"Blue"
Oct 1, 2015 15:29:36 GMT -7
Post by Defiant on Oct 1, 2015 15:29:36 GMT -7
Lucas Wulfchild Alias: "Blue" Age: 19 Gender: Male Height: 6' Weight: 190lbs Country: Frost Country Village: Yukigakure Alignment: Neutral Good Specials
[li]Divine Lore Divine Lore Rank: "D" Skill: Skill Effect: A skill for basic Divine knowledge of religions and religious cults. Special: --- Drawback: --- Description: A person versed in Divine Lore knows the basic principles behind most religions. They know secrets about most religious orders and practices that many others do not. They know how to read Religious Writings and Scrolls. They may not be able to perform Religious Jutsus, but the user can read the writing and generally tell what it is all about. Some practical applications of Divine Lore follow: Identifying Religious Icons, Identifying Jutsus, Identifying Chakra Items, and Deciphering Scrolls. Look in Jutsu Lore 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: --- |
- Current Skill Level: Advanced
- Current Skill Points: 60
- Total TP Spent: 20
[li]Necromantic Lore
Necromantic Lore
Rank: "D"
Skill: Skill
Effect: A basic skill to identify everything of Necromantic understanding.
Special: ---
Drawback: ---
Description: A person versed in Necromantic Lore knows the basic principles behind Necromancy. They are tuned in to secrets about the Dead and Undead around them that most others do not and know how to read Chakra Scrolls or Writings pertaining to Necromancy. They may not be able to perform Necromancy, but they can read Necromantic Writings and generally tell what it is all about. Some practical applications of Necromantic Lore follow: Identify Components, Identifying Necromantic Icons, Identifying Jutsus, Identifying Chakra Items, and Deciphering Scrolls. Look in Jutsu Lore 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: ---
[/li]Rank: "D"
Skill: Skill
Effect: A basic skill to identify everything of Necromantic understanding.
Special: ---
Drawback: ---
Description: A person versed in Necromantic Lore knows the basic principles behind Necromancy. They are tuned in to secrets about the Dead and Undead around them that most others do not and know how to read Chakra Scrolls or Writings pertaining to Necromancy. They may not be able to perform Necromancy, but they can read Necromantic Writings and generally tell what it is all about. Some practical applications of Necromantic Lore follow: Identify Components, Identifying Necromantic Icons, Identifying Jutsus, Identifying Chakra Items, and Deciphering Scrolls. Look in Jutsu Lore 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: ---
- Current Skill Level: Advanced
- Current Skill Points: 54
- Total TP Spent: 20
[li]Ritual Lore
Ritualist Lore
Rank: "E"
Skill: Skill
Effect: A basic skill to identify everything of Ritualist understanding.
Special: ---
Drawback: ---
Description: A person versed in Ritualist Lore knows the basic principles behind Rituals. They are tuned in to secrets about the rites and ways of Rituals around them that most others do not and know how to read Writings pertaining to Rituals. They may not be able to perform Rituals, but they can read Ritualist Writings and generally tell what it is all about. Some practical applications of Ritualist Lore follow: Identify Components, Identifying Ritualist Icons, Identifying Jutsus, Identifying Chakra Items, and Deciphering Scrolls. Look in Jutsu Lore 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: ---
[/li]Rank: "E"
Skill: Skill
Effect: A basic skill to identify everything of Ritualist understanding.
Special: ---
Drawback: ---
Description: A person versed in Ritualist Lore knows the basic principles behind Rituals. They are tuned in to secrets about the rites and ways of Rituals around them that most others do not and know how to read Writings pertaining to Rituals. They may not be able to perform Rituals, but they can read Ritualist Writings and generally tell what it is all about. Some practical applications of Ritualist Lore follow: Identify Components, Identifying Ritualist Icons, Identifying Jutsus, Identifying Chakra Items, and Deciphering Scrolls. Look in Jutsu Lore 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: ---
- Current Skill Level: Expert
- Current Skill Points: 90
- Total TP Spent: 40
[/ul]
[li]ACADEMIC SKILLS - 585TP[/li]
- AlchemyAlchemy
Rank: "E"
Skill: Skill
Effect: A skill that allows people to mix all components.
Special: ---
Drawback: ---
Description: Alchemy gives a character the ability to mix compounds and to know what those compounds do. An Alchemist can mix up potions. He can even mix up a mean Long Island Ice Tea. Alchemists have long sought to know the secret of turning lead into gold, but so far, that is an ability beyond their reach. For most other chemical mixtures, an Alchemist can do the trick. The potions mixed by Alchemists are based on natural components. Alchemists can identify potions about 50% of the time and have a +10% to Identify Poison. Mixing Common components is considered Trivial. Mixing Uncommon components is considered Easy. Mixing Rare components is considered Average. Mixing Very Rare components is considered Difficult. Mixing Nearly Impossible components is considered Very Difficult. If user has 25 or more Ranks in Alchemy user gains a Synergy Bonus +10 to Demolitions when interacting with Alchemical Components. If user has 25 or more Ranks in Alchemy user gains a Synergy Bonus +10 to First Aid: Healing. Each time learned user gets 1 die roll to increase the skill.
Limit: --- - Current Skill Level: Average
- Current Skill Points: 39
- Total TP Spent: 40
[li]Anatomy, Basic
Anatomy, Basic
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: ---
- Current Skill Level:Master
- Current Skill Points: 107
- Total TP Spent: 60
[li]Anthropology
Anthropology
Rank: "D"
Skill: Skill
Effect: The study of the human beings, particularly their evolutionary history, biological variation, social relationships, as well as their cultural history.
