Post by Spectre of the Falls(Kuroki) on May 31, 2017 15:18:29 GMT -7
Kuroki was a shadowy man but took his job seriously. He was his usually equipped self with that bandolier of his. He wore a bandolier crossed over his chest and in it contained a bundle of wire, a bundle of fine silk rope, six yo-yo's, a lighter, a package of cigars, a walkie talkie, a eight inch flash light, ten glass cutters, twenty pieces of flint, thirty bo shuriken, and thirty Hira shuriken. He also wore a darken leg holster with a four of kunai and a pair of knives. Hidden in the extra pockets of his coat was sixteen caltrops and an extra pair of knives. His face was recessed in the hood of his coat, but what could be seen was a weird three quarters mask that covered all but a corner of his face. In that corner he had an un-smoked cigar hanging. His hands were covered in dark reinforced fingerless gloves, they could almost be called gauntlets with the studded knuckles. Each knuckle had a metal skull for a stud. You couldn't see most of his equipment hidden in his pouches.
He stood outside the village ready for travel to the catacombs that were mentioned in an ancient Necril tome. In his pockets in his trench coat he also carried two large tomes. The Legions of the Dead and the Grimoire Mortalitas were the books of his chosen trade. He returned to this place that fell a fellow shinobi to try again at his hand of collecting on the bounty on Undead specimens. Outside with him this time was a cart to haul the dead bodies.
He was more lich than human anymore. The undead did not frighten him in the least and they should be afraid of him. Into the darkness he entered once more with just the light of his pale fire as light for his sight. He activated a whole series of jutsus to make the shadows attach to him and to enhance his sight. He even controlled his body and his stride with his soul.
Density Manipulation - Incorporeal
Rank: "S"
Type: Augmentation
Effect: User is able to increase or decrease their density, granting them the following abilities.
Special: To perform: 12 hour; Duration: Permanent
Drawback: User may only use one of these at a time.
Description: Internal - Takes up 6 Augmentation Points. Reduce Density: Gain the ability to become incorporeal. Increase Density: User can gain Damage Reduction equal to 2 per Class Level. Furthermore this Damage Reduction stacks with any other form of Damage Reduction the user might already posses, including Techniques, Armour, Rituals, and Traits. User may use this ability a number of times equal to 2 per Class Level per day.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 48,000 Ryo Performing Price: 36,000 Ryo
Chameleon Skin
Rank: "C"
Type: Augmentation
Effect: Target's skin (or chitin, fur, or scales) can change color to match their surroundings.
Special: To perform: 12 hours; Duration: Permanent
Drawback: When the Target moves, there will be a man-shaped, "bubble" in the air.
Description: Internal - Takes up 1 Augmentation Point. Target's skin (or chitin, fur, or scales) warps light around the Target and projects a hologram of the wall behind it over top of the bent light, rendering the Target invisible. The Chameleon Skin is a thin layer of skin placed over the Target's and attached making it the Target's own. When the Target moves they will bubble in the air making them difficult to be noticed but possible. User gains a Ritual bonus +20 against an Observer’s Observation.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 9,000 Ryo
Exoskeleton
Rank: "A"
Type: Augmentation
Effect: A thick exoskeleton forms over the user's skin.
Special: To perform: 12 hour; Duration: Permanent
Drawback: A creature with fur, scales, or the Scaly Armour Augmentation cannot gain this Augmentation.
Description: Internal - Takes up 5 Augmentation Points. A thick exoskeleton forms over the user's skin. The exoskeleton usually consists of interlocking plates of bone or chitin covering 90% or more of the user's body. User gains a +3 Natural Armour bonus, or their existing Natural Armour Bonus improves by 3.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 35,000 Ryo Performing Price: 26,000 Ryo
Redundant Organs
Rank: "B"
Type: Augmentation
Effect: User's body is equipped with various redundant systems.
Special: To perform: 3 hours; Duration: Permanent
Drawback: ---
Description: Internal - Takes up 3 Augmentation Points. Losing an organ is seldom fatal. User also gains a +10 Armour Points protection against Damage. Once this protection is gone the user must rest before it is re-applied.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 23,000 Ryo Performing Price: 17,000 Ryo
Wormhole Jumper
Rank: "S"
Type: Augmentation
Effect: User has developed the ability to use gravity to warp time and space, creating a portal between their location and another location nearby.
