Frozen Door - The Gate of Yukigakure
Oct 21, 2015 18:46:29 GMT -7
Post by Fui on Oct 21, 2015 18:46:29 GMT -7
Orianna LaFleur
Orianna arrived at the gates in a hurry. With her she had several stags and of course her own Chiron with a headband of his own. Arriving at the gate she would introduce herself give a polite bow and then with the stags in tow enter into the village. She was rushing to get to the exams.
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Traits and Miscellaneous stuff:
Storm-Touched
Rank: "C"
Skill: Chakra Trait
Effect: User's share an affinity with elemental lightning.
Special: ---
Drawback: ---
Description: User gains a trait bonus of Damage Resistance of +10 Armour Points against creatures and attacks with the Lightning type. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Fencer
Rank: "C"
Skill: Combat Trait
Effect: The user has an upbringing of the fencing art.
Special: ---
Drawback: ---
Description: User trained with blades for long hours as a youth, either taking lessons in the genteel art of fencing from tutors paid for by the parents or being taken under the wing of a disenfranchised fencer who may have turned to a life of crime. User gains a +10 Armour Points in striking damage with daggers, rapiers, and similar fencing weapons. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
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.
Physician
Rank: "C"
Skill: Heritage Trait
Effect: User is trained to the healing arts.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among all First Aid, Botany, and Herbalist. 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 also gains a +10 to all First Aid Skills. Through advanced training in medicine and healing techniques, the user can set bones, suture lacerations, and apply a myriad of balms, unguents, and other remedies to speed the healing process. Such care requires 1 minute. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Ice Walker
Rank: "C"
Skill: Heritage Trait
Effect: Due to the years roaming the frozen tundra of the frigid north, the user's resistance to the cold becomes apparent.
Special: ---
Drawback: ---
Description: You spent years roaming the frozen tundra of the frigid north, and have adapted to its numbing effects. You gain a 10 Armour Points resistance against Cold Damage. This does not pertain to piercing, or slashing damage. You may ignore movement penalties for cold and can move normally. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Enhanced Metabolism
Rank: "B"
Type: Augmentation
Effect: Accelerated electrical impulses along your central nervous system have given you enhanced reaction times.
Special: To perform: 12 hours; Duration: Permanent
Drawback: User cannot take this Augmentation if they have the Lethargy drawback.
Description: Takes up 2 Augmentation Points. User gains a +1 Ritual bonus to movements.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 23,000 Ryo Performing Price: 17,000 Ryo
Artistic Ability (Dance - Ballet) - x 6 - 125
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: ---
Lore, Animal (Arctic, Forest) - x 12 - 125, 125
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: ---
Animal Herding (Horse, Stag) - x12 - 125, 125
Rank: "E"
Skill: Skill
Effect: This skill enables a character to exercise a greater than normal control over heard of animals.
Special: ---
Drawback: ---
Description: Each type of animal has different characteristics, some tend to stick together, while others scatter, and some are more independent by nature that makes them harder to control. A character with this skill also knows other details about herding, and controlling animals regardless of specific animal chosen. With this skill the user learns how to coordinate and control pack of animals to move together. 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.
Animal Empathy (Horse, Stag) - x12 - 125, 125
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: ---.
Animal Training (Horse, Stag) - x12 - 125, 125
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.
Riding, Land-Based (Mount) - Horse, Stag - x 12 - 125, 125
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: ---
Observation - x 18 - 125
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: ---
Know Ability - x 18 - 125
Rank: "E"
Skill: Skill
Effect: Some characters are schooled in the art of careful observation and are able to discern Skills and other Abilities of a target.
Special: ---
Drawback: ---
Description: Some characters are schooled in the art of careful observation. Thus, even without the aid of Chakra, they can observe an individual and attempt to glean a valuable piece of information about them. This ability requires a skill Check and approximately one hour of observation for each thing studied. For example, if a User watched a man cutting wood for an hour, he could make a Know Ability Skill check. If successful he could learn that the man has a Carpentry Skill, can perform an amount of Movements per Round, or anything pertaining to the work they are performing. The user can apply this skill to nearly all statuses and abilities, as well as Skill Level Associated with a character. Look in Academia 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 Know Ability By Observing for 1 hour this is considered as a Trivial Difficulty. Shorter the observation increases the difficulty. Each time learned user gets 1 die roll to increase the skill.
