Kamyuja, Jai [Hidden sound: Genin]
Jan 30, 2018 10:29:27 GMT -7
Post by ~88~ on Jan 30, 2018 10:29:27 GMT -7
~~~~~
~...Jai...~
~Class: S~
~Rank: Genin~
Name:
Kamyuja, Jai {"J" for short}
Bloodlimit:
Kamyuja
Height:
Taller then 6ft just about.
Weight:
170-195lbs. [Mostly all healthy muscle and veins, with very little body fat, and very strong bones.]
Age:
21[Absolutely does not look like it, looks about 15-18]
Gender:
M
Alignment:
Good Neutral
Birth Country:
Rice country
Village:
Hidden sound
Special:
Tai/ Medic
Impact-L
Might+2: Measure’s the user’s physical power. It is important for characters that fight melee combat.
Attack Damage – Also known as TaiJutsu Damage. The physical damage you are able to apply to objects and opponents when performing TaiJutsu attacks. For every 2 points applied to Might, +5 for Attack Damage.
Might Skills – Skills specific for Strength capability. For every 2 points applied to Might, +5 for Might Skills.
Break Checks – Movement in Combat. For every 2 points applied to Might, +1 to Break Checks.
Luck+2: Represents a character's instincts, and natural talent.
Skill Improvement — Luck has no specific skills associated with it. For every 2 points applied to Luck, +5 to All Skills.
Dodge — Your training and reflexes is almost instinctual and can avoid an opponents' attacks. For every 2 points applied to Luck, +1 to Dodge Modifier.
Percentile Rolls — When looking for items in shops, plants in the wild, or creatures in the wild you will need to have a staff member roll a 1d100 for you. With Luck your rolls get better. For every 2 Points applied to Luck, +2% to Search Rolls.
Save & Bonus modifier's, ETC...Supplementary stuff
Intimidate
x3 18sp
Rank: "E"
Skill: Sophisticated Skill
Effect: User can use this skill to frighten their opponents or to get them to act in a way that benefits the user.
Special: ---
Drawback: ---
Description: Relevant Abilities: Charisma Skill. Die Rolls: 1 Die Roll. Check Requirement: Game Master/Described. Opposed: Sense Motive. Characters use this skill to cause others to back down in a contest of wills, to make others afraid to fight. A successful opposed Skill check is necessary (the subject of the Intimidation uses Sense Motive's Resist Persuasion to counter). This skill includes verbal threats and displays of prowess. Synergy: A user with Acting gives a +5 per Mastery Level Synergy Bonus to Intimidate. Some practical applications of Intimidate follow:
Limit: Must learn from Skills.
Coerce Opponent: Sometimes the user needs to cow someone into submission for more than just a few hours. Coercing a target into acting friendly for hours takes 1d4 x 10 minutes. Coercing a target into acting friendly for days requires the user to successfully use coercion at least once per week for 1d6 weeks without failing any Intimidate checks against the target during that time.
User cannot attempt long-term coercion against the same target again for 1 week.
By spending more time threatening or harassing a target, user can attempt to force a creature to act friendly toward the user for 1d6 hours + 1 hour for every 25 points by which the user exceed the Check. If the user succeeds at such a check against the same target at least once per week for 1d6 weeks (without ever failing any Intimidate checks against the target during that time), the duration of the coercion increases to 2d8 days. Coercion is overt, not subtle, and in most cases using coercion against a creature is an evil act.
A coerced target acts as though friendly toward the user even when they are not around, but the aid offered remains grudging at best. The target's true attitude is hostile, and if the target believes it can take an action to hinder the user that cannot be traced back to it, it is likely to take such opportunities.
Creatures attempting to enlist its aid against the user can often do so by convincing the target they are able to protect it from the user's wrath, using the normal Persuasion rules.
Demoralize Opponent: User can use this skill to cause an opponent to become shaken for a number of rounds. This shaken condition does not stack with other shaken conditions to make an affected creature frightened. The user must beat the target's Sense Motive's Resist Persuasion.
Success: If the user is successful, the target is shaken for one round. This duration increases by 1 round for every 25 by which the user beats the target's Sense Motive. User can only threaten an opponent this way if it is within 10 meters and can clearly see and hear the user. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.
Fail: The opponent is not shaken
Demoralizing an opponent is a "B" Rank weaving movement. User can attempt to intimidate an opponent again, but each additional check increases the Difficulty by +25. This increase resets after 1 hour has passed.
Influence Opponent's Attitude: User can use Intimidate to force an opponent to act friendly toward the user for 1d6 x 10 minutes with a successful check. Check is against the opponent's Sense Motive Resist Persuasion.
Success: If successful, the opponent will:
...give user information they desire.
...take actions that do not endanger it
...offer other limited assistance
Sense motive x 3 32sp
Rank: "E"
Skill: Sophisticated Skill
Effect: User is skilled at detecting falsehoods, true intentions, and capabilities.
Special: ---
Drawback: ---
Description: Relevant Abilities: Perception 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.
Discern Secret Message: User may use Sense Motive to detect that a hidden message is being transmitted via the Acting skill. In this case, user's Sense Motive check is opposed by the Acting check of the character transmitting the message. For each piece of information relating to the message that the user is missing, user takes a -10 penalty on their Sense Motive check. If the user succeeds by +20 or less, the user knows that something hidden is being communicated, but the user cannot learn anything specific about its content. If the user beats the check by 25 or more, the user can intercept and understand the message. If the user fail's by 20 or less, the user does not detect any hidden communication. If the user fails by 25 or more, the user might infer false information.
Eureka Assist: If the user aid's another with a Sense Motive check, the user can attempt to provide a greater than normal bonus to the other character's total skill check. This challenge reflects the fact that a highly trained or insightful person can render better help than an untrained or fumbling assistant. In return for increasing the aid another skill Difficulty check by +15, the user boosts the bonus they provide the other character by +10. There is no limit to how high the user can push the Difficulty, and the bonus, but remember that a Sense Motive check does not allow the user to try again; if the user's check to aid another fails, the user provides no bonus.
Eureka Moment: Normally the user cannot try again on a Sense Motive check. Sometimes, however, some external inspiration holds the key to the problem they were trying to solve, and sometimes that inspiration hits unexpectedly from out of the blue. This skill use requires an ally to successfully perform an aid another with the Sense Motive skill (if the ally fails, that same ally cannot attempt a retry). If the aid another is successful, the user may try again with a -100 to the Check on their Sense Motive skill use with the bonus from the other's aid another skill use.
Hunch: This use of the skill involves making a gut assessment of the social situation. User can get the feeling from another's behavior that something is wrong, such as when they are talking to an impostor. Alternatively, the user can get the feeling that someone is trustworthy. This is a Very Difficult Difficulty check.
Know Ability: Sense Motive are schooled in the art of careful observation. Thus, even without the aid of Chakra, they can observe an individual and attempt to glean a valuable piece of information about the individual. This ability requires a skill check and approximate time of observation for each ability studied. For example, if the user watched a man cutting wood, the user could make a Sense motive check to see their ability. If successful the user could learn that the man has bonuses in Prowess. User can apply this application to any Ability Category, statistic, or skill level associated with a character. Difficulty check and length of time is listed below. If a target is using Acting to hide their abilities, the user must not only make the check but also surpass the target's Acting skill.
Difficulty Situation
Easy 1 hour of observation
Average 1/2 hour of observation
Difficult 10 rounds
Very Difficult 1 round
Extremely Difficult 1 movement
Read Mood: User pauses to study their target, reading their stance, watching how they set their feet, and interpreting their mood. Using this information the user can identify the target's attitude towards the user. The user will be able to identify if the target is Hostile, Unfriendly, Indifferent, Friendly, or Helpful to the user. As a move movement, the user may make a Sense Motive check with a Very Difficult Difficulty check. If the user succeeds they gain this information. If the target is trying to hide this with their Acting skill the user must first make the difficulty check, and then beat the target's Acting skill. If failed the user will know what the target wishes them to know.
Read Profession: User can examine the subtle physical and social traits exhibited by someone to determine their trade and level of skill. After studying someone for a length and Difficulty of Know Ability to search for subtle clues, such as calluses on a person's hand, their peculiar stance that indicates they studied at a fencing school, or the faint traces of Jutsu calluses along their fingers. If the user's check succeeds, the user determines what Specialists the user has in and what Professions or Crafts they practice. If the user attempts to use this skill against a disguised person, user's Sense Motive check is opposed by their Disguise check +75. On a successful check, the user notices that their subject seeks to conceal their true identity otherwise the user gets the information the disguised person wishes to provide. If the user exceeds the check by 50 or more the user makes an educated guess at the Class Level.
Sense Enchantment: The user can tell that someone's behavior is being influenced by an enchantment effect even if that person is not aware of it. The usual Difficulty is Extremely Difficult, but if the target is dominated (see Dominate Person), the Difficulty check is Difficult because of the limited range of the target's activities.
Wield Oversized Weapon
Rank: "C"
Skill: TaiJutsu/Supplementary
Effect: The user can use larger than normal weapons with ease.
Special: ---
Drawback: ---
Description: The user can treat any weapon as if it were 1 size category smaller than normal and one category "lighter" for the purpose of determining the amount of effort it takes to wield. For instance, a user with this technique could wield a Great Sword as a 1-handed weapon, or they could wield a large great sword as a 2-handed weapon. The weapon still deals its normal amount of damage.
Limit: Must take from Universal TaiJutsu.
First Aid: Healing x1 10 SP
Rank: "E"
Skill: Sophisticated Skill
Effect: User skilled at tending to the ailments of others.
Special: ---
Drawback: ---
Description: Relevant Abilities: Perception 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.
Mastery Level The character can...
Novice Tend to injured characters such that their wounds heal at a faster rate; critical care requires 10 minutes/wound; can distinguish whether an individual is dead or merely unconscious
Average Stabilize a character knocked unconscious from trauma; critical care requires 6 minutes/wound; with a successful Average skill check provides +1 bonus to a dying character’s Fortitude Save
Advanced Function as a midwife to deliver children; diagnose injuries; critical care requires 4 minutes/wound; with a successful Average skill check provides +2 bonus to a dying character’s Fortitude Save
Expert Properly set broken bones; amputate limbs; critical care requires 3 minutes/wound; with a successful Average skill check provides +4 bonus to a dying character’s Fortitude Save
Master Utilize herbal remedies to heal wounds at a fast rate; critical care needs 2 min. per wound; with a successful Average skill check provides +4 bonus to a dying character’s Fortitude Save
Diagnose: Prerequisite: Creature Lore, Plant Lore, and/or Undead Lore. Characters with this skill can identify poisons used by others. Identifying a Poison is always Extremely Difficult, with modifiers.
Further adjustments depend on how the character attempts the identification: sight, smell, taste, or symptoms. The investigator may attempt 1 skill check for each investigative technique per poison encountered.
Sight means examination o the poison or poisoned article. Many poisons have a distinctive appearance, or they may have a corrosive or discoloring effect on metals, foods, etc. Identification by sight has a -20 modifier. Its advantage is that the observer need not worry about poisoning themselves in the process.