Special: To perform: 12 hour; Duration: Permanent
Drawback: ---
Description: Neutral - Takes up 6 Augmentation Points. Once per day the user may instantly transfer themselves from their current location to any other spot within 150 meters of their current location. The user always arrive at exactly the spot desired—whether by simple visualizing the area or by stating a direction. After using this Augmentation, the user cannot take any other forms of action until their next round. User can bring along objects as long as their weight does not exceed triple the user's weight. User may also bring 2 additional willing or smaller creature per Class Level. A large creature counts as 2 Medium creatures, a Huge creature counts as 2 large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with the user. If the user arrives in a place that is already occupied by a solid body, the user and each creature traveling will take Minor damage and is shunted to a random open space on a suitable surface within 30 meters of the intended location.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 48,000 Ryo Performing Price: 36,000 Ryo
Aura of Misfortune
Rank: "C"
Skill: Supplementary
Effect: The user gives an uncontrolled aura that weakens anyone around them including the user.
Special: ---
Drawback: ---
Description: All creatures (including the user) within 3 meters of the user are subject to a -2 profane penalty to their Saves. This penalty increases to -3 at "C" Class, and increases by an additional -1 every Class Level thereafter (Maximum -5). This Ability functions only while the user is conscious, not if they are unconscious or dead.
Limit: Must start with Character; replaces 1 Freebies.
Ghost Sight
Rank: "C"
Skill: Chakra Trait
Effect: When the user was younger they suffered a brush with death giving them the ability to better locate the undead.
Special: ---
Drawback: ---
Description: When the user was young they suffered with a brush of death. Perhaps they were almost killed by a wight, close to dying from a grievous wound, or actually died and were raised. Since then they have not been the same. The user can see beyond the veil, able to see ghost and spirits and detect the taint of the undead. User receives a +10 trait bonus to Observation checks when trying to locate undead, and can attempt to locate ethereal undead (though they are still considered merely invisible, +100 against the user's skill check.) This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Hunter's Blood
Rank: "C"
Skill: Social Trait
Effect: The user didn’t choose the path of the hunt, the hunt chose them.
Special: ---
Drawback: ---
Description: The user was born inside a family of those dedicated to hunting the undead. Since an early age they were taught the tools of the trade, how to hunt and kill their quarry. Be careful when using your family name – it’s better known than you are. The user earns a +5 trait bonus on Evidence Analysis when used to gather information, Divine Lore, and Necromantic Lore when used for tracking when related to an undead quarry. Use gains an additional die roll for these Skills each time they learn the skill. The undead have a +5 bonus on any roll to learn about the user, as their family’s fame precedes them. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Spirit Sense
Rank: "C"
Skill: Faith Trait
Effect: User is so attuned to the spiritual world that it is hard to get the jump on them.
Special: ---
Drawback: ---
Description: User gains a +10 trait bonus on Observation checks to avoid being surprised and to detect invisible or incorporeal creatures. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Gōsuto Hikari (Ghost-light)
Rank: C
Skill: Ninjutsu
Effect: Creates a small ball of flame that can be used to guide someone along or get them lost.
Special: Handseals
Drawback: User must be within a certain distance of the flame depending on their rank or else it will go out and the user will have to cast the jutsu again.
Description: The user makes the handseals and creates a small ball of flame in the air in front of them. The flame doesn't give off much heat at all and is not as hot as other fire. Touching this ball of flame will not burn the person touching it in the slightest. Similarly, the light this flame gives off is incredibly dull in comparison to other flames. When someone other than the user gets within a foot of this flame, it will disappear only to reappear two meters away in any direction, chosen by the user. User must be within twenty meters of the flame to keep it sustained, plus ten meters for every rank the user is above "D".
Limit: Fire release
O Ni Bi (Will-o-the Wisp)
Rank: C, additional D rank
Skill: Ninjutsu, supplementary
Effect: Gives the Gōsuto Hikari (Ghost-light) the ability to give off a more prominent and appealing light, letting people see it even in genjutsu induced darkness.
