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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.
Killer‡ Rank: "C" Skill: Combat Trait Effect: User has made their first kill at a very young age and found the task of war or murder to their liking. Special: --- Drawback: --- Description: User either takes particular pride in a well-placed blow, or find vile pleasure in twisting the blade to maximize their target's pain. User deals an amount of additional damage equal to their Weapon Damage when they successfully strike with a critical hit with their weapon. This trait replaces 1 Freebies. Limit: Must start with Character; replaces 1 Freebies.
Focused Study (Stealth)§ 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 +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.
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 +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.
Deranged§ Rank: "C" Skill: Heritage Trait Effect: A trait that helps against Mind-Affecting effects, and immune to Confused condition. Special: --- Drawback: --- Description: Compared to other creatures, humans are fragile and easily damaged; this sometimes results in their taking actions and engaging in behaviors that are very eccentric. Some of these humans have unusual cognitive processes that render them more resistant to mental attacks. They gain a +3 racial bonus to all saves against mind-affecting effects, and they are immune to the Confused condition. This trait replaces 1 Freebies. Limit: Must start with Character; replaces 1 Freebies.
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.
Priest§ Rank: "C" Skill: Heritage Trait Effect: User was a person of standing in their church or faith. Special: --- Drawback: --- Description: User has +20 Skill points to divide as they wish among all Jutsu Lore, and History skills. 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 either a +2 Bonus to Will Saves, or +10 to any background skill. User relies on the power of your conviction to get you through the worst. User gains a +1 moral bonus on all Saves and a +5% bonus on checks with all background skills. This trait replaces 1 Freebies. Limit: Must start with Character; replaces 1 Freebies.
Malleable Genetics‡ Rank: "C" Skill: Heritage Trait Effect: User's genetic structure is malleable and allows ample opportunity for Augmentations. Special: --- Drawback: --- Description: Whenever the user picks an Augmentation, the Augmentation Ritual Point cost for that Augmentation is reduced by 1, to a minimum of 1. This Trait has no effect on Cosmetic Augmentations or on Augmentation Drawbacks. This trait replaces 1 Freebies. Limit: Must start with Character; replaces 1 Freebies.
Short, but Strongheart‡ Rank: "C" Skill: Heritage Trait Effect: User possesses a rare gene which caused the user to be much smaller than most members of their race. Special: --- Drawback: Cannot gain enlarging traits, nor Rituals. Description: User was born smaller than normal and does not grow more than Small Size. User is treated as a Small creature and gain bonuses and penalties that correspond to this change. Small creatures have a penalty to Natural Armour -1. Small creatures gain a Stealth Bonus +20. Small creatures have a 1 meter natural reach. Small creatures height are between 2 to 4 feet. Small creatures weight is 8 to 60 pounds. This trait replaces 1 Freebies. Limit: Must start with Character; replaces 1 Freebies.
Focused Study (40 Acting / 20 Sense motive)§ 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 +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.
Skills: (1245)
Sleight of Hand *3 Rank: "E" Skill: Sophisticated Skill Effect: User's training allows the user to pick pockets, draw hidden weapons, and take a variety of actions without being noticed. Special: --- Drawback: --- Description: Relevant Abilities: Initiative Skill. Die Rolls: 1 Die Roll. Check Requirement: Game Master/Described. Opposed: Observation. The practitioner of sleight of hand can perform minor feats of apparent illusion by deftly hiding small items in their hands or sleeves and distracting observers. On a successful skill check, the character can hide or acquire a small object (smaller than their hand, unless they use both hands in the operation, in which case the object must merely be able to fit temporarily in their two hands). No observers will see quite how they did it. If the user fails a check by 10 or less, any observer actively looking to see how "the trick is done" can figure it out. On a failed roll by more than 10, the practitioner of sleight of hand simply failed to do what they wanted. A Chakra user can use this skill to grab materials that may be needed to perform stronger Jutsus without being noticed. Synergy: A user with Acting gives a +5 per Mastery Level Synergy Bonus to Sleight of Hand checks. Some practical applications of Sleight of Hand follow: Limit: Must learn from Skills.
Stealth 90tp Rank: "E" Skill: Sophisticated Skill Effect: User is skilled at avoiding detection, allowing the user to slip past foes or strike from an unseen position. This skill covers hiding and moving silently. Special: --- Drawback: --- Description: Relevant Abilities: Initiative Skill. Die Rolls: 1 Die Roll. Check Requirement: Always. Opposed: Observation. An individual or creature uses this skill to hide from a casual observer using available concealment and/or cover. In essence, they try to remain motionless and crouched down or prone, so as not to draw attention. Unless the user hides behind total concealment, however, the user may still be visible to the careful observer. This skill also allows a character to move without being heard, a successful check avoids drawing the attention of observers and thus the user can sneak past them if not in their line of sight. Some practical applications of Stealth follow: Limit: Must learn from Skills.
Observation *17 Rank: "E" Skill: Sophisticated Skill Effect: User's senses allow the user to notice find details and alert the user to danger. Special: --- Drawback: --- Description: Relevant Abilities: Acuity Skill. Die Rolls: 1 Die Roll. Check Requirement: Game Master/Described. This skill focuses certain powers of observation - sight, smell, hearing, and touch. A failed check indicates that the character is oblivious until the thing is pointed out to him. This skill is important for ferreting out advancing enemies or ambushes, generally real-time events and actions occurring, versus scrutiny, which covers static objects or areas. A Game Master may roll an Observation skill check for the Character any time there is an NPC, creature, event or happening that a character might notice, even if they did not specifically state that they are monitoring their surroundings. Characters are capable of noticing any event within their perception; this skill will typically be used as a competing check against another's attempt to avoid detection (stealth, etc). Observation reveals only facts, not motivation. Some practical applications of Observation follow: Limit: Must learn from Skills.
Tracking *4 Rank: "D" Skill: Sophisticated Skill Effect: User excels at following trails and tracks left by others. Special: --- Drawback: --- Description: Relevant Abilities: Acuity Skill. Die Rolls: 5 Die Rolls. Check Requirement: Described. Characters use this skill to follow the trail of animals and other persons. Simply put, a successful Tracking check means the character found a trail, while failure means they did not. If the character fails this initial skill check, they can attempt another Tracking check - provided that they spend at least 30 minutes attempting to pick up the trail again. If the user fails this second check, the user simply cannot find that particular trail. After finding a trail, further checks may be necessary depending on the situation. Darkness, falling rain/snow, a dust storm, moving from one terrain to another (such as from sand to rock), one trail splitting into two or crossing water are examples why a character might need another Tracking check. Some practical applications of Tracking follow: Limit: Must learn from Skills.
Expertise (Traps) 40 Rank: "E" Skill: Academia Skill Effect: An expert in an item type, or artistic type. Special: --- Drawback: --- Description: Relevant Abilities: Acuity Skill. Die Rolls: 5 Die Rolls. Check Requirement: Always. Characters with this skill are well versed in the general history of the great creators and their works of a certain product type. A character with this skill will specialize in one particular Product Type, or Appraisal Type, having more extensive knowledge with their specialization. A character with this skill can generally tell who created an object and what style or what time period it was created in. This skill can be used in substitute of Forgery to spot a Forgery to a product they specialize in. Some examples of Expertise are Locks, Traps, Weapons, Artwork (sculpture, paintings, etc.), Gems and Jewelry, Alchemy, etc. Synergy: A user with Expertise gives a +5 per Mastery Level Synergy Bonus to Craft of the same type. Expertise (Locks) gain +5 per Mastery Level to Lock Picking. Expertise (Traps) gain +5 per Mastery Level to Disable Device when disabling traps. Expertise (Demolitions) gain +5 per Mastery Level to Disable Device when disabling demolition charges. Limit: Must learn from Skills.
Animal Training (Canine) *2 Rank: "D" Skill: Sophisticated Skill Effect: User is trained at working with animals, and can teach them tricks, get them to follow the user's simple commands, or even domesticate them. Special: --- Drawback: --- Description: Relevant Abilities: Presence Skill. Die Rolls: 5 Die Rolls. Check Requirement: Described. Characters with this skill can train 1 type of creature (declared when the skill is chosen) to obey simple commands and perform tricks. A character may acquire additional animal training skills to train other types of creatures, or can improve their skill with a type already chosen. A trainer can work up to 3 creatures at 1 time. The trainer may choose to teach general tasks or specific tricks. A general task gives the creature the ability to react to a number of nonspecific commands to do its job. Examples of general tasks include guard and attack, carry a rider, perform heavy labor, hunt, track, or fight alongside soldiers. A specific trick involves the trained creature doing 1 specific action. A horse may rear on command, a falcon may pluck a designated object, a dog may attack a specific person, or a rate may run through a particular maze. With enough time, a creature can be trained to do both general tasks and specific tricks. Training for a general task or trick takes up uninterrupted work equal to "E" Rank training. Both the user, nor the animal gain Training Points when learning these tricks. At the end of the training, a skill check is made. If successful, the animal is trained. If the die roll fails, the beast is un-trainable. An animal trainer can also try to tame wild animals. Wild animals can be tamed only when they are very young. The taming requires 1 month of uninterrupted work with the creature. At the end of the month, a skill check is made. If successful, the beast is suitable for training. If failed, the creature remains too wild to be trained. It can be kept, though it must be leashed or caged. Synergy: A user with Animal Training gives a +5 per Mastery Level Synergy Bonus to Riding (If it's a creature). Some practical applications of Animal Training follow: Limit: Must learn from Skills.
First Aid: Healing Rank: "E" Skill: Sophisticated Skill Effect: User skilled at tending to the ailments of others. Special: --- Drawback: --- Description: Relevant Abilities: Acuity Skill. Die Rolls: 1 Die Roll. Check Requirement: Described. This skill allows the character to properly tend to the sick and injured. While some basic medical knowledge is inherent in this skill (to the extent such can be said to exist), the character’s role is to provide an optimal environment to facilitate the patient’s own recuperative abilities, by monitoring the patient and tending to his needs as required. The most basic need for any patient is food and drink. The nursing character ensures that the injured party is drinking sufficient fluids and provided with food that he can keep down (and in fact does so). Additional responsibilities include changing bandages, keeping watch for infections and excessive bleeding and applying cold compresses to relieve fever. First Aid providers can also perform critical care (a.k.a. battlefield medicine). If they can tend to a wound within an hour of it being inflicted (and make a successful Average difficulty skill check), their palliation restores 1 Armour Point of damage from that wound. Note that each individual wound may only be treated once - if the remedy is botched no subsequent aid is possible. Injured characters under the care of a First Aid provider (of at least Novice mastery) heal their wounds significantly faster, reducing the number of rest days required by one per category (a full day cannot be reduced below 1). When a caregiver becomes a Master of First Aid, he reduces the number of rest days required by two per category and can fractionalize days at the end of the healing process. Some practical applications of First Aid: Healing follow: Limit: Must learn from Skills.
Navigate *3 Rank: "E" Skill: Sophisticated Skill Effect: A user with this skill has an innate sense of direction. Special: --- Drawback: --- Description: Relevant Abilities: Acuity Skill. Die Rolls: 5 Die Rolls. Check Requirement: Described. This skill is not some superhuman manifestation of an extraordinary sensitivity to the earth's magnetic field. Rather, via an understanding of topography, folk wisdom, terrain association and the discipline to maintain an accurate pace count, the individual skilled in direction sense is far less likely to become inexorably lost in the wilderness. With greater experience, he learns to avoid or mitigate the effects of common terrain obstacles that frequently disorient inexperienced travelers. The user also becomes well versed in asking relevant and probing questions when receiving directions such that he can often travel many leagues through rough terrain on nothing but verbal instructions. Synergy: A user with Astrology gives a +5 per Mastery Level Synergy Bonus to Navigate on a clear sky. Synergy: A user with Mathematics gives a +5 Mastery Level Synergy Bonus to Navigate. This skill may only be successfully employed outdoors. Limit: Must learn from Skills.
Lore, Plant [Jungle*2, Swamp*2, underworld*2, grassland] Rank: "E" Skill: Academia Skill Effect: A character with this skill has a basic knowledge of plants and how they grow. Special: --- Drawback: --- Description: Relevant Abilities: Composure Skill. Die Rolls: 5 Die Rolls. Check Requirement: Described. Characters with this skill can train 1 Region (declared when the skill is chosen) to gain knowledge of Plants. A character may acquire additional Regions by choosing this skill again. A character with this skill has a basic knowledge of plants and how they grow. They know how to tell various species of plants apart and under what conditions each type of plant grows best. Most of the time they can tell poisonous plants from non-poisonous plants. Each Plant has an Identification Difficulty found in their description. User must beat their Difficulty in order to identify the Plant. If the user succeeds they know what the plant is and what properties it holds. If the user fails by 20 or less they do not gain any knowledge of the plant and are unable to try again. If the user fails by 21 or more they will gain false information, like a different plant. Synergy: A user with Lore, Plant gives a +5 per Mastery Level Synergy Bonus to Agriculture to the specific Region. Limit: Must learn from Skills.
Current Affairs *3 Rank: "E" Skill: Academia Skill Effect: This skill helps a character know the goings-on in the world around them. Special: --- Drawback: --- Description: Relevant Abilities: Acuity Skill. Die Rolls: 5 Die Rolls. Check Requirement: Game Master/Normal. User tries to keep informed of all the latest developments in any region. The information obtained is always publicly available knowledge and never secret or classified information. With a successful Current Affairs skill check, the character successfully asks questions and learns information about the local area. On a failed check, people either don’t know or refuse to answer the character's nosey questions. Unskilled characters have access to local rumors as would be expected. Those with Average mastery should receive twice the ordinary amount of rumors while those of Expert mastery know all local rumors if they seek them out. In addition, those with Advanced mastery or above may check the veracity of any rumors they encounter by having a Game Master roll a [secret] skill check. If successful, the user identifies a single false rumor. Limit: Must learn from Skills.
History, Local (Water) *2 Rank: "E" Skill: Academia Skill Effect: The character with this skill is a storehouse of facts about the history of a country. Special: --- Drawback: --- Description: Relevant Abilities: Composure Skill. Die Rolls: 5 Die Rolls. Check Requirement: Described. Characters with this skill can train 1 Country (declared when the skill is chosen) to gain knowledge of the Country History. A character may acquire additional Countries by choosing this skill again. The character with this skill is a storehouse of facts about the history of a country. User has knowledge of legends, personalities, inhabitants, laws, customs, traditions, and even humanoids of a Country. For example, the character will know when the ruined tower on the hill was built and who built it (and what happened to him). User knows what great heroes and villains fought and fell at the old battlefield and what great treasure is supposed to be kept in a local temple. User even knows how the mayor of the next town miraculously grew hair on his balding pate. The Game Master will provide information about local sites and events as the character requests it. Furthermore the character can try to retell these events as entertaining stories. Once the subject is chosen, the user can attempt a skill check and, if successful, add that tale to their repertoire. This skill also provides the character with knowledge of the codes of law be they formal statutes or informal rules. Synergy: A user with Local History gives a +5 per Mastery Level Synergy Bonus to Investigate when Coaxing. Some practical applications of Local History follow: Limit: Must learn from Skills.
Riding (Canine*7) Rank: "E" Skill: Sophisticated Skill Effect: User is skilled at riding mounts, or driving vehicles. Special: --- Drawback: --- Description: Relevant Abilities: Initiative Skill. Die Rolls: 5 Die Rolls. Check Requirement: Described. Characters use the Riding skill both for riding and handling creatures and vehicles. It requires greater skill to fight from the saddle—more so to shoot accurately. If the user attempts to ride a creature that is ill suited as a mount, user takes -25 penalty on their ride checks. Each time user grabs this skill it affects a particular type of creature/vehicle (Griffon, Pegasus, Horse, etc), which must be chosen when the skill is learned the first time. Synergy: A user with Animal Training gives a +5 per Mastery Level Synergy Bonus to Riding (If it's a creature). Some practical applications of Riding follow: Limit: Must learn from Skills.
Weather Sense *3 Rank: "E" Skill: Academia Skill Effect: This skill enables the character to make intelligent guesses about upcoming weather conditions. Special: --- Drawback: --- Description: Relevant Abilities: Acuity Skill. Die Rolls: 5 Die Rolls. Check Requirement: Always. This skill enables the character to observe both atmospheric phenomenon and, with greater skill, subtle changes in flora or animal behavior, in order to deduce upcoming weather conditions. Note that a failed skill check cannot be re-rolled as the character will be convinced of his prediction and dogged in his misinterpretation. Limit: Must learn from Skills.
