The Stone Forge
Feb 17, 2015 8:40:29 GMT -7
Post by Jack on Feb 17, 2015 8:40:29 GMT -7
Dossier (Basics)
[Jacklyn Braunn -Name (Official) ]
[Jack -Name (Unofficial)]
[Taki-ninja - Status]
[B - Ranking]
[Chaotic Neutral - Alignment]
[22 - Age]
[Feb 17 - Birthday]
[Tsuchi no Kuni - Birth Place]
[O (Pos) - Blood Type]
[Jacklyn Braunn -Name (Official) ]
[Jack -Name (Unofficial)]
[Taki-ninja - Status]
[B - Ranking]
[Chaotic Neutral - Alignment]
[22 - Age]
[Feb 17 - Birthday]
[Tsuchi no Kuni - Birth Place]
[O (Pos) - Blood Type]
[Affinities]
[Traits]
Dedicated Tradesman [B-rank: 3]
Rank: "C"
Skill: Social Trait
Effect: A trait that is given to a Craftsman of sort who is dedicated to Crafting.
Special: ---
Drawback: ---
Description: Humans with this racial trait gain a +20 bonus on Crafting Skills, and gain a +1 Racial Bonus on any additional Rolls pertaining to Crafting Learning. User gains Dedicated Tradesman for 1 Type of Crafting Per Class Level. "A" Class Level characters get 4 Dedicated Tradesman for 4 different types of Crafting. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Crafting Skill: Weaponsmithing +20 (D-rank) [added]
Crafting Skill: Blacksmithing/Metalworking +20 (C-rank) [added]
Crafting Skill: Armoursmithing +20 (B-rank) [added]
Rich Parents
Rank: "C"
Skill: Social Trait
Effect: User was born into a rich family, perhaps even the nobility, and even though they turned to a life of adventure, they enjoy a one-time benefit to their initial finances.
Special: ---
Drawback: ---
Description: User's starting wealth increases by x3 of their normal amount. Incentive Ryo does not apply to this multiplication. Starting Ryo must be added after multiplication. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Engineer
Rank: "C"
Skill: Heritage Trait
Effect: User knows all there is to know about construction and invention.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among Craft, Engineering, Disable Device, Technician, and Construction, Siege Works. At each Class Level the user gain an additional +5 Heritage skill Points to place in any one of these skills. User gains +1 Heritage Points per die roll when learning the skill. User must choose in either having a +5 to all following skills: Artistic Ability, Bowyer/Fletcher, Cobbling, Construction, Disable Device, Fondling (Covert Appraisal Technique), Escape Artist, Forgery, Gem Cutting, Leatherworking, Locksmithing, Lock Picking, Metal Working, Musical Instrument, Pick-Pocket, Pottery, Ride, Rope Use, Sleight of Hand, and Weaponsmith or +10 to any 1 of their Heritage Skills. User is adept at dismantling and rebuilding just about anything they come across. User may disable a "C" and "D" Rank device in half a movement, and any other device in 1d3 rounds. In addition user gains a +5 competence bonus to all Craft, Disable Device, and Engineering. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Engineering +10 (initial) [added]
Technician + 10 (initial)
Disable Device +20 (+10 B-rank. +10 Additional)
+5 all Additional Skills
Merchant
Rank: "C"
Skill: Heritage Trait
Effect: User is a shrewd buyer and seller of goods.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among Appraisal, Sense Motive, and Haggling. At each Class Level the user gain an additional +5 Heritage skill Points to place in any one of these skills. User gains +1 Heritage Points per die roll when learning the skill. User must choose either having a +10 in Appraisal and Checks in Deciphering Scripts, or +10 in Haggling. User may make an Appraisal check in a full round instead of a full minute. In addition, the user gains a +5 competence bonus on checks with all background skills. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Appraisal (Armour and Weaponry): +10 (initial)
Sense Motive +15 (D-rank +5. B-rank +10)
Haggling: +10 (initial) + 10 on Haggle Checks
Able Learner
Rank: "C"
Skill: Social Trait
Effect: The user has great aptitude for learning.
Special: ---
Drawback: ---
Description: When learning a skill, the skill states how many times a die roll may be applied to show how much they learned within that skill. Example, when a user learns "Botany" they gain 5 die rolls. This "trait" increases the amount of die rolls by 1.5 rounded to the highest number at 1 die roll per learning, however any number higher than 1 die roll is rounded down. For example: User learns Botany and gains 5 die rolls. With this Trait they will gain 7 die rolls. However if a user learns Lockpicking they normally get 1 die roll, however with this Trait they will gain 2 die rolls.
Limit: Must start with Character; replaces 2 Freebies.
[Skills]
[25]Blacksmithing/Metalworking
Rank: "E" (5 TP at all times)
Skill: Skill
Effect: A character with the Blacksmithing Skill is capable of making simple tools and implements from iron and steel.
Special: ---
Drawback: ---
Description: Use of this skill requires a forge with a coal-fed fire and bellows, as well as a hammer and anvil. The character cannot make Armour or most Weapons, (he needs the appropriate skill fort hat) but can craft crowbars, grappling hooks, horseshoes, nails, hinges, plows, and most other iron objects. The list above gives examples of Mastery Level and what the character can do. 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: ---
Skill Points: 150 (125 [Skill Rolls] + 20 [Dedicated Tradesman] + 5 [Engineer])
[45]Engineering
Rank: "E"
Skill: Skill
Effect: The character with this skill is trained as a designer of both great and small things.
Special: ---
Drawback: ---
Description: The character with this skill is trained as a designer of both great and small things. Engineers can prepare plans for everything from small machines to large transportation mechanical devices. An engineer must still find competent workmen to carry out their plans, but they are trained to supervise and manage their work (or they may be proficient in Technician to carry out their own plans). An engineer is also familiar with the principles of Siege Works and may design them. They know how to construct and supervise the use of Siege weapons and machines such as catapults, rams, and screws. Novice can design "D" Rank Gadgets and Siege Weapons. Average can design "C" Rank Gadgets and Siege Weapons. Advanced can design "B" Rank Gadgets and Siege Weapons. Expert can design "A" Rank Gadgets and Siege Weapons. Master can design "S" Rank Gadgets and Siege Weapons. To build plans follow the same rules as Artisan Crafting. Each time learned user gets 2 die roll to increase the skill.
Limit: Must know Techcraft.
Skill Points: 134 (124 [Skill Rolls] + 10 [Engineer])
[20]Geology
Rank: "E" (5 TP at all times)
Skill: Skill
Effect: A geologist is a specialist in the composition of the earth.
Special: ---
Drawback: ---
Description: This skill gives characters a basic scientific knowledge of the planet and its structure (including subterranean caverns) as well as types of rocks. It can help a character identify potential veins of gems or safely spelunk (navigate through natural caves). Look in Academia 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: ---
Skill Points: 107
[100]Armourer
Rank: "E" (10 TP at all times)
Skill: Skill
Effect: A skill that allows the user to create and repair Armour.
Special: ---
Drawback: ---
Description: The character can make and repair all types of armour listed in the Armour Index, given the proper materials and facilities. An armour is a maker, supplier, or repairer of armour. Look in the Artisan Index for more information. Each time learned user gets 1 die roll to increase the skill.
Limit: ---
Skill Points: 78 (73 [skill rolls] + 5 [Engineer])
[60]Technician
Rank: "E" (5 TP at all times)
Skill: Skill
Effect: A skill that allows a user to create complicated clockwork or gadgets.
Special: ---
Drawback: ---
Description: This skill is used in the construction of Technical fantastic machines, and it includes the mechanical principles involved in clockwork operation. Engineers, machinists, and technicians use this skill to create clockwork devices. To put together or build a Gadget the user must purchase plans. Purchasing plans is half the price of the item's base cost (A base item that costs 10,000 Ryo will have plans that cost 5,000 Ryo. If an Item is rare (requires a die roll before finding said item) the die roll to purchase the plans is half than normal (Purchasing an item that has a 30% chance of finding will have a 15% chance of finding the plans to purchase). Look in the Artisan Index for more information. Each time learned user gets 1 die roll to increase the skill.
Limit: ---
Skill Points: 125 (115 Skill Rolls + 10 [Engineer])
[65]Weaponsmithing
Rank: "E" (5 TP at all times)
Skill: Skill
Effect: This highly specialized skill enables a character to perform the difficult and highly exacting work involved in making metal weapons, particularly those with blades.
Special: ---
Drawback: ---
Description: The character blends some of the skill of the blacksmith with the ability to create strong, sharp blades. User is able to create any and all weapons such as Arrowheads, to Swords, to Crossbows. Note on Arrowheads: User can only create normal Arrowheads and Sling Bullets. Specialized Arrowheads and Sling Bullets need Demolitions or Technician due to the components found in them. Look in the Artisan Index for more information. Each time learned user gets 1 die roll to increase the skill.
Limit:---
Skill Points: 150 (125 [Skill Rolls] + 20 [Dedicated Tradesman] + 5 [Engineer])
Max Bonus: 345
[10]Animal Empathy (Ziz)
Rank: "D"
Skill: Skill
Effect: A character with this skill has insight into a creature's emotions.
Special: ---
Drawback: ---
Description: A character with this skill has insight into a creature's emotions—to determine if it is hungry, frightened, maddened, defensive and so on. They can show it that they desire friendship or enmity. This skill can placate angry animals or taunt them into attacking her, as she sees fit. A succeeded skill check can move the animal's reaction one step positive resulting in it either not attacking or possibly allowing the character to approach it. The list below gives examples of Difficulty and the character can emphasize with.
- Trivial - Docile domestic beast
- Easy - Domestic animal (dog, cow)
- Average - Docile non-domestic animal (deer, etc.)
- Difficult - Docile, wild beast
- Very Difficult - Wild, hostile beast (bear, panther, etc.)
Each time learned user gets 5 die roll to increase the skill.
Limit: ---.
Skill Points: 37
Animal Empathy (Bear)
Rank: "D"
Skill: Skill
Effect: A character with this skill has insight into a creature's emotions.
Special: ---
Drawback: ---
Description: A character with this skill has insight into a creature's emotions—to determine if it is hungry, frightened, maddened, defensive and so on. They can show it that they desire friendship or enmity. This skill can placate angry animals or taunt them into attacking her, as she sees fit. A succeeded skill check can move the animal's reaction one step positive resulting in it either not attacking or possibly allowing the character to approach it. The list below gives examples of Difficulty and the character can emphasize with.
- Trivial - Docile domestic beast
- Easy - Domestic animal (dog, cow)
- Average - Docile non-domestic animal (deer, etc.)
- Difficult - Docile, wild beast
- Very Difficult - Wild, hostile beast (bear, panther, etc.)
Each time learned user gets 5 die roll to increase the skill.
