Hugs 4 Rolls
Sept 14, 2014 21:18:47 GMT -7
Post by Gohan on Sept 14, 2014 21:18:47 GMT -7
Whoo! Thanks!
7 Nuts total
Botany (Forest Region) (37 SP)
Rank: "E"
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 Hearbs) within a region. Here is some Difficulty Examples.
Trivial - Plant is in bloom
Easy - Plant is whole
Average - Identify plant fruit, leaves, tubers or seeds
Difficult - Parts of plant in a mixture or food
Very Difficult - Identify plant from charred remains
Each time learned user gets 5 die roll to increase the skill.
Limit: ---
Herbalism (Forest Region) (42 SP)
Rank: "E"
Skill: Skill
Effect: Those with the herbalist knowledge can create potions and other assortments out of herbs.
Special: ---
Drawback: ---
Description: Those with herbalist knowledge can identify plants and fungi and prepare potions, poultices, powders, balms, salves, ointments, infusions, and plasters for all purposes while using Herbal components. They can also prepare natural poisons and purgatives. A character with both Herbalism and First Aid: Healing skills gain bonuses when using their First Aid: Healing skill. Each Skill level allows the user to mix Herbs of each category (Example: Novice can mix Common Herbs, Master can mix Nearly Impossible Hearbs) within a region. When learning the user must learn for each Region. Each time learned user gets 5 die roll to increase the skill.
Limit: Must know Botany.
One 80% Roll please
Kura would find his way back a bit and run into another nut tree! Wow his luck was simply amazing! After gathering them, it was back to searching for more he guessed. He appeared to be following some trail of nuts that was probably left by some group of squirrels. He would have to patiently walk around and follow the trail until he ran into the end. Now it was time to see if this was where the trail began or ended. If it was the end then he would have to backtrack all the way to the other side of the trail until he found the source of the nuts!
7 Nuts total
Spanish Nut
Rank: Common, Colossal
Type: Herb, Forest, All Seasons, Aphrodisiac/Chakra Enhancement
Effect: An aphrodisiac herb capable of increasing the effectiveness of Charm techniques.
Special: Preparation: 25 weeks ; Duration: ---
Drawback: ---
Description: A very large tree that can grow up to 25 meters high. The leaves are 20 to 30 centimeters long, pinnate, with 3 to 7 leaflets, each leaflet is 4 to 10 centimeters long and 2 to 4 centimeters broad, with a coarsely toothed margin. The fruit is a nut 3 to 4 centimeters long and 2 to 2.5 centimeters diameter, with a thick, hard shell and a sweet, edible seed. This seed is a powerful aphrodisiac. If successfully administered it will increase the power of Charm Jutsu by giving a bonus of 1 rank to their Charm Jutsus for a period of 15 rounds. Herb consists 128 doses.
Limit: Must know Herbal Knowledge for Forest Regions. 80% chance of finding.
Cost: 28,000 Ryo per herb. 215 Ryo per Dosage.
Rank: Common, Colossal
Type: Herb, Forest, All Seasons, Aphrodisiac/Chakra Enhancement
Effect: An aphrodisiac herb capable of increasing the effectiveness of Charm techniques.
Special: Preparation: 25 weeks ; Duration: ---
Drawback: ---
Description: A very large tree that can grow up to 25 meters high. The leaves are 20 to 30 centimeters long, pinnate, with 3 to 7 leaflets, each leaflet is 4 to 10 centimeters long and 2 to 4 centimeters broad, with a coarsely toothed margin. The fruit is a nut 3 to 4 centimeters long and 2 to 2.5 centimeters diameter, with a thick, hard shell and a sweet, edible seed. This seed is a powerful aphrodisiac. If successfully administered it will increase the power of Charm Jutsu by giving a bonus of 1 rank to their Charm Jutsus for a period of 15 rounds. Herb consists 128 doses.
Limit: Must know Herbal Knowledge for Forest Regions. 80% chance of finding.
Cost: 28,000 Ryo per herb. 215 Ryo per Dosage.
Botany (Forest Region) (37 SP)
Rank: "E"
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 Hearbs) within a region. Here is some Difficulty Examples.
Trivial - Plant is in bloom
Easy - Plant is whole
Average - Identify plant fruit, leaves, tubers or seeds
Difficult - Parts of plant in a mixture or food
Very Difficult - Identify plant from charred remains
Each time learned user gets 5 die roll to increase the skill.
Limit: ---
Herbalism (Forest Region) (42 SP)
Rank: "E"
Skill: Skill
Effect: Those with the herbalist knowledge can create potions and other assortments out of herbs.
Special: ---
Drawback: ---
Description: Those with herbalist knowledge can identify plants and fungi and prepare potions, poultices, powders, balms, salves, ointments, infusions, and plasters for all purposes while using Herbal components. They can also prepare natural poisons and purgatives. A character with both Herbalism and First Aid: Healing skills gain bonuses when using their First Aid: Healing skill. Each Skill level allows the user to mix Herbs of each category (Example: Novice can mix Common Herbs, Master can mix Nearly Impossible Hearbs) within a region. When learning the user must learn for each Region. Each time learned user gets 5 die roll to increase the skill.
Limit: Must know Botany.
One 80% Roll please
Kura would find his way back a bit and run into another nut tree! Wow his luck was simply amazing! After gathering them, it was back to searching for more he guessed. He appeared to be following some trail of nuts that was probably left by some group of squirrels. He would have to patiently walk around and follow the trail until he ran into the end. Now it was time to see if this was where the trail began or ended. If it was the end then he would have to backtrack all the way to the other side of the trail until he found the source of the nuts!