Searches for the Undead Menace
Sept 7, 2017 12:00:12 GMT -7
Post by Spectre of the Falls(Kuroki) on Sept 7, 2017 12:00:12 GMT -7
Ghoul, Common
Rank: ""
Type: Uncommon, Medium, Undead
Effect: A low level undead human like creature that feeds on the dead.
Special: Preparation: — ; Duration: Special
Drawback: ---
Description: Also known as Flesh Eater. Common Ghouls are undead humans who feed on the flesh of corpses. They are vaguely recognized as the humans they once were, but have become horribly disfigured. Ghouls have long, forked tongues, sharp, elongated teeth and strong claws. All Ghouls look vaguely similar and may continue to wear the tattered remains of whatever clothes they had in life. Ghouls are slobbering, flesh-eating maniacs, but they hunt with an evil cunning. While Ghouls feast only on dead flesh, they have no problem with killing something to make it edible. Breaking Vials of holy water in the path of Ghouls will cause them to hesitate one round, then jump over or run around it. Ghouls attack en masse, swarming over prey and digging in with their filthy claws and biting with their fangs. Their touch paralyses humans unless a save vs paralyzation is made. Paralysis lasts for 2d4 rounds or until negated by a Cleanse Paralysis or similar Jutsu. They bite for 7 Armour Points of Damage and Claw for 7 Armour Points of Damage. Any human or killed by a Ghoul becomes one unless blessed or completely destroyed. Ghouls are immune to Sleep and Charm Jutsus. Ghouls are found in graveyards or wherever there are plenty of bodies. One in every 100,000 Ghouls may also retain some Intelligence. However, even these undead will still be overcome with the desire to feast on carrion and will be unable to conduct civilization conversation without munching on carrion first. So far as any civilization folks know, Ghouls can only be created by other Ghouls and Ghasts. The original undead creatures are believed to have been created by the Ghoul King, who dwells somewhere in the underworld. It is rumored that Chaotic Evil creatures can cannibalize the dead may turn into Ghouls. It should be noted, that many of the dead in the world are buried on consecrated ground to prevent Ghouls from defiling their bodies or turning them into ghouls.
Yields: The blood of a Ghoul can be used for Alchemical purposes. A user can gain 2d4 cups of Blood. Ghoul Brain may be used to make an Elixir of Ghoul Control (See Alchemy Ingestibles). An Elixir of Ghoul Control will work on Ghasts, although the Ghasts get a +2 save. 6 cups (6 pounds) of Ghoul Brain can be collected per Ghoul.
Diet: Corpses; Intelligence Low; Activity: Night; Alignment: Chaotic Evil; Organization: Packs; Number Appearing: 2-24; Region: Any Region; Identification: Difficult; Cultivation: Average; Skills: —; Innate Abilities: Darkvision 20 meters. Natural Armour +2. Channel Resistance +2. Stench. Paralysis.
Limit: Must know Monster Lore for Any Regions. 30% chance in finding.
Cost: 0 Ryo per Undead; 800 Ryo per Cup of Blood; 400 Ryo per Ghoul Brain; 16,575 Ryo per Elixir of Ghoul Control.
-------------------------------------------------------------------------------------
Post 1
Kuroki Kenzoburo was out and about on his usual rounds to search the interior of the Land of Waterfalls. His hunt would bring him to various stops and haunts. He was on the prowl for undead for that was his mission in life. But more so this time he was looking for specifics of attacks by Ghouls. Letting populations of those rise to high would be a disaster waiting to happen. So he would search high and low in their favored haunts.
Kuroki, known as Spectre and code named Wraith fire, went on the hunt fully prepared for what he may face. His usual outfit of a large but sleeveless trench coat of dark color was fully drawn up to high his features within. His usual shirt and pants combination and heavy boot were equally dark. A Bandoleer and leg holster adored his chest and leg. It was though his pale white arms that didn't look like skin and his skull knuckled gauntlets on each hand that brought the most attention as he walked. That and what could be seen of his three quarters mask that hid his eyes completely for it was integrated with goggles.
His bandoleer didn't look it but was full of a deadly arsenal. He carried two pouches of Hira Shuriken and two of Bo Shuriken. Then there was the bundles of silk rope and wire he had one each. He had four knives and four kunai slipped in where they fit around his pouches on the bandoleer. His walkie talkie though was attached to his leg holster next to the pouch that carried his flint and and flashlight. In his pocket of his jacket he had a lighter and cigars of course. He never did kick that habit from the streets.
Interestingly he also had several vials of glass in his bandoleer as well as some other odd tools. Like he had a empty small flask attached there and hidden away a glass cutter. In another pocket of his Jacket he had a full pocket's worth of Caltrops. Then he had a compass hidden in his pants pocket. This man was surely oddly arrayed with tools and weapons but the most unusual aspect of him wasn't that.