Limit: ---.
Skill Points: 0
Animal Training (Ziz)
Rank: "D"
Skill: Skill
Effect: Characters with this skill can train one type of creature to obey simple commands and perform tricks.
Special: ---
Drawback: ---
Description: Characters with this skill know how to train one type of Creature, but can learn Animal Training multiple times to train other types. A trainer can work with only 3 animals at a time and teach it to follow general orders or perform specific things. They can also eliminate vices, such as those in some horses. It takes 1+1d3 weeks of work to train the creature to follow a simple order or perform a technique, but training for a general order takes three months. raining for a specific trick requires 2+2d4 weeks. At the end of the training time, make a skill check. If successful, the animal learns the order or trick. If the check fails, the animal does not learn the order or trick. 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: Must know Animal Lore. Must know Animal Empathy 30 or Better.
Skill Points: 0
Animal Training (Bear)
Rank: "D"
Skill: Skill
Effect: Characters with this skill can train one type of creature to obey simple commands and perform tricks.
Special: ---
Drawback: ---
Description: Characters with this skill know how to train one type of Creature, but can learn Animal Training multiple times to train other types. A trainer can work with only 3 animals at a time and teach it to follow general orders or perform specific things. They can also eliminate vices, such as those in some horses. It takes 1+1d3 weeks of work to train the creature to follow a simple order or perform a technique, but training for a general order takes three months. raining for a specific trick requires 2+2d4 weeks. At the end of the training time, make a skill check. If successful, the animal learns the order or trick. If the check fails, the animal does not learn the order or trick. 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: Must know Animal Lore. Must know Animal Empathy 30 or Better.
Skill Points: 0
[20]Appraisal (Armour and Weaponry)
Rank: "E"
Skill: Skill
Effect: A skill that allows a user to estimate the value and authenticity of antiques, art objects, jewelry, cut gemstones, or other crafted items they find.
Special: ---
Drawback: ---
Description: This skill is highly useful for thieves and adventurers, as it allows characters to estimate the value and authenticity of antiques, art objects, jewelry, cut gemstones, or other items they find. The character must examine the item to be appraised in good lighting conditions. A successful skill check enables the character to estimate the value of the item to the nearest 20% of its true value and to identify fakes. Appraisers with practical knowledge of the skills needed to create the items they are appraising (i.e., a Weaponsmith appraising a Sword) make easier Appraisal checks based on their mastery of the subject. Novice mastery provides 10%, Average gives 15% and Advanced or greater mastery yields a 20% bonus on Appraisal skill check rolls for such items. Look in Academia Skills thread found in the Skills and Traits Index for more information. If user has 25 or more Ranks in Appraisal user gains a Synergy Bonus +10 to Haggle pertaining to the type of Appraisal. Each time learned user gets 2 die roll to increase the skill.
Limit: ---
Skill Points: 79 (69 [skill rolls] + 10 [Merchant])
Artistic Ability (Drawing)
Rank: "E"
Skill: Skill
Effect: Player characters with artistic ability are naturally accomplished in various forms of the arts.
Special: ---
Drawback: ---
Description: This skill covers the arts; select 1 type (i.e., sculpting, painting) in which the character is proficient. They have an inherent understanding of color, form, space, flow, tone, pitch, and rhythm. They have an inherent understanding of color, form, space, flow, tone, pitch, and rhythm. Characters with artistic ability must select one art form (painting, sculpture, etc) to be proficient in. Thereafter, they can attempt to create art works in their given field. Although it is not necessary to make a sill check, one can be made to determine the quality of the work. If a 5 or lower is rolled on the check, the artist has created a work with some truly lasting value. Artistic ability also confers a +10 bonus to all skill checks requiring artistic skill and to attempts to appraise objects of art. If user has 25 or more Ranks in Artistic Ability user gains a Synergy Bonus +10 to Forgery if Artistry is Writing/Painting. Each time learned user gets 5 die roll to increase the skill.
Limit: ---
Skill Points: 5 (0 [skill rolls] + 5 [Engineer])
[20]Botany (River)
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. 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: ---
Skill Points: 95
Bowyer/Fletcher
Rank: "E"
Skill: Skill
Effect: A skill that allows the user to create bows and arrows.
Special: ---
Drawback: ---
Description: This character can make bows, slings and arrows of any type within the Marksmanship Index. One exception: Only a Master Bowyer/Fletcher can make Compound Bow, and a Staff Sling. A weaponsmith is required to fashion arrowheads, but the Bowyer/Fletcher can create arrow shafts and the bows that fire them. Look in the Artisan Index for more information. Each time learned user gets 5 die roll to increase the skill.
Limit: ---
Skill Points: 5 (0 [skill rolls] + 5 [Engineer])
Brewing (Brewer)
Rank: "E"
Skill: Skill
Effect: The character is trained in the art of brewing beers and other strong drink.
Special: ---
Drawback: ---
Description: This makes them very popular. The character can prepare brewing formulas, select quality ingredients, set up and manage a brewery, control fermentation, and age the finished product. A skill check is performed after each batch. There are 3 Specific types of Brewing the user may choose from. The user may chose from Brewing, Distilling, and Winemaking. Each group is associated with a profession called The Brewer, The Vintner, and the Distiller. Each specific subtype allows the user to create an Alcoholic beverage depending on the sub category.
- Novice Can create up to 3 Strength Alcohol.
- Average Can create up to 6 Strength Alcohol.
- Advanced Can create up to 9 Strength Alcohol.
- Expert Can create up to 12 Strength Alcohol.
- Master Can create up to 15 Strength Alcohol.
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: Must know Botany.
Skill Points: 0
Brewing (Distiller)
Rank: "E"
Skill: Skill
Effect: The character is trained in the art of brewing beers and other strong drink.
Special: ---
Drawback: ---
Description: This makes them very popular. The character can prepare brewing formulas, select quality ingredients, set up and manage a brewery, control fermentation, and age the finished product. A skill check is performed after each batch. There are 3 Specific types of Brewing the user may choose from. The user may chose from Brewing, Distilling, and Winemaking. Each group is associated with a profession called The Brewer, The Vintner, and the Distiller. Each specific subtype allows the user to create an Alcoholic beverage depending on the sub category.
- Novice Can create up to 3 Strength Alcohol.
- Average Can create up to 6 Strength Alcohol.
- Advanced Can create up to 9 Strength Alcohol.
- Expert Can create up to 12 Strength Alcohol.
- Master Can create up to 15 Strength Alcohol.
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: Must know Botany.
Skill Points: 0
Cobbling
Rank: "E"
Skill: Skill
Effect: A user able to fashion and repair shoes.
Special: ---
Drawback: ---
Description: The Character with this skill can fashion and repair shoes, boots and sandals. Look in the Artisan Index for more information. Each time learned user gets 2 die roll to increase the skill.
Limit: ---
Skill Points: 5 (0 [skill rolls] + 5 [Engineer])
Construction, Siege Works
Rank: "E"
Skill: Skill
Effect: This skill makes a character an expert in constructing the weapons needed to lay siege to a castle or other fortified structure.
Special: ---
Drawback: ---
Description: This skill makes a character an expert in constructing the weapons needed to lay siege to a castle or other fortified structure. These include catapults and trebuchets. A user knowledgeable in the art of Siege Works Construction are able to put together such crafts, however are unable to design them. To put together or build a Siege Work the user must purchase plans. Purchasing plans is half the price of the item's base cost (A base item that costs 10,000 Ryo will have plans that cost 5,000 Ryo. If an Item is rare (requires a die roll before finding said item) the die roll to purchase the plans is half than normal (Purchasing an item that has a 30% chance of finding will have a 15% chance of finding the plans to purchase). Look in the Artisan Index for more information. Each time learned user gets 1 die roll to increase the skill.
Limit: ---
Skill Points: 5 (0 [skill rolls] + 5 [Engineer])
[20]Cultivation (River)
Rank: "E"
Skill: Skill
Effect: Those with the Cultivation knowledge can cultivate, gather properties found in Plants.
Special: ---
Drawback: ---
Description: A Cultivator can gather the components inside a Plant. Mastery is dependent on what Rarity plant a user may cultivate. Novice can Cultivate Common Plants, Average can Cultivate Uncommon Plants, Advanced can Cultivate Rare Plants, Expert can Cultivate Very Rare Plants, Master can Cultivate Nearly Impossible Plants. Each time learned user gets 5 die roll to increase the skill.
Limit: Must know Botany.
Skill Points: 109
Current Affairs
Rank: "E"
Skill: Skill
Effect: This skill helps a character know the goings-on in the world around them.
Special: ---
Drawback: ---
Description: This skill helps a character know the goings-on in the world around them. They try to keep informed of all the latest developments in any region. The information obtained is always publicly available knowledge and never secret or classified information. With a successful Current Affairs skill check, the character successfully asks questions and learns information about the local area. On a failed check, people either don’t know or refuse to answer the character’s nosey questions. Unskilled characters have access to local rumors as would be expected. Those with Average mastery should receive twice the ordinary amount of rumors while those of Expert mastery know all local rumors if they seek them out. In addition, those with Advanced mastery or above may check the veracity of any rumors they encounter by having a Game Master roll a [secret] skill check. If successful, the Character identifies a single false rumor. Look in Academia 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: ---
Skill Points: 0
Disable Device
Rank: "D"
Skill: Skill
Effect: User is skilled at disabling devices and disabling traps.
Special: ---
Drawback: ---
Description: Disabling a device depends on how tricky the device is. It can take between 1 round to 8 rounds in order to perform.
- Novice: Able to disable "D" Rank devices.
- Average: Able to disable "C" Rank devices. Worth with Simple Devices - 1 Round - Jam a Lock.
- Advanced: Able to disable "B" Rank devices. Worth with Simple Devices - 1d4 rounds Sabotage a wagon wheel.
- Expert: Able to disable "A" Rank devices. Worth with Simple Devices - 2d4 rounds - Reset a trap.
- Master: Able to disable "S" Rank devices. Worth with Simple Devices - 2d4 rounds - cleverly sabotage a clockwork device.
If user wishes to attempt to leave behind no trace of the tampering, -15 to the skill. 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: ---
Skill Points: 20 (0 [Skill Rolls] + 20 [Engineer])
Escape Artist
Rank: "E"
Skill: Skill
Effect: A skill that enables a character to escape from bindings.
Special: ---
Drawback: ---
Description: This skill enables a character to escape from shackles, ropes, nasty tentacles, constrictor snakes or other immobilizing confinement. This is unusually accomplished by using deep inhalations or muscle tensing when confined (so that the ropes loosen when the body is relaxed), temporarily dislocating a joint or similar action. The Escape Artist requires a full 10 seconds to attempt this skill. With a successful check, the character escapes their bonds. On a failure, the character remains trapped however may reattempt an escape. The user may attempt to escape a binding within half a round by making a Very Difficult check. If user has 25 or more Ranks in Escape Artist user gains a Synergy Bonus +10 to Rope Use involving bindings. If user has 25 or more Ranks in Rope Use user gains a Synergy Bonus +10 to Escape Artist involving Ropes. Each time learned user gets 1 die roll to increase the skill.