Special: ---
Drawback: ---
Description: The study of the human beings, particularly their evolutionary history, biological variation, social relationships, as well as their cultural history. Includes the disciplines of physical anthropology, archaeology, and cultural anthropology. In forensics, this field is used to help identify the gender, age and ethnic origin of an individual from skeletal remains. as well as analyzing tool and wound marks found on bones. People trained in this field are skilled at the unearthing of evidence from burial sites and other archaeological situations. Look in Academia Skills thread found in the Skills and Traits Index for more information. Each time learned user gets 1 die roll to increase the skill. If user knows
Limit: ---
[/li]Rank: "D"
Skill: Skill
Effect: The study of the human beings, particularly their evolutionary history, biological variation, social relationships, as well as their cultural history.
Special: ---
Drawback: ---
Description: The study of the human beings, particularly their evolutionary history, biological variation, social relationships, as well as their cultural history. Includes the disciplines of physical anthropology, archaeology, and cultural anthropology. In forensics, this field is used to help identify the gender, age and ethnic origin of an individual from skeletal remains. as well as analyzing tool and wound marks found on bones. People trained in this field are skilled at the unearthing of evidence from burial sites and other archaeological situations. Look in Academia Skills thread found in the Skills and Traits Index for more information. Each time learned user gets 1 die roll to increase the skill. If user knows
Limit: ---
- Current Skill Level: Novice
- Current Skill Points: 04
- Total TP Spent: 10
[li]Appraisal, Weaponry & Armor
Appraisal (Weapons & Armor)
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: ---
[/li]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: ---
- Current Skill Level: Average
- Current Skill Points: 32
- Total TP Spent: 15
[li]Astrology
Astrology
Rank: "E"
Skill: Skill
Effect: A skill that allows the user to map the stars, and vaguely gain insight into the future of people.
Special: ---
Drawback: ---
Description: This skill gives the character some understanding of the influences of the starts. Knowing the birth date and time of any person, the astrologer can study the stars and celestial events and subsequently prepare a forecast of the person's future. The astrologer's insight into the future is limited to the next 30 days, and their knowledge is vague at best. If a successful check is made, the Astrologer can foresee some general event—a great battle, a friend lost, a new friendship, etc. Here are some examples of Difficulty and Situations within Astrology.
Average Having an almanac detailing the coordinates of celestial objects, clear skies.
Difficult Partly cloudy
Very Difficult Mostly Cloudy
Characters with the Astrology skill gain a +5 bonus to all Navigation skill checks, provided the stars can be seen. 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: ---
[/li]Rank: "E"
Skill: Skill
Effect: A skill that allows the user to map the stars, and vaguely gain insight into the future of people.
Special: ---
Drawback: ---
Description: This skill gives the character some understanding of the influences of the starts. Knowing the birth date and time of any person, the astrologer can study the stars and celestial events and subsequently prepare a forecast of the person's future. The astrologer's insight into the future is limited to the next 30 days, and their knowledge is vague at best. If a successful check is made, the Astrologer can foresee some general event—a great battle, a friend lost, a new friendship, etc. Here are some examples of Difficulty and Situations within Astrology.
Average Having an almanac detailing the coordinates of celestial objects, clear skies.
Difficult Partly cloudy
Very Difficult Mostly Cloudy
Characters with the Astrology skill gain a +5 bonus to all Navigation skill checks, provided the stars can be seen. 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: ---
- Current Skill Level: Advanced
- Current Skill Points: 59
- Total TP Spent: 10
[li]Ballistics
Ballistics
Rank: "E"
Skill: Skill
Effect: The science of projectiles and firearms.
Special: ---
Drawback: ---
Description: The skill of Ballistics cover the identification of a weapon from a projectile launcher it has fired, as well as the determination of the trajectory and path of the projectile item, allowing the firing point and impact point to be laid out. This ranges the types of projectiles found in Puppetry Launchers, to the types of materials used for Arrows and Bolts (Types of Arrowheads, Types of Shafts, etc.)
Determining Projectile: This has a base difficulty of Average. A successful check will tell the player what type of projectile they have. (Types of Arrowheads, Types of Shafts, etc.) This will take 1d4+1 hours of study.
Determining Firing Marks: This is a base Difficult check. A successful check will give a possible projectile type and model. (Types of Projectile Launchers, Bows, Crossbows and Etc.) This will take 2d4+1 hours of study.
Matching Firing Marks: This has a base Very Difficult. A successful check will match a projectile taken from a crime scene to a recovered weapon. This may confirm or rule it out a weapon found at the scene. This will take 1d4+1 hours of study.
The Difficulty of these tests will rise by a Difficult grade if the projectile is radically deformed on impact. Trajectory and the path of a projectile can be determined by the angles of entry and the marks on surfaces that may have deflected the projectile's path. A base difficulty of Average will give the angle and path of a projectile. This must be done at the crime scene. Characters use this check to formulate an opinion; this can only be reassessed if new information arises, or they have cause to question their findings. If user has 25 or more Ranks in Evidence Analysis user gains a Synergy Bonus +10 to Ballistics. Each time learned user gets 1 die roll to increase the skill.
Limit: ---
[/li]Rank: "E"
Skill: Skill
Effect: The science of projectiles and firearms.
Special: ---
Drawback: ---
Description: The skill of Ballistics cover the identification of a weapon from a projectile launcher it has fired, as well as the determination of the trajectory and path of the projectile item, allowing the firing point and impact point to be laid out. This ranges the types of projectiles found in Puppetry Launchers, to the types of materials used for Arrows and Bolts (Types of Arrowheads, Types of Shafts, etc.)
Determining Projectile: This has a base difficulty of Average. A successful check will tell the player what type of projectile they have. (Types of Arrowheads, Types of Shafts, etc.) This will take 1d4+1 hours of study.
Determining Firing Marks: This is a base Difficult check. A successful check will give a possible projectile type and model. (Types of Projectile Launchers, Bows, Crossbows and Etc.) This will take 2d4+1 hours of study.
Matching Firing Marks: This has a base Very Difficult. A successful check will match a projectile taken from a crime scene to a recovered weapon. This may confirm or rule it out a weapon found at the scene. This will take 1d4+1 hours of study.