Cooking *2 Rank: "D" Skill: Artisan Skill Effect: Although all characters have rudimentary cooking skills, the character with this skill is an accomplished cook. Special: --- Drawback: --- Description: Relevant Abilities: Composure Skill. Die Rolls: 5 Die Rolls. Check Requirement: Described. A cook can make nutritious meals out of just about any edible substance and can produce hot meals even in the wilderness. Failure means that the food is disgusting and inedible. Cooking a meal generally takes no more than an hour, although the preparation of ingredients and dishes may take several. Cooking can be used to preserve yields from Plants and Creatures. This does not need a die roll but the user must have Advanced Mastery Level to do so. A skill check or "crafting" a meal is not needed. A Check may be needed if the user is attempting to prepare a truly magnificent meal worthy of a master chef. Some meals have special effects. The user will need to use "Alchemy" to prepare these foods, however for every Mastery Level the user has in Cooking they gain a +5 to Alchemy when preparing foods with special effects. Once user reaches Skill Mastery 125, then the bonus increases by +1 per 5 Skill Points beyond. Some practical applications of Cooking follow: Limit: Must learn from Skills.
Appraisal (Books, Maps & Documents) *2 Rank: "E" Skill: Academia Skill Effect: User can evaluate the monetary value of an object. Special: --- Drawback: --- Description: Relevant Abilities: Composure Skill. Die Rolls: 5 Die Rolls. Check Requirement: Always. Appraisal provides the ability to estimate the value of items in certain categories. Appraisers can estimate an item's inherent quality (compared to typical items) and current market price. An estimate's accuracy depends on the skill level—the best appraisers know an item's every nuance as well as market fluctuations. Appraisers cannot detect if an item is Chakra or the degree to which a superior piece of Armour or Weaponry may aid its user in combat (i.e., its "+" to attack or defense). However, since most Chakra items and superior quality arms and armour are meticulously crafted, the appraiser can make eerily accurate guesses... A successful check can also reveal counterfeit or fake items. Synergy: A user with Craft gives a +5 per Mastery Level Synergy Bonus to checks related to items made with that Craft skill. Some practical applications of Appraisal follow: Limit: Must learn from Skills.
Boating Rank: "E" Skill: Sophisticated Skill Effect: A character with boating skill can guide a small boat through dangerous rivers and lakes. Special: --- Drawback: --- Description: Relevant Abilities: Acuity Skill. Die Rolls: 5 Die Rolls. Check Requirement: Described. A character can use this skill to pilot canoes, kayaks and small boats, as well as try to prevent capsizing in rough waters. A successful check means that he guides the craft where desired, while failure indicates the craft capsizes, runs aground and so on. Note that this skill is used only for small craft such as those used on small lakes, large ponds and rivers. Limit: Must learn from Skills.
Geology *2 Rank: "E" Skill: Academia Skill Effect: This skill gives characters a basic scientific knowledge of the planet and its structure (including subterranean caverns) as well as types of rocks. Special: --- Drawback: --- Description: Relevant Abilities: Composure Skill. Die Rolls: 5 Die Rolls. Check Requirement: Always. This skill gives characters a basic scientific knowledge of the planet and its structure (including subterranean caverns) as well as types of rocks. It can help a character identify potential veins of gems or safely spelunk (navigate through natural caves. A geologist is a specialist in the composition of the earth. The user can put their skills to work in identifying likely locations of precious metals, gems, metal ores, and coal. Limit: Must learn from Skills.
Mathematics Rank: "E" Skill: Skill Effect: A character with this skill is able to understand complex mathematics including geometry, trigonometry, and calculus. Special: --- Drawback: --- Description: Relevant Abilities: Composure Skill. Die Rolls: 1 Die Roll. Check Requirement: Never. A character with this skill is able to understand complex mathematics including geometry, trigonometry, and calculus. This gives them many applications, such as determining the party's travel time with non-constant movement rates, determinging what is the best investment, and estimating the volume of a container. User is capable of issuing proofs and demonstrations of common mathematical facts. Synergy: A user with Mathematics gives a +5 Mastery Level Synergy Bonus to Alchemy, Ballistics, Cartography, Computers, Cryptography, Craft (Construction), and Navigate. Limit: Must learn from Skills.
Rope Use *1 Rank: "D" Skill: Sophisticated Skill Effect: This character can accomplish amazing feats with rope. Special: --- Drawback: --- Description: Relevant Abilities: Initiative Skill. Die Rolls: 5 Die Rolls. Check Requirement: Described. Opposed: Escape Artist. With this skill, the character becomes progressively more adept at the usage of rope. Initially this involves simple care and maintenance (such as identifying compromised strength and 'whipping' rope ends) as well as a broad knowledge of knots and their appropriate employment. Synergy: A user with Escape Artist gives a +5 per Mastery Level Synergy Bonus to Rope Use checks to bind someone. Synergy: A user with Rope Use gives a +5 per Mastery Level Synergy Bonus to Escape Artist checks when escaping from rope bonds. Limit: Must learn from Skills.
Lore, Undead Rank: "E" Skill: Academia Skill Effect: The user with this skill can identify the undead. The user can identify inscriptions on crypts, coffins and other undead haunts as well. Special: --- Drawback: --- Description: Relevant Abilities: Composure Skill. Die Rolls: 5 Die Rolls. Check Requirement: Described. A person versed in the lore of the undead understands the basic principles behind souls, spirits, the afterlife, and godly vengeance against unworthy mortal upstarts. User can recognize markings related to spirits and undead, though the user does not gain any automatic understanding of it, and the user knows how certain Jutsus interact with the realm of the undead. The user can identify inscriptions on crypts, coffins and other undead haunts as well. The user only needs to learn this skill once to encompass all regions. Each Undead has an Identification Difficulty found in their description. User must beat their Difficulty in order to identify the Undead. If the user succeeds they know what the undead is and what yields they can produce. If the user fails by 20 or less they do not gain any knowledge of the undead and are unable to try again. If the user fails by 21 or more they will gain false information, like a different undead. Limit: Must learn from Skills. Must know Chakra Lore or Divine Lore.
Culture (Clan Specific) Inuzuka*3 Rank: "E" Skill: Academia Skill Effect: User can blend into foreign cultures and have an encyclopedic knowledge of foreign customs. Special: --- Drawback: --- Description: Relevant Abilities: Acuity Skill. Die Rolls: 5 Die Rolls. Check Requirement: Game Master/Normal. Characters with this skill know the customs and traditions of 1 specific Clan, Organization, or Creature. The user may select the Clan, Organization, or Creature they are an expert on. Among other things, the character with this skill will be able to recognize artifacts, writings, and rituals of the Clan, Organization, or Creature about which they are an expert in. It is possible for a character with this skill to positively influence those whose culture they are an expert in on when encountering them. Synergy: A user with Culture gives a +5 per Mastery Level Synergy Bonus to Anthropology to the specific Culture. Some practical applications of Culture follow: Limit: Must learn from Skills.
Acting*15 Rank: "E" Skill: Sophisticated Skill Effect: User knows how to tell a lie. Special: --- Drawback: --- Description: Relevant Abilities: Presence Skill. Die Rolls: 1 Die Roll. Check Requirement: Game Master/Described. Opposed: Sense Motive. While anyone can tell a lie, a skilled liar differentiates himself from the disingenuous rabble with the care he takes to make the deception as believable as possible. Acting also enables a character to skillfully portray various roles. Acting is most often used as a form of entertainment, though it can also be useful in aiding a disguise or pulling a scam. A Skilled actor knows how to research their role in order to provide a realistic portrayal include mannerisms, speech patterns, dialect, or jargon. Some practical applications of Acting follow: Limit: Must learn from Skills.
Alchemy *1 Rank: "D" Skill: Artisan Skill Effect: Users with this skill can combine strange ingredients in secret ways to make marvelous substances. Special: --- Drawback: --- Description: Relevant Abilities: Composure Skill. Die Rolls: 5 Die Rolls. Check Requirement: Always. Alchemy gives a character the ability to mix compounds and to know what those compounds do. An alchemist can mix up medicines and healing potions. The user can even mix a mean Long Island Iced Tea. Alchemists have long sought out to know the secrets of the world. For most other chemical mixtures, an alchemist can do the trick. Creating Items the user must first have the ingredients which is listed in every creature, plant, mineral, and mixtures. Then the user must craft the item based on the item's Cost. Calculate 1/3 of item's cost. Write a crafting post equal to a Search Creature/Plant post. If a staff member is satisfied with the post a Craft check will be rolled. The staff member will roll a 1d100. Once the number is determined from the roll add the number to the user's skill plus any additional bonuses or penalties. Subtract the calculated bonus skill from the 1/3 price of the item. Continue with this process until you have reached 0. Once you have reached 0 you have created the item. Synergy: A user with Mathematics gives a +5 Mastery Level Synergy Bonus to Alchemy. Limit: Must learn from Skills.
Non-Human Languages (Draconic*3, Sylvan*3) Rank: "D" Skill: Language Skill Effect: Languages mostly spoken not of the same race as humans, and languages spoken by specific groups of people. Special: --- Drawback: --- Description: Relevant Abilities: Composure Skill. Die Rolls: 5 Die Rolls. Check Requirement: Never. Although there are many human languages across the world, there are many more of non-human origin. Some of them have existed longer than humanity itself. Non-Human Langauges are languages said to be spoken by many Creature Types. These are languages not commonly heard by people, but some can be spoken within specific Clans. The character with this skill has learned to speak a particular language. A successful skill check indicates that the character is able to speak and understand the language, while a failed skill check means that the user has forgotten the correct words –or cannot understand the words. For convenience's sake, the user can use the chart below to judge the level of communication possible by the character. Below are non-human languages spoken around the world: Limit: Must learn from Skills.
Draconic: It is believed that Draconic is among the oldest, if not the oldest language of the multiverse. Because of this, nearly all other languages can trace some roots back to this primordial tongue. It has a throaty character and defaults to an imperative tone.
Sylvan: The language of the fey, Sylvan is one of the most linguistically static of all languages. Thought to be nearly as old as Draconic or Abyssal, Sylvan has a tiny vocabulary, which has barely changed over the eons.
Human Languages (Common, Sign, Glersee) Rank: "D" Skill: Language Skill Effect: The most common form of language on the surface world. Special: --- Drawback: --- Description: Relevant Abilities: Composure Skill. Die Rolls: 5 Die Rolls. Check Requirement: Never. There are countless human languages spoken on the surface of the world of Naruto Forum Roleplay. Basic Languages spoken throughout the known world spoken by the people of the world. Some are more rare than others however each Language is spoken by Humans that thrive in the world. The character with this skill has learned to speak a particular language. A successful skill check indicates that the character is able to speak and understand the language, while a failed skill check means that the user has forgotten the correct words –or cannot understand the words. For convenience's sake, the user can use the chart below to judge the level of communication possible by the character. Below are human languages spoken around the world: Limit: Must learn from Skills.
Common: Common is a relative term used to denote the most prevalent human language spoken in a particular region.
Glersee (Trail Markers): Picture Picture This is special skill, enabling a character to interpret and communicate by using trail markings. Glersee is a unique form of communication developed by rangers and scouts, combining symbols and the use of stones, sticks, etc. to mark trails. They are able to pass vital information to comrades without letting the enemy know what is being said. Those conversant in Glersee can interpret the signs left by others before them, and they can leave signs for others. In addition to these symbols to these symbols, stones, sticks, and other natural material are used.
Sign Languages: Several groups use sign and gesture languages to communicate. As a deafness and muteness are unusually common among the world, many know a highly developed sign language; this method is also by undesirables as a silent Thieves' Cant (Must know both Sign Language and Thieves' Cant).
Lore, Creature (Specify) Rank: "E" Skill: Academia Skill Effect: This skill enables a character to observe the actions or habitat of a creature, interpret what is going on, identify the creature, and have knowledge on what yields the creature has. Special: --- Drawback: --- Description: Relevant Abilities: Composure Skill. Die Rolls: 5 Die Rolls. Check Requirement: Described. Characters with this skill can train 1 Region (declared when the skill is chosen) to gain knowledge of Creatures. A character may acquire additional Regions by choosing this skill again. This skill enables a character to observe the actions or habitat of a creature, interpret what is going on, identify the creature, and have knowledge on what yields the creature has. Actions show how dangerous the creature is, whether it is hungry, protecting its young, or defending a nearby den. Furthermore, careful observation of signs and behavior can even indicate the location of a water hole, herds, predators, or impending danger, such as a forest fire. Each Creature has an Identification Difficulty found in their description. User must beat their Difficulty in order to identify the Creature. If the user succeeds they know what the creature is and what yields they can produce. If the user fails by 20 or less they do not gain any knowledge of the creature and are unable to try again. If the user fails by 21 or more they will gain false information, like a different creature. Synergy: A user with Lore, Creature gives a +5 per Mastery Level Synergy Bonus to Animal Husbandry to the specific Region. Limit: Must learn from Skills.
Haggle (60) Rank: "D" Skill: Sophisticated Skill Effect: Characters with the haggle skill know how to get the best deals. Special: --- Drawback: --- Description: Relevant Abilities: Presence Skill. Die Rolls: 5 Die Rolls. Check Requirement: Game Master/Described. User is well versed in the subtle art of obtaining the best quality items for the least amount of money, and how to sell what they have at the biggest profit. There are 2 ways to handle haggling in Naruto Forum Roleplay. The fastest way is to simply make a skill check. Using this method, the Game Master rolls a skill check for the character. If successful, the character with the haggling skill will roll their check and pay 1/3rd of said roll as a percentage less per item than others. For example, if user rolls a 6, they will pay 2% less. If user succeeds with a 50, user will pay 83.3% of the normal "list" price. When selling items, a character who makes a successful skill check can get between 1d100/2 percent more for any item. Any Point beyond 100 goes to the Die Roll after determining if the roll is under the Skill. The total however cannot go over 100. For Example: User has 102 Skill Points into Haggle. User rolls a 20 which is under the Skill. The total roll for calculating Percentage is 22 due to the 2 additional Skill Points beyond 100. If, however, a player would rather role-play their haggling attempt they may be able to get even better deals. Characters who wish to role-play haggling should keep in mind that there are strict protocols for haggling in the world. Sticking to the proper protocol is very important when haggling. If a character breaks protocol, they could offend the person they are haggling with. There are several things a character can do to improve their chances. Showing hard coin several things a character can do to improve their chances. Showing hard coin often helps seal a deal, convincing the person being haggled with that the character is serious about the offer and has what it takes to back it up.
Chakra Lore *2 Rank: "D" Skill: Jutsu Lore Skill Effect: Chakra Lore can be used to gather knowledge on Chakra related topics. Special: --- Drawback: --- Description: Relevant Abilities: Composure Skill. Die Rolls: 5 Die Rolls. Check Requirement: Normal. This discipline of study explores the theoretical constructs of Chakra, though it does not teach actual mechanics of Jutsu performing. Jutsu Performing and Chakra Lore are related to each other much like engineering and pure science. That is, Jutsu Performing is all about applying basic Chakra principals to demonstrate uses. A junior Jutsu Performer is much like an amateur tinkerer. They know little (if any) theory but has some measure of practical experience—sufficient to deal with the elementary challenges of low-level Jutsus. As they progress in experience, their additional theoretical training allows them to perform progressively more complex Jutsus. As they reach higher levels, even if they have not specifically undertaken to study Chakra Lore, they have sufficient training to comprehend and use relatively complex Chakra theory. However, if the user wishes to ever be anything more than a Jutsu lobber, additional training is recommended. Some practical applications of Chakra Lore follow: Limit: Must learn from Skills.
Investigate *5 Rank: "E" Skill: Sophisticated Skill Effect: The investigation skill spotlights large-scale inspections, ranging from wide collections of interviews to long information tours. Special: --- Drawback: --- Description: Relevant Abilities: Composure Skill. Die Rolls: 1 Die Roll. Check Requirement: Game Master/Described. Investigate skill encompasses a variety of applications. User can use this skill to identify and categorize evidence. User is able to foster important contacts, solicit rumors, spread information and pick up valuable information out of seemingly trivial conversation. Search areas, feeling the walls for hidden objects, finding traps, frisking a suspect, or looking for anything else that is not visible. Finally, investigate is used to analyze and enhance intelligence photographs and video. User can also use it to notice important events during a long stakeout or spot signs of someone watching. When a character enters a crime scene, they are faced with multiplicity of potential clues. The character must be able to decide what is significant and what is not. Characters use this skill when looking at an object to decide whether it is significant evidence or not. For example, if somebody is stabbed and there are knives in a kitchen nearby, the user should be able to recognize which ones could potentially match the wounds on the victim, as well as be able to tell bloodstains from items such as dried ketchup or molasses, etc. Synergy: A user with Local History gives a +5 per Mastery Level Synergy Bonus to Investigate when Coaxing. Synergy: A user with Investigate gives a +5 per Mastery Level Synergy Bonus to Anthropology, Arson Investigation, Ballistics, Blood Spatter Analysis, and DNA Profiling when investigating a crime. Some practical applications of Investigation follow: Limit: Must learn from Skills.
Sense Motive *6 Rank: "E" Skill: Sophisticated Skill Effect: User is skilled at detecting falsehoods, true intentions, and capabilities. Special: --- Drawback: --- Description: Relevant Abilities: Acuity Skill. Die Rolls: 1Die Roll. Check Requirement: Game Master/Described. A successful check lets the user avoid being bluffed (see Acting), persuaded by Persuasion and Intimidate. user can also use this skill to determine when "Something is up" (that is, something odd is going on) or to assess someone's trustworthiness. Synergy: A user with Psychology gives +5 per Mastery Level Synergy Bonus to Sense Motive made to develop a profile or detect brainwashing or mind control attempts. Synergy: A user with Sense Motive gives a +5 per Mastery Level Synergy Bonus to Persuasion. Some practical applications of Sense Motive follow: Limit: Must learn from Skills.