Limit: ---
Skill Points: 5 (0 [skill rolls] + 5 [Engineer])
Forgery
Rank: "E"
Skill: Skill
Effect: User's skilled in writing and allows the user to create and detect forgeries.
Special: ---
Drawback: ---
Description: Forgery requires writing materials appropriate to the document being forged, enough light or sufficient visual acuity to see the details of what you’re writing, wax for seals (if appropriate), and some time. To forge a document on which the handwriting is not specific to a person (military orders, a government decree, a business ledger, or the like), you need only to have seen a similar document before. To forge a signature, you need an autograph of that person to copy. To forge a longer document written in the hand of some particular person, a large sample of that person’s handwriting is needed. Forgery works like any artisan Skill without going into the Artisan Profession. Look in Task Skills thread found in the Skills and Traits Index for more information. If user has 25 or more Ranks in Artistic Ability user gains a Synergy Bonus +10 to Forgery if Artistry is Writing/Painting. Each time learned user gets 1 die roll to increase the skill.
Limit: ---
Skill points: 5 (0 [skill rolls] + 5 [Engineer])
Fondling (Covert Appraisal Technique)
Rank: "D"
Skill: Skill
Effect: This skill allows a person to appraise any item by touch alone.
Special: ---
Drawback: ---
Description: This skill allows a person to appraise any item by touch alone, without having to see the items. It also allows the character to feel a purse and estimate the value of what is inside and how many Ryo are in it. A successful check means the character has correctly estimated the value of any item in question to within 1d10 percent. Each time learned user gets 3 die roll to increase the skill.
Limit: ---
Skill Points: 5 (0 [skill rolls] + 5 [Engineer])
Gem Cutting
Rank: "D"
Skill: Skill
Effect: A character with this skill can finish the rough gems that are discovered through mining at the rate of 1d10 stones per day.
Special: ---
Drawback: ---
Description: A character with this skill can finish the rough gems that are discovered through mining at the rate of 1d10 stones per day. A gem cutter derives no benefit from the assistance of non-proficient characters. A gem cutter must work with a good light source and must have an assortment of chisels, small hammers, and specially hardened blades. Uncut gems, while still of value, are not nearly as valuable as the finished product. If the cutting is successful (as determined by a skill check), the gem cutter increases the value of a given stone to the range appropriate for its type. The work may be exceptionally brilliant causing the value of the gem falls into the range for the next valuable gem. Each time learned user gets 5 die roll to increase the skill.
Limit: ---
Skill Points: 5 (0 [skill rolls] + 5 [Engineer])
[20]Haggle
Rank: "D"
Skill: Skill
Effect: Characters with the haggle skill know how to get the best deals.
Special: ---
Drawback: ---
Description: Characters are well versed in the subtle art of obtaining the best quality items for the least amount of money, and how to sell what they have at the biggest profits. There are two ways to handle haggling in Naruto Forum Role-play. There is a fast way and a slower way. Look in Task Skills thread found in the Skills and Traits Index for more information. If user has 25 or more Ranks in Appraisal user gains a Synergy Bonus +10 to Haggle pertaining to the type of Appraisal. Each time learned user gets 5 die roll to increase the skill.
Limit: ---
Skill Points: 84 (74 [skill rolls] + 10 [Merchant])
Leatherworking
Rank: "E"
Skill: Skill
Effect: This skill enables a character to tan and treat leather to make clothing and other leather objects.
Special: ---
Drawback: ---
Description: This skill enables a character to tan and treat leather to make clothing and other leather objects. The character can make leather armor, as well as backpacks, saddlebags, saddles, and all sorts of harnesses. No skill check is needed for this skill, but the character must have proper tools. 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: ---
Skill Points: 5 (0 [skill rolls] + 5 [Engineer])
Lockpick
Rank: "D"
Skill: Skill
Effect: Lock Picking is the deft use of tiny picks and levers to simulate the action of the designed key and thereby open the lock.
Special: ---
Drawback: ---
Description: Subsequently to such manipulation is an inherent weakness of all locks owing to the fact that, to serve their intended purpose, they must open when the mated key is turned. Better quality locks employ more and higher precision tumblers but this comes at rapidly increasing cost. Such locks do, however, provide greater challenge to the would-be intruder. The time required to pick a lock varies wildly being both a function of the lockpicker's skill and the intricacy of the lock. 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: ---
Skill Points: 5 (0 [skill rolls] + 5 [Engineer])
Locksmithing
Rank: "D"
Skill: Skill
Effect: This skill allows a character to fashion locks of all manners and types.
Special: ---
Drawback: ---
Description: While this accounts for the fashioning of the lock itself, a skill check may be required for placing a lock in an unusual object. Modify the locksmith's skill rating depending on the quality of the lock he attempts to construct:
- Wretched: +30%
- Poor: +15%
- Good: +0%
- Excellent: -20%
- Superior: -40%
- Masterful: -60%
- Impossible: -80%
Also, those with the proficiency of Lock Picking gain a +10% bonus to their lock picking skill because they are intimately familiar with the internal structure and working of so many locks. Look in the Artisan Index for more information. Each time learned user gets 3 die roll to increase the skill.
Limit: ---
Skill Points: 5 (0 [skill rolls] + 5 [Engineer])
[30]Lore, Animal (Mountain)
Rank: "E"
Skill: Skill
Effect: This skill enables a character to observe the actions or habitat of an animal and interpret what is going on as well as identifying said animal.
Special: ---
Drawback: ---
Description: Actions can show how dangerous the creature is, whether it is hungry, protecting its young, or defending a nearby den. Furthermore, careful observation of signs and behaviors can even indicate the location of a water hole, animal herds, predators, or impending danger, such as a forest fire. A successful check means the character understands the basic actions of the creature, as well as the type of creature it is. A character may also imitate the calls and cries of animals that he is reasonably familiar with, based on the knowledge (user must learn per Region). This ability is limited by volume. A successful check means that only Chakra means can distinguish the character's call from that of a true animal. The cry is sufficient to fool animals, perhaps frightening them away or luring them closer. When learning the user must choose per Region and they may only have knowledge of Animals creatures. Each Skill level allows the user knowledge of each Animal category (Example: Novice can identify Common Animals, Master can identify Nearly Impossible Animals) within a region. Each time learned user gets 5 die roll to increase the skill.
Limit: ---
Skill Points: 125
Lore, Monster (Mountain)
Rank: "E"
Skill: Skill
Effect: Players with this skill have accumulated a great deal of knowledge regarding the myriad of foul creatures that prowl the world.
Special: ---
Drawback: ---
Description: Whether acquired from the "fairy tales" of youth, "tall tales" related in various ale houses, weird stories told by travelers or knowledge gained from books, the character has devoured any information he could regarding monsters and their habitats strengths, and weaknesses. If a character makes their skill check, the user will know all information pertaining to that creature. This roll should be made secretly for if the character fails by less than 20, a Game Master should relate false (and preferably dangerously misleading) information. If the Character fails by 20 or more, they cannot recall anything about the subject. Each Skill level allows the user knowledge of each Creature category (Example: Novice can identify Common Creature not Animal or Vermin, Master can identify Nearly Impossible Creature not Animal or Vermin) within a region. Each time learned user gets 5 die roll to increase the skill.
Limit: ---
Skill Points: 0
[20]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: ---
Skill Points: 55
Pottery
Rank: "E"
Skill: Skill
Effect: A character uses this skill to create containers or decorative objects.
Special: ---
Drawback: ---
Description: Making pottery, vials, and other containers requires that the character have a kiln and a pottery wheel, as well as materials (usually clay and ample water plus any minerals for glazing, or wood and rope for barrels). Look in the Artisan Index for more information. Each time learned user gets 5 die roll to increase the skill.
Limit: ---
Skill Points: 5 (0 [skill rolls] + 5 [Engineer])
Riding, Airborne (Ziz)
Rank: "D"
Skill: Skill
Effect: The character with this skill is trained in handling a flying mount.
Special: ---
Drawback: ---
Description: A character can choose 1 specific Creature. If a user wants to know how to ride for each additional animal it will cost 10 TP per creature. Unlike land-based riding, a character must have this skill to handle a flying mount. In addition, a skilled character can do the following. 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: Must know Riding, Land-Based (Mount)
Skill Points: 5 (0 [skill rolls] + 5 [Engineer])
Riding, Land-Based (Bear)
Rank: "E"
Skill: Skill
Effect: Those skilled in land riding are proficient in the art of riding and handling horses or other types of land-based mounts.
Special: ---
Drawback: ---
Description: When the skill is acquired, the character must declare which type of mount he is skilled in. Possibilities include Camels, Unicorns, Dire Wolves, or virtually any creature used as mounts. If a user wants to know how to ride for each additional animal it will cost 5 TP per creature. 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: ---
Skill Points: 5 (0 [skill rolls] + 5 [Engineer])
Rope Use
Rank: "D"
Skill: Skill
Effect: A character becomes proficient in the use of rope.
Special: ---
Drawback: ---
Description: With this skill, the character becomes progressively more adept at the usage of rope. Initially this involves simple care and maintenance (such as identifying compromised strength and 'whipping' rope ends) as well as a broad knowledge of knots and their appropriate employment. Look in Task Skills thread found in the Skills and Traits Index for more information. If user has 25 or more Ranks in Escape Artist user gains a Synergy Bonus +10 to Rope Use involving bindings. If user has 25 or more Ranks in Rope Use user gains a Synergy Bonus +10 to Escape Artist involving Ropes. If user has 25 or more Ranks in Rope Use user gains a Synergy Bonus +10 to Seamstress/Tailor. Each time learned user gets 5 die roll to increase the skill.
Limit: ---
Skill Points: 5 (0 [skill rolls] + 5 [Engineer])
Seamstress/Tailor
Rank: "D"
Skill: Skill
Effect: The character with this skill can sew, mend and design clothing.
Special: ---
Drawback: ---
Description: The character with this skill can sew, mend and design clothing, bags, and all other apparel designs. He can also do all kinds of embroidery and ornamental work. Look in the Artisan Index for more information. If user has 25 or more Ranks in Rope Use user gains a Synergy Bonus +10 to Seamstress/Tailor. Each time learned user gets 5 die roll to increase the skill.
Limit: ---
Skill Points: 5 (0 [skill rolls] + 5 [Engineer])
[20]Sense Motive
Rank: "E"
Skill: Skill
Effect: User is skilled at detecting falsehoods and true intentions.