The Difficulty of these tests will rise by a Difficult grade if the projectile is radically deformed on impact. Trajectory and the path of a projectile can be determined by the angles of entry and the marks on surfaces that may have deflected the projectile's path. A base difficulty of Average will give the angle and path of a projectile. This must be done at the crime scene. Characters use this check to formulate an opinion; this can only be reassessed if new information arises, or they have cause to question their findings. If user has 25 or more Ranks in Evidence Analysis user gains a Synergy Bonus +10 to Ballistics. Each time learned user gets 1 die roll to increase the skill.
Limit: ---
- Current Skill Level: Advanced
- Current Skill Points: 53
- Total TP Spent: 40
[li]Blood Splatter Analysis
Blood Spatter Analysis
Rank: "D"
Skill: Skill
Effect: This is a study of blood at the scene of a crime.
Special: ---
Drawback: ---
Description: Characters will be able to get information from the shape of the blood splatter, the amount of blood and its point of origin. A simple pattern is Difficult with more information for every Very Difficult check above the Difficult check (Very Difficult stacks). Difficulty is dependent on the Game Master, or creator of the scenario. 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 Blood Spatter Analysis. Each time learned user gets 1 die roll to increase the skill.
Limit: ---
[/li]Rank: "D"
Skill: Skill
Effect: This is a study of blood at the scene of a crime.
Special: ---
Drawback: ---
Description: Characters will be able to get information from the shape of the blood splatter, the amount of blood and its point of origin. A simple pattern is Difficult with more information for every Very Difficult check above the Difficult check (Very Difficult stacks). Difficulty is dependent on the Game Master, or creator of the scenario. 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 Blood Spatter Analysis. Each time learned user gets 1 die roll to increase the skill.
Limit: ---
- Current Skill Level: Average
- Current Skill Points: 29
- Total TP Spent: 30
[li]Botany (Arctic Region)
Botany (Arctic Region)
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: ---
[/li]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: ---
- Current Skill Level: Expert
- Current Skill Points: 87
- Total TP Spent: 20
[li]Botany (Mountain Region)
Botany (Mountain Region)
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: ---
[/li]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: ---
- Current Skill Level: Advanced
- Current Skill Points: 57
- Total TP Spent: 10
[li]Botany (Forest Region)
Botany (Forest Region)
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: ---
[/li]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: ---
- Current Skill Level: Expert
- Current Skill Points: 85
- Total TP Spent: 20
[li]Cryptography
Cryptography
Rank: "D"
Skill: Skill
Effect: Cryptography is used for cracking and creating encryption codes.
Special: ---
Drawback: ---
Description: User can create or crack encryption codes. User can use primitive codes and other forms of encryption such as Book Ciphers, Obscure Languages, and Substitution Codes. User needs not to be able to read and write the language a message is written in to encrypt or decrypt it, but the user gets a +10 to their Cryptography checks if they do. To create a code, you make a Cryptography check by rolling, adding it to the user's Skill, then adding the Power Rating of any source you use in the attempt. For events Game Master makes this roll in secret and notes the result next to the code for future reference. In order to crack a code, you must make a Cryptography check against the result of the skill check that was originally made to create it. Again, if you are using a source to aid your work, add its Power Rating to the attempt, Once you've cracked a code, you can read any message using that cipher without making additional checks (assuming you understand the language, of course). User may retry any Cryptography check once per day.
Critical Success: If you are creating a code you stumble across an "unbreakable" code that can only be cracked with a critical success. Critical Success is 1/10 or less of what their percentage is (10 or less with 100).
Critical Failure: If creating a code, it is flawed, and anyone who attempts to decode it automatically succeeds. If trying to crack a code, you cannot make any further attempts to crack this code; someone else must do so. Critical Failure is 96 to 99.
Look in Academia 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: ---
[/li]Rank: "D"
Skill: Skill
Effect: Cryptography is used for cracking and creating encryption codes.
Special: ---
Drawback: ---
Description: User can create or crack encryption codes. User can use primitive codes and other forms of encryption such as Book Ciphers, Obscure Languages, and Substitution Codes. User needs not to be able to read and write the language a message is written in to encrypt or decrypt it, but the user gets a +10 to their Cryptography checks if they do. To create a code, you make a Cryptography check by rolling, adding it to the user's Skill, then adding the Power Rating of any source you use in the attempt. For events Game Master makes this roll in secret and notes the result next to the code for future reference. In order to crack a code, you must make a Cryptography check against the result of the skill check that was originally made to create it. Again, if you are using a source to aid your work, add its Power Rating to the attempt, Once you've cracked a code, you can read any message using that cipher without making additional checks (assuming you understand the language, of course). User may retry any Cryptography check once per day.
Critical Success: If you are creating a code you stumble across an "unbreakable" code that can only be cracked with a critical success. Critical Success is 1/10 or less of what their percentage is (10 or less with 100).
Critical Failure: If creating a code, it is flawed, and anyone who attempts to decode it automatically succeeds. If trying to crack a code, you cannot make any further attempts to crack this code; someone else must do so. Critical Failure is 96 to 99.
Look in Academia 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: ---
- Current Skill Level: Average
- Current Skill Points: 28
- Total TP Spent: 40
[li]Cultivation (Arctic Region)
Cultivation (Arctic Region)
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.
[/li]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.
- Current Skill Level: Expert
- Current Skill Points: 90
- Total TP Spent: 20
[li]Cultivation (Mountain Region)
Cultivation (Mountain Region)
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.
[/li]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.
- Current Skill Level: Expert
- Current Skill Points: 84
- Total TP Spent: 20
[li]Cultivation (Forest Region)
Cultivation (Forest Region)
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.
[/li]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.
- Current Skill Level:Advanced
- Current Skill Points: 74
- Total TP Spent: 20
[li]Current Affairs
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: ---
[/li]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: ---
- Current Skill Level: Expert
- Current Skill Points: 78
- Total TP Spent: 20
[li]Engineering
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.