Book: (20)
Loremaster Encyclopedia: Volume XX: Professional Development Rank: "B" Type: Main, Book, Textbook Effect: Encyclopedia book pertaining to Profession checks. Special: --- Drawback: --- Description: Page Count: 350 pgs. This book helps the reader better organize and prioritize their business affairs, granting a +20 competence bonus to any Craft check. Limit: These items may be bought inside any Special Book Shop. 5% chance finding. Cost: 140,000 Ryo
Artisan: (10)
Bargain-Hunter 10 Rank: "C" Skill: Supplementary Effect: When it comes to equipment, or goods and services, the user never misses an opportunity and the user bargains and obtains more for their hard-earned money all the time. Special: --- Drawback: --- Description: User gains a +10 bonus to Acting, Appraisal, Haggle, Observation, and Persuasion Skills. Limit: Must be an Artisan.
Brew Master: (110)
Drink is Life 50 Rank: "B" Skill: Supplementary Effect: Strong drink fuels the mythic fires within the user. Special: --- Drawback: --- Description: The user never take penalties for Tipsy, Merry, or Drunk when consuming non-Chakra alcohol. If the user drinks an alcoholic beverage, the user can heal 2 points of ability damage, negate a temporary penalty to one ability, or remove one of the following conditions: confused, diseased, exhausted, fatigued, frightened, nauseated, poisoned, shaken, sickened, or staggered. Limit: Must be an Alchemist. Must be a Brewmeister.
Drunken Sex Appeal 10‡ Rank: "C" Skill: Supplementary Effect: When intoxicated, the user gains a bonus to any social relations with members of the opposite sex or anyone who would hold romantic or passionate interest in the user. Special: --- Drawback: --- Description: The user gains a +15 to any social (usually Skill Category 1) interactive skill check when intoxicated and dealing with those who are the opposite members of the user's own sex or would otherwise hold any form of romantic or passionate interest in the user. Perhaps it is because the user opens up more when tipsy, or maybe it is because the target assumes that if the user is drunk, then they are probably also pretty “easy”. Limit: Must be an Alchemist. Must be a Brewmeister.
Good Morale 10‡ Rank: "C" Skill: Supplementary Effect: User is always in a good mood when they've been drinking and are better able to take advantage of effects that boost their morale. Special: --- Drawback: --- Description: As a movement, the user can consume an alcoholic beverage while Benefiting from a morale bonus in order to increase a single morale bonus the user is receiving by a further +2. This boost lasts for 1d6 rounds. However, if the alcoholic beverage the user consumes is sufficient to make the user Drunk, then the effects of this technique last until the user ceases to be Drunk, instead. Limit: Must be an Alchemist. Must be a Brewmeister.
Intestinal Fortitude§ 10 Rank: "C" Skill: Supplementary Effect: The user is able to drink without much of consequences. Special: --- Drawback: --- Description: Brewmeisters regularly pour experimental brews down the hatch just to see what will happen. Over time, this conditioning makes a Brewmeister's stomach incredibly tough. Starting at "D" Class, a user adds 2 per Class Level to Saves against ingested Poisons and spoiled foodstuffs, as well as 2 Armour Points per Class Level. Limit: Must be an Alchemist. Must be a Brewmeister.
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.
Demolitionist: (60)
Nerves of Steel 10§ Rank: "C" Skill: Supplementary Effect: User remains calm dealing with explosives. Special: --- Drawback: --- Description: The user learns to remain calm while dealing with an explosive. The user can add 5 x Impeccable Will to Demolitions and Disable Device. Limit: Must be an Alchemist. Must be a Demolitionist.
Flick of the Wrist 10‡ Rank: "C" Skill: Supplementary Effect: By their knowledge of Sleight of Hand the user may flick explosives/splash weapons at much further distances. Special: --- Drawback: --- Description: User may add +1 meters for every 20 points they have in Sleight of Hand to their Range Increment while using Explosives/Splash Weapons. User may use this a number of times per day equal to their Movements. Limit: Must be an Alchemist. Must be a Demolitionist.
Demolitions Expertise 10§ Rank: "C" Skill: Supplementary Effect: User's expertise in Demolitions increases through experience. Special: --- Drawback: --- Description: The user's experience with explosives begins to show in other areas, and thus the user gains a +5 to their Demolitions Skill. What's more, this bonus increases by an additional +5 per Class Level. Limit: Must be an Alchemist. Must be a Demolitionist.
Demolitions 10‡ Rank: "C" Skill: Supplementary Effect: After observation the user can do more damage to inanimate objects. Special: --- Drawback: --- Description: The user is able to analyze objects for 1 round to find weak points. When using explosives to attack objects, walls, doors, and other such targets, but not constructs, the Demolitionist's explosives does double damage automatically. Limit: Must be an Alchemist. Must be a Demolitionist.
Delayed Explosive 10‡ Rank: "C" Skill: Supplementary Effect: The user can place an explosive/splash weapon so that it explodes a number of rounds after the user ceases contact with the explosive/splash weapon. Special: --- Drawback: --- Description: The user can place an explosive/splash weapon so that it explodes a number of rounds after the user ceases contact with the explosive/splash weapon. This delay can be any number of rounds as chosen by the user, up to a number of rounds equal to 5 per Class Level. If at any point the user reclaims possession of the delayed bomb, the user can end the timer and prevent the explosive's detonation. A delayed explosive/splash weapon detonates immediately if any other creature attempts to touch or move it, or if the explosive/splash weapon’s contents are removed from the vial (such as if the vial breaks). A user cannot have more than one delayed bomb at one time. Limit: Must be an Alchemist. Must be a Demolitionist.
Conceal Explosives 10‡ Rank: "C" Skill: Supplementary Effect: The user is able to place an explosive device where they are difficult to find. Special: --- Drawback: --- Description: User uses their Demolition's Skill to hide explosives from Observation. Those trying to find said explosives must make an Observation check against the user's Demolition's Skill. Limit: Must be an Alchemist. Must be a Demolitionist.
Alchemist: (370)
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).
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.
Improved Sleight of Hand 10‡ Rank: "C" Skill: Supplementary Effect: User's hands are especially deft and quick. Special: --- Drawback: --- Description: User can make a Sleight of Hand skill check as a Movement without the usual penalties. Limit: Must be an Alchemist.
Hardy Brawler 10§ Rank: "C" Skill: Supplementary Effect: User can shrug off non-lethal blows without effect. Special: --- Drawback: --- Description: User gains a Damage Reduction of non-lethal Damage equal to Indomitable Fortitude. While this technique would not be of great use in combat, it could be great for an Alchemist who makes their living as a bar brawler or sport fighter. Limit: Must be an Alchemist.
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.
Acid Resistance 10§ Rank: "C" Skill: Supplementary Effect: User gains Acid Resistance. Special: --- Drawback: --- Description: Because of the user's constant usage of Acids and other alchemical equipment the user gains an Acid Resistance 5. Limit: Must be an Alchemist
Mineral Attunement 10§ Rank: "C" Skill: Supplementary Effect: User has an uncanny feel for the first and second order structures found in gems and minerals. Special: --- Drawback: --- Description: User receives a +10 bonus on any Appraise, Alchemy, Craft, and Academia skill checks involving gems, minerals, and special materials (metal, alloy, crystal, glass base). Limit: Must be an Alchemist.
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.
Skirmishing 10‡ Rank: "C" Skill: TaiJutsu Effect: User has mastered the art of ducking and weaving while returning shots of their own. Special: --- Drawback: --- Description: When the user makes a ranged attack or reloads a weapon—moving at least 2 meters while doing so—the user can perform a single attack or movement without sacrificing one of their movements. One of the challenges of a short-ranged weapon is that the user loses too many defensive benefits of ranged attacks. It is easy for an opponent to simply walk over and beat the user up. That is the purpose of this technique. User may only perform this technique once per round. Limit: Must be an Alchemist. Must know Shot on the Run/Throw on the Run.
Genius§ Rank: "C" Skill: Supplementary Effect: User is one of the most brilliant technologists in all the world. Special: --- Drawback: --- Description: User receives a +10 insight bonus on all Crafting and Academia Skills. If the user has at least 50 Points in any Craft or Academia Skill, the bonus increases to +20 with that Skill. Limit: Must be an Alchemist. Must know Any Academia Skill (15 Points.). Must know at least 3 Languages.
Languages§ Rank: "C" Always 30 TP Skill: Supplementary Effect: A user may learn languages easier than normal. Special: --- Drawback: --- Description: Because of the continued science and degree with messing with mathematical formulas found in Alchemy the user finds that learning languages becomes easier than normal. When learning the user gains a +2 per Die roll when learning languages. Limit: Must be an Alchemist.
Alertness 10§ 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.
Sidestep Charge‡ Rank: "C" Always 20 TP Skill: TaiJutsu Effect: User is skilled at Dodging Charging opponents and taking advantage when they miss. Special: --- Drawback: --- Description: The user waits against an opponent. If a charging opponent fails to hit the user, the user can immediately attack with a movement attack without having to sacrifice one of their movements. This technique does not grant the user more movements than they normally would during a counter attack. If the user is flat-footed, they do not gain the benefit of this technique. Most Ranged characters like an Alchemist are focused on charge attacks fairly often as it is a way to close in distance from the user and the opponent. Combined with Skirmishing, the user can become a pretty challenging target while on the move. Limit: Must be an Alchemist.
Sneak Attack‡ Rank: "C" Always 30 TP Skill: Supplementary Effect: The user gains a sneak attack ability. Special: --- Drawback: --- Description: The user gains the ability to perform Sneak Attacks with added damage. Their Class Levels determine the damage of this flanking ability. The user can make one melee or ranged attack while using a movement against that opponent making this a sneak attack performing added damage to the attack depending on the user's Class Level. As a "D" Class character this attack does +18 Armour Points of Damage. As a "C" Class character this attack does +36 Armour Points of Damage. As a "B" Class character this attack does +54 Armour Points of Damage. As an "A" Class character this attack does +72 Armour Points of Damage. As an "S" Class character this attack does +90 Armour Points of Damage. Limit: Must be an Alchemist.
Crippling Strike‡ Rank: "C" Always 30 TP Skill: TaiJutsu Effect: User is able to attack with Sneak Attack with such precision they can hamper a target's movements. Special: --- Drawback: --- Description: While using their Sneak Attack Ability, the user can attack opponents with such precision that their blows weaken and hamper them. An opponent damaged by one of the user's sneak attacks also take -1 Movements. This is an Ability Damage. Limit: Must be an Alchemist. Must know Sneak Attack.
[li]Hide in Plain Sight (100)‡ Rank: "A" Skill: Supplementary Effect: User is able to hide in plain sight. Special: --- Drawback: --- Description: The user can hide even while being actively observed. As long as the user is within 3 meters of some sort of Shadow, the user can hide from view in the open without the aid of anything to actually hide behind. The user may not however hide in their own shadow. Limit: Must be an Alchemist.[/li]
Supreme Stealth 60§ 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.
[/ul]Universal Taijutsu: (280/800)
Combat Expertise ‡ (10) Rank: "C" Skill: TaiJutsu Effect: User can increase their defense at the expense of their damage. Special: --- Drawback: --- Description: User can choose to take -5 penalty on melee attack damage to gain a +1 Dodge bonus. At "C" Class, and every Class Level thereafter, the penalty increases by -5 and the Dodge bonus increases by +1. User must apply this technique at the beginning of their turn. The effects of this technique last until the user's next turn. At "B" Class, user gains an additional +1 dodge bonus whenever they use Combat Expertise. At "S" Class, user gains an additional +2 dodge bonus whenever they use Combat Expertise. Limit: Universal TaiJutsu Technique.
Improved Feint 10 Rank: "D" Skill: TaiJutsu Effect: User is skilled at fooling their opponents in combat. Special: --- Drawback: --- Description: User can make an Acting check to feint in combat as a move-movement. Limit: Universal TaiJutsu Technique. Must know Combat Expertise.
[li]Weapon Specialization (Bow, Recurve) 10 § Rank: "C" Skill: TaiJutsu/Supplementary Effect: User is skilled at dealing damage with 1 weapon. Choose 1 type of weapon (including unarmed strike or grapple). You deal extra damage when using this weapon. Special: --- Drawback: --- Description: User gains +2 bonus on all attack damage when using the selected weapon. At "B" Class, user gains +1 bonus on all attack damage when using the selected weapon (Increasing to +3). At "S" Class, user gains +1 bonus on all attack damage when using the selected weapon (Increasing to +4). Limit: Universal TaiJutsu Technique.[/li]
Penetrating Strike (Bow, Recurve) 10 § Rank: "C" Skill: TaiJutsu Effect: User's attacks are capable of penetrating the defenses of some creatures. Special: --- Drawback: --- Description: Choose one type of weapon that the user has already selected for Weapon Specialization. User's attacks with their selected weapon ignoring up to 5 points of Damage Reduction. This technique does not apply to Damage Reduction without a type (Such as Damage Reduction 10/—). At "B" Class, this is no longer reduced against DR without a type. Limit: Universal TaiJutsu Technique. Must know Weapon Specialization with Selected Weapon.
Greater Penetrating Strike (Recurve Bow) 10 Rank: "C" Skill: TaiJutsu Effect: User's attacks penetrate the defenses of most foes. Choose a weapon that the user has selected for Penetrating Strike. Special: --- Drawback: --- Description: User's attacks with the selected weapon ignore up to 10 Armour Points of Damage Reduction. This Amount is reduced to 5 points for Damage Reduction without a type (such as DR 10/—). At "S" Class, this damage is no longer reduced against DR without a type. Limit: Universal TaiJutsu Technique. Must know Penetrating Strike.
[/ul] [li]Dodge (10) § Rank: "D" Skill: TaiJutsu Effect: User's training and reflexes allow them to react swiftly to avoid an opponent's attacks. Special: --- Drawback: --- Description: User gains a +1 Dodge. At "C" Class and each additional Class Level this bonus increases by +1. Limit: Universal TaiJutsu Technique.[/li]
Defensive (10) § Rank: "C" Skill: TaiJutsu Effect: User knows how to defend themselves from others. Special: --- Drawback: --- Description: User gains +2 to their Saves against TaiJutsu Techniques and gain a +2 Dodge bonus. A condition that makes the user lose their Minor Defenses makes them lose the benefits of this technique. Limit: Universal TaiJutsu Technique. Must know Dodge.
Mobility (10) § Rank: "D" Skill: TaiJutsu Effect: User can easily move through a dangerous melee. Special: --- Drawback: --- Description: User gets a +4 Dodge bonus against opportunity of attacks caused when the user moves out or within a threatening area. A Condition that makes the user lose their Minor Defenses also makes the user lose Dodge bonuses. At "C" Class user gains +1 bonus to Dodge. At "B" Class user gains a +1 bonus to Dodge. Limit: Universal TaiJutsu Technique. Must know Dodge.
