die Roll. Check Requirement: Described. This skill allows the character to properly tend to the sick and injured. While some basic medical knowledge is inherent in this skill (to the extent such can be said to exist), the character’s role is to provide an optimal environment to facilitate the patient’s own recuperative abilities, by monitoring the patient and tending to his needs as required. The most basic need for any patient is food and drink. The nursing character ensures that the injured party is drinking sufficient fluids and provided with food that he can keep down (and in fact does so). Additional responsibilities include changing bandages, keeping watch for infections and excessive bleeding and applying cold compresses to relieve fever. First Aid providers can also perform critical care (a.k.a. battlefield medicine). If they can tend to a wound within an hour of it being inflicted (and make a successful Average difficulty skill check), their palliation restores 1 Armour Point of damage from that wound. Note that each individual wound may only be treated once - if the remedy is botched no subsequent aid is possible. Injured characters under the care of a First Aid provider (of at least Novice mastery) heal their wounds significantly faster, reducing the number of rest days required by one per category (a full day cannot be reduced below 1). When a caregiver becomes a Master of First Aid, he reduces the number of rest days required by two per category and can fractionalize days at the end of the healing process. Some practical applications of First Aid: Healing follow:
Limit: Must learn from Skills.
(+5 Caretaker Faith Bonus and + 1 Die Roll)
(+10 Trained Medic Regional Bonus and +1 Per Die Roll)
(+10 Physician Heritage Bonus and +1 Per Die Roll)
(+5 Hippocratic Corpus and + 1 Per Die Roll)
Autopsy SP 125
Rank: "E"
Skill: Sophisticated Skill
Effect: An autopsy is a highly specialized surgical procedure that consists of a thorough examination of a corpse by dissection to determine the cause and manner of death.
Special: ---
Drawback: ---
Description: Relevant Abilities: Composure Skill. Die Rolls: 5 Die Rolls. Check Requirement: Game Master/Normal. By combining medical knowledge with alchemical techniques, it is possible to gain a significant amount of information from a corpse without the use of Chakra. Autopsy forms the basis of forensic pathology, but DNA Analysis allows the user to test the characteristics of blood and is required for certain advanced actions. The table below indicates the type of information that can be gained with an Autopsy check (the check is made in secret by the Game Master), along with the Difficulty of the check. Performing an autopsy requires approximately 3 hours. At the end of this time, the user can make two checks (typically cause of death and examining the injury that caused death). Each additional check takes an additional thirty minutes to perform. User cannot try again after a failed roll. If user misses the check by 50 or more points user may come to a false conclusion, otherwise user will just be unable to obtain any useful information. Some practical applications of Autopsy follow:
Limit: Must learn from Skills. Must know First Aid: Healing.
(+5 Caretaker Faith Bonus and + 1 Die Roll)
(+10 Trained Medic Regional Bonus and +1 Per Die Roll)
(+10 Physician Heritage Bonus and +1 Per Die Roll)
(+5 Eidetic Memory and +1 Per Die Roll
Anthropology SP 96
Rank: "E"
Skill: Academia Skill
Effect: Anthropology is the study of various aspects of humans within past and present societies.
Special: ---
Drawback: ---
Description: Relevant Abilities: Acuity Skill. Die Rolls: 1 Die Roll. Check Requirement: Game Master/Described. The study of the human beings, particularly their evolutionary history, biological variation, social relationships, as well as their cultural history. Includes the disciplines of physical anthropology, archaeology, and cultural anthropology. In forensics, this field is used to help identify the gender, age and ethnic origin of an individual from skeletal remains. as well as analyzing tool and wound marks found on bones. People trained in this field are skilled at the unearthing of evidence from burial sites and other archaeological situations. The difficulty in identifying age, gender, and ethnic origin is based on the completeness of the skeleton. A full skeleton will usually give an Average Difficulty, with an additional difficulty modifier of +20 for a missing head, and another additional -20 to the difficulty for a missing pelvis. A basic analysis of a skeleton will take 5 minutes for every point of difficulty, so a full skeleton will take an hour and a quarter. Determining the origin of tool or wound marks on a skeleton requires a base Difficulty of Difficult and will take 2d6 minutes each Unearthing a body requires a simple check at Average check to recover it without losing any evidence or damaging it in the first place. The depth and size of the burial site will determine the Difficulty, with each 2-meter cube taking 1d3+1 hours to unearth and adding +20 to the base Difficulty of Easy. Skeletal analysis will either provide the information or it will not, the body can be re-evaluated to possible matches to confirm identification later. No new attempt can be made to recover a buried body: once it has been dug up and removed., players only have the option to sift through the removed soil and expand the grave boundaries to recover more evidence. Synergy: A user with Culture gives a +5 per Mastery Level Synergy Bonus to Anthropology to the specific Culture. Synergy: A user with Investigate gives a +5 per Mastery Level Synergy Bonus to Anthropology when investigating a crime. Some practical applications of Anthropology follow:
Limit: Must learn from Skills.
(+25 Investigate - Master)
Psychology SP 48
Rank: "E"
Skill: Skill
Effect: User is a student of the human psyche and has a thorough understanding of its intricacies.