- Current Skill Level: Novice
- Current Skill Points: 17
- Total TP Spent: 5
[li]Evidence Analysis
Evidence Analysis
Rank: "D"
Skill: Skill
Effect: A skill to identify and categorize evidence.
Special: ---
Drawback: ---
Description: The Evidence Analysis skill spotlights large-scale inspections, ranging from wide collections of interviews to long information tours. The Evidence Analysis skill is used to "canvass" an area (i.e. interview many people in a short time, seeking information about specific topics or suspicious behavior). It’s also used to tell whether someone has searched an area or body before the user, and to research topics. This skill is common among police, field operatives, amateur and professional researchers, and other inquisitive archetypes. If user has 25 or more Ranks in History, Local (Specific Country) user gains a Synergy Bonus +10 to Evidence Analysis to Profile, and gain Information on people. If user has 25 or more Ranks in Evidence Analysis user gains a Synergy Bonus +10 to Ballistics, Blood Spatter Analysis, Cultures (When gaining Information on Others), DNA Profiling, Know Ability, Observation, and Sense Motive. Each time learned user gets 1 die roll to increase the skill.
Limit: ---
[/li]Rank: "D"
Skill: Skill
Effect: A skill to identify and categorize evidence.
Special: ---
Drawback: ---
Description: The Evidence Analysis skill spotlights large-scale inspections, ranging from wide collections of interviews to long information tours. The Evidence Analysis skill is used to "canvass" an area (i.e. interview many people in a short time, seeking information about specific topics or suspicious behavior). It’s also used to tell whether someone has searched an area or body before the user, and to research topics. This skill is common among police, field operatives, amateur and professional researchers, and other inquisitive archetypes. If user has 25 or more Ranks in History, Local (Specific Country) user gains a Synergy Bonus +10 to Evidence Analysis to Profile, and gain Information on people. If user has 25 or more Ranks in Evidence Analysis user gains a Synergy Bonus +10 to Ballistics, Blood Spatter Analysis, Cultures (When gaining Information on Others), DNA Profiling, Know Ability, Observation, and Sense Motive. Each time learned user gets 1 die roll to increase the skill.
Limit: ---
- Current Skill Level: Advanced
- Current Skill Points: 52
- Total TP Spent: 100
[li]History, Local (Snow Country)
History, Local (Snow Country)
Rank: "E"
Skill: Skill
Effect: The character with this skill is a storehouse of facts about the history of a region the size of a Country.
Special: ---
Drawback: ---
Description: The character with this skill is a storehouse of facts about the history of a region the size of a Country. For example, the character will know when the ruined tower on the hill was built and who built it (and what happened to him). He knows what great heroes and villains fought and fell at the old battlefield and what great treasure is supposed to be kept in a local temple. He knows how the mayor of the next town miraculously grew hair on his balding pate. A GM can provide information about local sites and events as the user requests it when pertaining to an Event. Furthermore, the user can try to retell these events as entering stories. Once the subject is chosen, they can attempt a skill check and, if successful, add that tale to their repertoire. The character can tell these stories to entertain others, however, telling stories to hostile beings is probably not going to do any good. If user has 25 or more Ranks in History, Local (Specific Country) user gains a Synergy Bonus +10 to Evidence Analysis to Profile, and gain Information on people. If user has 25 or more Ranks in Culture user gains a Synergy Bonus +10 to History pertaining to the Culture. Each time learned user gets 5 die roll to increase the skill.
Limit: ---
[/li]Rank: "E"
Skill: Skill
Effect: The character with this skill is a storehouse of facts about the history of a region the size of a Country.
Special: ---
Drawback: ---
Description: The character with this skill is a storehouse of facts about the history of a region the size of a Country. For example, the character will know when the ruined tower on the hill was built and who built it (and what happened to him). He knows what great heroes and villains fought and fell at the old battlefield and what great treasure is supposed to be kept in a local temple. He knows how the mayor of the next town miraculously grew hair on his balding pate. A GM can provide information about local sites and events as the user requests it when pertaining to an Event. Furthermore, the user can try to retell these events as entering stories. Once the subject is chosen, they can attempt a skill check and, if successful, add that tale to their repertoire. The character can tell these stories to entertain others, however, telling stories to hostile beings is probably not going to do any good. If user has 25 or more Ranks in History, Local (Specific Country) user gains a Synergy Bonus +10 to Evidence Analysis to Profile, and gain Information on people. If user has 25 or more Ranks in Culture user gains a Synergy Bonus +10 to History pertaining to the Culture. Each time learned user gets 5 die roll to increase the skill.
Limit: ---
- Current Skill Level: Average
- Current Skill Points:30
- Total TP Spent: 05
[li]History, World
History, World
Rank: "E"
Skill: Skill
Effect: A character with this skill has knowledge of recent history of the world.
Special: ---
Drawback: ---
Description: A character with this skill is a real history buff. They have studied all of the major historical events that have occurred in the world. They can accurately recount stories of the rise and fall of major kingdoms and rulers. They possess detailed knowledge about the major wars and battles fought in the past and knows something about the histories of major cities around the world. They also know the life stories of most major historical figures. If user has 25 or more Ranks in Culture user gains a Synergy Bonus +10 to History pertaining to the Culture. Each time learned user gets 5 die roll to increase the skill.
Limit: Must know History, Local.
[/li]Rank: "E"
Skill: Skill
Effect: A character with this skill has knowledge of recent history of the world.
Special: ---
Drawback: ---
Description: A character with this skill is a real history buff. They have studied all of the major historical events that have occurred in the world. They can accurately recount stories of the rise and fall of major kingdoms and rulers. They possess detailed knowledge about the major wars and battles fought in the past and knows something about the histories of major cities around the world. They also know the life stories of most major historical figures. If user has 25 or more Ranks in Culture user gains a Synergy Bonus +10 to History pertaining to the Culture. Each time learned user gets 5 die roll to increase the skill.
Limit: Must know History, Local.
