Blood Veil Keep
Apr 22, 2018 16:42:19 GMT -7
Post by Cadoc on Apr 22, 2018 16:42:19 GMT -7
Yoko held her position and observed the raven-haired male for the duration of the round. She studied her target as he moved away from her increasing the current distance of five metres at a slow pace, using her enhanced senses were applicable. Her darkvision allowed her to see up to thirty-five metres in pure darkness, with her other abilities allowing her to see twice as far as a normal human in low-light. Add to this her blue-eyed gem that let her perceive any chakra and/or techniques used within this field of vision and she had a formidable combination. Of course, her other senses were not lacking with her heightened sense of hearing allowing her to listen through walls as if they were simply not there, and her sense of smell allowing her to detect opponents within ten metres due to the lack of a wind. And by their very nature, Yoko continued to use her passive abilities to sense unusual stonework and poison within three metres and traps within five.
Items used:
Noteable passives for GM
Skill - First aid
86 Total = 66 skill + 10 Technique [Bodily Awareness] +10 [World Traveller]
To avoid secondary contamination 111 = 86 + 25 Technique [Cautious Handler]
Skill - Tracking
Tracking (A) 237 Total = 117 Rank + 10 Comp [Hunter] + 40 Trait [Hunter] + 25 Tech [Ways of the wild] + 5 Insight [Eccentric Specialist] + 10 Synergy [Tracking Basics] + 5 Small + 25 Half-speed
Skill – Stealth
Stealth (I) {458 to 460} Total = 125 Rank + 60 Trait [Focused study] + 75 Technique [Supreme Stealth] + 20 Tech [Skulker] + 5 Insight [Eccentric] + 25 Cir [Shadow] + 10 Synergy [Linked learning] + 20 Small + 10 Agility [Natural Ability Advancement] + {98 to 100} [Cloak of Hyuga] + 10 [Drunk talent]
vs. Observation 100 = + 75 Circumstance [Umbrite] + 20 Ritual [Hazy Shape] + 5 Technique [Access Low Chakra Slot]
Skill-observation
Observation (A) 345 Total = 125 Rank + 60 Trait [Focused Study] + 10 Trait [Hunter] + 20 Technique [Alertness] + 30 Technique [Skill focus] + 20 Technique [Keen-eyes] + 5 Technique [Uncanny Alertness] + 10 Technique [Keen Senses] + 20 Technique [Eidetic] + 20 Technique [Tower watch] + 5 Insight [Eccentric Specialist] + 10 Ritual [Hypersensitivity] + 10 [Drunk talent]
Trapfinding 365 = + 20 Technique [Trapfinding]
Hearing 370 = + 20 Ritual [Pervasive Hearing] - 10 Ritual [Hypersensitivity] + 15 Technique [Ears of the Fox]
Stonework 375 = + 10 [Stone Cunning] + 20 Technque [Improved Stonecunning]
Blue Eyed Gem (Right eye)
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem capable of allowing the one who has it in their eye to see Chakra Auras.
Special: ---
Drawback: ---
Description: The star sapphire is a rare and beautiful gemstone. Many people have been fascinated by the star pattern on the gems, and many Alchemists attempted to unlock the Alchemy within the stone. They knew that the stones Alchemy would only be harnessed if the star pattern was preserved, but all attempts failed to harness any Alchemy. Inspiration finally came to one Alchemist whose name has been lost to history. This Alchemist realized that the full potential of the gem could not be harnessed until a sacrifice was made. With excruciating pain, the Alchemist removed one of his eyes and placed the cut star sapphire in the still bleeding socket. The gem settled into place and the blood stopped flowing while the skin settled around the gem, holding it in place. At first the Alchemist had no vision out of the new eye, but after a while his vision returned, though slightly changed, as he was now able to discern Chakra auras around people and objects. To harness the Alchemy of the star sapphire, a high quality gem must be cut into a slightly elongated sphere about the shape of an eye. Once cut, the gem must be placed into an unoccupied eye socket of a living creature. The person is blinded in the new eye for 10 minutes, but thereafter the person is able to see normally as if they had 2 eyes. In addition, the new eye is able to see Chakra auras. With concentration to activate the eye the person is able to discern Chakras auras within sight, knowing the strength and location of the aura. The user automatically know which Jutsus or Chakra effects are active. The user is not able to identify any Chakra items. There are 2 side effects to the gem. One is seeing the world with a slight blue tint. This does not affect any vision other than causing everything to look slightly blue. Second, both of the user's eyes constantly glow with a blue light, whether the blue eyed gem is active or not. This can be disconcerting to some people, so the user receives a +10 equipment bonus to Intimidate skill checks.
Limit: These types of items may be bought inside any Alchemy Shop. With a 5% chance of finding.
Cost: 166,000 Ryo Each
Movements: 13 Base +2 Agility [Natural progression] + 1 Competence [Agile] + 1 Insight [Access Low Chakra Slot] +1 Ritual [Enhanced Metabolism] = 18Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem capable of allowing the one who has it in their eye to see Chakra Auras.
Special: ---
Drawback: ---
Description: The star sapphire is a rare and beautiful gemstone. Many people have been fascinated by the star pattern on the gems, and many Alchemists attempted to unlock the Alchemy within the stone. They knew that the stones Alchemy would only be harnessed if the star pattern was preserved, but all attempts failed to harness any Alchemy. Inspiration finally came to one Alchemist whose name has been lost to history. This Alchemist realized that the full potential of the gem could not be harnessed until a sacrifice was made. With excruciating pain, the Alchemist removed one of his eyes and placed the cut star sapphire in the still bleeding socket. The gem settled into place and the blood stopped flowing while the skin settled around the gem, holding it in place. At first the Alchemist had no vision out of the new eye, but after a while his vision returned, though slightly changed, as he was now able to discern Chakra auras around people and objects. To harness the Alchemy of the star sapphire, a high quality gem must be cut into a slightly elongated sphere about the shape of an eye. Once cut, the gem must be placed into an unoccupied eye socket of a living creature. The person is blinded in the new eye for 10 minutes, but thereafter the person is able to see normally as if they had 2 eyes. In addition, the new eye is able to see Chakra auras. With concentration to activate the eye the person is able to discern Chakras auras within sight, knowing the strength and location of the aura. The user automatically know which Jutsus or Chakra effects are active. The user is not able to identify any Chakra items. There are 2 side effects to the gem. One is seeing the world with a slight blue tint. This does not affect any vision other than causing everything to look slightly blue. Second, both of the user's eyes constantly glow with a blue light, whether the blue eyed gem is active or not. This can be disconcerting to some people, so the user receives a +10 equipment bonus to Intimidate skill checks.
Limit: These types of items may be bought inside any Alchemy Shop. With a 5% chance of finding.
Cost: 166,000 Ryo Each
Agile§ +1
Rank: "B"
Skill: TaiJutsu
Effect: User can move faster than normal.
Special: ---
Drawback: ---
Description: user gains +1 competence bonus to Movements. User may only learn this technique once.
Limit: Must be an Inuzuka member.
Access Low Chakra Slot +1
Rank: "C"
Skill: Supplementary
Effect: User gains the ability to bind Aspects to a low chakra while increasing their power and versatility.
Special: ---
Drawback: Must learn multiple times. Each time learned user may choose a new Chakras Slot.
Description: When this technique is learned, choose 1 of the following slots: Hands, Head, or Feet. The user can now bind an Aspect to that slot to a higher degree. This does not allow the user to bind more than 1 Aspect to that slot. User gains a minor benefit from this new bind, depending on the slot chosen:
Head: +1 insight bonus on Will saves.
Feet: +1 insight bonus on Movements and -5 against Observer's Observation checks.
Hands: +1 insight bonus on Melee Damage.
Limit: Must be a practitioner of The Eight Celestial Gates. Must be "C" Class.
Enhanced Metabolism +1
Rank: "B"
Type: Augmentation
Effect: Accelerated electrical impulses along your central nervous system have given you enhanced reaction times.
Special: To perform: 12 hours; Duration: Permanent
Drawback: User cannot take this Augmentation if they have the Lethargy drawback.
Description: Internal - Takes up 2 Augmentation Points. User gains a +1 Ritual bonus to movements.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 23,000 Ryo Performing Price: 17,000 Ryo
Four Legs Technique: Lightning +3
Rank: "C"
Skill: NinJutsu
Effect: A variation of Four Legs Technique that does not alter the user’s physical appearance but improves their Initiative ability.
Special: ---
Drawback: Cannot have more than 1 Four Legs Technique active.
Description: A personal technique. Duration is 5 rounds per Class Level. In a flash lightning comes and goes. It disappears before you hear see it. With this Four Legs Technique you become quick as lightning to attack the enemy. User’s features do not alter nor do they gain the physical traits of Four Legs Technique. Instead, this technique increases the user’s Agility ability category by +6 Enhancement Bonus.
Limit: Must be an Inuzuka member. Must know Four Legs Technique.
Rank: "B"
Skill: TaiJutsu
Effect: User can move faster than normal.
Special: ---
Drawback: ---
Description: user gains +1 competence bonus to Movements. User may only learn this technique once.
Limit: Must be an Inuzuka member.
Access Low Chakra Slot +1
Rank: "C"
Skill: Supplementary
Effect: User gains the ability to bind Aspects to a low chakra while increasing their power and versatility.
Special: ---
Drawback: Must learn multiple times. Each time learned user may choose a new Chakras Slot.
Description: When this technique is learned, choose 1 of the following slots: Hands, Head, or Feet. The user can now bind an Aspect to that slot to a higher degree. This does not allow the user to bind more than 1 Aspect to that slot. User gains a minor benefit from this new bind, depending on the slot chosen:
Head: +1 insight bonus on Will saves.
Feet: +1 insight bonus on Movements and -5 against Observer's Observation checks.
Hands: +1 insight bonus on Melee Damage.
Limit: Must be a practitioner of The Eight Celestial Gates. Must be "C" Class.