Special: ---
Drawback: ---
Description: A successful check lets you avoid being bluffed (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 to assess someone's trustworthiness. Sense Motive does not, however, allow a character to determine whether a given statement is a lie. In addition, a character can use this skill to make an assessment of a social situation. With a successful check (Very Difficult Difficulty), the character can get the feeling from another's behavior that something is wrong. Also, the character can get the feeling that someone is trustworthy and honorable. A Sense Motive check may be made as a reaction to another character's Acting check. Try Again: No, though user may make a Sense Motive Check for each Acting check made against the user. Look in Task Skills thread found in the Skills and Traits Index for more information. If user has 25 or more Ranks in Evidence Analysis user gains a Synergy Bonus +10 to Sense Motive. If user has 25 or more Ranks in Cultures user gains a Synergy Bonus +10 to Sense Motive when interacting with someone of said Culture. If user has 25 or more Ranks in Cultures user gains a Synergy Bonus +10 to Sense Motive when interacting with someone of said Culture. Each time learned user gets 1 die roll to increase the skill.
Limit: ---
Skill Points: 61 (51 [skill rolls] + 10 [Merchant])
Sleight of Hand
Rank: "E"
Skill: Skill
Effect: User's training allows the user to pick pockets, draw hidden weapons, and take a variety of actions without being noticed.
Special: ---
Drawback: ---
Description: The practitioner of Sleight of hand can perform minor feats of apparent illusion by deftly hiding small items in their hands or sleeves and distracting observers. On a successful check, the character can hide or acquire a small object (smaller than their hand, unless they use both hands in operation in which case the object must merely be able to fit temporarily in their hands). No observers will see quite how the user does it. Look in Task Skills thread found in the Skills and Traits Index for more information. If user has 25 or more Ranks in Acting user gains a Synergy Bonus +10 to Sleight of Hand. Each time learned user gets 1 die roll to increase the skill.
Limit: ---
Skill Points: 5 (0 [skill rolls] + 5 [Engineer])
[25]Techcraft
Rank: "E"
Skill: Skill
Effect: Use this skill to recognize how a device works or even what a device does.
Special: ---
Drawback: ---
Description: Use this skill to recognize how a device works or even what a device does. For example, a user enters a building and discovers a strange-looking device in the center. With a successful Techcraft check, they can discover what the device does. With another successful check, they may determine that it has a sensor on the front and is therefore most likely controlled by a remote similar to a tracker. Anything the characters might have seen before does not require a check to identify. However, that still leaves a ton of gadgets left for the technician to figure out. A check is made when the device is strange, industrial, or specialized, or when the character has only a brief moment to examine it. All checks are Difficult, or Very Difficult. Each time learned user gets 5 die roll to increase the skill.
Limit: ---
Skill Points: 123
Use Chakra Device
Rank: "E"
Skill: Skill
Effect: User this to activate Chakra Devices.
Special: ---
Drawback: ---
Description: The user can use this skill to read a Jutsu or to active a Chakra item. Use Chakra Device lets the user use a Chakra item as if they had the Specialist, as if they were of a different Race, Bloodlimit or Clan, or as if the user was a different Alignment. A user must still make a die roll whenever activating a device, however depending on the user's mastery dictates what they can and cannot do. User makes a check each time they activate a device such as a Stave. If the user was using the check to emulate an alignment or some other quality in an ongoing manner, the user needs to make the relevant Use Chakra Device check every hour. User must consciously choose which requirement to emulate. That is, the user must know what they are trying to emulate when they try to perform this skill. Each time learned user gets 1 die roll to increase the skill.
Limit: ---
Skill Points: 0[/ul]
[Martial Arts][2/4]
- Zui Ba Xian Quan (Drunkard Boxing) [Can Master]
- (Mounted Combat) Riders [Can Master - Future]
- Sacrificed for Miscellaneous Mastery
- Sacrificed for Miscellaneous Mastery
- [Cannot Master - Future]
- [Cannot Master - Future]
[li]Venator [Can Master][/li]
[li]Sacrificed For Miscellaneous Mastery[/li]
[li][Cannot Master - Future][/li]
[li][Cannot Master - Future][/li]
[Perceptions][0/4]
[li][Can Master - Future][/li]
[li][Can Master - Future][/li]
[li][Cannot Master - Future][/li]
[li][Cannot Master - Future][/li]
[Elements][2/6]
[li]Katon [Can Master - Future][/li]
[li]Doton [Can Master - Future][/li]
[li][Can Master - Future][/li]
[li][Can Master - Future][/li]
[li][Cannot Master - Future][/li]
[li][Cannot Master - Future][/li]
[[Miscellaneous][10/10]
[li]Beast Master[/li]
[li]Craftsman (Armour)[/li]
[li]Craftsman (Weapon Smithing)[/li]
[li]Craftsman (Technician)[/li]
[li]Craftsman (Tailor)[/li]
[li]Craftsman (Bowyer/Fletcher)[/li]
[li]Craftsman (Construction)[/li]
[li]Chakra Path[/li]
[li]Pious Path[/li]
[li]Technical Path[/li]
[li]Alchemist[/li]
[Equipment]
Sword, Fullblade (Overview)
Rank: "B"
Type: Main, Slashing, Sword
Effect: A very large sword, made for hurting things, badly.
Special: ---
Drawback: Due to the weapon's size each technique performed while wielding this weapon takes up 3 movements.
Description: A Two-Handed Weapon. These weapons do +16 Amour Points of Damage. A fullblade is 18 inches longer than a greatsword and is too large for a Medium-size creature to use with 2-hands correctly. A large creature could use a fullblade with two hands and will not suffer any drawbacks while wielding the weapon. A creature may learn Weapon Specialization: Speed Training to remove the drawbacks of Movement restrictions. If the user learns Wield Oversized Weapon the user is able to wield the weapon 1-handed.
Limit: These items may be bought inside any Weapon Shop.
Cost: 16,000 Ryo
Rank: "B"
Type: Main, Slashing, Sword
Effect: A very large sword, made for hurting things, badly.
Special: ---
Drawback: Due to the weapon's size each technique performed while wielding this weapon takes up 3 movements.
Description: A Two-Handed Weapon. These weapons do +16 Amour Points of Damage. A fullblade is 18 inches longer than a greatsword and is too large for a Medium-size creature to use with 2-hands correctly. A large creature could use a fullblade with two hands and will not suffer any drawbacks while wielding the weapon. A creature may learn Weapon Specialization: Speed Training to remove the drawbacks of Movement restrictions. If the user learns Wield Oversized Weapon the user is able to wield the weapon 1-handed.
Limit: These items may be bought inside any Weapon Shop.
Cost: 16,000 Ryo
Hammer, Great (Overview)
Rank: "B"
Type: Main, Bludgeoning, Hammer
Effect: A very large hammer, made for hurting things, badly.
Special: ---
Drawback: Due to the weapon's size each technique performed while wielding this weapon takes up 3 movements. Unable to perform Techniques with 2 or more attacks per Movement.
Description: A Two-Handed Weapon. These weapons do +16 Amour Points of Damage. A Great Hammer is 18 inches longer than a War Hammer and is too large for a Medium-size creature to use with 2-hands correctly. A large creature could use a War Hammer with two hands and will not suffer any drawbacks while wielding the weapon. A creature may learn Weapon Specialization: Speed Training to remove the drawbacks of Movement restrictions. If the user learns Wield Oversized Weapon the user is able to wield the weapon 1-handed.
Limit: These items may be bought inside any Weapon Shop.
Cost: 16,000 Ryo
Rank: "B"
Type: Main, Bludgeoning, Hammer
Effect: A very large hammer, made for hurting things, badly.
Special: ---
Drawback: Due to the weapon's size each technique performed while wielding this weapon takes up 3 movements. Unable to perform Techniques with 2 or more attacks per Movement.
Description: A Two-Handed Weapon. These weapons do +16 Amour Points of Damage. A Great Hammer is 18 inches longer than a War Hammer and is too large for a Medium-size creature to use with 2-hands correctly. A large creature could use a War Hammer with two hands and will not suffer any drawbacks while wielding the weapon. A creature may learn Weapon Specialization: Speed Training to remove the drawbacks of Movement restrictions. If the user learns Wield Oversized Weapon the user is able to wield the weapon 1-handed.
Limit: These items may be bought inside any Weapon Shop.
Cost: 16,000 Ryo
Smithy, Basic
Rank: "C"
Type: Main, Room, 1 Stronghold Space, Craftsman Room
Effect: A Crafting Room dedicated for all kinds of Blacksmithing/Metalworking.
Special: ---
Drawback: ---
Description: This basic smithy features a forge, an anvil, and a full set of metalworking tools. It has a barrel of water in which hot metal can be cooled. The stone walls and dirt or stone floors guard against accidental fires. Working in this smithy gives a character no bonuses, nor penalties on any Craft pertaining to Blacksmithing/Metalworking (Armour, Blacksmithing/Metalworking, etc.). This area requires the services of a smith. There may be up to 2 people working in this area.
Limit: Must be created by a Construction Crafter.
Cost: 5,000 Ryo
Rank: "C"
Type: Main, Room, 1 Stronghold Space, Craftsman Room
Effect: A Crafting Room dedicated for all kinds of Blacksmithing/Metalworking.
Special: ---
Drawback: ---
Description: This basic smithy features a forge, an anvil, and a full set of metalworking tools. It has a barrel of water in which hot metal can be cooled. The stone walls and dirt or stone floors guard against accidental fires. Working in this smithy gives a character no bonuses, nor penalties on any Craft pertaining to Blacksmithing/Metalworking (Armour, Blacksmithing/Metalworking, etc.). This area requires the services of a smith. There may be up to 2 people working in this area.
Limit: Must be created by a Construction Crafter.
Cost: 5,000 Ryo
Smithy, Perfected
Rank: "S"
Type: Main, Room, 3 Stronghold Space, Craftsman Room
Effect: A Crafting Room dedicated for all kinds of Blacksmithing/Metalworking.
Special: ---
Drawback: ---
Description: Similar to the basic smithy, this area features a polished stone floor and marble-encased forge of the highest quality. Working in this smithy gives a character a +80 circumstance bonus on any Craft pertaining to Blacksmithing/Metalworking (Armour, Blacksmithing/Metalworking, etc.) checks. This area requires the services of a smith. There may be up to 6 people working in this area.
Limit: Must be created by a Construction Crafter.
Cost: 130,000 Ryo
Rank: "S"
Type: Main, Room, 3 Stronghold Space, Craftsman Room
Effect: A Crafting Room dedicated for all kinds of Blacksmithing/Metalworking.
