Alchemy Lab (Kimi's training, open)
Jun 6, 2017 16:59:39 GMT -7
Post by Therakill on Jun 6, 2017 16:59:39 GMT -7
Post 1
0/125 SP
Technician
Rank: "D"
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 5 die roll to increase the skill.
LimitLimit: ---
Kimi walked into the forge he knew that it was open to all students at the Dojo. He had heard that Shiki had just created an Alchemy lab which interested him to no end. He had seen clockwork devices so small and intricate that they took a master Craftsman to create. He had studies them from afar but had not had the chance to get up close and personal with them. That’s what Shiki's new lab would help him do, plus it would be a safe place to learn this new craft.
He just hoped that Shiki would allow him to use it. Even though it was open Shiki was still the Master of the Dojo. It would be disrespectful to use the lab before asking Shiki if he could use it. Plus this would give him reason to interact with the man, something he hadn’t had the chance to do before this. He was someone to aspire to as a goal, not to be like him but to surpass him.
It was Kimi’s goal to be as useful and necessary as he could be to his Clan, The Dojo, and The Village. He had not been that to his mother, maybe to his father but he didn’t know about that. Not that it mattered to Kimi in the least. He hated his mother and couldn’t care about his father, weak man that he was. Though Kimi looked and looked he couldn't find Shiki at all, that was a tad bit upsetting. But he had work to do so he would get to it.
0/125 SP
Technician
Rank: "D"
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 5 die roll to increase the skill.
LimitLimit: ---
Kimi walked into the forge he knew that it was open to all students at the Dojo. He had heard that Shiki had just created an Alchemy lab which interested him to no end. He had seen clockwork devices so small and intricate that they took a master Craftsman to create. He had studies them from afar but had not had the chance to get up close and personal with them. That’s what Shiki's new lab would help him do, plus it would be a safe place to learn this new craft.
He just hoped that Shiki would allow him to use it. Even though it was open Shiki was still the Master of the Dojo. It would be disrespectful to use the lab before asking Shiki if he could use it. Plus this would give him reason to interact with the man, something he hadn’t had the chance to do before this. He was someone to aspire to as a goal, not to be like him but to surpass him.
It was Kimi’s goal to be as useful and necessary as he could be to his Clan, The Dojo, and The Village. He had not been that to his mother, maybe to his father but he didn’t know about that. Not that it mattered to Kimi in the least. He hated his mother and couldn’t care about his father, weak man that he was. Though Kimi looked and looked he couldn't find Shiki at all, that was a tad bit upsetting. But he had work to do so he would get to it.
Able Learner
Rank: "C"
Skill: Social Trait
Effect: The user has great aptitude for learning.
Special: ---
Drawback: ---
Description: When learning a skill, the skill states how many times a die roll may be applied to show how much they learned within that skill. Example, when a user learns "Botany" they gain 5 die rolls. This "trait" increases the amount of die rolls by 1.5 rounded to the highest number at 1 die roll per learning, however any number higher than 1 die roll is rounded down. For example: User learns Botany and gains 5 die rolls. With this Trait they will gain 7 die rolls. However if a user learns Lockpicking they normally get 1 die roll, however with this Trait they will gain 2 die rolls.
Limit: Must start with Character; replaces 2 Freebies.
Rank: "C"
Skill: Social Trait
Effect: The user has great aptitude for learning.
Special: ---
Drawback: ---
Description: When learning a skill, the skill states how many times a die roll may be applied to show how much they learned within that skill. Example, when a user learns "Botany" they gain 5 die rolls. This "trait" increases the amount of die rolls by 1.5 rounded to the highest number at 1 die roll per learning, however any number higher than 1 die roll is rounded down. For example: User learns Botany and gains 5 die rolls. With this Trait they will gain 7 die rolls. However if a user learns Lockpicking they normally get 1 die roll, however with this Trait they will gain 2 die rolls.
Limit: Must start with Character; replaces 2 Freebies.