Enhanced Metabolism +1
Rank: "B"
Type: Augmentation
Effect: Accelerated electrical impulses along your central nervous system have given you enhanced reaction times.
Special: To perform: 12 hours; Duration: Permanent
Drawback: User cannot take this Augmentation if they have the Lethargy drawback.
Description: Internal - Takes up 2 Augmentation Points. User gains a +1 Ritual bonus to movements.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 23,000 Ryo Performing Price: 17,000 Ryo
Four Legs Technique: Lightning +3
Rank: "C"
Skill: NinJutsu
Effect: A variation of Four Legs Technique that does not alter the user’s physical appearance but improves their Initiative ability.
Special: ---
Drawback: Cannot have more than 1 Four Legs Technique active.
Description: A personal technique. Duration is 5 rounds per Class Level. In a flash lightning comes and goes. It disappears before you hear see it. With this Four Legs Technique you become quick as lightning to attack the enemy. User’s features do not alter nor do they gain the physical traits of Four Legs Technique. Instead, this technique increases the user’s Agility ability category by +6 Enhancement Bonus.
Limit: Must be an Inuzuka member. Must know Four Legs Technique.
Noteable passives for GM
Poison Sense 10 †
Rank: "C"
Skill: Supplementary
Effect: User gains an uncanny instinct for detecting substances.
Special: ---
Drawback: ---
Description: User can instantly sense the presence of any Poison within a 2-meter radius. User can determine the source but not the type of Poison.
Limit: Must be an Alchemist.
Elemental Attunement 60 †
Rank: "B"
Skill: Supplementary
Effect: User's senses are honed to detect the dance of the elements, granting the user an uncanny sense for Chakra.
Special: ---
Drawback: ---
Description: Whenever Chakra is performed within 30 meters of the user's position, a Game Master secretly rolls a Will Save for the user as if they were the target of the Jutsu (even if the Jutsu does not normally target or require Will Saves). If this Will save is successful, the user is immediately aware that Chakra has been used and knows the location of the performer. This is the only brief flash of insight; if the user quickly moves or is concealed in some manner the user may not be able to identify them.
Limit: Must learn from Universal Miscellaneous.
Trap Sense 10†
Rank: "C"
Skill: Supplementary
Effect: User can sense nearby traps even if they are not actively searching for them.
Special: ---
Drawback: ---
Description: If the user passes within 5 meters of a trap, user is entitled to an Observation Check to notice it as if they were actively looking for it.
Limit: Must learn from Universal Miscellaneous. Must have Art Appreciation (Traps) (125 points). Must have Observation (125 points).
Strong Nose 10
Rank: "C"
Skill: Supplementary
Effect: User is able to learn the Scent technique tree.
Special: ---
Drawback: ---
Description: User is able to learn the scent technique tree. Learning this technique user starts with “D” Rank Scent in the Scent Technique Tree.
Limit: Must be an Inuzuka member.
Scent‡
Rank: "D", "C", "B", "A", "S"
Skill: TaiJutsu
Effect: This extraordinary special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Special: ---
Drawback: ---
Description: The creature can detect opponents within 10-meters by sense of smell. If the opponent is upwind, the range increases to 20-meters; if downwind, it drops to 5-meters. Strong scents, such as smoke or rotting garbage, can be detected at x2 the ranges noted above. Overpowering scents, such as skunk musk, can be detected at x3 normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a movement to note the direction of the scent. Whenever the creature comes within 2-meters of the source, the creature pinpoints the source’s location. When finding Herbs and Animals (random), Scent may improve searching for them (must have Scent of object previously before searching). Learning "D" Rank allows the user to search for Common things, while "S" for Nearly Impossible. Each rank user learns increases chance of finding by 2% for the Rank of Herb, and increases per Rank thereafter. Example: At "S" Rank User gains 10% increase chance in finding Common Herbs and Animals but only 2% Increase for Nearly Impossible Herbs and Animals.
Limit: Must be an Animal, Fey, Monster, or Vermin. Innate Animal Jutsu.
Hide Tracks 10†
Rank: "C"
Skill: Supplementary
Effect: User is skilled at concealing the passage of themselves and others by hiding their tracks.
Special: ---
Drawback: ---
Description: User can conceal the tracks they and their companions make while moving. Add the roll of tracking to the difficulty of following the user's tracks. User can move at full speed while hiding tracks; if the user moves at half speed, user imposes the additional +25 modifier on tracking rolls as noted by the Track Description.
Limit: Must learn from Universal Miscellaneous. Must know Tracking (25 points).
Pack Knowledge III 10†
Rank: "C"
Skill: Supplementary
Effect: While under the light of the moons, nothing is beyond the user’s memory.
Special: ---
Drawback: ---
Description: User can automatically recall the geography of any place they have been before and can always navigate their way back there.
Limit: Must be an Inuzuka member. Pack Knowledge II
Sand Stagger 10†
Rank: "C"
Skill: Supplementary
Effect: User has learned to move in such a way that they are not noticed by the burrowing predators of the underworld.
Special: ---
Drawback: ---
Description: User’s staggering uneven movement mimics the natural vibrations of the environment making them undetectable to tremorsense.
Limit: Must be an Inuzuka member.
Tower Watch†
Rank: "C" Always 20 TP
Skill: Supplementary
Effect: Through experience the user learns how to notice things and can see at low light levels.
Special: ---
Drawback: ---
Description: Through experience comes an eventual payoff. Through guarding, observing, and seeking the perfect counter the user gains a +20 to Observation checks when noticing something. User also gains low-light vision, if they did not already have this ability.
Limit: Must be an Armiger.
Soul Sight†
Rank: "D"
Skill: Supplementary
Effect: A Soulcaster can see the auras of others.
Special: ---
Drawback: ---
Description: This does not allow them to know their alignment, but can indicate an emotional state, like anger or love. Using this ability, a Soulcaster can recognize other Soulcasters and the Adopted Soul that individual has taken. This ability does not allow the user to see in the dark or see invisible creatures. The Soulcaster adds a +20 to their Sense Motive, Animal Training, and Evidence Analysis when Gathering Information through Communication.
Limit: Must be a Soulcaster.
Stonecunning 60 †
Rank: "B"
Skill: Supplementary
Effect: User gains the ability to sense Stone and can bypass Earth Type creatures Damage Reduction.
Special: ---
Drawback: ---
Description: The user gains the bonus +10 bonus on Observation checks to notice unusual stonework, such as sliding walls, stonework traps, new construction, unsafe stone surfaces, shaky stone ceilings and the like. Something that is not stone but that is disguised as stone also counts as unusual stonework. The user who comes within 3 meters of unusual Stonework can make an Observation check as if they were actively searching, and a user can use the Observation Skill to find Stonework traps. The user can also intuit depth, sensing their approximate depth underground. In addition if the user attacks any construct made of Earth, Stone, or Metal or a creature with the Earth Subtype as a Weapon Form, the user ignores the Creature's Damage Reduction.
Limit: Must be a Mabuki. Must know Weapon Form: Melee.
Gazing Eye †
Rank: "A"
Type: Augmentation
Effect: User grows an extra eye in the middle of their forehead gaining special gaze abilities with improved visual acuity.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: External - Takes up 4 Augmentation Points. User grows an extra eye in the middle of their forehead. In addition to improving their visual acuity, the “weird eye” gives the user a special gaze attack that makes other creatures tremble. The extra eye grants a +10 bonus to Observation checks. As a free action, the user can use the extra eye to make a special gaze attack against 1 creature within 7 meters. The creature must succeed a Will Save 10 + 2 per Class Level + Enchantment Focus or be shaken for 2d6 rounds. This gaze attack is a mind-affecting Compulsion, and any creature that successfully saves against the gaze attack cannot be affected again for 24 hours. The gazing effect has no effect on creatures with gazing eyes.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 35,000 Ryo Performing Price: 26,000 Ryo
Prehensile Tail †
Rank: "A"
Type: Augmentation
Effect: User grows a tail that can grasp and hold objects.
Special: To perform: 3 hour; Duration: Permanent
Drawback: A creature that already has a tail cannot gain this Augmentation.
Description: External - Takes up 4 Augmentation Points. A prehensile tail grants the user the ability to grasp and manipulate a simple object up to 1 size category smaller than the user's size category. A prehensile tail cannot be used to operate a piece of equipment that requires opposable digits or fine motor control (such as Lock Picking). A creature can "hang" from its prehensile tail indefinitely by wrapping it around a larger object, thereby freeing up its other limbs. The prehensile tail is not dexterous or strong enough to fire ranged weapons or make melee attacks, however.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 35,000 Ryo Performing Price: 26,000 Ryo
Uncontrollable Rage
Rank: "C"
Type: Augmentation
Effect: User's body produces far too much testosterone and adrenaline, making it impossible to keep their anger from getting the better of them.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: Neutral - Drawback - Gives Back 4 Augmentation Points. Whenever the user encounters a character who's attitude toward them that is not Helpful, the user must make a Will Save or attack that character. The Save of the save is based on the character's attitude. Friendly is 5, Indifferent is 10, Unfriendly is 15, and Hostile is 20.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Combat Fear
Rank: "C"
Type: Augmentation
Effect: Due to a chemical imbalance in the user's brain, they are gripped by an inexplicable fear whenever they face a dangerous or frightened situation.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: Neutral - Drawback - Gives Back 4 Augmentation Points. Before combat starts, user makes a Will Save (15). If the user fails the Will Save, user is shaken for the rest of the encounter.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Rank: "C"
Skill: Supplementary
Effect: User gains an uncanny instinct for detecting substances.
Special: ---
Drawback: ---
Description: User can instantly sense the presence of any Poison within a 2-meter radius. User can determine the source but not the type of Poison.
Limit: Must be an Alchemist.
Elemental Attunement 60 †
Rank: "B"
Skill: Supplementary
Effect: User's senses are honed to detect the dance of the elements, granting the user an uncanny sense for Chakra.