Limit: ---
Weather Sense - x6 - 125
Rank: "E"
Skill: Skill
Effect: This skill enables the character to observe both atmospheric phenomenon and, with greater skill, subtle changes in flora or animal behavior, in order to deduce upcoming weather conditions.
Special: ---
Drawback: Failed skill check cannot be re-rolled as the character will be convinced of his prediction and dogged in his misinterpretation.
Description: User is able to make a skill check to gain a prediction of the weather. Depending on the mastery depends on the information they can gather.
Novice: Make a prediction for the next few hours- will the current weather remain steady or change for the better or worse?
Average: Make a prediction for the next day will it be warmer or cooler with any precipitation?
Advanced: Make a prediction for the next few days (what is the extended forecast?)
Expert: Make a prediction for next 10 days (what will be the general weather trend?)
Master: Make a prediction for the next season will the season be unusually wet/dry/warm/cool?
Difficulty Situations: Average - Character is outdoors in natural surroundings. Difficult - Character is in a settled area. Very Difficult - Character is in a large town or city. If user has 25 or more Ranks in Weather Sense user gains a Synergy Bonus +10 to Navigation, Nautical. Each time learned user gets 5 die roll to increase the skill.
Limit: ---
Anatomy, Basic - x12 - 125
Rank: "E"
Skill: Skill
Effect: Characters with the anatomy skill have a basic knowledge of how the body functions.
Special: ---
Drawback: ---
Description: This skill includes a knowledge of surgery, dissection, and basic anatomy. As might be expected, such knowledge is enormously useful for corporeal sculpting of corpses, sculpting incorporeal ectoplasm, and even restoring bodies by proper embalming. Without a proper knowledge of Anatomy, Basic, most of the work is guesswork. They know where major organs are located on most species. They do not know much about the anatomy of rare creatures or monsters, but they can make an educated guess in certain circumstances. This skill can help a character know what organs to harvest and other body parts for components or other uses. Including selling them to others.
Novice: Knowing where major organs lie in the corpse of the same race.
Average: Recognizing the effects of disease or poison upon healthy bodies (though not necessarily the exact nature of such).
Advanced:
Expert:
Master: Remembering how minor organs function in humans.
Basic Each time learned user gets 2 die roll to increase the skill.
Limit: ---
First Aid: Cauterize Wound - x5 - 125
Rank: "E" (10 Training Points at all Times)
Skill: Skill
Effect: A character with this ability can use a hot poker, or other hot metal objects to stop the bleeding in a wound, thereby preventing additional bleeding damage.
Special: ---
Drawback: ---
Description: The process does, however, render further damage from the hot poker or piece of metal used to cauterize the wound. The process also leaves a visible, ugly scar, the person with this skill can perform it on themselves or to others.
Novice: Able to Cauterize Minor Wounds.
Average: Able to Cauterize Light Wounds.
Advanced: Able to Cauterize Moderate Wounds.
Expert: Able to Cauterize Serious Wounds.
Master: Able to Cauterize Critical Wounds.
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: ---
First Aid: Healing - x 15 - 125
Rank: "E" (5 Training Points at all Times)
Skill: Skill
Effect: This skill allows a character to properly tend to the sick and injured.
Special: ---
Drawback: ---
Description: While some basic medical knowledge is inherent in this skill (to the extent such can be said to exist), the character’s role is to provide an optimal environment to facilitate the patient’s own recuperative abilities, by monitoring the patient and tending to his needs as required.
Novice: Diagnose; Tend to injured characters such that their wounds heal at a faster rate; critical care requires 10 minutes/wound; can distinguish whether an individual is dead or merely unconscious.
Average: Stabilize a character knocked unconscious from trauma; critical care requires 6 minutes/wound; with a successful Average skill check to resuscitate a dying character.
Advanced: Function as a midwife to deliver children; diagnose injuries; critical care requires 4 minutes/wound
Expert: Properly set broken bones; amputate limbs; critical care requires 3 minutes/wound
Master: Critical care needs 2 min. per wound
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: ---
First Aid: Autopsy - x5 - 125
Rank: "E" (10 Training Points at all Times)
Skill: Skill
Effect:
Special: ---
Drawback: Autopsy skill mastery cannot exceed his Anatomy, Basic skill mastery nor First Aid: Healing.