No the most unusual was he traveled as no better than a ghost himself. He looked like a lich under that mask and Trench Coat with a raised hood. His feet never touched water or even most ground as his stride would be lofted to just above it. Physical barriers were no such thing to him. He was insubstantial and blending into the darkness in which he walked. For it was at night that was best to hunt for ghouls. And his eyes of the planes were better to see them with in these hazy conditions.
No weather really affected this man or half living person. For he had supreme control of his soul and self to where it always felt normal to him.
--------------------------------------------------------------------------------------
Augments
Techniques that are passive and active on Kuroki
Rank: ""
Type: Uncommon, Medium, Undead
Effect: A low level undead human like creature that feeds on the dead.
Special: Preparation: — ; Duration: Special
Drawback: ---
Description: Also known as Flesh Eater. Common Ghouls are undead humans who feed on the flesh of corpses. They are vaguely recognized as the humans they once were, but have become horribly disfigured. Ghouls have long, forked tongues, sharp, elongated teeth and strong claws. All Ghouls look vaguely similar and may continue to wear the tattered remains of whatever clothes they had in life. Ghouls are slobbering, flesh-eating maniacs, but they hunt with an evil cunning. While Ghouls feast only on dead flesh, they have no problem with killing something to make it edible. Breaking Vials of holy water in the path of Ghouls will cause them to hesitate one round, then jump over or run around it. Ghouls attack en masse, swarming over prey and digging in with their filthy claws and biting with their fangs. Their touch paralyses humans unless a save vs paralyzation is made. Paralysis lasts for 2d4 rounds or until negated by a Cleanse Paralysis or similar Jutsu. They bite for 7 Armour Points of Damage and Claw for 7 Armour Points of Damage. Any human or killed by a Ghoul becomes one unless blessed or completely destroyed. Ghouls are immune to Sleep and Charm Jutsus. Ghouls are found in graveyards or wherever there are plenty of bodies. One in every 100,000 Ghouls may also retain some Intelligence. However, even these undead will still be overcome with the desire to feast on carrion and will be unable to conduct civilization conversation without munching on carrion first. So far as any civilization folks know, Ghouls can only be created by other Ghouls and Ghasts. The original undead creatures are believed to have been created by the Ghoul King, who dwells somewhere in the underworld. It is rumored that Chaotic Evil creatures can cannibalize the dead may turn into Ghouls. It should be noted, that many of the dead in the world are buried on consecrated ground to prevent Ghouls from defiling their bodies or turning them into ghouls.
Yields: The blood of a Ghoul can be used for Alchemical purposes. A user can gain 2d4 cups of Blood. Ghoul Brain may be used to make an Elixir of Ghoul Control (See Alchemy Ingestibles). An Elixir of Ghoul Control will work on Ghasts, although the Ghasts get a +2 save. 6 cups (6 pounds) of Ghoul Brain can be collected per Ghoul.
Diet: Corpses; Intelligence Low; Activity: Night; Alignment: Chaotic Evil; Organization: Packs; Number Appearing: 2-24; Region: Any Region; Identification: Difficult; Cultivation: Average; Skills: —; Innate Abilities: Darkvision 20 meters. Natural Armour +2. Channel Resistance +2. Stench. Paralysis.
Limit: Must know Monster Lore for Any Regions. 30% chance in finding.
Cost: 0 Ryo per Undead; 800 Ryo per Cup of Blood; 400 Ryo per Ghoul Brain; 16,575 Ryo per Elixir of Ghoul Control.
-------------------------------------------------------------------------------------
Post 1
Kuroki Kenzoburo was out and about on his usual rounds to search the interior of the Land of Waterfalls. His hunt would bring him to various stops and haunts. He was on the prowl for undead for that was his mission in life. But more so this time he was looking for specifics of attacks by Ghouls. Letting populations of those rise to high would be a disaster waiting to happen. So he would search high and low in their favored haunts.
Kuroki, known as Spectre and code named Wraith fire, went on the hunt fully prepared for what he may face. His usual outfit of a large but sleeveless trench coat of dark color was fully drawn up to high his features within. His usual shirt and pants combination and heavy boot were equally dark. A Bandoleer and leg holster adored his chest and leg. It was though his pale white arms that didn't look like skin and his skull knuckled gauntlets on each hand that brought the most attention as he walked. That and what could be seen of his three quarters mask that hid his eyes completely for it was integrated with goggles.
His bandoleer didn't look it but was full of a deadly arsenal. He carried two pouches of Hira Shuriken and two of Bo Shuriken. Then there was the bundles of silk rope and wire he had one each. He had four knives and four kunai slipped in where they fit around his pouches on the bandoleer. His walkie talkie though was attached to his leg holster next to the pouch that carried his flint and and flashlight. In his pocket of his jacket he had a lighter and cigars of course. He never did kick that habit from the streets.