Special: ---
Drawback: ---
Description: Whenever Chakra is performed within 30 meters of the user's position, a Game Master secretly rolls a Will Save for the user as if they were the target of the Jutsu (even if the Jutsu does not normally target or require Will Saves). If this Will save is successful, the user is immediately aware that Chakra has been used and knows the location of the performer. This is the only brief flash of insight; if the user quickly moves or is concealed in some manner the user may not be able to identify them.
Limit: Must learn from Universal Miscellaneous.
Trap Sense 10†
Rank: "C"
Skill: Supplementary
Effect: User can sense nearby traps even if they are not actively searching for them.
Special: ---
Drawback: ---
Description: If the user passes within 5 meters of a trap, user is entitled to an Observation Check to notice it as if they were actively looking for it.
Limit: Must learn from Universal Miscellaneous. Must have Art Appreciation (Traps) (125 points). Must have Observation (125 points).
Strong Nose 10
Rank: "C"
Skill: Supplementary
Effect: User is able to learn the Scent technique tree.
Special: ---
Drawback: ---
Description: User is able to learn the scent technique tree. Learning this technique user starts with “D” Rank Scent in the Scent Technique Tree.
Limit: Must be an Inuzuka member.
Scent‡
Rank: "D", "C", "B", "A", "S"
Skill: TaiJutsu
Effect: This extraordinary special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Special: ---
Drawback: ---
Description: The creature can detect opponents within 10-meters by sense of smell. If the opponent is upwind, the range increases to 20-meters; if downwind, it drops to 5-meters. Strong scents, such as smoke or rotting garbage, can be detected at x2 the ranges noted above. Overpowering scents, such as skunk musk, can be detected at x3 normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a movement to note the direction of the scent. Whenever the creature comes within 2-meters of the source, the creature pinpoints the source’s location. When finding Herbs and Animals (random), Scent may improve searching for them (must have Scent of object previously before searching). Learning "D" Rank allows the user to search for Common things, while "S" for Nearly Impossible. Each rank user learns increases chance of finding by 2% for the Rank of Herb, and increases per Rank thereafter. Example: At "S" Rank User gains 10% increase chance in finding Common Herbs and Animals but only 2% Increase for Nearly Impossible Herbs and Animals.
Limit: Must be an Animal, Fey, Monster, or Vermin. Innate Animal Jutsu.
Hide Tracks 10†
Rank: "C"
Skill: Supplementary
Effect: User is skilled at concealing the passage of themselves and others by hiding their tracks.
Special: ---
Drawback: ---
Description: User can conceal the tracks they and their companions make while moving. Add the roll of tracking to the difficulty of following the user's tracks. User can move at full speed while hiding tracks; if the user moves at half speed, user imposes the additional +25 modifier on tracking rolls as noted by the Track Description.
Limit: Must learn from Universal Miscellaneous. Must know Tracking (25 points).
Pack Knowledge III 10†
Rank: "C"
Skill: Supplementary
Effect: While under the light of the moons, nothing is beyond the user’s memory.
Special: ---
Drawback: ---
Description: User can automatically recall the geography of any place they have been before and can always navigate their way back there.
Limit: Must be an Inuzuka member. Pack Knowledge II
Sand Stagger 10†
Rank: "C"
Skill: Supplementary
Effect: User has learned to move in such a way that they are not noticed by the burrowing predators of the underworld.
Special: ---
Drawback: ---
Description: User’s staggering uneven movement mimics the natural vibrations of the environment making them undetectable to tremorsense.
Limit: Must be an Inuzuka member.
Tower Watch†
Rank: "C" Always 20 TP
Skill: Supplementary
Effect: Through experience the user learns how to notice things and can see at low light levels.
Special: ---
Drawback: ---
Description: Through experience comes an eventual payoff. Through guarding, observing, and seeking the perfect counter the user gains a +20 to Observation checks when noticing something. User also gains low-light vision, if they did not already have this ability.
Limit: Must be an Armiger.
Soul Sight†
Rank: "D"
Skill: Supplementary
Effect: A Soulcaster can see the auras of others.
Special: ---
Drawback: ---
Description: This does not allow them to know their alignment, but can indicate an emotional state, like anger or love. Using this ability, a Soulcaster can recognize other Soulcasters and the Adopted Soul that individual has taken. This ability does not allow the user to see in the dark or see invisible creatures. The Soulcaster adds a +20 to their Sense Motive, Animal Training, and Evidence Analysis when Gathering Information through Communication.
Limit: Must be a Soulcaster.
Stonecunning 60 †
Rank: "B"
Skill: Supplementary
Effect: User gains the ability to sense Stone and can bypass Earth Type creatures Damage Reduction.
Special: ---
Drawback: ---
Description: The user gains the bonus +10 bonus on Observation checks to notice unusual stonework, such as sliding walls, stonework traps, new construction, unsafe stone surfaces, shaky stone ceilings and the like. Something that is not stone but that is disguised as stone also counts as unusual stonework. The user who comes within 3 meters of unusual Stonework can make an Observation check as if they were actively searching, and a user can use the Observation Skill to find Stonework traps. The user can also intuit depth, sensing their approximate depth underground. In addition if the user attacks any construct made of Earth, Stone, or Metal or a creature with the Earth Subtype as a Weapon Form, the user ignores the Creature's Damage Reduction.
Limit: Must be a Mabuki. Must know Weapon Form: Melee.
Gazing Eye †
Rank: "A"
Type: Augmentation
Effect: User grows an extra eye in the middle of their forehead gaining special gaze abilities with improved visual acuity.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: External - Takes up 4 Augmentation Points. User grows an extra eye in the middle of their forehead. In addition to improving their visual acuity, the “weird eye” gives the user a special gaze attack that makes other creatures tremble. The extra eye grants a +10 bonus to Observation checks. As a free action, the user can use the extra eye to make a special gaze attack against 1 creature within 7 meters. The creature must succeed a Will Save 10 + 2 per Class Level + Enchantment Focus or be shaken for 2d6 rounds. This gaze attack is a mind-affecting Compulsion, and any creature that successfully saves against the gaze attack cannot be affected again for 24 hours. The gazing effect has no effect on creatures with gazing eyes.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 35,000 Ryo Performing Price: 26,000 Ryo
Prehensile Tail †
Rank: "A"
Type: Augmentation
Effect: User grows a tail that can grasp and hold objects.
Special: To perform: 3 hour; Duration: Permanent
Drawback: A creature that already has a tail cannot gain this Augmentation.
Description: External - Takes up 4 Augmentation Points. A prehensile tail grants the user the ability to grasp and manipulate a simple object up to 1 size category smaller than the user's size category. A prehensile tail cannot be used to operate a piece of equipment that requires opposable digits or fine motor control (such as Lock Picking). A creature can "hang" from its prehensile tail indefinitely by wrapping it around a larger object, thereby freeing up its other limbs. The prehensile tail is not dexterous or strong enough to fire ranged weapons or make melee attacks, however.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 35,000 Ryo Performing Price: 26,000 Ryo
Uncontrollable Rage
Rank: "C"
Type: Augmentation
Effect: User's body produces far too much testosterone and adrenaline, making it impossible to keep their anger from getting the better of them.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: Neutral - Drawback - Gives Back 4 Augmentation Points. Whenever the user encounters a character who's attitude toward them that is not Helpful, the user must make a Will Save or attack that character. The Save of the save is based on the character's attitude. Friendly is 5, Indifferent is 10, Unfriendly is 15, and Hostile is 20.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Combat Fear
Rank: "C"
Type: Augmentation
Effect: Due to a chemical imbalance in the user's brain, they are gripped by an inexplicable fear whenever they face a dangerous or frightened situation.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: Neutral - Drawback - Gives Back 4 Augmentation Points. Before combat starts, user makes a Will Save (15). If the user fails the Will Save, user is shaken for the rest of the encounter.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Skill - First aid
86 Total = 66 skill + 10 Technique [Bodily Awareness] +10 [World Traveller]
To avoid secondary contamination 111 = 86 + 25 Technique [Cautious Handler]
Bodily Awareness§
Rank: "D"
Skill: Supplementary
Effect: User's training and knowledge provide them with focus and the ability to discern Alchemical and Chakra substances best interact with the bodies of creatures.
Special: ---
Drawback: ---
Description: User gains +10 to First Aid: Healing or Identify Poison. This bonus stacks with any synergy bonuses in use with the First Aid: Healing Skill.
Limit: Must be an Alchemist. Must know Alchemy (25 Points).
World Traveller§
Rank: "C"
Skill: Supplementary
Effect: User is a member of a Peace organization, and received training required to provide basic medical support in other countries.
Special: ---
Drawback: ---
Description: User gains a +10 bonus to Culture, First Aid: Healing checks. User also gains a +1 per Die Roll when learning Languages.
Limit: Must learn from Universal Miscellaneous.
Cautious Handler 10§
Rank: "C"
Skill: Supplementary
Effect: User is skilled at avoiding inadvertent exposure to Poison.
Special: ---
Drawback: ---
Description: User enjoys a +25 competence bonus on all Exposure checks when handling Poisons.
Limit: Must be an Alchemist.
Rank: "D"
Skill: Supplementary
Effect: User's training and knowledge provide them with focus and the ability to discern Alchemical and Chakra substances best interact with the bodies of creatures.
Special: ---
Drawback: ---
Description: User gains +10 to First Aid: Healing or Identify Poison. This bonus stacks with any synergy bonuses in use with the First Aid: Healing Skill.
Limit: Must be an Alchemist. Must know Alchemy (25 Points).
World Traveller§
Rank: "C"
Skill: Supplementary
Effect: User is a member of a Peace organization, and received training required to provide basic medical support in other countries.
Special: ---
Drawback: ---
Description: User gains a +10 bonus to Culture, First Aid: Healing checks. User also gains a +1 per Die Roll when learning Languages.
Limit: Must learn from Universal Miscellaneous.