A poison may also be identified by its odor. This carries a -15 penalty. Furthermore, if it is an ingested or contact poison, there is a 10% chance that the character will be affected by the poison, though at half strength.
Taste is a fairly reliable, if dangerous method of identifying a poison. It carries a -5 penalty. After dabbing a tiny bit on their tongue, the investigator spits it out. There is still a chance that the poison will affect the character: 25% for injected poison, 75% for ingested, and 100% for contact. The poison's effects, if any are half strength.
The most certain way of identifying a poison is by symptom (no penalty on the attempt). The Drawback of this method is of course that you need a poisoned character to examine. A character with a Prerequisite skill at apprentice level (>+25) gets a +5 identification bonus because of their knowledge of toxins from Creatures, Plants, and/or Undead. When examining a poisoned creature that has an anatomy with which they are familiar with, a character gains +10 bonus to Identify.
An attempt to identify a poison takes 1 round; be sure to keep track of time elapsed and the onset time of the poison. If one method of identification fails, the next may be tried. If none of the four produce an answer then the poison will likely remain a mystery to that character though the character could attempt identification again after they have gained more skill mastery. Identification of a poison also means knowledge of its antidote (if one exists.
Treat Disease: To treat a disease means to tend a single diseased character. Every time the diseased character makes a save against diseased effects, the user makes a First Aid: Healing check. If the user's First Aid: Healing check exceeds the Save x5 of the disease, the character receives a +4 competence bonus on the Saves against the disease. Time: 10 minutes. Retry?: Varies. Generally speaking, the user cannot try a First Aid: Healing again without witnessing proof of the original check's failure.
Treat Poison: To treat poison means to tend to a single character who has been poisoned and who is going to take more damage from the poison (or suffer some other effect). Every time the poisoned character makes a Save against the poison, the user makes a First Aid: Healing check. If the First Aid: Healing check exceeds the Save x5 of the Poison, the character receives a +4 competence bonus on their Save against the poison. Time: 1 "B" Rank Weaving Movement. Retry?: Varies. Generally speaking, the user cannot try a First Aid: Healing check again without witnessing proof of the original check's failure.
Prevent Recover: Difficult Difficulty. A victim in the care of a torturer can be prevented from naturally healing from wounds or Ability Damage by worrying the victim's wounds, keeping them malnourished, and using various substances to promote prolonged sickness. Preventing recovery counts as a light activity for the user, and requires an hour's work per day per victim. A victim successfully treated with this form of Skill use does not heal Armour Points or Ability Damage naturally from rest for that day. Time: 1 Hour.
Prevent Fast Healing: Extremely Difficult Difficulty. By using potent acids, applications of fire, and mechanical devices designed to prevent wounds from properly healing, the user can prevent a creature's Fast Healing ability from healing damage inflicted upon it. One check must be made each day to keep the creature from healing. In all other ways, this form of application is treated as if the user was preventing recovery. Preventing actual Regeneration is beyond the scope of the First Aid: Healing skill; a user is better off simply using things that cause lethal damage to the target. Time: 1 Hour.
Erode Willpower: Difficulty is equal to user's Will Save. The erosion of a target's power to resist with their mind is a different form of this skill, and one that usually does not require direct physical harm. Rather, this form of application relies upon subjecting the victim to horribly uncomfortable living conditions for an extended period of time. This may consist of imprisoning the victim in a cage sized to prevent him from doing anything but crouching, or it may consist of keeping the victim in a room filled to the neck with rancid water, or it may involve exposing the victim to repetitive loud and jarring noises (such as the constant sound of nails scraping on slate). Each day that you make the check to erode a target’s willpower, the victim's Will save suffers a cumulative -1 morale penalty for the length of the next day. As soon as one day passes without having their willpower eroded, all accumulated morale penalties vanish.
Malpractice: User must have at least 10 in Acting to use First Aid: Healing in this fashion. Rather than making a First Aid: Healing check to perform first aid or some other form of treatment on a helpless or willing creature the user intentionally bungles the job in order to ensure that the creature perishes or is severely injured. The user makes the check as a "B" Rank Weaving Movement and deal Armour Points damage to the creature at the beginning of the user's next turn equal to the user's First Aid: Healing skill divided by 5 (125 becomes 25 Armour Points of Damage), if the creature is helpless this is considered a coup-de-grace attack. If under the watchful eye of others (including the user's patient), the user's First Aid: Healing check is opposed by another's Sense Motive or First Aid: Healing check, a failure on the user's part results in them detecting the user's malpractice and they may attempt to intervene. If someone successfully performs a First Aid: Healing check before the beginning of the user's next turn, the damage is negated.
Weapon Specialization: Speed Training
Rank: "C" - Always 30 TP no matter the class
Skill: TaiJutsu/Supplementary
Effect: Reduces Oversized weaponry movement restrictions each time learned.
Special: ---
Drawback: Must learn Multiple Times.
Description: May only learn 3 times. This technique allows the user to better grasp the training of the Big "Freaking" Weapon. This Jutsu reduces the amount of movements it takes to perform a technique by 1. User may only learn this technique 3 times. On the 2nd learning this technique reduces the amount of movements of 1 technique per movement. The 3rd time allows the user to wield the weapon as fast as they possibly can, removing the 1 technique per movement restriction.
Limit: Must take from Universal TaiJutsu.
Master of the Roof
Rank: "C"
Skill: TaiJutsu
Effect: User knows how to
Special: ---
Drawback: ---
Description: User knows how to use the slopes to their advantage. User gains a +5 dodge bonus against any opponent who is at a different elevation from them.
Limit: Must learn from Universal TaiJutsu. Must know Jump Good (25 Points).
Athletic
Rank: "C"
Skill: Supplementary
Effect: A natural athlete, user performs simple athletic feats with ease.
Special: ---
Drawback: ---
Description: User gets a +10 bonus on all Jump Good and Swim Good checks. If the user has 50 or more ranks in one of these skills, the bonus increases to +20 for that skill.
Limit: Must learn from Universal Miscellaneous.
Dodge
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.
Jump Good x8 Sp 50
[Long jump 10+20]
[High jump 10+10]
[-50 high water jump]
[Fall distance 10+20]
Rank: "E"
Skill: Sophisticated Skill
Effect: User can jump longer distances and survive from higher falls.
Special: ---
Drawback: ---
Description: Relevant Abilities: Might Skill. Die Rolls: 1 Die Roll. Check Requirement: Never. Jump Good is a skill to make jumps or to soften a fall. No Die Roll is needed for Jump Good. There is no Difficulty check with Jump Good. Normally targets may only jump horizontally or vertically 10 meters. All Jumps are assumed with a 6 meter straight line running start before jumping. If user does not run this distance Jump Good is cut in half. Jump good depends on user's Skill + 10 meter base Jump. Successful Jumps allows the user to land prone or any other variation. There are 2 types of Jumps. Long Jump and High Jump. Long Jump is a Horizontal Jump. At mid-point of the jump user's vertical height is equal to 1/4 of Horizontal Jump Distance. Every 5 skill points increases Base Jump by +2 meters. High Jump is a vertical leap. For every 5 skill points increase Base Jump by +1 meter. Base Falling distance is 10 meters. For every 5 skill points the user can increase their fall distance by +2 meters. For High Water Jump the user incurs -50 penalty when making a high jump out of water.
Limit: Must learn from Skills.
Swim Good
x1 12SP
Rank: "E"
Skill: Sophisticated Skill
Effect: This skill provides the character with knowledge of how to swim deeper and holding their breath longer.
Special: ---
Drawback: ---
Description: Relevant Abilities: Might Skill. Die Rolls: 1 Die Roll. Check Requirement: Never. Swim Good is a skill to increase holding the breath and increase depth tolerance. No Die Roll is needed for Swim Good. There is no Difficulty check with Swim Good. Normally targets may only swim at a depth tolerance of 15 meters, and hold their breath for a number of rounds equal to 2 x (10 + 2 per Indomitable Fortitude). Swim Good depends on the user's Skill +15 meter base Depth Tolerance. There are 2 benefits to this skill. First is Depth Tolerance Increase. Every 5 skill points increases Base Depth Tolerance by +2 meters. Second is Holding Your Breath. For every 5 skill points increase Holding Your Breath by +1 round.
Limit: Must learn from Skills.
Agile
Rank: "C"
Skill: Supplementary
Effect: User is particularly flexible and poised.
Special: ---
Drawback: ---
Description: User gets a +10 bonus on all Escape Artist and Sleight of Hand skill checks. If the user has 50 or more ranks in one of these skills, the bonus increases to +20 for that skill.
Limit: Must learn from Universal Miscellaneous.
Acrobatic
Rank: "C"
Skill: Supplementary
Effect: User is skilled at leaping, jumping and Flying.
Special: ---
Drawback: ---
Description: User gets a +10 bonus on all Jump Good checks and +1 grade to Flying. If the user has 50 or more ranks in one of these skills, the bonus increases to +20 for that skill.
Limit: Must learn from Universal Miscellaneous.
Brachiation
Rank: "C"
Skill: TaiJutsu
Effect: The user can jump through trees like a monkey.
Special: ---
Drawback: ---
Description: The user can move through wooded areas without sacrificing a movement, ignoring any effects on movements due to terrain. User must be at least 6 meters from the ground to use this ability. This ability works in dense forests.
Limit: Must learn from Universal TaiJutsu. Must know Jump Good (20 Points).
Alertness
Rank: "C"
Skill: Supplementary
Effect: User often notices things that others might miss.
Special: ---
Drawback: ---
Description: User gets a +10 bonus on all Observation and Sense Motive skill checks. If the user has 50 or more ranks in one of these skills, the bonus increases to +20 for that skill.
Limit: Must learn from Universal Miscellaneous.
Desert Dweller
Rank: "B"
Skill: Supplementary
Effect: User's time spent living in merciless deserts has granted them resistance to extreme heat, starvation, and thirst.
Special: ---
Drawback: ---
Description: User gains a resistance to hot conditions and can endure the hot sun without trouble. The user also gains a +10 Armour Point competence bonus against fire effects.
Limit: Must learn from Universal Miscellaneous.
Power Resting
Rank: "C"
Skill: Supplementary
Effect: User is more in touch with the universe when resting, requiring less time to clear their mind in preparation for regaining Chakra.
Special: ---
Drawback: ---
Description: Normally a user requires 8 hours rest to regain Chakra, and regain Armour Points. User requires only 3 hours of rest prior to regaining Chakra, and Armour Points. This Jutsu does not allow the user to gain any new Jutsus, or more chakra per day than normal, nor does it reduce the resting time user requires to avoid from becoming fatigued.
Limit: Must learn from Universal Miscellaneous.
Bestow Hope
Rank: "C"
Skill: Supplementary
Effect: User instills hope in the creatures they heal.
Special: ---
Drawback: ---
Description: When the user heals a creature by performing a Healing Technique, user also relieves its fear. If a creature they heal is shaken, that condition ends. If the creature is frightened, it becomes shaken instead. If the creature is panicked, it becomes frightened instead.
Limit: Must learn from Universal Miscellaneous. Must know a Healing Technique.