Interestingly he also had several vials of glass in his bandoleer as well as some other odd tools. Like he had a empty small flask attached there and hidden away a glass cutter. In another pocket of his Jacket he had a full pocket's worth of Caltrops. Then he had a compass hidden in his pants pocket. This man was surely oddly arrayed with tools and weapons but the most unusual aspect of him wasn't that.
No the most unusual was he traveled as no better than a ghost himself. He looked like a lich under that mask and Trench Coat with a raised hood. His feet never touched water or even most ground as his stride would be lofted to just above it. Physical barriers were no such thing to him. He was insubstantial and blending into the darkness in which he walked. For it was at night that was best to hunt for ghouls. And his eyes of the planes were better to see them with in these hazy conditions.
No weather really affected this man or half living person. For he had supreme control of his soul and self to where it always felt normal to him.
--------------------------------------------------------------------------------------
Necromantic Lore SP 61/125 TP 20
Rank: "D"
Skill Level: Advance
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: ---
Lore, Undead SP 75/125 TP 30
Rank: "E"
Skill Level: Advanced
Skill: Skill
Effect: A person versed in the lore of the spirits understands the basic principles behind and souls, spirits.
Special: ---
Drawback: ---
Description: A person versed in the lore of the spirits and undead understands the basic principles behind souls, spirits, the afterlife and godly vengeance against unworthy mortal upstarts. They can recognize and understand writing related to spirits and undead, though they do not gain any automatic understanding of it, and they know how certain Jutsus interact with the realm of the Undead. A successful check gives a Jutsu User with Spirit Lore better understanding when attack, as well as speaking to or dealing with Undead. Each time learned user gets 2 die roll to increase the skill.
Limit: ---
Monster Lore
Rank: "C"
Skill: Supplementary
Effect: A technique that allows the user better access to identifying abilities and weaknesses of creatures.
Special: ---
Drawback: ---
Description: The Venator adds 5 per Class level on all non Animal Lore checks whenever making checks to identify the abilities and weaknesses of creatures.
Limit: Must be a Venator.
Cultivation (Region: Special) SP 80/125 TP 15
Rank: "E"
Skill Level: Expert
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 and Creatures. Ability to cultivate is dependent on the difficulty of each Plant and Creature. If user fails difficulty of Cultivation and the Plant or Creature is poisonous the user becomes poisoned with the effects of Plant/Creature. User may learn per Region. Each Region applies to both Creatures and Plants if they know the prerequisite Lore. (1 Region for Both). To know Cultivation for Creatures user must know the Right Creature Lore. To know Cultivation for Plants user must know Botany. Each time learned user gets 5 die roll to increase the skill.
Limit: Must know the right Lore, or Botany.
Aura of Misfortune
Rank: "C"
Skill: Supplementary
Effect: The user gives an uncontrolled aura that weakens anyone around them including the user.
Special: ---
Drawback: ---
Description: All creatures (including the user) within 3 meters of the user are subject to a -2 profane penalty to their Saves. This penalty increases to -3 at "C" Class, and increases by an additional -1 every Class Level thereafter (Maximum -5). This Ability functions only while the user is conscious, not if they are unconscious or dead.
Limit: Must start with Character; replaces 1 Freebies.
Deathtouched
Rank: "C"
Skill: Heritage Trait
Effect: At some point you were tainted with the corruption of the undead, and you have gained some of their defenses.
Special: ---
Drawback: ---
Description: At some point user was tainted with the corruption of the undead, and they have gained some of their defenses. User gains a +2 trait bonus on saves against mind-affecting effects. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Hunter's Blood
Rank: "C"
Skill: Social Trait
Effect: The user didn’t choose the path of the hunt, the hunt chose them.
Special: ---
Drawback: ---
Description: The user was born inside a family of those dedicated to hunting the undead. Since an early age they were taught the tools of the trade, how to hunt and kill their quarry. Be careful when using your family name – it’s better known than you are. The user earns a +5 trait bonus on Evidence Analysis when used to gather information, Divine Lore, and Necromantic Lore when used for tracking when related to an undead quarry. Use gains an additional die roll for these Skills each time they learn the skill. The undead have a +5 bonus on any roll to learn about the user, as their family’s fame precedes them. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Ghost Sight
Rank: "C"
Skill: Chakra Trait
Effect: When the user was younger they suffered a brush with death giving them the ability to better locate the undead.
Special: ---
Drawback: ---
Description: When the user was young they suffered with a brush of death. Perhaps they were almost killed by a wight, close to dying from a grievous wound, or actually died and were raised. Since then they have not been the same. The user can see beyond the veil, able to see ghost and spirits and detect the taint of the undead. User receives a +10 trait bonus to Observation checks when trying to locate undead, and can attempt to locate ethereal undead (though they are still considered merely invisible, +100 against the user's skill check.) This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Spirit Sense
Rank: "C"
Skill: Faith Trait
Effect: User is so attuned to the spiritual world that it is hard to get the jump on them.