Cautious Handler 10§
Rank: "C"
Skill: Supplementary
Effect: User is skilled at avoiding inadvertent exposure to Poison.
Special: ---
Drawback: ---
Description: User enjoys a +25 competence bonus on all Exposure checks when handling Poisons.
Limit: Must be an Alchemist.
Skill - Tracking
Tracking (A) 237 Total = 117 Rank + 10 Comp [Hunter] + 40 Trait [Hunter] + 25 Tech [Ways of the wild] + 5 Insight [Eccentric Specialist] + 10 Synergy [Tracking Basics] + 5 Small + 25 Half-speed
Cover Tracks: User knows not only how to find signs that mark the passage of men and animals but also how to make their own tracks more difficult to follow. Anyone attempting to track the user must not only beat the Difficulty of the environmental conditions, but their own check must equal or beat the user's. If they fail to do this, they cannot track the user.
Hunter§
Rank: "C"
Skill: Heritage Trait
Effect: User was a great hunter and tracker.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among Botany, Herbalism, and [Tracking]. At each Class Level the user gain an additional +5 Heritage skill Points to place in any one of these skills. [Tracking: 5,5,5,5] User gains +1 Heritage Points per die roll when learning the skill. User must choose in having +10 in Observation, or Tracking. User is comfortable in the wilderness. User also gains a +10 competence bonus on all Botany, and [Tracking] checks. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Eccentric Specialist
Rank: "C" Always 20 Training Points
Skill: Supplementary
Effect: User is focused in an unusual area of study for a member of the user's profession.
Special: ---
Drawback: ---
Description: Choose any 2 Skills. These skills the user may gain an extra +1 per die roll when learning the skill and the user gains a +5 insight bonus on all checks with these skills. The user can learn this technique multiple times. Its effects do not stack. Each time the user selects this technique it applies to a new set of skills.
Limit: Must learn from Universal Miscellaneous.
Tracking Basics (20)‡
Rank: "C" Always 20 Training Points
Skill: Supplementary
Effect: No Quarry's secrets are safe from the user's acute senses.
Special: ---
Drawback: ---
Description: User gains a +1 per die roll when learning the skill. Further, user gains a +10 synergy bonus with Tracking checks from their Observation skill if they have 25 points in Observation. Finally, when user makes a Tracking check, user may also determine whether the target has lost any vitality, is wounded, as well as any conditions user possessed when the user made the trail.
Limit: Must learn from Universal Miscellaneous. Must have Tracking (15 Points).
Ways of the Wild 10§
Rank: "C"
Skill: Supplementary
Effect: Inuzuka are born to nature, they live on the land and will someday return to ground; they understand the lands better than anymore.
Special: ---
Drawback: ---
Description: User gains a +5 bonus to Tracking, and Animal Training (Canine). User gains +1 per die roll when learning Tracking. User gains a +5 bonus per Class Level.
Limit: Must be an Inuzuka member.
Luckbringer
Rank: "S"
Type: Secondary, 50 per Slot, Harnessed Gem
Effect: A harnessed Gem giving the person the ability of luck against saves vs fear, bonus with skills, and temporary Armour Points.
Special: ---
Drawback: ---
Description: Across history many items and objects have been said to have the power of luck. Some have proved true, others false, and the true ability of still other objects remains unknown. Followers of Wrix, the Luckbringer, have researched, collected, and cataloged many of these items. A Gnome wizard named Jamin Forestdigger, a follower of Wrix, sought to add to the Luckbringer’s powers and began experimenting with different minerals. As befitting his faith, Forestdigger's success was a chance of luck. He'd been frustrated to this point, having tested several hundred minerals with no success. In a fit of rage he picked up a pair of sardonyx that had been sitting on a table and threw them against a wall. Later, picking the pieces up, he noticed that the two minerals had shattered into two cubes and resembled the dice that are the symbol of Wrix. When a pair of sardonyx are cut into cubes and set with the symbols associated with Wrix the Alchemy within the mineral is harnessed. The Alchemical Properties is only harnessed when 2 pieces of sardonyx are harnessed together, and once harnessed, the Alchemy only works when both "dice" are held together. A person that holds the dice benefits from a +5 luck bonus to Skills, a +1 luck bonus on saves versus fear effects, and receives 13 temporary Armour Points. Damage dealt to the bearer of the luck stone is removed from these temporary Armour Points first. If a person stops holding one or both of the luck stones they immediately lose all benefits, including the temporary Armour Points.
Limit: These types of items may be bought inside any Alchemy Shop. With a 20% chance of finding.
Cost: 20,500 Ryo Each
Fate's Favored§
Rank: "C"
Skill: Faith Trait
Effect: The fates watch over the user.
Special: ---
Drawback: ---
Description: Whenever the user is under the effect of a Luck bonus of any kind, that bonus increases by +1 (for saves) or +5 (for skills). This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Rank: "C"
Skill: Heritage Trait
Effect: User was a great hunter and tracker.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among Botany, Herbalism, and [Tracking]. At each Class Level the user gain an additional +5 Heritage skill Points to place in any one of these skills. [Tracking: 5,5,5,5] User gains +1 Heritage Points per die roll when learning the skill. User must choose in having +10 in Observation, or Tracking. User is comfortable in the wilderness. User also gains a +10 competence bonus on all Botany, and [Tracking] checks. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Eccentric Specialist
Rank: "C" Always 20 Training Points
Skill: Supplementary
Effect: User is focused in an unusual area of study for a member of the user's profession.
Special: ---
Drawback: ---
Description: Choose any 2 Skills. These skills the user may gain an extra +1 per die roll when learning the skill and the user gains a +5 insight bonus on all checks with these skills. The user can learn this technique multiple times. Its effects do not stack. Each time the user selects this technique it applies to a new set of skills.
Limit: Must learn from Universal Miscellaneous.
Tracking Basics (20)‡
Rank: "C" Always 20 Training Points
Skill: Supplementary
Effect: No Quarry's secrets are safe from the user's acute senses.
Special: ---
Drawback: ---
Description: User gains a +1 per die roll when learning the skill. Further, user gains a +10 synergy bonus with Tracking checks from their Observation skill if they have 25 points in Observation. Finally, when user makes a Tracking check, user may also determine whether the target has lost any vitality, is wounded, as well as any conditions user possessed when the user made the trail.
Limit: Must learn from Universal Miscellaneous. Must have Tracking (15 Points).
Ways of the Wild 10§
Rank: "C"
Skill: Supplementary
Effect: Inuzuka are born to nature, they live on the land and will someday return to ground; they understand the lands better than anymore.
Special: ---
Drawback: ---
Description: User gains a +5 bonus to Tracking, and Animal Training (Canine). User gains +1 per die roll when learning Tracking. User gains a +5 bonus per Class Level.
Limit: Must be an Inuzuka member.
Luckbringer
Rank: "S"
Type: Secondary, 50 per Slot, Harnessed Gem
Effect: A harnessed Gem giving the person the ability of luck against saves vs fear, bonus with skills, and temporary Armour Points.
Special: ---
Drawback: ---
Description: Across history many items and objects have been said to have the power of luck. Some have proved true, others false, and the true ability of still other objects remains unknown. Followers of Wrix, the Luckbringer, have researched, collected, and cataloged many of these items. A Gnome wizard named Jamin Forestdigger, a follower of Wrix, sought to add to the Luckbringer’s powers and began experimenting with different minerals. As befitting his faith, Forestdigger's success was a chance of luck. He'd been frustrated to this point, having tested several hundred minerals with no success. In a fit of rage he picked up a pair of sardonyx that had been sitting on a table and threw them against a wall. Later, picking the pieces up, he noticed that the two minerals had shattered into two cubes and resembled the dice that are the symbol of Wrix. When a pair of sardonyx are cut into cubes and set with the symbols associated with Wrix the Alchemy within the mineral is harnessed. The Alchemical Properties is only harnessed when 2 pieces of sardonyx are harnessed together, and once harnessed, the Alchemy only works when both "dice" are held together. A person that holds the dice benefits from a +5 luck bonus to Skills, a +1 luck bonus on saves versus fear effects, and receives 13 temporary Armour Points. Damage dealt to the bearer of the luck stone is removed from these temporary Armour Points first. If a person stops holding one or both of the luck stones they immediately lose all benefits, including the temporary Armour Points.
Limit: These types of items may be bought inside any Alchemy Shop. With a 20% chance of finding.
Cost: 20,500 Ryo Each
Fate's Favored§
Rank: "C"
Skill: Faith Trait
Effect: The fates watch over the user.
Special: ---
Drawback: ---
Description: Whenever the user is under the effect of a Luck bonus of any kind, that bonus increases by +1 (for saves) or +5 (for skills). This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Skill – Stealth
Stealth (I) {458 to 460} Total = 125 Rank + 60 Trait [Focused study] + 75 Technique [Supreme Stealth] + 20 Tech [Skulker] + 5 Insight [Eccentric] + 25 Cir [Shadow] + 10 Synergy [Linked learning] + 20 Small + 10 Agility [Natural Ability Advancement] + {98 to 100} [Cloak of Hyuga] + 10 [Drunk talent]
vs. Observation 100 = + 75 Circumstance [Umbrite] + 20 Ritual [Hazy Shape] + 5 Technique [Access Low Chakra Slot]
Drunk Talent (Stealth | Observation)§
Rank: "C" Always 30 Training Points
Skill: Supplementary
Effect: When drinking, the user displays abilities that they do not normally have.
Special: ---
Drawback: Must be Drunk.
Description: Choose 2 skills. While intoxicated, the user treats those skills as +1 per Die when learning and gain a bonus on those skills equal to 5 per the number of drinks that the user consumed in the last hour.
Limit: Must be an Alchemist. Must be a Brewmeister.
Focused Study (Stealth) [+60]
Rank: "C"
Skill: Social Trait
Effect: A trait that automatically increases the rank of a Skill per Class Level up to "B" Class Level.