Sea Legs
Rank: "C"
Skill: Supplementary
Effect: User has spent a great length of time at sea, and has grown accustomed to the ship life.
Special: ---
Drawback: ---
Description: Having spent a great length of time at sea, the pitching and rolling of ships is nothing to the user, barely noticed, even comforting in a way. Whilst others are vulnerable to losing their balance or even falling sick as the ship constantly rises and drops as it skims the waves, user remains rock steady upon the deck, continuing their tasks as if nothing were amiss. Whilst on board a ship, user gain a +10 competence bonus to all Astrology, Weather Sense, Boating, Cartography (Sea), Direction Sense, Nautical Navigation, Sea Based Riding, Rope Use, Seamstress, and Shipwright.
Limit: Must learn from Universal Miscellaneous. Must have spent at least 3 months at sea.
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.
Icy Calm
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.
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.
Toughness
Rank: "C" (Always 30 Training Points)
Skill: Supplementary
Effect: User has enhanced physical stamina.
Special: ---
Drawback: ---
Description: User gains +5 Armour Points. For every Class Level beyond "D" Class, user gains an additional +5 Armour Points. At "B" Class, user additionally gains a +1 bonus on Fortitude Saves.
Limit: Must learn from Universal Miscellaneous.
Improved Toughness
Rank: "C"
Skill: Supplementary
Effect: User has exceptional physical stamina.
Special: ---
Drawback: ---
Description: Gain +5 Armour Points per Class Level.
Limit: Must learn Toughness.
Epic Toughness
Rank: "C" (Always 20 Training Points)
Skill: Supplementary
Effect: User is preternaturally tough.
Special: ---
Drawback: ---
Description: User gains +30 Armour Points.
Limit: Must learn Improved Toughness.
Poison Healer
Rank: "C"
Skill: Supplementary
Effect: Poison is not always bad for the user.
Special: ---
Drawback: ---
Description: Any time the user succeeds on a Fortitude save against a poison, the user heals a number of Armour Points of damage equal to their Fortitude.
Limit: Must learn from Universal Miscellaneous. Must know Great Fortitude.
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.
Jutsu Focus
Rank: "C"
Skill: Supplementary
Effect: Choose a category (Medical). Any Jutsu the user performs of that category are more difficult to Resist.
Special: ---
Drawback: ---
Description: Add +1 to the Difficulty for all Saves against Jutsus from the category they selected when learning this Jutsu. User can learn this Jutsu multiple times. Its effects do not stack. Each time the user learns this technique, it applies to a new category. These Categories are: Universal NinJutsu, Releases, Perceptions, Clans, Bloodlimits, Supplementary Clans, Medical, and Rituals. Jutsus Focus affects only Chakra based, or Soul based Jutsus.
Limit: Must learn from Universal Miscellaneous.
Jutsu Focus, Greater
(Medical)
Rank: "C"
Skill: Supplementary
Effect: Choose a category to which the user has already applied Jutsu Focus. Any Jutsu the user performs of this category is very hard to resist.
Special: ---
Drawback: ---
Description: Add +1 to the Difficulty for all saves against Jutsus from the category the user has selected. This bonus stacks with the bonus from Jutsu Focus. User can learn this Jutsu multiple times. Its effects do not stack. Each time the user learns this technique, it applies to a new category. Greater Jutsus Focus affects only Chakra based, or Soul based Jutsus.
Limit: Must learn from Universal Miscellaneous. Must know Jutsu Focus (Category).
Improved Unarmed Strike
Rank: "E"
Skill: TaiJutsu
Effect: User is skilled at fighting while unarmed.
Special: ---
Drawback: ---
Description: User is considered to be armed even unarmed. User's unarmed strikes can deal lethal or nonlethal damage, at the user's choice.
Limit: Universal TaiJutsu Technique.
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.
Defensive
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
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.
Somatic Jutsu
Rank: "A"
Skill: Supplementary
Effect: User learns how to perform Jutsus with somatic movements instead of handseals.
Special: ---
Drawback: ---
Description: User must use both arms. Somatic movements can be an advanced form of Handseal Jutsu performing. A somatic movement is a measured and precise movement of the hands. User must have two hands free to provide somatic movements. Many Jutsus require handseals, somatic allows motion to perform the Jutsu. If the user is unable to make the correct motion, the Jutsu cannot be performed. Somatic becomes a weaving movement and any penalty applied to Handseals applies to Somatic Jutsus. Jutsus without Handseal components are not affected. Jutsu Handseal/Chakra Increase: 0 Rank. Note: This Jutsu Enhancement Technique may be applied to all Chakra Jutsus.
Limit: Must learn from Universal NinJutsu.
One-Handed Jutsu
Rank: "A"
Skill: Supplementary
Effect: User learns how to perform Jutsus with One Handed Handseals.
Special: ---
Drawback: ---
Description: Jutsus are normally performed with the use of 2 hands. A Stilled One-Handed Jutsu can be performed with Handseals using 1 Hand. Jutsus without Handseal components are not affected. Jutsu Handseal/Chakra Increase: 0 Rank. Note: This Jutsu Enhancement Technique may be applied to all Chakra Jutsus.
Limit: Must learn from Universal NinJutsu.
Jigoku no Mimi (Hells ears)
Rank: "D"
Skill: Supplementary
Effect: With this technique the Bard is capable of pinpointing the location of a noise within a small area.
Special: ---
Drawback: Cannot be used to hear techniques that silent the user's movement. Must be trained multiple times.
Description: Bards are around sounds constantly and all their training in the musical arts hones their hearing. They are capable of further training their ability to hear to allow them to listen and precisely pinpoint the location a sound is coming from as long as it is within ten meters of themselves. They can continue to train their ability to pinpoint the location of a sound to increase the distance it can be pinpointed from by ten meters each time, capping off at fifty meters.
Limit: Art of the Bard
Indomitable Fortitude
Rank: "D" (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 "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 Fortitude bonuses.
Limit: Universal TaiJutsu Technique.
Specialist area's
Medical Specialist
Medical (Mastered)
Sensor
Soulcaster (Mastered)
May go into 6 Medical Forms. May master 4 Medical Forms.
Medical Forms not mastered may only have up to 400 TP.
May use 600 TP into Universal NinJutsu.
Medical Forms are: Medic, Alchemy, Dian Xue Shu, Sensor, Soulcaster, Ritualist: Augmentation, and Ritualist: Restoration.
May not sacrifice Clan, Fighting Style, or Misc Slots for Medical Forms.
May not be a NinJutsu Specialist as a Medical Specialist.
TaiJutsu Specialist
Muay thai
Boxing
Throwing Specialist
Goutetsu
May go into 6 Fighting Styles.
May master 4 Fighting Styles.
Fighting Styles not mastered may only have up to 400 TP.
May use 600 TP into Universal TaiJutsu.
Non specialist area's
[NinJutsu Non-Specialist
Water
Wind
Lightening
May go into 4 Releases. May master 2 Releases.
Releases not mastered may only have up to 350 TP.
May use 400 TP into Universal NinJutsu.
Clan Non-Specialist
Dhenada
Kami
Nara
May go into 4 Clans.
May master 2 Clans.
Clans not mastered may only have up to 350 TP.
May use 400 TP into Universal NinJutsu, Universal GenJutsu, or Universal TaiJutsu.
Mental Health
Primary Equipment
Guitar, Medium (Overview)
Rank: "C"
Type: Main, Instrument
Effect: The guitar is a musical instrument with ancient roots that is used in a wide variety of musical styles. It typically has six strings, but four, seven, eight, ten, and twelve string guitars also exist.
Special: ---
Drawback: ---
Description: Guitars are recognized as one of the primary instruments in blues, country, flamenco, rock music, and many forms of pop. They can also be a solo classical instrument. Guitars may be played acoustically, where the tone is produced by vibration of the strings and modulated by the hollow body, or they may rely on an amplifier that can electronically manipulate tone. Such electric guitars were introduced in the 20th century and continue to have a profound influence on popular culture. Some are Acoustic Bass Guitar, Baritone Guitar, Cigar Box Guitar, Electric Guitar, Harp Guitar, resonator Guitar, Seven String Guitar, Tailed Bridge Guitar, Tenor Guitar, Bass, Electric Bass, Upright Bass, Banjo. These instruments range between 3 to 4 feet in length.
Limit: These types of items may be capable of being bought inside any Musical Shop.
Cost: 5,000 Ryo
Sword, Longsword (Overview)x1
Rank: "C"
Type: Main, Slashing, Sword
Effect: A weapon with a long metal blade and a hilt with a hand guard.
Special: ---
Drawback: ---
Description: A One-Handed Weapon. These weapons do +8 Amour Points of Damage. A longsword (also spelled long sword, long-sword) is a type of sword characterized as having a cruciform hilt with a grip for two handed use and a straight double-edged blade of around 100–122 cm (39–48 in). The longsword is characterised not so much by a longer blade, but by a longer grip, which indicates a weapon designed for2-handed use or 1-handed use. Examples of Longswords: Katana, Jian, Tachi, Scimitr, Shinai, and Waster.
Limit: These items may be bought inside any Weapon Shop.
Cost: 4,000 Ryo
Secondary Equipment
Robe
Rank: "C"
Type: Main, Slot Holder, 0 Slots,
Effect: A robe is a loose-fitting outer garment. Unlike garments described as capes or cloaks, robes usually have sleeves.
Special: ---
Drawback: ---
Description: A gown worn as part of the academic regalia of faculty or students, especially for ceremonial occasions, such as a convocations, congregations or graduations. A gown worn as part of the attire of a judge or barrister. A wide variety of long, flowing religious dress including pulpit robes and the robes worn by various types of monks. A gown worn as part of the official dress of a peer or royalty. Robes give a +10 to Sleight of Hand when worn. Robes can have special straps stitched in place, allowing the Robe to stay fluid and not be bogged down. 1 Robe may have up to 10 of these Straps. Each Strap may have up to 5 Half Pouches stitched in to keep objects inside.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,000 Ryo Each.
Pack, Waist
x1
Rank: "C"
Type: Main, Slot Holder, 7 Slots, Wearable Container
Effect: An enlarged pouch that fits tightly around your waist.
Special: ---
Drawback: ---
Description: Picture A wearable container can hold up to 7 slots. The waist pack can be worn in 1 of 4 ways: It can be attached to the bottom of a Patrol Pack by passing the stiffened webbing straps with the female side release buckles through the 4 webbing keepers on the bottom of the patrol pack. It can be attached directly to a tactical Vest taking up 3 Pouch Slots. by utilizing the stiffened webbing tabs on back woven in the corresponding slots on the back of the Tactical Vest. It can be carried in the "stand alone" configuration by utilizing the attached 2 inch wide waist belt. This method allows the user to rotate the waist pouch around in front to easily access the contents of the pack without removing a Patrol Pack or a Tactical Vest. When not used in this mode, the attached waist belt is stowed into the tunnel on back of the waist pack. It can be attached directly to the Main Pack by passing the side release buckle and straps through the webbing below the claymore pouch on the main pack.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,400 Ryo Each.