Special: ---
Drawback: ---
Description: Similar to the basic smithy, this area features a polished stone floor and marble-encased forge of the highest quality. Working in this smithy gives a character a +80 circumstance bonus on any Craft pertaining to Blacksmithing/Metalworking (Armour, Blacksmithing/Metalworking, etc.) checks. This area requires the services of a smith. There may be up to 6 people working in this area.
Limit: Must be created by a Construction Crafter.
Cost: 130,000 Ryo
Workplace, Basic
Rank: "C"
Type: Main, Room, 1 Stronghold Space, Craftsman Room
Effect: A Crafting Room dedicated for all kinds of Crafting other than Blacksmithing/Metalworking.
Special: ---
Drawback: ---
Description: Each workplace contains tools and equipment dedicated to a singular purpose, usually the application of a Specific Craft. For example, the user might build a carpenter's workshop, a distillery, or a technician area. Working in this Workplace gives a character no bonuses, nor penalties on any Craft pertaining to the Workplace. There may be up to 2 people working in this area.
Limit: Must be created by a Construction Crafter.
Cost: 5,000 Ryo
Rank: "C"
Type: Main, Room, 1 Stronghold Space, Craftsman Room
Effect: A Crafting Room dedicated for all kinds of Crafting other than Blacksmithing/Metalworking.
Special: ---
Drawback: ---
Description: Each workplace contains tools and equipment dedicated to a singular purpose, usually the application of a Specific Craft. For example, the user might build a carpenter's workshop, a distillery, or a technician area. Working in this Workplace gives a character no bonuses, nor penalties on any Craft pertaining to the Workplace. There may be up to 2 people working in this area.
Limit: Must be created by a Construction Crafter.
Cost: 5,000 Ryo
Workplace, Superior
Rank: "S"
Type: Main, Room, 2 Stronghold Space, Workplace Room
Effect: A Crafting Room dedicated for all kinds of Crafting other than Blacksmithing/Metalworking.
Special: ---
Drawback: ---
Description: This area resembles the basic workplace, but it has finer tools and equipment. When using the area for the appropriate purpose, it grants a +20 circumstance bonus on appropriate skills checks. There may be up to 4 people working in this area.
Limit: Must be created by a Construction Crafter.
Cost: 40,000 Ryo
Rank: "S"
Type: Main, Room, 2 Stronghold Space, Workplace Room
Effect: A Crafting Room dedicated for all kinds of Crafting other than Blacksmithing/Metalworking.
Special: ---
Drawback: ---
Description: This area resembles the basic workplace, but it has finer tools and equipment. When using the area for the appropriate purpose, it grants a +20 circumstance bonus on appropriate skills checks. There may be up to 4 people working in this area.
Limit: Must be created by a Construction Crafter.
Cost: 40,000 Ryo
[Starter]Tactical Vest Type 2 (Overview)
Rank: "C"
Type: Main, Tailor, Slot Holder, Holds 15 Slots (12 for Items of Scroll Length), Vest
Effect: A Tactical Vest is an item of personal armor that helps absorb the impact from projectiles and shrapnel from explosions, and is worn on the torso.
Special: ---
Drawback: ---
Description: The interior of both front panels have map pockets. On the left side holds 3 utility pouches 2 slots each that is 8 inches in length able to hold anything with the same length as scrolls. Above that are 2 smaller pouches that are 1/2 a slot each able to hold smaller items. On the right side is another 2 slots that are able to hold something of the same length as a scroll with 2 pouches that hold 1 slot each for smaller items. The back has 3 large slots to carry an item of the same length of a scroll. May be attached to a belt to add more slot components.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,700 Ryo
Rank: "C"
Type: Main, Tailor, Slot Holder, Holds 15 Slots (12 for Items of Scroll Length), Vest
Effect: A Tactical Vest is an item of personal armor that helps absorb the impact from projectiles and shrapnel from explosions, and is worn on the torso.
Special: ---
Drawback: ---
Description: The interior of both front panels have map pockets. On the left side holds 3 utility pouches 2 slots each that is 8 inches in length able to hold anything with the same length as scrolls. Above that are 2 smaller pouches that are 1/2 a slot each able to hold smaller items. On the right side is another 2 slots that are able to hold something of the same length as a scroll with 2 pouches that hold 1 slot each for smaller items. The back has 3 large slots to carry an item of the same length of a scroll. May be attached to a belt to add more slot components.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,700 Ryo
Scroll: Map: Regional
Rank: "A"
Type: Main, Book, Scroll, Map
Effect: A small-scale map of an area covering at least 5 or 10 degrees of latitude and longitude but less than a hemisphere.
Special: ---
Drawback: ---
Description: Regional; nearby towns, cities, etc. Regional Map's dimensions are 40 inches by 24 inches. Regional Maps list the City Capitals, and "D", "C", "B", "A", and "S" Rank Cities of the Regional. Regional Maps list Point of Interests in Regional. Regional Maps list Major and Minor Trade Routes, and Regions that reside in the Regional. Regional Maps lists the Oceans, Bays, Major and Minor Lakes, and Major and Minor Rivers that reside in the Regional. The Maps may be folded and can fit inside Map Holders found in Vests.
Limit: These items may be bought inside any Book Shop within that Regional.
Cost: 5,000 Ryo Each
Rank: "A"
Type: Main, Book, Scroll, Map
Effect: A small-scale map of an area covering at least 5 or 10 degrees of latitude and longitude but less than a hemisphere.
Special: ---
Drawback: ---
Description: Regional; nearby towns, cities, etc. Regional Map's dimensions are 40 inches by 24 inches. Regional Maps list the City Capitals, and "D", "C", "B", "A", and "S" Rank Cities of the Regional. Regional Maps list Point of Interests in Regional. Regional Maps list Major and Minor Trade Routes, and Regions that reside in the Regional. Regional Maps lists the Oceans, Bays, Major and Minor Lakes, and Major and Minor Rivers that reside in the Regional. The Maps may be folded and can fit inside Map Holders found in Vests.
Limit: These items may be bought inside any Book Shop within that Regional.
Cost: 5,000 Ryo Each
Goggles
Rank: "C"
Type: Secondary, 2 per Slot, Gadget, Apparel/Surveillance, Spectacles
Effect: Protective eyewear that usually encloses or protects the area surrounding the eye in order to prevent particulates, water or chemicals from striking the eyes.
Special: ---
Drawback: May hold up to 4 kinds of Surveillance Vision.
Description: There are different types of Goggles. There are different types of Goggles such as Cold Weather Goggles, Swimming, Power Tool Goggles, Blowtorch Goggles, Welding Goggles, Laboratory Goggles, and Aviation Goggles. Goggles are often worn as a fashion statement in certain subcultures, most often as part of the cybergoth subculture. They are usually worn over the eyes or up on the forehead to secure 'falls'. Goggles have enough carrying capacity for 4 types of Surveillance Vision. Does not fit in Scroll size Slots. May be Glasses.
Limit: These items may be bought inside any Gadget Shop.
Cost: 2,000 Ryo per Slot, or 1,000 Ryo Each
Rank: "C"
Type: Secondary, 2 per Slot, Gadget, Apparel/Surveillance, Spectacles
Effect: Protective eyewear that usually encloses or protects the area surrounding the eye in order to prevent particulates, water or chemicals from striking the eyes.
Special: ---
Drawback: May hold up to 4 kinds of Surveillance Vision.
Description: There are different types of Goggles. There are different types of Goggles such as Cold Weather Goggles, Swimming, Power Tool Goggles, Blowtorch Goggles, Welding Goggles, Laboratory Goggles, and Aviation Goggles. Goggles are often worn as a fashion statement in certain subcultures, most often as part of the cybergoth subculture. They are usually worn over the eyes or up on the forehead to secure 'falls'. Goggles have enough carrying capacity for 4 types of Surveillance Vision. Does not fit in Scroll size Slots. May be Glasses.
Limit: These items may be bought inside any Gadget Shop.
Cost: 2,000 Ryo per Slot, or 1,000 Ryo Each
X-Ray Vision
Rank: "A"
Type: Secondary, 0 per Slot, Gadget, Surveillance, Vision
Effect: A vision relay that releases high-speed electrons to strike a solid target creating short electromagnetic radiation allowing the user to see behind walls.
Special: ---
Drawback: Only able to see through so much.
Description: A vision that allows the user to see skeletal figures, and metallic objects through other solid objects. They are only able to see through 2 meter worth of solid objects. If no obstruction is in the way the user is able to see another person's skeletal figure and/or metallically objects the person may hold within the distance of normal eye sight.
Limit: These items may be bought inside any Gadget Shop.
Cost: 9,000 Ryo Each
Rank: "A"
Type: Secondary, 0 per Slot, Gadget, Surveillance, Vision
Effect: A vision relay that releases high-speed electrons to strike a solid target creating short electromagnetic radiation allowing the user to see behind walls.
Special: ---
Drawback: Only able to see through so much.
Description: A vision that allows the user to see skeletal figures, and metallic objects through other solid objects. They are only able to see through 2 meter worth of solid objects. If no obstruction is in the way the user is able to see another person's skeletal figure and/or metallically objects the person may hold within the distance of normal eye sight.
Limit: These items may be bought inside any Gadget Shop.
Cost: 9,000 Ryo Each
Headlamp (Overview)
Rank: "A"
Type: Secondary, 8 per Slot, Gadget, Survival, Light
Effect: A portable light source.
Special: ---
Drawback: ---
Description: Picture A professional-level headlamp for serious cavers, climbers, and explorers. Usually the light source is a small incandescent light bulb or light-emitting diode (LED). Typical flashlight designs consist of a light source mounted in a reflector, a lens to protect the light source and reflector, a battery or other power source, and a switch. In addition to the general-purpose hand-held flashlight, many forms have been adapted for special uses. These have the dimensions of 4 inch length with a 1 inch diameter. These lights are attached to elastic headbands in order to be placed over a user's head.
Limit: These items may be bought inside any Gadget Shop.
Cost: 8,000 Ryo per Slot, or 1,000 Ryo Each.
Rank: "A"
Type: Secondary, 8 per Slot, Gadget, Survival, Light
Effect: A portable light source.
Special: ---
Drawback: ---
Description: Picture A professional-level headlamp for serious cavers, climbers, and explorers. Usually the light source is a small incandescent light bulb or light-emitting diode (LED). Typical flashlight designs consist of a light source mounted in a reflector, a lens to protect the light source and reflector, a battery or other power source, and a switch. In addition to the general-purpose hand-held flashlight, many forms have been adapted for special uses. These have the dimensions of 4 inch length with a 1 inch diameter. These lights are attached to elastic headbands in order to be placed over a user's head.
Limit: These items may be bought inside any Gadget Shop.
Cost: 8,000 Ryo per Slot, or 1,000 Ryo Each.