- Current Skill Level: Average
- Current Skill Points: 33
- Total TP Spent: 05
[li]Identify Poison
Identify Poison
Rank: "E"
Skill: Skill
Effect: Characters with this skill can identify poisons used by others.
Special: ---
Drawback: ---
Description: A user may use the following senses for the process of the identification: sight, smell, taste, or symptoms. The investigator may attempt one skill check for each investigative technique per poison encountered. It takes a round per sense before the user may guess as to what the poison may be depending on how they investigated. If the user has knowledge in Botany, Lore, Animal, Lore Monster, Lore, Spirit, Herbalism, and/or Anatomy, Vial investigating may be easier depending on the circumstance. Look in Academia Skills thread found in the Skills and Traits Index for more information. Each time learned user gets 2 die roll to increase the skill.
Limit: ---
[/li]Rank: "E"
Skill: Skill
Effect: Characters with this skill can identify poisons used by others.
Special: ---
Drawback: ---
Description: A user may use the following senses for the process of the identification: sight, smell, taste, or symptoms. The investigator may attempt one skill check for each investigative technique per poison encountered. It takes a round per sense before the user may guess as to what the poison may be depending on how they investigated. If the user has knowledge in Botany, Lore, Animal, Lore Monster, Lore, Spirit, Herbalism, and/or Anatomy, Vial investigating may be easier depending on the circumstance. Look in Academia Skills thread found in the Skills and Traits Index for more information. Each time learned user gets 2 die roll to increase the skill.
Limit: ---
- Current Skill Level: Advanced
- Current Skill Points: 61
- Total TP Spent: 25
[li]Know Ability
Know Ability
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: ---
[/li]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: ---
- Current Skill Level: Advanced
- Current Skill Points: 55
- Total TP Spent: 50
[li]Law
Law
Rank: "E"
Skill: Skill
Effect: This skill provides the character with knowledge of the codes of law be they formal statutes or informal rules.
Special: ---
Drawback: ---
Description: This skill provides the character with knowledge of the codes of law be they formal statutes or informal rules. However, these statutes vary greatly from country to country (and may be dissimilar within regions of a nation). Equally problematic is the degree to which these codes are enforced or what liberal interpretation a local magistrate or ruler may make of the law. As such, one must never presume that operating within the strict letter of the law offers guaranteed immunity from prosecution. Established individuals of wealth and prestige will invariably receive more favorable treatment while outsiders and enemies of the state are often subject to discrimination. The Degree to which established law is upheld is largely a function of the pervasiveness of corruption within the ruling hierarchy. Look in Academia 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: ---
[/li]Rank: "E"
Skill: Skill
Effect: This skill provides the character with knowledge of the codes of law be they formal statutes or informal rules.
Special: ---
Drawback: ---
Description: This skill provides the character with knowledge of the codes of law be they formal statutes or informal rules. However, these statutes vary greatly from country to country (and may be dissimilar within regions of a nation). Equally problematic is the degree to which these codes are enforced or what liberal interpretation a local magistrate or ruler may make of the law. As such, one must never presume that operating within the strict letter of the law offers guaranteed immunity from prosecution. Established individuals of wealth and prestige will invariably receive more favorable treatment while outsiders and enemies of the state are often subject to discrimination. The Degree to which established law is upheld is largely a function of the pervasiveness of corruption within the ruling hierarchy. Look in Academia 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: ---
- Current Skill Level: Novice
- Current Skill Points: 08
- Total TP Spent: 05
[li]Lore, Animal (Arctic Region)
Lore, Animal (Arctic Region)
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: ---
[/li]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: ---
- Current Skill Level: Average
- Current Skill Points: 35
- Total TP Spent: 05
[li]Lore, Animal (Mountain Region)
Lore, Animal (Mountain Region)
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: ---
[/li]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: ---
- Current Skill Level: Average
- Current Skill Points: 32
- Total TP Spent: 05
[li]Lore, Animal (Forest Region)
Lore, Animal (Mountain Region)
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: ---
[/li]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: ---
- Current Skill Level: Average
- Current Skill Points: 36
- Total TP Spent: 05
[li]Lore, Monster(Arctic Region)
Lore, Monster (Arctic Region)
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: ---
[/li]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: ---
- Current Skill Level: Average
- Current Skill Points: 39
- Total TP Spent: 05
[li]Techcraft
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: ---
[/li]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: ---
- Current Skill Level: Average
- Current Skill Points: 27
- Total TP Spent: 5
[li]Weather Sense
Weather Sense
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: ---
[/li]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: ---
- Current Skill Level: Advanced
- Current Skill Points: 53
- Total TP Spent: 10
[/ul][li]LANGUAGE SKILLS - 10TP[/li]
- Common
- Glersee(Trail Markers)Glersee (Trail Markers)
Rank: "E"
Skill: Skill
Effect: A special language, enables a user to interpret and communicate by using trail markings.
Special: ---
Drawback: ---
Description: Picture; Picture Glersee is a unique form of communication developed by rangers and scouts, combining symbols and the use of stones, sticks, etc. to mark trails. They are able to pass vital information to comrades without letting the enemy know what's being said. Those conversant in Glersee can interpret the signs left by others before them, and they can leave signs for others. In addition to these symbols, stones, sticks, and other natural material are used. For instance, two stones placed on top of one another means that a steep mountain or cliff is straight ahead. Two stones placed side by side means the trail is relatively unobstructed. Sticks placed in the form of a cross means that the road branches off ahead and is safe. Two sticks placed in the form of an x means that enemy troops are up ahead and that it is dangerous. A pile of stones with a stick on top means that a cave is nearby, but that there is danger in the cave. Each time learned user gets 5 die roll to increase the skill.
Limit: --- - Current Skill Level: Average
- Current Skill Points: 47
- Total TP Spent: 10
[/ul][li]TASK SKILLS - 575TP[/li]
- DemolitionsDemolitions
Rank: "E"
Skill: Skill
Effect: Demolitions can be used to create, set and disarm explosives, and covers all the various types of explosives.