Description: By combining medical knowledge with alchemical knowledge, it is possible to gain a significant amount of information from a corpse without the use of Chakra. Autopsy forms the basis of forensic pathology, but Botany and Animal Lore allows the user to test the characteristics of blood and is required for certain advanced actions. The list below indicates the type of information that can be gained with the knowledge the user may know. A user with knowledge of Botany and Animal Lore can team up in order to perform a task.
Novice: Cause of Death
Average: Examine Injury and Presence of Foreign Substances.
Advanced: Nature of Foreign Substances
Expert: Time of Death
Master: Abilities that Lie within the body.
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 Anatomy, Basic, Must know First Aid: Healing.
Sleight of Hand - x 18 - 125
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: ---
Botany (Arctic) - 40 Bsp Physician
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: ---
Ikimono Supīchi (Animal Speech) = Stag
Rank: "C" Rank
Skill: Skill/NinJutsu
Effect: A Shinobi, or a warrior is capable, gaining the ability to speak as well as to understand the language between a type of family of creatures. This type of technique can be used to where they can accuratly speak, and concise in a normal like speech pattern to where the animal will understand the user, and the user will understand the animal.
Special: ---
Drawback: The user is only capable of going into this depending on what type of animal helper they have.
Description: ---
Limit: This technique must be known multiple times. The user however must have a Helper that is according to the correct speech. What this means is if the user has an animal Helper of the Canine breed, then they are capable of communicating within a speech form towards that type. If the user has a Helper of the Birds of Prey Breed, then they are capable of communicating within a speech form towards that type. Must have completed all basis of the Animal Helper performance. Must learn Animal Friendship, Control, Understanding, and Teamwork. Must also have at least have fifty training points with the partner Past that of the Friendship, Understanding, and Teamwork before learning.
Fast Mover
Rank: "B"
Skill: Supplementary
Effect: User can move faster than normal.
Special: ---
Drawback: ---
Description: User gains a +1 extra movement. This Jutsu can stack with other movement increasement Jutsus. User may only learn this technique once.
Limit: Must learn from Universal Miscellaneous.
Light Step
Rank: "B"
Skill: Supplementary
Effect: User picks their way nimbly through even the most dangerous and uneven terrain.
Special: ---
Drawback: ---
Description: User can ignore the effects of difficult terrain in natural environments, as if they were normal terrain.
Limit: Must learn from Universal Miscellaneous.
[/quote]Rank: "C"
Skill: Chakra Trait
Effect: User's share an affinity with elemental lightning.
Special: ---
Drawback: ---
Description: User gains a trait bonus of Damage Resistance of +10 Armour Points against creatures and attacks with the Lightning type. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Fencer
Rank: "C"
Skill: Combat Trait
Effect: The user has an upbringing of the fencing art.
Special: ---
Drawback: ---
Description: User trained with blades for long hours as a youth, either taking lessons in the genteel art of fencing from tutors paid for by the parents or being taken under the wing of a disenfranchised fencer who may have turned to a life of crime. User gains a +10 Armour Points in striking damage with daggers, rapiers, and similar fencing weapons. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
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.
Physician
Rank: "C"
Skill: Heritage Trait
Effect: User is trained to the healing arts.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among all First Aid, Botany, and Herbalist. 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 also gains a +10 to all First Aid Skills. Through advanced training in medicine and healing techniques, the user can set bones, suture lacerations, and apply a myriad of balms, unguents, and other remedies to speed the healing process. Such care requires 1 minute. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Ice Walker
Rank: "C"
Skill: Heritage Trait
Effect: Due to the years roaming the frozen tundra of the frigid north, the user's resistance to the cold becomes apparent.
Special: ---
Drawback: ---
Description: You spent years roaming the frozen tundra of the frigid north, and have adapted to its numbing effects. You gain a 10 Armour Points resistance against Cold Damage. This does not pertain to piercing, or slashing damage. You may ignore movement penalties for cold and can move normally. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Enhanced Metabolism
Rank: "B"
Type: Augmentation
Effect: Accelerated electrical impulses along your central nervous system have given you enhanced reaction times.
Special: To perform: 12 hours; Duration: Permanent
Drawback: User cannot take this Augmentation if they have the Lethargy drawback.