Special: Handseals
Drawback: ---
Description: This jutsu gives the Gōsuto Hikari (Ghost-light) a stronger and more appealing light, allowing it to be seen easier in the dark and giving off a sense of "warmth" that draws those looking at it closer to the flame. This also allows the Gōsuto Hikari (Ghost-light) to be seen through genjutsu induced darkness, though blinding genjutsu are unaffected. The first time learned the user learns how to actually make the flame more alluring without it being a normal flame. The second time learned the user learns how to project it through genjutsu.
Limit: Fire release. Must learn Gōsuto Hikari (Ghost-light) before learning.
Shadowskin
Rank: "D"
Skill: GenJutsu
Effect: User's skin takes on the dark and indistinct tones of shadow.
Special: "Handseals"
Drawback: ---
Description: Affects anyone who sees the user. The user is able to perform this technique on the user. The duration of this technique lasts for 50 minutes per class level. User must have the equivalent of at least 1/4 concealment from lack of light to make this Jutsu work.
Limit: Must know the Glamour or Shadow Perception.
Umbral Aura
Rank: "C"
Skill: GenJutsu
Effect: Shadow energies wreathe the subject of this Jutsu in a protective aura that stretches 1 foot from the subject's body.
Special: "Handseals"
Drawback: ---
Description: Affects anyone who sees a willing creature. The user is able to perform this technique on the target they touch. The duration of this technique lasts for 5 hours per class level. Shadow energies wreathe the subject of this Jutsu in a protective aura that stretches 1 foot from the subject's body. This protective aura grants the subject the following benefits: While under the affects of the umbral aura, the subject of the Jutsu acts as if he is 1/4th cover (due to the quasi real nature of the aura) and is considered to be under 1/4th concealment (10% miss chance). In addition, the umbral aura provides the subject a +20 to Stealth checks. The umbral aura does not interfere with the subject's sight. If an opponent attacks with a melee weapon and misses their Will Save by 2 or more, the umbral aura is hit instead and takes damage from the Jutsu used in the attack. Area of effect Jutsus also damage the aura, but as long as the subject fails their Save by more than 1 the aura only takes half/damage. When created the umbral aural has an amount of Armour Points equal to the user’s Armour Points from other Techniques including Temporary Armour Points.
Limit: Must know the Shadow Perception.
Curse Sense
Rank: "C" (Always at least 20 TP)
Skill: Supplementary
Effect: A Pulverem can sense aura of the cursed.
Special: ---
Drawback: ---
Description: A Pulverem gains a precise awareness of the subtle auras given off by a cursed object or creature. A Pulverem detects cursed creatures (including creatures carrying cursed objects) within 10 meters. In addition, they can automatically determine if a Chakra Item is cursed by sight, without the need for a Lore Check.
Limit: Must be a Pulverem.
Discord
Rank: "C" (Always at least 20 TP)
Skill: NinJutsu
Effect: Creatures that team up to attack a Pulverem find that they impede each other more than they help.
Special: ---
Drawback: ---
Description: Creatures within the Pulverem's Aura of Misfortune takes a profane penalty -5 to all forms of damage made while flanking, and must bypass a supernatural Damage Reduction +5 whenever an opponent's ally is trying to distract or interfere with the Pulverem. The Pulverem's Y'la creates a thin spiritual barrier around the Pulverem giving a brief moment of protection when these actions are met.
Limit: Must be a Pulverem.
Strife Pool
Rank: "D"
Skill: NinJutsu
Effect: An Y'la spirit provides the Pulverem with a supply of supernatural chaotic energy called Strife.
Special: ---
Drawback: ---
Description: An Y'la spirit provides the Pulverem with a supply of supernatural chaotic energy called Strife, which the Pulverem can use to twist luck in a variety of ways. The maximum number of points in the Pulverem's Strife pool is equal to 2 per Class Level + the User's Impeccable Will. A Pulverem's supply of Strife is replenished to Maximum every 24 hours, at the same time each day. As long as the Pulverem has at least 1 point of Strife, they are immune to the effects of their own Aura of Misfortune.
Limit: Must be a Pulverem.
Controlled Soul
Rank: "D"
Skill: NinJutsu
Effect: User's soul can adapt souls to temperatures normal people could not handle.