Special: ---
Drawback: ---
Description: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At "D" Class, "C" Class, and "B" Class, such humans gain Skill Focus (+20 bonus) in a skill of their choice as a bonus technique (User may Choose the same, or a different Skill per Class Level). This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Linked Learning (Stealth +10 linked to Observation)
Rank: "C"
Skill: Supplementary
Effect: User has created a special relationship between two normally unrelated skills
Special: ---
Drawback: ---
Description: Choose any 2 skills, regardless of relationship and gain +10 synergy bonus to one of them. This relationship should be established through the character's history, or a role-playing development. All links are based on the discretion of Higher Staff and should make sense based on the Character's background.
Limit: Must learn from Universal Miscellaneous. Must know 2 Skills with 25 Points.
Eccentric Specialist [+5]
Rank: "C" Always 20 Training Points
Skill: Supplementary
Effect: User is focused in an unusual area of study for a member of the user's profession.
Special: ---
Drawback: ---
Description: Choose any 2 Skills. These skills the user may gain an extra +1 per die roll when learning the skill and the user gains a +5 insight bonus on all checks with these skills. The user can learn this technique multiple times. Its effects do not stack. Each time the user selects this technique it applies to a new set of skills.
Limit: Must learn from Universal Miscellaneous.
Skulker [+20]
Rank: "C"
Skill: Supplementary
Effect: User is able to hide undetected from others with ease.
Special: ---
Drawback: ---
Description: User is able to hide undetected from others with ease. User gains a +10 bonus to Stealth and may learn Stealth with a +1 per Die roll. If the user has 50 skill points to Stealth this bonus increases to +20.
Limit: Must be an Inuzuka member.
Luckbringer
Rank: "S"
Type: Secondary, 50 per Slot, Harnessed Gem
Effect: A harnessed Gem giving the person the ability of luck against saves vs fear, bonus with skills, and temporary Armour Points.
Special: ---
Drawback: ---
Description: Across history many items and objects have been said to have the power of luck. Some have proved true, others false, and the true ability of still other objects remains unknown. Followers of Wrix, the Luckbringer, have researched, collected, and cataloged many of these items. A Gnome wizard named Jamin Forestdigger, a follower of Wrix, sought to add to the Luckbringer’s powers and began experimenting with different minerals. As befitting his faith, Forestdigger's success was a chance of luck. He'd been frustrated to this point, having tested several hundred minerals with no success. In a fit of rage he picked up a pair of sardonyx that had been sitting on a table and threw them against a wall. Later, picking the pieces up, he noticed that the two minerals had shattered into two cubes and resembled the dice that are the symbol of Wrix. When a pair of sardonyx are cut into cubes and set with the symbols associated with Wrix the Alchemy within the mineral is harnessed. The Alchemical Properties is only harnessed when 2 pieces of sardonyx are harnessed together, and once harnessed, the Alchemy only works when both "dice" are held together. A person that holds the dice benefits from a +5 luck bonus to Skills, a +1 luck bonus on saves versus fear effects, and receives 13 temporary Armour Points. Damage dealt to the bearer of the luck stone is removed from these temporary Armour Points first. If a person stops holding one or both of the luck stones they immediately lose all benefits, including the temporary Armour Points.
Limit: These types of items may be bought inside any Alchemy Shop. With a 20% chance of finding.
Cost: 20,500 Ryo Each
Fate's Favored
Rank: "C"
Skill: Faith Trait
Effect: The fates watch over the user.
Special: ---
Drawback: ---
Description: Whenever the user is under the effect of a Luck bonus of any kind, that bonus increases by +1 (for saves) or +5 (for skills). This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Umbrite *5
Rank: "B"
Type: Main, Mineral, Special Material
Effect: Special material capable of bending light, making the target easier to hide.
Special: ---
Drawback: ---
Description: Identification: Difficult; Hardness: 12; Armour Points/Inch: 30; Armour Class: -2. Umbrite is a dark, dense metal of surprising hardness. While umbrite is no match for the hardness of mithral or adamantine, it is stronger than steel and easily among the most durable metals known. Beyond its capable performance as a metal, umbrite is remarkable for its light-absorbing qualities. Umbrite seemingly absorbs light at a slow rate, causing shadows around it to deepen considerably. In fact, veins of umbrite are often located by noting areas incurring a sudden loss of light. Strangely, umbrite is a relatively new discovery, having first been written about within the last 200 years. When the first reports of this material were made, they were dismissed as hallucinations produced by the subterranean gases. This may be one reason umbrite has remained unknown for so long. Umbrite is only found during mining operations for other ores or rare gems, and even more curiously, only in the deepest and darkest locales where few civilized folk venture. One sage has theorized that umbrite may well be a new material. Its appearance and location may be linked with the little-known fact that it only appears near large concentrations of the strange radiations that are said to grow through the underworld. Other learned folk have speculated that umbrite might be seepage from the plane of shadow. Many agree with this theory, since umbrite is only found in places of deepest darkness. Miners have long maintained that umbrite is an unlucky material and bodes ill. Stories abound of miners disappearing frequently after a vein of umbrite has been uncovered. Miners have considered it a nuisance material for decades, since until recently it was impossible to forge umbrite into any useful product. The underdark civilizations have begun vying to learn this secret and, more importantly, to gain control of umbrite mines of their own. Umbrite-forged items are immensely expensive. A forged umbrite item weighing 1 pound or more retains much of its light-absorbing properties. While wielding any umbrite item of 1 pound or more, the user gains a +5 circumstance bonus to Stealth per Equipment Piece. Shadows around them seem to be deeper and darker. This affects a 2-meter area around the wielder and does not extend to others.
Limit: These items may be bought inside any Weapon Shop.
Cost: x4 Ryo per Item.
Hazy Shape
Rank: "A"
Type: Augmentation
Effect: user’s body constantly sheds light-refracting spores that make their form hazy and indistinct.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: Internal - Takes up [3] Augmentation Points. User gains a +20 against an Opponent’s Observation. User gains a +1 augmentation bonus against attack.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 35,000 Ryo Performing Price: 26,000 Ryo
Shadow of the Wilderness 10†
Rank: "C"
Skill: Supplementary
Effect: User’s extensive experience in the wilderness makes them harder than usual to detect.
Special: ---
Drawback: ---
Description: While in the wilderness, the user gains a +25 circumstance bonus to stealth checks and may utilize Stealth even in areas without cover or concealment.
Limit: Must be an Inuzuka member. Must know Stealth (25 points).
Supreme Stealth
Rank: "B"
Skill: Supplementary
Effect: User is adept at hiding and staying away from a target's Observation.
Special: ---
Drawback: ---
Description: User gains a +25 bonus to Stealth. Additionally, the user may move all movements without any penalties. At "C" Class this bonus increases to +50, and at "B" Class this bonus increases to +75.
Limit: Must be an Alchemist. Must know Hide in Plain Sight.
Access Low Chakra Slot
Rank: "C"
Skill: Supplementary
Effect: User gains the ability to bind Aspects to a low chakra while increasing their power and versatility.
Special: ---
Drawback: Must learn multiple times. Each time learned user may choose a new Chakras Slot.
Description: When this technique is learned, choose 1 of the following slots: Hands, Head, or Feet. The user can now bind an Aspect to that slot to a higher degree. This does not allow the user to bind more than 1 Aspect to that slot. User gains a minor benefit from this new bind, depending on the slot chosen:
Head: +1 insight bonus on Will saves.
Feet: +1 insight bonus on Movements and -5 against Observer's Observation checks.
Hands: +1 insight bonus on Melee Damage.
Limit: Must be a practitioner of The Eight Celestial Gates. Must be "C" Class.
Lofted Stride 10
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.
Cloak of Hyūga
Rank: "S"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Cloak of Hyūga is a specially designed Cloak developed by the Hyūga which gives better stealth depending on the type of environment.
Special: ---
Drawback: ---
Description: These cloaks can look like any cloak the creator wishes. These items can be cloaks, capes, shawls or any other shoulder equipment. Cloak of Hyūga are made out of the hide of Common Crocodiles. This cloak of neutral gray leather is indistinguishable from an ordinary cloak of the same color. However, when it is worn, with the hood drawn up around the head (or the head is covered), it enables the wearer to be nearly invisible. Outdoors, in natural surroundings, the wearer of the Cloak is almost totally invisible; in other settings, he is nearly so. However, the wearer is easily seen f violently or hastily moving, regardless of the surroundings. The invisibility bestowed in different surroundings is shown on the list below.
Outdoors, natural surroundings: Heavily Growth - +100 to Stealth
Outdoors, natural surroundings: Light Growth - +99 to Stealth
Outdoors, natural surroundings: Open Fields - +95 to Stealth
Outdoors, natural surroundings: Rocky Terrain - +98 to Stealth
Urban surroundings: Buildings - +90 to Stealth
Urban surroundings: Brightly lit room - +50 to Stealth
Underground: Torch/Lantern Light - +95 to Stealth
Underground: Darkvision - +90 to Stealth
Underground: Light/Continual Light Jutsu - +50 to Stealth
Cloak of Hyūga give a +10 to Sleight of Hand when worn. Cloak of Hyūga can have special straps stitched in place, allowing the Cloak to stay fluid and not be bogged down. 1 Cloak of Hyūga may have up to 10 of these Straps. Each Strap may have up to 5 Half Pouches stitched in to keep objects inside.
Limit: These items may be bought inside any Tailor Shop with a 5% chance.
Cost: 150,000 Ryo Each.
Four Legs Technique: Lightning 10
Rank: "C"
Skill: NinJutsu
Effect: A variation of Four Legs Technique that does not alter the user’s physical appearance but improves their Initiative ability.
Special: ---
Drawback: Cannot have more than 1 Four Legs Technique active.
Description: A personal technique. Duration is 5 rounds per Class Level. In a flash lightning comes and goes. It disappears before you hear see it. With this Four Legs Technique you become quick as lightning to attack the enemy. User’s features do not alter nor do they gain the physical traits of Four Legs Technique. Instead, this technique increases the user’s Agility ability category by +6 Enhancement Bonus.
