Just for business [travel, training, private].
Oct 12, 2014 9:50:46 GMT -7
Post by Marii K. Kazeraikou on Oct 12, 2014 9:50:46 GMT -7
World traveler. Freebie 5.
Rank: “C” Rank.
Skill: Trait.
Effect: Your family has taken the love of travel to an extreme, roaming the world extensively.
Special: ---
Drawback: ---
Description: Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. User gains a +1 trait bonus for every die roll when learning culture, history, local and observation skills. This trait replaces 1 of the 5 freebies.
Limit: Must start with character. Replaces 1 of 5 freebies.
Sense motive. Level: Expert [78/125].
Rank: “E” Rank.
Skill: Skill.
Effect: User is skilled at detecting falsehoods and true intentions.
Special: ---
Drawback: ---
Description: A successful check lets the user avoid from being bluffed or lied to (see the acting skill). The user can also use this skill to determine when “something is up” (that is, something odd is going on) or access someone's trustworthiness.
• Hunch: This use of the skill involves making a gut assessment of the social situation. The user can get the feeling from another's behaviour that something is wrong, such as when they are talking to an imposter. Alternatively, the user can get the feeling that someone is trustworthy. Very difficult difficulty.
• Sense enchantment: User can tell that someone's behaviour is being influenced by an enchantment effect even if that person is not aware of it. The usual check is very difficult, but if the target is dominated, the check is difficult because of the limited range of the target's activities.
• Discern secret message: The user may use sense motive to detect a hidden message transmitted by acting. In this case, the check is opposed by the acting check. For each piece of information relating to the message the user is missing takes a -10 penalty to the check. If the success is by 20 or less, the user knows that something hidden is being communicated, but cannot learn anything specific. If the check is beaten by 25 or more, the user intercepts and understands the message. If the check is failed by 20 or less, the user does not detect anything. If the fail is by 25 or more, they might infer false information.
Cannot roll multiple times except for each acting check made against the user. Each time learned, the user gets 1 die roll to increase the skill.
Limit: ---
Dice roll range: 1-6.
Rank: “C” Rank.
Skill: Trait.
Effect: Your family has taken the love of travel to an extreme, roaming the world extensively.
Special: ---
Drawback: ---
Description: Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. User gains a +1 trait bonus for every die roll when learning culture, history, local and observation skills. This trait replaces 1 of the 5 freebies.
Limit: Must start with character. Replaces 1 of 5 freebies.
Sense motive. Level: Expert [78/125].
Rank: “E” Rank.
Skill: Skill.
Effect: User is skilled at detecting falsehoods and true intentions.
Special: ---
Drawback: ---
Description: A successful check lets the user avoid from being bluffed or lied to (see the acting skill). The user can also use this skill to determine when “something is up” (that is, something odd is going on) or access someone's trustworthiness.
• Hunch: This use of the skill involves making a gut assessment of the social situation. The user can get the feeling from another's behaviour that something is wrong, such as when they are talking to an imposter. Alternatively, the user can get the feeling that someone is trustworthy. Very difficult difficulty.
• Sense enchantment: User can tell that someone's behaviour is being influenced by an enchantment effect even if that person is not aware of it. The usual check is very difficult, but if the target is dominated, the check is difficult because of the limited range of the target's activities.
• Discern secret message: The user may use sense motive to detect a hidden message transmitted by acting. In this case, the check is opposed by the acting check. For each piece of information relating to the message the user is missing takes a -10 penalty to the check. If the success is by 20 or less, the user knows that something hidden is being communicated, but cannot learn anything specific. If the check is beaten by 25 or more, the user intercepts and understands the message. If the check is failed by 20 or less, the user does not detect anything. If the fail is by 25 or more, they might infer false information.
Cannot roll multiple times except for each acting check made against the user. Each time learned, the user gets 1 die roll to increase the skill.
Limit: ---
Dice roll range: 1-6.