Special: ---
Drawback: ---
Description: For characters that like to blow things up, and create their own explosives there is nothing better than this skill.
Critical Success: If setting or building an explosive device, the device is set or built in half the normal time (rounded up). If disarming a device, the device is disarming in half the time (rounded up), or 1 second before it detonates— whichever comes first. Critical Success is 1/10 or less of what their percentage is (10 or less with 100).
Each Skill level allows the user to create an item of a certain Rank. (Example: Novice can create "D" Rank items, Master can create "S" Rank items). Look in Task Skills thread found in the Skills and Traits Index for more information. If user has 25 or more Ranks in Alchemy user gains a Synergy Bonus +10 to Demolitions when interacting with Alchemical Components. If user has 25 or more Ranks in Technician user gains a Synergy Bonus +10 to Demolitions when interacting with Mechanical Components. Each time learned user gets 5 die roll to increase the skill.
Limit: Must know Alchemy. - Current Skill Level: Advanced
- Current Skill Points: 68
- Total TP Spent: 20
[li]Direction Sense
Direction Sense
Rank: "E"
Skill: Skill
Effect: There are people who always seem to know where they're going as if they had an inner compass.
Special:
Drawback: ---
Description: Can be learned by an Animal. There are people who always seem to know where they're going as if they had an inner compass. The character with this skill is just such a person. They have an innate sense about which direction is north, south, east, west, etc. They need no compass. They also can read the stats and use them to navigate by, although they know nothing about navigating on the seas. They can read signs as well, using such information as the direction a river flows or which side a tree moss is growing on, in order to get a sense of where they are. Look in Task Skills thread found in the Skills and Traits Index for more information. Each time learned user gets 2 die roll to increase the skill.
Limit: ---
[/li]Rank: "E"
Skill: Skill
Effect: There are people who always seem to know where they're going as if they had an inner compass.
Special:
Drawback: ---
Description: Can be learned by an Animal. There are people who always seem to know where they're going as if they had an inner compass. The character with this skill is just such a person. They have an innate sense about which direction is north, south, east, west, etc. They need no compass. They also can read the stats and use them to navigate by, although they know nothing about navigating on the seas. They can read signs as well, using such information as the direction a river flows or which side a tree moss is growing on, in order to get a sense of where they are. Look in Task Skills thread found in the Skills and Traits Index for more information. Each time learned user gets 2 die roll to increase the skill.
Limit: ---
- Current Skill Level: Expert
- Current Skill Points: 76
- Total TP Spent: 40
[li]Disable Device
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.
[/li]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.
- Current Skill Level: Novice
- Current Skill Points: 23
- Total TP Spent: 40
[li]Disguise
Disguise
Rank: "E"
Skill: Skill
Effect: A person versed in the art of disguise can alter his appearance to be unrecognizable- even to his own mother.
Special: ---
Drawback: ---
Description: A user may choose to appear as the opposite sex, a larger person or possibly even a smaller person. There are, of course, common sense limits to this skill. A balding, fat, middle-aged male innkeeper is going to have one hell of a time disguising himself as a voluptuous female prostitute. In general, the following limitations apply: Height: +/- 25% of actual height; Weight: +/- 50% of actual weight; Sex: Male or Female; Hair: Any Color; Eyes: Any Color; Complexion: Any Color; Facial Features: Highly mutable
Obviously, the ability to speak the language of the person you impersonate is not granted. The character may need to purchase clothes or materials depending on his disguise. 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 Disguise (to act in character). Each time learned user gets 1 die roll to increase the skill.
Limit: ---
[/li]Rank: "E"
Skill: Skill
Effect: A person versed in the art of disguise can alter his appearance to be unrecognizable- even to his own mother.
Special: ---
Drawback: ---
Description: A user may choose to appear as the opposite sex, a larger person or possibly even a smaller person. There are, of course, common sense limits to this skill. A balding, fat, middle-aged male innkeeper is going to have one hell of a time disguising himself as a voluptuous female prostitute. In general, the following limitations apply: Height: +/- 25% of actual height; Weight: +/- 50% of actual weight; Sex: Male or Female; Hair: Any Color; Eyes: Any Color; Complexion: Any Color; Facial Features: Highly mutable
Obviously, the ability to speak the language of the person you impersonate is not granted. The character may need to purchase clothes or materials depending on his disguise. 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 Disguise (to act in character). Each time learned user gets 1 die roll to increase the skill.
Limit: ---
- Current Skill Level: Novice
- Current Skill Points: 16
- Total TP Spent: 10
[li]Escape Artist
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: ---
[/li]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: ---
- Current Skill Level: Average
- Current Skill Points: 29
- Total TP Spent: 15
[li]First Aid: Cauterize Wound
First Aid: Cauterize Wound
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: ---
[/li]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: ---
- Current Skill Level:Average
- Current Skill Points: 29
- Total TP Spent: 10
[li]First Aid: Healing
First Aid: Healing
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. If user has 25 or more Ranks in Alchemy user gains a Synergy Bonus +10 to First Aid: Healing. Each time learned user gets 1 die roll to increase the skill.
Limit: ---
[/li]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. If user has 25 or more Ranks in Alchemy user gains a Synergy Bonus +10 to First Aid: Healing. Each time learned user gets 1 die roll to increase the skill.
Limit: ---
- Current Skill Level: Novice
- Current Skill Points: 29
- Total TP Spent: 20
[li]Lockpick
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: ---
[/li]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: ---
- Current Skill Level:Expert
- Current Skill Points: 80
- Total TP Spent: 40
[li]Observation
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: ---
[/li]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: ---
- Current Skill Level: Expert
- Current Skill Points: 79
- Total TP Spent: 100
[li]Rope Use
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: ---
[/li]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: ---
- Current Skill Level: Expert
- Current Skill Points: 85
- Total TP Spent: 40
[li]Sense Motive
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: ---
[/li]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: ---
- Current Skill Level: Advanced
- Current Skill Points: 54
- Total TP Spent: 50
[li]Singing
Singing
Rank: "E"
Skill: Skill
Effect: A skill that turns a character into an accomplished singer.
