The Blind Beast of Iwa, Shenjie Shitakuma (Revised)
Dec 11, 2017 15:13:09 GMT -7
Post by The Blind Beast on Dec 11, 2017 15:13:09 GMT -7
Skills
Observation
Rank: "E"
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: ---
TP: 90
SP: 125/125
Jump Good
Rank: "E"
Skill: TaiJutsu
Effect: Jump Good is the skill to make Jumps or to soften a fall.
Special: ---
Drawback: ---
Description: Jump good is a skill that needs no die roll. Jump Good skill determines how well the user can Jump. Without Jump Good the user can jump both vertically and horizontally up to 10 meters. All Jumps are assumed that the user is getting a running start of at least 6 meters in a straight line before Jumping. If the user does not run at least 6 meters, then the bonuses are cut in half. The Maximum Distance a user can jump is dependent on their Skill + their base Jump of 10 meters. There are no checks needed to determine if a user succeeds on a Jump, if they land prone, or any other variable. There are type Jumps calculated with Jump Good; Long Jump, and High Jump.
Long Jump: A long jump is a horizontal jump. At mid-point of the jump, the user attains a vertical height equal to 1-quarter of the horizontal distance. For every 5 Skill Points the user has in Jump Good they add +2 meters to their Base Jump. Example: If the user has 43 Skill points in Jump Good, their long jump will be 26 meters.
High Jump: A high jump is a vertical leap made to reach a ledge high above, or reach a vertical height. For every 5 Skill Points the user has in Jump Good they add +1 meters to their Base Jump. Example: If the user has 43 Skill Points in Jump Good, their high jump is 18 meters. Falling: When the user deliberately falls a distance, the Jump Good skill can be used to increase the length of falling. Base Falling distance is 10 meters. For every 5 Skill Points the user has in Jump Good they add +2 meters to their Base Fall distance. Example: If the user has 43 Skill Points in Jump Good, they can fall at a distance of 26 meters without consequences.
High Water Jump: Normally Jumps incur a -50 penalty when making a high jump out of water.
Look in Task Skills thread found in the Skills and Traits Index for more information. Each time learned user gets 1 die roll to increase the skill.
Limit: Must learn from Universal TaiJutsu.
TP: 90
SP: 125/125
Stealth
Rank: "E"
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: ---
TP: 90
SP: 125/125
Observation
Rank: "E"
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: ---
TP: 90
SP: 125/125
Jump Good
Rank: "E"
Skill: TaiJutsu
Effect: Jump Good is the skill to make Jumps or to soften a fall.
Special: ---
Drawback: ---
Description: Jump good is a skill that needs no die roll. Jump Good skill determines how well the user can Jump. Without Jump Good the user can jump both vertically and horizontally up to 10 meters. All Jumps are assumed that the user is getting a running start of at least 6 meters in a straight line before Jumping. If the user does not run at least 6 meters, then the bonuses are cut in half. The Maximum Distance a user can jump is dependent on their Skill + their base Jump of 10 meters. There are no checks needed to determine if a user succeeds on a Jump, if they land prone, or any other variable. There are type Jumps calculated with Jump Good; Long Jump, and High Jump.
Long Jump: A long jump is a horizontal jump. At mid-point of the jump, the user attains a vertical height equal to 1-quarter of the horizontal distance. For every 5 Skill Points the user has in Jump Good they add +2 meters to their Base Jump. Example: If the user has 43 Skill points in Jump Good, their long jump will be 26 meters.
High Jump: A high jump is a vertical leap made to reach a ledge high above, or reach a vertical height. For every 5 Skill Points the user has in Jump Good they add +1 meters to their Base Jump. Example: If the user has 43 Skill Points in Jump Good, their high jump is 18 meters. Falling: When the user deliberately falls a distance, the Jump Good skill can be used to increase the length of falling. Base Falling distance is 10 meters. For every 5 Skill Points the user has in Jump Good they add +2 meters to their Base Fall distance. Example: If the user has 43 Skill Points in Jump Good, they can fall at a distance of 26 meters without consequences.
High Water Jump: Normally Jumps incur a -50 penalty when making a high jump out of water.
Look in Task Skills thread found in the Skills and Traits Index for more information. Each time learned user gets 1 die roll to increase the skill.
Limit: Must learn from Universal TaiJutsu.
TP: 90
SP: 125/125
Stealth
Rank: "E"
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: ---
TP: 90
SP: 125/125