Belt, Individual Equipment
x1
Rank: "C"
Type: Main, Slot Holder, 11 Pouches, Belt
Effect: The belt is designed for carrying various items of individual equipment.
Special: ---
Drawback: ---
Description: Picture A belt that can hold up to 11 individual Pouches. The belt is designed for carrying various items of individual equipment, such as the water canteen cover and ammunition case. The individual equipment belt meant for holding a plethora of pouches. It is normally secured by means of a brass hook and loop buckle and has 2 rows of eyelets along the top and bottom for attaching individual equipment utilizing a wire hanger. The belts are adjusted from each end by means of clamp-type buckles which slide on the belt when open. Essentially this is what is called a Utility Belt.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 2,000 Ryo Each.
Pants
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Clothing
Effect: Also known as trousers.
Special: ---
Drawback: ---
Description: Picture There are so many different types of pants, with different designs and colors. Trousers are an item of clothing worn from the waist to the ankles, covering both legs separately. Shorts are similar to trousers, but with legs that come down only to around the area of the knee, higher or lower depending on the style of the garment. To distinguish them from shorts, trousers may be called "long trousers" in certain contexts such as school uniform, where tailored shorts may be called "short trousers". Trousers have 4 Pockets, 2 on the front of each pant leg, and 2 at the back where the butt is located at. Each Pocket has the same amount of holding space as a half Pouch. A total of 4 Pouches can be stitched into the pants. 2 Pouches may be stitched at the top of the pants (1 per pant leg) while 2 may be stitched at the bottom (1 per pant leg). The ones at the bottom may only have Half Pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo Each.
Shirt
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Shirts are clothing worn over the chest of a user's character.
Special: ---
Drawback: ---
Description: Shirts come in many different styles and colors. A shirt is a cloth garment for the upper body. Originally an undergarment worn exclusively by men and women it has become a catch-all term for a broad variety of upper-body garments and undergarments. In some countries a shirt is more specifically a garment with a collar, sleeves with cuffs, and a full vertical opening with buttons or snaps. A shirt can also be worn with a necktie under the shirt collar. Shirts have no slots and they have no areas to carry pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo Each.
Headgear(Hat)
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Hats, helmets, and other items worn on the head.
Special: ---
Drawback: ---
Description: Headgear, headwear or headdress is the name given to any element of clothing which is worn on one's head. Headgear consists of caps, circlets, hats, helms, and etc. Headgears serve a variety of purposes. Protection (against impact, cold, heat, rain and other precipitation, glare, sunburn, sunstroke, dust, contaminants, etc.). Decoration or Fashion. Religious purposes. Medical purposes. Headgear have no room to hold objects and normally come with no slots but they can be outfitted with a single Half Pouch. Half Pouches however are distributed throughout the hat evenly so it does not look like an actual pouch is placed.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 400 Ryo Each.
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Footwear can be worn on the feet of a person.
Special: ---
Drawback: ---
Description: Outer coverings for the feet, such as shoes, boots, and sandals. Footwear refers to garments worn on the feet, which originally serves to purpose of protection against adversities of the environment, usually regarding ground textures and temperature. Footwear in the manner of shoes therefore primarily serves the purpose to ease the locomotion and prevent injuries. Secondly footwear can also be used for fashion and adornment as well as to indicate the status or rank of the person within a social structure. Socks and other hosiery are typically worn additionally between the feet and other footwear for further comfort and relief. Cultures have different customs regarding footwear. These include not using any in some situations, usually bearing a symbolic meaning. Footwear have no slots, but a Half Pouch can be applied along the inside of footwear.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,200 Ryo per Pair.
Character Depth
Personality-
1.Wise, not stupid...Smart, and humble...
2. Less fear, and more love...
3. All that sunshine hidden inside...
4. From humor to small talk...well spoken...
Appearance-
Background
-Lately his life has become one of refining himself...He seems to feel inspired by something special within that motivates him to keep on bettering himself. Day by day...he enjoy's the progress he makes, with all the learning and growing. Overcoming the challenges that set him back, and feeling the relief from overcoming his problems has become a constant challenge.
~...Jai...~
~Class: S~
~Rank: Genin~
~~~~~
Name:
Kamyuja, Jai {"J" for short}
Bloodlimit:
Kamyuja
Height:
Taller then 6ft just about.
Weight:
170-195lbs. [Mostly all healthy muscle and veins, with very little body fat, and very strong bones.]
Age:
21[Absolutely does not look like it, looks about 15-18]
Gender:
M
Alignment:
Good Neutral
Birth Country:
Rice country
Village:
Hidden sound
Special:
Tai/ Medic
Impact-L
Might+2: Measure’s the user’s physical power. It is important for characters that fight melee combat.
Attack Damage – Also known as TaiJutsu Damage. The physical damage you are able to apply to objects and opponents when performing TaiJutsu attacks. For every 2 points applied to Might, +5 for Attack Damage.
Might Skills – Skills specific for Strength capability. For every 2 points applied to Might, +5 for Might Skills.
Break Checks – Movement in Combat. For every 2 points applied to Might, +1 to Break Checks.
Luck+2: Represents a character's instincts, and natural talent.
Skill Improvement — Luck has no specific skills associated with it. For every 2 points applied to Luck, +5 to All Skills.
Dodge — Your training and reflexes is almost instinctual and can avoid an opponents' attacks. For every 2 points applied to Luck, +1 to Dodge Modifier.
Percentile Rolls — When looking for items in shops, plants in the wild, or creatures in the wild you will need to have a staff member roll a 1d100 for you. With Luck your rolls get better. For every 2 Points applied to Luck, +2% to Search Rolls.
Save & Bonus modifier's, ETC...Supplementary stuff
Intimidate
x3 18sp
Rank: "E"
Skill: Sophisticated Skill
Effect: User can use this skill to frighten their opponents or to get them to act in a way that benefits the user.
Special: ---
Drawback: ---
Description: Relevant Abilities: Charisma Skill. Die Rolls: 1 Die Roll. Check Requirement: Game Master/Described. Opposed: Sense Motive. Characters use this skill to cause others to back down in a contest of wills, to make others afraid to fight. A successful opposed Skill check is necessary (the subject of the Intimidation uses Sense Motive's Resist Persuasion to counter). This skill includes verbal threats and displays of prowess. Synergy: A user with Acting gives a +5 per Mastery Level Synergy Bonus to Intimidate. Some practical applications of Intimidate follow:
Limit: Must learn from Skills.
Coerce Opponent: Sometimes the user needs to cow someone into submission for more than just a few hours. Coercing a target into acting friendly for hours takes 1d4 x 10 minutes. Coercing a target into acting friendly for days requires the user to successfully use coercion at least once per week for 1d6 weeks without failing any Intimidate checks against the target during that time.
User cannot attempt long-term coercion against the same target again for 1 week.
By spending more time threatening or harassing a target, user can attempt to force a creature to act friendly toward the user for 1d6 hours + 1 hour for every 25 points by which the user exceed the Check. If the user succeeds at such a check against the same target at least once per week for 1d6 weeks (without ever failing any Intimidate checks against the target during that time), the duration of the coercion increases to 2d8 days. Coercion is overt, not subtle, and in most cases using coercion against a creature is an evil act.
A coerced target acts as though friendly toward the user even when they are not around, but the aid offered remains grudging at best. The target's true attitude is hostile, and if the target believes it can take an action to hinder the user that cannot be traced back to it, it is likely to take such opportunities.
Creatures attempting to enlist its aid against the user can often do so by convincing the target they are able to protect it from the user's wrath, using the normal Persuasion rules.
Demoralize Opponent: User can use this skill to cause an opponent to become shaken for a number of rounds. This shaken condition does not stack with other shaken conditions to make an affected creature frightened. The user must beat the target's Sense Motive's Resist Persuasion.
Success: If the user is successful, the target is shaken for one round. This duration increases by 1 round for every 25 by which the user beats the target's Sense Motive. User can only threaten an opponent this way if it is within 10 meters and can clearly see and hear the user. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.
Fail: The opponent is not shaken
Demoralizing an opponent is a "B" Rank weaving movement. User can attempt to intimidate an opponent again, but each additional check increases the Difficulty by +25. This increase resets after 1 hour has passed.
Influence Opponent's Attitude: User can use Intimidate to force an opponent to act friendly toward the user for 1d6 x 10 minutes with a successful check. Check is against the opponent's Sense Motive Resist Persuasion.
Success: If successful, the opponent will:
...give user information they desire.
...take actions that do not endanger it
...offer other limited assistance
Sense motive x 3 32sp
Rank: "E"
Skill: Sophisticated Skill
Effect: User is skilled at detecting falsehoods, true intentions, and capabilities.
Special: ---
Drawback: ---
Description: Relevant Abilities: Perception 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.
Discern Secret Message: User may use Sense Motive to detect that a hidden message is being transmitted via the Acting skill. In this case, user's Sense Motive check is opposed by the Acting check of the character transmitting the message. For each piece of information relating to the message that the user is missing, user takes a -10 penalty on their Sense Motive check. If the user succeeds by +20 or less, the user knows that something hidden is being communicated, but the user cannot learn anything specific about its content. If the user beats the check by 25 or more, the user can intercept and understand the message. If the user fail's by 20 or less, the user does not detect any hidden communication. If the user fails by 25 or more, the user might infer false information.
Eureka Assist: If the user aid's another with a Sense Motive check, the user can attempt to provide a greater than normal bonus to the other character's total skill check. This challenge reflects the fact that a highly trained or insightful person can render better help than an untrained or fumbling assistant. In return for increasing the aid another skill Difficulty check by +15, the user boosts the bonus they provide the other character by +10. There is no limit to how high the user can push the Difficulty, and the bonus, but remember that a Sense Motive check does not allow the user to try again; if the user's check to aid another fails, the user provides no bonus.
Eureka Moment: Normally the user cannot try again on a Sense Motive check. Sometimes, however, some external inspiration holds the key to the problem they were trying to solve, and sometimes that inspiration hits unexpectedly from out of the blue. This skill use requires an ally to successfully perform an aid another with the Sense Motive skill (if the ally fails, that same ally cannot attempt a retry). If the aid another is successful, the user may try again with a -100 to the Check on their Sense Motive skill use with the bonus from the other's aid another skill use.
Hunch: This use of the skill involves making a gut assessment of the social situation. User can get the feeling from another's behavior that something is wrong, such as when they are talking to an impostor. Alternatively, the user can get the feeling that someone is trustworthy. This is a Very Difficult Difficulty check.
Know Ability: Sense Motive are schooled in the art of careful observation. Thus, even without the aid of Chakra, they can observe an individual and attempt to glean a valuable piece of information about the individual. This ability requires a skill check and approximate time of observation for each ability studied. For example, if the user watched a man cutting wood, the user could make a Sense motive check to see their ability. If successful the user could learn that the man has bonuses in Prowess. User can apply this application to any Ability Category, statistic, or skill level associated with a character. Difficulty check and length of time is listed below. If a target is using Acting to hide their abilities, the user must not only make the check but also surpass the target's Acting skill.