Special: ---
Drawback: ---
Description: The Character with this skill is an accomplished singer and can use this ability to entertain others and perhaps earn a small living. No skill check is required to sing in most circumstances. The character can also create choral works on a successful skill check. Use Musical Instrument Task Skills to see what a user can do and the difficulty checks as Musical Instrument Task Skills are similar to Singing. 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: ---
[/li]Rank: "E"
Skill: Skill
Effect: A skill that turns a character into an accomplished singer.
Special: ---
Drawback: ---
Description: The Character with this skill is an accomplished singer and can use this ability to entertain others and perhaps earn a small living. No skill check is required to sing in most circumstances. The character can also create choral works on a successful skill check. Use Musical Instrument Task Skills to see what a user can do and the difficulty checks as Musical Instrument Task Skills are similar to Singing. 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: ---
- Current Skill Level: Average
- Current Skill Points: 33
- Total TP Spent: 5
[li]Sleight of Hand
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: ---
[/li]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: ---
- Current Skill Level: Expert
- Current Skill Points: 77
- Total TP Spent: 100
[li]Technician
Technician
Rank: "E"
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 blueprints is half the price of the item's base cost with a 50% chance of finding the blueprints in the Shop(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. If user has 25 or more Ranks in Technician user gains a Synergy Bonus +10 to Demolitions when interacting with Mechanical Components. Each time learned user gets 1 die roll to increase the skill.
Limit: ---
[/li]Rank: "E"
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 blueprints is half the price of the item's base cost with a 50% chance of finding the blueprints in the Shop(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. If user has 25 or more Ranks in Technician user gains a Synergy Bonus +10 to Demolitions when interacting with Mechanical Components. Each time learned user gets 1 die roll to increase the skill.
Limit: ---
- Current Skill Level: Novice
- Current Skill Points: 1
- Total TP Spent: 5
[li]Tracking
Tracking
Rank: "D"
Skill: Skill
Effect: Characters use this skill to follow the trail of animals and other persons.
Special: ---
Drawback: ---
Description: Can be learned by an Animal. Tracking means the user found a trail if they gain the check, while failure means they did not. If user fails this initial skill check, they simply cannot find that particular trail. After finding a trail, further checks may be necessary depending on the situation. Darkness, falling rain/snow, a dust storm, moving from one terrain to another (such as from sand to rock), one trail splitting into 2 or crossing water are examples why a user might need another Tracking check. 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: ---
[/li]Rank: "D"
Skill: Skill
Effect: Characters use this skill to follow the trail of animals and other persons.
Special: ---
Drawback: ---
Description: Can be learned by an Animal. Tracking means the user found a trail if they gain the check, while failure means they did not. If user fails this initial skill check, they simply cannot find that particular trail. After finding a trail, further checks may be necessary depending on the situation. Darkness, falling rain/snow, a dust storm, moving from one terrain to another (such as from sand to rock), one trail splitting into 2 or crossing water are examples why a user might need another Tracking check. 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: ---
- Current Skill Level: Master
- Current Skill Points: 125
- Total TP Spent: 80
- Jump GoodJump Good
Rank: "E"
Skill: TaiJutsu
Effect: Jump Good is the skill to make Jumps or to soften a fall.
Special: ---
Drawback: ---
Description: Jump good is a skill that needs no die roll. Jump Good skill determines how well the user can Jump. Without Jump Good the user can jump both vertically and horizontally up to 10 meters. All Jumps are assumed that the user is getting a running start of at least 6 meters in a straight line before Jumping. If the user does not run at least 6 meters, then the bonuses are cut in half. The Maximum Distance a user can jump is dependent on their Skill + their base Jump of 10 meters. There are no checks needed to determine if a user succeeds on a Jump, if they land prone, or any other variable. There are type Jumps calculated with Jump Good; Long Jump, and High Jump.
Long Jump: A long jump is a horizontal jump. At mid-point of the jump, the user attains a vertical height equal to 1-quarter of the horizontal distance. For every 5 Skill Points the user has in Jump Good they add +2 meters to their Base Jump. Example: If the user has 43 Skill points in Jump Good, their long jump will be 26 meters.
High Jump: A high jump is a vertical leap made to reach a ledge high above, or reach a vertical height. For every 5 Skill Points the user has in Jump Good they add +1 meters to their Base Jump. Example: If the user has 43 Skill Points in Jump Good, their high jump is 18 meters. Falling: When the user deliberately falls a distance, the Jump Good skill can be used to increase the length of falling. Base Falling distance is 10 meters. For every 5 Skill Points the user has in Jump Good they add +2 meters to their Base Fall distance. Example: If the user has 43 Skill Points in Jump Good, they can fall at a distance of 26 meters without consequences.
High Water Jump: Normally Jumps incur a -50 penalty when making a high jump out of water.
Look in Task Skills thread found in the Skills and Traits Index for more information. Each time learned user gets 1 die roll to increase the skill.
Limit: Must learn from Universal TaiJutsu. - Current Skill Level: Novice
- Current Skill Points: 5
- Total TP Spent: 5
Personality
On the surface, Lucas doesn't come off as anything special. Initial conversations with him will most likely be short, uninformative, and he often comes off as rude with his curtness. He's a little anti-social in that he detests large groups and being surrounded by people, but not to the point where he's actively avoiding them; he's much more at home with a one-on-one conversation, or with a small group of two or three, and hardly much more. He has a tendency to be bossy and forceful, often simply expecting people to listen and follow him and his ideas without questions. He can be egotistical and arrogant in his areas of talent, and quickly becomes condescending to others who are under the impression that they may know more than him about his chosen fields.