Special: ---
Drawback: ---
Description: User gains a +10 trait bonus on Observation checks to avoid being surprised and to detect invisible or incorporeal creatures. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Necrotic Aura
Rank: "C"
Skill: Faith Trait
Effect: Their exposure to the necromantic arts has strengthened your defenses against its vile rot.
Special: ---
Drawback: ---
Description: The user gains a +1 trait bonus on Saves against Jutsus from Necromancy, they also gain a +10 Armour Points in defense against negative energy damage. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Will of Men, The
Rank: "C"
Skill: Faith Trait
Effect: Men are creatures of will; their will carries them through a harsh world of politics and physical dangers.
Special: ---
Drawback: ---
Description: User gains a +1 trait bonus to all Will Saves. At "C", "B', "A", and "S" Class level, gain an additional +1 trait bonus. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Rank: "D"
Skill Level: Advance
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: ---
Lore, Undead SP 75/125 TP 30
Rank: "E"
Skill Level: Advanced
Skill: Skill
Effect: A person versed in the lore of the spirits understands the basic principles behind and souls, spirits.
Special: ---
Drawback: ---
Description: A person versed in the lore of the spirits and undead understands the basic principles behind souls, spirits, the afterlife and godly vengeance against unworthy mortal upstarts. They can recognize and understand writing related to spirits and undead, though they do not gain any automatic understanding of it, and they know how certain Jutsus interact with the realm of the Undead. A successful check gives a Jutsu User with Spirit Lore better understanding when attack, as well as speaking to or dealing with Undead. Each time learned user gets 2 die roll to increase the skill.
Limit: ---
Monster Lore
Rank: "C"
Skill: Supplementary
Effect: A technique that allows the user better access to identifying abilities and weaknesses of creatures.
Special: ---
Drawback: ---
Description: The Venator adds 5 per Class level on all non Animal Lore checks whenever making checks to identify the abilities and weaknesses of creatures.
Limit: Must be a Venator.
Cultivation (Region: Special) SP 80/125 TP 15
Rank: "E"
Skill Level: Expert
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 and Creatures. Ability to cultivate is dependent on the difficulty of each Plant and Creature. If user fails difficulty of Cultivation and the Plant or Creature is poisonous the user becomes poisoned with the effects of Plant/Creature. User may learn per Region. Each Region applies to both Creatures and Plants if they know the prerequisite Lore. (1 Region for Both). To know Cultivation for Creatures user must know the Right Creature Lore. To know Cultivation for Plants user must know Botany. Each time learned user gets 5 die roll to increase the skill.
Limit: Must know the right Lore, or Botany.
Aura of Misfortune
Rank: "C"
Skill: Supplementary
Effect: The user gives an uncontrolled aura that weakens anyone around them including the user.
Special: ---
Drawback: ---
Description: All creatures (including the user) within 3 meters of the user are subject to a -2 profane penalty to their Saves. This penalty increases to -3 at "C" Class, and increases by an additional -1 every Class Level thereafter (Maximum -5). This Ability functions only while the user is conscious, not if they are unconscious or dead.
Limit: Must start with Character; replaces 1 Freebies.
Deathtouched
Rank: "C"
Skill: Heritage Trait
Effect: At some point you were tainted with the corruption of the undead, and you have gained some of their defenses.
Special: ---
Drawback: ---
Description: At some point user was tainted with the corruption of the undead, and they have gained some of their defenses. User gains a +2 trait bonus on saves against mind-affecting effects. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Hunter's Blood
Rank: "C"
Skill: Social Trait
Effect: The user didn’t choose the path of the hunt, the hunt chose them.
Special: ---
Drawback: ---
Description: The user was born inside a family of those dedicated to hunting the undead. Since an early age they were taught the tools of the trade, how to hunt and kill their quarry. Be careful when using your family name – it’s better known than you are. The user earns a +5 trait bonus on Evidence Analysis when used to gather information, Divine Lore, and Necromantic Lore when used for tracking when related to an undead quarry. Use gains an additional die roll for these Skills each time they learn the skill. The undead have a +5 bonus on any roll to learn about the user, as their family’s fame precedes them. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Ghost Sight
Rank: "C"
Skill: Chakra Trait
Effect: When the user was younger they suffered a brush with death giving them the ability to better locate the undead.
Special: ---
Drawback: ---
Description: When the user was young they suffered with a brush of death. Perhaps they were almost killed by a wight, close to dying from a grievous wound, or actually died and were raised. Since then they have not been the same. The user can see beyond the veil, able to see ghost and spirits and detect the taint of the undead. User receives a +10 trait bonus to Observation checks when trying to locate undead, and can attempt to locate ethereal undead (though they are still considered merely invisible, +100 against the user's skill check.) This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Spirit Sense
Rank: "C"
Skill: Faith Trait
Effect: User is so attuned to the spiritual world that it is hard to get the jump on them.