Difficulty Situation
Easy 1 hour of observation
Average 1/2 hour of observation
Difficult 10 rounds
Very Difficult 1 round
Extremely Difficult 1 movement
Read Mood: User pauses to study their target, reading their stance, watching how they set their feet, and interpreting their mood. Using this information the user can identify the target's attitude towards the user. The user will be able to identify if the target is Hostile, Unfriendly, Indifferent, Friendly, or Helpful to the user. As a move movement, the user may make a Sense Motive check with a Very Difficult Difficulty check. If the user succeeds they gain this information. If the target is trying to hide this with their Acting skill the user must first make the difficulty check, and then beat the target's Acting skill. If failed the user will know what the target wishes them to know.
Read Profession: User can examine the subtle physical and social traits exhibited by someone to determine their trade and level of skill. After studying someone for a length and Difficulty of Know Ability to search for subtle clues, such as calluses on a person's hand, their peculiar stance that indicates they studied at a fencing school, or the faint traces of Jutsu calluses along their fingers. If the user's check succeeds, the user determines what Specialists the user has in and what Professions or Crafts they practice. If the user attempts to use this skill against a disguised person, user's Sense Motive check is opposed by their Disguise check +75. On a successful check, the user notices that their subject seeks to conceal their true identity otherwise the user gets the information the disguised person wishes to provide. If the user exceeds the check by 50 or more the user makes an educated guess at the Class Level.
Sense Enchantment: The user can tell that someone's behavior is being influenced by an enchantment effect even if that person is not aware of it. The usual Difficulty is Extremely Difficult, but if the target is dominated (see Dominate Person), the Difficulty check is Difficult because of the limited range of the target's activities.
Wield Oversized Weapon
Rank: "C"
Skill: TaiJutsu/Supplementary
Effect: The user can use larger than normal weapons with ease.
Special: ---
Drawback: ---
Description: The user can treat any weapon as if it were 1 size category smaller than normal and one category "lighter" for the purpose of determining the amount of effort it takes to wield. For instance, a user with this technique could wield a Great Sword as a 1-handed weapon, or they could wield a large great sword as a 2-handed weapon. The weapon still deals its normal amount of damage.
Limit: Must take from Universal TaiJutsu.
First Aid: Healing x1 10 SP
Rank: "E"
Skill: Sophisticated Skill
Effect: User skilled at tending to the ailments of others.
Special: ---
Drawback: ---
Description: Relevant Abilities: Perception 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.
Mastery Level The character can...
Novice Tend to injured characters such that their wounds heal at a faster rate; critical care requires 10 minutes/wound; can distinguish whether an individual is dead or merely unconscious
Average Stabilize a character knocked unconscious from trauma; critical care requires 6 minutes/wound; with a successful Average skill check provides +1 bonus to a dying character’s Fortitude Save
Advanced Function as a midwife to deliver children; diagnose injuries; critical care requires 4 minutes/wound; with a successful Average skill check provides +2 bonus to a dying character’s Fortitude Save
Expert Properly set broken bones; amputate limbs; critical care requires 3 minutes/wound; with a successful Average skill check provides +4 bonus to a dying character’s Fortitude Save
Master Utilize herbal remedies to heal wounds at a fast rate; critical care needs 2 min. per wound; with a successful Average skill check provides +4 bonus to a dying character’s Fortitude Save
Diagnose: Prerequisite: Creature Lore, Plant Lore, and/or Undead Lore. Characters with this skill can identify poisons used by others. Identifying a Poison is always Extremely Difficult, with modifiers.
Further adjustments depend on how the character attempts the identification: sight, smell, taste, or symptoms. The investigator may attempt 1 skill check for each investigative technique per poison encountered.
Sight means examination o the poison or poisoned article. Many poisons have a distinctive appearance, or they may have a corrosive or discoloring effect on metals, foods, etc. Identification by sight has a -20 modifier. Its advantage is that the observer need not worry about poisoning themselves in the process.
A poison may also be identified by its odor. This carries a -15 penalty. Furthermore, if it is an ingested or contact poison, there is a 10% chance that the character will be affected by the poison, though at half strength.
Taste is a fairly reliable, if dangerous method of identifying a poison. It carries a -5 penalty. After dabbing a tiny bit on their tongue, the investigator spits it out. There is still a chance that the poison will affect the character: 25% for injected poison, 75% for ingested, and 100% for contact. The poison's effects, if any are half strength.
The most certain way of identifying a poison is by symptom (no penalty on the attempt). The Drawback of this method is of course that you need a poisoned character to examine. A character with a Prerequisite skill at apprentice level (>+25) gets a +5 identification bonus because of their knowledge of toxins from Creatures, Plants, and/or Undead. When examining a poisoned creature that has an anatomy with which they are familiar with, a character gains +10 bonus to Identify.
An attempt to identify a poison takes 1 round; be sure to keep track of time elapsed and the onset time of the poison. If one method of identification fails, the next may be tried. If none of the four produce an answer then the poison will likely remain a mystery to that character though the character could attempt identification again after they have gained more skill mastery. Identification of a poison also means knowledge of its antidote (if one exists.
Treat Disease: To treat a disease means to tend a single diseased character. Every time the diseased character makes a save against diseased effects, the user makes a First Aid: Healing check. If the user's First Aid: Healing check exceeds the Save x5 of the disease, the character receives a +4 competence bonus on the Saves against the disease. Time: 10 minutes. Retry?: Varies. Generally speaking, the user cannot try a First Aid: Healing again without witnessing proof of the original check's failure.
Treat Poison: To treat poison means to tend to a single character who has been poisoned and who is going to take more damage from the poison (or suffer some other effect). Every time the poisoned character makes a Save against the poison, the user makes a First Aid: Healing check. If the First Aid: Healing check exceeds the Save x5 of the Poison, the character receives a +4 competence bonus on their Save against the poison. Time: 1 "B" Rank Weaving Movement. Retry?: Varies. Generally speaking, the user cannot try a First Aid: Healing check again without witnessing proof of the original check's failure.
Prevent Recover: Difficult Difficulty. A victim in the care of a torturer can be prevented from naturally healing from wounds or Ability Damage by worrying the victim's wounds, keeping them malnourished, and using various substances to promote prolonged sickness. Preventing recovery counts as a light activity for the user, and requires an hour's work per day per victim. A victim successfully treated with this form of Skill use does not heal Armour Points or Ability Damage naturally from rest for that day. Time: 1 Hour.
Prevent Fast Healing: Extremely Difficult Difficulty. By using potent acids, applications of fire, and mechanical devices designed to prevent wounds from properly healing, the user can prevent a creature's Fast Healing ability from healing damage inflicted upon it. One check must be made each day to keep the creature from healing. In all other ways, this form of application is treated as if the user was preventing recovery. Preventing actual Regeneration is beyond the scope of the First Aid: Healing skill; a user is better off simply using things that cause lethal damage to the target. Time: 1 Hour.
Erode Willpower: Difficulty is equal to user's Will Save. The erosion of a target's power to resist with their mind is a different form of this skill, and one that usually does not require direct physical harm. Rather, this form of application relies upon subjecting the victim to horribly uncomfortable living conditions for an extended period of time. This may consist of imprisoning the victim in a cage sized to prevent him from doing anything but crouching, or it may consist of keeping the victim in a room filled to the neck with rancid water, or it may involve exposing the victim to repetitive loud and jarring noises (such as the constant sound of nails scraping on slate). Each day that you make the check to erode a target’s willpower, the victim's Will save suffers a cumulative -1 morale penalty for the length of the next day. As soon as one day passes without having their willpower eroded, all accumulated morale penalties vanish.
Malpractice: User must have at least 10 in Acting to use First Aid: Healing in this fashion. Rather than making a First Aid: Healing check to perform first aid or some other form of treatment on a helpless or willing creature the user intentionally bungles the job in order to ensure that the creature perishes or is severely injured. The user makes the check as a "B" Rank Weaving Movement and deal Armour Points damage to the creature at the beginning of the user's next turn equal to the user's First Aid: Healing skill divided by 5 (125 becomes 25 Armour Points of Damage), if the creature is helpless this is considered a coup-de-grace attack. If under the watchful eye of others (including the user's patient), the user's First Aid: Healing check is opposed by another's Sense Motive or First Aid: Healing check, a failure on the user's part results in them detecting the user's malpractice and they may attempt to intervene. If someone successfully performs a First Aid: Healing check before the beginning of the user's next turn, the damage is negated.
Weapon Specialization: Speed Training
Rank: "C" - Always 30 TP no matter the class
Skill: TaiJutsu/Supplementary
Effect: Reduces Oversized weaponry movement restrictions each time learned.
Special: ---
Drawback: Must learn Multiple Times.
Description: May only learn 3 times. This technique allows the user to better grasp the training of the Big "Freaking" Weapon. This Jutsu reduces the amount of movements it takes to perform a technique by 1. User may only learn this technique 3 times. On the 2nd learning this technique reduces the amount of movements of 1 technique per movement. The 3rd time allows the user to wield the weapon as fast as they possibly can, removing the 1 technique per movement restriction.
Limit: Must take from Universal TaiJutsu.
Master of the Roof
Rank: "C"
Skill: TaiJutsu
Effect: User knows how to
Special: ---
Drawback: ---
Description: User knows how to use the slopes to their advantage. User gains a +5 dodge bonus against any opponent who is at a different elevation from them.
Limit: Must learn from Universal TaiJutsu. Must know Jump Good (25 Points).
Athletic
Rank: "C"
Skill: Supplementary
Effect: A natural athlete, user performs simple athletic feats with ease.
Special: ---
Drawback: ---
Description: User gets a +10 bonus on all Jump Good and Swim Good checks. If the user has 50 or more ranks in one of these skills, the bonus increases to +20 for that skill.
Limit: Must learn from Universal Miscellaneous.
Dodge
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.
Jump Good x8 Sp 50
[Long jump 10+20]
[High jump 10+10]
[-50 high water jump]
[Fall distance 10+20]
Rank: "E"
Skill: Sophisticated Skill
Effect: User can jump longer distances and survive from higher falls.
Special: ---
Drawback: ---
Description: Relevant Abilities: Might Skill. Die Rolls: 1 Die Roll. Check Requirement: Never. Jump Good is a skill to make jumps or to soften a fall. No Die Roll is needed for Jump Good. There is no Difficulty check with Jump Good. Normally targets may only jump horizontally or vertically 10 meters. All Jumps are assumed with a 6 meter straight line running start before jumping. If user does not run this distance Jump Good is cut in half. Jump good depends on user's Skill + 10 meter base Jump. Successful Jumps allows the user to land prone or any other variation. There are 2 types of Jumps. Long Jump and High Jump. Long Jump is a Horizontal Jump. At mid-point of the jump user's vertical height is equal to 1/4 of Horizontal Jump Distance. Every 5 skill points increases Base Jump by +2 meters. High Jump is a vertical leap. For every 5 skill points increase Base Jump by +1 meter. Base Falling distance is 10 meters. For every 5 skill points the user can increase their fall distance by +2 meters. For High Water Jump the user incurs -50 penalty when making a high jump out of water.
Limit: Must learn from Skills.