Under the hood,however, he's a good-hearted person. He thrives off of the good will and vibrations of the people around him, though they are often few. He's honest as well, and often wears his heart on his sleeve, completely unafraid to speak his mind be it positive or negative. Because of this he's often chastised as being a little inconsiderate, and although that couldn't be further from the truth, it still remains to be one of the largest hurdles to him making actual friends.
Ultimately, he's an extremely lonely person and not completely by his own volition; he finds social interactions in their more conventional incarnations awkward, unnecessarily restrictive, and almost alien. He has a scientific, hands off look at the whole thing, which has given him fantastic insight on how the human mind actually operates, and how it pretends to operate in public; he's not exactly a psychologist, but with minimal work, could easily qualify as one. Lucas is both good at pushing buttons, and avoiding them, often being able to discern not just how people tick, but why they do to. He's emphatic nearly to a fault, often letting his sympathies get the better of him in less than opportune times, and is often easily manipulated by his desire to do right by people.
When pressed on his interests by a stranger, or casually asked about them by someone he likes, he'll tell you he loves the more scientific and research based side of chakra, rather than the brute force his peers often utilize. Rituals, Seals, even Necromancy fuel his dreams and a desire for both knowledge and exploration. Seals in particular, and the general inclusiveness of them, had been one of the biggest draws to actually becoming a ninja in the first place, as his love of the arts, dance, and music would have far outstripped his love for the Shinobi arts if not for the curious Rituals of old and the vast mysteries behind them and their use.
That's not to say, however, that he detests combat in anyway, quite the contrary; the more creative the method of combat, the more interesting it is to him: a sword is cool, a sword that shoots fire is cooler. Thought is penchant never drives him to violence or murder, it does often get him into situations he probably should have avoided with dangerous individuals; he'd much rather find a non violent solution to a conflict through stealth, subterfuge and subtly, when the time to fight comes, he doesn't shy away from it any more than he would shy away from the chance to dive into a grimoire of Rituals.
Lucas may be more on the quiet side of things, and be a little reclusive, he's passionate about everything he likes, and puts great pride and care into all of his work, from Alchemy to War, which is why he's so unusually skilled for someone of his age. Unfortunately, that care doesn't extend to his own appearance, or pretty much anything that isn't of interest to him; he can't see himself, so why bother?
All in all, Lucas is a recluse who longs for love and acceptance, but has difficulty attaining either due to a stand-offish attitude, being freakishly overqualified for his age and position, coming off as unnecessarily aggressive, forceful and commanding, or simply due to the fact that no one's really understood him yet, and his strange work-ethic.
"A wolf hunts any prey with all it's might."
Such a simple motto shaped the childhood of a young boy from the moment he could walk. Lucas was born in the coldest country in the world, and that meant things could get difficult, and brutal to survive day to day, especially living outside the limits of a city. His father, once a ninja, retired with his wife and their new-born sun to one of the northern most tips of the country to simply be away from people. It's here in seclusion, that he grew up.
He was taught about herbs, potions and medicine while other kids were learning about children's games and kissing girls. He was learning to hunt, to track, and to use weapons in one of the harshest environments in the world, and was taught to love every bit of it. His father taught him to love the feel of the hunt, to enjoy the satisfaction that came after finding his target and taking it down. He was trained, for all intensive purposes, like a ninja, without actually being one.
Normally, seeing other kids having fun and making friends while he was practicing hand-signs and Seal theory could be traumatic for a growing child, but since Lucas had no frame of reference for what could be considered a normal childhood, this was it. He didn't grow up unhappy, bitter, or with any sort of loathing for his parents, he was your average smiling kid who had his share of hobbies and to much energy to sit still and learn what you're trying to teach them, the only difference was he'd go off to practice with a sword, or read a book on forbidden jutsu, while other kids would want to play hopscotch.
In essence, his father had instilled in him from a young age, a love for the ninja world. This love would later come in handy when he got his first job at 10. A friend of his mother, someone who worked as a B.I.N.G.O. Agent had come by for a visit. Lucas' mother had also been an Agent, and hadn't actually spent any time as a ninja unlike her husband, and her skill set was far less...child friendly, but when her friend had inquired about what her son had learned from her husband, the Agent asked if he'd like to apprentice as an agent as well.
Surprisingly, his father was not at all on board with this idea. He believed throwing him into this kind of work so early would be too dangerous, but her mother insisted that he needed to see the world and meet other people, to learn about things that they couldn't teach them. Unable to come to a decision, they asked Lucas what he wanted, and without a second of hesitation, he said he wanted to do it, and it was there that Lucas' life truly began.
He spent four whole years with the Organization, spending only one of them under the apprenticeship of the Agent who scouted him, and the next three running operations on his own. He was an excellent tracker, skilled at understanding and hunting his prey with great skill, and it's with these people that he had his first taste of human interaction. If there was a point in his history that one could point to as the source of all of his passions, it's here. He was only 11 when he became an Agent, and was not a joke of one either; he gaining the respect of people who had been getting paid to kill people for years and years And he loved them like an extended family.
His work was practically second nature to him, but it's when he started getting into puberty that he didn't want to be a part of it anymore. He wanted...to be around people his own age, and curiously enough, the org accepted that; he was still a kid after all.
Returning home to his parents, he was greeted with tears and open arms, happy to see their boy again. The joy was short lived however, because when Lucas brought up the idea of all of them going back to the village hidden in the snow, their reluctance was palpable. But how do you deny your child the experience of growing up with other kids? This time, however, it was the mother who was less willing to let them go back to the village, worried that once Lucas enrolled in the Academy, her husband would be dragged back into service as well.
Luckily for him she caved and they moved back to the village later that year, and he spent the next few years going through the motions of the academy. Unfortunately, his life growing up didn't mesh well with hormonal teenagers, and his...earnestness didn't endear him with many of his peers, many thinking he was trying to act superior, while others through he was a loser, he was picked on and bullied quite a bit if not being avoided altogether for being 'creepy'; apparently talking about how he got his sword collection is weird even for ninjas in training. School left him a little jaded, and with a slight fear of groups.
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