Special: ---
Drawback: ---
Description: Relevant Abilities: Composure Skill. Die Rolls: 1 Die Roll. Check Requirement: Game Master/Normal. User is a student of the human psyche and has a thorough understanding of its intricacies. User may hold advanced degrees in the fields of psychology or psychiatry, and may even be a practicing doctor. User's professional skill is honed sharply enough that the user may diagnose a patient's condition, perform therapy, or develop "profiles" of a person based on forensic evidence and psychological theory. 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. A user with Psychology gives +5 per Mastery Level Synergy Bonus to analyze handwriting. Some practical applications of Psychology follow:
Limit: Must learn from Skills.
(+5 Eidetic Memory and +1 Per Die Roll)
Observation SP 93/125 TP 50
Rank: "E"
Skill: Sophisticated Skill
Effect: User's senses allow the user to notice find details and alert the user to danger.
Special: ---
Drawback: ---
Description: Relevant Abilities: Acuity Skill. Die Rolls: 1 Die Roll. Check Requirement: Game Master/Described. This skill focuses certain powers of observation - sight, smell, hearing, and touch. A failed check indicates that the character is oblivious until the thing is pointed out to him. This skill is important for ferreting out advancing enemies or ambushes, generally real-time events and actions occurring, versus scrutiny, which covers static objects or areas. A Game Master may roll an Observation skill check for the Character any time there is an NPC, creature, event or happening that a character might notice, even if they did not specifically state that they are monitoring their surroundings. Characters are capable of noticing any event within their perception; this skill will typically be used as a competing check against another's attempt to avoid detection (stealth, etc). Observation reveals only facts, not motivation. Some practical applications of Observation follow:
Limit: Must learn from Skills.
(+10 Walking the Area)
(+20 Keen Eyes)
(+10 Crime Scene Hazard)
(+10 Connecting Evidence)
(+20 Alertness)
(+20 Investigator)
(+10 Keen Sight - Hyuuga)
(+25 Chakra Sight - Hyuuga)
(+10 Eidetic Memory)
Investigate SP 57
Rank: "E"
Skill: Sophisticated Skill
Effect: The investigation skill spotlights large-scale inspections, ranging from wide collections of interviews to long information tours.
Special: ---
Drawback: ---
Description: Relevant Abilities: Composure Skill. Die Rolls: 1 Die Roll. Check Requirement: Game Master/Described. Investigate skill encompasses a variety of applications. User can use this skill to identify and categorize evidence. User is able to foster important contacts, solicit rumors, spread information and pick up valuable information out of seemingly trivial conversation. Search areas, feeling the walls for hidden objects, finding traps, frisking a suspect, or looking for anything else that is not visible. Finally, investigate is used to analyze and enhance intelligence photographs and video. User can also use it to notice important events during a long stakeout or spot signs of someone watching. When a character enters a crime scene, they are faced with multiplicity of potential clues. The character must be able to decide what is significant and what is not. Characters use this skill when looking at an object to decide whether it is significant evidence or not. For example, if somebody is stabbed and there are knives in a kitchen nearby, the user should be able to recognize which ones could potentially match the wounds on the victim, as well as be able to tell bloodstains from items such as dried ketchup or molasses, etc. Synergy: A user with Local History gives a +5 per Mastery Level Synergy Bonus to Investigate when Coaxing. Synergy: A user with Investigate gives a +5 per Mastery Level Synergy Bonus to Anthropology, Arson Investigation, Ballistics, Blood Spatter Analysis, and DNA Profiling when investigating a crime. Some practical applications of Investigation follow:
Limit: Must learn from Skills.
(+10 Walking the Area)
(+10 Crime Scene Hazard)
(+10 Connecting Evidence)
(+5 Eccentric Specialist and +1 Per Die Roll)
(+20 Investigator)
(+5 Eidetic Memory and +1 Per Die Roll)
Blood Splatter Analysis SP 27
Rank: "E"
Skill: Academia Skill
Effect: This skill is the interpretation of bloodstains at a crime scene in order to recreate the actions that caused bloodshed.
Special: ---
Drawback: ---
Description: Relevant Abilities: Composure Skill. Die Rolls: 1 Die Rolls. Check Requirement: Game Master/Described. This is a study of blood at the scene of a crime. Characters will be able to get information from the shape of the blood spatter, the amount of blood, and its point of origin. Blood tells its own story at the scene of a crime. Where it flies and lands, even how it lands, can recreate a picture of what might have happened at the scene of a crime. Blood represents a marvelous tool for Game Masters who can use it to tell their own stories and give clues exactly how they would like them. Forensic examiners learn to look at the patterns of blood splatters to deduct large amounts of information about the cause of death or injury. How droplets of blood appear and their relationship to the body can tell an investigator if a blow was struck while the victim was alive or dead, how much force was used in an attack, and even if a victim was attacked at the scene, or transported there later. A simple pattern is a Difficulty of Average with more information given for every +25 to the Difficulty. Synergy: A user with Investigate gives a +5 per Mastery Level Synergy Bonus to Anthropology, Blood Spatter Analysis when investigating a crime. Some practical applications of Blood Spatter Analysis follow:
Limit: Must learn from Skills.
(+5 Eidetic Memory and +1 Per Die Roll)
(+25 Investigate - Master)
Sense Motive SP 55
Rank: "E"
Skill: Sophisticated Skill
Effect: User is skilled at detecting falsehoods, true intentions, and capabilities.
Special: ---
Drawback: ---
Description: Relevant Abilities: Acuity 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.
(+20 Keen Eyes)
(+20 Alertness)
(+10 Confirmed Cynic)
(+5 Eccentric Specialist and +1 Per Die Roll)
(+10 Keen Sight - Hyuuga)
(+10 Psychology - Average)