Description: Takes up 2 Augmentation Points. User gains a +1 Ritual bonus to movements.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 23,000 Ryo Performing Price: 17,000 Ryo
Artistic Ability (Dance - Ballet) - x 6 - 125
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: ---
Lore, Animal (Arctic, Forest) - x 12 - 125, 125
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: ---
Animal Herding (Horse, Stag) - x12 - 125, 125
Rank: "E"
Skill: Skill
Effect: This skill enables a character to exercise a greater than normal control over heard of animals.
Special: ---
Drawback: ---
Description: Each type of animal has different characteristics, some tend to stick together, while others scatter, and some are more independent by nature that makes them harder to control. A character with this skill also knows other details about herding, and controlling animals regardless of specific animal chosen. With this skill the user learns how to coordinate and control pack of animals to move together. 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.
Animal Empathy (Horse, Stag) - x12 - 125, 125
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: ---.
Animal Training (Horse, Stag) - x12 - 125, 125
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.
Riding, Land-Based (Mount) - Horse, Stag - x 12 - 125, 125
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: ---
Observation - x 18 - 125
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: ---
Know Ability - x 18 - 125
Rank: "E"
Skill: Skill
Effect: Some characters are schooled in the art of careful observation and are able to discern Skills and other Abilities of a target.
Special: ---
Drawback: ---
Description: Some characters are schooled in the art of careful observation. Thus, even without the aid of Chakra, they can observe an individual and attempt to glean a valuable piece of information about them. This ability requires a skill Check and approximately one hour of observation for each thing studied. For example, if a User watched a man cutting wood for an hour, he could make a Know Ability Skill check. If successful he could learn that the man has a Carpentry Skill, can perform an amount of Movements per Round, or anything pertaining to the work they are performing. The user can apply this skill to nearly all statuses and abilities, as well as Skill Level Associated with a character. Look in Academia 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 Know Ability By Observing for 1 hour this is considered as a Trivial Difficulty. Shorter the observation increases the difficulty. Each time learned user gets 1 die roll to increase the skill.
Limit: ---
Weather Sense - x6 - 125
Rank: "E"
Skill: Skill
Effect: This skill enables the character to observe both atmospheric phenomenon and, with greater skill, subtle changes in flora or animal behavior, in order to deduce upcoming weather conditions.
Special: ---
Drawback: Failed skill check cannot be re-rolled as the character will be convinced of his prediction and dogged in his misinterpretation.
Description: User is able to make a skill check to gain a prediction of the weather. Depending on the mastery depends on the information they can gather.
Novice: Make a prediction for the next few hours- will the current weather remain steady or change for the better or worse?
Average: Make a prediction for the next day will it be warmer or cooler with any precipitation?
Advanced: Make a prediction for the next few days (what is the extended forecast?)
Expert: Make a prediction for next 10 days (what will be the general weather trend?)
Master: Make a prediction for the next season will the season be unusually wet/dry/warm/cool?
Difficulty Situations: Average - Character is outdoors in natural surroundings. Difficult - Character is in a settled area. Very Difficult - Character is in a large town or city. If user has 25 or more Ranks in Weather Sense user gains a Synergy Bonus +10 to Navigation, Nautical. Each time learned user gets 5 die roll to increase the skill.
Limit: ---
Anatomy, Basic - x12 - 125
Rank: "E"
Skill: Skill
Effect: Characters with the anatomy skill have a basic knowledge of how the body functions.
Special: ---
Drawback: ---
Description: This skill includes a knowledge of surgery, dissection, and basic anatomy. As might be expected, such knowledge is enormously useful for corporeal sculpting of corpses, sculpting incorporeal ectoplasm, and even restoring bodies by proper embalming. Without a proper knowledge of Anatomy, Basic, most of the work is guesswork. They know where major organs are located on most species. They do not know much about the anatomy of rare creatures or monsters, but they can make an educated guess in certain circumstances. This skill can help a character know what organs to harvest and other body parts for components or other uses. Including selling them to others.
Novice: Knowing where major organs lie in the corpse of the same race.
Average: Recognizing the effects of disease or poison upon healthy bodies (though not necessarily the exact nature of such).
Advanced:
Expert:
Master: Remembering how minor organs function in humans.
Basic Each time learned user gets 2 die roll to increase the skill.