Compass Prismatic (Overview)
Rank: "B"
Type: Secondary, 6 per Slot, Gadget, Survival, Compass
Effect: A hand compass used by surveyors which is equipped with a prism that allows the compass to be read while the site is being taken.
Special: ---
Drawback: ---
Description: Picture The prismatic compass is a sophisticated device designed for highly accurate navigation. The prism sighting arrangement allows the user to read the compass bearings while sighting distant objects. The dimensions of the Prismatic Compass is 2.12 inches by 2.12598 inches with a depth of 1.25 inches. Without a Compass there is a percentile chance the user will not be able to determine True North depending on their Geographical location.
Limit: These items may be bought inside any Gadget Shop.
Cost: 6,000 Ryo per Slot, or 1,000 Ryo Each
Rank: "B"
Type: Secondary, 6 per Slot, Gadget, Survival, Compass
Effect: A hand compass used by surveyors which is equipped with a prism that allows the compass to be read while the site is being taken.
Special: ---
Drawback: ---
Description: Picture The prismatic compass is a sophisticated device designed for highly accurate navigation. The prism sighting arrangement allows the user to read the compass bearings while sighting distant objects. The dimensions of the Prismatic Compass is 2.12 inches by 2.12598 inches with a depth of 1.25 inches. Without a Compass there is a percentile chance the user will not be able to determine True North depending on their Geographical location.
Limit: These items may be bought inside any Gadget Shop.
Cost: 6,000 Ryo per Slot, or 1,000 Ryo Each
Grenade: Spiked
Rank: "B"
Type: Secondary, 1 per Slot, Explosive, Grenade
Effect: A Fragmentation Grenade that is filled with spikes inside that travel at high speed and with great force when it explodes.
Special: ---
Drawback: May harm the user if not thrown right.
Description: A fragmentation grenade that releases mass amounts of spikes in all directions as the debris jam packed inside the weapon. These grenades were sometimes classed as defensive grenades because the effective casualty radius of some matched or exceeded the distance they could be thrown, thus necessitating them being thrown from behind cover. Fragmentation grenades have a killing radius of 5 meters with a wounding radius of 15 meters. It takes 6 seconds before it explodes.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 3,000 Ryo Each
Rank: "B"
Type: Secondary, 1 per Slot, Explosive, Grenade
Effect: A Fragmentation Grenade that is filled with spikes inside that travel at high speed and with great force when it explodes.
Special: ---
Drawback: May harm the user if not thrown right.
Description: A fragmentation grenade that releases mass amounts of spikes in all directions as the debris jam packed inside the weapon. These grenades were sometimes classed as defensive grenades because the effective casualty radius of some matched or exceeded the distance they could be thrown, thus necessitating them being thrown from behind cover. Fragmentation grenades have a killing radius of 5 meters with a wounding radius of 15 meters. It takes 6 seconds before it explodes.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 3,000 Ryo Each
Grenade: Elemental: Lightning
Rank: "B"
Type: Secondary, 1 per Slot, Explosive, Grenade
Effect: A concussion grenade that releases the lightning element to shock opponents to death.
Special: ---
Drawback: May harm the user if not thrown right.
Description: The grenade explodes releasing a mass amount of lightning and electrical shock in a large area. The moment the grenade explodes it releases a massive ball of electrical current outwards from the point of origin. The grenade shocks and paralyzes an opponent for 3 rounds within 5 meters radius and shocks and paralyzes an opponent for 1 round within 15 meters radius from the point of origin. It takes 6 seconds before it explodes.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 3,500 Ryo Each
Rank: "B"
Type: Secondary, 1 per Slot, Explosive, Grenade
Effect: A concussion grenade that releases the lightning element to shock opponents to death.
Special: ---
Drawback: May harm the user if not thrown right.
Description: The grenade explodes releasing a mass amount of lightning and electrical shock in a large area. The moment the grenade explodes it releases a massive ball of electrical current outwards from the point of origin. The grenade shocks and paralyzes an opponent for 3 rounds within 5 meters radius and shocks and paralyzes an opponent for 1 round within 15 meters radius from the point of origin. It takes 6 seconds before it explodes.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 3,500 Ryo Each
Soldier Pill
Location: Every Region
Preparation: Ingredient include: Ginseng, Gariig. First you will need to take the Gariig found only in desert regions and ground it up with a mortar and pestle. After it has become fine sand like substance, you will need to set up a bowl where you will then place the Ginseng leaf in. After grinding the ginseng up and mixing it with the ground Gariig, you will need to make the two into a pill. To do this you just mix the powders in water then let them dry molding it into a ball/pill like shape.
Special: Can be made by finding things in nature based off of the ingredients rarity, or found within any medical item shop.
Description: Soldier pills are used to increase stamina as well as chakra, but have the downside of once they wear off (after about 3 days) the user will suffer from severe fatigue and anxiety (probably due to the fact that soldier pills are like supercharged speed). Essentially, after taking a soldier pill, whatever chakra/stamina you have remaining is doubled. It does not increase your chakra/stamina past its maximum, and if you take one when you have full endurance it will actually negatively affect you by giving you a mild seizure. For example: you have 40% chakra left, after taking this pill it increases to 80% left.
Drawback: the effects of the pill will wear off after the thread it was used in is over, or 3 travel days, at which point you will suffer from anxiety and fatigue. The fatigue will make it so all of your movement abilities are halved and you will not be able to perform any techniques equal to or higher then your class level. The fatigued effect will wear off after 10 IC posts. If you take a pill when you have full chakra/stamina, then you will suffer from a mild seizure because the excessive hormones within your body will cause an odd overload in some of your systems which will cause a type of shockwave to your brain. The seizure will incapacitate you for 5 posts, and you will still suffer the fatigue drawback caused by taking the pill normally.
Cost: 3,000 each
Location: Every Region
Preparation: Ingredient include: Ginseng, Gariig. First you will need to take the Gariig found only in desert regions and ground it up with a mortar and pestle. After it has become fine sand like substance, you will need to set up a bowl where you will then place the Ginseng leaf in. After grinding the ginseng up and mixing it with the ground Gariig, you will need to make the two into a pill. To do this you just mix the powders in water then let them dry molding it into a ball/pill like shape.
Special: Can be made by finding things in nature based off of the ingredients rarity, or found within any medical item shop.
Description: Soldier pills are used to increase stamina as well as chakra, but have the downside of once they wear off (after about 3 days) the user will suffer from severe fatigue and anxiety (probably due to the fact that soldier pills are like supercharged speed). Essentially, after taking a soldier pill, whatever chakra/stamina you have remaining is doubled. It does not increase your chakra/stamina past its maximum, and if you take one when you have full endurance it will actually negatively affect you by giving you a mild seizure. For example: you have 40% chakra left, after taking this pill it increases to 80% left.
Drawback: the effects of the pill will wear off after the thread it was used in is over, or 3 travel days, at which point you will suffer from anxiety and fatigue. The fatigue will make it so all of your movement abilities are halved and you will not be able to perform any techniques equal to or higher then your class level. The fatigued effect will wear off after 10 IC posts. If you take a pill when you have full chakra/stamina, then you will suffer from a mild seizure because the excessive hormones within your body will cause an odd overload in some of your systems which will cause a type of shockwave to your brain. The seizure will incapacitate you for 5 posts, and you will still suffer the fatigue drawback caused by taking the pill normally.
Cost: 3,000 each
Grenade: Stun
Rank: "C"
Type: Secondary, 1 per Slot, Explosive, Grenade
Effect: A stun grenade, also known as a flash-bang, is a nonlethal weapon. These grenades are used to temporally neutralize the combat effectiveness of enemies by usually disorienting their senses.
Special: ---
Drawback: May harm the user if not thrown right.
Description: A stun grenade, also known as a flash-bang, is a non-lethal weapon. These grenades are used to temporally neutralize the combat effectiveness of enemies by usually disorienting their senses. When making contact it releases a flash of light that momentarily activates all light sensitive cells in the eye, making vision impossible for approximately 5 seconds until the eye restores itself to its normal, un-stimulated state. The incredibly loud blast produced by the grenade adds to its incapacitating properties by disturbing the fluid in the ear which also lasts approximately 5 seconds until the ear restores itself to its normal, un-stimulated state. The flash bang has a radius damage of 15 meters. It takes 6 seconds before it explodes.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 1,500 Ryo Each
Rank: "C"
Type: Secondary, 1 per Slot, Explosive, Grenade
Effect: A stun grenade, also known as a flash-bang, is a nonlethal weapon. These grenades are used to temporally neutralize the combat effectiveness of enemies by usually disorienting their senses.
Special: ---
Drawback: May harm the user if not thrown right.
Description: A stun grenade, also known as a flash-bang, is a non-lethal weapon. These grenades are used to temporally neutralize the combat effectiveness of enemies by usually disorienting their senses. When making contact it releases a flash of light that momentarily activates all light sensitive cells in the eye, making vision impossible for approximately 5 seconds until the eye restores itself to its normal, un-stimulated state. The incredibly loud blast produced by the grenade adds to its incapacitating properties by disturbing the fluid in the ear which also lasts approximately 5 seconds until the ear restores itself to its normal, un-stimulated state. The flash bang has a radius damage of 15 meters. It takes 6 seconds before it explodes.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 1,500 Ryo Each
[li][1, Single]Goggles [Thermal, X-ray][/li]
[li][1, Single]Headlamp[/li]
[li][1, Single]Compass Prismatic[/li]
[li][1, Single]Grenade: Spiked[/li]
[li][1, Single]Grenade: Spiked[/li]
[li][1, Single]Grenade: Spiked[/li]
[li][1, Single]Grenade: Spiked[/li]
[li][1, Single]Grenade: Elemental: Lightning[/li]
[li][1, Single]Grenade: Elemental: Lightning[/li]
[li][1, Single]Soldier Pill[/li]
[li][1, Single]Grenade: Stun[/li]
[li][1, Single]Map: Regional[/li]
[li][Empty][/li]
[li][Empty][/li]
[li][Empty][/li]
Field Pack (Large) (Overview)
Rank: "S"
Type: Main, Tailor, Slot Holder, Holds 168 Slots (168 for Items of Scroll Length), Bag
Effect: A field back pack which could be attached for carrying either on the individual equipment belt at the small of the back, or on the shoulders attached to the individual equipment belt suspenders, or attached to a detachable field pack frame.