Special: ---
Drawback: ---
Description: User gains a +10 trait bonus on Observation checks to avoid being surprised and to detect invisible or incorporeal creatures. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Necrotic Aura
Rank: "C"
Skill: Faith Trait
Effect: Their exposure to the necromantic arts has strengthened your defenses against its vile rot.
Special: ---
Drawback: ---
Description: The user gains a +1 trait bonus on Saves against Jutsus from Necromancy, they also gain a +10 Armour Points in defense against negative energy damage. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Will of Men, The
Rank: "C"
Skill: Faith Trait
Effect: Men are creatures of will; their will carries them through a harsh world of politics and physical dangers.
Special: ---
Drawback: ---
Description: User gains a +1 trait bonus to all Will Saves. At "C", "B', "A", and "S" Class level, gain an additional +1 trait bonus. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Augments
Density Manipulation - Incorporeal at the moment
Rank: "S"
Type: Augmentation
Effect: User is able to increase or decrease their density, granting them the following abilities.
Special: To perform: 12 hour; Duration: Permanent
Drawback: User may only use one of these at a time.
Description: Internal - Takes up 6 Augmentation Points. Reduce Density: Gain the ability to become incorporeal. Increase Density: User can gain Damage Reduction equal to 2 per Class Level. Furthermore this Damage Reduction stacks with any other form of Damage Reduction the user might already posses, including Techniques, Armour, Rituals, and Traits. User may use this ability a number of times equal to 2 per Class Level per day.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 48,000 Ryo Performing Price: 36,000 Ryo
Chameleon Skin
Rank: "C"
Type: Augmentation
Effect: Target's skin (or chitin, fur, or scales) can change color to match their surroundings.
Special: To perform: 12 hours; Duration: Permanent
Drawback: When the Target moves, there will be a man-shaped, "bubble" in the air.
Description: Internal - Takes up 1 Augmentation Point. Target's skin (or chitin, fur, or scales) warps light around the Target and projects a hologram of the wall behind it over top of the bent light, rendering the Target invisible. The Chameleon Skin is a thin layer of skin placed over the Target's and attached making it the Target's own. When the Target moves they will bubble in the air making them difficult to be noticed but possible. User gains a Ritual bonus +20 against an Observer’s Observation.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 9,000 Ryo
Exoskeleton
Rank: "A"
Type: Augmentation
Effect: A thick exoskeleton forms over the user's skin.
Special: To perform: 12 hour; Duration: Permanent
Drawback: A creature with fur, scales, or the Scaly Armour Augmentation cannot gain this Augmentation.
Description: Internal - Takes up 5 Augmentation Points. A thick exoskeleton forms over the user's skin. The exoskeleton usually consists of interlocking plates of bone or chitin covering 90% or more of the user's body. User gains a +3 Natural Armour bonus, or their existing Natural Armour Bonus improves by 3.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 35,000 Ryo Performing Price: 26,000 Ryo
Redundant Organs
Rank: "B"
Type: Augmentation
Effect: User's body is equipped with various redundant systems.
Special: To perform: 3 hours; Duration: Permanent
Drawback: ---
Description: Internal - Takes up 3 Augmentation Points. Losing an organ is seldom fatal. User also gains a +10 Armour Points protection against Damage. Once this protection is gone the user must rest before it is re-applied.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 23,000 Ryo Performing Price: 17,000 Ryo
Wormhole Jumper
Rank: "S"
Type: Augmentation
Effect: User has developed the ability to use gravity to warp time and space, creating a portal between their location and another location nearby.
Special: To perform: 12 hour; Duration: Permanent
Drawback: ---
Description: Neutral - Takes up 6 Augmentation Points. Once per day the user may instantly transfer themselves from their current location to any other spot within 150 meters of their current location. The user always arrive at exactly the spot desired—whether by simple visualizing the area or by stating a direction. After using this Augmentation, the user cannot take any other forms of action until their next round. User can bring along objects as long as their weight does not exceed triple the user's weight. User may also bring 2 additional willing or smaller creature per Class Level. A large creature counts as 2 Medium creatures, a Huge creature counts as 2 large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with the user. If the user arrives in a place that is already occupied by a solid body, the user and each creature traveling will take Minor damage and is shunted to a random open space on a suitable surface within 30 meters of the intended location.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 48,000 Ryo Performing Price: 36,000 Ryo
Luminous Eyes
Rank: "C"
Type: Augmentation
Effect: Target's eyes glow faintly, generating an eerie colored light at the Target's discretion.
Special: To perform: 2 hours; Duration: Permanent
Drawback: ---
Description: Internal - Takes up 0 Augmentation Points. The Target's eyes glow, but do not provide any illumination. At will, the Target may deactivate this Augmentation so as not to interfere with their hiding abilities in dark areas.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 4,000 Ryo
Unnatural Eyes (Black pits)
Rank: "C"
Type: Augmentation
Effect: The color of the Target's eyes change drastically.