Limit: Must be an Inuzuka member. Must know Four Legs Technique.
Rank: "C" Always 30 Training Points
Skill: Supplementary
Effect: When drinking, the user displays abilities that they do not normally have.
Special: ---
Drawback: Must be Drunk.
Description: Choose 2 skills. While intoxicated, the user treats those skills as +1 per Die when learning and gain a bonus on those skills equal to 5 per the number of drinks that the user consumed in the last hour.
Limit: Must be an Alchemist. Must be a Brewmeister.
Focused Study (Stealth) [+60]
Rank: "C"
Skill: Social Trait
Effect: A trait that automatically increases the rank of a Skill per Class Level up to "B" Class Level.
Special: ---
Drawback: ---
Description: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At "D" Class, "C" Class, and "B" Class, such humans gain Skill Focus (+20 bonus) in a skill of their choice as a bonus technique (User may Choose the same, or a different Skill per Class Level). This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Linked Learning (Stealth +10 linked to Observation)
Rank: "C"
Skill: Supplementary
Effect: User has created a special relationship between two normally unrelated skills
Special: ---
Drawback: ---
Description: Choose any 2 skills, regardless of relationship and gain +10 synergy bonus to one of them. This relationship should be established through the character's history, or a role-playing development. All links are based on the discretion of Higher Staff and should make sense based on the Character's background.
Limit: Must learn from Universal Miscellaneous. Must know 2 Skills with 25 Points.
Eccentric Specialist [+5]
Rank: "C" Always 20 Training Points
Skill: Supplementary
Effect: User is focused in an unusual area of study for a member of the user's profession.
Special: ---
Drawback: ---
Description: Choose any 2 Skills. These skills the user may gain an extra +1 per die roll when learning the skill and the user gains a +5 insight bonus on all checks with these skills. The user can learn this technique multiple times. Its effects do not stack. Each time the user selects this technique it applies to a new set of skills.
Limit: Must learn from Universal Miscellaneous.
Skulker [+20]
Rank: "C"
Skill: Supplementary
Effect: User is able to hide undetected from others with ease.
Special: ---
Drawback: ---
Description: User is able to hide undetected from others with ease. User gains a +10 bonus to Stealth and may learn Stealth with a +1 per Die roll. If the user has 50 skill points to Stealth this bonus increases to +20.
Limit: Must be an Inuzuka member.
Luckbringer
Rank: "S"
Type: Secondary, 50 per Slot, Harnessed Gem
Effect: A harnessed Gem giving the person the ability of luck against saves vs fear, bonus with skills, and temporary Armour Points.
Special: ---
Drawback: ---
Description: Across history many items and objects have been said to have the power of luck. Some have proved true, others false, and the true ability of still other objects remains unknown. Followers of Wrix, the Luckbringer, have researched, collected, and cataloged many of these items. A Gnome wizard named Jamin Forestdigger, a follower of Wrix, sought to add to the Luckbringer’s powers and began experimenting with different minerals. As befitting his faith, Forestdigger's success was a chance of luck. He'd been frustrated to this point, having tested several hundred minerals with no success. In a fit of rage he picked up a pair of sardonyx that had been sitting on a table and threw them against a wall. Later, picking the pieces up, he noticed that the two minerals had shattered into two cubes and resembled the dice that are the symbol of Wrix. When a pair of sardonyx are cut into cubes and set with the symbols associated with Wrix the Alchemy within the mineral is harnessed. The Alchemical Properties is only harnessed when 2 pieces of sardonyx are harnessed together, and once harnessed, the Alchemy only works when both "dice" are held together. A person that holds the dice benefits from a +5 luck bonus to Skills, a +1 luck bonus on saves versus fear effects, and receives 13 temporary Armour Points. Damage dealt to the bearer of the luck stone is removed from these temporary Armour Points first. If a person stops holding one or both of the luck stones they immediately lose all benefits, including the temporary Armour Points.
Limit: These types of items may be bought inside any Alchemy Shop. With a 20% chance of finding.
Cost: 20,500 Ryo Each
Fate's Favored
Rank: "C"
Skill: Faith Trait
Effect: The fates watch over the user.
Special: ---
Drawback: ---
Description: Whenever the user is under the effect of a Luck bonus of any kind, that bonus increases by +1 (for saves) or +5 (for skills). This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Umbrite *5
Rank: "B"
Type: Main, Mineral, Special Material
Effect: Special material capable of bending light, making the target easier to hide.
Special: ---
Drawback: ---
Description: Identification: Difficult; Hardness: 12; Armour Points/Inch: 30; Armour Class: -2. Umbrite is a dark, dense metal of surprising hardness. While umbrite is no match for the hardness of mithral or adamantine, it is stronger than steel and easily among the most durable metals known. Beyond its capable performance as a metal, umbrite is remarkable for its light-absorbing qualities. Umbrite seemingly absorbs light at a slow rate, causing shadows around it to deepen considerably. In fact, veins of umbrite are often located by noting areas incurring a sudden loss of light. Strangely, umbrite is a relatively new discovery, having first been written about within the last 200 years. When the first reports of this material were made, they were dismissed as hallucinations produced by the subterranean gases. This may be one reason umbrite has remained unknown for so long. Umbrite is only found during mining operations for other ores or rare gems, and even more curiously, only in the deepest and darkest locales where few civilized folk venture. One sage has theorized that umbrite may well be a new material. Its appearance and location may be linked with the little-known fact that it only appears near large concentrations of the strange radiations that are said to grow through the underworld. Other learned folk have speculated that umbrite might be seepage from the plane of shadow. Many agree with this theory, since umbrite is only found in places of deepest darkness. Miners have long maintained that umbrite is an unlucky material and bodes ill. Stories abound of miners disappearing frequently after a vein of umbrite has been uncovered. Miners have considered it a nuisance material for decades, since until recently it was impossible to forge umbrite into any useful product. The underdark civilizations have begun vying to learn this secret and, more importantly, to gain control of umbrite mines of their own. Umbrite-forged items are immensely expensive. A forged umbrite item weighing 1 pound or more retains much of its light-absorbing properties. While wielding any umbrite item of 1 pound or more, the user gains a +5 circumstance bonus to Stealth per Equipment Piece. Shadows around them seem to be deeper and darker. This affects a 2-meter area around the wielder and does not extend to others.
Limit: These items may be bought inside any Weapon Shop.
Cost: x4 Ryo per Item.
Hazy Shape
Rank: "A"
Type: Augmentation
Effect: user’s body constantly sheds light-refracting spores that make their form hazy and indistinct.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: Internal - Takes up [3] Augmentation Points. User gains a +20 against an Opponent’s Observation. User gains a +1 augmentation bonus against attack.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 35,000 Ryo Performing Price: 26,000 Ryo
Shadow of the Wilderness 10†
Rank: "C"
Skill: Supplementary
Effect: User’s extensive experience in the wilderness makes them harder than usual to detect.
Special: ---
Drawback: ---
Description: While in the wilderness, the user gains a +25 circumstance bonus to stealth checks and may utilize Stealth even in areas without cover or concealment.
Limit: Must be an Inuzuka member. Must know Stealth (25 points).
Supreme Stealth
Rank: "B"
Skill: Supplementary
Effect: User is adept at hiding and staying away from a target's Observation.
Special: ---
Drawback: ---
Description: User gains a +25 bonus to Stealth. Additionally, the user may move all movements without any penalties. At "C" Class this bonus increases to +50, and at "B" Class this bonus increases to +75.
Limit: Must be an Alchemist. Must know Hide in Plain Sight.
Access Low Chakra Slot
Rank: "C"
Skill: Supplementary
Effect: User gains the ability to bind Aspects to a low chakra while increasing their power and versatility.
Special: ---
Drawback: Must learn multiple times. Each time learned user may choose a new Chakras Slot.
Description: When this technique is learned, choose 1 of the following slots: Hands, Head, or Feet. The user can now bind an Aspect to that slot to a higher degree. This does not allow the user to bind more than 1 Aspect to that slot. User gains a minor benefit from this new bind, depending on the slot chosen:
Head: +1 insight bonus on Will saves.
Feet: +1 insight bonus on Movements and -5 against Observer's Observation checks.
Hands: +1 insight bonus on Melee Damage.
Limit: Must be a practitioner of The Eight Celestial Gates. Must be "C" Class.
Lofted Stride 10
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.
Cloak of Hyūga
Rank: "S"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Cloak of Hyūga is a specially designed Cloak developed by the Hyūga which gives better stealth depending on the type of environment.
Special: ---
Drawback: ---
Description: These cloaks can look like any cloak the creator wishes. These items can be cloaks, capes, shawls or any other shoulder equipment. Cloak of Hyūga are made out of the hide of Common Crocodiles. This cloak of neutral gray leather is indistinguishable from an ordinary cloak of the same color. However, when it is worn, with the hood drawn up around the head (or the head is covered), it enables the wearer to be nearly invisible. Outdoors, in natural surroundings, the wearer of the Cloak is almost totally invisible; in other settings, he is nearly so. However, the wearer is easily seen f violently or hastily moving, regardless of the surroundings. The invisibility bestowed in different surroundings is shown on the list below.
Outdoors, natural surroundings: Heavily Growth - +100 to Stealth
Outdoors, natural surroundings: Light Growth - +99 to Stealth
Outdoors, natural surroundings: Open Fields - +95 to Stealth
Outdoors, natural surroundings: Rocky Terrain - +98 to Stealth
Urban surroundings: Buildings - +90 to Stealth
Urban surroundings: Brightly lit room - +50 to Stealth
Underground: Torch/Lantern Light - +95 to Stealth
Underground: Darkvision - +90 to Stealth
Underground: Light/Continual Light Jutsu - +50 to Stealth
Cloak of Hyūga give a +10 to Sleight of Hand when worn. Cloak of Hyūga can have special straps stitched in place, allowing the Cloak to stay fluid and not be bogged down. 1 Cloak of Hyūga may have up to 10 of these Straps. Each Strap may have up to 5 Half Pouches stitched in to keep objects inside.