Special: ---
Drawback: ---
Description: Picture, Picture, Picture This field bag has 4 external pouches with drawstring and fastex clip closure for each pouch with drainage grommets on all pouches. The main compartment dimensions is Length of 22 inches, Width of 16 inches, Height of 25 inches. Divided sleeping bag stuff sack compartment will fit sleeping bag and bivvy bag and allow external access to equipment. The 4 individual external pouches hold up to 3 slots of items of scroll length each. The divided sleeping bag compartment is located at the bottom and may hold 12 slots of items of scroll length inside. The large bag inside is able to hold 144 slots of scroll length as well as main objects that fit in the same dimensions. Normally extra clothes is held in this spot as well as other non combative supplies.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 13,940 Ryo
Rank: "S"
Type: Main, Tailor, Slot Holder, Holds 168 Slots (168 for Items of Scroll Length), Bag
Effect: A field back pack which could be attached for carrying either on the individual equipment belt at the small of the back, or on the shoulders attached to the individual equipment belt suspenders, or attached to a detachable field pack frame.
Special: ---
Drawback: ---
Description: Picture, Picture, Picture This field bag has 4 external pouches with drawstring and fastex clip closure for each pouch with drainage grommets on all pouches. The main compartment dimensions is Length of 22 inches, Width of 16 inches, Height of 25 inches. Divided sleeping bag stuff sack compartment will fit sleeping bag and bivvy bag and allow external access to equipment. The 4 individual external pouches hold up to 3 slots of items of scroll length each. The divided sleeping bag compartment is located at the bottom and may hold 12 slots of items of scroll length inside. The large bag inside is able to hold 144 slots of scroll length as well as main objects that fit in the same dimensions. Normally extra clothes is held in this spot as well as other non combative supplies.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 13,940 Ryo
Book: Textbook: Botany Studies (Mountain)
Rank: "C"
Type: Main, Book, Textbook
Effect: A Texbook that discusses the different types of Herbs found in a single Region.
Special: ---
Drawback: ---
Description: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. No Authors are listed within the book. The Botany Studies is a multi-volume of books pertaining to the study of Plants and what these Plants can do. Each Volume discusses the plants found in a specific Region. Each volume gives a +5 Competence bonus to the user's skill pertaining to that region, and the user gains a +1 Competence bonus per die roll when learning the skill according to the specific region. Example: User has a volume on the Forest Region. They will gain a +5 Competence bonus towards their Botany Forest skill, and gain a +1 Competence bonus to every die roll when learning the skill for Botany Forest.
Limit: These items may be bought inside any Book Shop within the Region. 25% chance finding Outside Region.
Cost: 4,500 Ryo
Rank: "C"
Type: Main, Book, Textbook
Effect: A Texbook that discusses the different types of Herbs found in a single Region.
Special: ---
Drawback: ---
Description: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. No Authors are listed within the book. The Botany Studies is a multi-volume of books pertaining to the study of Plants and what these Plants can do. Each Volume discusses the plants found in a specific Region. Each volume gives a +5 Competence bonus to the user's skill pertaining to that region, and the user gains a +1 Competence bonus per die roll when learning the skill according to the specific region. Example: User has a volume on the Forest Region. They will gain a +5 Competence bonus towards their Botany Forest skill, and gain a +1 Competence bonus to every die roll when learning the skill for Botany Forest.
Limit: These items may be bought inside any Book Shop within the Region. 25% chance finding Outside Region.
Cost: 4,500 Ryo
Book: Textbook: Botany Studies (Hills)
Rank: "C"
Type: Main, Book, Textbook
Effect: A Texbook that discusses the different types of Herbs found in a single Region.
Special: ---
Drawback: ---
Description: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. No Authors are listed within the book. The Botany Studies is a multi-volume of books pertaining to the study of Plants and what these Plants can do. Each Volume discusses the plants found in a specific Region. Each volume gives a +5 Competence bonus to the user's skill pertaining to that region, and the user gains a +1 Competence bonus per die roll when learning the skill according to the specific region. Example: User has a volume on the Forest Region. They will gain a +5 Competence bonus towards their Botany Forest skill, and gain a +1 Competence bonus to every die roll when learning the skill for Botany Forest.
Limit: These items may be bought inside any Book Shop within the Region. 25% chance finding Outside Region.
Cost: 4,500 Ryo
Rank: "C"
Type: Main, Book, Textbook
Effect: A Texbook that discusses the different types of Herbs found in a single Region.
Special: ---
Drawback: ---
Description: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. No Authors are listed within the book. The Botany Studies is a multi-volume of books pertaining to the study of Plants and what these Plants can do. Each Volume discusses the plants found in a specific Region. Each volume gives a +5 Competence bonus to the user's skill pertaining to that region, and the user gains a +1 Competence bonus per die roll when learning the skill according to the specific region. Example: User has a volume on the Forest Region. They will gain a +5 Competence bonus towards their Botany Forest skill, and gain a +1 Competence bonus to every die roll when learning the skill for Botany Forest.
Limit: These items may be bought inside any Book Shop within the Region. 25% chance finding Outside Region.
Cost: 4,500 Ryo
Book: Textbook: Cultivation Studies (Mountain)
Rank: "C"
Type: Main, Book, Textbook
Effect: A Textbook that discusses the different ways of gathering Herbs found in a single Region.
Special: ---
Drawback: ---
Description: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. No Authors are listed within the book. The Cultivation Studies is a multi-volume of books pertaining to the gathering of Plants without harming the user, nor destroying what is needed from the plant. Each Volume discusses the plants found in a specific Region. Each volume gives a +5 Competence bonus to the user's skill pertaining to that region, and the user gains a +1 Competence bonus per die roll when learning the skill according to the specific region. Example: User has a volume on the Forest Region. They will gain a +5 Competence bonus towards their Cultivation Forest skill, and gain a +1 Competence bonus to every die roll when learning the skill for Cultivation Forest.
Limit: These items may be bought inside any Book Shop within the Region. 25% chance finding Outside Region.
Cost: 5,500 Ryo
Rank: "C"
Type: Main, Book, Textbook
Effect: A Textbook that discusses the different ways of gathering Herbs found in a single Region.
Special: ---
Drawback: ---
Description: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. No Authors are listed within the book. The Cultivation Studies is a multi-volume of books pertaining to the gathering of Plants without harming the user, nor destroying what is needed from the plant. Each Volume discusses the plants found in a specific Region. Each volume gives a +5 Competence bonus to the user's skill pertaining to that region, and the user gains a +1 Competence bonus per die roll when learning the skill according to the specific region. Example: User has a volume on the Forest Region. They will gain a +5 Competence bonus towards their Cultivation Forest skill, and gain a +1 Competence bonus to every die roll when learning the skill for Cultivation Forest.
Limit: These items may be bought inside any Book Shop within the Region. 25% chance finding Outside Region.
Cost: 5,500 Ryo
Book: Textbook: Cultivation Studies (Hill)
Rank: "C"
Type: Main, Book, Textbook
Effect: A Textbook that discusses the different ways of gathering Herbs found in a single Region.
Special: ---
Drawback: ---
Description: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. No Authors are listed within the book. The Cultivation Studies is a multi-volume of books pertaining to the gathering of Plants without harming the user, nor destroying what is needed from the plant. Each Volume discusses the plants found in a specific Region. Each volume gives a +5 Competence bonus to the user's skill pertaining to that region, and the user gains a +1 Competence bonus per die roll when learning the skill according to the specific region. Example: User has a volume on the Forest Region. They will gain a +5 Competence bonus towards their Cultivation Forest skill, and gain a +1 Competence bonus to every die roll when learning the skill for Cultivation Forest.
Limit: These items may be bought inside any Book Shop within the Region. 25% chance finding Outside Region.
Cost: 5,500 Ryo
Rank: "C"
Type: Main, Book, Textbook
Effect: A Textbook that discusses the different ways of gathering Herbs found in a single Region.
Special: ---
Drawback: ---
Description: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. No Authors are listed within the book. The Cultivation Studies is a multi-volume of books pertaining to the gathering of Plants without harming the user, nor destroying what is needed from the plant. Each Volume discusses the plants found in a specific Region. Each volume gives a +5 Competence bonus to the user's skill pertaining to that region, and the user gains a +1 Competence bonus per die roll when learning the skill according to the specific region. Example: User has a volume on the Forest Region. They will gain a +5 Competence bonus towards their Cultivation Forest skill, and gain a +1 Competence bonus to every die roll when learning the skill for Cultivation Forest.
Limit: These items may be bought inside any Book Shop within the Region. 25% chance finding Outside Region.
Cost: 5,500 Ryo
Book: Textbook: Herbivore/Carnivore: Cooking/Baking For Your Region (Jungle)
Rank: "C"
Type: Main, Book, Textbook
Effect: A Textbook that discusses the different ways of Preserving and Preparing Herbs or Creatures in a Region.
Special: ---
Drawback: ---
Description: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. No Authors are listed within the book. A large encyclopedic volume containing 32 books. 16 books discusses the ways of cooking of Herbs for Specific Regions while the other 16 discusses the ways of cooking of Creatures for Specific Regions. Each volume gives a +5 Competence bonus to the user's skill pertaining to that region, and the user gains a +1 Competence bonus per die roll when learning the skill. Example: User has a volume on the Forest Region dealing with Herbivore Cooking. They will gain a +5 Competence bonus towards their Cooking/Baking if they are working with Forest Region ingredients. No matter how many books the user has they will always gain a single +1 Competence bonus to every die roll when learning the skill Cooking/Baking, even if the user has multiple books.
Limit: These items may be bought inside any Book Shop within the Region. 25% chance finding Outside Region.
Cost: 5,500 Ryo
Rank: "C"
Type: Main, Book, Textbook
Effect: A Textbook that discusses the different ways of Preserving and Preparing Herbs or Creatures in a Region.
Special: ---
Drawback: ---
Description: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. No Authors are listed within the book. A large encyclopedic volume containing 32 books. 16 books discusses the ways of cooking of Herbs for Specific Regions while the other 16 discusses the ways of cooking of Creatures for Specific Regions. Each volume gives a +5 Competence bonus to the user's skill pertaining to that region, and the user gains a +1 Competence bonus per die roll when learning the skill. Example: User has a volume on the Forest Region dealing with Herbivore Cooking. They will gain a +5 Competence bonus towards their Cooking/Baking if they are working with Forest Region ingredients. No matter how many books the user has they will always gain a single +1 Competence bonus to every die roll when learning the skill Cooking/Baking, even if the user has multiple books.
Limit: These items may be bought inside any Book Shop within the Region. 25% chance finding Outside Region.