[li]Indomitable Fortitude (10,10, 20) § Rank: "C" (Special, See Description) Skill: Supplementary Effect: User has gained mastery over their own fortitude power. Special: --- Drawback: May learn at a maximum of 6 times. Description: Each time learned the user gains 1 extra point to their Fortitude. When the user learns this technique the 1st 2 times they train as a regular "C" Rank Jutsu. When the user learns this technique the 2nd 2 times they train it as a "C" Rank Jutsu +10 Training Points. When the user learns this technique the 3rd 2 times they train it as a "C" Rank Jutsu +20 Training Points. This technique stacks with other Fortitude bonuses. Limit: Universal TaiJutsu Technique.[/li] [li]Shunshin no Jutsu - Oshi (Body Flicker Technique - Push) 10 Rank: "C" Skill: NinJutsu/TaiJutsu Effect: A Jutsu that allows a user to rush forward in almost instantaneous speed. Used to draw the user close to the opponent. Special: --- Drawback: May use 3 times a day. May perform 1 more each time learned. Passing amount renders the user's legs immobile due to severe pain. Unable to perform again unless gained medical treatment. Must move through an opening. Unable to maneuver around obstructing objects. Can't attack while performing any Shunshin or Variation. Description: User is able to move forward in a straight line along the ground in almost instantaneous untraceable speed while temporarily masking the user's movements within 10 meters. A puff of smoke is occasionally used to disguise the user's movements. It is accomplished by focusing the user's chi along the ankles and foot. User mostly moves just with their ankles and feet. Jutsu takes up no movements. User may only use this Jutsu half of the movements may allow in a single round while rounding down. Example: User has 5 movements, user is able to perform Jutsu 2 times per round. Limit: Universal NinJutsu or Universal TaiJutsu.[/li]
Shunshin no Jutsu - Ken'in (Body Flicker Technique - Pull) 10 Rank: "D" Skill: NinJutsu/TaiJutsu Effect: A Jutsu that allows a user to rush backwards in almost instantaneous speed. Allows the user to retreat from the opponent. Special: --- Drawback: Takes away the number of usages Shunshin no Jutsu - Oshi (Body Flicker Technique - Push). Same distance applications apply. Same drawbacks apply when over using. Description: User is able to move backwards in a straight line along the ground in almost instantaneous untraceable speed while temporarily masking the user's movements within 10 meters. A puff of smoke is occasionally used to disguise the user's movements. Supplement of Shunshin no Jutsu - Oshi (Body Flicker Technique - Push) while using same schematics. Limit: Universal NinJutsu or Universal TaiJutsu, Must know Shunshin no Jutsu - Oshi (Body Flicker Technique - Push)
Shunshin no Jutsu - Ko (Body Flicker Technique - Arc) 10 Rank: "D" Skill: NinJutsu/TaiJutsu Effect: A Jutsu that allows a user to rush in an arc in almost instantaneous speed. Allows the user to avoid the opponent's attack and gaze. Special: --- Drawback: Takes away the number of usages Shunshin no Jutsu - Oshi (Body Flicker Technique - Push). Same distance applications apply. Same drawbacks apply when over using. Description: User is able to move in an arc along the ground in almost instantaneous untraceable speed while temporarily masking the user's movements within 10 meters. User may move forward, or backwards if they know Tweh version of Shunshin. This Jutsu is used to get around and behind an opponent without sacrificing multiple Shunshins. Supplement of Shunshin no Jutsu - Oshi (Body Flicker Technique - Push) using same schematics. Limit: Universal NinJutsu or Universal TaiJutsu, Must know Shunshin no Jutsu - Oshi (Body Flicker Technique - Push)
Shunshin no Jutsu - Kaunta (Body Flicker Technique - Counter) 10 Rank: "C" Skill: NinJutsu/TaiJutsu Effect: Attacks your opponent. Can't simply use "Kaunta" however way you want. It is a skill that allows you to read an opponent's Shunshin and change its movement to neutralize the opponent. Special: --- Drawback: Takes away the number of usages Shunshin no Jutsu - Oshi (Body Flicker Technique - Push). Same distance applications apply. Same drawbacks apply when over using. Description: A shunshin designed as a counter, reading the shunshin of an opponent in order to alter its course and render it ineffective by predicting and following the same technique with a Shunshin no Jutsu (Body Flicker Technique) Variant of your own. Supplement of Shunshin no Jutsu - Oshi (Body Flicker Technique - Push) while using same schematics. Limit: Universal NinJutsu or Universal TaiJutsu, Must know Must know Shunshin no Jutsu - Oshi, Ken'in, and Ko
[li]Graceful Drop‡ Rank: "D" Skill: TaiJutsu Effect: If the user intentionally jumps from a height, they take less damage than normally. Special: --- Drawback: --- Description: If the user intentionally jumps down or falls down, the user takes less damage than normal. The user gains a +20 to their Jump Good skill for the intention of determining maximum falling distance. Limit: Must learn from Universal TaiJutsu.[/li] [li]Outflank‡ Rank: "D" Skill: Supplementary Effect: User looks for every edge when flanking an enemy. Special: --- Drawback: --- Description: Whenever the user and an ally who also has this technique are flanking the same creature, the user's flanking bonus on attack damage is equal to +2 Armour Points in Weapon Damage. In addition, whenever the user is able to make a full attack (non-grazing attack) against the flanked creature, it provokes an attack of opportunity from the user's ally allowing the ally to make a single movement attack without having to sacrifice any of their movements. Limit: Must learn from Universal TaiJutsu.[/li] [li]Coordinated Fire§ Rank: "D" Skill: Supplementary Effect: The user and an ally gain damage bonuses on ranged attacks. Special: --- Drawback: --- Description: If the user hits an opponent with a ranged attack, until their next turn, the next successful ranged attack made by any ally with the Coordinated Fire technique against the same opponent deals +2 damage. The user is not considered to be an ally of themselves for purposes of this feat and do not gain bonuses based on your own attacks. Limit: Must learn from Universal TaiJutsu.[/li] [li]Enfilading Fire§ Rank: "D" Skill: Supplementary Effect: User's ranged attacks take advantage of the flanking maneuvers of allies. Special: --- Drawback: --- Description: You receive a +2 bonus on ranged weapon damage made against a foe flanked by 1 or more allies with this feat. Limit: Must learn from Universal TaiJutsu. Must know Precise Shot.[/li] [li]Strength in Numbers§ Rank: "C" Always 30 TP Skill: Supplementary Effect: User and their allies resist area effects better. Special: --- Drawback: --- Description: When the user and 1 or more allies are simultaneously subjected to an effect that allows a save, the user and their allies gain a +2 bonus on the Save. Limit: Must learn from Universal TaiJutsu.[/li] [li]Shake it Off§ Rank: "C" Always 30 TP Skill: Supplementary Effect: User supports their allies and help them recover from crippling effects. Special: --- Drawback: --- Description: When the user is within 10 meters to 1 or more allies who also have this technique, user gains a +1 bonus on Saves per such ally (maximum +4). Limit: Must learn from Universal TaiJutsu[/li][/ul] Universal Genjutsu: (130/200)
Impeccable Will x6 § Rank: "D" (Special, See Description) Skill: Supplementary Effect: User has gained mastery over their own will power. Special: --- Drawback: May Learn at a maximum of 6 times. Description: Each time learned the user gains 1 extra point to their save against the opponent's Jutsu. When the user learns this technique the 1st 2 times they train it as a regular "D" Rank Jutsu. When the user learns this technique the 2nd 2 times they train it as a "D" Rank Jutsu +10 Training Points. When the user learns this technique the 3rd 2 times they train it as a "D" Rank Jutsu +20 Training Points. This technique stacks with other Will saves. Limit: Universal GenJutsu Technique.
GenJutsu Kai (Dispel GenJutsu) Rank: "D", "C", "B", "A", "S" Skill: Supplementary Effect: A Jutsu that allows the user to force chakra to flow through their body (or another body) to disrupt the flow of chakra within them that is caused by GenJutsus. Special: --- Drawback: This technique only works against GenJutsus. Description: The user needs to stop the flow of chakra in their body, and then apply an even stronger power to disrupt the flow of the caster's chakra; this is called GenJutsu Kai (Dispel GenJutsu). This can also be done by an unaffected characters by applying a sudden surge of chakra into the affected person. The unaffected character must know GenJutsu Kai (Dispel GenJutsu) in order to perform it on an affected person. The affected getting out of a GenJutsu is dependent on the knowledge of the unaffected. Depending on the rank the user knows depends on the amount of extra points they gain on their Save. "D" Rank Technique - 1 Point "C" Rank Technique - 3 Points "B" Rank Technique - 5 Points "A" Rank Technique - 7 Points "S" Rank Technique - 9 Points
Depending on the amount of points the user wishes to add into their save depends on the amount of time it takes to perform the Jutsu. If the user knows and wishes to add in 5 points to their save they must take the same amount of time as if performing a "B" Rank Chakra Jutsu. Limit: Universal GenJutsu Technique.
Misc: (520/600)
Fast Mover 50 Rank: "B" Skill: Supplementary Effect: User can move faster than normal. Special: --- Drawback: --- Description: User gains a +1 extra movement. This Jutsu can stack with other movement increasement Jutsus. User may only learn this technique once. Limit: Must learn from Universal Miscellaneous.
Skill Focus§ (Haggle, Observation, Acting) Rank: "C" Skill: Supplementary Effect: Choose a skill. User is particularly adept at that skill. Special: --- Drawback: --- Description: User gets a +15 bonus on all checks involving the chosen skill. If the user has 50 or more ranks in that skill, this bonus increases to +30. User can learn this technique multiple times. Its effects do not stack. Each time the user learns this technique, it applies to a new skill. Limit: Must learn from Universal Miscellaneous.
Cold and Cunning 10§ Rank: "C" Skill: Supplementary Effect: User is particularly good at cheating on people. Special: --- Drawback: --- Description: User gains a +10 bonus to all Acting, and Sleight of Hand skill checks. If the user has 50 or more points in one of those skills, the bonus increases to +20 for that Skill. Limit: Must learn from Universal Miscellaneous.
DeceitfulI 10§ Rank: "C" Skill: Supplementary Effect: User is skilled at deceiving others, both with the spoken word and with physical disguises. Special: --- Drawback: --- Description: User gets a +10 bonus on all Acting and Disguise skill checks. 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.
Bargain 10§ Rank: "C" Skill: Supplementary Effect: User is a skilled negotiator, renowned amongst other merchants, and will always strive for the very best deal in any transaction. Special: --- Drawback: --- Description: Valued by a captain, a user is able to keep a ship full with valuable cargo for long merchant voyages. User gains a +20 competence bonus to all Haggling checks when buying or selling goods. Limit: Must learn from Universal Miscellaneous.
Experienced Vagabond 10§ Rank: "C" Skill: Supplementary Effect: User spent significant time as a vagabond and knows their way around their society. Special: --- Drawback: --- Description: When dealing with criminals, vagabonds, unsavory characters, or other members of a country's underclass, the user gains a +5 bonus on Acting, Local History, and Sense Motive Checks. When traveling with at least one other person who has this technique, the user gains a +10 circumstance bonus on Observation checks. Limit: Must learn from Universal Miscellaneous. Must know Acting (10 Points). Must know History, Local (10 Points).
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.
Sense Chakra 10‡ Rank: "C" Skill: Supplementary Effect: User has a highly developed sensitivity to Chakra. Special: --- Drawback: --- Description: User can sense whether an object they are handling or a creature they are touching is Chakra or under the effects of Chakra. The vary air might be Chakra in some places. As a full round movement, user can tell whether if an item is Chakra with a Chakra Lore check (+50 + 5 per Class Level). A success informs the user if there is Chakra present; a failure might indicate the presence of Chakra where there is none, or the lack of such if the item is Chakra at a Game Master's discretion. There cannot be a retry. Limit: Must learn from Universal Miscellaneous.
Improved Stonecunning 10 § Rank: "C" Skill: Supplementary Effect: User's sense to stonework is uncanny. Special: --- Drawback: --- Description: User receives a +20 bonus on Observation checks to notice unusual stonework. Limit: Must learn from Universal Miscellaneous. Must know Geography (50 Points).
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).
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.
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.
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.
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).
Linked Learning (Stealth +10 linked to Observation) 10§ 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.
Icy Calm 10§ Rank: "C" Skill: Supplementary Effect: Having grown up on a diet of unnerving situations, user is particularly difficult to frighten. Special: --- Drawback: --- Description: User might not enjoy their own fear, but they have certainly grown used to it. User receives a +4 cultural bonus on all Saves against effects that induce or cause fear. In addition, the user that is shaken suffer only half of the normal effects. Limit: Must learn from Universal Miscellaneous.
Trap Engineer 10§ Rank: "C" Skill: Supplementary Effect: User has spent a great deal of time studying trap construction and recognize the work of famous builders, which gives the user an edge against their devices. Special: --- Drawback: --- Description: User has known the styles of famous dungeon architects or recognize their influences. After finding or setting off a trap in a dungeon, the user gains a +10 bonus on future Art Appreciation (Traps) and Disable Device checks to find or disarm traps in that same dungeon. Limit: Must learn from Universal Miscellaneous. Must know Engineering, Fortifications (20 Points). Must know Art Appreciation (Traps) (20 Points).
Fortune 10‡ Rank: "C" Skill: Supplementary Effect: User has unusual good luck. Special: --- Drawback: --- Description: User gains the power of good fortune which is usable once per day. This extraordinary ability allows the user to reroll a roll that they have just made. User must take the result of the reroll, even if it is worse than the original roll. Limit: Must learn from Universal Miscellaneous.
Eccentric Specialist (Observation | Stealth, Acting | Tracking, Sense motive | Haggle) x3§ 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.
Eyes of the Hawk‡ Rank: "C" Always 20 Training Points Skill: Supplementary Effect: User's eyes can pick up targets from far away. Special: --- Drawback: --- Description: User's base range increment is increased by +2 Meters. Limit: Must learn from Universal Miscellaneous. Must know Observation.
Iron Will§ Rank: "C" Always 20 Training Points Skill: Supplementary Effect: User is more resistant to mental effects. Special: --- Drawback: --- Description: User gets a +2 bonus on all Will Saves. Limit: Must learn from Universal Miscellaneous.
Fearless§ Rank: "D" Skill: Supplementary Effect: User has a strong grip on their nerves and are very difficult to terrify. Special: --- Drawback: --- Description: Whether it is through experience or sheer stubbornness, user shrugs off fear and continue on their way, unaffected by even the most fearsome beasts. User gain a +3 competence bonus to all saves versus Fear effects. Limit: Must learn from Universal Miscellaneous. Must know Iron Will.
Grim Determination‡ Rank: "D" Skill: Supplementary Effect: When others turn and flee in the face of overwhelming odds, user has only just begun to fight. Special: --- Drawback: --- Description: When exposed to chakra fear, something inside the user snaps and fills them with an even greater determination to overcome their foes. When the user makes a successful save against any fear effect, the user gains a +2 competence bonus to weapon damage against the source of ear. This bonus lasts until the encounter ends or until the user misses another save against fear. After missing a fear save, the user cannot use this technique for 24 hours as their self-confidence is too rattled for the user to focus themselves. Limit: Must learn from Universal Miscellaneous. Must know Fearless.
Great Fortitude§ Rank: "C" Always 20 Training Points Skill: Supplementary Effect: User is tougher than normal. Special: --- Drawback: --- Description: User gets a +2 bonus on all Fortitude Saves. Limit: Must learn from Universal Miscellaneous.
Improved Great Fortitude‡ Rank: "D" Skill: Supplementary Effect: User can draw upon an inner reserve to resist diseases, poisons, and other grievous harm. Special: --- Drawback: --- Description: Once per day, the user may reroll a Fortitude save. User must take the second roll, even if it is worse. Limit: Must learn from Universal Miscellaneous. Must know Great Fortitude.
[li]Strong Stomach (10)§ Rank: "D" Skill: Supplementary Effect: A person occasionally encounters scenes that are unpleasant. Special: --- Drawback: --- Description: This technique applies to people who are relatively unshaken by gore scenes. A user gains a+2 Will save when faced with gory or morbid scenes. Limit: Must learn from Universal Miscellaneous.[/li] [li]Deepsight‡ Rank: "D" Skill: Supplementary Effect: User's senses are especially keen in the utter darkness. Special: --- Drawback: --- Description: User's Darkvision has a range of 35 meters. Limit: Must learn from Universal Miscellaneous. Must have Darkvision 20 meters.[/li] [li]Night Owl‡ Rank: "D" Skill: Supplementary Effect: User only needs a minimum amount of sleep to stay active and alert. Special: --- Drawback: --- Description: A benefit to any adventurer, user only needs minimal amount of sleep to stay active and alert. Without this technique a user requires 6 hours of sleep to awaken refreshed. The user only need half the usual amount of sleep or trance to awaken fully refreshed and recovered from fatigue penalties. Still need 6 hours of restful calm in order to restore chakra and Armour Points even if you have a lesser sleep requirement to stay refreshed. Limit: Must learn from Universal Miscellaneous.[/li] [li]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).[/li] [li]Mind's Eye§ Rank: "C" Always 20 Training Points Skill: Supplementary Effect: Gain an additional resistance to GenJutsu. Special: --- Drawback: --- Description: Gain an additional +2 to Will saves against the effects of GenJutsu. This additional modifier stacks with Iron Will. Limit: Must learn from Universal Miscellaneous.[/li] [li]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.[/li][/ul] Marksman: (935)
Point Blank Master 30 Rank: "C" Always 30 Training Points Skill: TaiJutsu/Supplementary Effect: User is adept at firing ranged weapons in close quarters. Special: --- Drawback: --- Description: When the user fires a weapon in Marksmanship, the user does not provoke Opportunity Attacks. Limit: Must be a Marksman. Must have Mastered Marksman.
Armour Piercing Shot (50) Rank: "B" Skill: TaiJutsu/Supplementary Effect: User has studied the defenses of man long enough to have remarkable understanding of its construction—and weaknesses—and use this knowledge to their advantage. Special: --- Drawback: --- Description: Within a full-round, the user studies a distant foe's defense, searching closely for a weak spot. On the next turn, if the user is ready, they may perform their single attack. At this point the user is able to bypass 10 hardness against an opponent's defense. This technique may be used with Marksman without having to sacrifice 1 round for each. Limit: Must be a Marksman. Must have Mastered Marksman.