Special: ---
Drawback: ---
Description: A personal or touched based technique. Works on 1 creature at a time. Duration of the Jutsu is 5 hours per Class Level. A creature protected by Controlled Soul suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit (-45 and 60 degrees Celsius). The creature's equipment is likewise protected. Controlled Soul des not provide any protection against other environmental hazards such as smoke, lack of air, and so forth. User also gains 10 fire and cold resistance (this stacks with any they may have already).
Limit: Must be a Soulcaster.
Lofted Stride
Rank: "D"
Skill: NinJutsu
Effect: User gains the ability to walk on water and do it silently.
Special: ---
Drawback: ---
Description: User's soul grabs hold of their body and holds it just off of the ground making their movements much more quiet. The target of this Jutsu is personal. Duration is 5 hours per Class Level. By performing this Jutsu the user gains the effects of walking on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running water, and even lava can be traversed easily, since the subjects’ feet hover an inch or two above the surface. (Creatures crossing molten lava still take damage from the heat because they are near it.) The subjects can walk, run, charge, or otherwise move across the surface as if it were normal ground. Does not leave footprints. User also gains a +10 per Class Level to Stealth due to the silent running.
Limit: Must be a Soulcaster.
Eyes of the Planes
Rank: "D"
Skill: NinJutsu
Effect: Gain Low-light vision and see invisible.
Special: ---
Drawback: ---
Description: A personal based technique. Works on 1 creature at a time. Duration of the Jutsu is 5 hours per Class Level. User stumble on a way to change their soul's eyes so they are more like the eyes of planar creatures. Since they are a reflection of their own soul their eyes change as well. User gains the ability of low-light vision and can see auras of invisible creatures (issuing invisible creatures only a 20% concealment). User also sees lingering auras where living creatures have touched solid objects much like a footprint. These lingering auras only last for 2 rounds and fade away.
Limit: Must be a Soulcaster.
Monster Lore
Rank: "C"
Skill: Supplementary
Effect: A technique that allows the user better access to identifying abilities and weaknesses of creatures.
Special: ---
Drawback: ---
Description: The Venator adds 5 per Class level on all non Animal Lore checks whenever making checks to identify the abilities and weaknesses of creatures.
Limit: Must be a Venator.
Track
Rank: "C"
Skill: TaiJutsu
Effect: The Venatores are known to be great trackers.
Special: ---
Drawback: ---
Description: A Venator adds +5 points per Class Level to their Identify Tracks, and Tracking skill made to follow or identify tracks.
Limit: Must be a Venator.
Soul Tuning
Rank: "B"
Skill: Supplementary
Effect: Using the ability to manipulate their soul, the user is able to sense other souls to greater degrees.
Special: ---
Drawback: ---
Description: By sacrificing a movement, the user can sense the presence or absence of creatures (or anything else) within a Soul within a cone distance of 20 meters + 2 meters per Resonance Technique. And their relative numbers and directions from the user, but not a pinpoint location. Most solid materials do not block this sense, but at least 2 meters of stone, wood, or earth, or 3 inches of iron or other heavy metal will block it, as will any solid sheet of lead. If the user has at least 25 Skill Points in Soul Wavelength then whenever they use Soul Tuning, the user can gain a general location as if they were using Blindsense, but only for the purpose of detecting things with souls. Also as an additional movement, the user may pinpoint the exact location of the soul as if they had Blindsight. In half a round action the user can gauge the Soul's Power. "D" Class Faint, "C" Class Moderate, "B" Class Strong, "A" and "S" Class Overwhelming. If the user's Class Level is "C" or lower, then they gauge an overwhelming Aura, the user is Dazed for 1 round. If the user has 50 Points into Soul Wavelength, whenever the user detects Souls, they can detect the positions of Souls as if they had blindsight. Also, as a Movement the user may detect the Alignment of the soul they can sense. If the user has at least 75 points into Soul Wavelength, then during the first movement, the user can also sense the alignment, and within half a round, the user can learn the soul's type and subtype, and also the basic makeup of their Class Level Specialists. This allows the user to make performances with Soul Wavelength at a range greater than touch but within the distance of Soul Tuning.
Limit: Must be a Mabuki. Must know Soul Wavelength 5 Skill Points
Soul Wavelength SP 33/125 TP 10
Rank: "D"
Skill Level: Average
Skill: Skill
Effect: A performance Skill. User learns how to resonate their Skill to better use the Resonance Techniques found in the Mabuki Clan.