Cost: 5,500 Ryo
[li][1, Single]Book: Textbook: Botany Studies (Mountain)[/li]
[li][1, Single]Book: Textbook: Botany Studies (Hills)[/li]
[li][1, Single]Book: Textbook: Cultivation Studies (Mountain)[/li]
[li][1, Single]Book: Textbook: Cultivation Studies (Hill)[/li]
[li][1, Single]Book: Textbook: Herbivore/Carnivore: Cooking/Baking For Your Region (Jungle)[/li]
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Dossier (Physical)
[5'2 - Height]
[121 lbs - Weight]
[4% - Body Fat Percentage]
[Platinum Blonde - Hair Color]
[Caucasian - Skin Color]
[Dark Yellow - Eye Color]
[5'2 - Height]
[121 lbs - Weight]
[4% - Body Fat Percentage]
[Platinum Blonde - Hair Color]
[Caucasian - Skin Color]
[Dark Yellow - Eye Color]
[Details (Head) –
Platinum blonde hair falls behind either shoulder, long and without splits, braided in a double pig tail on either side of her head just behind the ears. Both braids begin like horns, however, they are not and are instead two metallic cones she uses for the shaping. The tails then connect behind her, braided together, to make a final single tail that is held by a steel band. Bangs fall over her eyes, parted slightly just over her right eye, while the bangs fall a little more over the left eye. Additionally, she has tails on either side of her face, just before her ears, that cover them almost completely and fall down to her collar bone. Each ear is pierced by three steel studs in the upper curve, all the same quarter inch sphere, equal distance apart. She has been known to sport a single braid or even let her hair down as well.
Her eyes are a dark yellow, so dark as to almost appear as a ruddy brown, unless you look closely enough. They resemble those of an old wolf, or perhaps the Harvest Moon as it rises, the deep dark yellow haunting to look upon. She has a cute nose which has a slight upward curve at the tip, a little thin, but not so much as to be unattractive rather than just distinctive. Full lips accentuate her nose, rather than detract from her overall beauty, and make the perfect complement to complete her face. High cheekbones and a sturdy chin frame it very well, giving her a more regal look, which is fitting.
While she has no scars to distinguish her face, she does not need such, as she has something that works just as well. No matter where she goes, she has her welding mask with her, either atop her head or on her face, and it is distinctive enough. The welding mask, while it does not have a mouth per say, does have breathing holes, or rather a breathing slit that looks as if it is opening its mouth slightly. Studs have been welded across the mask to act as the rest of the mouth, where a line across the mask gives the lips illusion, and it look a little steampunk to say the least. Her goggles were also welded into the mask, slits at the tops for changing out the lenses, so that in order to use the goggles she has to put on the mask.]
[Details (Body) –
All in all, she has the body of a fourteen year old, and she loves it most days. Her chest is nearly flat, although it does not bother her, and allows her to not need the wear of a bra; which is rather relieving. Toned arms from her crafts, with powerful muscles corded like steel, and though they seem thin and weak they are deceptively strong. Rough hands are typically kept in leather travel gloves, to hide her rubbed down nails, and her generally unlady like hands as well as to aid in their protection. Her torso is slim, although solid, and seems to be one of those ‘must obtain’ lady qualities of today’s generation. Typically she wears a white travel shirt with puffed shoulders, which are filled with padding to allow her to take more impact in those areas, with a leather travel vest over the top for holding various items and tools with its well-made, and well-placed, pockets. The final piece is a white scarf wrapped around her neck, purely cosmetic, as everyone likes a bit of decoration now and again.
Her hips are rather wide, providing a very stable base, and a bit of eye candy for those who are into women her age; which is quite a few grown men and women. Powerful legs, although a bit short, just from her wide and powerful hips. Typically she wears a travel skirt, which covered by the bottom of her travel shirt and its gems and straps. With an assortment of colors, the skirt which she made herself is not particularly long, as she ran out of fabric during the creation of it and the style just stuck with her. It is a double layer skirt, the top layer being the practical skirt and the bottom being the frills to add a big of girlish flair. Her feet are large for a fourteen year old, signifying that she’s not quite done growing just yet, at the stature of five feet and two inches. There is not a terrible lot of arch to speak of in her foot, but she is not quite flat-footed either, and she places these feet inside of brown leather travel boots.
Outfit 2
A secondary outfit to her normal traveling gear, she switches few things here. Firstly is the swift of the scarf from plain white to green and white, a type of fashion statement of sorts, to accentuate her own odd personality. The short skirt is replaced by a long skirt secondly, matching her new vest in color, both being a brick color. There are three layers to the skirt, the top being the brick color fabric, the middle mimicking the top but in white, and the bottom black. Lastly, she wears a type of puffy leggings beneath her triple layer skirt which end just above the calf. Black stockings travel down the rest of the leg, covering her feet, which are places inside her brown and black travel boots. A metal sash made of old worthless coins sits on her upper hip, while a belt rests below that, but serves no purpose beyond being fashionable.
Outfit 3
Her final outfit is typically reserved for more formal occasions or business ventures. When she is headed to market or to some kind of banquet, she pulls out all the stops, dressing to impress; although her odd sense of impressive fashion leaves her wardrobe open for scrutiny. A breast plate, metal shoulder pauldrons, and metal elbow pads stand out immediately. Embossed on the breast plate is a cross, although she is not particularly religious in the least, and wears it to look good. A belt made of some kind of metal with a gem at the front center rests on her hips, gold embroidery pulling away from the gem, swathing an intricate design around the entirety of it. Frills can be seen at the shoulders and neck, along with beneath the blue skirt with the white double line pattern, one line bold and the other very thin. White gloves and thigh high black stockings make a matching couple, the stockings with a diamond pattern up the inside and outside of the leg. Her feet slide easily into heels with a strap that goes across her foot, black of course, to complete the outfit.]
Dossier (Mental)
[Creating, learning how things work - Hobbies]
[Alcohol, Crafting, Hunting - Likes]
[Her mother - Dislikes]
[Fried Chicken - Favorite Food]
[Beat things until they stop moving - Mode of Combat]
[Creating, learning how things work - Hobbies]
[Alcohol, Crafting, Hunting - Likes]
[Her mother - Dislikes]
[Fried Chicken - Favorite Food]
[Beat things until they stop moving - Mode of Combat]
[Details (Psychological) –
Jack is, first and foremost, a serious person. She is serious about everything she does, to the point that it is humorous just to watch her, because of just how serious she takes herself and everything else in her life. Everything from getting dressed in the morning, down to the blades she mends in her forge, is a serious affair. She completes all of her tasks as if they are revered and holy, never leaving from the path she chooses, no matter how difficult it may seem, or how silly. Many people will call her a straight shooter, a straight edge, or even a real hardass. The problem is that she just feels adamant about doing things right the first time and it can cause such thinking, no matter how hard she tries to tell otherwise, and these days just lets it be what it is.
Although she is very serious about everything she does, Jack is also a very kind person who, subsequently, has a heart of gold. Stereotypical hard cop with a heart of gold scenario aside, she would not hesitate to lend a helping hand to anyone who needed it, which is a good thing. However, it can also land her into trouble, as she may lend that very hand to enemies of the village, or someone who may become an enemy to the village soon enough. But such trivial matters are hardly her concern, because it is in the helping of people that brings the joy, not the consequences thereafter. Yet, even though she is so kind, she is prone to outbursts of anger, which can be caused for any number of reasons.
Her sense of humor is not exactly the same as everyone else’s, though it doesn’t fall into the category of outright weird, it is strange none the less. Jack will laugh at the worst things, not mean things like falling down or someone hurting themselves, but just awful things. If someone were to tell a joke, for example, but told it horribly she would find this hilarious and other things of that nature. Additionally, whenever there is a mistake in some kind of craftsmanship that others don’t understand, like a three-legged chair or some such like that, she will find that equally as funny. Many do not understand her sense of humor, but that’s fine, because it makes her unique.
While she is kind, her loyalty lies with coin and coin alone. While she may have left her rich home to strike out on her own, in a way at least, she still wanted money, her own money. She is fiercely determined to strike it rich and prove to her parents that she can be greater than their noble bullshit. She is highly competitive when it comes to making money, as well as highly sensitive to loss or failure. However, she is not without a code of honor and will never do anything to harm her village, if that would be the case through her transactions. Nor would she do anything that could jeopardize her friends or family, no matter how much coin is offered, because of her loyalty.]
Dossier (Historical)
[Evelyn Braunn - Mother]
[Marcus Braunn - Father]
[ - Siblings]
[ - Sensei]
[Evelyn Braunn - Mother]
[Marcus Braunn - Father]
[ - Siblings]
[ - Sensei]
[Details (Past) – Jackyln Braunn was born with a silver spoon in her mouth, as they say, and was wealthy from day one. Immediately she threw that in the trash, possibly on day two. Growing up, she was a hardy kid who liked to go outside and play with the less monetarily endowed children outside of their lavish home, near the heart of Seisui, where she had been born. Of course, she loved to run, jump, and play in the mud and waterfalls of the country. Her parents, of course, disapproved, but they were hardly around anyway and generally didn’t care beyond the fact that it was beneath their snob noses. At least she felt that way about her mother, Evelynn Braunn. Her father however, he would tell her stories of his travels, having made it rich selling exotic things he found around the world.
She loved to listen to his stories and go out to feed his Ziz, Magnus, who was the most beautiful bird she had ever seen. They would do everything together when he came home. He would bring her gifts and toys from around the whole world, supporting her love of being physical, always saying that it would make her strong. It was not a bad life and she did not want for anything, but she had the drive; at least that is what her father called it. He said that he could see her desire to create for herself, to find her own adventure, especially since she was stronger than the other kids and always getting into twice as much trouble. “I know the perfect place where you can get your adventure, Jack! Would you like to go?”
He was the one that decided to send her to the Ninja Academy in Takigakure no Sato. Of course, they set away money for her when she graduated, setting it up in the bank to be available once she hit the age of fourteen. So once she graduated, she had a lot to do on her own before she even saw that money and she made a world for herself. She had taken a liking to the forge, to striking the hot iron with a hammer, beating it flat on an anvil, and giving shape to steel that others would use in the future. Other trades became apparent to her and she found that she was quite skilled in many tasks, like fixing up gadgets, or building new roads, and even drawing plans for designs. It was how she discovered and decided what her future would hold.
She began construction on her own place at the age of eleven. She hunted down all the materials herself, neglecting her ninja training and tasks for this pursuit instead, falling behind while other excelled. It did not matter to her, only her creation mattered. Her home was built outside of Takigakure no Sato a year later, although it was not very large, it was large enough for the meager things she had so far. She built the forge along with the house, a bit off to the side of the main body, giving it an L shape. She placed the workshop on the other side and did the same, making it a C shape, but without any curves. This was going to be her lively hood.
Of course, running your own shop is tough, especially multiple shops at that, and so she found that she would have to do Shinobi work on top of her blacksmithing. Finally finished building, she now had to find materials to fund her, perhaps even a backer for a time, and it was about time to begin her adventure. Many travelers told her about how they sold herbs for a living, making quite a bit of cash for doing it, and that gave her the idea to study up on the herbs around her region and branch out into more areas of life other than the forge. Two years later, she was ready to get out there and get searching, to build herself a name, and hammer it into the stars.]