Marksman (110) Rank: "S" Skill: TaiJutsu/Supplementary Effect: A Coupe de Grace technique. The user sacrifices a full round aiming at an opponent. When the next round comes along the user is able to hit a vital point with such accuracy and such steadiness it is capable of dropping a man dead in its tracks. Special: --- Drawback: --- Description: The user holds their movements for the round waiting and observing. The user looks for any and all vital areas within the body that would instantly take down an opponent. By the next round the user has found that vital and open spot. The user then releases the arrow as it will sail and find its mark taking down the opponent. With this technique the user is able to shoot through "S" Rank worth of Defense when the user first learns this technique. The user is able to increase the damage and power of this technique by continuously learning the technique. Each time the user learns this technique the power increases by 1 rank starting at "S" + "D" Rank of power. If the user is moving around they may only perform this technique within half of their proficiency. However if the user knows Show on the Run they are able to perform this technique within the ability of Shot on the Run. This technique may be used with Armour Piercing Shot without having to sacrifice 1 round for each. Limit: Must be a Marksman. Must know Armour Piercing Shot.
Sniper‘s Eye 90 Rank: "A" Skill: TaiJutsu/Supplementary Effect: You have a keen eye and know just how to take advantage of an ambush. Special: --- Drawback: --- Description: User's Marksman attacks are 1 Rank more powerful than normal during ambushes. This means that a "D" Rank technique during an ambush becomes a "C" Rank technique. An "S" Rank technique then becomes an "S" + "D" Rank technique as well. User is able to perform this technique with any other technique that increases the user's power as long as they are not the same in ability. Limit: Must be a Marksman. Must have mastered Marksman.
Spinning Shot 50 Rank: "B" Skill: TaiJutsu/Supplementary Effect: The Marksman alters the arrow’s fletching so that it spins as it travels to the target. Special: --- Drawback: --- Description: After altering the arrow's fletching slightly the user is able to perform any arrow technique that deals with power damage as if it was 1 rank higher than it normally would be. A "C" Rank technique would hit as if it was a "B" Rank technique, an "S" Rank technique would hit as if it was an "S" + "D" Rank technique, and an "S" + "D" Rank technique would hit as if it was an "S" + "C" Rank technique. Limit: Must be a Marksman. Must have Mastered Marksman.
Bullseye 50 Rank: "B" Skill: TaiJutsu/Supplementary Effect: A user's shot or shots become more lethal. Special: --- Drawback: --- Description: A Precision shot and not a Power Shot. This shot allows the user to hit vital areas more easily and precisely than normally. A technique in which the user knows the areas that are able to harm an opponent the most. User is able to fire their long ranged weapon and knows where they can cause the most damage. The user is able to perform any arrow technique that deals with power damage as if it was 1 rank higher than it normally would be. A "C" Rank technique would hit as if it was a "B" Rank technique, an "S" Rank technique would hit as if it was an "S" + "D" Rank technique, and an "S" + "D" Rank technique would hit as if it was an "S" + "C" Rank technique. This technique may stack with other techniques that may increase ranking power. Limit: Must be a Marksman. Must know Spinning Shot.
[li]Even Stance (5) Rank: "E" Skill: TaiJutsu/Supplementary Effect: Natural Position, easy to reproduce. Special: --- Drawback: --- Description: One of the four stances a user may learn as they are able to learn just one if they wish. Small base of support in the front-back plane. Body isn't sturdy, so it can move if in high winds. Lowers area for string clearance, especially for large chested shooters. Many Marksman prefer the even stance. In this stance, the Marksman’s body weight is evenly distributed among both feet, and the heels and toes are aligned. The middle of the instep of the foot is aligned with the center of the target. Limit: Must be a Marksman[/li] [li]Defensive Shot (10) Rank: "D", "C", "B", "A", "S" Skill: TaiJutsu/Supplementary Effect: A technique in which if the user has his sights set on a target ready to attack, the senses of the Marksman is so in tuned with his surroundings the user is unable to be flanked. Special: --- Drawback: The user may only learn this technique by the class that they are. This means that in order to learn the "C" Rank version they must be "C" Class, if they wish to learn the "B" Rank version they must be "B" Class. Description: A technique where the subconscious mind, where the subconscious body reacts just as they are attacked while flanked or while their back is turn. The body reacts in such a way to where they are capable of withstanding so much. This technique makes it where the Marksman is incapable of being surprised attacked, a sudden second sense kicks in as their body screams out to them yelling at them telling them to move, duck, dodge or anything else within that manner. This works on whenever they are being attacked. This technique however has a major flaw. The user is capable of dodging only whenever the opponent's class is equal or lower to that of the rank of the technique they know. This means that a "D" Class user that knows this technique cannot use this against an opponent that is "C" Class or higher. Limit: Must be a Marksman.[/li] [li]Bane of My Enemy (100) Rank: "A" Skill: TaiJutsu/Supplementary Effect: User is able to meditate and transfer a portion of their soul into their attacks to gain an advantage against an enemy type. Special: --- Drawback: --- Description: Once per day the user must meditate for 1 round, transferring a portion of their soul into their weapon giving the Weapon a "Bane" quality against an enemy Type. This ability lasts for a number of rounds per day of 5 per Class Level. These rounds do not need to be consecutive. A bane weapon excels against certain foes. Against a designated foe, Bane bypasses that designated creature's Damage Reduction. It also deals an +1 extra rank in damage power against that foe. To choose the Bane type the user must pick one of: Aberrations, Animals, Constructs, Dragons, Elementals, Fey, Giants, Humanoid (Bloodlimit), Humanoid (Non-Bloodlimit), Oozes, Outsider (Chaotic), Outsider (Lawful), Plants, Undead, and Vermin. Limit: Must be a Marksman.[/li] [li]Point Blank Shot (10) Rank: "D" Skill: TaiJutsu/Supplementary Effect: A technique that gives the user greater proficiency within the range of 10 meters. Special: --- Drawback: --- Description: With this technique the user has learned how to combat against opponents within 10 meters without fear or fumbling with their weapon. They gain the courage and ability to perform combat without much effort. This is a prerequisite technique for more popular techniques. What good is an Marksman if they are not ready to battle while in close range. Limit: Must be a Marksman.[/li]
Cover Fire 10 Rank: "C" Skill: TaiJutsu/Supplementary Effect: A cover fire technique that is used to bring opponents at bay for other attacks or diversion. Special: --- Drawback: Technique is not precise and the user is able to shoot only at half their distance. Description: A technique that allows the user to fire at multiple opponents firing randomly to the opponents in order to create a “cover” fire for the user’s allies. This technique allows the user to fire one extra arrow per movement as cover fire. If the user knows Shot on the Run the user is able to shoot at the distance it permits. Limit: Must be a Marksman. Must know Point Blank Shot.
Lay Down Fire 10 Rank: "C" Skill: TaiJutsu/Supplementary Effect: A technique in which the user is capable of using “Cover Fire” while taking aim at a few opponents depending the Class of the user. Special: Drawback: Depending on the user’s class level depends on the capabilities the user has within this technique. Description: A technique where the user is able to aim at opponents while performing the Cover Fire technique. User is able to shoot at that opponent within the full distance proficiency they are able to shoot. When the user learns this technique and is a "D" Class character they are able to aim at 1 opponent. When the user is any class higher than "D" the number of opponents increase by 1. This gives a total of 5 opponents. Limit: Must be a Marksman. Must know Cover Fire.
[li]Knockback Shot Rank: "C" Skill: TaiJutsu/Supplementary Effect: This technique allows the user to hit the opponents they wish that are standing within thirty meters of his threat range with great power. Special: --- Drawback: Only works within 1st Range Increment. Description: The user is able to launch their projectile with such fierceness that when it hits the opponent it knocks the opponent back into the distance. This technique may be used to knock down other opponents as well or lure other opponents out if the time is needed. Depending on the user's Class level depends on the knock back power of this technique. "D" Class - 5 Meters Knock back "C" Class - 10 Meters Knock back "B" Class - 20 Five Meters Knock back "A" Class - 35 Meters Knock back "S" Class - 55 Meters Knock back Limit: Must be a Marksman. Must know Point Blank Shot.[/li] [li]Precise Shot (10) Rank: "D" Skill: TaiJutsu/Supplementary Effect: User can shoot weapons at an opponent engaged in melee combat without risk of hitting someone else. Special: --- Drawback: This does not include Grappling. Description: Another prerequisite technique that brings the Marksman even closer to combat without fumbling or worry of using the weapon. Normally without this technique there is a chance that the user could miss and hit someone else whom is engaged in melee combat to whomever the user wishes to attack. This technique makes the user proficient in hitting the target even if the target is engaged in close combat with someone else. Limit: Must be a Marksman. Must know Point Blank Shot.[/li]
Increased Precision 10 Rank: "C" Skill: TaiJutsu/Supplementary Effect: A technique that improves the user’s capabilities of Point Blank Shot as well as Sneak Attack shots within a higher distance of 20 meters instead of 10 meters. Special: --- Drawback: If opponent has techniques that finds opponents such as chakra sense then this technique will not work against them. Description: Normally a user is able to shoot at a target within 10 meters while hiding and not be seen or spotted. This technique allows the user to shoot at a further distance of 20 meters and able to stay hidden and unseen. User must stay hidden in order for this technique to work. Limit: Must be a Marksman. Must know Precise Shot.
Legendary Sniper Rank: "D" Skill: TaiJutsu/Supplementary Effect: User is able to come out of hiding, fire, and move back into hiding in 1 movement. Special: --- Drawback: --- Description: The user gains the ability to perform sneak attacks by quickly moving out of the hiding spot and fire in a single movement and hide once more to keep their hiding place from being found or known. A perfect technique for the simple on the move hits. Limit: Must be a Marksman. Must know Increased Precision.
[li]Acrobatic Shot 10 Rank: "C" Skill: TaiJutsu/Supplementary Effect: User compensates skill for awkward attack positions such as hanging upside down from a branch, sliding down a slow or dropping from a balcony. Special: --- Drawback: --- Description: Normally a Marksman must have solid footing on the ground in order to shoot proficiently. The Marksman is only able to shoot at 1/3rd of their normal proficiency. With this technique the user is able to shoot at awkward positions. They may be able to shoot upside down from a branch, sliding down a slope, jumping and falling, or even rolling on the floor. With this technique the user may shoot at half their proficiency . When the user learns Shot on the Run they are able to shoot at 2/3rd of their proficiency. Limit: Must be a Marksman. Must know Precise Shot.[/li]
Shot on the Run 10 Rank: "C" Skill: TaiJutsu/Supplementary Effect: When attacking with a ranged weapon, the user may move while attacking while being 2/3rd proficient in range. Special: --- Drawback: Only works within 1/2 Proficiency. Description: Normally an Marksman is only able to shoot within the range of 1/2 of their proficiency while on the move. This technique increases the range up to 2/3rd of the total proficient range. Example: 1st Range Increment of a Pistol Crossbow is 10 meters. While on the move user may shoot within 5 meters proficiency. With Shot on the Run user may shoot within 6.6 meters proficiency while moving around. Limit: Must be a Marksman. Must know Acrobatic Shot.
[li]Ranged Disarm 10 Rank: "C" Skill: TaiJutsu/Supplementary Effect: User is able to disarm within the distance of half of their proficiency. Special: --- Drawback: Only works within 1/2 Proficiency. Description: A disarming technique where the user takes aim at a weapon an opponent is holding. The user is able to hit the hand with such precision that it makes the opponent drop their weapon. This could be used to stop opponents from performing handseals as well. A person is unable to perform techniques if their hands cannot move, or if they are unable to properly make handseals with their hands. If the user knows Shot on the Run they are able to disarm within 2/3rd of their proficiency. Limit: Must be a Marksman. Must know Precise Shot.[/li]
Deflect Ranged Attack 10 Rank: "C" Skill: TaiJutsu/Supplementary Effect: User is able to deflect oncoming weapon projectiles. Special: --- Drawback: Only works within 1/2 Proficiency. Description: A simple technique in which the user wastes arrows in order to deflect on coming ranged attacks such as kunais, arrows, shurikens and others. This allows the user to show his deadly accuracy and shows what the user is capable of. User is able to Deflect within the distance of half of their proficiency. If the user knows Shot on the Run they are able to disarm within 2/3rd of their proficiency. Limit: Must be a Marksman. Must know Ranged Disarm.
Reflecting Arrow 10 Rank: "C" Skill: TaiJutsu/Supplementary Effect: User learns how to reflect a projectile off of a hard surface to hit an opponent in a blind spot. Special: --- Drawback: Number of Reflecting off of Surfaces depends on User's Class Levels. Must be shot against hard surfaces. Description: When the user learns this technique they are able to reflect off of 2 surfaces with a single shot. Any Class Level higher than "D" increases the amount of surfaces a user may reflect a projectile off of increases by 1. This gives a total of 6 surfaces the user may reflect off of with a single arrow when the user reaches "S" Class. Limit: Must be a Marksman. Must know Deflect Ranged Attack.
[/ul] [li]Blurred Shot (30) #2 Rank: "C" Skill: TaiJutsu/Supplementary Effect: The user shoots in such a way that the object becomes blurred. Special: --- Drawback: --- Description: The blur gives a sense of haze where it makes the projectile somewhat difficult to see as well as predict as to where it may hit. Only works with 1 arrow per movement. User may learn this technique a 2nd time in order to create 2 blurred projectiles per movement. Limit: Must be a Marksman. Must know Precise Shot.[/li] [li]Accurate Marksman (10) Rank: "D" Skill: TaiJutsu/Supplementary Effect: An attack that allows the user to fire at an opponent who is taking cover with at least half cover allowing the user to attack with greater proficiency. Special: --- Drawback: --- Description: At this point the user is able to hit an opponent who is half covered with great proficiency and power able to hit an opponent with "C" Rank of power. An opponent may be hiding and it becomes difficult for an Marksman to hit that opponent. With this technique the user may shoot 1 arrow against the opponent per movement in which would negate hiding effects unless the opponent is 100% covered from all around. This technique allows the user to hit hidden opponents with much more ease. Limit: Must be a Marksman. Must know Precise Shot.[/li] [li]Rapid Shot (20) Rank: "C" Skill: TaiJutsu/Supplementary Effect: User is able to shoot an arrow once more within a movement for only one movement. Special: --- Drawback: Only works within 1st Range Increment. Description: With the Rapid Shot technique the user may shoot 1 extra arrow for 1 of their movements per round. This allows the user to shoot 2 arrows within 1 of their movements. If user has Quick Aim this technique works with Far Shot. Limit: Must be a Marksman. Must know Precise Shot.[/li]
Improved Rapid Shot (20) Rank: "C" Skill: TaiJutsu/Supplementary Effect: User is able to shoot an arrow once more within a movement for only 2 movements. Special: --- Drawback: Only works within 1st Range Increment. Description: With the Improved Rapid Shot technique the user may shoot 1 extra arrow for 2 of their movements per round. This allows the user to shoot 2 arrows within 2 of their movements. If user has Quick Aim this technique works with Far Shot. Limit: Must be a Marksman. Must know Rapid Shot.
Fast Aim 10 Rank: "C" Skill: TaiJutsu/Supplementary Effect: Marksman able to fire an extra time per movement while sacrificing accuracy. Special: --- Drawback: Only works within 1st Range Increment. Description: The user is able to take their weapon and fire an arrow quickly while sacrificing aim. The user shoots an extra time per movement while stationary as they are only able to shoot at the range proficiency as if they were moving. Without Shot on the Run the user may shoot at half their proficiency within the 1st Range Increment and must not be moving. If user has Quick Aim this technique works with Far Shot. Limit: Must be a Marksman. Must know Improved Rapid Shot.
Shower of Arrows 10 Rank: "C", "B", "A", "S" Skill: TaiJutsu/Supplementary Effect: Marksman is able to shoot a volley of arrows in a single movement that rains arrows down onto the opponents. Special: --- Drawback: Only works within 1st Range Increment. May only perform once every 2 rounds. Description: User is able to perform this technique upwards, or straight forward towards an opponent or opponents. When the user first learns this technique they are able to shoot at a 5 arrows for only 1 movement. They may only shoot for that single movement. When the user learns the "B" Rank version of this technique the user is able to shoot for 2 movements 5 times per movement. When the user learns the "A" rank version they are able to shoot for 3 movements 5 times per movement. When the user learns the "S" Rank version they are able to shoot for 4 movements 5 times per movement. The user must fire non-stop. If they stop at any time then it simply ends the technique and is unable to perform until the 2nd round. If user has Quick Aim this technique works with Far Shot. Limit: Must be a Marksman. Must know Fast Aim.
[li]Greater Rapid Shot (20) Rank: "C" Skill: TaiJutsu/Supplementary Effect: User is able to shoot an arrow once more within a movement for only 3 movements. Special: --- Drawback: Only works within 1st Range Increment. Description: With the Improved Rapid Shot technique the user may shoot 1 extra arrow for 3 of their movements per round. This allows the user to shoot 2 arrows within 3 of their movements. If user has Quick Aim this technique works with Far Shot. Limit: Must be a Marksman. Must know Improved Rapid Shot.[/li]
Epic Rapid Shot (70) Rank: "B" Skill: TaiJutsu/Supplementary Effect: User is able to shoot an arrow once more within a movement for only 4 movements. Special: --- Drawback: Only works within 1st Range Increment. Description: With the Improved Rapid Shot technique the user may shoot 1 extra arrow for 4 of their movements per round. This allows the user to shoot 2 arrows within 4 of their movements. If user has Quick Aim this technique works with Far Shot. Limit: Must be a Marksman. Must know Greater Rapid Shot.