Limit: These items may be bought inside any Tailor Shop with a 5% chance.
Cost: 150,000 Ryo Each.
Four Legs Technique: Lightning 10
Rank: "C"
Skill: NinJutsu
Effect: A variation of Four Legs Technique that does not alter the user’s physical appearance but improves their Initiative ability.
Special: ---
Drawback: Cannot have more than 1 Four Legs Technique active.
Description: A personal technique. Duration is 5 rounds per Class Level. In a flash lightning comes and goes. It disappears before you hear see it. With this Four Legs Technique you become quick as lightning to attack the enemy. User’s features do not alter nor do they gain the physical traits of Four Legs Technique. Instead, this technique increases the user’s Agility ability category by +6 Enhancement Bonus.
Limit: Must be an Inuzuka member. Must know Four Legs Technique.
Skill-observation
Observation (A) 345 Total = 125 Rank + 60 Trait [Focused Study] + 10 Trait [Hunter] + 20 Technique [Alertness] + 30 Technique [Skill focus] + 20 Technique [Keen-eyes] + 5 Technique [Uncanny Alertness] + 10 Technique [Keen Senses] + 20 Technique [Eidetic] + 20 Technique [Tower watch] + 5 Insight [Eccentric Specialist] + 10 Ritual [Hypersensitivity] + 10 [Drunk talent]
Trapfinding 365 = + 20 Technique [Trapfinding]
Hearing 370 = + 20 Ritual [Pervasive Hearing] - 10 Ritual [Hypersensitivity] + 15 Technique [Ears of the Fox]
Stonework 375 = + 10 [Stone Cunning] + 20 Technque [Improved Stonecunning]
Drunk Talent (Stealth | Observation)§
Rank: "C" Always 30 Training Points
Skill: Supplementary
Effect: When drinking, the user displays abilities that they do not normally have.
Special: ---
Drawback: Must be Drunk.
Description: Choose 2 skills. While intoxicated, the user treats those skills as +1 per Die when learning and gain a bonus on those skills equal to 5 per the number of drinks that the user consumed in the last hour.
Limit: Must be an Alchemist. Must be a Brewmeister.
Hunter
Rank: "C"
Skill: Heritage Trait
Effect: User was a great hunter and tracker.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among Botany, Herbalism, and Tracking. At each Class Level the user gain an additional +5 Heritage skill Points to place in any one of these skills. User gains +1 Heritage Points per die roll when learning the skill. User must choose in having +10 in Observation, or Tracking. User is comfortable in the wilderness. User also gains a +10 competence bonus on all Botany, and Tracking checks. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Focused Study (Observation)
Rank: "C"
Skill: Social Trait
Effect: A trait that automatically increases the rank of a Skill per Class Level up to "B" Class Level.
Special: ---
Drawback: ---
Description: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At "D" Class, "C" Class, and "B" Class, such humans gain Skill Focus (+20 bonus) in a skill of their choice as a bonus technique (User may Choose the same, or a different Skill per Class Level). This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Keen Senses
Rank: "C"
Skill: Supplementary
Effect: User gain bonus to their Observation.
Special: ---
Drawback: ---
Description: User gets a +10 bonus to Observation checks.
Limit: Must be an Inuzuka member.
Eidetic
Rank: "C"
Skill: Supplementary
Effect: Clan members have great visual memory and can use it well.
Special: ---
Drawback: ---
Description: Many have an uncanny memory for visual images. The user gains a +10 bonus to Observation and Sense Motive checks. If the user has 50 skill points to either this bonus increases to +20.
Limit: Must be an Inuzuka member.
Pack Knowledge I (Observation)
Rank: "C"
Skill: Supplementary
Effect: Like all other things, knowledge is just a tool the pack shares.
Special: ---
Drawback: ---
Description: User picks a skill from: Craft, Academia, Observation, or Tracking and when the user is adjacent to another Inuzuka gain a +15 bonus to that skill.
Limit: Must be an Inuzuka member.
Alertness
Rank: "C"
Skill: Supplementary
Effect: User often notices things that others might miss.
Special: ---
Drawback: ---
Description: User gets a +10 bonus to Observation and Sense Motive. If the user has 50 or more ranks in one of these skills, the bonus increases to +20 for that Skill.
Limit: Must be an Alchemist.
Uncanny Alertness
Rank: "C"
Skill: Supplementary
Effect: User's research into Chakra and the nature of reality has given the user heightened senses.
Special: ---
Drawback: ---
Description: This technique gives the user an additional +5 bonus on Observation and Sense Motive, and the use gains a +2 bonus on Saves against Sleep and Charm effects.
Limit: Must learn from Universal Miscellaneous.
Keen-Eyes
Rank: "C"
Skill: Supplementary
Effect: User has a keen eye for details.
Special: ---
Drawback: ---
Description: User gains a +10 bonus to their Observation and Sense Motive Skills. If the user has 50 or more points in one of these skills, the bonus increases to +20 for that skill.
Limit: Must learn from Universal Miscellaneous.
Ears of the Fox
Rank: "C"
Skill: Supplementary
Effect: User has an extremely keen sense of hearing.
Special: ---
Drawback: ---
Description: User receives a +15 bonus to Observation checks pertaining to Listening. When the user rolls an Observation check pertaining to Listen with a -25 penalty, the user may wake up from a menacing noise.
Limit: Must learn from Universal Miscellaneous. Must know Observation Skill.
Eccentric Specialist [+5]
Rank: "C" Always 20 Training Points
Skill: Supplementary
Effect: User is focused in an unusual area of study for a member of the user's profession.
Special: ---
Drawback: ---
Description: Choose any 2 Skills. These skills the user may gain an extra +1 per die roll when learning the skill and the user gains a +5 insight bonus on all checks with these skills. The user can learn this technique multiple times. Its effects do not stack. Each time the user selects this technique it applies to a new set of skills.
Limit: Must learn from Universal Miscellaneous.
Luckbringer
Rank: "S"
Type: Secondary, 50 per Slot, Harnessed Gem
Effect: A harnessed Gem giving the person the ability of luck against saves vs fear, bonus with skills, and temporary Armour Points.
Special: ---
Drawback: ---
Description: Across history many items and objects have been said to have the power of luck. Some have proved true, others false, and the true ability of still other objects remains unknown. Followers of Wrix, the Luckbringer, have researched, collected, and cataloged many of these items. A Gnome wizard named Jamin Forestdigger, a follower of Wrix, sought to add to the Luckbringer’s powers and began experimenting with different minerals. As befitting his faith, Forestdigger's success was a chance of luck. He'd been frustrated to this point, having tested several hundred minerals with no success. In a fit of rage he picked up a pair of sardonyx that had been sitting on a table and threw them against a wall. Later, picking the pieces up, he noticed that the two minerals had shattered into two cubes and resembled the dice that are the symbol of Wrix. When a pair of sardonyx are cut into cubes and set with the symbols associated with Wrix the Alchemy within the mineral is harnessed. The Alchemical Properties is only harnessed when 2 pieces of sardonyx are harnessed together, and once harnessed, the Alchemy only works when both "dice" are held together. A person that holds the dice benefits from a +5 luck bonus to Skills, a +1 luck bonus on saves versus fear effects, and receives 13 temporary Armour Points. Damage dealt to the bearer of the luck stone is removed from these temporary Armour Points first. If a person stops holding one or both of the luck stones they immediately lose all benefits, including the temporary Armour Points.
Limit: These types of items may be bought inside any Alchemy Shop. With a 20% chance of finding.
Cost: 20,500 Ryo Each
Fate's Favored
Rank: "C"
Skill: Faith Trait
Effect: The fates watch over the user.
Special: ---
Drawback: ---
Description: Whenever the user is under the effect of a Luck bonus of any kind, that bonus increases by +1 (for saves) or +5 (for skills). This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Hypersensitivity
Rank: "B"
Type: Augmentation
Effect: User is particularly sensitive to their surroundings.
Special: To perform: 3 hours; Duration: Permanent
Drawback:
Description: Internal - Takes up [2] Augmentation Points. User gains a +10 Ritual bonus to Observation checks. Also invisible opponents gain no advantages related to hitting the user in melee. Darkness and poor visibility in general reduces the user's movements to 3-quarters normal instead of 1-half.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 23,000 Ryo Performing Price: 17,000 Ryo
Trapfinding 10
Rank: "C"
Skill: Supplementary
Effect: User gains better ability to locate and disable traps.
Special: ---
Drawback: ---
Description: A user may add +5 per Class Level on Observation to locate Traps and to Disable Device. The user can use Disable Device to disarm chakra traps.
Limit: Must be an Alchemist.
Demon Weapon Gene
Rank: "C"
Type: Creation
Effect: A specialized ritual that harnesses the weaponized and absorption aspect of the Protean Blood Limit.
Special: To perform: 6 hours; Duration: Permanent
Drawback: Demon Weapon Gene impose a -1 penalty to Will Saves and -5 to Skill Category 3 Skills because being a Demon Weapon brings them closer to Insanity.