Swim Good
x1 12SP
Rank: "E"
Skill: Sophisticated Skill
Effect: This skill provides the character with knowledge of how to swim deeper and holding their breath longer.
Special: ---
Drawback: ---
Description: Relevant Abilities: Might Skill. Die Rolls: 1 Die Roll. Check Requirement: Never. Swim Good is a skill to increase holding the breath and increase depth tolerance. No Die Roll is needed for Swim Good. There is no Difficulty check with Swim Good. Normally targets may only swim at a depth tolerance of 15 meters, and hold their breath for a number of rounds equal to 2 x (10 + 2 per Indomitable Fortitude). Swim Good depends on the user's Skill +15 meter base Depth Tolerance. There are 2 benefits to this skill. First is Depth Tolerance Increase. Every 5 skill points increases Base Depth Tolerance by +2 meters. Second is Holding Your Breath. For every 5 skill points increase Holding Your Breath by +1 round.
Limit: Must learn from Skills.
Agile
Rank: "C"
Skill: Supplementary
Effect: User is particularly flexible and poised.
Special: ---
Drawback: ---
Description: User gets a +10 bonus on all Escape Artist and Sleight of Hand skill checks. If the user has 50 or more ranks in one of these skills, the bonus increases to +20 for that skill.
Limit: Must learn from Universal Miscellaneous.
Acrobatic
Rank: "C"
Skill: Supplementary
Effect: User is skilled at leaping, jumping and Flying.
Special: ---
Drawback: ---
Description: User gets a +10 bonus on all Jump Good checks and +1 grade to Flying. If the user has 50 or more ranks in one of these skills, the bonus increases to +20 for that skill.
Limit: Must learn from Universal Miscellaneous.
Brachiation
Rank: "C"
Skill: TaiJutsu
Effect: The user can jump through trees like a monkey.
Special: ---
Drawback: ---
Description: The user can move through wooded areas without sacrificing a movement, ignoring any effects on movements due to terrain. User must be at least 6 meters from the ground to use this ability. This ability works in dense forests.
Limit: Must learn from Universal TaiJutsu. Must know Jump Good (20 Points).
Alertness
Rank: "C"
Skill: Supplementary
Effect: User often notices things that others might miss.
Special: ---
Drawback: ---
Description: User gets a +10 bonus on all Observation and Sense Motive skill checks. If the user has 50 or more ranks in one of these skills, the bonus increases to +20 for that skill.
Limit: Must learn from Universal Miscellaneous.
Desert Dweller
Rank: "B"
Skill: Supplementary
Effect: User's time spent living in merciless deserts has granted them resistance to extreme heat, starvation, and thirst.
Special: ---
Drawback: ---
Description: User gains a resistance to hot conditions and can endure the hot sun without trouble. The user also gains a +10 Armour Point competence bonus against fire effects.
Limit: Must learn from Universal Miscellaneous.
Power Resting
Rank: "C"
Skill: Supplementary
Effect: User is more in touch with the universe when resting, requiring less time to clear their mind in preparation for regaining Chakra.
Special: ---
Drawback: ---
Description: Normally a user requires 8 hours rest to regain Chakra, and regain Armour Points. User requires only 3 hours of rest prior to regaining Chakra, and Armour Points. This Jutsu does not allow the user to gain any new Jutsus, or more chakra per day than normal, nor does it reduce the resting time user requires to avoid from becoming fatigued.
Limit: Must learn from Universal Miscellaneous.
Bestow Hope
Rank: "C"
Skill: Supplementary
Effect: User instills hope in the creatures they heal.
Special: ---
Drawback: ---
Description: When the user heals a creature by performing a Healing Technique, user also relieves its fear. If a creature they heal is shaken, that condition ends. If the creature is frightened, it becomes shaken instead. If the creature is panicked, it becomes frightened instead.
Limit: Must learn from Universal Miscellaneous. Must know a Healing Technique.
Sea Legs
Rank: "C"
Skill: Supplementary
Effect: User has spent a great length of time at sea, and has grown accustomed to the ship life.
Special: ---
Drawback: ---
Description: Having spent a great length of time at sea, the pitching and rolling of ships is nothing to the user, barely noticed, even comforting in a way. Whilst others are vulnerable to losing their balance or even falling sick as the ship constantly rises and drops as it skims the waves, user remains rock steady upon the deck, continuing their tasks as if nothing were amiss. Whilst on board a ship, user gain a +10 competence bonus to all Astrology, Weather Sense, Boating, Cartography (Sea), Direction Sense, Nautical Navigation, Sea Based Riding, Rope Use, Seamstress, and Shipwright.
Limit: Must learn from Universal Miscellaneous. Must have spent at least 3 months at sea.
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.
Icy Calm
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.
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.
Toughness
Rank: "C" (Always 30 Training Points)
Skill: Supplementary
Effect: User has enhanced physical stamina.
Special: ---
Drawback: ---
Description: User gains +5 Armour Points. For every Class Level beyond "D" Class, user gains an additional +5 Armour Points. At "B" Class, user additionally gains a +1 bonus on Fortitude Saves.
Limit: Must learn from Universal Miscellaneous.
Improved Toughness
Rank: "C"
Skill: Supplementary
Effect: User has exceptional physical stamina.
Special: ---
Drawback: ---
Description: Gain +5 Armour Points per Class Level.
Limit: Must learn Toughness.
Epic Toughness
Rank: "C" (Always 20 Training Points)
Skill: Supplementary
Effect: User is preternaturally tough.
Special: ---
Drawback: ---
Description: User gains +30 Armour Points.
Limit: Must learn Improved Toughness.
Poison Healer
Rank: "C"
Skill: Supplementary
Effect: Poison is not always bad for the user.
Special: ---
Drawback: ---
Description: Any time the user succeeds on a Fortitude save against a poison, the user heals a number of Armour Points of damage equal to their Fortitude.
Limit: Must learn from Universal Miscellaneous. Must know Great Fortitude.
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.
Jutsu Focus
Rank: "C"
Skill: Supplementary
Effect: Choose a category (Medical). Any Jutsu the user performs of that category are more difficult to Resist.
Special: ---
Drawback: ---
Description: Add +1 to the Difficulty for all Saves against Jutsus from the category they selected when learning this Jutsu. User can learn this Jutsu multiple times. Its effects do not stack. Each time the user learns this technique, it applies to a new category. These Categories are: Universal NinJutsu, Releases, Perceptions, Clans, Bloodlimits, Supplementary Clans, Medical, and Rituals. Jutsus Focus affects only Chakra based, or Soul based Jutsus.
Limit: Must learn from Universal Miscellaneous.
Jutsu Focus, Greater
(Medical)
Rank: "C"
Skill: Supplementary
Effect: Choose a category to which the user has already applied Jutsu Focus. Any Jutsu the user performs of this category is very hard to resist.
Special: ---
Drawback: ---
Description: Add +1 to the Difficulty for all saves against Jutsus from the category the user has selected. This bonus stacks with the bonus from Jutsu Focus. User can learn this Jutsu multiple times. Its effects do not stack. Each time the user learns this technique, it applies to a new category. Greater Jutsus Focus affects only Chakra based, or Soul based Jutsus.
Limit: Must learn from Universal Miscellaneous. Must know Jutsu Focus (Category).
Improved Unarmed Strike
Rank: "E"
Skill: TaiJutsu
Effect: User is skilled at fighting while unarmed.
Special: ---
Drawback: ---
Description: User is considered to be armed even unarmed. User's unarmed strikes can deal lethal or nonlethal damage, at the user's choice.
Limit: Universal TaiJutsu Technique.
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.
Defensive
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
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.
Somatic Jutsu
Rank: "A"
Skill: Supplementary
Effect: User learns how to perform Jutsus with somatic movements instead of handseals.
Special: ---
Drawback: ---
Description: User must use both arms. Somatic movements can be an advanced form of Handseal Jutsu performing. A somatic movement is a measured and precise movement of the hands. User must have two hands free to provide somatic movements. Many Jutsus require handseals, somatic allows motion to perform the Jutsu. If the user is unable to make the correct motion, the Jutsu cannot be performed. Somatic becomes a weaving movement and any penalty applied to Handseals applies to Somatic Jutsus. Jutsus without Handseal components are not affected. Jutsu Handseal/Chakra Increase: 0 Rank. Note: This Jutsu Enhancement Technique may be applied to all Chakra Jutsus.
Limit: Must learn from Universal NinJutsu.
One-Handed Jutsu
Rank: "A"
Skill: Supplementary
Effect: User learns how to perform Jutsus with One Handed Handseals.
Special: ---
Drawback: ---
Description: Jutsus are normally performed with the use of 2 hands. A Stilled One-Handed Jutsu can be performed with Handseals using 1 Hand. Jutsus without Handseal components are not affected. Jutsu Handseal/Chakra Increase: 0 Rank. Note: This Jutsu Enhancement Technique may be applied to all Chakra Jutsus.
Limit: Must learn from Universal NinJutsu.
Jigoku no Mimi (Hells ears)
Rank: "D"
Skill: Supplementary
Effect: With this technique the Bard is capable of pinpointing the location of a noise within a small area.
Special: ---
Drawback: Cannot be used to hear techniques that silent the user's movement. Must be trained multiple times.
Description: Bards are around sounds constantly and all their training in the musical arts hones their hearing. They are capable of further training their ability to hear to allow them to listen and precisely pinpoint the location a sound is coming from as long as it is within ten meters of themselves. They can continue to train their ability to pinpoint the location of a sound to increase the distance it can be pinpointed from by ten meters each time, capping off at fifty meters.
Limit: Art of the Bard
Indomitable Fortitude
Rank: "D" (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 "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 Fortitude bonuses.
Limit: Universal TaiJutsu Technique.
Specialist area's
Medical Specialist
Medical (Mastered)
Sensor
Soulcaster (Mastered)
May go into 6 Medical Forms. May master 4 Medical Forms.
Medical Forms not mastered may only have up to 400 TP.
May use 600 TP into Universal NinJutsu.
Medical Forms are: Medic, Alchemy, Dian Xue Shu, Sensor, Soulcaster, Ritualist: Augmentation, and Ritualist: Restoration.
May not sacrifice Clan, Fighting Style, or Misc Slots for Medical Forms.
May not be a NinJutsu Specialist as a Medical Specialist.
TaiJutsu Specialist
Muay thai
Boxing
Throwing Specialist
Goutetsu
May go into 6 Fighting Styles.
May master 4 Fighting Styles.
Fighting Styles not mastered may only have up to 400 TP.
May use 600 TP into Universal TaiJutsu.
Non specialist area's
[NinJutsu Non-Specialist
Water
Wind
Lightening
May go into 4 Releases. May master 2 Releases.
Releases not mastered may only have up to 350 TP.
May use 400 TP into Universal NinJutsu.
Clan Non-Specialist
Dhenada
Kami
Nara
May go into 4 Clans.
May master 2 Clans.
Clans not mastered may only have up to 350 TP.
May use 400 TP into Universal NinJutsu, Universal GenJutsu, or Universal TaiJutsu.