[/ul][/ul] [li]Far Shot (20) Rank: "C" Skill: TaiJutsu/Supplementary Effect: Farshot allows the user to increase their range proficiency by giving them a 2nd Range Increment. Special: --- Drawback: Must Aim for 1 movement before shooting. Description: Normally the user may only shoot proficiently within the weapon's 1st Range Increment. This technique allows the user to increase their range proficiency by giving them a 2nd Range Increment. Example: The Recurve Bow has a 1st Range increment of 30 meters. With this technique the user's 2nd Range increment for this weapon is 60 meters. This increases the user's mobility attack as well as the stationary attack allowing the user to shoot at further distances without worrying too much about close combat. Limit: Must be a Marksman. Must know Precise Shot.[/li]
Sniper 10 Rank: "C" Skill: TaiJutsu/Supplementary Effect: By sacrificing movements user is able to aim and shoot further distances. Special: --- Drawback: --- Description: The user is able to sacrifice movements and is able to attack at longer distances than they normally would by aiming. For every movement the user sacrifices they are able to shoot proficiently at their max Range Increment plus 1/3rd of the 1st Range Increment. Example: When using a Pistol Crossbow, the user may spend 2 movements to shoot at a target within the range of 16.6 meters. If the user spends 4 movements, they may shoot at a target within the range of 23.2 meters. Limit: Must be a Marksman. Must know Far Shot.
Extreme Range Rank: "C" Skill: TaiJutsu/Supplementary Effect: Extreme Range allows the user to increase their range proficiency by giving them a 3rd Range Increment. Special: --- Drawback: Must Aim for 2 movements before shooting. Description: Normally the user may only shoot proficiently within the weapon's 1st Range Increment. This technique allows the user to increase their range proficiency by giving them a 2nd Range Increment. Example: The Rifle Crossbow has a 1st Range increment of 40 meters. With this technique the user's 3rd Range increment for this weapon is 120 meters. This increases the user's mobility attack as well as the stationary attack allowing the user to shoot at further distances without worrying too much about close combat. Limit: Must be a Marksman. Must know Far Shot.
Flawless Marksman 10 Rank: "C" Skill: TaiJutsu/Supplementary Effect: Flawless Marksman allows the user to increase their range proficiency by giving them a 4th Range Increment. Special: --- Drawback: Must Aim for 3 movements before shooting. Description: Normally the user may only shoot proficiently within the weapon's 1st Range Increment. This technique allows the user to increase their range proficiency by giving them a 2nd Range Increment. Example: The Pistol Crossbow has a 1st Range increment of 10 meters. With this technique the user's 4th Range increment for this weapon is 40 meters. This increases the user's mobility attack as well as the stationary attack allowing the user to shoot at further distances without worrying too much about close combat. Limit: Must be a Marksman. Must know Extreme Range.
Eagle Eye 10 Rank: "C" Skill: TaiJutsu/Supplementary Effect: Eagle Eye allows the user to increase their range proficiency by giving them a 5th Range Increment. Special: --- Drawback: Must Aim for 4 movements before shooting. Description: Normally the user may only shoot proficiently within the weapon's 1st Range Increment. This technique allows the user to increase their range proficiency by giving them a 2nd Range Increment. Example: The Hand Sling has a 1st Range increment of 15 meters. With this technique the user's 5th Range increment for this weapon is 75 meters. This increases the user's mobility attack as well as the stationary attack allowing the user to shoot at further distances without worrying too much about close combat. Some say a user can lose bolt at an ant's head at 180 meters away with a Rifle Crossbow and reasonably expect to hit it. Limit: Must be a Marksman. Must know Flawless Marksman.
[/ul] [li]Quick Aim (70) Rank: "B" Skill: TaiJutsu/Supplementary Effect: This technique reduces the time to aim while using Far Shot. Special: --- Drawback: --- Description: This technique allows the user to aim faster in order to shoot faster. This technique reduces the time to perform Far Shot by 1 movement, allowing the user to shoot within the same speed proficiency as they normally would within the 1st Range Increment. This technique reduces the number of rounds needed to Aim from other Range Increments by 1 as well. Example: Eagle Eye normally needs 4 movements of aiming before firing a shot. This technique decreases the aim time by 1 movement allowing the user to aim for 3 movements before firing a shot. Limit: Must be a Marksman. Must know Far Shot.[/li][/ul][/ul][/ul][/ul] Inuzuka 450
Natural Armour x3 Rank: "C" Always 20 Training Points Skill: TaiJutsu Effect: User’s skin is as tough as a mountain side itself. Special: --- Drawback: --- Description: User gains a +1 enhancement bonus to natural armour bonus. This technique may be learned multiple times. Its effects stack. The total natural armour bonus gained by this technique may not exceed 2 per Class Level. Limit: Must be an Inuzuka member.
Agile 60 § 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.
Four Legs Technique 10 Rank: "C" Skill: NinJutsu Effect: This technique grants animal-like accelerated fighting instinct and reflexes to the user. Special: --- Drawback: --- Description: A personal technique. Duration is 5 rounds per Class Level. The user’s feature become more feral and they become more beast than man. A simple stare from the predator has become enough to instill fear in the heart of their enemy. For the duration of this technique, the user gain a claw and bite attack that deals damage equal to 2 per Class Level. They also gain a +20 enhancement bonus to Intimidation. In addition, the user now gains +3 enhancement bonus to Movements for the duration of the technique. If the user falls unconscious, the transformation is dispelled. Limit: Must be an Inuzuka member.
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.
[li]Burning Wind 10 Rank: "C" Skill: NinJutsu Effect: User summons a howling wind, driving the debris of the burning lands into the faces of their enemies. Special: --- Drawback: --- Description: Duration if 5 rounds per Class Level. Must make a Fortitude save to take half damage. User summons a howling wind, driving the burning land into the faces of their enemies. Targeted creatures suffer 20 armour points of damage per round, and are blinded for the duration of the wind unless they succeed on Fortitude save. The burning wind does not set fire to combustibles or otherwise affect objects. Limit: Must be an Inuzuka member.[/li] [li]Blood Track 10 Rank: "C" Skill: NinJutsu Effect: Through the blood of a target the user can track them for extended periods of time. Special: --- Drawback: --- Description: A touch based technique. A user that touches, sniffs, or tastes the blood of another creature can track that creature’s location. For the next 2 hours per Class Level, the user gains a +100 enchantment bonus on Tracking checks made to track the creature whose blood they have interacted with. Inuzuka will often bite troublesome prisoners in anticipation that they may need to be tracked later. This Jutsu is also prized by Inuzuka as it allows them to withdraw from unfavorable combats and then track adversaries until more favorable conditions can be engineered, such as waiting for reinforcements or attacking from ambush. Limit: Must be an Inuzuka member.[/li] [li]Wolf Empathy 10‡ Rank: "C" Skill: Supplementary Effect: User gains competence bonus to Animal training and can speak to canines. Special: --- Drawback: --- Description: User receives a +20 competence bonus on Animal Training checks when dealing with wolves, dire wolves, or any other canine type. User may speak to canines as if they can speak to humans. The user can ask questions of and receive answers from canines, but the technique does not make them any more friendly than normal. Wary and cunning canines are likely to terse and evasive, while the more stupid ones make inane comments. If a canine is friendly towards you, it may do some favor or service for the user. Limit: Must be an Inuzuka member.[/li] [li]Hydrate 10¶ Rank: "D" Skill: NinJutsu Effect: User can withstand dehydration from chakra and normal effects. Special: --- Drawback: --- Description: A touch based technique. A creature affected by hydrate has no need for water and cannot suffer from natural dehydration or chakra effects that cause damage from dehydration. In addition a creature affected may comfortably withstand hot environments suffering no adverse effects from heat up to 140 degrees Fahrenheit. Hydrate does not provide protection from chakra fire or natural environmental hazards hotter than 140 degrees Fahrenheit, such as boiling water or lava. Limit: Must be an Inuzuka member.[/li] [li]Wild Runner 20§ Rank: "C" Always 20 Training Points Skill: Supplementary Effect: User gains a bonus against exhaustion and fatigue. Special: --- Drawback: --- Description: A user receives a +4 Competence bonus to Fortitude Saves to avoid fatigue and exhaustion, as well as any ill effects from running, forced marches, cold or hot environments. Limit: Must be an Inuzuka member.[/li] [li]Prankster 10§ Rank: "C" Skill: Supplementary Effect: Due to their playful nature as children it makes them better in sleight of hand. Special: --- Drawback: --- Description: Some members are very playful and enjoy playing tricks. A user gains a +10 bonus to Sleight of Hand checks and the user can learn this technique with +1 per die roll. If the user has 50 skill points to Sleight of Hands this bonus increases to +20. Limit: Must be an Inuzuka member.[/li] [li]Wolf Style 10‡ Rank: "C" Skill: TaiJutsu Effect: User’s flourishes open gaps in their opponent’s defense while strengthening their own. Special: --- Drawback: --- Description: While using this stance, when the user successfully feint’s an opponent bonus gain 20% concealment against melee attacks made by that opponent for 1 round. The user cannot use this concealment to make Stealth checks. Limit: Must be an Inuzuka member. Must know Acting (15 points).[/li]
Wolf Trickery 10 ‡ Rank: "C" Skill: TaiJutsu Effect: User quick flourishes and distracting feints allow the user to play even the most experienced combatants for fools. Special: --- Drawback: --- Description: Reduce the penalties for feinting a non-humanoid or a creature of Low or lower intelligence by half. While using this stance, when a creature is denied any movements makes a melee attack against the user and misses due to concealment, it provokes an opportunity attack from the user. Normally the user takes a -20 penalty to acting checks when made to feint a non-humanoid and -40 penalty on acting checks made to feint a creature of Low or lower intelligence. Limit: Must be an Inuzuka member. Must know Wolf Style. Must know Acting (35 points).
[li]Duplicitous 10§ Rank: "C" Skill: Supplementary Effect: Because of their upbringing the user decides to hide themselves sometimes. Special: --- Drawback: --- Description: Many prefer to avoid the attention they often attract from non nomadic neighbors and attempt to convince all around them that they are not nomadic. They gain a +10 bonus to Acting and Disguise. If the user has 50 skill points to either this bonus increases to +20. Limit: Must be an Inuzuka member.[/li] [li]Shifting Mind 10‡ Rank: "C" Skill: Supplementary Effect: A user’s shapeshifting abilities have made them resistant to mental attacks. Special: --- Drawback: --- Description: A user’s shapeshifting abilities has made them resistant to mental attacks. The user gains a +2 bonus to mind-affecting Jutsus. Additionally, once per day the user can roll twice when making a Will Save and use the better result. Limit: Must be an Inuzuka member.[/li] [li]Spotter 10§ Rank: "C" Skill: TaiJutsu Effect: User’s ally helps the user make subtle corrections to their targeting with distance weapons. Special: --- Drawback: --- Description: A Teamwork technique. When the user stands adjacent to an ally with this technique, the user gains a +2 range increment bonus to their ranged attacks. The user also benefits from Point Blank Shot, Far Shot, or Precise shot, if the ally has the applicable technique. Limit: Must be an Inuzuka member.[/li] [li]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.[/li] [li]With the Talon Beside Me I§ Rank: "C" Skill: Supplementary Effect: With the pack’s best warrior by the user’s side, it is not hard to find courage in their heart. Special: --- Drawback: --- Description: When the user has an Inuzuka with them in battle, they gain a +15 morale bonus to any Intimidation checks. Limit: Must be an Inuzuka member.[/li]
With the Talon Beside Me II 10§ Rank: "C" Skill: Supplementary Effect: Standing with the Inuzuka means you get to pick up their leftovers. Special: --- Drawback: --- Description: When the user has the Inuzuka with them they gain a +3 to TaiJutsu attacks. This includes ranged attacks. Limit: Must be an Inuzuka member. Must know With the Talon Beside Me I.
With the Talon Beside Me III 10§ Rank: "C" Skill: Supplementary Effect: Standing beside the pack’s best fighter, the user learns a thing or two about causing pain. Special: --- Drawback: --- Description: When the user has the Inuzuka with them they gain a +6 to TaiJutsu attacks. This includes ranged attacks. Limit: Must be an Inuzuka member. Must know With the Talon Beside Me II.
[/ul] [li]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.[/li]
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.
[li]Skulker 30§ 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.[/li] [li]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).[/li] [li]No Failures I 20‡ Rank: "C" Skill: Supplementary Effect: There are no failures, brother, only setbacks. Special: --- Drawback: --- Description: When a pack member fails a skill check, they gain a +10 morale bonus to their next attempt at the same skill. The user can do this a number of times per day equal to Impeccable Will. Limit: Must be an Inuzuka member.[/li]
No Failures II 10‡ Rank: "C" Skill: Supplementary Effect: User may fall, but the pack will carry them. Special: --- Drawback: --- Description: When a pack member fails a Skill Category 1, they automatically re-roll and use the new result instead. The user can do this a number of times a day equal to Impeccable Will. Limit: Must be an Inuzuka member.
[li]Pack Knowledge I 10§ 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.[/li]
Pack Knowledge II 10§ Rank: "C" Skill: Supplementary Effect: If it is mine, it is also the pack’s. All that I make belongs to my brothers and sisters. Special: --- Drawback: --- Description: User can craft with a +30 bonus to crafting. Limit: Must be an Inuzuka member. Must know Pack Knowledge I.
Pack Knowledge III† Rank: "C" Skill: Supplementary Effect: While under the light of the moons, nothing is beyond the user’s memory. Special: --- Drawback: --- Description: User can navigate to where they were by looking at the sky. User gains a +25 per Class Level to Navigate. Limit: Must be an Inuzuka member. Pack Knowledge II
[/ul] [li]Keen Senses 20§ 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.[/li] [li]Eidetic 10§ 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.[/li] [li]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.[/li] [/ul]Armiger 110
Resist (Electricity) 90 Rank: "A" Skill: Supplementary Effect: Through strong understanding and the armour they wear the user can resist against special attacks. Special: --- Drawback: --- Description: An Armiger can learn to maximize their armour's effectiveness against unusual attack types. The Armiger selects one of the following damage types: Acid, Cold, Electricity, Fire, or Sonic. When wearing Medium or Heavy Armour, the Armiger gains resist 10 against the selected damage type. If the Armiger is "B" Class or higher, this resistance increases to 20. This Technique may be learned up to 5 times. Its effects do not stack. Each time it is taken, a different damage type must be selected. Limit: Must be an Armiger.
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 caster 70
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.
Free Soul 10¶ Rank: "C" Skill: NinJutsu Effect: User performs a freedom of movement upon themselves. Special: --- Drawback: --- Description: Target is 1 creature. Range is Personal or Touch. Duration is 5 rounds per Class Level. User's soul is an escape artist and can shake off just about anything that binds it. User clears themselves or their taget of any movement impairing effects. This jutsu enables the user or a target they touch to move and attack normally for the duration of the Jutsu, even under the influence of Chakra that usually impedes movement, such as paralysis, solid fog, slow, and web. The Jutsu also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or the bludgeoning weapons such as flails, hammers, and maces, provided the weapon is wielded in the hand rather than hurled. This ability requires no physical action to perform when the target is personal. Limit: Must be a Soulcaster.
Pre-Sight 10 Rank: "D" Skill: NinJutsu Effect: Allows vision into the past. Special: --- Drawback: --- Description: Target is a personal Jutsu. Range is Personal. Duration is Instantaneous. Life energy exists without time and when a Soulcaster uses this ability they can see that energy as it is laid out. In the time frame of half a round, the user can see 5 minutes per Class level into the past within the area of their viewing as if they were there. Limit: Must be a Soulcaster.
Know Why 10 Rank: "C" Skill: NinJutsu Effect: User gains information from an object. Special: --- Drawback: --- Description: Target is 1 Object. Range is Touch. Duration is Instantaneous. By touching an object the user can get information from the impression a soul has left behind much like a fingerprint. When learning this technique the user can touch 1 object and the user will find out why the object was made and what it is able to do (Ex. If there are techniques associated with the item). User also gains any activation information and if there are any single techniques within it if applicable (Ex. A scroll with techniques inside). Limit: Must be a Soulcaster.
Solid Regard 10¶ Rank: "C" Skill: NinJutsu Effect: User becomes immune to fear and intimidate effects. Special: --- Drawback: --- Description: Target is Personal. Range is Personal. Duration is 5 hours per Class Level. User knows their soul and where it is going and this makes them fearless. User becomes immune to fear and intimidate effects. Limit: Must be a Soulcaster.
Eyes of the Planes 10¶ 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.
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.
Mounted combat (50):
Drop Down (10) Rank: "D" Skill: TaiJutsu Effect: As a reaction, a rider can respond to any melee or ranged attack they are aware of by dropping down and hanging alongside their mount, using it as cover. Special: --- Drawback: --- Description: Rider can react instantly to drop down and hang alongside their mount, using it as cover. Rider cannot attack or perform Jutsus while using their mount as cover. Limit: Must be "Rider" of Mounted Combat. Must know Riding (Advanced).