Special: To perform: 2 hours; Duration: Permanent
Drawback: Cannot alter Bloodlimit Eyes, cannot alter Normal Eyes to have Bloodlimit Eyes.
Description: Internal - Takes up 0 Augmentation Points. An Augmentation Ritual which alters the Target's eyes to a color of the target's choice prior to the ritual performance. The color, whatever it may be, is unnatural and atypical of the Target's species. Perhaps the Target's eyes turn dead black, maybe they change color to suit the Target's mood, or perhaps they glow faintly in the dark.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 4,000 Ryo
Unnatural Voice (eerie, echo like quality, sounds like from beyond the grave)
Rank: "C"
Type: Augmentation
Effect: The Target's voice is altered in some marked fashion.
Special: To perform: 1 hour; Duration: Permanent
Drawback: ---
Description: Internal - Takes up 0 Augmentation Points. This ritual alters the vocal cords of the Target's throat. It might change pitch or become more lyrical, raspy, whispery, or guttural. Change is determined prior to the performance of the Ritual. Target may alter their voice with this ritual 3 times. A 4th time will result in loss of vocal usage.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 4,000 Ryo
Material Allergy (Billberry)
Rank: "C"
Type: Augmentation
Effect: An allergy that affects the user by negating Damage Reduction and reducing the target's movement by 1.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: Neutral - Drawback - Gives Back 5 Augmentation Points. The user suffers a reaction to an ordinary substance, such as a material. So long as they are in contact with the substance (breathing, touching, eating, etc.) they will suffer adverse effects. If a successful attack is made against the user with the allergy they will lose a Movement for the round. The user also loses any Damage Reduction that would normally shield against an attack. Before picking grabbing the Allergy Augmentation the user may choose from the list: Clay, Plastic, Iron, Specific Plant, Silver or Gold, Leather, Specific Material, Specific Animal, Bone and Ivory, and Specific Drug. May be chosen once. User may grab more Allergies for Roleplay purposes however it does not give any extra benefits.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Nightmares
Rank: "C"
Type: Augmentation
Effect: User's mind is wracked by horrible nightmares, making it impossible for them to sleep without confronting the demons of their own Augmentation.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: Neutral - Drawback - Gives Back 4 Augmentation Points. Each day user must make a Will save (15) or suffer the effects of horrible nightmares caused by the Augmentation. On any day that the user fails this Will Save, they suffer a -1 moral to Saves and -5 to Checks due to their inability to get a good night's sleep. User cannot choose Sleepless if they have Nightmares.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Achilles Heel (Right Eye)
Rank: "C"
Type: Augmentation
Effect: User has a major weakness that can be exploited.
Special: To perform: 1 hours; Duration: Permanent
Drawback: ---
Description: Neutral - Drawback - Gives Back 2 Augmentation Points. Any attack on this small spot gains an additional +20 Armour Ponts and bypasses all Natural Damage Reduction/Hardness.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Achilles Heel ( Left Eye)
Rank: "C"
Type: Augmentation
Effect: User has a major weakness that can be exploited.
Special: To perform: 1 hours; Duration: Permanent
Drawback: ---
Description: Neutral - Drawback - Gives Back 2 Augmentation Points. Any attack on this small spot gains an additional +20 Armour Ponts and bypasses all Natural Damage Reduction/Hardness.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Rank: "S"
Type: Augmentation
Effect: User is able to increase or decrease their density, granting them the following abilities.
Special: To perform: 12 hour; Duration: Permanent
Drawback: User may only use one of these at a time.
Description: Internal - Takes up 6 Augmentation Points. Reduce Density: Gain the ability to become incorporeal. Increase Density: User can gain Damage Reduction equal to 2 per Class Level. Furthermore this Damage Reduction stacks with any other form of Damage Reduction the user might already posses, including Techniques, Armour, Rituals, and Traits. User may use this ability a number of times equal to 2 per Class Level per day.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 48,000 Ryo Performing Price: 36,000 Ryo
Chameleon Skin
Rank: "C"
Type: Augmentation
Effect: Target's skin (or chitin, fur, or scales) can change color to match their surroundings.
Special: To perform: 12 hours; Duration: Permanent
Drawback: When the Target moves, there will be a man-shaped, "bubble" in the air.
Description: Internal - Takes up 1 Augmentation Point. Target's skin (or chitin, fur, or scales) warps light around the Target and projects a hologram of the wall behind it over top of the bent light, rendering the Target invisible. The Chameleon Skin is a thin layer of skin placed over the Target's and attached making it the Target's own. When the Target moves they will bubble in the air making them difficult to be noticed but possible. User gains a Ritual bonus +20 against an Observer’s Observation.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 9,000 Ryo
Exoskeleton
Rank: "A"
Type: Augmentation
Effect: A thick exoskeleton forms over the user's skin.
Special: To perform: 12 hour; Duration: Permanent
Drawback: A creature with fur, scales, or the Scaly Armour Augmentation cannot gain this Augmentation.