Description: This Ritual can be performed at any time of day or night. The Weapon Gene is what gives the Demon Weapon the ability to transform. There are two ways a member gains The Demon Weapon Gene. 1) By being a descendant of a family line that has the Demon Weapon Gene (Start Up Ryo is still Deducted). 2) By receiving the Demon Weapon Gene later in life. The Ritualist creates a concoction, using the flesh of Protean, and injects the blood of Protean into the target of the Ritual. The target of the ritual then makes a Pact with Death himself asking for further power as the blood and flesh overtakes the body of the target. The subject dies and is ritually buried in hallowed ground. After the interment, the Ritualist invokes a prayer to Death asking him to bestow a power of weapon and steel. At the conclusion of the ritual the subject is unburied as life is restored. There are no Type nor Subtype alterations to the target. After the Ritual has been performed the target is able to maintain all of its Bloodlimit Attributes if it has one. It can no longer take any additional Creation Rituals. The Target may learn all techniques in the Mabuki Clan. If the user learns a "Weapon Form" they may "Partially" transform a portion of their anatomy (usually the arm) into a single Non-Chakra Weapon within 1/2 a round. The Limb remains transformed for a number of rounds equal to 3 + Impeccable Will, and cannot change back until the duration ends. User may perform this technique a number of times equal to 5 per Class Level. The transformed limb has all the properties of the Weapon Form, but is considered a Natural Weapon for all purposes. This ritual is ruined if a Raise Dead Ritual is performed on the subject or if the Subject is beheaded before they are brought back as a Demon Weapon. Performing the Ritual leaves the Ritualist weakened for 1d10 days.
Limit: Must be a Mabuki. Must be a Ritualist for Creation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 12,000 Ryo
Rank: "C" Always 30 Training Points
Skill: Supplementary
Effect: When drinking, the user displays abilities that they do not normally have.
Special: ---
Drawback: Must be Drunk.
Description: Choose 2 skills. While intoxicated, the user treats those skills as +1 per Die when learning and gain a bonus on those skills equal to 5 per the number of drinks that the user consumed in the last hour.
Limit: Must be an Alchemist. Must be a Brewmeister.
Hunter
Rank: "C"
Skill: Heritage Trait
Effect: User was a great hunter and tracker.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among Botany, Herbalism, and Tracking. At each Class Level the user gain an additional +5 Heritage skill Points to place in any one of these skills. User gains +1 Heritage Points per die roll when learning the skill. User must choose in having +10 in Observation, or Tracking. User is comfortable in the wilderness. User also gains a +10 competence bonus on all Botany, and Tracking checks. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Focused Study (Observation)
Rank: "C"
Skill: Social Trait
Effect: A trait that automatically increases the rank of a Skill per Class Level up to "B" Class Level.
Special: ---
Drawback: ---
Description: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At "D" Class, "C" Class, and "B" Class, such humans gain Skill Focus (+20 bonus) in a skill of their choice as a bonus technique (User may Choose the same, or a different Skill per Class Level). This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Keen Senses
Rank: "C"
Skill: Supplementary
Effect: User gain bonus to their Observation.
Special: ---
Drawback: ---
Description: User gets a +10 bonus to Observation checks.
Limit: Must be an Inuzuka member.
Eidetic
Rank: "C"
Skill: Supplementary
Effect: Clan members have great visual memory and can use it well.
Special: ---
Drawback: ---
Description: Many have an uncanny memory for visual images. The user gains a +10 bonus to Observation and Sense Motive checks. If the user has 50 skill points to either this bonus increases to +20.
Limit: Must be an Inuzuka member.
Pack Knowledge I (Observation)
Rank: "C"
Skill: Supplementary
Effect: Like all other things, knowledge is just a tool the pack shares.
Special: ---
Drawback: ---
Description: User picks a skill from: Craft, Academia, Observation, or Tracking and when the user is adjacent to another Inuzuka gain a +15 bonus to that skill.
Limit: Must be an Inuzuka member.
Alertness
Rank: "C"
Skill: Supplementary
Effect: User often notices things that others might miss.
Special: ---
Drawback: ---
Description: User gets a +10 bonus to Observation and Sense Motive. If the user has 50 or more ranks in one of these skills, the bonus increases to +20 for that Skill.
Limit: Must be an Alchemist.
Uncanny Alertness
Rank: "C"
Skill: Supplementary
Effect: User's research into Chakra and the nature of reality has given the user heightened senses.
Special: ---
Drawback: ---
Description: This technique gives the user an additional +5 bonus on Observation and Sense Motive, and the use gains a +2 bonus on Saves against Sleep and Charm effects.
Limit: Must learn from Universal Miscellaneous.
Keen-Eyes
Rank: "C"
Skill: Supplementary
Effect: User has a keen eye for details.
Special: ---
Drawback: ---
Description: User gains a +10 bonus to their Observation and Sense Motive Skills. If the user has 50 or more points in one of these skills, the bonus increases to +20 for that skill.
Limit: Must learn from Universal Miscellaneous.
Ears of the Fox
Rank: "C"
Skill: Supplementary
Effect: User has an extremely keen sense of hearing.
Special: ---
Drawback: ---
Description: User receives a +15 bonus to Observation checks pertaining to Listening. When the user rolls an Observation check pertaining to Listen with a -25 penalty, the user may wake up from a menacing noise.
Limit: Must learn from Universal Miscellaneous. Must know Observation Skill.
Eccentric Specialist [+5]
Rank: "C" Always 20 Training Points
Skill: Supplementary
Effect: User is focused in an unusual area of study for a member of the user's profession.
Special: ---
Drawback: ---
Description: Choose any 2 Skills. These skills the user may gain an extra +1 per die roll when learning the skill and the user gains a +5 insight bonus on all checks with these skills. The user can learn this technique multiple times. Its effects do not stack. Each time the user selects this technique it applies to a new set of skills.
Limit: Must learn from Universal Miscellaneous.
Luckbringer
Rank: "S"
Type: Secondary, 50 per Slot, Harnessed Gem
Effect: A harnessed Gem giving the person the ability of luck against saves vs fear, bonus with skills, and temporary Armour Points.
Special: ---
Drawback: ---
Description: Across history many items and objects have been said to have the power of luck. Some have proved true, others false, and the true ability of still other objects remains unknown. Followers of Wrix, the Luckbringer, have researched, collected, and cataloged many of these items. A Gnome wizard named Jamin Forestdigger, a follower of Wrix, sought to add to the Luckbringer’s powers and began experimenting with different minerals. As befitting his faith, Forestdigger's success was a chance of luck. He'd been frustrated to this point, having tested several hundred minerals with no success. In a fit of rage he picked up a pair of sardonyx that had been sitting on a table and threw them against a wall. Later, picking the pieces up, he noticed that the two minerals had shattered into two cubes and resembled the dice that are the symbol of Wrix. When a pair of sardonyx are cut into cubes and set with the symbols associated with Wrix the Alchemy within the mineral is harnessed. The Alchemical Properties is only harnessed when 2 pieces of sardonyx are harnessed together, and once harnessed, the Alchemy only works when both "dice" are held together. A person that holds the dice benefits from a +5 luck bonus to Skills, a +1 luck bonus on saves versus fear effects, and receives 13 temporary Armour Points. Damage dealt to the bearer of the luck stone is removed from these temporary Armour Points first. If a person stops holding one or both of the luck stones they immediately lose all benefits, including the temporary Armour Points.
Limit: These types of items may be bought inside any Alchemy Shop. With a 20% chance of finding.
Cost: 20,500 Ryo Each
Fate's Favored
Rank: "C"
Skill: Faith Trait
Effect: The fates watch over the user.
Special: ---
Drawback: ---
Description: Whenever the user is under the effect of a Luck bonus of any kind, that bonus increases by +1 (for saves) or +5 (for skills). This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Hypersensitivity
Rank: "B"
Type: Augmentation
Effect: User is particularly sensitive to their surroundings.
Special: To perform: 3 hours; Duration: Permanent
Drawback:
Description: Internal - Takes up [2] Augmentation Points. User gains a +10 Ritual bonus to Observation checks. Also invisible opponents gain no advantages related to hitting the user in melee. Darkness and poor visibility in general reduces the user's movements to 3-quarters normal instead of 1-half.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 23,000 Ryo Performing Price: 17,000 Ryo
Trapfinding 10
Rank: "C"
Skill: Supplementary
Effect: User gains better ability to locate and disable traps.
Special: ---
Drawback: ---
Description: A user may add +5 per Class Level on Observation to locate Traps and to Disable Device. The user can use Disable Device to disarm chakra traps.
Limit: Must be an Alchemist.
Demon Weapon Gene
Rank: "C"
Type: Creation
Effect: A specialized ritual that harnesses the weaponized and absorption aspect of the Protean Blood Limit.
Special: To perform: 6 hours; Duration: Permanent
Drawback: Demon Weapon Gene impose a -1 penalty to Will Saves and -5 to Skill Category 3 Skills because being a Demon Weapon brings them closer to Insanity.
Description: This Ritual can be performed at any time of day or night. The Weapon Gene is what gives the Demon Weapon the ability to transform. There are two ways a member gains The Demon Weapon Gene. 1) By being a descendant of a family line that has the Demon Weapon Gene (Start Up Ryo is still Deducted). 2) By receiving the Demon Weapon Gene later in life. The Ritualist creates a concoction, using the flesh of Protean, and injects the blood of Protean into the target of the Ritual. The target of the ritual then makes a Pact with Death himself asking for further power as the blood and flesh overtakes the body of the target. The subject dies and is ritually buried in hallowed ground. After the interment, the Ritualist invokes a prayer to Death asking him to bestow a power of weapon and steel. At the conclusion of the ritual the subject is unburied as life is restored. There are no Type nor Subtype alterations to the target. After the Ritual has been performed the target is able to maintain all of its Bloodlimit Attributes if it has one. It can no longer take any additional Creation Rituals. The Target may learn all techniques in the Mabuki Clan. If the user learns a "Weapon Form" they may "Partially" transform a portion of their anatomy (usually the arm) into a single Non-Chakra Weapon within 1/2 a round. The Limb remains transformed for a number of rounds equal to 3 + Impeccable Will, and cannot change back until the duration ends. User may perform this technique a number of times equal to 5 per Class Level. The transformed limb has all the properties of the Weapon Form, but is considered a Natural Weapon for all purposes. This ritual is ruined if a Raise Dead Ritual is performed on the subject or if the Subject is beheaded before they are brought back as a Demon Weapon. Performing the Ritual leaves the Ritualist weakened for 1d10 days.
Limit: Must be a Mabuki. Must be a Ritualist for Creation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 12,000 Ryo