Mounted Combat (40) Rank: "C" - 40 TP at all times. Skill: TaiJutsu Effect: Rider becomes more proficient when combating on a mount. Special: --- Drawback: --- Description: A technique that makes the Rider more proficient in the art of combat on their mount when it comes to striking attacks. Striking attacks no longer take double movements. Instead striking attacks now take 1.5 times the amount of movements. So a strike that takes 2 movements now takes up 3 movements instead of 4 while a strike that takes up 1 movement still takes up 2 movements. Rider is however still unable to perform attacks dealing with multiple strikes in a single movement. Limit: Must be "Rider" of Mounted Combat. Must know Riding (Novice).
Celestial Gates: 290
(1) Gate of Opening - Muladhara: The Root Chakra 10 Rank: "C" Skill: TaiJutsu Effect: Allows the user to perform extraordinary prowess using the extra power granted from the Celestial Gate. Special: --- Drawback: (Fortitude 15) User could become Fatigued for the rest of the encounter plus 1 minute. Description: Picture Located at the base of the spine. Its function is survival and grounding, its inner state is stillness and stability, its color is red. Its stones are: Garnet, Ruby, Onyx, and Obsidian. This Chakra is the Earth Chakra; it deals with Survival and is blocked by Fear. Balancing this Chakra gives energy to the physical body, controls fear, increases overall health and helps in grounding. Takes 1 Movement to Activate. +2 Pain Threshold Bonus to Will. +4 morale bonus against Fear. +2 enchantment bonus to Weapon Damage. +2 enchantment bonus to Movements.
Unless the user wishes otherwise, the technique ends at the end of an Encounter. Each round the technique is maintained, the user suffers 2 points of Gate Point Damage. Mastery: Learning this technique a 2nd time, the user can activate this gate without sacrificing movements for the purpose of using a more powerful gate, without actually performing this Technique or gaining any of the penalties. User cannot otherwise perform the Technique without sacrificing movements. Limit: Must be a practitioner of The Eight Celestial Gates.
Breath of the East Wind 80 Rank: "A" Skill: TaiJutsu Effect: The user's ability to disperse their Chakras into the air around themselves grants them new and potent abilities. Special: --- Drawback: --- Description: By taking 1 point of Spring Time of Youth Points burn as a movement equal to Jutsu in Handseals, the user can subtly enhance or diminish the effects of natural winds within 3 meters, centered on themselves. Within the area, natural (but not Chakra) wind effects are either increased or decreased by 1 step in intensity. The maximum wind force the user can affect with this Jutsu is based on their Class Level ("C" Class - Light; "B" Class - Moderate; "A" Class - Strong; "S" Class - Severe). This effect always moves with the user. Duration is 5 hours per Class Level. By taking 4 points of Spring Time of Youth Points burn as a movement equal to Jutsu, the user can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees. A strong wind (21+ miles per hour) can push the subject along or hold it back. Duration of the technique is 50 minutes per Class Level. If the duaration ends, the subject floats downward for 20 meters per round for 1d6 rounds. If the target reaches the ground in the amount of time no damage is applied, however if they continue to fall the user will fall from gravity. This ability cannot be used to affect anyone other than the user. Finally, the user can take 5 points of Spring Time of Youth Points burn as a full round movement to summon up the power of the tempest, the user directs a current of forceful winds where they please. This Jutsu creates a 2 meter diameter and a 60 meter line of wind-the direction of the wind is away from the user's direction when they perform this Jutsu, and remains constant in that direction for the duration of 5 rounds per Class Level. Creatures caught in a river of wind take 20 Armour Points of nonlethal damage and are knocked prone. When the user uses this ability they can choose to disperse their physical form and become one with a roaring current of air, instantly transporting themselves to any area within the abilities area of effect. Limit: Must be a practitioner of The Eight Celestial Gates. Must be a practitioner of the Vayist Philosophy.
Perfect Independence 110 Rank: "S" Skill: TaiJutsu Effect: User gains Freedom of Movement ability. Special: --- Drawback: --- Description: The vayist benefits from a continuous freedom of movement effect. This technique enables the user to move and attack normally even under the influence of Chakra that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape. The Jutsu also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement Jutsu does not, however, grant water breathing. Limit: Must be a practitioner of The Eight Celestial Gates. Must be a practitioner of the Vayist Philosophy.
Chakras-Imbued Body 10§ Rank: "C" Skill: Supplementary Effect: The Celestial Gates Master within them coats their bones and infuses their muscles, making them more resilient. Special: --- Drawback: --- Description: When the user learns this technique, the user gains 2 Armour Points for each Chakras Aspect technique they know. Whenever the user learns a new Chakras Aspect Technique, the user gains 2 more Armour Points. Limit: Must be a practitioner of The Eight Celestial Gates.
Access Low Chakra Slot 10§ 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.
Essence of Movement 10§ Rank: "C" Skill: Supplementary Effect: User flows through the battlefield, nimbly evading the blows of their enemies. Special: --- Drawback: --- Description: User get a +1 deflection bonus to Hardness against attacks, plus an additional +1 per point of Spring Time of Youth Points invested in this technique. A condition that makes you lose their movement bonus also makes the user lose the deflection bonuses. User gains 1 point of Spring Time of Youth Points. Limit: Must be a practitioner of The Eight Celestial Gates.
Extra Spring Time of Youth Points 10§ Rank: "C" Skill: Supplementary Effect: User is better able to harness their personal store of Chakras. Special: --- Drawback: --- Description: User gains 1 point of Spring Time of Youth Points. If the user is capable of binding at least 1 aspect, the user instead gains 2 points of Spring Time of Youth Points. Limit: Must be a practitioner of The Eight Celestial Gates.
Gentle Touch 10 Rank: "C" Skill: TaiJutsu Effect: A chakra technique applied to weapons allowing the user to strike with heavy non-lethal Damage. Special: --- Drawback: --- Description: All Gurus learn to master the art of the Gentle Touch, a mystical technique that involves with dealing non-lethal damage with focusing bursts of Chakra. By investing at least 1 point of Spring Time of Youth Points in this ability the user can charge a weapon granted by their Philosophy with a rarified form of Chakra Energy. All attacks made with that weapon deal additional damage equal to the user's Indomitable Fortitude, but all damage dealt by the user while this ability is active is non-lethal. A user can assign Spring Time of Youth Points to their Gentle Touch ability as Handseals equal to the Rank of this Jutsu. For every point of Spring Time of Youth Points invested in this ability, the Charged weapon deals an additional 4 Armour Points of Weapon Damage. This ability only works against living targets; undead and constructs are immune to its effects. Limit: Must be a practitioner of The Eight Celestial Gates.
Chakra Disruption 10, 10 Rank: "C" Skill: TaiJutsu Effect: Every time learned, the user gains the ability to inflict debilitating status effects on the opponent. Special: --- Drawback: User must learn multiple times; each time learned user learns in order as listed. Description: The user may make a single attack while using Gentle Touch ability per movement, selecting a disruption they know and apply it to their attack. The target suffers the chosen disruption unless they succeed on a Fortitude save equal to 10 + Indomitable Fortitude + 2 per point of Spring Time of Youth Points invested in the user's Gentle Touch ability. Unless otherwise noted such conditions end after a number of rounds equal to the user's Indomitable Fortitude as the afflicted creature's body slowly re-regulate itself.
User can disrupt the flow of energy in the opponent's hands, making them clumsy and uncoordinated; opponents affected by this disruption take a -1 to movements, -5 penalty to TaiJutsu Damage, and -5 to Skills made with their hands or equivalent limbs (for example, a dragon's primary claw attacks). This penalty increases per point of Spring Time of Youth Points invested in the Gentle Touch ability.
The user can damage the flow of energy through the opponent's feet, slowing and hampering them. An opponent affected by this disruption take a -1 to movements, -5 penalty to TaiJutsu Damage, and -5 to Skills made with their feet. This penalty increases per point of Spring Time of Youth Points invested in the Gentle Touch ability.
The user can block the flow of Chakra through an opponent's shoulders causing their movements to become slow and predictable, too weak to properly hold a shield. Opponents affected by this disruption have their Shield and One-Handed weapon unusable for 1 round +1 round per Point of Spring Time of Youth Points invested.
The user can sever chakra connections associated with an opponent's 6th Chakra, causing the opponent to be blinded for 1 round +1 round per Point of Spring Time of Youth Points invested.
The user can disrupt the delicate Chakra connections in an opponent's 7th Chakra causing them to be stunned for 1 round.
The user can almost completely block the flow of Spring Time of Youth Points throughout an opponent's body causing them to become exhausted.
Limit: Must be a practitioner of The Eight Celestial Gates.
[li]Aether Ties 10 Rank: "C" Skill: TaiJutsu Effect: A technique allowing the user to bond against opponents, slowing them down for the user's allies, while gaining dodging bonus against attacks. Special: --- Drawback: --- Description: By taking 1 point of Spring Time of Youth Points burn without sacrificing a movement, a vayist can infuse the air around them with a rarified form of Spring Time of Youth Points and send it flowing across the battlefield towards a particular target. The vayist chooses 1 target within 20 meters and creates a bond that lasts for a number of rounds equal to the user's Indomitable Fortitude. As long as this bond is active the targeted enemy takes a -2 penalty to all movements that do not include the vayist as a target. Whenever an affected enemy misses the user or makes an attack that does not include them as a target, the user recovers 1 point of Spring Time of Youth Points burn. The user gains a Dodge bonus to Deflect attacks equal to +2 Armour Points equal to the number of Aether Ties the user currently has in effect against all attacks made by enemies not currently affected by this ability. The user may have one Aether Tie active at a time, plus an additional Aether Tie per Class Level, but each tie must be activated and paid for separately. Limit: Must be a practitioner of The Eight Celestial Gates. Must be a practitioner of the Vayist Philosophy.[/li] [li]Aether Infusion 10 Rank: "C" Skill: TaiJutsu Effect: By using the power of winds the user can increase the range increment of their weapons and apply a defensive ability to them. Special: --- Drawback: --- Description: The user becomes particularly adept at using Spring Time of Youth Points to become one with the air around them, manipulating it to enhance their attacks and defenses and obscure them from their opponents. By taking 1 point of Spring Time of Youth Points Burn as part of a ranged attack, the user can increase the range increment of any ranged weapon he wields by 3 meters feet, plus an additional 3 meters at "C" Class, and again at "B" Class. This effect lasts for 2 rounds. By taking 2 points of Spring Time of Youth Points burn, the user can surround themselves with a whirlwind of air that obscures them from view, protecting them as though they were affected by a Blur Jutsu for 3 rounds. By taking 4 points of Spring Time of Youth Points burn, the user can use Mirror Image as a Chakra-like ability. Limit: Must be a practitioner of The Eight Celestial Gates. Must be a practitioner of the Vayist Philosophy.[/li][/ul] Mabuki: 180
Weapon Form: Two-Handed Weapons (Wire) 10 Rank: "C", "B" Skill: Supplementary Effect: User learns to "Partially" transform a portion of their anatomy (usually the arm) into a single Non-Chakra Two-Handed Weapon. Special: --- Drawback: --- Description: When learning Weapon Form: Two-Handed Weapons the user chooses a single Two-Handed Weapon to partially transform into. If the user knows Weapon Form: Single Weapon Transformation they may choose to fully transform into that weapon. The user may not release the partial form as a ranged weapon. User learns "C" Rank for "C" Rank Weapons, and "B" Rank for "B" Rank Weapons. May learn multiple times. Each time learned user may transform into a new weapon. Limit: Must be a Mabuki. Must have Demon Weapon Gene.
Weapon Form: Single Weapon Transformation 10 Rank: "D" Skill: NinJutsu Effect: User gains the ability to change into a single Weapon Form. Special: --- Drawback: Must know Weapon Form for correct weapon. Description: The Mabuki can transform their entire bodies into fully usable weapons. These weapons are unique, and often bear some physical mark showing they contain living components. The weapon is Non-Chakra, with no special abilities. The transformed body has all the properties of the chosen weapon, but is considered a Natural Weapon for all purposes. Despite this, a Demon Weapon is able to make full iterative attacks with their partial weapon form, and must follow the rules of the Weapon (e.g. User may transform into an oversized weapon. Due to the weapon's size each technique performed while wielding this weapon takes up 3 movements. A creature may learn Weapon Specialization: Speed Training to remove the drawbacks of Movement restrictions.) Transforming takes 1/2 a round. Limit: Must be a Mabuki. Must have Demon Weapon Gene. Must know Weapon Form for the correct Weapon.
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.
[li]Hydra Blood 50 Rank: "B" Skill: Supplementary Effect: The user has trained their Demon Weapon Gene to the point where they can manifest multiple weapons on their body. Special: --- Drawback: --- Description: When using a partial weapon transformation, instead of just transforming only 1 limb into a weapon the user may change several limbs or event other points of their body into a Partial Weapon form. The user can only have as many partial weapon manifestations at one time equal to Indomitable Fortitude. In addition, if the user's weapon form deals either slashing or piercing damage, the user may alter their weapon form as Armour Spikes on their body (which work the same as the user's Weapon Form), and if the weapon deals Bludgeoning damage, the user gains +5 Natural Armour, or a Natural Armour equal to the Hardness of the Material chosen. If the user's weapon deals both Piercing/Slashing and Bludgeoning, the user must choose which bonus to gain and cannot have both at the same time. Limit: Must be a Mabuki. Must have Demon Weapon Gene.[/li]
Versatile Manifestation 50 Rank: "B" Skill: Supplementary Effect: The user can alter the different parts of their weapon form allowing the user's body to gain benefits while moving. Special: --- Drawback: --- Description: While in regular form and only manifesting into Partial Weapon Forms, the user can use their Hydra Blood abilities to grant them additional benefits while moving. The user may only qualify for one benefit at a time even if the user qualifies for more than one benefit within the alteration. These extra uses for Partial Weapon form cannot be used to attack, and the user cannot use Armour Spikes, nor the Armour Defense bonuses within Hydra Blood while using this Technique.
Bladed Weapons: User may swim without movement loss, or climb without the use of Chakra.
Hafted Weapons: User is able to traverse large distances without problems. (such as holes)
Bludgeoning Weapons: User gains a +5 to damage when tripping or Bull Rushing.
Chained or Mechanical Weapons: User gains +1 Movement when trying to traverse.
Limit: Must be a Mabuki. Must know Hydra Blood.
[/ul] Universal Ninjutsu (50)
Kage Bunshin no Jutsu (Shadow Clone Technique) 50 Rank: "B" Skill: NinJutsu Effect: This technique creates clones of the user. However, these clones are actual copies, not illusions. Special: "Clone Seal" Drawback: The user's chakra is evenly distributed among every clone, giving each clone an equal fraction of the user's overall power. Description: The clones are capable of performing techniques on their own and can even bleed, but will usually disperse after 1 or 2 solid blows. They can also disperse on their own. The clones will be created in roughly the same condition as the original. Shadow clones cannot be distinguished from the actual person even by the Byakugan because the clones have the exact same amount of chakra and aren't made from any other substance. A characteristic that is unique to the Shadow Clone Technique is that any experience the clones gain during their existence is transferred to the user once they are dispersed. This makes the technique ideal for spying, since the user can simply send a clone to spy on a target, then have the clone disperse itself without returning to pass the information back to the user. (Cannot gain extra training points through training with Shadow clone.) User is able to make up to 5 clones at a time. Takes the amount of time to perform a "B" Rank Jutsu. Shadow Clones may travel between different threads within the same board. Limit: Universal NinJutsu Technique. Must be Chūnin or gain Village Scroll.
Water release (10+360)
[/font] Restoration Rituals: 10
[/font][li]Transfer Vitality 10 Rank: "C" Type: Restoration Ritual Effect: User's allies are battered, so the user transfers some of their life essence to help them recover. Special: To perform: 5 minutes; Duration: Instantaneous Drawback: --- Description: When the user completes this ritual, they or one willing ally within 2 meters spends their Chakra but gains no benefit. Instead the user or another ally within 2 meters recovers an amount of damage equal to the Chakra as if performing a Healing Hands Technique. Limit: Must be a Ritualist for Restoration Rituals. Cost: Market Price: 12,000 Ryo Performing Price: 9,000 Ryo[/li][/ul] Deceive Sensor Rank: "S" Type: Deception Ritual Effect: Create an illusion to fool scrying, setting an Observation Difficulty to detect the ruse. Special: To perform: 10 minutes; Duration: 24 hours Drawback: --- Description: User weaves an illusion that only scrying sensors can see around the user or another creature within 10 meters of the user during the ritual. Any scrying sensor within 20 meters of an affected creature sees only the illusion the user chooses at the ritual’s conclusion. The illusion can contain anything the user desires, with up to 5 minutes of programmed actions. Creatures viewing the illusion are entitled to an Observation check to detect the fact that it is false. The check is opposed the user's Deception Ritual Skill Check. A creature is allowed a check the first time it sees the illusion. Limit: Must be a Ritualist for Deception Rituals. Cost: Market Price: 48,000 Ryo Performing Price: 36,000 Ryo
Modifications. Killer? Focused Study Stealth? Professional Development Bargin-Hunter Drunk Talent (Change from Stealth?) Improved Sleight of Hand? (Do use sleight of hand?) Hardy Brawler? (Do Damage reductions stack?) Mineral Attunement Shunshin no Jutsu (Required when using mount?) Skill Focus (Haggle) Bargain Linked Learning (Change from stealth?) Prankster (Remove if removing sleight of hand) Pack Knowledge (Change? to Academia?) Drop Down (Worthless - Put animal in harms way) All Mabuki?