Special: ---
Drawback: ---
Description: A skill that cannot be used untrained. This Skill works like other skills and belongs in part of Skill Category 1. Who the user can affect with the skill and what this performance does is dependent on the type of Resonance Technique the user knows. This Skill can only be used by creatures with Souls, whose souls are within their bodies (or in the case of Outsiders, creatures whose souls are their bodies). Look in Mabuki Clan found in the Clan's Index for more information. Each time learned user gets 5 die roll to increase the skill.
Limit: ---
Stealth SP 72/125 TP 35
Rank: "E"
Skill Level: Advanced
Skill: Skill
Effect: The user is skilled at avoiding detection, allowing the user to slip past foes or strike from an unseen position. This skill covers hiding and moving silently.
Special: ---
Drawback: ---
Description: Action Needed: Usually None. Normally, the user makes a Stealth check as part of a movement, so it does not take a separate movement; however, using Stealth immediately after a Ranged attack (see Sniping) is a movement. User can hide, move silently, create a diversion to hide, hide behind creatures, and snipe. If the user has 25 Skill points in Stealth they may reduce the Stealth penalty from sniping by 25. If the user has 50 Skill points in Stealth; Stealth check penalties for moving quickly are halved including the ability unlocked at 25 Skill points, moving at full movements, reaching concealment after creating a distraction, and etc. Each time learned user gets 1 die roll to increase the skill.
Limit: ---
Lore, Undead SP 67/125 TP 25
Rank: "E"
Skill Level: Advanced
Skill: Skill
Effect: A person versed in the lore of the spirits understands the basic principles behind and souls, spirits.
Special: ---
Drawback: ---
Description: A person versed in the lore of the spirits and undead understands the basic principles behind souls, spirits, the afterlife and godly vengeance against unworthy mortal upstarts. They can recognize and understand writing related to spirits and undead, though they do not gain any automatic understanding of it, and they know how certain Jutsus interact with the realm of the Undead. A successful check gives a Jutsu User with Spirit Lore better understanding when attack, as well as speaking to or dealing with Undead. Each time learned user gets 2 die roll to increase the skill.
Limit: ---
Observation SP 64/125 TP 25
Rank: "E"
Skill Level: Advanced
Skill: Skill
Effect: This skill focuses certain powers of observation - sight, smell, hearing, and touch.
Special: ---
Drawback: ---
Description: Can be learned by an Animal. 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 a Character any time there is an NPC, monster, event or happening that a character might notice, even if he did not specifically state that he is monitoring his surroundings. Characters are capable of noticing any event within their perception. Observation reveals only facts, not motivation. If user has 25 or more Ranks in Evidence Analysis user gains a Synergy Bonus +10 to Observation. Each time learned user gets 1 die roll to increase the skill.
Limit: ---
Tracking SP 40(+10)/125 TP 10
Rank: "D"
Skill Level: Average
Skill: Skill
Effect: Characters use this skill to follow the trail of animals and other persons.
Special: ---
Drawback: ---
Description: Can be learned by an Animal. Tracking means the user found a trail if they gain the check, while failure means they did not. If user fails this initial skill check, they simply cannot find that particular trail. After finding a trail, further checks may be necessary depending on the situation. Darkness, falling rain/snow, a dust storm, moving from one terrain to another (such as from sand to rock), one trail splitting into 2 or crossing water are examples why a user might need another Tracking check. Look in Task Skills thread found in the Skills and Traits Index for more information. Each time learned user gets 5 die roll to increase the skill.
Limit: ---
Traits: An incorporeal has the basic following features.
•Has no physical body.
•Can be harmed only by
•Other incorporeal creatures/attacks
•Weapons with techniques associated to the weapon (Specialized weapons)
•Chakra Techniques.
•Immune to non-Chakra attacks.
•Takes half damage by ways of damaging except "Pure Chakra" techniques.
•Techniques that may harm Incorporeal creatures have a 50% chance of affecting.
•An incorporeal creature can enter or pass through solid objects.
•An incorporeal creature’s attacks pass through armour, shields, and other defenses other than Pure Chakra Techniques.
•Cannot be heard when moving.