Mental Health
Mental Health:
-ADHD
-Anger problems
-ADHD
-Anger problems
Primary Equipment
Guitar, Medium (Overview)
Rank: "C"
Type: Main, Instrument
Effect: The guitar is a musical instrument with ancient roots that is used in a wide variety of musical styles. It typically has six strings, but four, seven, eight, ten, and twelve string guitars also exist.
Special: ---
Drawback: ---
Description: Guitars are recognized as one of the primary instruments in blues, country, flamenco, rock music, and many forms of pop. They can also be a solo classical instrument. Guitars may be played acoustically, where the tone is produced by vibration of the strings and modulated by the hollow body, or they may rely on an amplifier that can electronically manipulate tone. Such electric guitars were introduced in the 20th century and continue to have a profound influence on popular culture. Some are Acoustic Bass Guitar, Baritone Guitar, Cigar Box Guitar, Electric Guitar, Harp Guitar, resonator Guitar, Seven String Guitar, Tailed Bridge Guitar, Tenor Guitar, Bass, Electric Bass, Upright Bass, Banjo. These instruments range between 3 to 4 feet in length.
Limit: These types of items may be capable of being bought inside any Musical Shop.
Cost: 5,000 Ryo
Sword, Longsword (Overview)x1
Rank: "C"
Type: Main, Slashing, Sword
Effect: A weapon with a long metal blade and a hilt with a hand guard.
Special: ---
Drawback: ---
Description: A One-Handed Weapon. These weapons do +8 Amour Points of Damage. A longsword (also spelled long sword, long-sword) is a type of sword characterized as having a cruciform hilt with a grip for two handed use and a straight double-edged blade of around 100–122 cm (39–48 in). The longsword is characterised not so much by a longer blade, but by a longer grip, which indicates a weapon designed for2-handed use or 1-handed use. Examples of Longswords: Katana, Jian, Tachi, Scimitr, Shinai, and Waster.
Limit: These items may be bought inside any Weapon Shop.
Cost: 4,000 Ryo
Secondary Equipment
Robe
Rank: "C"
Type: Main, Slot Holder, 0 Slots,
Effect: A robe is a loose-fitting outer garment. Unlike garments described as capes or cloaks, robes usually have sleeves.
Special: ---
Drawback: ---
Description: A gown worn as part of the academic regalia of faculty or students, especially for ceremonial occasions, such as a convocations, congregations or graduations. A gown worn as part of the attire of a judge or barrister. A wide variety of long, flowing religious dress including pulpit robes and the robes worn by various types of monks. A gown worn as part of the official dress of a peer or royalty. Robes give a +10 to Sleight of Hand when worn. Robes can have special straps stitched in place, allowing the Robe to stay fluid and not be bogged down. 1 Robe may have up to 10 of these Straps. Each Strap may have up to 5 Half Pouches stitched in to keep objects inside.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,000 Ryo Each.
Pack, Waist
x1
Rank: "C"
Type: Main, Slot Holder, 7 Slots, Wearable Container
Effect: An enlarged pouch that fits tightly around your waist.
Special: ---
Drawback: ---
Description: Picture A wearable container can hold up to 7 slots. The waist pack can be worn in 1 of 4 ways: It can be attached to the bottom of a Patrol Pack by passing the stiffened webbing straps with the female side release buckles through the 4 webbing keepers on the bottom of the patrol pack. It can be attached directly to a tactical Vest taking up 3 Pouch Slots. by utilizing the stiffened webbing tabs on back woven in the corresponding slots on the back of the Tactical Vest. It can be carried in the "stand alone" configuration by utilizing the attached 2 inch wide waist belt. This method allows the user to rotate the waist pouch around in front to easily access the contents of the pack without removing a Patrol Pack or a Tactical Vest. When not used in this mode, the attached waist belt is stowed into the tunnel on back of the waist pack. It can be attached directly to the Main Pack by passing the side release buckle and straps through the webbing below the claymore pouch on the main pack.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,400 Ryo Each.
Belt, Individual Equipment
x1
Rank: "C"
Type: Main, Slot Holder, 11 Pouches, Belt
Effect: The belt is designed for carrying various items of individual equipment.
Special: ---
Drawback: ---
Description: Picture A belt that can hold up to 11 individual Pouches. The belt is designed for carrying various items of individual equipment, such as the water canteen cover and ammunition case. The individual equipment belt meant for holding a plethora of pouches. It is normally secured by means of a brass hook and loop buckle and has 2 rows of eyelets along the top and bottom for attaching individual equipment utilizing a wire hanger. The belts are adjusted from each end by means of clamp-type buckles which slide on the belt when open. Essentially this is what is called a Utility Belt.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 2,000 Ryo Each.
Pants
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Clothing
Effect: Also known as trousers.
Special: ---
Drawback: ---
Description: Picture There are so many different types of pants, with different designs and colors. Trousers are an item of clothing worn from the waist to the ankles, covering both legs separately. Shorts are similar to trousers, but with legs that come down only to around the area of the knee, higher or lower depending on the style of the garment. To distinguish them from shorts, trousers may be called "long trousers" in certain contexts such as school uniform, where tailored shorts may be called "short trousers". Trousers have 4 Pockets, 2 on the front of each pant leg, and 2 at the back where the butt is located at. Each Pocket has the same amount of holding space as a half Pouch. A total of 4 Pouches can be stitched into the pants. 2 Pouches may be stitched at the top of the pants (1 per pant leg) while 2 may be stitched at the bottom (1 per pant leg). The ones at the bottom may only have Half Pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo Each.
Shirt
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Shirts are clothing worn over the chest of a user's character.
Special: ---
Drawback: ---
Description: Shirts come in many different styles and colors. A shirt is a cloth garment for the upper body. Originally an undergarment worn exclusively by men and women it has become a catch-all term for a broad variety of upper-body garments and undergarments. In some countries a shirt is more specifically a garment with a collar, sleeves with cuffs, and a full vertical opening with buttons or snaps. A shirt can also be worn with a necktie under the shirt collar. Shirts have no slots and they have no areas to carry pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo Each.
Headgear(Hat)
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Hats, helmets, and other items worn on the head.
Special: ---
Drawback: ---
Description: Headgear, headwear or headdress is the name given to any element of clothing which is worn on one's head. Headgear consists of caps, circlets, hats, helms, and etc. Headgears serve a variety of purposes. Protection (against impact, cold, heat, rain and other precipitation, glare, sunburn, sunstroke, dust, contaminants, etc.). Decoration or Fashion. Religious purposes. Medical purposes. Headgear have no room to hold objects and normally come with no slots but they can be outfitted with a single Half Pouch. Half Pouches however are distributed throughout the hat evenly so it does not look like an actual pouch is placed.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 400 Ryo Each.
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Footwear can be worn on the feet of a person.
Special: ---
Drawback: ---
Description: Outer coverings for the feet, such as shoes, boots, and sandals. Footwear refers to garments worn on the feet, which originally serves to purpose of protection against adversities of the environment, usually regarding ground textures and temperature. Footwear in the manner of shoes therefore primarily serves the purpose to ease the locomotion and prevent injuries. Secondly footwear can also be used for fashion and adornment as well as to indicate the status or rank of the person within a social structure. Socks and other hosiery are typically worn additionally between the feet and other footwear for further comfort and relief. Cultures have different customs regarding footwear. These include not using any in some situations, usually bearing a symbolic meaning. Footwear have no slots, but a Half Pouch can be applied along the inside of footwear.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,200 Ryo per Pair.
Character Depth
Personality-
1.Wise, not stupid...Smart, and humble...
Jai has been through a multitude of experiences in his life and as a result he has become something educated about life and the way of everyday situations in a manner that allows him to think through scenarios based on his past experiences. If pressure makes diamonds, practice makes perfect, and thing's that don't kill you make you stronger, then Jai has a host of experiences to draw from in his past. His dad was a survivor specialist and from a very young age Jai was taught how to think in order to succeed and survive against all odds against him. He has been through enough moment's to know what wise people often tell younger people, and he has come to know something about what he himself is talking about when he does...
Doesn't mean he opens his mouth to say anything at all because having a point and proving a point to other's are two separate things. He has learned to live with wisdom in his choices and to use discernment with better judgment when situations come across that seem problematic. There is a standard of living all around that he tries to maintain these days before anything else because he has learned that if he doesn't have a square to stand firmly on then something is wrong and needs to be addressed. This model has served him well in all things, and though he realizes he can achieve anything he set's his mind to, he know's that doing it right is key!
Doesn't mean he opens his mouth to say anything at all because having a point and proving a point to other's are two separate things. He has learned to live with wisdom in his choices and to use discernment with better judgment when situations come across that seem problematic. There is a standard of living all around that he tries to maintain these days before anything else because he has learned that if he doesn't have a square to stand firmly on then something is wrong and needs to be addressed. This model has served him well in all things, and though he realizes he can achieve anything he set's his mind to, he know's that doing it right is key!
2. Less fear, and more love...
Jai has always been a Kamyuja since birth. Activating his bloodline abilities, his bodies exceptional perfection physically, his trials and tribulations, the time that has passed in learning, adapting to environments and dealing with multitudes of people, enduring many forms of stress, and being broken over and over again...has opened the door to a resolution that acquired after such life experiences. A very rare adaptation that many people desire, but rarely understood is becoming absolutely fearless. To be free from the mental shackles of fear itself.
At some point along the road in his life, Jai stopped receiving fear. All his training, experiences, trials, thing's he's been through, thing's he's seen, long talks with people, pain's and heartaches, loneliness, and ranges of anger- all have gone past normal humane endurance. It has left him unable to feel fear. He can perceive a fearful moment, he can understand times where people are scared, he recognizes moments when fear is usually present, but Jai no longer feels fear in his heart. He is as has become, fearless, and as a result is fully focused at all times. This works well with his sensory skills and he is always alert.
At some point along the road in his life, Jai stopped receiving fear. All his training, experiences, trials, thing's he's been through, thing's he's seen, long talks with people, pain's and heartaches, loneliness, and ranges of anger- all have gone past normal humane endurance. It has left him unable to feel fear. He can perceive a fearful moment, he can understand times where people are scared, he recognizes moments when fear is usually present, but Jai no longer feels fear in his heart. He is as has become, fearless, and as a result is fully focused at all times. This works well with his sensory skills and he is always alert.
3. All that sunshine hidden inside...
Jai may very well have an unlimited capacity for looking at the bright side of any situation. If there ever was a person who refused to loose hope it would be Jai. He is a firm believer that there is always a way, and love conquers all things. Because of this, and his inability to perceive fear, Jai has found a knack for brightening up any situation even the most darkest of moments. He can always find the bright side to something!
If it where raining outside enough to blow houses over, Jai would just find the positives. If he was down and out on his last he would be the first to find another way. If he where depressed about something he would be the one person to find all the humorous thoughts to wash away the depression. Jai is just all about keeping his smile ready to shine. He just always has access to the bright side of things and can always, ALWAYS find something to laugh hysterically about...all he has to do is take a moment to think about it. No one seems able to resist his humor...even his enemies begin to like him when they find he can make them laugh, warm their hearts, and point out the hilarious aspects of things that people never thought of. He's a good guy to have around.