Mounted combat - Always 40
* Remove Book: Textbook: Volume XX: Professional Development (20) or Bargain (10) both give same benefit. * Decrease Lore; Don't need as high. * Extra die for observation, makes cheaper. Book: Textbook: Volume XIV: Mental Acumen Rank: "S" Type: Main, Book, Reference Effect: Volume XIV of The Encyclopedia of Loremaster Linus Winterguest pertaining to Analytical skills. Special: --- Drawback: --- Description: Page Count: 680 pages. This book has the two-fold purpose of teaching the fundamentals of HOW to study, as well as making the reader more aware. It grants a -30 Competence Bonus to Evidence Analysis checks, and a -10 Competence Bonus to Observation. Moreover, once a person has read this book, he or she can add an Additional Die roll each time they learn these Skills. Limit: These items may be bought inside any Special Book Shop. 5% chance finding. Cost: 50,000 Ryo
• Cover Rank: "C" Skill: TaiJutsu Effect: A simple technique that allows the user to gain full cover on a shield large enough. Special: --- Drawback: --- Description: It is commonly known that a tower shield can be used to provide total cover to its user. What is less commonly appreciated is that the same principle can be used with any shield, provided it is large enough. A user gains full cover so long as the shield is large enough to cover the user. The normal penalties for using an Oversized Shield apply. Limit: Must be an Armiger.
• Keen Eye Rank: "C" Skill: Supplementary Effect: The user has mastered the art of using the surface of their shield to locate foes that the user does not look at directly. Special: --- Drawback: --- Description: The user has mastered the art of using the surface of their shield to locate foes that the user does not look at directly. User may choose to forfeit their shield's additional Guard Meter for 1 round to improve their defense against gaze attacks for 1 creature. User's chance to avoid having to make a Save against that creature's gaze attack increases to 100%, and the creature does not gain concealment against the user. For every 25 points user has in Observation, the user can simultaneously use this technique against another creature with a gaze attack. Limit: Must be an Armiger.
• Shield Focus Rank: "D" Skill: TaiJutsu Effect: User is skilled at deflecting blows with their shield. Special: --- Drawback: --- Description: User learns a valuable stance that forms the core of this style, that being the nature of the unbreakable wall. By focusing one's attention to defense with their shield, their martial skill improves their defense. The user gains an additional +2 Hardness bonus to their Guard Meter while they are in their full defense stance. This bonus increases by +2 per Class Level. Limit: Must be an Armiger.
• Covering Defense Rank: "C" Always 20 TP Skill: TaiJutsu Effect: User is skilled at protecting themselves and their allies with their shield. Special: --- Drawback: --- Description: When the user uses their Guard Defense with a light, heavy, or tower shield, the user has learned how to manipulate their shield in such a way where they can provide a cover against all attacks to an adjacent ally that may target both the user and the ally who is of size or smaller. Ally must be within 2 meters of the user. User's Guard Meter takes damage equal x the amount of allies the user protects. Example if the user is protecting 2 adjacent allies the Guard Meter takes 3 times the damage. This cover lasts as long as the Guard Meter lasts. Limit: Must be an Armiger. Must know Shield Focus.
• Greater Shield Focus Rank: "C" Skill: Supplementary Effect: User is skilled at deflecting blows with their shield. Special: --- Drawback: --- Description: User's Guard Meter gains a +2 Hardness against attacks, reducing the effect of an attack against the Guard Meter. This bonus stacks with the bonus granted by Shield Focus. Limit: Must be an Armiger. Must know Shield Focus.
• Shield Specialization Rank: "C" Always 30 TP Skill: Supplementary Effect: User has mastered the use of one type of shield. Special: --- Drawback: --- Description: Choose one type of shield (buckler, light, heavy, or tower shield). With the selected shield, user gains an additional +4 hardness to their Guard Meter. In addition, this bonus stacks with Shield Focus, and Greater Shield Focus. User may learn this technique multiple times. Its effects do not stack. Each time user learns this technique it may be applied to a new type of shield. Limit: Must be an Armiger. Must know Shield Focus.
• Greater Shield Specialization Rank: "B" Skill: TaiJutsu Effect: User's masterful shieldwork provides even greater protection. Special: --- Drawback: --- Description: Choose one type of shield (buckler, light, heavy, or tower shield) for which the user already posses with Shield Specialization. With the selected shield, the user gains a +4 Hardness to their Guard Meter. This bonus stacks with that from Shield Specialization and other Hardness creating techniques towards the Guard Meter. In addition, once per day, user treats an attack that does damage per Class Level as the lowest amount possible. User may learn this technique multiple times. Its effects do not stack. Each time user learns this technique it may be applied to a new type of shield. Limit: Must be an Armiger. Must know Greater Shield Focus. Must know Shield Specialization.
• Active Shield Defense Rank: "B" Skill: TaiJutsu Effect: User's expert use with their shield allows them to strike at vulnerable foes even when the user forgo their own attacks in favor of defense. Special: --- Drawback: --- Description: When fighting defensively and using a shield, user does not take the standard fighting defensively penalties. When using the total defense on a shield, user still threatens the area as they normally would, allowing for flanking capabilities and the user can use 1/4th more movements than before. Normally when in defensive position the target would lose 1/4th more movements depending on the shield they are using. User is also not "threatening" a target for Flanking purposes either. Limit: Must be an Armiger. Must know Shield Specialization.
• Shield Block Rank: "B" Skill: TaiJutsu Effect: Without sacrificing a movement user can protect themselves or another. Special: --- Drawback: --- Description: 3 times per day when an opponent attempts to strike the user or an adjacent ally (within 2 meters of) with a melee or ranged attack, the user can choose to block the attack with their selected shield; when they do so they immediately use their shield guard to block the attack and the user does not lose a movement doing so. User makes a block against the opponent's attack with an added +4 hardness to their Guard Meter at any time. Limit: Must be an Armiger. Must know Shield Specialization.
• Uncanny Shield Rank: "B" Skill: Supplementary Effect: User can interpose their selected shield between themselves and danger before their senses would normally would allow them to do so. Special: --- Drawback: --- Description: User can interpose their selected shield between themselves and danger before their senses would normally would allow them to do so. A user can react to danger before their senses would normally allow them to do so. The user, when equipped with their selected shield can block the attack even if they are caught flat-footed or struck by an invisible attacker while using the full Guard. Limit: Must be an Armiger. Must know Shield Block.
• Improved Uncanny Shield Rank: "A" Skill: Supplementary Effect: When user has their selected weapon equipped, user cannot be flanked. Special: --- Drawback: --- Description: When user has their selected shield equipped, the user cannot be flanked. This defense denies an opponent from performing a sneak attack against the opponent, unless the opponent is at least 1 class level higher than the user. If both users are "S" Class, the character who has at least 3,000 more Training Points would be considered 1 Class higher for the purpose of this technique. Limit: Must be an Armiger. Must know Shield Block. Must know Greater Shield Focus.
• Bulwark Rank: "A" Skill: TaiJutsu Effect: Through great protection the user can apply their Uncanny Shield to a close ally. Special: --- Drawback: --- Description: The Armiger knows how to protect not just themselves, but also how to protect allies. An Armiger can apply their Improved Uncanny Shield and Uncanny Shield to any ally who is within 2 meters of the user. Same applications apply such as only applicable to opponents who are at least 1 class Level higher than the user. The Armiger may react to said danger and apply a shield to the ally within range. This technique only works if the user is not suffering from unconscious, dead, paralyzed, or stunned. Limit: Must be an Armiger. Must know Improved Uncanny Shield.
• Bolstered Bulwark Rank: "S" Skill: TaiJutsu Effect: An Armiger has a bolstered defense for their Guard Meter. Special: --- Drawback: --- Description: When an Armiger fights defensively or takes their Guard Position, the Hardness bonus of their Shield to their Guard Meter increases by a number equal to 4 per Class Level. For example, if a "C" Class Armiger with a shield decides to fight in full Guard Position, gains a +8 Hardness to their Guard Meter. Limit: Must be an Armiger. Must know Bulwark.
• Shield of Warding Rank: "C" Skill: TaiJutsu Effect: Using a higher power of understanding the user can apply sacred or profane Hardness to their Guard Meter. Special: --- Drawback: --- Description: The shield or buckler grants the wielder a +1 sacred or profane Hardness bonus to their Guard Meter, +1 per Class Level. The bonus only applies when the shield is worn or carried normally (but not, for instance, if it is slung over the shoulder). Does not take up Chakra, however to perform this Technique takes up handseals equal to rank of Jutsu. Jutsu lasts for 5 minutes per Class Level. Limit: Must be an Armiger. Must know Shield Focus.
• Aura of Channeled Wall Rank: "C" Always 30 TP Skill: TaiJutsu Effect: User draws upon their energy to enhance the protective ability of their shield and those of allies while they are within 10 meters to the user. Special: --- Drawback: --- Description: Technique takes up handseals equal to rank of Jutsu. User can spend their own energy into an aura to grant themselves a +4 deflection bonus while using their shield to their Guard Meter. This bonus lasts for 5 minutes per Class Level. While the user benefits from this bonus, all allies within 10 meters of the user with a shield also gain a +4 deflection bonus to their Guard Meter so long as they are within the range of the Aura. Limit: Must be an Armiger. Must know Shield of Warding.
• Shield Expert Rank: "C" Always 20 TP Skill: Supplementary Effect: User knows how to get the most out of their shield. Special: --- Drawback: --- Description: Whenever the user is equipped with a shield, user gains a +2 deflection Bonus to their Guard Meter (this bonus stacks with other Deflection Bonus pertaining to the Guard Meter). A condition that makes a character lose a deflection bonus makes the user lose this deflection bonus. If a user makes a shield bash attack, user loses this bonus until their next movement, unless user also has the Improved Shield Bash technique. Limit: Must be an Armiger. Must know Shield Focus.
• Tortoise Defense Rank: "A" Skill: TaiJutsu Effect: By sacrificing movements user gains damage reduction. Special: --- Drawback: --- Description: By focusing on defense, the user sacrifices movements for greater protection. The user voluntarily reduces their movements of 1 for a Damage Reduction of 5/- against their next round. So if the user sacrifices 4 movements they gain a Damage Reduction of 20/-. Limit: Must be an Armiger. Must know Shield Focus.
• Improved Shield Bash Rank: "D" Skill: TaiJutsu Effect: User can protect themselves with their shield, even if they use it to attack. Special: --- Drawback: --- Description: The user of this stance holds their shield in such a manner to deliver punishing shield bashes without sacrificing their ability to defend themselves. When user performs a Shield Bash, user may still apply their Guard Meter to protect themselves from an attack. Normally without this technique a character that performs a Shield Bash loses their Guard Meter. User inflicts 6 Armor Points of Weapon Damage per 2 Class Levels starting at "D" Class. Limit: Must be an Armiger.
• Mighty Wallop Rank: "D" Skill: Supplementary Effect: User can manipulate the damage of their shield as if it were 1 size category larger than normal. Special: --- Drawback: --- Description: The user knows how to treat their shield as if it were larger than normal, and thus can increase the damage of a shield weapon by 1 size category larger without increasing the dimensions or weight of the shield. Limit: Must be an Armiger. Must know Improved Shield Bash.
• Mighty Wallop, Greater Rank: "C" Skill: Supplementary Effect: An advanced version of Mighty Wallop. Special: --- Drawback: --- Description: As mighty wallop, except that the shield weapon damage increases by 1 size category per Class Level. Limit: Must be an Armiger. Must know Mighty Wallop
• Shield Slam Rank: "C" Skill: TaiJutsu Effect: In the right position, the user's shield can be used to send opponents flying. Special: --- Drawback: --- Description: Any opponents hit by the user's shield bash are also considered as a bullrush attack capable of knocking opponents back. Opponents who are hit by this attack are knocked back by the sheer force by 2 meters per Class Level. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum distance possible. Limit: Must be an Armiger. Must know Improved Shield Bash.
• Shield Master Rank: "B" Skill: TaiJutsu Effect: User's mastery of the shield allows the user to fight with it without hindrance. Special: --- Drawback: --- Description: User suffers 1/4 less movement penalties made when using a Shield and having the Shield Guard up. User may add shield's weapon damage as a hardness to the Guard Meter, while sacrificing Weapon Damage. Limit: Must be an Armiger. Must know Shield Slam.
• Agile Shield Fighter Rank: "A" Skill: Supplementary Effect: User is proficient at combining movement, bashing, and guarding while having a shield. Special: --- Drawback: --- Description: Whether the user is in full Guard position, shield bashing, or moving around the user has become more accustomed to the art of the Shield. User suffers 1/4 less movement penalties made when using a Shield and having the Shield Guard up. Limit: Must be an Armiger. Must know Improved Shield Bash. Must know Shield Specialization.
• Parrying Shield Rank: "B" Skill: TaiJutsu Effect: Through the art of parrying the user can withstand the impact of attacks that bypass armour. Special: --- Drawback: --- Description: User has studied advanced techniques for battling foes whose attacks normally bypass armour. Some attacks can completely sunder weapons. The Shield is both a weapon and protection, so weapon destruction techniques usually work on shields. The user may intercept the blow with their shield. The hit is then negated by the Armiger as the attack rolls off of the shield instead of hitting with the full force of the attack. Normal damage is performed, however the shield is protected. Limit: Must be an Armiger.
• Improved Shield Parry Rank: "B" Skill: TaiJutsu Effect: The Armiger learns how to take advantage from a parrying move. Special: --- Drawback: --- Description: If a user successfully negates an auto destruction technique using the Parrying Shield technique, the user can immediately make a Shield Bash against the opponent without having to sacrifice one of their movements within their attack. Limit: Must be an Armiger. Must know Parrying Shield. Must know Improved Shield Bash.
• Steel Shell Rank: "A" Skill: TaiJutsu Effect: By meeting an attack head on the user can reduce or even negate an attack. Special: --- Drawback: --- Description: By Steeling themselves against an attack behind the wall of this mighty shield, a disciple of Armiger may attempt to negate or reduce an incoming attack. The user meets the attack of an opponent by stepping in to meet the opponent's attack, severely reducing the power of the attack. If the user performs this right the user gains a Damage Reduction 20/- to Reduce their Attack. Limit: Must be an Armiger. Must know Improved Shield Parry.
• Adamantine Shell # Rank: "S" Skill: TaiJutsu Effect: A stronger version of the Steel Shell. Special: --- Drawback: --- Description: By seemingly empowering their shield with their will and perfectly setting themselves against an attack, the user may attempt to render almost any attack against them harmless. The user meets the attack of an opponent by stepping in to meet the opponent's attack, severely reducing the power of the attack. If the user performs this right the user gains a Damage Reduction 40/- to Reduce their Attack. Limit: Must be an Armiger. Must know Steel Shell.
• Invulnerable Shell # Rank: "S" Skill: TaiJutsu Effect: A very powerful defensive move capable of altering the direction of an attack while protecting the user and those near the user. Special: --- Drawback: --- Description: The ultimate technique of the Armiger, the user of this technique learns to use their unbreakable will to bolster their shield to defend themselves and the allies from any attack. The user plants their feet, holds their shield aloft against the oncoming attacks, and weathers the storm, unbreakable. If the user performs this right the user gains a Damage Reduction 40/- to Reduce their Attack while gaining additional Damage Reduction equal to 5 per Impeccable Will. Any of the adjacent allies who are within 2-meters of the user in a 90 degree angle centered on the user gains the shield power of the user as the attack moves around the user in a large arc. The user must be aware of the attack to be able to counter it, thus must not be caught flat-footed by it. Limit: Must be an Armiger. Must know Adamantine Shell.
Ki-rin: • Armour • Belt (Saddle) • Chest • Eyes • Feet (Horseshoes) • Head: Gem of Vitality • Headband : Gem of Vitality • Neck: Gem of the Wise • Shoulders
Yoko: • Armor: This slot is used for suits of armor that are worn. • Belts: This slot consists of belts and other items that can be worn around the waist. • Body: This slot consists of body wraps, cassocks, corsets, dusters, harnesses, robes, vestments and any other article of clothing that can be worn on the body. • Chest: • Eyes: • Feet: • Hands: • Head: Helmet • Headband: All Seeing Eye • Neck: Gem of Reflection; Gem of the Wise • Ring (up to two): Gem of Reflection; Gem of the Wise • Shield: This slot is for carried shields. • Shoulders: • Wrists: Gem of Vitality
7 Apr 20, 08:57 Loki QB: and loli's are main characters #17a589