Description: Internal - Takes up 5 Augmentation Points. A thick exoskeleton forms over the user's skin. The exoskeleton usually consists of interlocking plates of bone or chitin covering 90% or more of the user's body. User gains a +3 Natural Armour bonus, or their existing Natural Armour Bonus improves by 3.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 35,000 Ryo Performing Price: 26,000 Ryo
Redundant Organs
Rank: "B"
Type: Augmentation
Effect: User's body is equipped with various redundant systems.
Special: To perform: 3 hours; Duration: Permanent
Drawback: ---
Description: Internal - Takes up 3 Augmentation Points. Losing an organ is seldom fatal. User also gains a +10 Armour Points protection against Damage. Once this protection is gone the user must rest before it is re-applied.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 23,000 Ryo Performing Price: 17,000 Ryo
Wormhole Jumper
Rank: "S"
Type: Augmentation
Effect: User has developed the ability to use gravity to warp time and space, creating a portal between their location and another location nearby.
Special: To perform: 12 hour; Duration: Permanent
Drawback: ---
Description: Neutral - Takes up 6 Augmentation Points. Once per day the user may instantly transfer themselves from their current location to any other spot within 150 meters of their current location. The user always arrive at exactly the spot desired—whether by simple visualizing the area or by stating a direction. After using this Augmentation, the user cannot take any other forms of action until their next round. User can bring along objects as long as their weight does not exceed triple the user's weight. User may also bring 2 additional willing or smaller creature per Class Level. A large creature counts as 2 Medium creatures, a Huge creature counts as 2 large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with the user. If the user arrives in a place that is already occupied by a solid body, the user and each creature traveling will take Minor damage and is shunted to a random open space on a suitable surface within 30 meters of the intended location.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 48,000 Ryo Performing Price: 36,000 Ryo
Luminous Eyes
Rank: "C"
Type: Augmentation
Effect: Target's eyes glow faintly, generating an eerie colored light at the Target's discretion.
Special: To perform: 2 hours; Duration: Permanent
Drawback: ---
Description: Internal - Takes up 0 Augmentation Points. The Target's eyes glow, but do not provide any illumination. At will, the Target may deactivate this Augmentation so as not to interfere with their hiding abilities in dark areas.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 4,000 Ryo
Unnatural Eyes (Black pits)
Rank: "C"
Type: Augmentation
Effect: The color of the Target's eyes change drastically.
Special: To perform: 2 hours; Duration: Permanent
Drawback: Cannot alter Bloodlimit Eyes, cannot alter Normal Eyes to have Bloodlimit Eyes.
Description: Internal - Takes up 0 Augmentation Points. An Augmentation Ritual which alters the Target's eyes to a color of the target's choice prior to the ritual performance. The color, whatever it may be, is unnatural and atypical of the Target's species. Perhaps the Target's eyes turn dead black, maybe they change color to suit the Target's mood, or perhaps they glow faintly in the dark.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 4,000 Ryo
Unnatural Voice (eerie, echo like quality, sounds like from beyond the grave)
Rank: "C"
Type: Augmentation
Effect: The Target's voice is altered in some marked fashion.
Special: To perform: 1 hour; Duration: Permanent
Drawback: ---
Description: Internal - Takes up 0 Augmentation Points. This ritual alters the vocal cords of the Target's throat. It might change pitch or become more lyrical, raspy, whispery, or guttural. Change is determined prior to the performance of the Ritual. Target may alter their voice with this ritual 3 times. A 4th time will result in loss of vocal usage.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 4,000 Ryo
Material Allergy (Billberry)
Rank: "C"
Type: Augmentation
Effect: An allergy that affects the user by negating Damage Reduction and reducing the target's movement by 1.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: Neutral - Drawback - Gives Back 5 Augmentation Points. The user suffers a reaction to an ordinary substance, such as a material. So long as they are in contact with the substance (breathing, touching, eating, etc.) they will suffer adverse effects. If a successful attack is made against the user with the allergy they will lose a Movement for the round. The user also loses any Damage Reduction that would normally shield against an attack. Before picking grabbing the Allergy Augmentation the user may choose from the list: Clay, Plastic, Iron, Specific Plant, Silver or Gold, Leather, Specific Material, Specific Animal, Bone and Ivory, and Specific Drug. May be chosen once. User may grab more Allergies for Roleplay purposes however it does not give any extra benefits.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Nightmares
Rank: "C"
Type: Augmentation
Effect: User's mind is wracked by horrible nightmares, making it impossible for them to sleep without confronting the demons of their own Augmentation.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: Neutral - Drawback - Gives Back 4 Augmentation Points. Each day user must make a Will save (15) or suffer the effects of horrible nightmares caused by the Augmentation. On any day that the user fails this Will Save, they suffer a -1 moral to Saves and -5 to Checks due to their inability to get a good night's sleep. User cannot choose Sleepless if they have Nightmares.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Achilles Heel (Right Eye)
Rank: "C"
Type: Augmentation
Effect: User has a major weakness that can be exploited.