((OOC: Hassy, I just want to point out that my character's name is "Marii". You keep writing it with two r's so it becomes "Marrii". I used an online dictionary for the definitions of photosynthesis plus respiration. Feel free to interpret them in other ways that will fit your character better))
[0/5]
Both of the shinobis pulled out their headbands. It made the female a bit calmer since they were actually showing their allegiance now. "Good luck, Marii-sama!" exclaimed the male. "I wish you good luck. Or break a leg? I am unsure of Kaminari superstitions." told the other woman.
"Thank you two. Both work fine Nieve-san" replied Marii with a skinny grin. She went towards the wardrobes that were situated in the corridor right behind the scene.
The wardrobe was rather small with a vanity, a table, two chairs, a tray with wheels plus a small cupboard for clothes. The Sannin put on the lab coat after taking off her scarf plus her winter jacket.
"You'll stay here while I'm at the stage" told the female as she removed the grass region herbs from her field pack. Her animal companion nodded while her owner brushed some dust off her trousers.
She then exited the wardrobe with the aloe vera, arlan and klagul placed at the tray. The fake blonde took a deep breath after locking the wardrobe.
'This is it. Don't get too freaked out' thought the young woman as she walked towards the stage. She could hear some faint murmurs as she went onto the stage, which had a table on it plus a huge blackboard.
Marii turned on the microphone while keeping a keen eye at the audience. She spotted a couple of ANBU masks plus medics in the audience.
"Welcome to the first series of lectures concerning botany. My name is Marii and I'll be teaching you herbalism plus botany over the next few days. First of all, I'm thankful for the opportunity to teach you.
I'm happy to see so many people here despite that botany isn't as widely known as certain other styles. We're going to discuss the botany first since it'll make it easier to learn the herbalism for both regions" informed the female.
She then drew an aloe plant on the blackboard that stood under a sun. The Sannin then waited for a couple minutes so the students could copy her definition. "Two of the most vital things to know when you grow grassland herbs are these terms.
Photosynthesis is when plants use water and carbon dioxide to create their food, grow and release excess oxygen into the air. Water is usually absorbed by the roots" explained the young woman.
She kept quiet for a couple minutes so the participants could write down their definition. "Respiration however is the opposite of photosynthesis. This is the process where plants burns off sugars to yield energy for growth, reproduction plus other life processes" stated the fake blonde.
'I hope they understand what I'm talking about. The least thing I want to do is to confuse people' thought Marii.
Skill Marii is teaching:
Botany (Grass region). Level: Marii will keep going until everyone has reached 51 (advanced level).
Rank: "E" Rank (5 TP at all times).
Skill: Skill.
Effect: A skill that allows the user to identify plants.
Special: ---
Drawback: ---
Description: A character with this skill has a basic knowledge of plants and how they grow. They know how to tell various species of plants apart and under what conditions each type of plant grows best. Most of the time they can tell poisonous plants from non-poisonous plants. User must choose a specific region each time they go up this Skill. A successful botany skill check provides knowledge of plants, while failure indicates the character does not know or cannot recall anything about that plant. This knowledge is broader than the agriculture skill, as it extends to plants (including trees) without obvious food or textile uses. Each skill level allows the user knowledge of each herb category (Example: Novice can identify common herbs, master can identify nearly impossible herbs) within a region. Here is some difficulty examples.
Each time learned user gets 5 die roll to increase the skill.
Limit: ---
Botany (Grass region). Level: Marii will keep going until everyone has reached 51 (advanced level).
Rank: "E" Rank (5 TP at all times).
Skill: Skill.
Effect: A skill that allows the user to identify plants.
Special: ---
Drawback: ---
Description: A character with this skill has a basic knowledge of plants and how they grow. They know how to tell various species of plants apart and under what conditions each type of plant grows best. Most of the time they can tell poisonous plants from non-poisonous plants. User must choose a specific region each time they go up this Skill. A successful botany skill check provides knowledge of plants, while failure indicates the character does not know or cannot recall anything about that plant. This knowledge is broader than the agriculture skill, as it extends to plants (including trees) without obvious food or textile uses. Each skill level allows the user knowledge of each herb category (Example: Novice can identify common herbs, master can identify nearly impossible herbs) within a region. Here is some difficulty examples.
Each time learned user gets 5 die roll to increase the skill.
Limit: ---