If it where raining outside enough to blow houses over, Jai would just find the positives. If he was down and out on his last he would be the first to find another way. If he where depressed about something he would be the one person to find all the humorous thoughts to wash away the depression. Jai is just all about keeping his smile ready to shine. He just always has access to the bright side of things and can always, ALWAYS find something to laugh hysterically about...all he has to do is take a moment to think about it. No one seems able to resist his humor...even his enemies begin to like him when they find he can make them laugh, warm their hearts, and point out the hilarious aspects of things that people never thought of. He's a good guy to have around.
4. From humor to small talk...well spoken...
It appears, Jai has come to understand how to socialize amongst any group of people and whatever it was that afflicted him making him anti-social has been remedied. He has learned how small talk goes amongst people and has finally come to know what to say at times to make the most of conversations. He has learned how to look people eye to eye when speaking to them, and is no longer afraid to enter a conversation or be brought into one. Perhaps it is because he has learned to appreciate the many people he comes across, or perhaps he has grown to dislike being such a lonely one. He has learned enough from his experiences that he seems to have just the right sort of thing to say for following a conversation and is capable of directing a conversation through choice of words. Many find him pleasant for any topic of discussion...He can be very comforting and encouraging, and is welcome by people from many walks of life for camaraderie. He's also seriously impressively captivatingly handsome & sexy to look at! Even his enemies find themselves wanting to just hang out around him instead of fighting. Jai is always cool, calm, and seems to be a great help in any group of people.
Appearance-
He's got a very sexy, vitality, captivating, superior, attractive handsome complexion of light orange brown reddish skin. He has a overpowering sex appeal that makes him look very lively, romantic, and appealing to all women. He likes to wear any assortment of clothing really, but prefer's some items rather then others if they tend to catch his eye as unique. He has a solid 8- pack abdominal that is just chiseled. His bi-ceps and tri-ceps are also chiseled. Shoulder's leg's and all is just very chiseled and buff musculature that would make anyone think he should be on the cover of some fitness magazine. His body was always very handsome and healthy, brimming with a liveliness and vigor because he is a Kamyuja! But it has become even more physically attractive from time spent taking care of himself, and exercising. He also has beautiful feet.
His vein structure is very healthy and they can be seen with the slightest movement's of his body. Having hardly any body fat, one can view Jai's body, and admire the contours of his body easily. A lot of people think he has taken steroids when the first get a glimpse of him but he has never taken steroids in his whole life. His leg's are chiseled and he happen's to have an unusual limberness and flexibility to his movement's. One get's the feeling that his range of motion is less constrained then normal human's bodies and one can feel the power of his limbic movements by just being around him. He practices yoga, and does a range of body improving exercises. Being exceptional at taijutsu, his body seems to channel chakra from his inner coil and his medical chakra through his very being which may be why he is so attractive.
Jai doesn't really think much about it, though he does have fun going to the gym occasionally. It's always something to do, and a great place for him to train. He has suffered a few scars from injuries in the past but because of his medical chakra and training, one can't really tel that he had been hurt really bad before. His body looks as though he had hardly been hurt in a fist fight. He's a kamyuja but he still lifts weights every so often.
His face is gorgeous to exceptional degree. By a large margin women love looking into his eye's because the white's of his eyes seem to shine and glow with a captivating stare that sinks right into a person. He has beautiful nice looking teeth, a chiseled strong jaw and chin, with dimples in the cheeks so when he smiles he seems to brighten an entire room. He leaves his hair grown out very long and bushy usually, and hates having it cut.
Overall one has to say he is a very attractive male character and though the sight of him can be romantic for women. He receives compliment's and flirtatiousness from women everywhere he goes...but he never seems interested in committing to a full relationship. It's too bad for the women; Jai is hung like a famous male adult film star performer in the genital's, as his penis is longer then ten inches flaccid or not. Needless to mention he'd be able to keep any women happy.
His vein structure is very healthy and they can be seen with the slightest movement's of his body. Having hardly any body fat, one can view Jai's body, and admire the contours of his body easily. A lot of people think he has taken steroids when the first get a glimpse of him but he has never taken steroids in his whole life. His leg's are chiseled and he happen's to have an unusual limberness and flexibility to his movement's. One get's the feeling that his range of motion is less constrained then normal human's bodies and one can feel the power of his limbic movements by just being around him. He practices yoga, and does a range of body improving exercises. Being exceptional at taijutsu, his body seems to channel chakra from his inner coil and his medical chakra through his very being which may be why he is so attractive.
Jai doesn't really think much about it, though he does have fun going to the gym occasionally. It's always something to do, and a great place for him to train. He has suffered a few scars from injuries in the past but because of his medical chakra and training, one can't really tel that he had been hurt really bad before. His body looks as though he had hardly been hurt in a fist fight. He's a kamyuja but he still lifts weights every so often.
His face is gorgeous to exceptional degree. By a large margin women love looking into his eye's because the white's of his eyes seem to shine and glow with a captivating stare that sinks right into a person. He has beautiful nice looking teeth, a chiseled strong jaw and chin, with dimples in the cheeks so when he smiles he seems to brighten an entire room. He leaves his hair grown out very long and bushy usually, and hates having it cut.
Overall one has to say he is a very attractive male character and though the sight of him can be romantic for women. He receives compliment's and flirtatiousness from women everywhere he goes...but he never seems interested in committing to a full relationship. It's too bad for the women; Jai is hung like a famous male adult film star performer in the genital's, as his penis is longer then ten inches flaccid or not. Needless to mention he'd be able to keep any women happy.
Background
Well...He was a young child long long ago, but it doesn't seem like long long ago. Maybe because he still seems like such a young child inside. He was born in the Land of thunder, but he was given up by his parent's in the hidden thunder country when he was...age 2, but like literally he has no idea about his birth family at like....all. Like NO IDEA! So he was sent into foster care where he was actually picked up by the hidden sound country and taken to live in the hidden sound. Ever since he was 2 year's old he has been growing up without knowing literally anything about himself or where he comes from. He has so many questions but, it never mattered much to him. He often just went along with thing's feeling out a special something within...like thing's where ok no matter what, whether he understood it or not...thing's where some how just ok.
His parent's raised him to be a very strong and capable individual, and they did a good job when he was a child, instilling many of the morals and right thinking that he has even to this day. However, as stated before, Jai grew up with a special something that always seemed to be with him guiding and instructing him...in fact let's just say he was special, outside of being a Kamyuja, and having exceptionally good looking-looks...Whoa. He gained what appears to be a long list of mental disorder's due to both traumatic incident's when growing up, as well as outside influences from the WORLD AROUND HIM. In fact his parent's knew this while raising him but for some strange reason they just...never told him anything.
Strange thing is that Jai never seemed to notice himself nor care about it. He never considered it strange or out of the ordinary. He never considered himself out of the ordinary compared to those around him because he was always staying reserved upon himself and remained sheltered because strangely when he doesn't remain sheltered within a high amount of safety and security he get's LOST WAAAAAAAY OUT THERE SOMEWHERE ELSE LIKE WHAT THE FU-....Like so lost out there and misled that people who know him that he doesn't know or remember clearly have to go out there and find him...like way off track with what was already expected of him. Like what happened to you dude you should not be way out there like that at all?!
Anyway, He managed to grow up just fine despite all these strange event's in his child hood. His father was of the same bloodline as him and actually knew a whole bunch about a whole bunch that he was just NOT TELLING HIS SON...like ALL THESE YEARS, FOR REAL. But...thing is, he also had like this set plan of stuff to teach and put Jai through...in the first place. IN fact his dad was quite the genius, again you have no idea. But through it all, Jai managed to grow up and become somewhat successful in the hidden sound village and he's pretty much been a Genin since the age of 11, 10 being the age he graduated the academy, and he's been a Genin ever since. Literally he's been ever growing and learning since the age of 10. He doesn't think there's anything wrong with this, because for him he's not concerned with growing old, nor is he interested in growing up the way people might want him to, he's always been more concerned with....something else.
The fact that he is a Kamyuja has not been revealed to him yet. As in he has NOT YET fully awakened his kekkai genkai even at the age of 21. For him in his life, he's always been content with the use of the first stage of his doujutsu. Having already a superior physique and bodily harmony, he never really had a real need to grow beyond his usual levels. However, as the years and days seem to change lately he keep's feeling this motivation calling him to....something greater within himself. Perhaps he may begin to unlock and understand the powers locked deep inside him...the potential he hold's within is beyond anything he ever imagined...Yeah...
His parent's raised him to be a very strong and capable individual, and they did a good job when he was a child, instilling many of the morals and right thinking that he has even to this day. However, as stated before, Jai grew up with a special something that always seemed to be with him guiding and instructing him...in fact let's just say he was special, outside of being a Kamyuja, and having exceptionally good looking-looks...Whoa. He gained what appears to be a long list of mental disorder's due to both traumatic incident's when growing up, as well as outside influences from the WORLD AROUND HIM. In fact his parent's knew this while raising him but for some strange reason they just...never told him anything.
Strange thing is that Jai never seemed to notice himself nor care about it. He never considered it strange or out of the ordinary. He never considered himself out of the ordinary compared to those around him because he was always staying reserved upon himself and remained sheltered because strangely when he doesn't remain sheltered within a high amount of safety and security he get's LOST WAAAAAAAY OUT THERE SOMEWHERE ELSE LIKE WHAT THE FU-....Like so lost out there and misled that people who know him that he doesn't know or remember clearly have to go out there and find him...like way off track with what was already expected of him. Like what happened to you dude you should not be way out there like that at all?!
Anyway, He managed to grow up just fine despite all these strange event's in his child hood. His father was of the same bloodline as him and actually knew a whole bunch about a whole bunch that he was just NOT TELLING HIS SON...like ALL THESE YEARS, FOR REAL. But...thing is, he also had like this set plan of stuff to teach and put Jai through...in the first place. IN fact his dad was quite the genius, again you have no idea. But through it all, Jai managed to grow up and become somewhat successful in the hidden sound village and he's pretty much been a Genin since the age of 11, 10 being the age he graduated the academy, and he's been a Genin ever since. Literally he's been ever growing and learning since the age of 10. He doesn't think there's anything wrong with this, because for him he's not concerned with growing old, nor is he interested in growing up the way people might want him to, he's always been more concerned with....something else.
The fact that he is a Kamyuja has not been revealed to him yet. As in he has NOT YET fully awakened his kekkai genkai even at the age of 21. For him in his life, he's always been content with the use of the first stage of his doujutsu. Having already a superior physique and bodily harmony, he never really had a real need to grow beyond his usual levels. However, as the years and days seem to change lately he keep's feeling this motivation calling him to....something greater within himself. Perhaps he may begin to unlock and understand the powers locked deep inside him...the potential he hold's within is beyond anything he ever imagined...Yeah...
-Lately his life has become one of refining himself...He seems to feel inspired by something special within that motivates him to keep on bettering himself. Day by day...he enjoy's the progress he makes, with all the learning and growing. Overcoming the challenges that set him back, and feeling the relief from overcoming his problems has become a constant challenge.