Limit: ---
First Aid: Cauterize Wound - x5 - 125
Rank: "E" (10 Training Points at all Times)
Skill: Skill
Effect: A character with this ability can use a hot poker, or other hot metal objects to stop the bleeding in a wound, thereby preventing additional bleeding damage.
Special: ---
Drawback: ---
Description: The process does, however, render further damage from the hot poker or piece of metal used to cauterize the wound. The process also leaves a visible, ugly scar, the person with this skill can perform it on themselves or to others.
Novice: Able to Cauterize Minor Wounds.
Average: Able to Cauterize Light Wounds.
Advanced: Able to Cauterize Moderate Wounds.
Expert: Able to Cauterize Serious Wounds.
Master: Able to Cauterize Critical Wounds.
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: ---
First Aid: Healing - x 15 - 125
Rank: "E" (5 Training Points at all Times)
Skill: Skill
Effect: This skill allows a character to properly tend to the sick and injured.
Special: ---
Drawback: ---
Description: While some basic medical knowledge is inherent in this skill (to the extent such can be said to exist), the character’s role is to provide an optimal environment to facilitate the patient’s own recuperative abilities, by monitoring the patient and tending to his needs as required.
Novice: Diagnose; Tend to injured characters such that their wounds heal at a faster rate; critical care requires 10 minutes/wound; can distinguish whether an individual is dead or merely unconscious.
Average: Stabilize a character knocked unconscious from trauma; critical care requires 6 minutes/wound; with a successful Average skill check to resuscitate a dying character.
Advanced: Function as a midwife to deliver children; diagnose injuries; critical care requires 4 minutes/wound
Expert: Properly set broken bones; amputate limbs; critical care requires 3 minutes/wound
Master: Critical care needs 2 min. per wound
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: ---
First Aid: Autopsy - x5 - 125
Rank: "E" (10 Training Points at all Times)
Skill: Skill
Effect:
Special: ---
Drawback: Autopsy skill mastery cannot exceed his Anatomy, Basic skill mastery nor First Aid: Healing.
Description: By combining medical knowledge with alchemical knowledge, it is possible to gain a significant amount of information from a corpse without the use of Chakra. Autopsy forms the basis of forensic pathology, but Botany and Animal Lore allows the user to test the characteristics of blood and is required for certain advanced actions. The list below indicates the type of information that can be gained with the knowledge the user may know. A user with knowledge of Botany and Animal Lore can team up in order to perform a task.
Novice: Cause of Death
Average: Examine Injury and Presence of Foreign Substances.
Advanced: Nature of Foreign Substances
Expert: Time of Death
Master: Abilities that Lie within the body.
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 Anatomy, Basic, Must know First Aid: Healing.
Sleight of Hand - x 18 - 125
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: ---
Botany (Arctic) - 40 Bsp Physician
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: ---
Ikimono Supīchi (Animal Speech) = Stag
Rank: "C" Rank
Skill: Skill/NinJutsu
Effect: A Shinobi, or a warrior is capable, gaining the ability to speak as well as to understand the language between a type of family of creatures. This type of technique can be used to where they can accuratly speak, and concise in a normal like speech pattern to where the animal will understand the user, and the user will understand the animal.
Special: ---
Drawback: The user is only capable of going into this depending on what type of animal helper they have.
Description: ---
Limit: This technique must be known multiple times. The user however must have a Helper that is according to the correct speech. What this means is if the user has an animal Helper of the Canine breed, then they are capable of communicating within a speech form towards that type. If the user has a Helper of the Birds of Prey Breed, then they are capable of communicating within a speech form towards that type. Must have completed all basis of the Animal Helper performance. Must learn Animal Friendship, Control, Understanding, and Teamwork. Must also have at least have fifty training points with the partner Past that of the Friendship, Understanding, and Teamwork before learning.
Fast Mover
Rank: "B"
Skill: Supplementary
Effect: User can move faster than normal.
Special: ---
Drawback: ---
Description: User gains a +1 extra movement. This Jutsu can stack with other movement increasement Jutsus. User may only learn this technique once.
Limit: Must learn from Universal Miscellaneous.
Light Step
Rank: "B"
Skill: Supplementary
Effect: User picks their way nimbly through even the most dangerous and uneven terrain.
Special: ---
Drawback: ---
Description: User can ignore the effects of difficult terrain in natural environments, as if they were normal terrain.
Limit: Must learn from Universal Miscellaneous.