Special: To perform: 1 hours; Duration: Permanent
Drawback: ---
Description: Neutral - Drawback - Gives Back 2 Augmentation Points. Any attack on this small spot gains an additional +20 Armour Ponts and bypasses all Natural Damage Reduction/Hardness.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Achilles Heel ( Left Eye)
Rank: "C"
Type: Augmentation
Effect: User has a major weakness that can be exploited.
Special: To perform: 1 hours; Duration: Permanent
Drawback: ---
Description: Neutral - Drawback - Gives Back 2 Augmentation Points. Any attack on this small spot gains an additional +20 Armour Ponts and bypasses all Natural Damage Reduction/Hardness.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Techniques that are passive and active on Kuroki
Controlled Soul
Rank: "D"
Skill: NinJutsu
Effect: User's soul can adapt souls to temperatures normal people could not handle.
Special: ---
Drawback: ---
Description: A personal or touched based technique. Works on 1 creature at a time. Duration of the Jutsu is 5 hours per Class Level. A creature protected by Controlled Soul suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit (-45 and 60 degrees Celsius). The creature's equipment is likewise protected. Controlled Soul des not provide any protection against other environmental hazards such as smoke, lack of air, and so forth. User also gains 10 fire and cold resistance (this stacks with any they may have already).
Limit: Must be a Soulcaster.
Lofted Stride
Rank: "D"
Skill: NinJutsu
Effect: User gains the ability to walk on water and do it silently.
Special: ---
Drawback: ---
Description: User's soul grabs hold of their body and holds it just off of the ground making their movements much more quiet. The target of this Jutsu is personal. Duration is 5 hours per Class Level. By performing this Jutsu the user gains the effects of walking on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running water, and even lava can be traversed easily, since the subjects’ feet hover an inch or two above the surface. (Creatures crossing molten lava still take damage from the heat because they are near it.) The subjects can walk, run, charge, or otherwise move across the surface as if it were normal ground. Does not leave footprints. User also gains a +10 per Class Level to Stealth due to the silent running.
Limit: Must be a Soulcaster.
Eyes of the Planes
Rank: "D"
Skill: NinJutsu
Effect: Gain Low-light vision and see invisible.
Special: ---
Drawback: ---
Description: A personal based technique. Works on 1 creature at a time. Duration of the Jutsu is 5 hours per Class Level. User stumble on a way to change their soul's eyes so they are more like the eyes of planar creatures. Since they are a reflection of their own soul their eyes change as well. User gains the ability of low-light vision and can see auras of invisible creatures (issuing invisible creatures only a 20% concealment). User also sees lingering auras where living creatures have touched solid objects much like a footprint. These lingering auras only last for 2 rounds and fade away.
Limit: Must be a Soulcaster.
Rank: "D"
Skill: NinJutsu
Effect: User's soul can adapt souls to temperatures normal people could not handle.
Special: ---
Drawback: ---
Description: A personal or touched based technique. Works on 1 creature at a time. Duration of the Jutsu is 5 hours per Class Level. A creature protected by Controlled Soul suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit (-45 and 60 degrees Celsius). The creature's equipment is likewise protected. Controlled Soul des not provide any protection against other environmental hazards such as smoke, lack of air, and so forth. User also gains 10 fire and cold resistance (this stacks with any they may have already).
Limit: Must be a Soulcaster.
Lofted Stride
Rank: "D"
Skill: NinJutsu
Effect: User gains the ability to walk on water and do it silently.
Special: ---
Drawback: ---
Description: User's soul grabs hold of their body and holds it just off of the ground making their movements much more quiet. The target of this Jutsu is personal. Duration is 5 hours per Class Level. By performing this Jutsu the user gains the effects of walking on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running water, and even lava can be traversed easily, since the subjects’ feet hover an inch or two above the surface. (Creatures crossing molten lava still take damage from the heat because they are near it.) The subjects can walk, run, charge, or otherwise move across the surface as if it were normal ground. Does not leave footprints. User also gains a +10 per Class Level to Stealth due to the silent running.
Limit: Must be a Soulcaster.
Eyes of the Planes
Rank: "D"
Skill: NinJutsu
Effect: Gain Low-light vision and see invisible.
Special: ---
Drawback: ---
Description: A personal based technique. Works on 1 creature at a time. Duration of the Jutsu is 5 hours per Class Level. User stumble on a way to change their soul's eyes so they are more like the eyes of planar creatures. Since they are a reflection of their own soul their eyes change as well. User gains the ability of low-light vision and can see auras of invisible creatures (issuing invisible creatures only a 20% concealment). User also sees lingering auras where living creatures have touched solid objects much like a footprint. These lingering auras only last for 2 rounds and fade away.
Limit: Must be a Soulcaster.